Nearly two decades ago, I began designing Warleader, a tactical fantasy game inspired by Advanced Squad Leader. While I never finished the design, the world I created for it turned into Selenoth, which served as the backdrop for the Arts of Dark and Light novels, including Summa Elvetica and A Throne of Bones.
Now that we're working on both computer and board game editions of Divine Right, I had a great conversation with Glenn Rahman concerning a tactical adaptation of Divine Right, tentatively called Divine General. He was enthusiastic about the concept of combining ASL-style tactical combat with his world of Minaria, which led me to the idea that Warleader could be converted from a single world setting into a generic tactical combat system for which modules dedicated to different fantasy worlds could be created. The idea is to start with the board games and VASSAL adaptations, then eventually make the transition to full-blown computer games.
It's an idea, anyhow. Here are sections 2 and 3 from the Warleader rules, which addresses the components and the sequence of play.
2. COMPONENTS
Four 8”x11” full-color mapsheets
Four sheets of cardboard playing counters
One 30-page rulebook
One 8”x11” page of charts
Two ten-sided dice
2.1 MAPBOARDS: The geomorphic mapboards represent the terrain. Each mapboard is divided into hexagonal sections called hexes. Each hex represents a piece of land approximately fifty yards across. The various images shown on the mapsheets represent different terrain elements which can effect line-of-sight, movement, and combat results.
2.11 HEX COORDINATES: On each of the four mapsheets, every hex is marked with a unique alpha-numeric identifier. If the mapsheet is placed lengthwise, the upper-leftmost hex will be marked A1 and the lower-rightmost hex will be marked K20. These hex coordinates are used for unit placement and reference purposes.
2.2 COUNTERS: The cardboard counters representing troop formations, individuals, and creatures are known as units. Other counters used to provide information during the game are known as markers.
2.21 CLASSES: Units are divided into five classes: Infantry, Cavalry, Artillery, Individual, and Creature. These classes are divided further into specialized types based on Allegiance.
2.22 INDIVIDUAL COUNTERS: Counters representing Leader, Hero, and Magic-User units are known as Individual Counters. (IC). Counters representing Infantry, Cavalry, and Artillery Counters are known as Group Counters. (GC). Units of the Creature class may be represented by IC or GC, depending on the specific unit.
2.3 UNIT INFORMATION: Each unit counter is marked with several numbers and symbols that convey specific information about the unit.
2.31 QUALITY: Elite, Veteran, Green, and Conscript. Units which have a Quality rating consisting of a number instead of a letter are considered to be Veteran units if the number is greater than three, otherwise they are considered to be Green.
2.32 ATTACK FACTOR: The leftmost of the three numbers across the bottom of a unit counter is the unit’s Attack Factor, (AF), which represents the unit’s ability to attack in combat, prior to any modification.
2.33 DEFENSE FACTOR: The middle of the three numbers across the bottom of a unit counter is the unit’s Defense Factor, (DF), which represents the unit’s ability to defend in combat, prior to any modification.
2.34 MOVEMENT FACTOR: The rightmost of the three numbers across the bottom of a unit counter is the unit’s Movement Factor, indicating how many Movement Points may be spent by the unit in one turn.
2.34 MORALE LEVEL: The number on the right side of the counter is the unit’s Morale Level indicating the unit’s ability to perform as a combat unit. There are four Morale Levels, Fit, Shaken, Broken, and Fleeing. When this number is exceeded during a DR due to a Morale Check, the unit is considered to have taken casualties and its status is decreased by one level.
2.36 RANGED ATTACK CAPABILITY: Each unit counter is marked with numbers and/or symbols that convey information about the unit's ranged attack capabilities.
2.37 LEADERSHIP: Each unit counter is marked with several numbers and symbols that convey information about the unit's ability to rally itself without the benefit of a Leader counter.
2.38 MAGICAL CAPABILITY: Each unit counter is marked with several numbers and symbols that convey information about the unit's magical capabilities.
2.4 BLOOD AND BONE DICE: The ten-sided red die is henceforth referred to as the Blood Die. The ten-sided white die is henceforth referred to as the Bone Die. The significance of these distinct identities will be explained later in the rulebook.
2.41 THE DOUBLE-ZERO: A roll of the Blood and Bone dice resulting in a matched pair of zeros equals zero, not one hundred. The highest possible unmodified roll is a ninety-nine. However, the double-zero is a special roll that may lead to some unique results.
3. SEQUENCE OF PLAY
3.1 PLAYER TURN: Each Game Turn is divided into two Player Turns. The player who controls the current Player Turn is designated the Attacker for the duration of the Player Turn; the other player is designated the Defender.
3.11 ORDER PHASE (OP): Broken and disrupted troops are rallied. Spell point counters are distributed. Prayers are made. Existing spells are updated. Supernatural beings make Planar Checks.
3.12 SKIRMISH PHASE (SP): Attacker’s magic users may cast spells. Attacker’s range troops may fire. Attacker’s cavalry may declare charge.
3.13 MOVEMENT PHASE (MP): Attacker’s magic users may cast spells. Attacker’s cavalry charges executed. Attacker may move troops. Attacker may build field defenses. Defender’s range troops may fire.
3.14 DEFENSE PHASE (DP): Defender’s range troops may fire. Defender’s magic users may cast spells.
3.15 BATTLE PHASE (BP): Melee combat resolved. Attacker’s magic users may cast spells. Defender’s magic users may cast spells. Attacker’s range troops may fire
3.16 RETREAT PHASE (RP): Broken troops must retreat. Fleeing troops must flee. Units marked with a Retreat counter must retreat. Supernatural beings removed from board
3.17 ADVANCE PHASE (AP): Attacker’s Fit troops may advance one hex into adjacent, open hexes in their Front facing. Attacker’s non-Broken troops may rotate one hexside.
3.18 SECOND PLAYER TURN: Upon completion of the Attacker’s Advance Phase, the first Player Turn is ended. The Attacker now becomes the Defender, the Defender becomes the Attacker, and a new Player Turn begins, repeating the above sequence. Upon the completion of the second Player Turn, the current Game Turn is ended and a new Game Turn begins.
Looks like the rules make sense. Would need to see it on a game table to really visualize.
ReplyDeleteHaving to chew through the rules is the best part of tabetop games.