Hey guys. I don't remember seeing any rules in the book for this, but wanted to consider some rules for fighting battles in:
Thick Fog
Night Time
Pouring Rain
Please forgive me if I'm confusing 7th and 8th edition rules, as I don't have my BRB to hand and wanted to get these ideas down before they evapourate. My initial thoughts for rules to represent these conditions are:
Thick Fog - visibility is much reduced, sounds and distances are distorted, and units struggle to maintain contact with the rest of the army
Thick fog can be represented using the following rules:
All maximum shooting ranges are halved.
Each time a unit needs to take a Ld test for which they would normally be able to use the bonuses granted by a nearby General or Battle Standard, on the roll of 1 -3 on a D6, a thick bank of fog obscures the character and their bonuses cannot be used for this test.
Units automatically pass tests to march close to the enemy, as they can't see them until they are almost face to face!
When making Charge Distance Rolls, units must roll and extra D6 and discard the highest roll, to represent their reduced visibility of enemy units and ability to judge distances in the rolling fog.
Units do not have to take panic tests caused by friendly units unless they actually flee through them.
Night Fighting can be represented using the following rules:
All rolls to hit for shooting suffer an additional -1 to hit, on top of the usual modifiers.
When making Charge Distance Rolls, units must roll and extra D6 and discard the highest roll, to represent their reduced visibility of enemy units and ability to judge distances in the dark.
All Fear and Terror tests are taken with an additional -1 modifier to Ld.
Pouring Rain can be represented with the following rules:
The rain has started to pour as the battle begins. Each time a unit that uses either strings or gunpowder to shoot must roll a D6. They can only shoot if they successfully roll 1 or more on the D6. Each turn, apply the following modifers to the roll, as bow strings become damp and loose, and powder is wet by the incessant rain:
Turn 1: no modifier
Turn 2: -1
Turn 3: -2
Turn 4: -3
Turn 5: -4
Turn 6: -5
Turn 7: No more shooting! If the battle last this long, all missile weapons and powder warmachines are sodden and cannot be fired.
Units are slowed by the ground, which is rapidly becoming a quagmire. Each turn, reduce all move rates apart from flying moves by the following:
Turn 1: 0"
Turn 2: 1"
Turn 3: 1"
Turn 4: 2"
Turn 5: 2"
Turn 6: 3"
Turn 7: 3"
No model can have it's move reduced to 0", they will count as having a move rate of 1". Modifiers affect the models base move rate, so count double when marching.
These modifiers are applied to the base move rate for Charge Rolls and Flee rolls. In addition, roll an additional D6 and discard the highest roll when making the roll for distance.
What do you think as a first draft? I was thinking you could either choose which condition to apply, or roll for it, or use more than one if you're a real glutton for punishment.
These rules are meant to be fun and interesting, but do any of these rules punish certain armies too much?
Cheers.



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