Couriers

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ochoin
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Couriers

Post by ochoin »

Couriers/ADcs add an interesting dimension to a game imo.

In each of our ECW armies, we have 2 individually based, mounted figures we'd used as couriers.
Our new rule set, 'Victory without Quarter' , a card-based activation set of rules, doesn't need them.

Any thoughts as to a mechanism we could add, to utilise these figures as couriers in a VwQ game?

donald
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Re: Couriers

Post by Essex Boy »

You could introduce a card which, if drawn, means the artillery has been left with neighbours.
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BaronVonWreckedoften
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Re: Couriers

Post by BaronVonWreckedoften »

Who've either sold it or turned it into garden ornaments.
Kein Plan überlebt den ersten Kontakt mit den Würfeln. (No plan survives the first contact with the dice.)
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MarshalNey
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Re: Couriers

Post by MarshalNey »

I once had a Roman legion left behind the wheelie bin. (if that helps)
Penda
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Re: Couriers

Post by Penda »

You could introduce a Courier Card which gave a bonus card draw or a movement/shooting/morale bonus?
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goat major
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Re: Couriers

Post by goat major »

It depends, are they from North or South Courier ?
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Paul
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Re: Couriers

Post by Paul »

Attach a Courier to a unit at the start of the game. When the unit is activated it carries out it's actions then removes the Courier. The unit is then available to receive a second single action activation.
After use the Courier may be activated like a unit and be attached to a another unit on a roll of 5+ on a D6 (so as it isn't too powerful).
If a Unit with a Courier takes casualties the Courier is permanently lost on a roll of 5+ on a D6.
ochoin
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Re: Couriers

Post by ochoin »

Not bad, Paul. You should write rules.

Thanks, donald
valleyboy
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Re: Couriers

Post by valleyboy »

Use couriers to add a movement bonus to units in reserve
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Re: Couriers

Post by Essex Boy »

valleyboy wrote: Wed Feb 07, 2024 6:35 am Use couriers to add a movement bonus to units in reserve
In an electric van, of course.
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