Tactics 2

As I continue to refine the rules I want to play, and then also share with others, I went over the mechanics of the tactics cards.

Previously, I had considered having these cards have an effect the combat die roll and the number of chits drawn, but following my changes to the latter, what was before now makes less sense to keep.

Also, I believe that I had intended for the attack (active player) play a card and then the defender (in-active player) respond with a card of their own, once the attacker’s card was shown. However, I do like the dynamic of the bluff, and so going forward I am going to have both cards selected and then presented face-down, and then be revealed at the same time.

Tactics Cards: Horse and Musket Era

Attacker Cards

  • Feint – Cost 1/Chits 1. May be used only once a turn.
  • Cavalry Charge: Cost 1-3/Chits 1-3. May only be used by cavalry units. Offensive DRMs apply. Involved units may make one move and gain 1FP after combat is resolved.
  • Prepared Attack – Cost 5/Chits 5. Offensive DRMs apply.
  • Hasty Attack – Cost 3/Chits 3. Offensive DRMs do not apply.
  • Pinning Attack – Cost 2/Chits 2. Offensive DRMs do not apply.

A friendly unit adjacent to the activated unit may be moved up to support it. The active unit may not move.

Defender

  • Defend – Cost 2/ Chits 2. Defensive DRMs apply. Must be in terrain, fortification, adjacent to objective.
  • Evade – Cost 0/Chits 0.

Subtract 1 from the cost of the attacker’s tactics card just played. Test to move qualifying evader away from attacker’s units. If successful, no combat die roll for either side.

  • Hold – Cost 1/Chits 1. Defensive DRMs do not apply.
  • Counter-attack – Cost 3/Chits 3. Offensive DRMs apply.

For other periods, additional cards may be introduced, such as Exploitation, which would work for WW2 armored units with the proper doctrine, or others removed.


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