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- BASIC RULES
- One sector is 3 Li (a mile)
- Roads add 1s/turn
- Poor terrain (hills, farms, desert scrub, forest) reduce 1s
- Bad terrain (mountains, built up areas, forts) reduce 2s
- Cavalry move 5s/turn
- Cavalry with Mechanized Artillery move 5s/turn
- Cavalry with Horse Artillery move 4s/turn
- Infantry move 3s/turn
- Infantry with Horse Artillery move 3s/turn
- Gunboats move 3s/turn
- Artillery move 2s/turn
- Riverboats move 2s/turn
- Rocket Carts range is 2s
- Cannon range is 4s
- Artillery range is 6s
- LOS
- 3s inf/arty
- 4s cav
- 5s boat
- +1s & ignore applicable terrain if scouting
- Tongs
- Avoid poor terrain mallus
- 30% chance to be spotted
- Gunboats have 5 cannon
- Line of Sight is 6s
- Tong/Jihadi/Irregular troop range 250-500
- Infantry division troop range 1500-2500
- Cavalry division troop range 800-1500
- Logistics group troop range 50-150
- Logistics cart per ten men
- Artillery troop range (by gun) 6-12
- Militia 2000-3000
- Gunboat crew 20-50
- Riverboat crew 50-80
- Troops carry 20 rounds of ammunition each
- Logistics operatives carry 60 rounds each (or 20 rockets)
- Rocket Carts fire 20 rockets at a time and their caissons carry 60 more
- Carts carry 50,000 cartridges or 1000 rockets
- Cannon caissons have six shots in them
- Gunboats have storage for 100 cannon shots
- Artillery have three shots
- ---
- ARMY LIST (Early Period Warlords Era)
- 100 points
- Your first unit is a free pick and will house your HQ. The HQ element is always considered to have a high-quality commander.
- 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.
- Untrained:
- Conscripts, 5pts:
- 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.
- Do Or Die Division, 5pts:
- 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.
- Mercenaries
- Jihadis, 10pts:
- curved swords and jezzails, excellent at holding ground and sniping. Small size but a good tactical option.
- Bandit Tong, 10pts:
- Armed with antiquated melee and ranged weapons, but experienced in their use. Best in ambush and scouting roles. Medium-sized unit.
- Wuxia, 10pts:
- 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.
- US Marine Corps: 30pts:
- Modern American infantry with bolt action rifles, grenades and swords, a highly trained commander and attached infantry support guns.
- Infantry
- Dadao Assault Corps, 15pts:
- Big Sword Units also armed with pistols and grenades, good at assaulting defended positions.
- Modernized Corps, 15pts:
- Regular infantry with rifles and bayonets. Best at defending positions and supporting assaults.
- Horse
- Sabre Cavalry, 15pts:
- Pistols and swords in the European manner, vulnerable but fast on open terrain.
- Mounted Infantry, 25pts:
- Modernized infantry corps on horseback and with sword-bayonets. Best advantage is in
- mobility.
- Horse Logistics Group, 5pts:
- Attach to other elements for increased speed and ammunition.
- Mechanized
- Bicycle Corps, 20pts:
- Modernized infantry mounted on bicycles for increased mobility. Not as fast as mounted
- infantry.
- Mechanized Logistics Group, 10pts:
- Attach to other elements for increased speed and ammunition. Faster than Horse Logistics.
- Artillery Attachments
- Rocket Cart, 10pts:
- Area bombardment good against enemies in the open and flammable cover.
- Chinese Cannon, 15pts:
- Long range bombardment option, antiquated but effective.
- European Artillery, 30pts:
- Modernized artillery for sustained bombardment at extreme ranges.
- Machine-gun Corps, 20pts:
- Perfect counter to assaults when in prepared positions.
- Riverine
- Riverboat, 5pts:
- Oar and sail powered transport, embarked elements can fire from within.
- Gunboat, 30pts:
- Modern European cannon and steam power, powerful and mobile support.
