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- A Risk to Take
- -Campaign and tabletop game with Risk figures
- 0. Introduction
- This game was created to provide a fast to play, easy way of tabletop wargaming. Combined with a campaign ruleset, this is optional if one's looking for a cheap way of fighting campaigns.
- 1. Campaign rules
- Players are free to set any goals, terrain and population, nations etc.
- It is highly advised to set a map on a hex grid base, the movements on the map rely on this (although any other sort, such as square grid is acceptable).
- Turns on the map:
- TURN 1
- Players decide initiative by throwing dice. If two player's roll is equal, they re-roll.
- Player with initiative places his armies in the 10 hex vicinity of his capital unless the conventional campaign rules set by the players indicate otherwise.
- Followed by the remaining players in rank order of their dices, everyone places their armies. 3 armies per side is the basic rule but this, obviously, can be changed.
- One army's construction and the number of units included is conventional and up to the players' taste.
- Movement is 5 hexes per army + roll 1d6: 1-2 means the army can move 4 hexes only, 5-6 means the unit can move 6 hexes.
- After every player made their intended moves, battles happen on the tabletop.
- TURN 2
- In each SECOND turn after turn 1 on the map (e. g. turn 2, 4, 6, etc.), players roll for reinforcements which are placed nearby the capital / base camp.
- Rolling 1d4: 1-2 = 1 army; 3-4 = 2 armies.
- Rolling 1d6: odds (1,3,5)=1 army; evens (2,4,6)=2 armies.
- Plus in each second turn, initiate a sequence of rolls to determine if the armies have enough supplies for the next turns.
- Rolling 1d6:
- 5-6 provisions are enough for the next two turns;
- 3-4 a detachment must be sent back for a supply train to the capital or by chance the nearest town; this launches the train in current turn - the train moves 7 hexes and is consumed when reaches the army. If the train arrives for the second following turn, that army doesn't need to roll; however, if it doesn't arrive, take -2 of the roll.
- 1-2 the army is starving and sacks the nearest town/village plus loses initiative in the next battle. Sacked towns/villages can become hostile.
- If an army commander (player) doesn't let the army loot and the train doesn't arrive for the second next turn, the army becomes hostile, and rolls 1d6: 1-2 = the army starts a rebellion and either kills its commanders or goes free looting.
- 2. Tabletop rules
- a) Basing
- Each unit is based on a 6x2cm base by default.
- Cavalry units: 4 figures per base;
- Artillery: 3 guns per base;
- Line infantry: 8 figures per base;
- Light infantry: 4/5 figures per base.
- Command figures are based on single bases of lesser size, coins for example
- b) Movement and ranges
- Movement
- I personally use coffe sticks or toothpicks to measure movement. In this system:
- 1 infantry movement = approx. 6cm or one toothpick
- Light infantry = approx. 1cm longer than regular infantry
- 1 artillery movement = a little shorter than one infantry movement, ~5 cm
- 1 cavalry movement = 2 infantry movements
- Units are basically free to perform any sort of movement in range including turning, changing facing without penalties. For turning 180°however we used to roll 1d6 and this movement is only allowed when rolling 6.
- Movement order: players roll initiative: highest wins and moves first. There is no universal rule on the sequence of unit types in movement.
- Shooting
- Infantry and cavalry can shoot from a distance of one infantry movement (1 stick).
- Artillery's range is 3 infantry movements or sticks.
- c) Combat
- Universal rules
- Combat happens when every movement is set. There is no more movement, especially not turning, unless in a very close range and units are able to charge.
- Special ranges for combat:
- Volley range: 1 infantry movement range.
- Melee range: 1cm or closer (bases touching)
- Routing movement: 1 infantry movement backwards.
- Maximum degree of fire (or melee) is 30° both on left and right.
- Saving roll is rolled by each unit which has been shot at or was being charged in melee.
- Units behind a fortification add +1 to their saving roll and cannot rout; however, if failing saving regardless their bonuses three times, they are removed from the table and count as being destroyed.
- Special units: cuirassiers, dragoons, light infantry
- Cuirassiers have limited range of fire (half an infantry movement), but both in melees and when fired upon they add +1 to their saving roll.
- Dragoons can mount and dismount regarding their battlefield situation: when a dragoon unit dismounts, their horses are left behind and they act as light infantry. They must return to the horses to mount again.
- Light infantry can move further than regular units, and adds +1 to their firing and reduces saving by -1.
- I. Artillery fire
- Artillery shoots at desired targets. Targeted unit rolls a 'save' on 1d6, if rolls 1 it routs.
- Bonuses:
- -when an enemy unit is in a one infantry movent (or volley) range, artillery can fire canister and the attacked enemy unit routs when rolling 1-2 for a save.
- -artillery doesn't rout, however if it fails saving twice it is destroyed.
- Penalties:
- -if an allied unit is in melee range (1cm or closer) of an enemy unit and in the way of artillery fire, fire is impossible.
- -if the allied unit is not in the immediate way of gunfire but is in melee range of the attacked enemy unit, the allied unit rolls a save as well.
- -if an enemy unit is in melee range of the battery, artillery cannot shoot.
- II. Volleys
- Volleys happen simultaneously on both sides. Units facing each other roll saves per each side and can rout on both sides when the roll is 1.
- Commanders can save one unit per turn in their vicinity from routing.
- III. Melee
- Melee happens when units are in melee range after movement. If the distance is short enough, units can get closer to each other in order to execute melees.
- The clash is, again, simultaneous: each unit being attacked rolls 1d6 for saving, if rolls 1-2 it routs. Commanders can again save one unit per turn close to them from routing.
- IV. Destruction of units
- At the end of each turn, players roll a save again on their previously routed units. If a unit rolls a 1 again, it is destroyed.
- Fatigue: if a unit is routed 3 times (even if a commander prevents it), the next saving triggered by an enemy attack can destroy it (if rolls 1 after a volley or 2 in melee). Commanders can prevent a unit once in their vicinity (if the unit fails saving in the next turn, commanders cannot prevent it from destruction).
- This rule was completed on 23/09/2012 by Andrew J. McCory.
- Comments and advices are more than welcome, please leave a comment at: http://randomncreative.blogspot.com
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