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Kriegsspiel Warlords Era

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Aug 31st, 2018
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  1. BASIC RULES
  2. One sector is 3 Li (a mile)
  3.  
  4. Roads add 1s/turn
  5. Poor terrain (hills, farms, desert scrub, forest) reduce 1s
  6. Bad terrain (mountains, built up areas, forts) reduce 2s
  7.  
  8. Cavalry move 5s/turn
  9. Cavalry with Mechanized Artillery move 5s/turn
  10. Cavalry with Horse Artillery move 4s/turn
  11. Infantry move 3s/turn
  12. Infantry with Horse Artillery move 3s/turn
  13. Gunboats move 3s/turn
  14. Artillery move 2s/turn
  15. Riverboats move 2s/turn
  16.  
  17. Rocket Carts range is 2s
  18. Cannon range is 4s
  19. Artillery range is 6s
  20.  
  21. LOS
  22. 3s inf/arty
  23. 4s cav
  24. 5s boat
  25. +1s & ignore applicable terrain if scouting
  26.  
  27. Tongs
  28. Avoid poor terrain mallus
  29. 30% chance to be spotted
  30.  
  31. Gunboats have 5 cannon
  32.  
  33. Line of Sight is 6s
  34.  
  35. Tong/Jihadi/Irregular troop range 250-500
  36. Infantry division troop range 1500-2500
  37. Cavalry division troop range 800-1500
  38. Logistics group troop range 50-150
  39. Logistics cart per ten men
  40. Artillery troop range (by gun) 6-12
  41. Militia 2000-3000
  42. Gunboat crew 20-50
  43. Riverboat crew 50-80
  44.  
  45. Troops carry 20 rounds of ammunition each
  46. Logistics operatives carry 60 rounds each (or 20 rockets)
  47. Rocket Carts fire 20 rockets at a time and their caissons carry 60 more
  48. Carts carry 50,000 cartridges or 1000 rockets
  49. Cannon caissons have six shots in them
  50. Gunboats have storage for 100 cannon shots
  51. Artillery have three shots
  52.  
  53. ---
  54.  
  55. ARMY LIST (Early Period Warlords Era)
  56. 100 points
  57. Your first unit is a free pick and will house your HQ. The HQ element is always considered to have a high-quality commander.
  58. Elements can be combined for increased effect (eg artillery crews attached to infantry divisions). Each major element will be randomly assigned a commander (with abilities tending toward the lower end of the scale) unless specified otherwise.
  59.  
  60. Untrained:
  61. Conscripts, 5pts:
  62. A mix of drafted milita, volunteers and third rate recruits. Half decent at ambushes, preparing and holding ground. Armed with antiquated melee weapons, bows, crossbows, muskets etc. Large numbers but low morale.
  63. Do Or Die Division, 5pts:
  64. Criminals from the prison population through to street urchins armed with knives and improvised weapons. If you can't keep guns at their backs, they might just flee. Otherwise, a shield for better troops.
  65.  
  66. Mercenaries
  67. Jihadis, 10pts:
  68. curved swords and jezzails, excellent at holding ground and sniping. Small size but a good tactical option.
  69. Bandit Tong, 10pts:
  70. Armed with antiquated melee and ranged weapons, but experienced in their use. Best in ambush and scouting roles. Medium-sized unit.
  71. Wuxia, 10pts:
  72. Exclusively close combat, a small group of elite martial artists. If you can get them into close range, they'll destroy anything in their way.
  73. US Marine Corps: 30pts:
  74. Modern American infantry with bolt action rifles, grenades and swords, a highly trained commander and attached infantry support guns.
  75.  
  76. Infantry
  77. Dadao Assault Corps, 15pts:
  78. Big Sword Units also armed with pistols and grenades, good at assaulting defended positions.
  79. Modernized Corps, 15pts:
  80. Regular infantry with rifles and bayonets. Best at defending positions and supporting assaults.
  81.  
  82. Horse
  83. Sabre Cavalry, 15pts:
  84. Pistols and swords in the European manner, vulnerable but fast on open terrain.
  85. Mounted Infantry, 25pts:
  86. Modernized infantry corps on horseback and with sword-bayonets. Best advantage is in
  87.  
  88. mobility.
  89. Horse Logistics Group, 5pts:
  90. Attach to other elements for increased speed and ammunition.
  91.  
  92. Mechanized
  93. Bicycle Corps, 20pts:
  94. Modernized infantry mounted on bicycles for increased mobility. Not as fast as mounted
  95.  
  96. infantry.
  97. Mechanized Logistics Group, 10pts:
  98. Attach to other elements for increased speed and ammunition. Faster than Horse Logistics.
  99.  
  100. Artillery Attachments
  101. Rocket Cart, 10pts:
  102. Area bombardment good against enemies in the open and flammable cover.
  103. Chinese Cannon, 15pts:
  104. Long range bombardment option, antiquated but effective.
  105. European Artillery, 30pts:
  106. Modernized artillery for sustained bombardment at extreme ranges.
  107. Machine-gun Corps, 20pts:
  108. Perfect counter to assaults when in prepared positions.
  109.  
  110. Riverine
  111. Riverboat, 5pts:
  112. Oar and sail powered transport, embarked elements can fire from within.
  113. Gunboat, 30pts:
  114. Modern European cannon and steam power, powerful and mobile support.
  115.  
