Napoleonic, WSS & ECW wargaming, with a load of old Hooptedoodle on this & that


Friday, 14 February 2014

ECW - Updated C&C-based Rules Available Again


Since I have now managed to arrange for a proper PDF Editor on my Mac, I have been able to update my Commands & Colors-based ECW rules, which for file-storage purposes go by the snappy name of CC_ECW, and thus I have re-inserted the section in the top right-hand corner of this window where, if you are interested, you can (or should be able to) access the latest versions from Google Docs, or whatever it is called these days.

I am now up to Version 2_64 of the test rules, which implies a lot more activity than has been the case – my numbering system is too pathetic to explain. Death by Version Control - the legacy of a life in IT. I have dropped the summary of changes (from C&CN) sheet, since it was just one more thing to maintain, and I have revised QRS sheets and a nice new Stand of Pikes tracker, similar to the Squares tracker in C&CN.

Changes in the rules since the last available version are based on my own playtesting and feedback from friends. The significant ones are:

Foot - foot may now move a bit quicker - they may stand still (and carry out either melee or ranged combat), move 1 hex (and carry out melee combat) or move 2 hexes (and then may not combat at all). They may not make a double move if it starts, or at any point brings them within, 2 hexes of the enemy. This is subject to normal terrain rules, and seems to work well.

Horse - this has been a bit trickier - the advantages for Gallopers over Trotters (and Trotters includes Cuirassiers) were too generous - with lucky dice, Galloper cavalry could become unstoppable. Revised version of the rules are:

Gallopers fighting Trotters will get first blow in a melee, regardless of who is the attacker, and may follow up and carry out cavalry breakthrough in a successful fight even if they are not the attacker (i.e. if it is not their player's turn). Trotters attacking will still get to carry out follow-up and breakthrough if they win and a hex is vacated. Other changes here - bonus die for attacking Gallopers is scrapped (they have enough advantages already), and the number of breakthroughs and bonus melees is limited to 1 (the open-ended series of bonus melees can give a crazy game, so I've dropped that).

Rash Gallopers - and these are strictly limited to 1 or 2 units in a game - are like other Gallopers, but they also get a bonus die in melee against non-Galloper horse, and they MUST follow up and carry out breakthrough and bonus melee if they are able to (which simulates their getting out of control). Again, only 1 such bonus melee. Veteran Rash Gallopers fighting Raw Trotters is not a pretty sight…

One further change – because the Chance Cards occurred so infrequently as to have little effect, I’ve doubled the number of Hazzard a Chaunce cards in the Command pack from 2 to 4, so, if you download them, print p8 of the Command Cards twice to give you the extra cards.

Any problems with the links, and/or anything crazy in the documentation, please let me know.



No comments:

Post a Comment