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Qwik two hour wargames pdf
Qwik two hour wargames pdf









qwik two hour wargames pdf

Heroes come and go with your victories and Mages arrive and depart as they see fit. You get recruiting rolls based off of your territories, and you can spend recruiting rolls to hire mercenaries instead of relying on your army list's troop options. There is also a full-blown campaign world with many factions, a map, and rules for managing both player and NPC armies. It's a reasonably detailed system which I'll need to play to gauge the effect of properly. Mages can attempt to block each other's spells and such, and roll against difficulty factors to cast spells that cost spell points. Magic works on a set of spell points that are spent when casting spells from the spell list. Attacking the flanks will give you the best results, as it should be. It seems like a long solid 2-deep line will hold on very tenaciously until you manage to break a unit, then it will fall apart pretty quickly. I'm looking forward to trying this combat system out on the table.

qwik two hour wargames pdf

Reaction checks are still the heart of the system, but since it's possible to modify your REP up to 6 or higher, you can use tactics to bolster your units' chances of success. A well-supported unit on a hill might be able to take a serious beating and still stand and fight, whereas that same unit out on an unprotected flank would flee from the same level of punishment. Hits reduce REP (the stat used to make reaction checks) but other factors can increase REP, such as neighboring units, magic or tactical terrain advantages. After each round of combat's hits are determined, the units take a reaction to being in melee. In combat, units take hits which reduce their REP.

qwik two hour wargames pdf

However, given that archers will halt when they get into range and bodies will halt when they reach another halted body, you can send forward your archers/skirmishers until they are within a bow-shot of the enemy, and then use them hold the rest of your army until you are ready for the charge. Interestingly, there is no way for a general to force a group to halt at-will. Once activated, the units of a body will continue to move until they are halted by a reaction or other circumstances. Units are formed into bodies (like HOTT groups) that are activated together. The rules cover general troop types (melee/missile/skirmish by foot/mounted) but also add armor class and special attributes (weapons and other abilities) and of course REP (reputation) which is the unit's overall quality. Unlike HOTT, the game is meant to be played with a partially random army list. You also have special characters like your Mages and Heroes, much like in HOTT. In campaigns you can also hire mercenaries and such. RRtK armies consist of a standard core of units (one stand is a unit) and a set of randomly generated "recruits". For that reason, and because it seems to address a similar abstraction level, I'll be comparing RRtK with HOTT when such a comparison would be useful. RRtK gives a roughly DBA to Big Battle DBA sized game (in terms of figures needed) that can be used with HOTT/DBA basing (or really anything you want). I'm also quite familiar with other THW games.) Here's a short review/overview, based off of an hour or two's perusal of the system: (Full disclosure – I'm familiar with this game's previous version, though I've never played it.











Qwik two hour wargames pdf