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Rules Modifications for The Sword and The Flame The Maxwellian Variant |
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by Max Carr Because a number of people have asked what our modifications were, here is a list of changes from the last version of The Sword and the Flame. Remember that any particular game scenario will usually include additions and changes to these modifications. And please do not write with "rules questions" about these modifications. Make up your own solutions; that's what we did. You are just as qualified to micturate in Larry's chalice as we were. |
After Alan moved away from Dallas, he felt the need to write Rules Britannia, a somewhat more complicated simplified variant, derived in part from Max's, to reflect the practices of his new group (but mostly to make use of a marvelous pun).
Sequence of Play
As per TSATF, except that, depending on the number of units in
the scenario, initiative draws may be by the entire side, by the player,
or by the unit.
Units
As per TSATF, except that Cavalry and Infantry units have one
Officer and one NCO in each unit. Units represent whatever the players wish
to consider them, i.e. platoons, companies, or even battalions.
Movement Rates
Similar to TSATF, but terrain penalties are different.
| TYPE | ROUGH TERRAIN PENALTY* |
LOW WALL PENALTY |
HIGH WALL PENALTY |
| Euro. & Colonial INFANTRY |
x2 | +2 inch | +6 inch |
| Euro. & Colonial CAVALRY |
x2 | none | none |
| Euro. & Colonial ARTILLERY |
x2 | none | none |
| Native INFANTRY |
normal | +2 inch | +6 inch |
| Native CAVALRY |
normal | none | none |
| Native ARTILLERY |
x2 | none | none |
Charging
As per TSATF, except that: cavalry units and infantry half-units
take only a half-die's worth of stragglers (round up); stragglers move half
the distance of the main unit, and may not enter combat; stragglers must
be chosen from figures not currently straggling.
Mounting and Dismounting
Cavalry mounting or dismount takes only 1/2 of their movment for the
turn. Units may not charge in the same turn they mount or dismount.
Rough Terrain
Rough terrain is any area that would slow movement. European units pay double
movement costs in these areas. Native units move at normal speed. Hills
are rough terrain. All units have soft cover in rough terrain unless otherwise
specified.
Contact before Movement
A unit that is contacted before it moves must stay in place. Cavalry
may retreat using charge movement if it is attacked by infantry.
Concealed Units and Off-Table Units
As per TSATF, except: Concealed Native units may appear during
the Native movement phase. They may move and charge as soon as they appear
on the table. Off-table units must be placed on the edge of the table for
their first turn and may not charge. They may fire. Hidden units are discovered
by scouts when the scouts come within 6" or when regular troops come
within 3".
Naval Movement
All boats move at Two Dice. Boats turn at the end of their movement
only. They may turn up to 90 degrees. Figures must make a charge move to
disembark.
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Procedure This was changed from the TSATF single-die per unit system to accomodate players who were comfortable with the more familiar hit/save system, and those who just like rolling lots of dice. 1. Draw a card to see which player fires. 2. Indicate which unit is firing and where. (Units may split their fire against several targets). 3. Check firing chart for the range and number to hit for the firing unit's type. 4. Roll a die for each figure firing to obtain result. (Artillery roll 2 dice per crewman). 5. If a figure is hit and is in cover (hard or soft), it may take a saving throw to see if the cover protected it. 6. Draw a card for each figure hit. An ace means a leader is killed, a face card means the firer may pick casualty; on any other card, the owning player selects the casualty. 7. All hit figures, unless they make their saving throws, are killed. Ignore TSATF's rules on wounding. Personality commander-figures may be considered incapacitated for the rest of the game rather than killed, and may return, fully recovered, in the next game. |
Artillery Field of Fire
Artillery's field of fire is increased to 90-degrees (45 degrees on
either side of the muzzle line) to make judging by eye easier.
Line of Sight and Blocking
Similar to TSATF except:
1. A second rank, behind and touching the first may fire. If the firer and
target are on different heights, any intervening figure or low blocking
terrain must be closer to the higher figure than the lower for either to
fire over it.
Soft Cover
Units behind fences, trees, in rough terrain, etc are in soft cover
and save on a 5,6.
Hard Cover
Units in buildings, on large boats, in fortifications, etc. are in hard
cover and save on a 4,5,6.
Hills and Trees
Hills are rough terrain and any figure on a hill is in soft cover. The target
of a shot across a single level of a hill has hard cover, unless the firer
is on the hill or behind and touching the hill. Two levels of a hill blocks
fire.
Tree bases represent a grove of trees. They are rough terrain; they block line of sight to targets except when firer or target is on the tree base.
Prone Figures
Prone figures are in soft cover. It takes 1/2 move to go prone or to
stand up.
1. The Close to Combat and Stand and Fight rolls are ignored and the
'drop-back 6" ' provision is ignored.
2. Extra figures are lined up behind the figures in contact up to three
deep. Any further figures may not fight this turn.
3. All casualties are considered killed. Reroll ties.
4. If, after all combats have been fought, there are still surviving figures
in both units, the combat is resumed on the next turn. All or part of the
unit that moves first may attempt to break off combat by rolling its morale.
Combat Modifiers
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Combat Modifiers Rear Attack |
Rallying
Units may try to rally from a rout at the beginning of their movement
turn. If successful, they rotate to face, but must stand in place that turn;
they may fire.
Morale Check Causes
Morale checks are caused by the following:
1. Severe Loss (unit is below 50%). Check at end of turn when unit falls
below 50%. Units must check thereafter when being charged by a unit at least
half their strength or after taking casualties from firing.
2. Officer Loss - check at the end of the turn when the officer is lost.
(All units must check when Staff Officer is lost.)
3. Cavalry Charge - native infantry charged by European cavalry must check
before combat.
4. Rally - a routing unit may attempt to rally at the beginning of its movement
phase.
Modifiers
+1 Staff Officer present (as part of the unit)
+1 Defence in square or fort
-1 Officer is a casualty
-1 Unit is routing
-2 Unit is below 25%
Interrogation, Torture, Wounding
Interrogation, torture and wounding rules are ignored.
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Copyright©1998 David Helber.
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