Optional Rules for Vis Bellica | |||||
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Introduction | |||||
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Occasionally a Vis Bellica player will suggest an amendment or additional rule to the standard set which, although I don't like enough to make mandatory, I do like enough to present as an optional rule. Some scenarios will also give rise to special rules that can be used in other games. Players are at liberty to use optional rules if they like, provided, of course, that all parties concerned agree which will be used before the game begins! Optional Rule 1: Officers of Varying Abilities Optional Rule 2: Officers of Varying Command Abilities |
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Optional Rule 1: Officers of varying abilities | |||||
by Thurlac |
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So you’re
doing a refight of Issus. Alexander vs Darius. Only, you’re Alexander
and you know it’s going to go horribly wrong in this battle. Why?
Because your opponent isn’t some sorry loser scared of his own shadow
ready to flee at the first sign of dust from the Companions’ approach.
The guy on the other side of the table has been wargaming for 20 years
and knows what mistakes not to make. You’re toast. Ever
encountered the above problem? Then worry no more. Here is the answer to
all your cares. The variable ability officer! Essentially,
this is a system for tailoring Officers. |
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Ability | Points Cost | Notes | |||
Tough | +2 per +1 strength | Maximum strength = 12 | |||
Very Tough | -3 per -1 strength | Minimum strength = 2 | |||
Captain | +5 | Adds +1 to command die rolls | |||
Poor Captain | -3 | Adds -1 to command die rolls | |||
Great Captain | +15 | Adds +2 to command die rolls | |||
Bad Captain | -6 | Adds -2 to command die rolls | |||
Good Fighter | +6 | Adds extra +1 to base's strength if affecting them in combat. | |||
Poor Fighter | -4 | Adds extra -1 to base's strength if affecting them in combat. | |||
Great Fighter | +12 | Adds extra +2 to base's strength if affecting them in combat. | |||
Bad Fighter | -8 | Adds extra -2 to base's strength if affecting them in combat. | |||
Example | +5 | Adds extra +1 to base's morale modifier when making a morale check. | |||
Poor Example | -3 | Adds extra -1 to base's morale modifier when making a morale check. | |||
Great Example | +10 | Adds extra +2 to base's morale modifier when making a morale check. | |||
Bad Example | -6 | Adds extra -2 to base's morale modifier when making a morale check. | |||
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Optional Rule 2: Officers of varying command abilities | |||||
by various VB players |
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In the set game, officers commanding so-called "regular" and "irregular" armies each get 1d6's worth of command points. Players who want to give "irregular" armies penalties due to their "unsophisticated" status could, if they wished, give their Officers only 1d4 or 1d3's worth of command points or, for "regulars", increase the allocation to 1d8 or even 1d10. The same mechanic could be used to differentiate between good and bad generals, or to provide an interesting special rule for a scenario. |
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Optional Rule 3: Random Factors in Scouting | |||||
by various VB players |
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Optional Rule 3a: Random Factors in Scouting Once scouting strengths have been calculated in the normal way, add 2d6 to each players' score. Optional Rule 3b: A Chance That Scouts Get Lost Players have the option as to whether to send their bases out to scout or not. Any base sent out to scout contributes to an army's scouting strength as normal. Those not sent out do not. Roll 2d6 for each base sent out to scout. On a roll of double one "snake eyes", the base has got lost whilst out scouting and will not take part in the battle to follow. |
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Optional Rule 4: Fog | |||||
by John Hills |
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If a scenario calls for heavy fog to cover the battlefield, or smoke for that matter, then the following rules can be used: a) Spotting. Officers roll 4d6 rather than 2d6 for spotting rolls, and all penalties for distance and terrain are doubled. b) Shooting. The maximum range for all missile weapons is 10". c) Confusion. Once during the game, each player can call "mistaken identity" when an enemy base has friends from a different brigade within their arc of fire and within range. The base must then shoot at the friendly base unless the owning player rolls a 5 or 6 on a d6. If the roll succeeds, then the base may not shoot at all that turn: officers are running around shouting "Don't Shoot!". If the roll fails, then the base shoots at the specified target, with that base taking casualties and morale checks as usual. d) Movement. Once a player has moved a base, a d6 is rolled. If the score is 1, then the base has drifted 1d6" to the left. If the score is 6, then the base has drifted 1d6" to the right. If this drifting causes them to bump or drift into another friendly base, then they just line up behind/beside them. |
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By Robert Avery |
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New
Order: Brace
Infantry
bases may only brace infantry of the same order e.g. close order foot
may only brace other close order foot. |