The Itchy and Scratchy rules … latest developmentsPosted: November 14, 2013
My first idea related to movement, and I have introduced a number of Terrain Effects that were previously missing. (They are – if the truth be told – ‘lifted’ almost word-for-word from some of my earlier wargames rules … but they seem to me to be compatible.)
- Units and Generals that enter a grid area that contains barbed wire must stop.
- Units and Generals must remove the barbed wire next turn before they can move again.
- Units and Generals must stop when they enter a built-up area.
- Units and Generals must stop when they enter fortifications.
- Units and Generals moving up a hill reduce their movement rate by 1 grid area for each contour line they cross.
- Mountains are impassable. Units and Generals may, however, move through mountains via recognised mountain paths.
Rivers and Streams
- Units and Generals may only cross rivers or streams by bridge or at a ford.
- When using a ford in a river a Unit moves into the river on turn A and stops, then moves 1 grid area out of the river on turn B.
- Units and Generals in rivers may not take part in Combat.
- Units and Generals on roads move at normal movement rate, plus 1 grid area if the entire move is made along a road.
- Only Infantry and Cavalry units and Generals may enter rough terrain.
- Units and Generals must stop when they enter a wood/forest.
- Units and Generals moving through woods/forests have a maximum movement rate of 1 grid area.
My second idea was to try to make the Combat Results easier to understand by turning them into an illustrated table.
Please click on the chart to make it larger.
I think that this should ensure that players find it even easier to use the combat resolution system.