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LordGhee

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Posts posted by LordGhee

  1. Re: Hit location tables...

     

    Funny in our medival renacting group 20 years ago we keep count of where we hit, (the neck and head out of bounds but accidents happen) and it mirrrored the table well surprisingly. The Missle users hit more in the chest but they aimed at eh chest where the melee you take what you got.

     

    Lord Ghee

  2. Re: Question on army encampment.

     

    Ah, a question for my war gaming heart.

     

    How much space would a 5000 man army take when moving.

     

    Since you asked about an army, which denotes some organization, here are some factors to consider

     

    Each man marching at 3miles hour, a good pace for the fit man who needs about a meter to stride. If the soldier is moving at forced pace of 5 miles an hour then he needs a meter and a half to stride in order not to get in the soldiers in front or back of him way. Soldiers moving encumbered need room on the (swaying of load like his shield and spears) side so a meter across is needed also. Soldiers move at about one and half-miles a hour to contact in a combat ready state which mostly had the warriors with elbows touching

    What will the army brings with it, good armies less bad armies more stuff like tents, camp followers, food and or food on the hoof.

    Normally a good army would have enough stuff it doubles it road space. Bad armies go on forever.

    Next step is to consider the road that is if you have a road. Is it a trail, a path, a road or an improved road?

    For this discussion we will consider a roman road improve (stone paved) this is 18 feet wide and so we can put 5 soldiers across, you lose a little on the sides as no one wants to fall in the gutter and twist an ankle. So now your army is moving at 3 miles an hour but ready to to 5 miles so 1 and half meter per warrior.

    5000 divided by 5 equals to 1000 meter long times 1 and ½ meters so far your army takes up 1,500 meters of road space. Wait if a roman legion you have ten cohorts or a medieval army of 4 battles made up of may banners of barons and knights you can easily add 100 meters of space for between units you need a little room. So your army takes up 1,600 meters (a mile) of road space

    We forgot the baggage! For the Romans, mules and the medieval army ox carts and wagons. You double that number typically.

    What about the terrain?

    If it is farmland a lot of times the Infantry marched beside the road and the baggage on it. If the army is under threat of attack then the Infantry would march on both sides to protect the baggage. If it is closed terrian like forest bogs hills then the unit could get really strung out. A gate or bridge also slowed down armies as few could cross and the rest waited.

    Cavalry soldiers take twice as much room.

    Armies march during the day unless you had a good moon and an improved road. Most armies move 12 miles or so a day. They got up broke camp and marched for 3 to 5 hours at 3 miles an hour. Then made camp found food (pillaged). During the summer with 12 to 16 hours of light you could do this again the same day. A few times in history an army started at sunrise and ended at sundown and made 40 to 50 miles. Cavalry moves at doubles this rate but if you double marched or forced marched all day after 3 days of this horses start to die. Men can push longer than a horse

    .

    So now some lessons from history

     

    Varius a Roman general who lost 3 legions and 2-allied legions on a forest trail. This trail allowed 25,000 men to march 3 men across through forested terrain. That is 16,000 meters long with baggage. The Romans thought the forest on either side was impenetrable until the Germans came screaming out of it. One of the most well planned ambushes in history.

     

    The battle of Stirling Bridge a well planned Scottish ambush. A English army of 12,000 starts to crosses the river Stirling 3 abreast for about a hour the baggage waiting. About 5000 British crossed over, enough that Wallace felt they could still win with his 2300 Scots. The Scots charged down the hill with pike and threw the British into the river Stirling.

     

     

    Read your Vegetius: De Re Militari, Richard the Lionhearted did and he beat Saladin.

     

     

    Lord Ghee

  3. Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See?

     

    The UMA is a wonderful resource. What I have found missing are what follows.

    1. offense style MA, Maneuvers that are the opposite of the defense ones example: strike, +3 OCV, +1 DCV.

    2. Maneuvers that allow you to act faster that normal (higher Dex rank)

    3. how MA and powers interrelate and work in deferent genres

    4. Martial artist in deferent genres

    5. Martial arts Genres in fiction and movies.

    6. discussion of power levels in settings

    7. how to use powers (with a few examples) to give your hero Iron skin or the villain the flying bird cage of death.

     

    thanks

    Lord Ghee

    Fred Lives

  4. Re: Firearms in fantasy?

     

    In my Musketeer game starting up I want my player to watch these videos on Matchlock muskets just minutes long

     

     

    1 minute - he is wearing the cartridges on his bandoleer

     

     

    next

    2 min.

     

    http://www.youtube.com/watch?v=2KTS8PQ06Qo&feature=related

     

     

    now 37 second of rapid fire the Aqueous 3 rounds rapid from the classic sitting pose.

    so Musket with its 2 rds min and long range vs the aqueous faster reload shorter range

     

     

     

     

    finally what the other halved fought with on the battle field

     

     

    Notice the nice choice of stuff in the first line.

     

    and the Japanese firing modern black powder which generates about 1/2 the smoke

     

    and last 2 Frenchmen firing early handguns

     

    http://www.youtube.com/watch?v=sD7DgbxVSkY&feature=related

     

    Hope you all like

     

    Lord Ghee

     

     

    Lord Gee

  5. Re: The Musketeers

     

    The long version of the campaign rules.

     

    The Musketeer Fantasy Hero Game Campaign Rules

    By

    Lord Ghee

     

    The Musketeer Game will be a 150-point Fantasy Hero game.

    · Of the Heroic Historical Cinematic type.

