La_Belle_Epoque_-_Rules_amp_Scenarios.pdf

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Belle Epoque
Aperitif Game for Gentlemen,
By Pierre Laporte
“Belle Epoque”
Aperitif Game for Miniature Battles in the Victorian Era and Early 20
th
Century
EQUIPEMENT NEEDED
Small coloured counters, ordinary six sided dices, and a hexed board/terrain or similar system.
SCALES
1 unit = 1 Brigade or 1 Division depending on the scenario.
1 UD (distance between the middles of 2 adjacent hexes)
1km
MUSTERING
Any sector may contain only one unit at the same time. Maximum number of stands per unit:
Cavalry/Mounted Infantry:
3
Formed Infantry:
4
Tribesmen:
6
DOCTRINE
Formed regular infantry units can be in
loose
or
close
formation. This must be specified
before the game starts, and cannot be changed during the course of the game.
As a rule, tribesmen and cavalry are considered as in close formation.
GAME TURN
1 – Players roll for Command Points
2 – Players activate their units one after the other, the initiative switching sides randomly.
COMMAND POINTS
Roll 1 dice for every 8 stands. Use
d4
if mediocre General,
d6
if average, or
d8
if superior.
Total obtained = number of Command Points (CPs) available for current turn only.
Each player keeps 1d20 within reach to indicate his remaining number of CPs.
ACTIVATION
Each player chooses a colour before the game starts. At the start of each game turn, each
player puts in a bowl as many tokens matching his colour as units of his own camp deployed
on the tabletop. Tokens are mixed and picked up one after the other: each triggers the
activation of one unit of the corresponding camp. Once played, place the token next to the
unit to help remember that it has been activated. Turn ends when the bowl is empty.
If a unit is eliminated before having been activated, a token matching its colour is removed
from the bowl and discarded.
REACTIVITY TESTS
When activated, a unit must test in order to perform a
march,
a
fire,
or an
assault.
Basic Score (BS) is:
Reactivity level/Doctrine
Loose Order
Close Order
Poor
1
2
Trained
2
3
Elite
3
4
To the Basic Score, add as many CPs as wished; then roll
1d6.
If the obtained score is lower
or equals the modified Basic Score, the unit is successfully activated. If it fails, the unit may
only perform a
basic move
(1 UD), and eventually defend itself if assaulted.
MOVEMENTS
Any activated unit must complete its possible movement before firing or initiating an assault.
Troop type
Basic move
March
(firing not allowed)
Infantry
1 UD
2 UD
Native Warriors
1 UD
3 UD
Cavalry
1 UD
4 UD
Mounted Infantry 1 UD
3 UD
Sectors can be Open, or Cover (kopje, woods, etc.). Units must stop when entering cover, hill
sector, or when entering a sector adjacent to a sector containing enemy troops (ZoC);
movement is impossible from an enemy ZoC toward another enemy ZoC.
A unit cannot fire nor initiate an assault during the same turn when entering “rough” terrain
(swamp, dense woods, etc.).
Except for special units, march movement is not allowed when leaving rough terrain.
According to scenarios, some sectors can be designed as
impassable
to all or some units.
INTERPENETRATION
If successfully activated, a unit may cross throughout a sector containing friendly troops if the
movement begins in a sector adjacent to the intervening unit.
TROOP TYPES
“A” type unit: infantry equipped with magazine rifles, and supported by machine-guns and
quick-firing artillery.
“B” type unit: infantry equipped with magazine rifles and supported by machine-guns and
breech-loading artillery.
“C” type unit: infantry equipped with breech-loading rifles and supported by first generation
machine-guns and muzzle-loading artillery.
“D” type unit: infantry equipped with breech-loading rifles and supported by BL artillery.
“E” type unit: infantry equipped with muzzle-loading rifles, and supported by ML artillery.
“F” type unit: infantry equipped with smoothbore muskets and supported by ML artillery, or
cavalry supported by horse artillery.
“G” type unit: foot soldiers with very limited firepower, or unsupported cavalry.
FIRING
Troop type/Range 1 UD
2 UD
3 UD
“A” unit
5 (3*)
4 (2)
3 (1)
“B” unit
5 (3)
4 (1)
2
“C” unit
4 (2)
3
1
“D” unit
3 (1)
2
2
“E” unit
3
2
1
“F” unit
2
1
1
“G” unit
1
-
-
*
Between brackets:
“To
Hit” number if firing unit is moving
4 UD
2
1
-
1
-
-
-
Procedure: roll 1d6 per stand; each score lower or equal to the “To Hit” number is successful,
and the targeted unit losses directly one stand (there is no “To Kill” test). A unit performing a
basic movement can fire only if a “To Hit” number is indicated between brackets.
