Topic: Hexless Rules
Hi to all!! Here are the rule we use for our games, there is some litte change from the "official" rules, please let us know what you think about:
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The General Rule: if you like you can skip all of this and use only this: 1 hex = 1 inch. This is the very core of the hexless rules, all other thing are useful but not necessary. If you use small figure (10-6 mm) you can consider use the 1 hex = 1 cm convention, as long as all players agrees there is no problem.
Basing and Flanks : since we use the miniature from GW's Lord of the Ring range, we use 50mm square bases as element bases, with 3-4 figure if infantry, 2 if cavalry, 1 if others. If you use the warmaster or DBA bases there is a little reduction of front, so it doesn't really matter as long as all player use the same bases.
Zone of Control: elements have a zoc wide as they're bases, and deep 2”. This is an exception to the General Rule, but we find that 1” zoc is too easy to avoid.
Unit Cohesion and Formation
Regular Formation
A unit is in Regular Formation if all of the following apply:
All Elements in the unit are facing the same direction.
Two flank corners of each element in each rank touch two flank corners of at least one other element in that rank
There is a front rank of at least two Elements, aligned perpendicularly to the unit's facing.
All ranks (except the last) contain the same number of Elements.
The two front corners of all Elements in the second and subsequent ranks touch the two rear corners of one Element in the preceding rank.
There are no gaps in any rank except the last.
In other words, the unit makes a “block” of elements with no gaps in the ranks except for the last rank.
Column Formation
Each Rank has one element, either
One left corner of all Elements in the second and subsequent ranks touches the left half of the rear flank of the Element in front of it.
or
One right corner of all Elements in the second and subsequent ranks touches the right half of the rear flank of the Element in front of it.
A unit consisting of one Element is always considered to be in Regular Formation.
Movement
All movement are unit-based. An unit can go forward for his movement allowance without other rules.
Wheel
Wheeling is a dire affair, we use this convention:
An unit wheels on the center of the unit. Each 45° of rotation has a fixed cost in movement allowance, depending on the unit longest side (not necessary the front). We state that the cost is equal to half the number of bases rounded up. For example, a 4x3 unit will pay 4/2=2 inch to make a 1° to 45° wheel. A long unit, for example 3x8 or a column count the longest side, so in this casa 8 bases (so wheeling costs 4 inch).
In this manner we speed up a little since we need not to make curves misuration.
Difficult Terrain
We state that a player must pay the penalty for the difficult terrain for the whole unit.
Combat
We make some little modification:
1: When elements came into contact they must align themselves, the contacting unit must move in order to contact the more enemy possible.
2: You cannot contact a side of enemy base if you were not in the same side at the start of your activation. In other word, ff you are in the front arc of a unit you cannot charge the flank, even if you have enough movement to do so.
When not stated different us the General Rule. And Common Sense.
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