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a) co) io Scena Below you will find a list of scenarios for level I - Skirmish games and rules for the prepara tion of battles at Division (level I1), Field Army (level III) and Great Army (level IV) levels. ‘These scenarios can be used to fight very interesting battles, although not always with equal forces. From our experience we know that balance is very dithicult to achieve, and once achieved, it is often illusory. This occurs because balance depends on the types of units at a player's disposal, the terrain of the battlefield, luck, and the most important factor ~ the players themselves, Asa result, many game developers get lost in “proper pricing” of units and they change unit costs (sometimes dramatically) from one edition of the game to another. We de: cided to take a different approach. ‘The point system in By Fire and Sword is very simple. This system involves rules that promote tactics, army lists which restrict the choice of units available to the player and the battle sys tem itself. Rather than assigning specified point values to each particular unit, each player in By Fire and Sword may use any number of units as long as they fulfill the requirements specified in the army lists for the given level of battle. First, the opponents must decide what type of battle they want to play ~ whether it will be a quick skirmish between patrols or a larger engagement. Once the players have agreed on the level of hattle, they each create their particular force based on the army lists. After this force is created, each player must calculate its Strength. Tl and is done by following the directions in each army list. Because the rules of engagement compensate the differences in the strength of both armies, it is quite possible that a patrol of 4 points can fight a balanced battle against a patrol of 17 Strength Points. In other words, die strength of the army, that is the points value, does not restrict players in building their army. isa simple procedure ee is ‘Antilleriae pars prima’ by Kazimierz Siemienowic wi sh 2 tae esp i pin ea 1650, translated Into German in 1676 and into English in 172! in si rn ce) AE ENLAND SWORD - SCENATIG My we He “| TEVEL] - SKIRMISH 1. General Rules We recommend the gaming table for Skirmish scenarios to measure about 120cm by 140cm, put these games can be played on tables as small as 100 cm by 16y Un. You can also play on lager tables as the scenario maps are prepared in such a way that size of the table does not matter, Every scenario includes a map showing deployment areas for the both players and special rules used in the given scenario. We also encourage you to use special rules when developing scenarios on your own, The recommended playing time for skirmish level scenarios is 6 game turns. Some of the scenarios use Field Fortifications. These are small earthworks with a length of, ‘gem, a width of 152cm and a height of 11.5cm (they grant cover (o infantry and artillery but not to cavalry) which are place in front of bases. You will find more on Field Fortifications in chapter 20 ~ Battleheld ‘lerramn. Some scenarios or Additional Effects require players to randomly pick a unit that will be the subject of special rules. The players can decide on the method of random selection. a A Swedish army 183 prepares for battle » i a et — Wo es 2. Seenario preparation procedure ‘The players should prepare for the battle according to the list below: A. Calculate the Force Strength Points and Reconnaissance points ~ itis best done athome as those values depend on the type and number of figures taken. B. Comipare the Force Strength Points of both patrols. C. If the Strength of both forces is the same you can play a standard battle ~ Patrol, but each player rolls for La die Additional Effect. D. Ifthe Strengths are not equal ~ the weaker player rolls for 3 scenarios from the list below, and chooses 1 of them. -} Inorder to choose the scenario roll 3 dice and compare the results with the numbers given in front of the scenario titles. 41-2 Patrol (0) 3-4 Attack on a village (*) 5-6 Capture the crossing (1*) 7-8 Forage (2) 9-10 Ambush (3) » There are no rerolls so there might be a situation where there are only 2 scenarios to choose from, or sometimes even only 1. » You cannot choose a scenario worth more points that the Force Strength Points ad vantage of the enemy. The value of each srenario is given in parenthesis by its ttle. If none of the drawn scenarios fulfills this re- quirement the Patrol scenario is played. E. If the scenario includes any fortifications the weaker side decides on the number used. » Fortifications increase the Strength of the we- aker side by 1 for every 2 elements of fort fications. i . 