More Magical Musings for TMA6

September 29, 2016

It seems to me that most magical spells would fall under only a few types.  Most games published today dress them up and modify them slightly so that the druid can summon better while the wizard can throw a better fireball.  Stuff like that.  I am taking a different rout by using broad spell types.  You can then add opposites to double the number of spells.  A caster will have a set number of points per battle to cast spells.  Each spell will have a casting cost.  Spells will be assigned to caster types.  I might even add some sort of passive effect for each caster.  Here are some of the spells I’ve come up with so far.

Haste: Allows the target unit to move D6″.  A’6′ doubles the unit’s movement.  1 turn duration.  Cost 2 points.

Slow: Deducts D6″ from the target unit’s move.  A ‘6’ reduces the unit’s move to 0.  1 turn duration.  Cost 2 points.

Summon: Summons a monster to do as the caster bids.  A ‘6’ summons a large monster.  Permanent until dispelled.  3 points.

Banish:  Destroys a summoned creature if the caster can beat the opponent’s die roll.  A ‘6’ makes it automatic.  Immediate effect.

Protect: Increases the target unit’s protection by 1 class.  A ‘6’ makes the unit have the best armor in the game regardless of matchup.  Permanent until dispelled.  2 points

Negate: Decreases the target unit’s armor by 1.  A ‘6’ gives the unit the worst armor in the game regardless of matchup.  Permanent until dispelled.  2 points

Strength: Increases the target unit’s combat skill by 1.  A ‘6’ gives the unit the best combat skill in the game regardless of matchup.  Permanent until dispelled.  2 points

Enfeeble:  Decreases the target unit’s combat skill by 1.  A ‘6’ gives the target unit the worst combat skill in the game regardless of matchup.  Permanent until dispelled.  2 Points

Missile attack (Fireball Lightning etc): 1+ 1D6 per point put into the attack.  A ‘6’ doubles the effect of the points put into the fireball.  Ex. 2 points would be a 3 die fireball.  A ‘6’ effect would be a 5 die fireball.  Note that a caster may always throw a 1 die missile attack at no cost.  Instantaneous.  0-3 points

Missile shield:  Makes the target unit fully armored against normal missiles.  A ‘6’ makes the unit invulnerable to all missiles including magical ones.  1 turn.  1 point.

So that’s 10 spells right there.  I can probably come up with a few more.  A caster can not have more than 1 of each type of spell going at a time.  They could summon a creature, strengthen a unit and cast a fireball for instance.  Magic points can be variable but I suspect 10 points is a good number.  Perhaps just 1 caster per army would be enough magic for a battle.

 

 


Magic for ‘Throw Me a 6’

September 13, 2016

I’ve been pondering how to incorporate magic in Throw Me a 6.  I think I have come up with a simple but kind of interesting solution.

  1. Spells, in general cost “points” not unlike other systems out there.  A wizard will have a set amount per game to use.
  2. When a spell is cast, the points for the spell are expended and a success roll is made.  On a ‘1’, the spell fizzles.  On a ‘2’ through ‘5’, the spell succeeds with normal effects.  On a ‘6’, the spell critically succeeds!  ‘Throw me a 6’ right?!
  3. The ‘6’ might be to simply double the effect, or add some other bonus to the spell.  Haste, might allow a unit to move a second time.  A ‘6’ would add +2″ to each move.  Fireball might be 1-3 dice depending on how many points you spend.  A ‘6’ would double the amount of dice rolled.  Fear might cause a unit to retreat as if it just lost a melee.  A ‘6’ would also cause a loss of a stand.

I think there would be a couple of broad types of casters.  Wizard, Sorcerer, Necromancer, Druid and Priest.  Each will probably have about 3 spells to choose from.  I’ll have to give it a few tests to see how it goes.

 

 


Throw me a ‘6’ QRS now available!

March 3, 2016

I’ve added yet another page to the rules.  By request, there is now a QRS/Summary Sheet on the last page of the rule book.  Yes!  That’s right folks!  Rules bloat!  6 pages of text!  Enjoy!


Throw me a 6 has been updated.

February 25, 2016

After taking a read through the file recently, I noticed I never wrote in the “advance after combat” rules for Throw me a ‘6’.  I finally got around to updating the rules.  As well as this addition, I’ve updated the design notes to be more reflective of the design of the game specifically.  Find the rules here.

Finally, a little something to try.

Generals are a single stand unit.  They can influence the retreat die roll by +/-1 for any friendly unit within 4″ that has to retreat.  Alternatively, they may join a unit and influence the retreat roll by up to +/-2.  If that unit becomes involved in a melee, the general will add 1 die to the melee dice.  However, at the end of each turn that a general is involved in a melee, the opponent rolls 1 die.  On a 6 the general is killed.  Generals may move without restrictions at the rate of light cavalry.  If they are not attached to a unit and are contacted by an enemy, they will flee toward the nearest unit and attach themselves to that unit.

The ‘General’ rule has not been tried out yet.  If you plan on giving them a go, let me know how they work for you.

John


A modification…or two…of 1 Hour Wargames.

December 7, 2015

TMP’r Ioannis and Kaptain Kobold have inspired me to tackle that which I don’t like about 1 Hour Wargames.  The initial idea comes directly from a post by Kaptain Kobold on TMP.  Let me explain.

