Lead Adventure Forum
Miniatures Adventure => Pikes, Muskets and Flouncy Shirts => Topic started by: M.P. on 16 January 2015, 07:57:25 PM
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I'm slowly working on my Polish-Lithuanian and Muscovite armies for the Smoleńsk War (1632-34). While converting and sculpting is my thing, painting is less so. To bring up my motivation for painting I've decided to play some games.
Since I'm not very fond of rules-heavy games (e.g. By Fire & Sword, DBR) or too abstract like DBA I've settled on Victory without Quarter. The rules were designed for ECW so western european warfare is already there, my question is what house rules would you suggest to add to achive an eastern flavour?
I would need rules for light cavalry, warwagons, feigned flight and horse archers.
Regards,
Tom
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Hi,
Take a look in the League of Augsburg website, there is a whole section devoted to VWQ, including some posts from myself.
I've played many a VWQ game and usually find them good fun, however they can be difficult to remember all the subtleties of, given that they were written as a fun set for the authors own use. It's been a good while since we played them and I can't quite recall what our suggested rules for Croats were, but take a lookie see or ask there and I'm sure someone will oblige.
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Thank you Emir, I'll check LoA forum :)
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It seems that eastern warfare is not so popular among VWQ players either here or at LoA forum, so I'll answer my own question and crosspost from LoA forum:
Eastern light cavalry (lancers or mixed missile)
- 10” movement
- may shoot or charge
- may evade horse without disorder
- being in open order does not penalize them
- lancers gain additional +1 to melee in charge and shoot with 1d6
- mixed missile shoot with 3d6 and -1 penalty
- they melee with 2d6
War wagons
- 6” movement (2” when connected)
- May shoot with 4d6 and cannot charge
- May not evade
- May be passed by friendly units
Rabble
- 4” movement
- Always in open order
- 2d6 for every two stands
Skirmishers
- 6” movement
- Always in open order
- Shoot with 3d6
- May not charge
- May be equipped with rifled handguns (count as firelocks)
- May be passed by friendly units
Horse (lancers)
- lancers gain additional +1 to melee in charge and shoot with 1d6