0. table of contents - wargame vault · 1) any relevant cards are added to or removed from the...

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2 Copyright 2009 Gordon Roach, TFP Games v1.3 1. Introduction 4 1.0 TFoB – The Game 1.1 Credits 1.2 Speech Boxes 5 1.3 Collect Your Gear! 6 1.4 Figure Basing 2.2 Who are those guys? 7 2. The Men 7 2.0 Who are those guys? 3. Turn Sequence 8 3.0 Turn Sequence Turn Sequence 3.1 Activation Deck 9 3.2 Activation Cards 3.21 Special Event Cards 3.3 Used 10 3.4 Multi-Player Games 3.5 Motivation Cards (Optional) 11 Motivation Cards List 4. Command Points 12 4.0 What are Command Points? 4.1 How many Command Points do I have? 4.2 ‘When do I use Command Points?’ & ‘What do they do?’ 5. Actions 13 5.0 What are Actions? 5.1 Actions & Command Points 5.2 Actions 6. Elements & Units 14 6.0 ‘What are they?’ 6.1 Commanders 15 Building Your Army Basing Your Army 7. Unit Formations 16 7.1 Changing Formation 19 8. Resolving Hits 20 Saves Resolving Hits & Morale Example 21 The TFoB Concept of Casualties 9. Morale 22 9.0 Morale 9.1 Leaders as Casualties 9.2 Flag Bearer Down 9.3 Inflicted Morale Checks 9.4 Commander Leading 9.5 Making the Morale Check 23 Morale Checks Morale Effects Morale Check Example 24 10. Movement 25 10.0 Movement 7.01 Manhandled Cannon 10.1 Straight Ahead 26 10.11 Turning 10.2 Obstacles & rough Terrain 27 10.21 Impassable 10.22 Reducing Obstacles 10.3 Mounted Troops 28 10.4 Command Points & Movement Formations & Obstacle Crossing 29 Manoeuvring in Column 11. Vision & Cover 30 11.0 Line of Sight 11.1 Cover 11.2 Vision Arcs 11.3 Cover & Hiding 0. Table of Contents Sample file

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Page 1: 0. Table of Contents - Wargame Vault · 1) Any relevant cards are added to or removed from the Activation Deck. The deck is shuffled thoroughly and placed face down. 2) Roll Command

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Copyright 2009 Gordon Roach, TFP Games v1.3

1. Introduction 4

1.0 TFoB – The Game

1.1 Credits

1.2 Speech Boxes 5

1.3 Collect Your Gear! 6

1.4 Figure Basing

2.2 Who are those guys? 7

2. The Men 7

2.0 Who are those guys?

3. Turn Sequence 8

3.0 Turn Sequence

Turn Sequence

3.1 Activation Deck 9

3.2 Activation Cards

3.21 Special Event Cards

3.3 Used 10

3.4 Multi-Player Games

3.5 Motivation Cards (Optional) 11

Motivation Cards List

4. Command Points 12

4.0 What are Command Points?

4.1 How many Command Points do I have?

4.2 ‘When do I use Command Points?’ & ‘What do they do?’

5. Actions 13

5.0 What are Actions?

5.1 Actions & Command Points

5.2 Actions

6. Elements & Units 14

6.0 ‘What are they?’

6.1 Commanders 15

Building Your Army

Basing Your Army

7. Unit Formations 16

7.1 Changing Formation 19

8. Resolving Hits 20

Saves

Resolving Hits & Morale

Example 21

The TFoB Concept of Casualties

9. Morale 22

9.0 Morale

9.1 Leaders as Casualties

9.2 Flag Bearer Down

9.3 Inflicted Morale Checks

9.4 Commander Leading

9.5 Making the Morale Check 23

Morale Checks

Morale Effects

Morale Check Example 24

10. Movement 25

10.0 Movement

7.01 Manhandled Cannon

10.1 Straight Ahead 26

10.11 Turning

10.2 Obstacles & rough Terrain 27

10.21 Impassable

10.22 Reducing Obstacles

10.3 Mounted Troops 28

10.4 Command Points & Movement

Formations & Obstacle

Crossing 29

Manoeuvring in Column

11. Vision & Cover 30

11.0 Line of Sight

11.1 Cover

11.2 Vision Arcs

11.3 Cover & Hiding

0. Table of Contents

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Copyright 2009 Gordon Roach, TFP Games v1.3

