cavalry rules

3 posts ยท Sep 6 1998 to Sep 7 1998

From: Darryl Adams <dadams@t...>

Date: Sun, 6 Sep 1998 21:58:55 +1000

Subject: cavalry rules

Some ideas for cavalry troops for  SGII/DSII:

All cav units have same confidence and leadership level (unlike normal rules,
where each vehical has a Confidence and Leadership chit).

1. Cavalry divided into 2 groups, mechanical and biological (the difference is
that biological cav WANT to run away).

2. Biological cav have a TL modifier of +3 (green animals),to +0
)napolionic trained horses)

3. Mobility can be air, ground, submarine, amphibious and combined (2 of the
above).

4. Size can be size 1 (horse) to 7+ (dinosaurs)

5. Whenever under fire,,make a threat test (with above modifier), If unit is
forced to Shaken or Route (or panic for green troops) a d6 and d12 roll
per miniture. The d6 is a 1/2 clockface die (covering 3oclock and 9
oclock) and d12 is distance (in inches) This is the the animal version of
going somewhere safe.

More to follow...

From: John Atkinson <johnmatkinson@y...>

Date: Mon, 7 Sep 1998 11:57:57 -0500 (CDT)

Subject: Re: cavalry rules

> You wrote:

> 5. Whenever under fire, ,make a threat test (with above modifier), If

We did a variation of this for some civillians that were on the board in a
Dirtside II game. Except we used a d12 for the clockface, and a d6 for inches.
And they automatically fled every time they were under fire, whether they were
activated or not. However the second artillery barrage which caught them
(accidentally) mopped them up.

From: David <dluff@e...>

Date: Mon, 07 Sep 1998 15:23:52 -0400

Subject: Re: cavalry rules

> John Atkinson wrote:

> From Commander 3 shock force:

We informed the proper civilian authorities 1 hours before our attack. We gave
them enough time to leave the town so we are not to held accountable. Our
esteem enemy must be blamed for not allowing the civilians to leave and their
losses was their cause.

Gen. B' lmar