Finally got the last infantry battalion and the command done:
(http://i.imgur.com/VbyCJk3.jpg)
Intended for 'One Hour Wargames', 4 infantry, 2 skirmishers, 2 cavalry and 2 artillery. My Brits may now get out of storage after goodness knows how many yearsn :)
Very nice, indeed.
Cheers - Phil
Ohh, those are nice! :D
Cheap too :D about 50:50 HaT plastics and Irregular metals. Comments appreciated chaps.
Nice, I do like Irregular commanders, they have character.
Are you adding command rules to your 1 hour wargame rules? I have, (plus morale).
thanks for showing, this is motivating me to do similar in 28mm.
Very nice indeed.
Very nice!
I use the 28mm armies i purchased from Nik for Neil Thomas' napoleonic wargaming, That look about the same, but based per six instead of 4, and 3 cavalry instead of 2.
Works really great for the rules.
In napoleonic wargaming, your attached commander 'ups' your morale by one, so levy becomes average, and average becomes elite. Elite just becomes more elite ;D
I did houserule that whenever you lose a base, i roll 2d6, and on snake eyes, the commander is lost in the fighting. otherwise he just sticks around until the unit is lost, wich i didn't like. Leading from the front was not the safest way to go.
How does it work in 1 hour wargaming? Will be on the lookout at crisis this weekend for a copy!
Cheers guys.
Norm - maybe, I saw a pretty straightforward method on a blog some time back but for the life of me I can't remember which one! Basically it came down to an attached commander reducing the hit points a unit took but if the unit was destroyed so was the general. Quite good for bolstering up weakened units. Morale unlikely, my approach to gaming is keep it simple - "Bang, you're dead" kinda thing.
PeterC - I treat the entire battalion, regiment, etc. as a unit and count the hit points against the whole thing. A slight house mod is that elimination occurs at 18 points rather than 15. This is because I use different coloured dice to count the hits, so only one dice is on display at a time. Green 1 to 6, Yellow 7 to 12 and red 13 to 18, it also makes it easy to see the state of a unit at a glance. Better send the general to the red one for example. The small Minibits frames and dice are ideal.
What I would like to do is use artillery in pike and shot (half horse & musket performance perhaps?) and aircraft in both World Wars, got some ideas for this but need to try them out on a table.
That is the good thing about the rules, they are so solid that is relatively straight-forward to bolt on favoured rules.
Quote from: SV52 on 02 November 2016, 09:49:16 AM
PeterC - I treat the entire battalion, regiment, etc. as a unit and count the hit points against the whole thing. A slight house mod is that elimination occurs at 18 points rather than 15. This is because I use different coloured dice to count the hits, so only one dice is on display at a time. Green 1 to 6, Yellow 7 to 12 and red 13 to 18, it also makes it easy to see the state of a unit at a glance. Better send the general to the red one for example. The small Minibits frames and dice are ideal.
That's the difference between the two rulesets, in napoleonic wargaming you remove a stand per 4 hits.Whenever you lose a stand, you take a morale check to see if your unit holds togheter. When you fail you lose another stand, so boosting your morale level is important. For example, a Levy unit loses an additional stand unless you roll 5 or 6, while elite units have to roll 3-6.Having a general present gives +1 on this roll so pretty important.