8.5 Spotting the Enemy

8.6 Special Vision

12. Combat 32

12.0 Combat

12.1 Basics of Combat

ACW Infantry Weapons

Resolving Hits & Morale

Example 21

The TFoB Concept of Casualties

12.11 Calculating the Attack Dice 33

Direct Fire Modifiers

12.12 When Firing a’1’ Always Misses 34

12.13 Targeting Direct Fire

12.14 Firing Arcs

12.15 Single Element Units

12.2 Rapid Fire

Firing Example #1

—Firing Basics 35

Firing Example #2 —Firing Basics

12.3 Fire by Artillery 36

12.31 Artillery Ammunition

12.32 Artillery Ammunition Supply

Smoke

12.4 Mortar Fire 37

ACW Artillery Weapons

12.5 Rocket Attacks 38

Rocket Template

Artillery Example #1 39

Artillery Example #2

Combat Example, Part 1

—Firing 40

12.7 Close Combat 41

12.71 Charge!

12.72 Mounted Fighting

12.73 Moving Out of Close Combat

12.74 Resolving Close Combat 42

Close Combat Modifiers

Combat Example, Part 1

—Close Combat 43

12.75 Winning Close Combat 44

12.76 Multiple Opponents

Understanding Close Combat

Close Combat Example #1 45

Close Combat Example #1a

13. Orders 46

13.0 Orders

13.01 Very Simple Method

13.02 More Detail

13.03 High Detail

13.1 Changing Orders 47

13.11 Issuing Orders

13.12 Receiving New orders

14. Communication 48

14.0 Communication

14.1 Situation Report

14.2 Messengers

14.21 Activating Messengers

14.22 Moving Messengers

14.23 Messengers & Morale

14.3 Other Communication

15. Personalities 49

15.0 Personalities

15.1 Who Needs a Personality

15.2 It’s Like Role-Playing

15.3 Generating Personalities

16. Setting Up An Army 51

17. Introductory Scenario 53

18. Quick Reference & Play Aids 56

18.0 Quick Reference

18.1 Play Sheet

18.2 Cards

18.3 Activation & Motivation Cards

Unit Cards 57

Activation Cards 59

Motivation Cards 61

Weapon Data Cards 66

Play Sheet 67

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Copyright 2009 Gordon Roach, TFP Games v1.3

1. Introduction

1.0 TFoB – The Game These Fields of Blood is a game designed to recreate the atmosphere of command and battle during the American Civil War. Each player may assume the role of a Brigade or Divisional Commander depending on the forces used or number of players participating.

Designed around simple concepts so that learning is quick, the concepts and mechanics that are repeated through the game. This speeds the learning process and allows for faster, smoother running games.

The rules focus on Leaders and command, giving players experience of what the American Civil War was like on the battlefield. Players face the challenges that leaders of the period faced; planning and executing orders, motivating the men, and more. Personality and traits for leaders may be depicted as additional details, which were important in many well known battles.

The turn sequence is an evolutionary development of earlier TFP Games rule sets. This creates a unique system blending a mix of card activation, I-GO-U-GO, and simultaneous, creating a system ideal for multiple players without the usual drawbacks of a card based system. I believe a new sense of tension and excitement among players will be generated.

Feel free to contact me with your queries and comments through the web site or Yahoo Group;

www.tfpgames.com http://games.groups.yahoo.com/group/tfpgames/

1.1 Credits Ann strongly supported this project and edited my work.

Many manufacturers recent released figures inspired these rules.

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Copyright 2009 Gordon Roach, TFP Games v1.3

White colored boxes contain the rules and any i m p o r t a n t commentary.

Lavender colored boxes indicate

important points or concepts.

Important points are marked with

this: Yellow colored b o x e s g i v e examples of the game in action or applying the rules.

1.2 Speech Boxes The book has very simple presentation style, designed to be both functional and engaging, and packed full of information you need, where you need to find it.

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Copyright 2009 Gordon Roach, TFP Games v1.3

1.3 Collect Your Gear! Dice Each player needs a

few six-sided dice referred to as d6. Additional dice may be used to denote Command Points for Leaders and Formation Leaders.

Ruler or Tape A ruler or tape measure in inches (or multiply cm x 2.5).

