Topic: MiniWars!

Found this on my old hard drive tonight...

MINIWARS
Version 0.2
Copyright ©2000 Majestic Twelve Games
All rights reserved.

UNITS
    Each unit in MiniWars is represented by a series of three factors: Move, Combat Strength, and Morale.  Each unit also has a Cost associated with it, which does not affect actual game play.
    Move is the number of hexes the unit can enter during each of its turns.  Units have no "facing", and can therefore move in any direction desired.  In some cases, hexes may cost double or even triple to enter; see the Terrain Chart for specifics.  Units with an asterisk (*) after their Movement score are cavalry units.
    Combat Strength is the ability of a unit to slay and avoid being slain.  This is an abstracted value, taking into account the unit's skill, the damage potential of its weapons, and the protectiveness of its armor, among other things.  Some units have a letter after their Combat Strength (e.g., "4 [A]").  This means that the unit has the ability to make ranged attacks.
    Morale is the unit's willingness to fight; units with better morale tend to remain in combat longer.  This is one of four symbols: a plus sign ("+"), a minus sign ("-"), and an equals sign ("=") represent higher than average, lower than average, and average morale levels, respectively.  Units with an exclamation point (!) are leaders.
    Cost is a representation of how effective the unit is in combat.  This number is used to design scenarios by making sure both sides are relatively well-balanced.  The way in which a unit's cost is computed will be explained later.

THE MAP
    MiniWars is played on a game board (or "map") made up of a hexgrid superimposed upon a landscape.  The grid is provided to regulate distances, both when moving and when conducting missile fire.  The landscape describes the terrain over which the two armies are fighting.  Terrain affects the game in the following manner:

                Movement Cost        Melee Combat Effect        Block
    Terrain Type        Infantry    Cavalry        Attacker    Defender    LOS?
    Open plain        1    1        -        -        No
    Forest            2    n/a        -        -1        Yes
    River            +2    +1        Units cannot attack across     No
    Bridge            +0    +0        -1 when attacking across    No   
    Hedgerow        n/a    +2        Units cannot attack across    Yes
    Hill            +11    +11        +12        -12        Yes3
    Rough ground        2    2        -1        -        No
    Marsh            2    n/a        -1        -        No
    Lake            n/a    n/a        n/a        n/a        No
    Village/Town        2    n/a        -        -1        Yes
    Road            1/24    1/24        -        -        No

    1This only applies when a unit is going uphill.
    2The modifier only applies for the unit at the higher elevation; if both units are at the same elevation, there is no effect.
    3If the hill lies in between the two units; if either unit is atop the hill, line of sight is not blocked.
    4All other terrain types (except hills) have no effect if units move along the road.

DICE
    All dice used in this game are standard six-sided dice.

SEQUENCE OF PLAY
    MiniWars proceeds in a series of turns; during each turn, players conduct the following activities, in this order:
    1) Initiative
    2) Player A Missile Fire
    3) Player B Missile Fire
    4) Player B Movement/Combat
    5) Player A Movement/Combat
    6) Morale

INITIATIVE
    During the Initiative phase, each player should roll one die.  The player with the higher roll is allowed to choose whether he/she will be "A" or "B" for the current turn.  In the case of a tie, the player who lost the previous initiative roll gets the choice.  As can be deduced from the turn sequence, there are advantages to being either player; the decision on whether to be player A or player B will depend upon the current tactical situation.
    At the end of the Initiative phase, players should remove all missile fire markers (see Missile Fire, below).

UNIT ACTIONS
    There are three types of actions that units may conduct during a turn: missile fire, movement, and melee combat.  Each of these is covered in a separate section, below.

MORALE
    During the Morale phase of each turn, leaders may attempt to rally units that have been disrupted.  Each leader may attempt to rally one unit: to do so, roll one die.  If the result is greater than the distance between the leader and the unit being rallied, the attempt is successful.  Units with a "+" morale symbol add +1 to this roll; units with a "-" subtract -1 from the roll.  Regardless of modifiers, a roll of 1 always fails.
    When a unit is rallied, it is converted from disrupted to normal status.
    Leaders that are themselves disrupted may not rally other units; however, they may rally themselves on any roll other than a 1.  In the peculiar situation where a leader is rallying another leader unit, add +1 to the die roll.

MISSILE FIRE
    During the appropriate Missile Fire phase, any or all of a player's units with missile weapons may use them to attack.  Whenever a unit wishes to fire its missile weapons, two things must be taken into account: the range to the target, and the line of sight.
    Range is counted as the number of hexes along the shortest path between the two units; count the hex containing the target, but not that containing the firing unit.
    Line of sight is considered "open" unless a straight line drawn from the center of the firing unit's hex to the center of the target hex crosses any part of a hex containing terrain that blocks line of sight (see the Terrain Chart, above).  If the firing unit occupies terrain that blocks line of sight, there is no effect, but if the target is in such terrain, the attack cannot occur.  All units block line of sight.
    In order to resolve the missile attack, consult the following chart:

    Missile    Range
    Code    1    2    3    4    5
    A    2-6    3-6    4-6    5-6    6
    B    3-6    4-6    5-6    6    -
    C    4-6    5-6    6    -    -
    D    5-6    6    -    -    -
    E    6    -    -    -    -

    If the result from the chart is a dash ("-"), the attack cannot occur.  Otherwise, the range of numbers indicates the roll needed to successfully hit the target.  For example, a unit with a missile code of B attacking a target 2 hexes away would need to roll a 4, 5, or 6 in order to hit.  If the target has a "+" or "!" morale score, subtract -1 from the roll; if the target has a "-" morale score, add +1 to the roll.  A disrupted attacker must subtract -1 from its roll.  If the attacker is at a higher elevation, add +1 to the roll; if the defender is higher, subtract -1.  Regardless of modifiers, a roll of 1 always misses.
    Units hit by missile fire are immediately disrupted.  If an already-disrupted unit is hit by missile fire, it is immediately removed from the game.

