Ayton 2022 Rules

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Essex Boy
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Re: Ayton 2022 Rules

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Paul wrote: Tue Apr 19, 2022 2:04 am
Essex Boy wrote: Mon Apr 18, 2022 10:49 pm If you spread your toys out two widely, you won't be bridging or plugging any gap for very long.
My point above being the less widely you spread them the bigger the advantage for the big basers....
...anyway....
....no offences meant of course just playing Devils advocate so you can get your justifications ready for the complaints when someone's perfect plans fall apart :evilgrin: :evilgrin:
No offence, or offences, taken. I'm just sorry that this year we won't get to natter this through at Ayton. I shall miss it.
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Re: Ayton 2022 Rules

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BaronVonWreckedoften wrote: Tue Apr 19, 2022 7:34 am
Essex Boy wrote: Mon Apr 18, 2022 8:34 pm There will be no "doing a Gateway", thank you very much.
Oh, I didn't know you'd copyrighted it. :evilgrin:
Yes, that's it.... mention the Gateway in anything but the most positive way and me solicitor will be on to you like a Prime Minister's party planner.
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Re: Ayton 2022 Rules

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:clappy: :clappy: :clappy:
Kein Plan überlebt den ersten Kontakt mit den Würfeln. (No plan survives the first contact with the dice.)
Baron Mannshed von Wreckedoften, First Sea Lord of the Bavarian Admiralty.
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Essex Boy
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Re: Ayton 2022 Rules

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I've been asked to explain what equipment players will need for the game.

A measuring thing marked off in Imperial inches. A sound and proper way of measuring distance.

About 12D6

Counters to record hits on your units. You'll need to count up to a maximum of 8 hits on any unit. I'm hoping to supply enough for everyone, but........well, maybe I'll run out of time.
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Re: Ayton 2022 Rules

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Sorted.
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Pemble
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Re: Ayton 2022 Rules

Post by Pemble »

Would you get too upset if I used D8 to record hits rather than counters? (You do know there are dice than other D6 and D10 don't you EB?) ;-)
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Re: Ayton 2022 Rules

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Pemble wrote: Fri Apr 22, 2022 10:24 pm Would you get too upset if I used D8 to record hits rather than counters? (You do know there are dice than other D6 and D10 don't you EB?) ;-)
A very good question, Pemps, and you've spotted that, as a matter of fact, I had ignored the existence of D8.

Whatever you and your pairing decide is OK, is OK with me. All I would say is, D8 do tend to roll around quite a bit......
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Re: Ayton 2022 Rules

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A D8? T'is indeed the work of Satan himself.
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Re: Ayton 2022 Rules

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Peeler wrote: Sat Apr 23, 2022 2:42 pm A D8? T'is indeed the work of Satan himself.
I know, but you have to make allowances for Pemp's youth........ and that he plays Buggies and Bullrogs, or is it Badgers and Burrows?
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Re: Ayton 2022 Rules

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This morning I shall mostly be giving a very brief outline of how a Charge order plays out…….

It's your turn to activate one of your Brigades, which you do. After doing all the essential stuff, you decide to give an order to each of the Brigade's units in turn. You eye up the distance between your 2nd Squadron of Cuirassiers and the enemy's rather beaten up 1st Foot Guards, and you think 'hmmmmmm, low hanging fruit'.

Rather precipitously you announce that your unit will charge. Only then do you wonder whether, with no Leader within 6” to lend his movement bonus, your unit’s movement dice will be enough to reach the target. Fortunately, the Brigade’s Major General (MG) hasn’t yet been activated so, before you do anything with the Cuirassiers, you activate the MG and move him closer (i.e. you roll high enough on his movement dice to cover the required distance).

Now you can roll the Cuirassiers movement 2D6 x2 and add a third for the Leader’s bonus. Picking the two highest dice and doubling the pips gives you enough movement to reach the Foot Guards (you must have the pips to cover the distance between the centre of your unit and the nearest visible figure of the enemy unit – one pip equalling 1”). It’s not a flank or rear attack so the Cuirassiers conform to the front of the Guards and, unfortunately for your unit, the Guards get to add their closing fire to their melee dice. It gets worse. Beside the Guards is a field gun, which looks like it can give support in the melee.

The Cuirassiers move into contact and roll their melee dice first.
7D6 for undamaged cavalry
+1D6 for charging
+1D6 for being armoured fighting non armoured
+1D6 for the MG’s melee bonus (because you cleverly placed him in such a way that he was within 6” when the Cuirassiers rolled for their charge move, and now he’s also within 3” of one of the Cuirassier’s so he can give his melee bonus after their move). Crafty!

A total of 10D6 are rolled needing 4+ to hit. 6 hits are scored, which the Guards attempt to save, also needing 4+. Three unsaved hits are inflicted by the Cuirassiers.

The Guards fight back
6D6 because the Guards are damaged line infantry.
+1D6 for being elite
+2D6 for closing fire (the Guards rolled to establish the effect of their closing fire)
As it happens, the gun on the Guard’s flank didn’t have the angle to shoot at the cavalry as it approached, so no +1D6 for that. Nor is there a Leader close enough to give his 1D6 bonus.

The Guards roll 9D6 scoring five hits. The Cuirassiers save three (4+ on the dice needed) so have beaten the Guards by causing one more unsaved hit.

A win is a win, and the consequences can be dire. The Guards are ridden down and wrecked (removed from the game) and the Cuirassiers charge through the position 2D6……who knows, they might immediately fight another melee!

A closing design note…….look on melees as very close range actions involving much shooting and intimidation but not necessarily involving a clash of steel on steel.
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