Monday, December 19, 2016

Rules of Engagement for the FSW Solo Campaign

a.k.a. the Formaggian Succession Wars. 
Prelude: the ruling House of the Alliance of Quattro Formaggi has become extinct. The last surviving members have made a run for the New World, perhaps anticipating what is to come.
Four houses of the four corners of the Alliance rise with a claim to the throne. 

~Campaign rules~
1 turn equals 1 month. This is quite a broad period of time, so miscellaneous actions (foraging etc.) would not be accounted for.
Each force (previously stated to be grouped together) is permitted to complete one action each turn.
Each House may, besides that, complete one event (such as pass a treaty with other houses, recruit fresh troops etc.)
This is pretty free-form, so, for example, if House A has no pursuit force, but beats House B in a battle, House B may argue that for the lack of light cavalry, the remainders of their force are free to fall back on their lines of communication.

Campaign events proceed with a roll: 1dX (d6/d8/d10) against target score at each choice.
Example: two, previously hostile Houses are convening for a peace treaty.
House A offers six month's peace in turn for the cessation of some border territory. Will House B accept?
Target score (5) on 1d6: fairly difficult to reach because a) House B has suspicions about House A; b) due to previous bitter fighting, they are not likely to succeed with any peace talk.
Roll 1d6, the result is 3: NO, House B refuses the treaty.

Each base a House holds generates 1d6 Companies upon recruitment. These are always fresh troops (even if they have the fanciest names) with basic equipment and know some drill, nothing else.
One company equals 40 horsemen or 36 infantry plus officers. Multiple company battalions differ in size somewhat:
  • 2COY = 72 men
  • 3COY = 120 men
  • 4COY = 144 men (2x72) or 196 in case of troops freshly raised / militias
  • 5COY = 196 men

  • 2COY = 90 men
  • 3COY = 120 men (3x40)
  • 4COY = 160men

Multiple levies or large losses of manpower will cause the subjects to dissent, then riot.

Gaining experience
Each fresh unit (and most of the experienced line units) begins without any upgrades. If the unit is routed or destroyed, no upgrades may be available to them; otherwise, their leadership and morale improves after each battle. The 'Fresh' quality is removed after the first or second major engagement.

Causalties are a difficult topic, as entire units are usually wiped out (the game works like that), and units winning close quarters combat also lose effectiveness after committing themselves. The basic guidelines are:
  • If irregulars attack a stationary enemy and are destroyed, they are assumed to have been routed and quit the field; the may re-form later.
  • In a regular v. regular fight, the winner may usually not lose more than 1-2 companies per participating unit.
  • If a unit is completely wiped out in a regular v. regular combat, and the side controlling it loses, the unit is assumed to have surrendered.
  • If a unit is wiped out and its side wins the battle, it may re-form from the wounded/stragglers with one understrength company (unless, of course, it was included in very heavy fighting or was sacrificed on purpose).
  • Battle cavalry usually suffers half the casualties in the Campaign log as in the game.

Kleine Krieg
Beginning in the year OC 1527, each House may recruit irregular companies. This is a simpler and quicker resolution of smaller clashes. 
  • Recruit units as above and allocate them to the KK Reserve.
  • Commit units from the Reserve to specific actions (such as attacking another House's irregular companies, raiding, foraging).
  • When irregular units encounter each other, they roll 1d8, the side rolling lower loses 1d4 companies.
  • The side with an advantage rolls an extra d6 (so 1d8+1d6 in total) if it has at least two more companies than the opponent, and sums up the result.
  • A House may recruit OR commit existing forces in a single turn, it may not do both

The House of Prosciutto [PR], in Alba
Claim: relatives to the House of Parmigiano
Support: the high nobility and Glambria
Trouble: forces & estates spread too thin

The House of Calvacasa [CA], in Calvacasa
Claim: the most fit for rule
Support: the Northern peasants & gentry
Trouble: only local support

The House of Gattopardo [GA], in Parmigiano
Claim: wealth; holding the capital
Support: the rich citizenry
Trouble: unpopular

The House of Schiavona [SC], in Schiavona
Claim: the force of arms
Support: the middle class citizenry and minor nobility
Trouble: no bridgehead to the mainland & no naval power

No comments:

Post a Comment