Incremental Actions

August 30th, 2009

This is important to consider when missile weapons turn up, starting with bows and arrows. While it is simple to work out charges and counter charges (meant in the middle, or one side stands) it’s not so simple with arrows (or bullets) raining down on the advancing unit. To cover this we use increments within the turn.

If the Instigator’s active unit moves then any unit of the Retaliator that sees them (Line of Sight) may chose to shoot at them in response as a Reaction. This is resolved together within the same turn using increments as a guide to orchestrate events. The number of increments in a turn is 10 (each increment is 3 seconds).

  • Every time the Instigator unit moves within an increment the Retaliator unit may fire any loaded weapons upon them within the same increment (and only them, the Retaliator may not target another of the Instigator’s units which are not currently ‘active’). The Retaliator must have a loaded weapon to fire within a given increment, otherwise a given increment can be used to reload the weapon.

By way of example;

In fig 1 the Instigator (I1) and Retaliator (R1) are facing each other around 100yards apart, and both have a Stature of ‘6’. The grey wedge on the marker and the dotted lines are to show the ’90° arc of fire’.

In fig 2 the Instigator decides on action and charges R1 at full sprint speed. Although the Instigator can easily make up the distance in one turn, the Instigator can not make the whole move in one increment (3 seconds). Instead the Instigator will cover 36yards in this first increment, and close the distance down to 64yards.

In fig 3 the Retaliator may now take their reaction for the same increment. They decide to shoot at the charging Instigator. They make the necessary dice rolls to determine the effectiveness of the shots. The Retaliator misses and the Instigator lives to perform another action in the next increment.

In fig 4 we see the Instigator decides to continue the charge and make another ‘step’ of 36yards towards the Retaliator.

In fig 5 the Retaliator may perform yet another reaction. Examples of reactions include;

  • If the Retaliator is armed with (at least) a semi-automatic weapon they would be able to fire every increment.
  • If they are armed with a manual loading weapon, that can be reloaded in one increment (bolt-action rifle for example) they could reload ready for the next increment.
  • If their weapon would take longer than 1 increment to reload they would realise they do not have time to reload and draw a hand weapon and prepare to take the charge (bayonets ready for firearms and hand-weapons and maybe a buckler for an archer)
  • If they have firearms with bayonets they could decide to counter charge at the last moment, and advance one increment towards the Instigator! The two would meet at the midway point between them.

This allows us to organise the turn, take into account reload and fire rate, all the while maintaining the simultaneous nature of the paired resolution. This turn style  really comes into it’s own when modelling mass missile fire raining down of advancing troops like the Battle of Agincourt. It can also handle quick fire fights in modern urban environments (cover fire and overwatch are ‘built in’), and even futuristic games à la Space Hulk (works really well with that!).

Category: Prototype Rules Page

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