Milan vs Venice – Start of Turn 1

Command Dice are rolled. Both sides roll a Command Failure!

Hold Tests are made for Impulsive cavalry. As Milan (Green Dice) rolled the most 1s, it checks first.

One Milanese Elmeti unit makes a Double Move forward. The Elmeti enter the field and halt. After making their move, they are Disordered.

Impulsive Milanese Famiglia de Casa ignore the order to hold!

The Milanese Famiglia de Casa ride forward to challenge the Venetians. They are Disordered by their move.

Two Venetian Elmeti units move forward.

Blocked by the friendly cavalry, the Elmeti halt behind them. The other unit rides through the Mounted Crossbows. Both Elmeti units are Disordered.

With both sides rolling Command Failures, there are lots of cavalry on the move! Venice has the first Command Pulse.

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Milan – Army Roster

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Venice – Army Roster

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15th Century Italy

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If you’ve read the Combat HQ Designer’s Notes, you’ll have seen mention of a 15th Century game set in Italy that provided the foundation for the rules.

This week I updated the medieval rules and got my 15mm figures onto the table to try out some new ideas. I’ll be posting updates on how the game played out as Milan and Venice go head-to-head in 15th Century Italy.

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Machine Gun Anti-Aircraft Fire (Rules Update)

A rules update on Machine Gun Anti-Aircraft units to better model their battlefield role.

Anti-Aircraft units armed only with machine guns and vehicles armed with machine guns use opportunity fire against aircraft with an additional +1 TN.

Short Range: 4+ TN

Effective Range: 5+ TN

Long Range: 6+ TN

Measure the range from the firing unit to the aircraft’s target.

Anti-Aircraft units that are armed with other weapons (including a combination of flak and machine guns) fire with no additional TN penalty.

Sustained Fire Anti-Aircraft Weapons

Anti-Aircraft units armed with Sustained Fire weapons may use opportunity fire to target multiple aircraft in the same range band.

Each aircraft fired at reduces the FP by -1D. One roll is made and applied to all targets. Each aircraft hit makes its own Reaction Roll and applies any relevant results such as taking Disruption Points, being suppressed or Dispersed.

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