Been thinking hard about the Bronze Age Warfare (BAW) rules whilst walking dog and have come up with the following ideas. There are the following troop types - Infantry , Cavalry, Skirmishers and Leaders/Heroes . Movement is as follows- Cavalry/Chariots move 4xD6 , Infantry 2xD6 and Skirmishers 3xD6 . Chariots are used as transport for Leaders, who have a command radius of 6". Units who are not in command radius have to re-roll their highest dice - this reflects their lack of motivation . Moving through bad terrain halves the movement .
To activate a unit a token is drawn red for one side blue the other . Would like to say I used Reindeer blood and Woad to mark the stones but Vallejo was easier . One token per unit and one token marked with Black, when this is drawn the turn stops and all the tokens are returned to the box .
Tilly thinks the 'Staines o' Destiny' are a little strange !, I think they add period feel !.Missile shooting have 3 range bands , 0-6" - 456 to hit , 6"- 12" - 56 to hit , 12"- 18" - 6 to hit , each figure shoots individually . When hit a casualty throws a saving dice - saving on a 56 adding 1 if in cover, cavalry/chariots and skirmishers . Heroes/Leaders have 2 wounds before being removed . I must stress these are 'work in progress' rules.
I decided the best way to try out these rules was to play a test game through and see how they go . The invading army of Clan Broc are going to try and despoil their rivals sacred site and move onto the table - 3 units of Infantry/Warriors , 1 of Skirmishers and 2 Leaders/Heroes.
The battlefield set out (the cat was removed before combat started) nearest the camera is the sacred site of the Clan of the Red Pig . Caught by surprise the can only muster 1 Hero/Leader and 2 units of Skirmishers (which represent the local villagers ) to start with , reinforcements will arrive on a dice throw every move .
The Shaman of the Clan of the Red Pig calls on the Gods for help !. The Warrior/Infantry units are 20 figures strong and the Skirmishers 10 figures , as moral will be rudimentary I don't think actual numbers will matter - ie Units having taken 50 % casualties will not advance and if out of command radius will retire . If an Army suffers 50% casualties it has lost the game .
The Warriors of Clan Broc advance, but then the 'Sable Staine' is drawn and the move comes to an end ! . Well so far I've pinch rules from Featherstone (for shooting) and TSATF (for movement) , the command idea is my own . Well I'll return to the table to continue the game and report on it soon .