0. table of contents - wargame vault · 1) any relevant cards are added to or removed from the...
TRANSCRIPT
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Copyright 2009 Gordon Roach, TFP Games v1.3
1. Introduction 4
1.0 TFoB – The Game
1.1 Credits
1.2 Speech Boxes 5
1.3 Collect Your Gear! 6
1.4 Figure Basing
2.2 Who are those guys? 7
2. The Men 7
2.0 Who are those guys?
3. Turn Sequence 8
3.0 Turn Sequence
Turn Sequence
3.1 Activation Deck 9
3.2 Activation Cards
3.21 Special Event Cards
3.3 Used 10
3.4 Multi-Player Games
3.5 Motivation Cards (Optional) 11
Motivation Cards List
4. Command Points 12
4.0 What are Command Points?
4.1 How many Command Points do I have?
4.2 ‘When do I use Command Points?’ & ‘What do they do?’
5. Actions 13
5.0 What are Actions?
5.1 Actions & Command Points
5.2 Actions
6. Elements & Units 14
6.0 ‘What are they?’
6.1 Commanders 15
Building Your Army
Basing Your Army
7. Unit Formations 16
7.1 Changing Formation 19
8. Resolving Hits 20
Saves
Resolving Hits & Morale
Example 21
The TFoB Concept of Casualties
9. Morale 22
9.0 Morale
9.1 Leaders as Casualties
9.2 Flag Bearer Down
9.3 Inflicted Morale Checks
9.4 Commander Leading
9.5 Making the Morale Check 23
Morale Checks
Morale Effects
Morale Check Example 24
10. Movement 25
10.0 Movement
7.01 Manhandled Cannon
10.1 Straight Ahead 26
10.11 Turning
10.2 Obstacles & rough Terrain 27
10.21 Impassable
10.22 Reducing Obstacles
10.3 Mounted Troops 28
10.4 Command Points & Movement
Formations & Obstacle
Crossing 29
Manoeuvring in Column
11. Vision & Cover 30
11.0 Line of Sight
11.1 Cover
11.2 Vision Arcs
11.3 Cover & Hiding
0. Table of Contents
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Copyright 2009 Gordon Roach, TFP Games v1.3
8.5 Spotting the Enemy
8.6 Special Vision
12. Combat 32
12.0 Combat
12.1 Basics of Combat
ACW Infantry Weapons
Resolving Hits & Morale
Example 21
The TFoB Concept of Casualties
12.11 Calculating the Attack Dice 33
Direct Fire Modifiers
12.12 When Firing a’1’ Always Misses 34
12.13 Targeting Direct Fire
12.14 Firing Arcs
12.15 Single Element Units
12.2 Rapid Fire
Firing Example #1
—Firing Basics 35
Firing Example #2 —Firing Basics
12.3 Fire by Artillery 36
12.31 Artillery Ammunition
12.32 Artillery Ammunition Supply
Smoke
12.4 Mortar Fire 37
ACW Artillery Weapons
12.5 Rocket Attacks 38
Rocket Template
Artillery Example #1 39
Artillery Example #2
Combat Example, Part 1
—Firing 40
12.7 Close Combat 41
12.71 Charge!
12.72 Mounted Fighting
12.73 Moving Out of Close Combat
12.74 Resolving Close Combat 42
Close Combat Modifiers
Combat Example, Part 1
—Close Combat 43
12.75 Winning Close Combat 44
12.76 Multiple Opponents
Understanding Close Combat
Close Combat Example #1 45
Close Combat Example #1a
13. Orders 46
13.0 Orders
13.01 Very Simple Method
13.02 More Detail
13.03 High Detail
13.1 Changing Orders 47
13.11 Issuing Orders
13.12 Receiving New orders
14. Communication 48
14.0 Communication
14.1 Situation Report
14.2 Messengers
14.21 Activating Messengers
14.22 Moving Messengers
14.23 Messengers & Morale
14.3 Other Communication
15. Personalities 49
15.0 Personalities
15.1 Who Needs a Personality
15.2 It’s Like Role-Playing
15.3 Generating Personalities
16. Setting Up An Army 51
17. Introductory Scenario 53
18. Quick Reference & Play Aids 56
18.0 Quick Reference
18.1 Play Sheet
18.2 Cards
18.3 Activation & Motivation Cards
Unit Cards 57
Activation Cards 59
Motivation Cards 61
Weapon Data Cards 66
Play Sheet 67
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Copyright 2009 Gordon Roach, TFP Games v1.3
1. Introduction
1.0 TFoB – The Game These Fields of Blood is a game designed to recreate the atmosphere of command and battle during the American Civil War. Each player may assume the role of a Brigade or Divisional Commander depending on the forces used or number of players participating.
Designed around simple concepts so that learning is quick, the concepts and mechanics that are repeated through the game. This speeds the learning process and allows for faster, smoother running games.
The rules focus on Leaders and command, giving players experience of what the American Civil War was like on the battlefield. Players face the challenges that leaders of the period faced; planning and executing orders, motivating the men, and more. Personality and traits for leaders may be depicted as additional details, which were important in many well known battles.
The turn sequence is an evolutionary development of earlier TFP Games rule sets. This creates a unique system blending a mix of card activation, I-GO-U-GO, and simultaneous, creating a system ideal for multiple players without the usual drawbacks of a card based system. I believe a new sense of tension and excitement among players will be generated.