MOVEMENT
    During the appropriate Movement/Combat phase, players may move any or all of their units.  Each unit has a movement allowance, given in movement points (MPs): this indicates the number of hexes the unit may enter during the phase.  If a unit does not use all of its MPs in one turn, it may not carry the remainder over until the next turn.  Units have no facing, and are therefore allowed to move in any direction at any time.
    Units may move through hexes containing friendly units, but may not end their movement there.  Units may never enter a hex containing an enemy unit.
    Some hexes require double or even triple the movement allowance in order to enter; this is indicated in the Terrain Chart.  For example, infantry units must pay 2 extra MPs in order to cross a river.  This means crossing a river into an open plain takes 3 MPs, while crossing into a forested hex takes 4 MPs.
    Regardless of MP cost, a unit is always able to move one hex during its turn.  For example, crossing a river costs 3 MPs for infantry units.  Normally, this means an infantry unit with only 2 MPs could not cross the river.  However, the unit is allowed to cross, so long as it is the only movement performed in that turn.
    The six hexes surrounding each unit are considered that unit's "zone of control" (ZOC).  Whenever a unit enters an opponent's ZOC, it must cease its movement immediately.  Units that begin their movement in an opposing ZOC are allowed to move, but will have to stop if they enter another hex in an opposing ZOC.  A unit does not exert a ZOC across a hedgerow or river, even if a bridge is present between the two hexes.

MELEE COMBAT
    After a unit moves, it has the option of making an attack against any opposing unit in an adjacent hex.  In order to make a melee attack, players should cross-reference the attacker's Combat Strength with that of the defending unit on the following table:

    Defender
Att.    1    2    3    4    5
1    8+    9+    10+    11+    12+
2    7+    8+    9+    10+    11+
3    6+    7+    8+    9+    10+
4    5+    6+    7+    8+    9+
5    4+    5+    6+    7+    8+

    Two dice should then be rolled; if the total is equal to or greater than the result from the table, the attack is successful.  If the defender has a morale code of "+" or "!", subtract -1 from the roll; if the defender's morale is "-", add +1 to the dice.  A disrupted unit must subtract -1 from its attack rolls.  Other modifiers may be applicable, depending upon the terrain occupied by either the attacker or defender.  Consult the Terrain Table for details.
    A successful melee attack causes the defender to be disrupted.  If the defender was already disrupted, it is immediately removed from the game.  Regardless of whether the attack is successful or not, if the dice come up doubles the attacker is disrupted.  An already-disrupted attacker is unaffected by a roll of doubles.
    Whenever a unit is eliminated as a result of melee combat, the attacking unit has the option of moving into the hex vacated by the destroyed unit, subject to terrain restrictions (e.g., a cavalry unit could not move into a forest hex).

BREAK POINT
    Immediately after a player is reduced to half of his/her starting units, the units remaining on the board all become disrupted.  Units already disrupted are not affected.  For example, a player starts the game with 12 units.  As soon as he loses his sixth unit, his army has reached its break point, and all of his units immediately become disrupted, if they weren't already.
    An army will "break" only once per game.

SAMPLE GAME
    This sample game of MiniWars simulates a raid by elements of the Baron de Rompot's horde on the quiet, peaceful town of Danville.  The game should be played on the map provided.
    The defenders of Danville are significantly outnumbered, but they are dedicated and skillful.  They consist of nine units:

Mayor Grayson & his retainers (Move 5*, CS 4, Mor !)
    cost: 43
Town Guard Officers (Move 3, CS 3, Mor !)
    cost: 24
3x Town Guardsmen (Move 3, CS 2 <B><s>[B]</s>, Mor +)
    cost: 68 each = 204
4x Town Militia Units (Move 3, CS 1, Mor smile
    cost: 9 each = 36
Total cost = 307.

    De Rompot's hordes number eighteen units:

Hobgoblin Leader (Move 5*, CS 4 [C], Mor !)
    cost: 105
2x Hobgoblin Sergeants (Move 3, CS 3 [D], Mor !)
    cost: 64 each = 128
4x Wolfriders (Move 6*, CS 3, Mor smile
    cost: 24 each = 96
4x Mercenaries (Move 3, CS 3, Mor -)
    cost: 14 each = 56
7x Goblin Infantry (Move 2, CS 1, Mor -)
    cost: 6 each = 42
Total cost = 427.

    The Danville units set up first, and must begin within three hexes of the town itself.  The invaders must deploy within two hexes of the opposite edge of the map.  The winner is the army with the last unit on the board at the end of the game.</B></r>

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: MiniWars!

Looks really promising! smile  Especially for mass combat....possibly using 2 or 3mm minis.