Sham1 1
Sham1 1
Sham1 1
Introduction
This simple approach may not suit all, and may offend some.
If they are not for you, there are plenty of alternative sets.
The rules were developed with the purely selfish objective of gaming with my
own sons.
The playing area is gridded in hexagons, 10cm across the sides (e.g. Kallistra
Hexon II)
Game Concepts
Armies
Armies are composed of elements mounted on bases 4cm wide and 3cm
deep.
Each element is one of 4 types.
Command Structure
Command Points:
Command:
Passive commanders retain any command points left over from their
previous active turn.
Each active commander rolls 1d6 for new command points and places
it beside the command model.
Commanders may now move up to 2 hexes, but reduce their
command point score by 1 if they do so.
Each commander may attempt to rally one running unit by passing a
reaction test.
Move:
Running elements run their full move distance away from the nearest
enemy and lose one element after the rout.
Other units may only move after performing a successful reaction test.
No unit may move into the same hex as an enemy unit during the
movement phase
Formation change from single to double ranks or vice versa counts as
a move.
Movement is forward, by wheeling or about-face.
Guns which move may not shoot this turn.
Shoot:
Units from the passive side shoot first, then survivors of active units
return fire.
Only Foot and Guns may shoot.
Front rank elements roll their dice and consult the table to determine
how many kills they cause.
For each kill on foot and horse, remove an element and place a
casualty marker by the unit.
Guns are different, 2 shooting kills in a single turn are required to
destroy a gun, single shooting kills are ignored.
After both sides have fired, a unit which lost elements during shooting
tests reaction, units which fail run away.
Charge:
Phasing foot and horse units which are 1 hex from an enemy target
may attempt to charge.
Test reaction. If successful they charge home, if not they stay in
position.
After phasing units have tested to charge, non-phasing foot and horse
units may also attempt to charge.
Fight:
Losers of hand to hand (Suffered more kills than they caused) now test
reaction and run if they fail.
If losers stand, then winners must test reaction and run if they fail.
If both sides stand, then losers withdraw 1 hex still facing their enemy.