Feel free to contact me with your queries and comments through the web site or Yahoo Group;
www.tfpgames.com http://games.groups.yahoo.com/group/tfpgames/
1.1 Credits Ann strongly supported this project and edited my work.
Many manufacturers recent released figures inspired these rules.
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White colored boxes contain the rules and any i m p o r t a n t commentary.
Lavender colored boxes indicate
important points or concepts.
Important points are marked with
this: Yellow colored b o x e s g i v e examples of the game in action or applying the rules.
1.2 Speech Boxes The book has very simple presentation style, designed to be both functional and engaging, and packed full of information you need, where you need to find it.
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1.3 Collect Your Gear! Dice Each player needs a
few six-sided dice referred to as d6. Additional dice may be used to denote Command Points for Leaders and Formation Leaders.
Ruler or Tape A ruler or tape measure in inches (or multiply cm x 2.5).
Miniatures You need some to play.
Gaming Table A gaming table, typically 4' x 6' or 1200mm x 1800mm and terrain. Larger tables may suit larger figure scales.
Pen & Paper Make no t e s as necessary.
Counters Counters or similar may be used to denote hits and casualties (different counters for different hit types or ammunition from artil-lery) plus Morale Checks inflicted on the Unit.
Reference Cards See the handy cards and other material at 18. Quick Reference at the rear of this book.
1.4 Figure Basing There are no set basing sizes you must use to play TFoB. Many of you already have based figures from other game systems and these rules take advantage of this. It is best if the forces of each side use a similar basing ratio, though not critical.
As such this is more a guide on what the rules consider typical.
Infantry are based on function or ‘elements’, several of which constitute a typical Unit.
Depending on the type of unit Infantry may be based as follows;
Light Infantry or Skirmishers 2-4 figures
Regular infantry 4-6 figures
Snipers 1 figure
Commanders 1-3 figures
Cavalry are based similarly. The player must remember that dismounted cavalry require a base of horse holders to substitute for a base of dismounted infantry.
Cavalry 2-3 figures
Dismounted Cavalry 2-3 figures
Artillery differs slightly in that it can be defined by the number of crew miniatures on each base.
Light Gun/howitzer Battery 3 figures
Medium Gun/howitzer Battery 4 figures
Heavy Gun/howitzer Battery 5 figures
Mortars Battery 2-3 figures
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Copyright 2009 Gordon Roach, TFP Games v1.3
Regular troops are part of formal and drilled military units. They may be described as Green, Seasoned, or Veteran. Green have little, if any experience, or may have very poor leadership. Seasoned have been battle tested and are capable troops. Veteran are similar and have superior leadership.
Troop Rating 5+
Combat Skill 5+
Irregular troops are less capable for a variety of reasons. They have little formal training if any, and are not drilled to act as a cohesive team. These troops would be armed militia or exceptionally inexperienced regular troops such as some of the very early Union forces.
Troop Rating 5+
Combat Skill 6
2.0 Who are those guys? In ‘TFoB’ there are two main troop types and three Leader types.
Troops are defined as either Regular or Irregular.
Leaders are defined as Poor, Average, Inspiring, and Legendary.
Leaders are perhaps the most important figures on the battlefield. Their decisions and inspiration lead men into the fields of blood. Some measure up, some are overrated, others are truly inspiring, while some have the making of legends.
Each Unit has a Leader. Each Brigade or Command has a Commander. Additional Commanders may be present representing Divisional Commanders.
Leaders channel Command Points (CP) into practical use on the table. Command Points represent their Leadership exercised on men.
Leaders have the same Troop Rating and Combat Skill as the men they lead.
Leadership - Poor 1 CP
- Average 2 CP
- Inspiring 3 CP
- Legendary 1d6 CP
Commanders may add 1d6 CP.
Combat Skill 5+
2. The Men
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Copyright 2009 Gordon Roach, TFP Games v1.3
3. Turn Sequence
3.0 Turn Sequence The game uses a card activation sequence determining what happens when. Unlike many traditional card systems the TFoB system creates greater pace and drama.
The cards are referred to as Activation Cards.
Turn Sequence
1) Any relevant cards are added to or removed from the Activation Deck. The deck is shuffled thoroughly and placed face down.
2) Roll Command Points for Commanders.
3) The Player with the Initiative draws 3-5 Activation Cards from the top of the deck, the number being drawn should be declared first.
a) The drawn cards are given to the owning player.
b) If the enemy has more cards than the drawing player, then the enemy player now has the Initiative.
c) Each player now assigns the Activation cards, at least half must be assigned to the Units closest to the enemy.
d) The Player without the Initiative (PwoI) declares the Actions to be resolved by those Units they have assigned Activations to. The Player with the Initiative (PwI) now declares the Actions to be resolved by those Units he has assigned Activations to.
e) All activated Units are resolved simultaneously in the order of:
1. Resolve Hits
2. Morale
3. Firing
4. Movement
5. Moving Fire
6. Communication & Orders.
f) If the Player with the Initiative has no Unused Units left, or both End of Turn cards were drawn the Turn is over, go to 1), otherwise return to 3).
Snipers activate with the closest friendly Unit. They are not a separate activation.
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