Possible other settings?

Hya, hopefully be picking up a copy of the world at war book soon but was just wondering if there was anything on the plates for some form of expansion or such like for a medeval setting, maybe Roman-era or Viking. Just figured I'd put the idea out there and see what other people thought.
 
I don't think the BF Evo ruleset is good for large unit warfare with blocks of troops, would be fine for skirmish type games though. I am thinking old west...
 
You could come up with your own... there's a RPG where the Romans discovered gunpower... it's called Fvlminata

http://www.fvlminata.com/

FVLMINATA is a historical fantasy roleplaying game set in a world not quite like our own. It is AD 248, exactly one thousand years after the founding of Rome. The Imperium Romanum is in no danger of crumbling. FVLMINATA features extensive research of the ancient world and unique game mechanics designed to capture the flavor of adventuring in the Roman Empire.

Vesuvius erupted and buried the Roman towns of Pompeii and Herculaneum under tons of ash. In our world, a young boy decided to stay at home and was killed in the disaster.

In the world of FVLMINATA, he lives to discover the substance that changes the course of history: an explosive black powder he names terra fulminata or "earth armed with lightning."

From what I've seen, it'd make for an interesting skirmish game...
 
Having tried the lone wolf evo rules, I'd say it needs a bit more work for any situation where the focus is on close-quarter fighting on both sides, and the fire zone rules feel a bit odd with anything other than automatic weaponry unless you're looking at massed fire - it was designed for games where at least one side has machineguns, after all.

Massed musketry might work - so I suppose with a bit of cunning tweaking smaller-scale napoleonics is quite doable...
 
Well, the 3' firezone for an individual musket would work... representing the innate inaccuracy for the weapon....Make it a D6 and all that...

A unit of musket wielding men would gain the 6" firezone..

And for those muskets designed for sharpshooting (like the Kentucky Long Rifle), give it the ability to select its target.
 
i feel for ancient type games the close combat rules are fine what you need to do is have specific traits to create new game mechanics to make combat more in line with rules and background.. for example sword play or axe bashing could be traits in them selves...
 
If they could swing it -

a Heavy Gear Evolution or even a Gear Kreig Evolution would be WAY WAY cool :D :D :D

But I don't think DP9 would agree :cry:
 
That was sort of handled by traits like Parry and so on.... I sort of got inspired to dabble a bit in attempting a Fantasy game using the rule set...
 
dsfrankevo said:
If they could swing it -
a Heavy Gear Evolution or even a Gear Kreig Evolution would be WAY WAY cool :D :D :D
But I don't think DP9 would agree :cry:

Funny coincidence, I talked to Robert Dubis recently about exactly that idea.
DP9 is interested...
The bad thing is that I want to write the German, Soviet, British and US Vehicle Compendiums first, then Desert War and Italians for WaW.
After that Gear Krieg and then HG would be a cool thing...
 
As noted, muskets doable. Napoleonics is gunfire-centred enough for the core rules to work fairly well.

A unit of musket wielding men would gain the 6" firezone..
Sounds about right. You'd need a sufficient number of men firing together (possibly base-to-base?) to get a trait added to the fire ('auto' obviously wrong....how about 'indiscriminate'?)

Some things (e.g. mad irish guys with naval volley guns) might get it by default.

Accurate makes sense - using the original version of accurate.

Possibly a lot of weapons are going to end up with 'ready'....

Parry for anyone with a proper sword (as well as more viciousness in combat)

Some sort of trait to give charging cavalry a bonus (that's taken away by a sufficiently ranked up mass or another unit of cavalry - unless you're a lancer)

Base to base by default seems sensible since that then gives you a trait for riflemen and voltiguers to deploy in a command radius instead.

Quality of troops can be modeled reasonably easily - limiting the falling back, for one, or ignoring the ready trait for especially good troops who can put out a faster rate of fire, or slightly tweaking close combat, or adding lumbering to conscript masses who wouldn't respond to orders fast enough to react
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Just as a dabble into Napoleonic stats...

French Imperial Guard Detachment
Unit: Detachment Leader w/ Musket, 8 Soldiers w/ Muskets, 1 Soldier w/ Eagle Standard & Musket
Size: 1
Move: 5"
Close Combat: D6
Target: 4+
Save: -
Kill: 6+
Traits: -

Special Rules
Volly Fire: As long as the unit has the majority of its models in base to base contact, the unit generates a 6" firezone.

Follow the Eagle!: The Imperial Guard detachment automatically rallies as long as the Eagle Standard remains standing.

Options
- Add 5 Soldiers w/ Muskets for XX points, up to a maximum of 15 extra models.

- Replace the unit's Muskets with Rifles for XX points per model.

Weapons
Musket
Range: 15"
Damage: D6
Traits: Slow, Reload

Rifle
Range: 20"
Damage: D6
Traits: Slow, Reload

New Traits
Reload - The weapon requires effort to reload, so a unit that has fired previously cannot take a shoot action in reaction to an enemy unit.
 
Can anyone else say Zulu: Evolution?

Just put the 'savages' in as the Bugs, the men in red coats as the MI, and you're sorted.

