F&F: Base Unit Characteristics And Combat Tables
These are the two main tables in F&F. There is also an artillery table. All combat and rally information is included within these tables.
UNIT TYPES
Class
|
Movement
|
Rally#
|
To Hit
|
Elite Light Cavalry
|
6MP
|
3,4,5,6
|
2D6
|
Light Cavalry
|
6MP
|
4,5,6
|
1D6
|
Elite Heavy Cavalry
|
4MP
|
3,4,5,6
|
3D6
|
Heavy Cavalry
|
4MP
|
4,5,6
|
2D6
|
Elite Infantry
|
3MP
|
3,4,5,6
|
3D6
|
Regular (Light), Horse Artillery
|
2MP (3MP)
|
4,5,6
|
2D6
|
Militia, Artillery (Limbered)
|
1MP
|
5,6
|
1D6
|
Cuirassiers and Heavy Dragoons are considered Heavy cavalry. Uhlans, lancers, chasseurs, hussars, chevauleger and light dragoons are considered light cavalry.
The benefits of an Elite unit are easier attempts to rally (D6 roll) and more to hit dice. Elite infantry units also move more effectively and have an additional MP.
Different formations influence the base movement number of a unit and the to hit number as well as combat results.
COMBAT TABLE
Formation |
1
|
2
|
3
|
4
|
5
|
6
|
|
Offense
|
Line
|
1 Step
|
1 Step
|
Disorder
|
Fall Back
|
No Effect
|
No Effect
|
Offense
|
Column
|
1 Step
|
Disorder
|
No Effect
|
No Effect
|
No Effect
|
No Effect
|
Offense/Defense (Against Cavalry)
|
Square
|
1 Step
|
Disorder
|
Bounce
|
Bounce
|
Fall Back
|
No Effect
|
Offense/Defense
|
Loose
|
1 Step
|
Disorder
|
Fall Back
|
No Effect
|
No Effect
|
No Effect
|
Offense (Heavy Cavalry Only)
|
Compact
|
2 Step
|
1 Step
|
Disorder/Fall Back
|
Fall Back
|
No Effect
|
No Effect
|
Offense/Defense (Cavalry)
|
Loose
|
1 Step
|
1 Step
|
Disorder
|
Fall Back
|
No Effect
|
No Effect
|
Loose and Square formations influence attacking rolls. Attackers in these formations roll accordingly. Defenders in these formations, force attackers to make combat rolls against this formation on the Loose or Square line of the table.
Only Heavy Cavalry can assume a compact formation. Compact formations are very powerful but can only be maintained over a short distance. A Heavy cavalry unit in a compact formation, decreases it's movement by half.
Heavy and Light Cavalry can be in loose formation. In addition to the defensive benefits of a loose formation, units in loose formation increase movement by 1MP per turn.
My overall goal for this game is simplicity and speed of play. I've oversimplified combat to be sure and I have eliminated rules that many games have like facing and defensive fire. I think this speeds up play. Later today I will post about the Basic Turn mechanics. So far the rules are less than five pages long.
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