1e Swedish army infantry companies made up of ‘Poles fought in the Sum Bree 1605 - they were commanded by ys Sine es ce ‘Ghey numbered between 178 and 275 men. Chis variation seman Sa rey erste ners Usted i ferent historical sources = « The choice is the made by rolling a die and comparing the result with the Additional Effects list. + It is allowed to choose the same effect more than once unless its description says otherwise, In this case you should roll the die once more and roll another effect. G. Setting up the battlefield. H, Reconnaissance. I. Deployment. of the Polish-Lithuatiian onwealth against the Swedish army ‘Commanders ofboth sides sent out reconnaissance patrols ahead of the marching arm, Fle fie id to an encounter of twa such patrols, The fight begins. Apart from defeating the enemy yoo mast trust get information onthe lay of the land locate good places for ambushes, the avalbiity of ing water and places where food and loot can be found. ger Player Deployment Area eae S.. Bg ker Player Deployment Ai ol 2 xem ‘The battleneld ‘Thaee locations for reconnaissance should be placed on the table (these should include Jandmarks such as a hill, a grove, a built-up area, or a ford on the river). One ofthe players should set up the battlefield and place other terrain element: After field set up is complete the other player picks his half of the cable. ihe battlefields especially inconventent for one Player (it favors the other player) then bot play re should set up the battlefield together (see Settins UP the Battlefield Together) remembering place the terrain elements for reconnaissance fist {in places shown on the map). Then they nest ra place the rest ofthe terrain, remembering that the elena for reconnaissance already plas ar towards the terrain elements limit giver tn Setting UP ‘he Battlefield Together rules. Deployment The players alternate to deploy one unit or commander at a time, stating from the player will vost Units, f both have the same number of Units roll for who goes first Objectives. The objective of the game, apart from defeating the enemy patrol, is to reconnoitre the terra Tach checked landmark grants 2 Victory Points. In order (0 ‘check a landmark you need to have Commander or a Unit within zoom of icin any Reorganizavow Phase (excluding the first). Points forreconnoiteing landmarks are granted only if at least one ‘Commander from the patrol is alive at the end of the battle. 5-4: fittack on a village (*) -The army has been marching for many days now. Your patrols were unable to find any provisions int impoverished country Finally you see a small intact village They must have food! Bat what's ths? Seems that the enemy was quicker and he is already in the village. What is worse, you can see end reinforcements coming, You need to act and seize the village before the enemy army arrives~ at es Weaker Player Deployment Areajeg &. a ; ‘The battlefield ‘The village should be placed on the table. It should be seized and secured hefore dusk the needs the provisions and quarters. Under the cover of darkness the enemy might be ableto the village or arrive in force and use it for themselves. The village, which occuples a space of somewhere between 2ocm by 20cm (minimum) cand 301 by jocm (maximum). should be placed in the middle ofthe table, The entire village is treated as ‘built up area and the placement of individual buildings is irrelevant. Once a player sets We the: Vilage, any additional terrain elements need to be placed. After the set up is completes the other player picks his half of the table. Ir the battlefield is especially inconvenient for one player (it strongly favors the one Pai Cy inne) then both players shoud set up the battlefield together (see Seting Up the Battlefield 4 Together) remembering to place the village fist (in the place shown on the map), In such a case thervillage should include 23 buildings and be surrounded with a fence, The whole village should 4 te setup by one player ~ the one who will attack it. Then place the rest ofthe terrain, but 2 ele: rests lees than stated in the general rls. None ofthe terrain elements can be placed les Ha soem from the village (this does not concern the terrain elements placed or moved as a result of the Choice of Terrain effect). Deployment airthe beginning the weaker side may deploy infantry, dragoon and artillery Units in the ilige with up 0 1 Commander. They may not occupy the buildings. The value of the scenario © plus ‘point for every 3 infantry or dragoon Bases deployed in the village. Every sur oF ‘commander placed inthe village increases the vatue ofthe scenario by . The total value ofthe scenario GY hot exceed the Force Strength Points difference between the players’ armies. ‘Te players alternate to deploy one unit or commander at a time, starting from the player with aan Unite. If both have the same