If the target is rated “conspicuous”, the “To Hit” number increases by 1 (but a score of “6” is
always a miss). If the firing unit is uphill from its target, an extra dice is rolled.
If target is a loose order unit in the open or a close order infantry unit at cover, a score of 1 is
a miss. If target is a loose order unit at cover or any infantry unit in fortifications, 1 or 2 is a
miss. Example: at medium range (2 UD), a “B” unit must roll 3/4 to hit an entrenched target.
The Line of Fire is drawn between centre point of the targeted unit’s sector and that of the
firing unit; firing is forbidden if the LoF crosses throughout a sector containing troops or
terrain that blocks sight, except if the firing unit is uphill from both target and obstacle.
VISIBILITY
Basic line of sight (LoS) range is
4 UD;
deduct 1 UD if:
the targeted unit didn’t move nor fired since the beginning of the game,
or
if the
targeted unit didn’t move
and
is equipped with smokeless powder rifles,
the targeted unit is at cover,
the targeted unit is in loose formation.
No modifier can apply if the target is rated “conspicuous”.
ASSAULT
If activated and not firing, a unit may assault an enemy unit occupying an adjacent sector.
Procedure: each side rolls 1d6 per stand and adds Successful Scores (SS). Then players
compare their respective totals; highest wins, and his opponent loses a number of stands equal
to the difference between both totals. In case of a tie, both sides lose one stand. SS chart:
Militia, or Regulars in loose order; 1/2
Regulars in Close Order; 1/2/3
Choc troops; 1/2/3/4
If a unit recoils, evades or is eliminated following an assault, the winning unit may carry the
position. A unit rated “bold”
must
take an abandoned position.
Example: a 4 stands Zulu warriors unit attacks a 3 stands British regulars unit. The
defending player rolls 4, 2 and 3; as his soldiers are
close order regulars,
the 4 is a miss and
player totalizes a score of 5. The attacking player rolls 1, 4, 5 and 3; as his soldiers are
bold
choc troops,
only the 5 is a miss and player totalizes a score of 8. The difference between
both totals is 3; thus the British unit sustains 3 losses.
TACTICAL MODIFIERS
If an infantry unit defends a sector providing tactical benefice (hill, kopje, etc.), its SS level
increases by 1, or by 2 if defending fortifications. However, a score of 6 is always a miss.
When attacking, the SS level of troops classified as “dashing” is upgraded by 1.
When defending, the SS level of troops classified as “stubborn” is upgraded by 1.
Regardless of other circumstances, cavalry unit’s SS is reduced to 1 if fighting from or against
cover or rough terrain.
MULTIPLE COMBATS
A unit may initiate only one assault per turn, but can of course sustain several attacks. Thus, if
a unit fights several combats during a same game turn, its Successful Score level decreases by
1 per assault fought beyond the first one. For example, regulars in close order will fight a
second time with a SS level of 1/2. However, a score of 1 is always successful, even if the SS
level falls below 1 due to successive attacks.
FALL BACK MOVEMENTS
Except if the unit is rated “stubborn”, or infantry behind fortifications, “even” losses (2
nd
, 4
th
,
etc.) sustained following an assault are converted into 1 UD backward movements.
For example, a unit that loses an assault with a difference of 5 points will sustain 3 stands of
casualties and must fall back 2 UD.
This rule does not apply if the backward movement cannot be performed (because of
impassable terrain, etc.), or if the unit doesn’t move away from every opponent in the process.
In case of “even” losses due to fire fight, the player in command of the targeted unit may
choose to sustain casualties or convert it into fall back movements.
SALVO AND SUPPORT FIRING
If assaulted and not yet activated, a unit may fire once the attacking unit has completed its
possible movement, but before resolving the assault. However, the defending unit must pass a
reactivity test and therefore will be considered as activated; the player must remove one of his
tokens from the bowl, even if it fails. This rule may apply not only to the assaulted unit, but
also to a neighbouring friendly unit within 1 UD from the assaulting opponent.
EVADE MOVEMENTS
If assaulted by a slower opponent and not yet activated, a unit may perform an evade move
similar to a march, in order to try to avoid fighting. However, the evading unit must pass a
reactivity test and therefore will be considered as activated; the player must remove one of his
tokens from the bowl, even if it fails.
“ENCOUNTER” SCENARIO SUGGESTION
24 to 36 stands per side; and 13 sectors (wide) x 9 sectors (depth) table/board.
Deploy units along their respective tabletop edge. Roll 1d6 for each sector within LoS of a
unit: 1/2/3/4; open, 5; hill, 6; dense vegetation (cover/rough). Renew the process following
each unit’s movements during the course of the game, until all the sectors are “discovered”.
Use red tokens to indicate unexplored sectors, and green for the “investigated” ones.
SAMPLES OF UNITS QUICK REFERENCE CARDS:
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