Turn Sequence: ‘Blocks’

January 4th, 2009

The WarSpike turn is fully backward compatible with the traditional way of doing things. You can switch to a traditional type of turn at any time, even half way through a game, via the use of Blocks. This allows you to divide up a large battle of hundreds of units into matches of two or more units on one side or both sides. You can mix it up as you see fit and group units into Blocks and then pair up the Blocks. WarSpike is highly flexible.

Blocks: In the diagram opposite the Instigator has grouped I1 and I2 together to form a Block.

In military terms this replicates how units are practically grouped for warfare. For example, I1 and I2 could each be 4 man ‘Fireteams’ and, if following the British Army’s organisation, combined into a Block to form a ‘Section’. Further; 3 Sections could be combined into a Block to form a ‘Platoon’.

In Ancient warfare, I1 and I2 could be two Contubernia (8 men) within a Roman Centuria combining their efforts and moving as one. The Contubernia is similar to the modern day Section in the British Army, both have 8 men (in the US this would be similar to a squad). 10 Contubernia make a Centuria, a Cohort is 6 Centuria.

The benefit of WarSpike is that this grouping is arbitrary, mirroring reality, and the Player can set up several Blocks however they desire. Blocks are resolved as single units within ‘matches’.

1: Instigator

The Instigator chooses one unit in their army and designates it as the current active unit. An Action is then assigned to this active unit. The active unit may only perform one Action in a turn. Actions are;

The Instigator picks one unit within their army and choose an actions for that unit.

Options

  • Move: In any direction up to the units Stature stat x move rate.
  • Shoot: At any targets within the fire arc and line of sight.
  • Engage: In Close Combat with any troops in base to base contact
  • Special: See specials.

Blocks: Although only one unit can be activated at a time, any number of adjacent units may ‘follow the leader’ and move in formation as a Block. All the units move as a block count as a unit for the purposes of the rules. In the diagram opposite, I1 and I2 have been combined by the Instigator into a Block and both target R1.

When the active unit’s action is selected, proceed to step 2.

NOTICE: This has been updated with the idea of ‘Cutting‘. In the above, the Retaliator can use R2 to ‘cut’ into the Instigator’s block by targeting I2. This would force I2 to match R2 – instead of I2 acting as a block with I1 to gang up onto R1. Using the rule of cutting large blocks can be sliced apart by the opposition, and force the serial resolution of matches and stop the one side ganging up onto single units while others stand idly by.  However this does suppose that there are units available to do the cutting…

Cutting is an art. It is very fluid and arbitrary in execution. As a general rule, your units can cut into the side of the block they are on, or roughly their ‘counterpart’. In the above, R2 will not cut into I1, and has to pick I2.

2: Retaliator

Once the Instigator has chosen their action, the Retaliator chooses a Reaction for their target unit in response. The Retaliator may not target any of The Instigator’s other units. Reactions include;

Options

  • Move: Directly towards the Instigator’s active unit.
  • Shoot: At the Instigator’s active unit.
  • Engage: In Close Combat with the Instigator’s active unit.
  • Special: Using a ‘Special’ against the Instigator’s active unit, or on your own unit.

Blocks: The Retaliator may also choose any number of their units to ‘help out’ a targeted unit and form their own Block in response. Continuing the Block example from step 1 above, the Retaliator has combined R1, R2 and R3 into a Block to counter the Instigator’s Block.

Notice: The Instigator may not modify their Block during step 2 in response to the Retaliator’s choice of Block formation. Once the instigator has chosen their Block is is fixed for the purposes of the Resolution-Pair.

Each of the Retaliators units may only make one Reaction in a turn.

3: Resolution

Both the action and reaction are resolved together, the two opposing units/ Blocks are worked out as a match.

In the diagram opposite I1 and R1 are locking in a Resolution-Pair. The actions and reactions are worked out together. This allows for some interesting effects on the game table.

For example, is both I1 and R1 were on opposite sides of a bridge, and are both an equal distance: If I1 chose a run Action to get them to the bridge and R2 chose a run Reaction to head them off, both would meet in the middle – at the bridge.

Blocks: The blocks are resolved as a Resolution-Pair. In the diagram opposite I3 is completely ignored until the two blocks have been resolved. I3 plays no part in the resolution between the blocks. Further I3 may not target R1, R2, or R3 when it is activated by the Instigator (if the Instigator wanted I3 to take part they should have added it to their Block!)

Note: In the Core Rules, the Units within a Block have to perform the same Action/ Reactions. This is for simplicity’s sake, but later the Block can perform ‘Manoeuvres‘ where the Units can pick different options within a given Block, which are then applied together as a ‘set piece’.

Design Notes: In the ‘RPG’ this is how Players can have their Avatars form a Block in combat, and work as a Unit rather than individuals, all working under a Leader (and using the Leader’s Mentality stat to resist fear etc.). This concept forms the rationale for the formation of Units that are used in Tactical. The Troops form around a Leader and follow their lead. They form a ‘Block’ of Troops which act as one, a single ‘Unit’. Following through with this, Units can be combined into armies under the Leadership of a General (where the General imparts their Mentality to their Officers, who impart their Mentality to the Troops under their command).

Information on Resolutions

4: Next Activation

Once the Retaliator has finished resolving their Reactions, the Instigator’s currently active unit is deactivated and the Instigator may choose the next Unit/ Block in their army to become the next active Unit/ Block and perform an action. Return to step one, but the Instigator may only pick from their Units that have not performed an Action so far (this included those who took actions as part of a Block).

Category: Prototype Rules Page

Leave a Comment

If you would like to comment on this post please use the comment form below. All comments are moderated by me, so once you post your comment will disappear! Until I OK it ;) Please be patient as it can take a few days for your comment to show up. Rest assured that I do read all comments.