Ayton 2022 Rules
Posted: Wed Mar 30, 2022 6:00 pm
Over the next few weeks, I’ll be drip feeding you details of the rules and how they’ll translate for Ayton. There’s no particular reason for this – I just figure that bunging it all down in one hit will be a bit too much to chew on.
So, the first bite sized bit concerns a basic summary of the sequence of play.
Sequence of Play
This is an I go you go game
1) At the start of each new game turn, roll to see who goes first - that’ll be the side rolling highest.
2) The sides take turns activating a brigade of their choice until all Brigades of both sides have been activated once.
3) When a Brigade is activated, the player picks one of its units and gives it an order. The order is immediately carried out – be it shooting, charging and melee etc. Once that is done, an order is given to the next unit, and so on.
So, there is only ever one unit and one order in play at any time, and there’s no set sequence to moving, shooting and charging etc. These are the possible orders:
Move – which is rather self explanatory.
Fire – your unit shoots.
Charge – your unit attempts to move into contact with an enemy unit. The melee, if there is one, is fought to a conclusion.
Rally – recover a unit which is Broken.
Return to the Colours – your unit can attempt to replace some of its lost hits.
Unit recall – rapidly withdraw a unit from danger (this is a new one and hasn’t been play-tested yet – we think it’ll make Brigades a little more resilient).
Needless to say, there is a bit more to the above. In particular……….
One side may have more Brigades in play than the opponent. The player fortunate enough to be in this position should choose his Brigade activations carefully, because the ‘excess’ Brigades are unlikely to do everything he wants of them.
There are two possible orders which apply to the whole of an activated Brigade:
Brigade Move – the whole Brigade moves as one. It really speeds things up.
Brigade Recall – the Brigade rapidly redeploys to the rear. It’s a valuable tactic if the Brigade is taking too many hits and is about to be Wrecked.
I should stress that by 'sides' I don't mean the whole of one side of the table. The game will most likely be split down into one against one or pairs fighting pairs. Any questions on the above?
So, the first bite sized bit concerns a basic summary of the sequence of play.
Sequence of Play
This is an I go you go game
1) At the start of each new game turn, roll to see who goes first - that’ll be the side rolling highest.
2) The sides take turns activating a brigade of their choice until all Brigades of both sides have been activated once.
3) When a Brigade is activated, the player picks one of its units and gives it an order. The order is immediately carried out – be it shooting, charging and melee etc. Once that is done, an order is given to the next unit, and so on.
So, there is only ever one unit and one order in play at any time, and there’s no set sequence to moving, shooting and charging etc. These are the possible orders:
Move – which is rather self explanatory.
Fire – your unit shoots.
Charge – your unit attempts to move into contact with an enemy unit. The melee, if there is one, is fought to a conclusion.
Rally – recover a unit which is Broken.
Return to the Colours – your unit can attempt to replace some of its lost hits.
Unit recall – rapidly withdraw a unit from danger (this is a new one and hasn’t been play-tested yet – we think it’ll make Brigades a little more resilient).
Needless to say, there is a bit more to the above. In particular……….
One side may have more Brigades in play than the opponent. The player fortunate enough to be in this position should choose his Brigade activations carefully, because the ‘excess’ Brigades are unlikely to do everything he wants of them.
There are two possible orders which apply to the whole of an activated Brigade:
Brigade Move – the whole Brigade moves as one. It really speeds things up.
Brigade Recall – the Brigade rapidly redeploys to the rear. It’s a valuable tactic if the Brigade is taking too many hits and is about to be Wrecked.
I should stress that by 'sides' I don't mean the whole of one side of the table. The game will most likely be split down into one against one or pairs fighting pairs. Any questions on the above?