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IronBossWargame Rules Review
Each player commands an army of miniatures, selected using the simple points system. The miniatures are individually based and organized into groups that are classed according to their relative combat effectiveness. After laying out a tabletop with model terrain, players deploy their forces and prepare for battle. Play proceeds in a series of turns where players can maneuver their forces, steady wavering troops and attack the enemy. However, no turn is predictable as the shift of dominance can bring even the most comprehensive plan to ruin. As the dominant player manipulates the turn for their own benefit, key advantages are won and lost. Dominance, however, cuts both ways and the enemy is never powerless. Victory is clear cut and won by the death of the enemy general or the ruin of his army. IronBoss is designed chiefly to give a good game; a game full of historical choices, player interaction and high excitement. Ease of play is a corollary objective as excitement turns upon it. The game mechanics remain as unobtrusive as possible, intuitive and fast. Tactical choices are clear and stripped to naked simplicity. Basic troop characteristics are kept to a memorable few and detailed distinctions are left for the optional rules. Dice rolling and mental calculations are sparse and abandon the strain of tedious repetition. IronBoss plays reference free, and a brief survey should get most players off and fighting. Contents
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In IronBoss wargames, available miniatures are formed into groups of five foot or two mounted figures, classed as knights, warriors, or peasants. At least one of these groups must be a command group which includes the army commander figure. A simple point system may be used to ensure that opposing armies are approximately equal in strength. Terrain is set up, using terrain pieces classed as good going, bad going, or impassible. Groups may move, attack, or rally. The dominant player decides who will move first, and in which order the attacks will be resolved. In ranged or melee combat, several six-sided dice are rolled by the attacking and defending group, based on the combat classification of the involved groups and the tactical situation. Higher scores inflict morale hits and/or casualties, the cumulative effect of which will eventually break the group, unless it is rallied in time to avoid disaster. Morale hits occur frequently, and they may be tracked using counters or a simple roster sheet. Attacking groups will fight the nearest unengaged enemy group, and they may be compelled to pursue if the enemy routs. The rules are short, easy to read, understand, and memorize. They are good value for money, and will provide a very enjoyable ancients or medieval wargame for two or more players. The simultaneous combat resolution system works very well for solo-wargamers. Opponent FinderPlease join our Miniatures Forum to find fellow wargamers in your area who share your interest in this period of warfare. The Miniatures Forum is a social network portal for modellers, wargamers, and miniature collectors. Frequently Asked QuestionsFor further information and updates, please join us on facebook or in the Miniatures Forum. © 2009-2011 by IDL Software GmbH, Darmstadt, Germany. All rights reserved. Women | Men | Selfness | Coaching | Breakfast Club | Love & Fun | Internet Wargaming | Calendar of Events | Links |
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