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
Couriers
Re: Couriers
You could introduce a card which, if drawn, means the artillery has been left with neighbours.
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Re: Couriers
Who've either sold it or turned it into garden ornaments.
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Re: Couriers
I once had a Roman legion left behind the wheelie bin. (if that helps)
Re: Couriers
You could introduce a Courier Card which gave a bonus card draw or a movement/shooting/morale bonus?
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Re: Couriers
It depends, are they from North or South Courier ?
Re: Couriers
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.
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.
Re: Couriers
Not bad, Paul. You should write rules.
Thanks, donald
Thanks, donald
Re: Couriers
Use couriers to add a movement bonus to units in reserve
Re: Couriers
In an electric van, of course.