What I don’t like

The rules as written have the following combat mechanics.  Each unit will roll either a D6-2, a D6 or a D6+2 and the result are hits to the enemy.  Each unit can take 15 hits.  as this is a large number, you almost certainly have to resort to using a roster and I DON’T like rosters!  Now for some quick analysis.    First, we can determine how long a unit will stick around before being destroyed by various attack dice (unit types).  A D6-2 (1.67) will take 9 turns to kill a unit.  A D6 (3.5) will take 5 turns to kill a unit.  A D6+2 (5.5) will take 3 turns to kill a unit.  This assumes each unit has 15 hits of course.

Enter Kaptain Kobold

TMP’r Kaptain Kobold came up with a interesting solution.  Instead of rolling a single die, he rolls 1, 2 or 3 dice which equate to the damage of D6-2, D6 and D6+2 respectively.  Instead of 15 hits, the units can take 5 hits.  Each die that comes up 4+ scored 1 hit on the target.  All other rules for doubling and halving damage apply.  1D6 (.5) will take 10 turns to kill a unit.  2D6 (1) will take 5 turns to kill a unit.  3D6 (1.5) will take 4 turns to kill a unit.  The low and high end units are off by a turn.  You can fix the high end simply by adding a 4th die.  Then you score 2 hits on the average and it will take 3 turns to kill off an enemy unit.  The low end can;t be easily fixed in this system.  The problem is that the NT system uses multiples of 3 instead of multiples of 2.  With that in mind, read on!

Multiples of 3

We can have each die hit on a 3+ instead of a 4+.  Each unit will take 6 hits.  With this you can match more closely the hit rates of the original rules.  Thus 1D6 (.67) will take 9 hits to kill a unit.  2D6 (1.33) will take 5 turns to kill a unit.  3D6 (2) will take 3 turns to kill a unit.  You can simply double or halve damage as necessary.  Round fractions up as per the rules.  It occurred to me that instead of halving the damage you could simply change the hit number to 5+ for half damage.  Double damage becomes more problematic though.  You are still doubling numbers…which is fine but perhaps slightly cumbersome.  If you like this system, you can simply use a single D6 per unit to track damage and still apply the rest of the rules as is.

More Chaos

What if, however, we use even smaller numbers we can make things pretty straight forward.  If you halve the hits and the probability to hit, you can gain similar results.  You will also gain a certain degree of chaos as the “grand slam” hits will be more likely.  So, a normal chance to hit is now 5+.  Each unit can take 3 hits.  So, 1D6 (.33) still kills a unit in 9 turns.  2D6 (.67) still kills a unit in 5 turns.  3D6 (1) kills a unit in 3 turns.  Now for the cleanup.  If the rules call for half damage, simply halve the probability to hit.  So half damage is the same amount of dice but hits are on a 6 only.  If the rules call for double damage, hits will occur on a 3+.  With this system, you only need two kinds of colored markers.  Yellow, for example, represents 1 hit and red represents 2 hits.  The third hit removes the unit of course.  This system will provide the greatest degree of uncertainty.

To Conclude

Any of the three mods will work just fine.  The original by Kaptain Kobold will do fine.  The rates are slightly off for weak and strong units but not overly so.  With the “Multiple of 3” system, you get all the rates the same but you end up with a slightly less straight forward system (some halving and doubling) for halving and doubling casualties.  This system will produce about the same amount of chaos as Kaptain Kobolds system.  Both are less deterministic than the original rules.  The “More Chaos” system is like the “Multiples of 3” system but adds a larger degree of chaos.  It also has the added benefit of less math as you just adjust the hit number based on the situation.


DF-Like updated to 1.5

July 11, 2015

I finally got around to updating my Featherstone-Like rules.  I’ve changed the way melee is resolved.  Charging units now retreat if they took 25% casualties on the approach.  There is a morale table to resolve melees now.  The loser rolls and applies the result.  There is also an option to recall cavalry that failed a morale check with no move near an enemy.  The latest rules can be found here.


Quatre Bras Allied Order of Battle

April 29, 2015

It’s been a couple of weeks.  I’ve been busy planning a birthday party for my daughter.  The skills I’ve honed in the hobby are being put to good use.  Several minecraft paper craft figures have been made for a custom Minecraft cake that I’ll be making tonight?  What does this have to do with the Allied order of battle?  Not much except it explains why no pictures have materialized and that I am just now getting to the issue at hand.

In order of appearance:

On the board:

2nd Division Perponcher

1st brigade 24 Figures green.  Dutch Jager regiment 12 figures regulars

2nd brigade 2 regiments each of 24 figures regulars (This brigade was the size of a division!)

Cavalry brigade Merlin 12 figures light

1 field artillery stand

5th division Picton

2 brigades of veteran infantry 24 figures each.

1 rifle regiment 12 figures veteran

1 Landwehr brigade green 24 figures

1 field artillery stand

Brunswick legion Duke of Brunswick

1 brigade of line infantry regulars 24 figures

2 regiments of light infantry 12 figures each regular

1 brigade of light cavalry 12 figures regular

1 field artillery stand

3rd division Alten

2 brigades of infantry regular (Hannover and English) 24 figures each

1 regiment of rifles 12 figures regular

1 field artillery stand

Guards division Cooke

2 brigades of guards veteran grenadiers 24 figures each

1 field artillery stand

I’ve made a few shifts from the real order of battle.  The jagers in the 3rd division and the Brunswick advant guarde both had some rifles.  I’ve chosen to shift them to the jagers (KGL) for balance purposes.  I don’t want the allies to have a preponderance of rifle regiments at the outset of the battle.