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Roberts Rebellion Table top game


Joe Carey

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Hi

New to the forum but I have an idea to create a Song of Ice and Fire table top game based in the time of Roberts Rebellion. It will focus on the battles fought and also try to enable people to create their own battles. While I am aware there are no official models as of yet, my aim is to create the rules and battles for people to play with proxy models. I need assistance choosing unit types and making stats for the different types of units and heroes in the game. All ideas are most welcome and would really appricate any help at all. I am going to start writing up the rules and stats in the coming weeks and will need some guinea pigs to trial the game out once the rule basics are established.

If anyone would like to be involved please contact me as I want to get the ball rolling and get people gaming.

Thanks

Jarold

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I've actually been working on something similar to this using lotr sbg's ruleset and profile designs to create some things. If you google other people have made some good profiles as well



My first scenario was going to be Benjen and his rangers fighting some wights and a single Other, with the goal being to reach the fire on the other side of the table.



I have some sbg units I was subbing in, as proxy like you said. Some things to know:



-All the armies have access to similar units, with the real difference lying in command and occasionally a few special unit types (all have basic cavalry for the most part, basic levies/spears, basic men at arms)


-Scenarios would therefore have to factor in a lot to make things interesting


-The heroes and generals are of paramount importance in game variation



I'll post the scenario I was working on with Benjen in it later on in the day at some point, lemme know if you have been working on anything ;D


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Hey Leonardo.

From the sound of it you have put a lot of time and thought into it so far.

My idea is very similar with each faction having levies and men at arms etc. I am going for a bit of player custimisation in an army. For example, if you are playing as House Stark and you decide to field men at arms and levies you will have the option of what minor house you want them to be part of so your men at arms could be from House Bolton (traitor bastards!) and you levies could be from House Mormont. Each minor house will have different bonuses etc to balance the game and give the player at chance to think tactically about unit choices.

Obviously this is in the early stage and I have only just started dealing with the different unit types so far.

Do you have any standard stats you have been using? Really dont know where to start with them.

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unarmored warriors have a defense of around 3, so I gave an Other 8 and 2 attacks, and a high fight value around 6-7. I also gave him 2 wounds, unless you're using obsidian and in the case of my scenario, there was none to be had.

http://www.one-ring.co.uk/viewtopic.php?f=27&t=27279

This has a good Tyrion profile, some of his abilities need to be balanced though.

This is a set of proflies I found on the web, haven't looked these over enough and should probably just be inspiration for our own.

Are you down for the lotr ruleset or did you have another game to base it on? I only really play the lotr/hobbit sbg so I don't really know of any other sets to base it on ;D

A standard man at arms would be something like

Move 6"
F/S 3/4
S 3
D 4 (+1 with shield)
A 1
C 5

Wargear: one-handed weapon

can purchase:

Shield: 1 pt

Spear: 1 pt

Bow: 1 pt

Might: N/A
Will: N/A
Fate: N/A

===

Then you have peasant levies, which would be worse off by some key stats. Then there are knights (who ideally should all be heroes and be named), mounted units, and that's about it for the basic repertoire.

I figure most factional differences will come with the leader, for example a soldier fighting for Ned would have more courage, whilst Tywin's would probably be better armed and armored. Also Northmen would have a huge advantage in winter conditions, much like the Dornish would have a huge advantage in their home territory.

So what we really need to flesh out are our heroes and generals, and then run a test game. I left my Benjen scenario on another machine, I'll have to post that later still

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This is what I have worked on so far, heavy Inf and missile units are pretty much done, see what you think:



Unit Types



Light Infantry - Sworn Levies, Spearmen, Swordsmen


Heavy Infantry - Sworn Men-at-Arms, Specialist Infantry


Missile Infantry - Sworn Archers, Sworn Crossbowmen


Light Cavalry - Sworn Outrider, Light Horse


Heavy Cavalry - Sworn Knights, House Knights


Minor House Lords - Character Units


Great House Lords - Character Units




Light Infantry



These units will make up most of a players army, cheap units to field they will be crucial in bolstering numbers on the battlefield. Often used as part of the vanguard, they will be the first into the fight and will take heavy losses. Light Infantry is made up of Sworn Levies, Spearmen and Swordsmen:




  • Sworn Levies - Great Houses have other houses sworn to them, in the case of sworn levies these men have been drafted into the army by their local lords. Fielding a large variety of weapons these men will be strong in a large number and supported by other unit types but will be extremely weak if the fight is not in their favour.




  • Spearmen - These men have been trained by a local lords master-at-arms, this unit is better trained and better equipped than Sworn Levies. Good against mounted units these men will be best fielded on the flanks to protect against a cavalry charge. With better moral stats than Sworn Levies this unit will be expected to support them in the heat of battle but if men begin turn and run don’t expect the Spearmen to stick around.




