Right Cruel and Fell: Wargame Rules for field battles of the Hundred Years War (2021)
2 - 2 persone
0 - 0 min
12+
Descrizione: Right Cruel and Fell is a wargame for field battles in the Hundred Years War (1337-1453).
It covers closely-related conflicts, such as the War of Breton Succession, the Castilian Civil War, or the Anglo-Scottish wars of the same time.
The system is specific to time and place, although supplements expand the scope to include the War of the Roses, Italy (1300-1492) and the Teutonic Knights (1200-1410).
The mechanisms particularly reflect these conflicts and the interaction of troops in them, with historical accuracy and even zeitgeist.
A battlefield in RC&F is divided into a grid of 3” squares called acres, each of which represents approximately 70 yards in each direction.
“Troops” of 400 infantry or 200 mounted men are the basic units; each troop on one base with a recommended size of 2”x1” although the gaming standard of 40mm frontages (or 60mm with 4” acres) will work as well.
There is likely no need to rebase miniatures.
Each type of historical soldier and unit is accurately represented.
The status-based attrition system (step loss) accounts for both physical and psychological deterioration.
The game uses both six-sided and ten-sided dice, sometimes as singular rolls, sometimes in opposition to the enemy.
RC&F accounts for command and control, or lack thereof, as well as the character of leaders and their influence on troops’ behavior.
The mechanics are straight forward, leaving players to concentrate on historical tactics, rather than worry more about rules.
A large number of orders of battle and battlefield maps is included.
RC&F players should be ready for a challenge that accurately simulates battles in the Hundred Years War in a playable and enjoyable game.
The author is a professional historian with decades of wargaming experience, who has extensively playtested these rules with both experienced and novice players.
—description from the publisher
It covers closely-related conflicts, such as the War of Breton Succession, the Castilian Civil War, or the Anglo-Scottish wars of the same time.
The system is specific to time and place, although supplements expand the scope to include the War of the Roses, Italy (1300-1492) and the Teutonic Knights (1200-1410).
The mechanisms particularly reflect these conflicts and the interaction of troops in them, with historical accuracy and even zeitgeist.
A battlefield in RC&F is divided into a grid of 3” squares called acres, each of which represents approximately 70 yards in each direction.
“Troops” of 400 infantry or 200 mounted men are the basic units; each troop on one base with a recommended size of 2”x1” although the gaming standard of 40mm frontages (or 60mm with 4” acres) will work as well.
There is likely no need to rebase miniatures.
Each type of historical soldier and unit is accurately represented.
The status-based attrition system (step loss) accounts for both physical and psychological deterioration.
The game uses both six-sided and ten-sided dice, sometimes as singular rolls, sometimes in opposition to the enemy.
RC&F accounts for command and control, or lack thereof, as well as the character of leaders and their influence on troops’ behavior.
The mechanics are straight forward, leaving players to concentrate on historical tactics, rather than worry more about rules.
A large number of orders of battle and battlefield maps is included.
RC&F players should be ready for a challenge that accurately simulates battles in the Hundred Years War in a playable and enjoyable game.
The author is a professional historian with decades of wargaming experience, who has extensively playtested these rules with both experienced and novice players.
—description from the publisher