A wargame you can and should play right now
Get some things. You definitely need two dice. You almost certainly need paper and pencils. Better than paper and pencils, if you have some war-gaming figurines or toy soldiers, take those. Anything that you have a lot of that comes in multiple varieties is good. The game works smoother if you have toothpicks and playing cards.
Some terms: Close is how far you can charge. It is two dice away. Short is how far you can shoot. It is four dice away, or one toothpick. Long is how far you can see. It is six dice, one playing card, or two dice and one toothpick away. A Turn is the time it takes for every unit on your side to move and attack.
Da rules: Each unit has from +0 to +4 to attack in each of Close, Short, and Long. +0 is a technicality. It's how well a sniper punches. +4 is tremendous, its how well a fully equipped and advantaged artillery unit fires on an enemy position. When two units fight, they each roll 2d6 and add their bonuses. Whoever rolls higher goes to the next part of the rules
All units have a Defense, from 0 to 4. When a unit rolls higher than another in combat, the difference is compared to Defense. if it is higher than defense, the loser is killed, otherwise they are fine.
All units can move two dice from their current position each turn, unless otherwise stated.
I will be back with some units tomorrow, but i am very tired now.
EDIT: part two
What about when a sniper shoots at some guy with just an axe? Does some guy with an axe have a [null] for any range other than Close? Or is there a very small chance that they can run up and hit you with an axe, even from very var away?
ReplyDeleteActually, the line "when two units fight" does a lot of heavy lifting here. A guy with an axe doesn't fight a guy with a rifle until they are up close. Good!