  • Swordsmen - Trained in the art of swordsmanship by their local lords these men will fight hard to break the enemy line. More skilled than Sworn Levies, Swordsmen will attempt to prove themselves on the battlefield to gain the notice of their lords. Again used as a support unit, Swordsmen will be good units to bolster a good attack or defence maneuver during a battle.



All Light Infantry units come from minor houses, many different sigils will be embossed on shields and flown on the banners. They fight for their lords thus fighting for their lords liege.




Yeh I want to base it on the Lotr stat sets as they are easier to modify and understand in terms of playable value. I want to start writing the rules up, but its going to take time. Going to concentrate on the first battle of Roberts Rebellion and work my way up to the others so the Battle of Gulltown will be a good starting point. If you're willing I could do with an extra pair of hands to progress further?


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Definitely up for an extra pair of hands, like I said I have a Benjen/Other scenario already drawn up when I can get to it.



The breakdown of your units is good as well and is close to what I thought. About half the army will be light infantry/sworn levies, while you have a few more costly units like men at arms and spearmen/archers who have actually had a bit of training and not had said weapons just thrust into their hands and marched onto a battlefield. Most sworn levies would probably have spears as well, with some others sporting one-handed weapons and maybe crude shields.



The main thing is balancing the heroes abilities and their effects on their armies, once we have that the rest will fall into place when scenarios are being drawn up.


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Yeh i was just working on the bonuses each sworn house would provide and need to work on stats for a few heroes. The framework you sent is good so i think if we stick with that and then just add combat modifiers and passive effects like the Loyalty to a lord if hes close by etc

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Ambush in the Haunted Forest


Ranger of the Night's Watch

Move 6"

F/S 4/3

S 3

D 4

W 1

A 1

C 6

Wargear: Longsword/one-handed weapon and bow

Flaming Arrows: If within range(1.5") of a fire, can choose to use flaming arrows at a -1 shoot roll



Benjen Stark

Move 6"

F/S 5/3

S 4

D 5

W 2

A 2

C 7

M/W/F 3/2/2

Wargear: Bastard sword(one-handed or two-handed, declare before rolling for fights) and bow

Expert Shot: Can shoot twice during the shoot phase

Flaming Arrows: If within range(1.5") of a fire, can choose to use flaming arrows with no penalty to shoot roll


===


Wight

Move 6"

F/S -/-

S 5

D 8

W 2

A 1

C -

The Dead: Wights have no fear, nor feelings of any kind, and live to serve their overlords as thralls. They never

roll for courage or broken force tests.

Fire will do for them: If the attacker's weapon or missile is aflame while in combat, wound rolls against wights count only a 3 for their defense and it only requires one wound.


Other

Move 6"

F/S 6/-

S 4

D 8

W 2

A 2

C 7

M/W/F -/4/-

Terror: Any unit wishing to charge an Other must take a courage test

Spawn of Winter: This unit cannot come within 4" of a fire


Spells

Do they bring the cold...?: Whenever an Other is within 6" of a fire, it can use one will point(or more) to cast this spell.

The good player rolls to see whether or not it puts out the fire, with a +1 modifier to the evil player's roll.

If the fire goes out, another stick bundle must be thrown onto the fire.


==========


The Old Bear has sent the first ranger on a mission to find Ser Waymar Royce; Benjen Stark chooses five of his best men and sets out, planning to scan the haunted forest's coast all the way to the Shadow Tower if necessary. Suddenly, as he and his men are gathering wood nearby for a fire, he hears a shout. As they rush into a clearing, they find his dead and strangely frozen body. As they attempt to rush back to camp, they are impeded by otherwordly forces...


OBJECTIVES:

The Good player wins if Benjen Stark survives the encounter

The Evil player wins if Benjen Stark is killed


FORCES:

Benjen Stark and 4 Rangers of the Nights Watch carrying Heavy Bundles

Vs.

Other

10 Wights


DEPLOYMENT:

At one end of the board sits a fire 6" away from the edge as near to the middle as possible. 30" away on the other side near the middle, within 6" of the edge but no more than 6" from the middle, the good side deploys.


On either side of the board within 6" of the edge the evil side deploys, no more than 6" from the middle.


The battlefied should have a random assortment of trees.


SPECIAL RULES:

The Fire: After 5 turns the fire will burn out unless the NW throws another bundle of logs on it.

Heavy Bundle: Anyone carrying a bundle of logs can only move 4". They can be transferred or dropped at any time for no cost.

Creature of the Night: In order to attempt a shot on an Other you must have a completely unobstructed LOS

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Looks good mate, a few profile stats that will be changed however as i drew up the basic rules the other day but easily remedied. Got a little Ned Stark vs Wildlings in the pipe line to try out a few of the modified rules. Will send the rules to you once polished and you have a play at both scenarios see what you think. I may be slow to reply as i am working away for the next 2 months but will get back to you asap!

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