Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Thursday, 1 October 2020

Polemos Ruse de Guerre Clarifications

Ruse de Guerre Clarifications:

 


I asked Polemos Ruse de Guerre author Glenn Pearce his permission to put the following clarifications up on the site.  I think I have some more somewhere, when/if I find them, or he makes more, I will add to this post.  I have also included my notes on playing Ruse de Guerre solo at the bottom.

You can't double up on a single action. You can never voluntarily move twice. You can only move once.

You need 1 TP just to be able to rally your entire command. You then need another TP to give each individual base a plus 3 on the dice roll. So yes, 4TP will allow you to rally 3 bases and each one gets a plus 3 on the dice roll.

Manhandle non-firing artillery with a force 1BW. So, if you manhandle a non-firing artillery piece the entire force can also move 1BW as long as they are all touching. This includes a massed battery. The manhandle rule exits simply to show how they can be moved alone or with a force.

All movement is straight with an allowance of one wheel up to 1BW at any point in the movement.

An attacking force can't break up. As soon as contact is made with the enemy the entire force stops.


The Ruse de Guerre Tempo Phase - Playing Solitaire
 
Polemos Ruse de Guerre has a slightly more involved Tempo Bidding process than its stablemates.  There is another step where the players decide if the turn is going to be a relatively high or relatively low tempo turn.  I do it as follows:
 
1 - Decide for each side whether they would prefer low or high tempo turns.  You could decide each turn but I keep it the same for the entire game.  Typically the defender will prefer low tempo and the attacker high tempo.
 
e.g. Ney is attacking Craufurd at the Coa and wants to move as rapidly as possible.  The French will therefore prefer higher tempo, the Anglo-Portuguese the lower.
 
2 - Roll a d10 for each side.  The side with the higher score chooses which of the dice to use.
 
e.g. Ney rolls '4', Craufurd rolls '7'.  Craufurd prefers a low tempo environment, therefore 4 is added to each side's basic tempo points.
 
2a - If necessary to differentiate between the quality of the C-in-Cs, I would add in extra points here.
 
3 - Each side has a base 5 tempo points, to which 4 are added for a total of 9.  Each side randomly bids, using a dice which will generate a tempo bid that can get as close as possible to, but not exceed the base number of tempo points: in this case, a d8 for each side.
 
e.g. Ney rolls '6', Craufurd rolls '2'.  Ney gets the tempo, bidding 6 from 9, and then adding 2 for winning the tempo for a total of 5 tempo points. 


 

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