Miniatures You need some to play.

Gaming Table A gaming table, typically 4' x 6' or 1200mm x 1800mm and terrain. Larger tables may suit larger figure scales.

Pen & Paper Make no t e s as necessary.

Counters Counters or similar may be used to denote hits and casualties (different counters for different hit types or ammunition from artil-lery) plus Morale Checks inflicted on the Unit.

Reference Cards See the handy cards and other material at 18. Quick Reference at the rear of this book.

1.4 Figure Basing There are no set basing sizes you must use to play TFoB. Many of you already have based figures from other game systems and these rules take advantage of this. It is best if the forces of each side use a similar basing ratio, though not critical.

As such this is more a guide on what the rules consider typical.

Infantry are based on function or ‘elements’, several of which constitute a typical Unit.

Depending on the type of unit Infantry may be based as follows;

Light Infantry or Skirmishers 2-4 figures

Regular infantry 4-6 figures

Snipers 1 figure

Commanders 1-3 figures

Cavalry are based similarly. The player must remember that dismounted cavalry require a base of horse holders to substitute for a base of dismounted infantry.

Cavalry 2-3 figures

Dismounted Cavalry 2-3 figures

Artillery differs slightly in that it can be defined by the number of crew miniatures on each base.

Light Gun/howitzer Battery 3 figures

Medium Gun/howitzer Battery 4 figures

Heavy Gun/howitzer Battery 5 figures

Mortars Battery 2-3 figures

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Copyright 2009 Gordon Roach, TFP Games v1.3

Regular troops are part of formal and drilled military units. They may be described as Green, Seasoned, or Veteran. Green have little, if any experience, or may have very poor leadership. Seasoned have been battle tested and are capable troops. Veteran are similar and have superior leadership.

Troop Rating 5+

Combat Skill 5+

Irregular troops are less capable for a variety of reasons. They have little formal training if any, and are not drilled to act as a cohesive team. These troops would be armed militia or exceptionally inexperienced regular troops such as some of the very early Union forces.

Troop Rating 5+

Combat Skill 6

2.0 Who are those guys? In ‘TFoB’ there are two main troop types and three Leader types.

Troops are defined as either Regular or Irregular.

Leaders are defined as Poor, Average, Inspiring, and Legendary.

Leaders are perhaps the most important figures on the battlefield. Their decisions and inspiration lead men into the fields of blood. Some measure up, some are overrated, others are truly inspiring, while some have the making of legends.

Each Unit has a Leader. Each Brigade or Command has a Commander. Additional Commanders may be present representing Divisional Commanders.

Leaders channel Command Points (CP) into practical use on the table. Command Points represent their Leadership exercised on men.

Leaders have the same Troop Rating and Combat Skill as the men they lead.

Leadership - Poor 1 CP

- Average 2 CP

- Inspiring 3 CP

- Legendary 1d6 CP

Commanders may add 1d6 CP.

Combat Skill 5+

2. The Men

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Copyright 2009 Gordon Roach, TFP Games v1.3

3. Turn Sequence

3.0 Turn Sequence The game uses a card activation sequence determining what happens when. Unlike many traditional card systems the TFoB system creates greater pace and drama.

The cards are referred to as Activation Cards.

Turn Sequence

1) Any relevant cards are added to or removed from the Activation Deck. The deck is shuffled thoroughly and placed face down.

2) Roll Command Points for Commanders.

3) The Player with the Initiative draws 3-5 Activation Cards from the top of the deck, the number being drawn should be declared first.

a) The drawn cards are given to the owning player.

b) If the enemy has more cards than the drawing player, then the enemy player now has the Initiative.

c) Each player now assigns the Activation cards, at least half must be assigned to the Units closest to the enemy.

d) The Player without the Initiative (PwoI) declares the Actions to be resolved by those Units they have assigned Activations to. The Player with the Initiative (PwI) now declares the Actions to be resolved by those Units he has assigned Activations to.

e) All activated Units are resolved simultaneously in the order of:

1. Resolve Hits

2. Morale

3. Firing

4. Movement

5. Moving Fire

6. Communication & Orders.

f) If the Player with the Initiative has no Unused Units left, or both End of Turn cards were drawn the Turn is over, go to 1), otherwise return to 3).

Snipers activate with the closest friendly Unit. They are not a separate activation.

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