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Buckeye Game Fest will be held May 2-5, 2024, with The War Room opening on 29 April ~~ More Info here

Author Topic: Wizkrieg  (Read 8531 times)

ultracheng

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Reply #15 on: January 22, 2022, 10:22:39 AM
Counter sheet #1



ultracheng

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Reply #16 on: January 22, 2022, 12:31:16 PM
Counter sheet#2



bbmike

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Reply #17 on: January 22, 2022, 01:45:43 PM
What company did you use to print those? They look really nice.

"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

My Own Worst Enemy


ultracheng

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Reply #18 on: January 22, 2022, 09:28:35 PM
boardgamesmaker



ultracheng

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Reply #19 on: January 23, 2022, 06:16:57 AM
Wizkrieg sheet #3



ultracheng

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Reply #20 on: January 23, 2022, 06:17:51 AM
Wizkrieg sheet #4



ultracheng

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Reply #21 on: January 23, 2022, 06:21:42 AM
Wizkrieg sheet #5



ultracheng

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Reply #22 on: January 23, 2022, 06:22:24 AM
Wizkrieg Sheet#6



ultracheng

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Reply #23 on: January 23, 2022, 06:25:50 AM
Wizkrieg sheet#7



ultracheng

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Reply #24 on: March 02, 2022, 04:51:36 AM
Here are the combat rules I designed for Wizkrieg. See if they are ok.
Three Orc units and an Orc army are attacking three human units in the north sector. Though the Orc army has 6 units plus a monster and a hero, a maximum of 2 melee units and 2 range units plus a monster may attack from each hex. All units attacking across walls have their attack strength reduced by one. Total attack strength is 1+2+2+4+4+1+1+3=18. Total defense strength is 2+2+2=6. Attack to defense ratio is 3 to 1, so it's an auto victory for the attackers. All defending units are routed. Before rolling morale check for the three routed units, two units are eliminated by the two pursuing Orc cavalry (Wolf-riders). The only unit left rolls a "4" and fails the morale check. So all three defending human units were lost in the battle. The Orc Army advances into the target hex with zero casualty.

Let say the human force takes no actions in its turn. Now the Orc army attacks again with the 6 Orc units from the south. As the target hex has a hero, no auto victory is allowed. A standard combat round is resolved with magic strike first. The human wizard attacks two Wolf riders and one Bone breaker with his three magic strikes. All three target units must make a morale check+1. The Bone breaker and one Wolf rider failed the morale check and become routed. Total attack strength is 5+4+2+2+4+1+2+2+1+3+3=29. Total defense strength is 2+2+3+3=10. The defenders are in stronghold and should have defense strength +4 but the Orc King uses his leadership to neglect the terrain modifier. So total attack to defense is 29 to 10. Attack to defense difference is 19, so the attackers get +9 drm (+1drm per 2 strength points difference). Attackers roll a "2" and defenders roll a "5". Attacker die roll is modified to 2+9=11. The attackers win with a die roll difference of "6". The losing side must take 6 casualty points. The winning side must take casualty point equalling the smaller roll of the two dice or casualty point taken by losing side minus one. In this case, the smaller roll is "2", so the winning side takes two casualty points. The human force takes 6 casualty points by eliminating two archer units (2 points each) and have two knight units routed (1 point each). The Orc force takes two casualty points by routing one Goblin archer and one Bone breaker. The human force loses one routed knight unit by pursuing Wolf rider and the remaining knight unit is rallied by passing a morale check. The Orc force have 4 routed units, two by magic strikes and two by combat casualty. The Orc king uses his leadership to rally a Wolf rider automatically but the three other units failed the morale check and were lost. Final result : the Orc army lost three units and failed to capture the stronghold hex. The human force lost three units and held the stronghold hex (no need to retreat in stronghold hex).