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Test of Fire: Bull Run 1861» Forums » Variants

Subject: newer house rules by MSgt Pepe rss

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Pepe Carrillo
United States
Abilene
Texas
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MSgt Pepe’s house rules for TEST OF FIRE – Bull Run 1861

A. LEADERS - additional actions
- Can move on a roll of 6
- Can order 1 adjacent unit to move
- Can order 1 adjacent Artillery to fire
- If alone, it is captured when Attacker moves in
- Is captured when last Defender is eliminated, if it survives rolls

B. INFANTRY BATTLES
- Last a maximum of 3 rounds (6 dice max)
- First, either side takes a one-time shot when Artillery is present
-- Roll simultaneously and apply hits before Infantry fights
- Defending Infantry rolls an extra die in the first round
- Infantry units at half-strength roll one die
- Re-roll 5’s and 6’s and apply results:
-- 1-2 RETREAT
-- 3-4-5 DAMAGE
-- 6 KILL

C. ARTILLERY
- Is captured when last Defender is eliminated, if it survives rolls
- If alone, it is captured AFTER taking a one-time shot against Attacker
- Rolls may be used against one target OR split between multiple targets
- Re-roll 5’s and 6’s and apply results:
TARGET 1 SPACE AWAY:
1 RETREAT
2-3-4 DAMAGE
5-6 KILL

TARGET 2 SPACES AWAY:
1-2-3 RETREAT
4-5 DAMAGE
6 KILL

D. HIT RESULTS - Apply in this sequence: Kill - Damage - Retreat
- Results will be first applied to Infantry OR Artillery, then Leaders
- Leaders/Artillery are eliminated on Damage/Kill rolls
- Retreat towards your rear line, then to your city if at board’s edge
- If forced to retreat into an enemy-occupied area, unit is eliminated

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TS S. Fulk
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These rules make for a very different experience (much bloodier and with deadly artillery). I take it you don't like all the retreats.

I actually love the game as is (today I killed 17 units with the original rules), and if I want a different experience I'll probably go for a deeper game on Bull Run.

Still if you like, more power to you.


msgt pepe wrote:
MSgt Pepe’s house rules for TEST OF FIRE – Bull Run 1861

A. LEADERS - additional actions
- Can move on a roll of 6
- Can order 1 adjacent unit to move
- Can order 1 adjacent Artillery to fire
- If alone, it is captured when Attacker moves in
- Is captured when last Defender is eliminated, if it survives rolls

B. INFANTRY BATTLES
- Last a maximum of 3 rounds (6 dice max)
- First, either side takes a one-time shot when Artillery is present
-- Roll simultaneously and apply hits before Infantry fights
- Defending Infantry rolls an extra die in the first round
- Infantry units at half-strength roll one die
- Re-roll 5’s and 6’s and apply results:
-- 1-2 RETREAT
-- 3-4-5 DAMAGE
-- 6 KILL

C. ARTILLERY
- Is captured when last Defender is eliminated, if it survives rolls
- If alone, it is captured AFTER taking a one-time shot against Attacker
- Rolls may be used against one target OR split between multiple targets
- Re-roll 5’s and 6’s and apply results:
TARGET 1 SPACE AWAY:
1 RETREAT
2-3-4 DAMAGE
5-6 KILL

TARGET 2 SPACES AWAY:
1-2-3 RETREAT
4-5 DAMAGE
6 KILL

D. HIT RESULTS - Apply in this sequence: Kill - Damage - Retreat
- Results will be first applied to Infantry OR Artillery, then Leaders
- Leaders/Artillery are eliminated on Damage/Kill rolls
- Retreat towards your rear line, then to your city if at board’s edge
- If forced to retreat into an enemy-occupied area, unit is eliminated

 
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Pepe Carrillo
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Abilene
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I like to play the game both ways, but I use my rules when I want a speedier game :)
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