15 rounds rapid! (okay, joking - how rapid would 15 rounds really be from a martini henry?)
 
Just employ some sort of sustained fire rule where successive shots have a higher chance of jamming (something similar to the low on ammo rule perhaps, from SST).
 
Hiromoon said:
Just as a dabble into Napoleonic stats...

French Imperial Guard Detachment
Unit: Detachment Leader w/ Musket, 8 Soldiers w/ Muskets, 1 Soldier w/ Eagle Standard & Musket
Size: 1
Move: 5"
Close Combat: D6
Target: 4+
Save: -
Kill: 6+
Traits: -

Special Rules
Volly Fire: As long as the unit has the majority of its models in base to base contact, the unit generates a 6" firezone.

Follow the Eagle!: The Imperial Guard detachment automatically rallies as long as the Eagle Standard remains standing.

Options
- Add 5 Soldiers w/ Muskets for XX points, up to a maximum of 15 extra models.

- Replace the unit's Muskets with Rifles for XX points per model.

Weapons
Musket
Range: 15"
Damage: D6
Traits: Slow, Reload

Rifle
Range: 20"
Damage: D6
Traits: Slow, Reload

New Traits
Reload - The weapon requires effort to reload, so a unit that has fired previously cannot take a shoot action in reaction to an enemy unit.

Wouldn't slow and reload be redundant on the same weapon? Slow prevents any fire reactions at all, after all. I'd revise reload so a weapon can only fire once per turn, and a unit that has fired previously cannot take a shoot action in reaction to an enemy unit.
 
Just as a dabble into Napoleonic stats...

French Imperial Guard Detachment
Unit: Detachment Leader w/ Musket, 8 Soldiers w/ Muskets, 1 Soldier w/ Eagle Standard & Musket
Size: 1
Move: 5"
Close Combat: D6
Target: 4+
Save: -
Kill: 6+
Traits: -

Special Rules
Volly Fire: As long as the unit has the majority of its models in base to base contact, the unit generates a 6" firezone.

Follow the Eagle!: The Imperial Guard detachment automatically rallies as long as the Eagle Standard remains standing.

Options
- Add 5 Soldiers w/ Muskets for XX points, up to a maximum of 15 extra models.

- Replace the unit's Muskets with Rifles for XX points per model.

Weapons
Musket
Range: 15"
Damage: D6
Traits: Slow, Reload

Rifle
Range: 20"
Damage: D6
Traits: Slow, Reload

New Traits
Reload - The weapon requires effort to reload, so a unit that has fired previously cannot take a shoot action in reaction to an enemy unit.

Using 'ready' (i.e. 'load') or 'slow' would work fine - as noted reload is a bit redundant.

Volley fire probably should be 'as long as a certain number' - or two men in base to base can volley fire unless they've got two mates who aren't makes little sense.

Including unit colours (reducing retreat or auto rallying or reducing suppression or some such thing) sounds sensible - one per ten men sounds a bit off - I know it'd be a scaled down game (it'd have to be) but units of ten seem too small to feel properly napoleonic (Not commenting on specific numbers, more general scale). fifteen-to-twenty or more seems more sensible.

Historically - no rifles in french units - Especially not imperial guard - because Himself disliked the things. Even french Voltiguer skirmishers used muskets.

Save - virtually nothing's going to get a save. Suggestion - saves are in close combat (since skill will help you fend off a guy with a bayonet, but not a bullet). So almost all guns have Killshot (or trait of similar effect but different name), but unless you get lucky (or are a pioneer with a ****ing big axe), someone will get a save against your attempts to do stabby things to them.



Last thought - higher target scores and kill scores than SST/WAW/MC 'humans' because we've got no tanks, mechs and giant flame-breathing roaches to accomodate. Having target and kill scores slightly higher means you've got more room for subtle variations in target or close combat scores. This also means that a d6 roll will have to work harder to get a hit, (although it'll still kill - see above), meaning a higher ratio of suppression to actual kills - and hence meaning that the really double-'ard gits like KGL cavalry and Imperial Guard who'll charge straight through suppressive fire can actually make it into combat without having comparatively superhuman statlines.
 
Well, I'd have to tweak it a bit, but Slow is more reduntant than Reload since Slow would prevent people from firing as a reaction. Reload represents the effort it takes to cycle your gun...

I went with 10 because that's what I'm used to, and based off what I know really. Plus, I'm lazy and don't want to paint so many units per unit. :D

Historically... meh... I put the option in there mostly as a 'try things out'.

If we use WAW/MC's cover save system, things do get saves and higher kill scores.

Really, if you want to do it, go ahead. I just did it because I was interested.
 
I might have a think. I know that was a throwaway thought.

The reasoning behind sizes is the issue of formation - which was a big deal in the napoleonic wars (just about the last time that it was)

Line/Square/Column and all that. possibly having units get in each others way for firing* and transfer close combat dice between one another when in base-to-base** might make sense.

* so you want to be in base to base to Volley Fire but not in one lumpen mass as that blocks a good portion of your units fire

** so when about to be charged you want to be in as close to a tight ranked-up block as possible to stop you being horrendously murdered by guys with swords on big 'orses.
 
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