LACE WARS 7.3

Being a set of Wargame rules in the manner of the good Father Aelred.
by Dick Larsen

1. Units and such:
   Units in this game are made up of a number of elements, each infantry element is 1 1/2" x 1 1/2" with 4 figures on it. Each cavalry element is 1 1/2" x 2" with 2 figures on it. An artillery element is on a 1 1/2" x by 2 or 3" with 1 gun or horse and limber on it , 4 crewmen are mounted on 3/4" x 3/4" individual stands. Generals are mounted like cavalry but with only the great man himself on the stand. An army or command (depending upon the size of your figure collection) is made up of 30 elements plus the General and 2 artillery units.
   Standard infantry and cavalry units are of 3 elements each. Artillery units are 1 gun and crew and a limber.
2. Rosters:
   Each army has a roster card. The roster has 3 lines of boxes on it.The first line has 12, the second 8, and the third 4. When the first line of boxes is filled the army will have a -1 to all of its rolls for impacts. When the second line is full the army has a -2 to all its rolls for impacts. When the third line is full the army must retreat off the table, any losses during the retreat will be in stands which in the context of a campaign would be lost for a season.
3. Turn Sequence:
   1. Determine initiative. This can be done by any method players agree on, but rolling dice is the safest. Each player rolls 1 d6. High die moves first or second, his choice. The player winning the initiative will have a -1 to his next initiative roll. The player who is currently moving is called the Phasing player.
   2. Movement and Impacts. The player who moves first, now moves or deploys his units. After each unit is moved or deployed the player rolls 1 d6 and if a 6 is rolled all movement and deployments stop for that player this turn, or if all units are moved then the phasing player announces his impacts on the non-phasing player. A unit must be deployed to cause an impact. The non-phasing player now rolls 1 d6 and determines what the impact is. (see Chart)
   After the non-phasing player rolls for his impacts and all have been determined, he now becomes the phasing player. He moves or deploys his units, rolling 1 d6 after each unit, with a 6 meaning all movement will stop. He then declares his impacts on his opponent.
4. Impact Chart:
   The player who is being impacted rolls 1 d6 per target unit.
    1 - 2 Unit is halted and 1 Box is crossed off. If Impact is caused by contact the unit must fall back 1 move. If unit cannot fall back because of terrain or enemy troops the unit is removed and 3 boxes are crossed off.
    3 - 4 Unit is halted and may not move or deploy next turn and my not cause impacts. If this impact is by contact loser must recoil 1 stand depth backwards.
    5 - 6 No effect. If Infantry attacked by cavalry and roll NE the cavalry must fall back 10cm.

5. Modifiers:

Guards and Grenadiers

+1

Unit not deployed

- 1

Unit in works or cover

+1

Unit impacted flank or rear

- 1

Fire impact over 1/2 range
(artillery or muskets)

+1

Contacting deployed Art

- 1

Deployed Infantry Vs Cav

+1

Unit Halted

- 1

Heavy Cavalry Vs Light

+1

 

6. Impact Ranges

Infantry

shooting 10cm or contact

Artillery

shooting 30cm or contact

Cavalry

contact

7. Move Distances; deployed undeployed

rough terrain, roll 1 d6

Infantry

10

20

1-2 no move/3-4 1/2 move

Cavalry

20

30

1-3 no move/4-5 1/2 move

Artillery

face 45°

20

1-5 no move/6 1/2 move


8. Generals:
   Each army has at least 1 general. This great personage may attach himself to a unit in order to move. The unit with the general attached may move with out having to roll the 6d to see if movement stops.
9. Impact markers:
  I use a two sided disk , one white, one black. The white side determines which units must test for impacts, the black side says the unit failed. A unit may receive more than one impact and if it fails the first throw for impact the second test is given the halted modifier.

 

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