- Commanders
- Traditional, 5pts:
- Uninspiring but not incompetent.
- Heroic, 10pts:
- Glory-hound, inspirational in assault.
- Strategic, 10pts:
- Good at holding ground, his supply will last a little longer.
- Western, 15pts:
- Trained at elite European academies, these officers know how best to use their men and react
- to developing situations.
- ----
- Random Commanders
- Inept
- Hasty
- Hot-headed
- Courageous
- Stubborn
- Heroic
- Delusional
- Glory-hound
- ----
- Custom/HQ picks from players
- [HD] Deer Men (HQ)
- Men: 443/443
- Ammunition: 8860/8860
- Hunters and bandits. Stealth marksmen and ambush professionals armed with light crossbows and hunting knives.
- [KL] White Russian Mercenary cavalry (Kazarezov Vissarion Ruslanovich)
- Experienced veterans armed with lances, pistols and sabres.
- Men: 1167/1167
- Ammunition: 23340/23340
- ----
- Example player's army at endgame (we didn't play long enough to reach serious conflict)
- Name : Heavenly Empire
- Colour : Dark blue
- Entry Point: A12
- [HH] Horse HQ
- Men: 1475/1475
- Ammunition: 29500/29500
- [PC] Horse (Peng Min)
- Men: 1408/1408
- Ammunition: 28160/28160
- [LA] Dadao Assault Corps (Long Lin)
- Men: 1920/1920
- Ammunition: 38400/38400
- [TA] Dadao Assault Corps (Tang Lin)
- Men: 1614/1614
- Ammunition: 32280/32280
- [LI] Modernised Infantry (Lu Shui)
- Men: 2150/2212
- Ammunition: 44240/44240
- [DI]:[C] Modernised Infantry with attached Chinese Cannon (Dai Yi)
- Infantrymen: 2466/2466
- Artillerymen: 26/26
- Cannon: 7/7
- Infantryman bullets: 49320/49320
- Cannon shots: 42
- [XC] Conscripts (Xian An)
- Men: 2796/2796
- Ammunition: 10% chance of running out each turn
- [LC] Conscripts (Lin Cai)
- Men: 2135/2135
- Ammunition: 10% chance of running out each turn
- -----
- Example player orders at endgame (sent to GM then everyone gets back a custom report)
- All units engage at will
- Peng Min Cav attack south east
- HQ Cav follow behind Peng Min
- Conscript units placed inbetween infantry units if possible
- Tang Lin Assault attack east and clear traps
- Long Lin Assault attack east and clear traps
- Dai Yi. Inf + cannon move east and bombard enemy positions and give support
- Lu Shui Inf move east and provide support and remove traps
- -----
- 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)
- In this case these players are preparing to fight eachother.
- ShΓΉ kΗushuΗ
- Turn 8
- 13:00
- [LT] to H15, no time to scout or prepare traps.
- [QG] to I18, can cover farmland and road approach.
- [SB] to L16, spots cavalry and baggage west of the eastern hills.
- [LR] to K17, ready to board.
- [JA & [TA] reform within the entrenchment.
- 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.
- [HI] remounts, attaches rocket carts and becomes [HM]:[R]. Remainder joins [RR].
- [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]
- [LI] reforms with [LID] and takes their places in the redoubt to the west. [CR] follows
- [LIR] arrives in [LT]'s sector but has no time to dig.
- [RR] moves to the defences in the north but keeps his horses, wanting a quick escape.
- Heavenly Emperor
- Turn 8
- 13:00
- Enemy Irregulars spotted in plains to the west of the hills.
- Enemy Gunboat in position to cover western approach to the hills.
- All Infantry move southeast.
- [LI] some men are wounded crossing trapped farmland at G14 and have to be helped away by others.
- Enemies infantry and cavalry spotted south of the hills.
- Defences on the hilltop are being expanded and manned.
- Enemies on the northern hill sector move to the western defences.
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