Friday, November 02, 2012

Changing Up The Random Events

     I decided to alter how the random events will occur, and I hope this will add a bit more spice to the battles:


RANDOM EVENTS


At the beginning of each turn, roll a D6.  If the result is a ‘1’ or a ‘6’, then a random event has occurred.

If a random event has occurred, then roll a D6.  If the result is odd, then the event will affect the attacker.  If the result is even, then the event will affect the defender.

Roll a D20, and check the corresponding event number to the die roll, to determine which event has occurred.

Either player can decide to keep the random event in their hand as it were, and have it occur later on in the game, when they choose.  If a player takes this option, the event must be played at the beginning of their turn or the opposing player’s turn, before any other actions are taken.  Each player can only keep one random event at a time, and if a random event occurs later on in the game that would be beneficial to that player, that event will not occur.  All random events that would be a detriment to that player, will still occur.

1)  Urgent Assistance
During the player’s activity phase, the player must move their Commander, to within 4BW of the furthest friendly unit from the Commander’s initial position.

2)  Anxious
During the player’s activity phase, the player must move one of their units (chosen by the opposing player), their full movement allowance, or as much as can be used, forward.

3)  Hesitant
One of the player’s units (chosen by the opposing player), may not attempt any activities during the entire turn, including recovery attempts.

4)  Retrograde
One of the player’s units (chosen by the opposing player), performs a retrograde maneuver to its fullest movement available.  The player can perform a retrograde wheel, if they so wish.

5)  Disorganized
One of the player’s units (chosen by the opposing player), suffers 1DISR, unless that would cause the unit to break.  The disruption occurs during the player’s reaction phase.

6)  Limited Ammo
One of the player’s artillery units (chosen by the opposing player), cannot fire this turn.


7) Rough Going
One of the player’s units (chosen by the opposing player), treats open terrain as rough terrain, and rough terrain as impassable, for this turn.

8) Bad Aim
One of the player’s artillery units (chosen by the opposing player), suffers a -1 penalty to hit on all die rolls, for this turn.

9) Valiant Charge
The player chooses which unit will receive a +1 to hit on all die rolls in combat, for this turn.

10) Rally to the Flag
The player rolls a D6.  If the result is odd, then add 1 to their army morale.  If the result is even, then add 2 to their army morale.  This bonus is only performed once per game.

11)          Well Disciplined
The player chooses which unit will receive a reduction of 1DISR.  The reduction occurs during the player’s reaction phase.  The unit cannot try for a separate recovery attempt, during this turn.

     12) Heroic Rally
The player chooses which unit gets to use two dice for a recovery attempt, this turn.

     13) Stirrups In
The player chooses which cavalry unit will receive +1 to hit on all dice, in a charge or counter charge, for this turn.

     14) Whiff of grape
The player chooses which artillery unit will receive +1 to hit on all dice using canister, for this turn.

     15) Rally to the Colours
The player chooses which unit will ignore disruptions to how many dice they use in combat, for this turn.

    
16) Deadly Fire
The player chooses which infantry unit will receive +1 to hit on its dice, if it elects to fire during its reaction phase.

    
17) Thick Smoke
One of the player’s infantry units (chosen by the opposing player), receives -1 to hit on its dice, if firing during its reaction phase.

18) Find the Way
The player chooses which unit will treat rough terrain as open terrain, for this turn.

19) Hold the Line
The player chooses which infantry unit will receive an extra die roll during combat, for this turn.

20) Impetuous
One of the player’s units (chosen by the opposing player), and which is in a legal charge range, performs a charge, during its activity phase, or a counter charge during its reaction phase, which ever is applicable.
 

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