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Tactical Scenario Campaign Rules
<< TSC Table of Contents 4. Tactical Game - Scenario GenerationEach side's army is represented by a counter on the tactical map. At the start of the battle, place the counter on the fortress (the hex furthest away from the enemy's side). Roll to see who moves first. Players then take turns moving their counters or keeping them stationary. While the opposing armies are distant, moving (or not) succeeds automatically. Even in difficult terrain, an army can stay organized enough that the will of the General is carried out without major incident. When the enemy is close, however, tactical movement is fraught with uncertainty. In the borderlands or deeper in enemy territory, maps can be unreliable. Scouts sometimes mistake enemy diversions for the main battle force, or fail to come back at all! Enemy raids and harassing skirmish groups can occasionally force an army away from its intended route, or a rash decision might lead a General to attack an enemy diversion. To represent this, whenever an army attempts to move or remain stationary when the enemy is within three hexes' movement, the player must roll on the following table:
When moving over adverse terrain (anything other than plains or hills), there is penalty to the dice roll. This is generally -1 for Badlands and -2 for other types of adverse terrain, but some races handle some terrain types better than others.
Regardless of the penalty, a roll of 2 or 3 is still Advantaged. A battle occurs when one of two things happens:
There are twelve basic scenarioes in the TSC. If two armies have collided over a village or fortress, the scenario is is Village Pillage or Storm the Walls, respectively. If, on the other hand, enemies have an undefended enemy village or fortress and attacks it, the scenario is automatically Hasty Defense. If the two armies collide somewhere other than a village or fortress hex, the particular scenario is determined by cross-indexing the organizational status of the attacker (the army that moved) and the defender (the army that was stationary) on the following chart:
When two armies enter the same hex, the stationary army is the Defending army and the moving army is the Attacking army. This is important, since it determines which role each army will play in the scenario. Some scenarios have other roles as well, such as the Invading army and the Home army; since the attacker can be either, it is important to keep these concepts clear.
Playing the Battle - Setting Up Terrain > | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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