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Author Topic: Bogey cards for WotR  (Read 918 times)

Offline FierceKitty

  • Mastermind
  • Posts: 1812
Bogey cards for WotR
« on: 24 March 2021, 06:43:37 AM »
The text below refers to random event cards for my WotR battles. Plain numbered cards would do, but we're making cards with suitable pictures and a few key words to be printed out by a friendly professional. Not wanting to risk copyright infringement, I'm not including the actual cards here - and Lee's still designing them. The rules references are to my set, but could be very easily modified for DBx, and probably for other sets. Let me know if you try them. :)

WOTR bogey cards    For WotR battles, a deck of 38 cards may be used with numbers from 1-38. Percentage dice are not a satisfactory substitute. Each sided draws three at start of play, before setup. These supercede the usual bogey table.

1) Favourable winds and snowstorm from own first roll of 5, 6 on control until subsequent roll of 1, 2. LB shoot at +1, take SR against LB or CB at +1. Vector = both side edges of shooters extend to enemy base line. 
2-4) Vanguard. May set up 1-4 LB units an extra 10” forward or part thereof. May begin behind stakes. 
5, 6) TFM, mntd or any mountaineers. 
7, 8 )  Armour one levy unit. 
9, 10)  Scourers have lances. 
11, 12)  Normal ambush. 
13)  Stirring speech before battle. + 1 on first two army morale tests unless roll is 1. 
14, 15)  Family feud. Own Percies must attack any Nevilles within 8” at start of a round at any time in battle; own Nevilles likewise against Percies. Count I on contact until end of SR. Declare this card if ever within 8” of target unit.  Ignore the second card if both drawn together. 
16) Controlling Clarence:  If George of Clarence ever betrays his side, Yorkist player may use a sleeper agent in the pay of Richard of Gloucester; 4-6 Clarence is murdered; his unit leaves the field and does not count as a loss. If Lancastrians draw this card, ignore.
17) Queen Margaret has joined the battle and accompanies an infantry unit of own choice. They add 1 if they roll 4, 5 in melee unless she is killed (risk as to general, but in addition to other losses). If Yorkists draw this card, ignore.
18, 19)  Confusion: Play this card if a unit is fighting in melee and is threatened with an attempted flank attack. With 4, 5 the flank attackers get confused and withdraw at full speed to camp (rallying upon reaching camp or if control roll is ever 5, 6). With a 6 they accidentally attack friends in flank, causing no kills but disordering them. May not play both in one round if one has both.
20)  Play this card if support threatening enemy flank is confused by bogey card 18, 19); the confusion is rectified if the confused unit rolls 3-6; add 1 if supported unit or supporting unit is commanded by a C-in-C or accompanied by Margaret.
21) Kill Clifford! Any of the York brothers will attack Clifford unit on sight within 8”; +1” movement, count E until target unit (or self) is broken or destroyed. If Lancastrians draw, ignore.
22)  Any of own Welsh move unhindered in rough, fording, in towns, or over hills. Play when needed, but counts for entire game. Welsh spearmen on mountainside may throw stones at lower enemy at 4” range. 
23, 24)  Enemy known to have powder shortage. Play when their guns begin to shoot. They run out of ammunition if the first roll of a round is a 1, and may not shoot after this round. Handguns are not affected.
25, 26) Own foreign mercenaries demand outstanding pay. If this is refused, they leave the field if control ever rolls 1. If paid extra, they fight normally, but the army counts for morale as losing its baggage (excluding Henry VI), since this is where the cash comes from. “Foreign” includes Flemish, Burgundian, German, and Welsh. 
27)  Brotherly love. Edward and Richard within 3” of each other’s units each +1 on first melee roll each round. Lancastrians ignore this card. 
28 - 30)  Extra beer. First recoil result may be ignored; play when needed.  May count only once per unit.
31, 32)  One unit of troops with pavises have upgraded them with spikes. Note in writing which. If attackers ever cross the pavises and defenders have shot this round or are deployed into line in readiness to do so but were preempted by attack, each attacking element in the front rank facing a defending element rolls a D6 and is a casualty with a 6. 
33)  German artillerymen. Own artillery may reroll first two missed shots of game. 
34, 35)   Reserve. If a control roll of 1 occurs, may bring reserves in to reinforce a depleted unit; unit recovers an element of casualties, or two with a roll of 5, 6. This card may be used once only. A unit presently in melee cannot be reinforced. 
36)  Peasant volunteers. Add 8 elements of HI, IPW levies. These are NOT the “levy” troops mentioned elsewhere. 
37, 38)   Coffee. Player may present this card and demand a cup of coffee (or sweet Madeira, aka Malmsey, if available!). 
« Last Edit: 24 March 2021, 11:56:05 AM by FierceKitty »
The laws of probability do not apply to my dice in wargames or to my finesses in bridge.

Offline WuZhuiQiu

  • Mastermind
  • Posts: 1202
Re: Bogey cards for WotR
« Reply #1 on: 26 March 2021, 01:29:21 AM »
They should be fun to use. 1) would depend on the season, wouldn't it, unless there might also be a similarly beneficial weather effect such as a brief cloudburst over the enemy's deployment zone...?

Offline Harry Faversham

  • Galactic Brain
  • Posts: 4381
Re: Bogey cards for WotR
« Reply #2 on: 26 March 2021, 09:28:52 AM »
It took some doing but I finally worked out a way...
if the game's set in August and you draw the 'snowstorm' card...
just cock it a deaf 'un!

 ::)
"Wot did you do in the war Grandad?"

"I was with Harry... At The Bridge!"

 

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