number of Units roll for who goes frst, In this scenario the Stronger player may not deploy his forces in an Ambush regardless of his advantage in Reconnais- ance points (he can still use the Forced March or the Flanking Maneuver). Objectives atthe end of the game the player controling the village receives 6 Victory Points; if both Players deo ine village, they receive 2 Points each, In order to establish who controls the village PS saelder the Units with the Defense Order. Fone ofthe players has such a Unit inthe village them ccontrols it, regardless of how many enemy Units with other Orders are in the village If there are we £z;™SA (69 iy : 6. Size of the Victory = [After the battle you need to specify who won (this will not always be clear). In addition, you AMIN ghiewe a minimal or decisive victory. Our system takes into consideration the fact that he forces ofthe players are not equal and also puts emphasis on something that f oftenow™ rant losses suffered. Tt is not enough to massacre the enemy in order to achieve a good result - you need todo it with minimal casualties. A draw ora tactical victory of one side will Me the most requent results. Sometimes strategic victories wil take place - especially fone side makes grave mistakes. A historical victory is a rare phenomenon. You need to make a few calculations before the battle as you prepare your Skinmish force 1 First of all we calculate the Force Value. Its equal to the number of Bases (excluding Commanders) + number of Skirmish force Commander's Command Points. - apt. er for the enemy Massacre 4 pts more than 7% | for the enemy 2, Then calculate the losses thresholds (as presented in the table): The first column is a description of these lasses ~ you can use this later n a battle report instead of eiving the number of points that you lost. You can say that you suffered miner los- arate second column gies the thresholds of lasses ~ this column is calculated while che darmy roster is prepared inthe way described below. The third column shows us how many ppoints are received by you or by the enemy after your army sujfered a specified amount of losses. The table is filed out in the following way (values are entered into the Force Value Lost column): © Ois left in the No losses line. | ON finor tine you should multiply the Force Value by 1096 and round down. The thre shold starts with 1 point and ends at the calculated murnber. «In the following lines we multiply the Force Value by a specified percentage and the result is the upper threshold. The lower threshold is equal to the previous wipe! thecchold + 1. In the case ofthe last threshold (massacre) iti the upper threshold of very heavy losses + 1 point (there is no last threshold). “After the battle calculate the losses: ‘© Every lost Base is worth 1 point. 2 very Base that fled the field is worth half a point, After summing up the halves are rounded up. At the end of the battle all fleeing units still on the table are treated as if they fled the field. ‘A dead (lost) Commander is worth as many points as his Command Points level +1. If the Commander flees from the battlefield no Force Value is lost. This example will clarify everything: Example A small Foret each. Its Force airy under colonel Kulesza is made-up of 4 banners with 3 Bases mmand Points = 36 points, The table is filled in the fol- of voluntary c Value is: 12 Bases 4.00) ided down to 1, s0 the upper threshold is 1 or losses: 10% of 16 is © Acceptable losses: 25% of 16 is 4, So the upper threshold of Acceptable losses is 4, and the shold of Minor los ower is 2 (upper th 1e table should look like this: Now, if your force loses 2 Bases in the batile aind one Unit flees the field (3 Bases) the lost Force Value is calculated in this way ~ 2 points for 2 destroyed Bases + 3 x ¥2 = 1.5 rounded up = 2 for the ones that fled. In total the patrol lost 4 Force Value points, so it suffered Acceptable losses and receives 1 point for losses in battle. If all 5 bases were destroyed then the Skirmish Force would lose 5 Force Value points, and suffers Heavy losses. And if colonel Kulesza (Command Points: 4) is killed while leading a tharge then the Force loses another 5 Force Value points, so it suffers Very heavy losses and.the enemy receives 2 additional points. Charge of a pancert cavity bonne f QE A ett I The final score is calculated in the following way: Each player sums up the points received for the scenario and the points received for losses. Both values are compared and the difference is calculated ~ positive for one player and negative for the other. Reval ofthe battle: sty and below storie defeat wato-7 seratepie defeat bro | tactical defeat ste draw stows tactiea victory tos strategie victory sand more storie vetory

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