  116. Commanders
  117. Traditional, 5pts:
  118. Uninspiring but not incompetent.
  119. Heroic, 10pts:
  120. Glory-hound, inspirational in assault.
  121. Strategic, 10pts:
  122. Good at holding ground, his supply will last a little longer.
  123. Western, 15pts:
  124. Trained at elite European academies, these officers know how best to use their men and react
  125.  
  126. to developing situations.
  127.  
  128. ----
  129.  
  130. Random Commanders
  131.  
  132. Inept
  133. Hasty
  134. Hot-headed
  135. Courageous
  136. Stubborn
  137. Heroic
  138. Delusional
  139. Glory-hound
  140.  
  141. ----
  142.  
  143. Custom/HQ picks from players
  144.  
  145. [HD] Deer Men (HQ)
  146. Men: 443/443
  147. Ammunition: 8860/8860
  148. Hunters and bandits. Stealth marksmen and ambush professionals armed with light crossbows and hunting knives.
  149.  
  150. [KL] White Russian Mercenary cavalry (Kazarezov Vissarion Ruslanovich)
  151. Experienced veterans armed with lances, pistols and sabres.
  152. Men: 1167/1167
  153. Ammunition: 23340/23340
  154.  
  155. ----
  156.  
  157. Example player's army at endgame (we didn't play long enough to reach serious conflict)
  158.  
  159. Name : Heavenly Empire
  160. Colour : Dark blue
  161. Entry Point: A12
  162.  
  163. [HH] Horse HQ
  164. Men: 1475/1475
  165. Ammunition: 29500/29500
  166.  
  167. [PC] Horse (Peng Min)
  168. Men: 1408/1408
  169. Ammunition: 28160/28160
  170.  
  171. [LA] Dadao Assault Corps (Long Lin)
  172. Men: 1920/1920
  173. Ammunition: 38400/38400
  174.  
  175. [TA] Dadao Assault Corps (Tang Lin)
  176. Men: 1614/1614
  177. Ammunition: 32280/32280
  178.  
  179. [LI] Modernised Infantry (Lu Shui)
  180. Men: 2150/2212
  181. Ammunition: 44240/44240
  182.  
  183. [DI]:[C] Modernised Infantry with attached Chinese Cannon (Dai Yi)
  184. Infantrymen: 2466/2466
  185. Artillerymen: 26/26
  186. Cannon: 7/7
  187. Infantryman bullets: 49320/49320
  188. Cannon shots: 42
  189.  
  190. [XC] Conscripts (Xian An)
  191. Men: 2796/2796
  192. Ammunition: 10% chance of running out each turn
  193.  
  194. [LC] Conscripts (Lin Cai)
  195. Men: 2135/2135
  196. Ammunition: 10% chance of running out each turn
  197.  
  198. -----
  199.  
  200. Example player orders at endgame (sent to GM then everyone gets back a custom report)
  201.  
  202. All units engage at will
  203.  
  204. Peng Min Cav attack south east
  205. HQ Cav follow behind Peng Min
  206. Conscript units placed inbetween infantry units if possible
  207. Tang Lin Assault attack east and clear traps
  208. Long Lin Assault attack east and clear traps
  209. Dai Yi. Inf + cannon move east and bombard enemy positions and give support
  210. Lu Shui Inf move east and provide support and remove traps
  211.  
  212. -----
  213.  
  214. Example report at endgame (sent to players, turns processed together handling clashes and conficting orders as they come up. Turns present an hour of game time but are fairly arbitrary)
  215. In this case these players are preparing to fight eachother.
  216.  
  217. ShΓΉ kΗ’ushuǐ
  218. Turn 8
  219. 13:00
  220.  
  221. [LT] to H15, no time to scout or prepare traps.
  222. [QG] to I18, can cover farmland and road approach.
  223. [SB] to L16, spots cavalry and baggage west of the eastern hills.
  224. [LR] to K17, ready to board.
  225. [JA & [TA] reform within the entrenchment.
  226. Enemy infantry advances to the edge of the farmland in a front 12 li long. The northmost division is slowed as they encounter stake pits.
  227. [HI] remounts, attaches rocket carts and becomes [HM]:[R]. Remainder joins [RR].
  228. [DI] the enemy are just over 3 li away as the redoubt is expanded. They don't have enough time to make a depot but do detach logistics group [DIL]
  229. [LI] reforms with [LID] and takes their places in the redoubt to the west. [CR] follows
  230. [LIR] arrives in [LT]'s sector but has no time to dig.
  231. [RR] moves to the defences in the north but keeps his horses, wanting a quick escape.
  232.  
  233. Heavenly Emperor
  234. Turn 8
  235. 13:00
  236.  
  237. Enemy Irregulars spotted in plains to the west of the hills.
  238. Enemy Gunboat in position to cover western approach to the hills.
  239. All Infantry move southeast.
  240. [LI] some men are wounded crossing trapped farmland at G14 and have to be helped away by others.
  241. Enemies infantry and cavalry spotted south of the hills.
  242. Defences on the hilltop are being expanded and manned.
  243. Enemies on the northern hill sector move to the western defences.
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