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Hold the Line» Forums » Variants

Subject: house rules, TSgt Bryan and MSgt Pepe rss

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Pepe Carrillo
United States
Abilene
Texas
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MOVE/ATTACK DICE/CLOSE COMBAT (for the cost of 1 AP, activated units perform one of the listed actions):

Militia:
- no move, roll 2 attack dice
- move 1 hex, cannot attack
- close combat: cannot initiate, must retreat

Light Infantry:
- move up to 2 hexes, roll 2 attack dice
- close combat: cannot initiate, must retreat

Regular Infantry:
- no move, roll 3 attack dice
- move 1 hex, roll 2 attack dice
- move 2 hexes, cannot attack
- close combat: may initiate, roll for retreat

Elite Infantry:
- no move, roll 4 attack dice
- move 1 hex, roll 3 attack dice
- move 2 hexes, cannot attack
- close combat: may initiate, roll for retreat
Note - does not roll to see if it survives last hit

Dragoon:
- move up to 4 hexes, roll 2 attack dice
- close combat: cannot initiate, must retreat

Artillery:
- move no hexes, roll 3 attack dice
- move 1 hex, cannot attack


ROLLS REQUIRED 'TO HIT' in Close Combat and Ranged Fire:

Militia & Light:
- no close combat
- hit with 5/6 @ 1hex
- hit with 6 @ 2 hexes

Regular & Elite:
- hit with 4-6 in close combat
- hit with 5/6 @ 1 hex
- hit with 6 @ 2 hexes

Dragoons:
- no close combat
- hit with 5/6 @ 1 hex

Artillery:
- no close combat
- hit with 4-6 @ 1 hex
- hit with 5/6 @ 2 hexes
- hit with 6 @ 3-4 hexes
Note - rolls 1 die when LOS blocked by friendly units, hits only on 6






 
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Jim Zoldak
United States
Seven Hills
Ohio
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There are some great ideas here, but I think you'll find that militia are very feeble and elite extremely powerful. I tried giving elite units 4 dice and militia and Indians 2. My opinion is that it made those scenarios less playable, especially the later Clash battles.
 
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