its amateurish but waramable, it seems sculpting uses fingers and thumbs so flat walls are hard
I ve also wrote a set of rules for it
SKIRMISH RULES FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES by Mark Ainsworth ref140867
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These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
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There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
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a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use.
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each d10 combat roll has a differrent effect,
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1 defender falls down unconscious
2 your repled back 1 inch
3 your repled back 12 inch's
4 Attacker killed
5 Attacker falls down unconscious
6 you remain locked in Melee, you may continue turn, or reattack
7 defender pushed back 1 inch
8 defender pushed back 12 inch's
9 defender killed
0 lose initative, play passes to other side
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each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
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participate in a attack, but may participate in as many attack that occure in range.
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each d6 Leader roll has a differrent effect,
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1 Heal an unconsouse unit within a 7 inch range
2 add an attack dice to an attack roll
3 stop a 1 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 lose initative, play passes to other side
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the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
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a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
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Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
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a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
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Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
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each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
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A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and use two combat dice.)
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a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs.
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elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
pike against cavary plus one d10 (no d10 for ranged fire against cavary)
defender in trees minus one d10
defender behind cover minus one d10
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Notes
cavalry may not charge in forests
cavalry may not charge if defender is behind cover
cavary may not attack over hard cover
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 0 on a d10, or a 6 on a d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
SKIRMISH RULES FOR GUNS adapted from SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES , its not had much testing, so prepare to adapt them.
by Mark Ainsworth ref140867
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These rules have NO! record keeping, any effects are to push back, Kill, or knock over(wound) units. there meant to be simple but be able to simulate many things. This is Infantry only, vehicle version to follow soon
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There are three catagories of units, Combat units & Leaders and medics, you can have any type of unit as a combat unit, but leaders cant be heavy weapon units.
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a medic cant initiate an attack, but move & defend like any other unit.
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a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use.
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any unit in Line of sight can be fired upon, you can also Melee and gain an extra d10 to the attack
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each d10 combat roll has a differrent effect,
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1 defender falls down wounded
2 defender repled back 4 inch's
3 your repled back 12 inch's
4 Attacker killed
5 Attacker falls down wounded
6 reroll 3 d10s and choose the d10 to use, you may reroll again on a 6
7 defender pushed back 4 inch
8 defender pushed back 12 inch's
9 defender killed
0 lose initative, play passes to other side
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each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
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participate in a attack, but may participate in as many attack that occure in range.
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each d6 Leader roll has a differrent effect,
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1 Heal an wounded unit within a 9 inch range of a medic
2 add an attack dice to an attack roll
3 stop a 4 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 lose initative, play passes to other side
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the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
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a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like pistols bayonets, Medium are rifles , Heavy MGs etc..
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Light combat units can move 12 inches.
Medium 10 inches
heavy 3 inches
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each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
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a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs.
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elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
attacking with MG plus two d10
defender with MG minus two d10
defender in trees minus one d10
defender behind cover minus one d10
when in melee both sides get an extra d10 die
infantry using rifle plus d10
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Notes
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 0 on a d10, or a 6 on a d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
Vehicles candidate rules expansion
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vehcles are classed as slow or fast
slow vehicles move 24 inches
fast vehicles move at 36 inches
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Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
you need Line of sight to fire, when firing roll one d10, the effect of the roll are
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Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are
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Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are
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1 miss
2 gun breaksdown
3 target is knocked down wounded or imobilised
4 single target is killed
5 all units in a 3 inch area of attack are knoced over wounded
6 all units in a 5 inch area of attack are knoced over wounded
7 all units in a 3 inch area of attack are killed
8 all units in a 5 inch area of attack are killed
9 miss
0 lose initative, play passes to other side
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if target is armored use this die table
1 miss
2 gun breaksdown
3 target is knocked down wounded or imobilised
4 single target is killed
5 all units in a 3 inch area of attack are knoced over wounded
6 armour repeled attack
7 armour repeled attack
8 all units in a 5 inch area of attack are killed
9 miss
0 lose initative, play passes to other side
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you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
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1 reroll attack dice
2 no effect
3 fix broken gun
4 fire a second shot
5 missfire crew all wounded
6 lose initative, play passes to other side
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if target is armored or in good cover use this die table
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direct leadership list
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1 no effect
2 no effect
3 fix broken gun
4 no effect
5 missfire crew all wounded
6 lose initative, play passes to other side
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motors fire like guns but use line of sight from any friendly unit