    · Historical in style (no magic)

    · Cinematic (swashbuckling physics)

    · Heroic (positive outlook with individual motivation)

    · The campaign will be a 5th edition revised game

    · The point of the campaign is to live the adventures of a Musketeer (follower, friend or want to be)

    · In order to be a musketeer the character have to be French and noble born (ennobled). As only such could be enrolled in the Musketeers, the junior unit of the Masion de Roi (house hold of the King). Because of this requirement all players start as

    · Ennobled: The son or daughter of a patent holding noble French family of which there are 10,000.

    o As such they can carry weapons and defend themselves

    o The only taxes they have is the blood tax

    o Can serve in the Masion de Roi (the King’s household)

    o Can not be in common trade as that is not noble

    o 75 points with up to 75 points in disadvantages

    o Human Maximums in play

    o Consider to be French speaking and literate

    o May have a first language such as Occitan but French is a must

    · The following rules are in play

    o Bind, charge, unhorse and set for charge from Fantasy Hero

    o Ground fighting, ignoring opponents, interposing and twisting the blade (FH pg158)

    o Real weapon rate of fire in use (side bar FH pg 171)

    § Muskets take 6 phases to load with concentration

    § Arqubuse and pistols take 5 phases to load with concentration

    § Black powder weapons have a extra segment limitation to fire and a 13 less activation

    § Bows take a full action to load with concentration

    § Arbalest Crossbows take 4 phases to cock and 1 to load

    § Rapid fire is not allowed in this campaign

    § All of the above take a dexterity roll to load (fail = more time or worse)

    §

    o Skills

    § Any skill listed as modern not in play (except demolition)

    § Agility skills – Hard to come up with a great concept for them

    § Back ground skills - Easier as the Musketeers had doctor and law students since it took 6 years to get degree and a Law job ennobled you (by the robe).

    § Intellect skills – hard as a nobles would not practice a lot of those (except gambling)

    § Interaction –streetwise, acting, trading (not noble)

    o May buy Martial Maneuvers as fencing or wrestling.

    § All maneuvers subject to GM approval and must fit concept.

    § Nerve strike and all advanced MA will need a great concept to be approved

    § Flying dodge house rule is in effect, as with range attacks HTH attacks get to roll vs dodge dcv. And note a ½ held action only gets a ½ move if aborted to flying dodge.

     

     

     

     

    · Perks

    o Anonymity – then you are not a noble and there for not a Musketeer

    o Computer link – not used

    o Contact, favor, deep cover, Access, followers, reputation and vehicles and bases are in but need approval for use

    o Money if you have lots then why are you a musketeer and not in the Garde de Corp

    o Fringe benefit

    § Nobility perk dose not give wealth also.

    § Cost for Musketeer perks (money is monthly income)

    · Level one soldier in the Kings army, city guard – 50L

    · Level 2 - Corporal in army, Kings Guardsmen, 100L

    · Level 3 Musketeer-300 L month = officer in Army

    · Level 4 Corporal in Musketeers –400L

    · Level 5 –Sergeant – 500L

    · Level 6 – Cornet (Lt modern) there are 2 for the Musketeers @ Chief NCO = Marechal de logis- 750L and Cornets gets 1000L- officers as a representative of the KIng may represent in court

    · Level 7 – Lt.(there are two)- 1500L

    · Level 8 – Sou Captain (M. de Trivelle) – 2000L

    · Level 9 – Captain of (the King)

    · Talents

    o All talents need GM approval except 1 level of combat luck and mounted warrior.

    · Characters need to be given to GM by Dec 18th so I can go over them with time to get back to the players and plot (pardon) plan the adventure.

     

    Here you go, now to the life of adventure in the service of the King :king:.

     

    Lord Ghee

  6. Re: What do I do?

     

    5th Edition revised lives.

     

    here are some great sites that will keep you busy for years

     

    http://www.angelfire.com/scifi2/mathew/champions.html

     

    tons of characters

     

    tons of information and ideals manly on Fantasy hero

     

    http://www.killershrike.com/

     

    and more coolness

     

    http://surbrook.devermore.net/index/index.html

     

    and now some mutant coolness

     

    http://the-wild-hunt.org/x-men/index.html

     

    http://www.cellularsmoke.net/rpgs/masterlistdisads.php

     

    and if your group is into space the is star wars hero, trav hero, fan sites .

     

    Lord Ghee

    The Hero system is the best out there. try it play it then you will be spending a 1000 dollars on book the next few years.

  7. Re: rank and age

     

    what little I know,

     

    I have met one soldier who got out of basic with an e 3 this give you about a two year head start on everyone, this was an older enlistee.

     

    you can join the army at 17 as long as you are out of basic at 18 (got to be of age to swear in, my understanding i will ask)

    out of basic e 1 6 month to year to e2 then a year to e3 corporal, 2 years to Sargent ( and if you are a e3 or e4 doing a higher level job in a combat zone this can speed up promotion 6 months or so) 6 years e5 and then at ten special duty (drill Sargent or recruiter, or 1st Sargent to get to e6 (safe 10 to 12 year range) then 5 plus to (if you can ) get to e 7 at 18 years retire at that like may be 10% make e 8 and stay in 25

     

    so your come out an e3 but to get to be an e4 you need at least 2 years time in grade? I know you can goggle this.

     

    during a war all bets of Gavin of paratrooper fame in WWII start the war at 25 as a Lt and ended the war as a general (really rare even in WWII)

     

    Now the Russian promot by merit by giving you the job which come with the aurthory to do it then if you are sucessful then you get rank (so captains can command a battalion and after few year they are lt col.

    hoep this helps

     

    Lord Ghee

     

    1st Lt to captain ( only 1/2 of them make it and stay in) 6 years captain to major 4 plus more and only 1/4 of the majors make to 15 years Lt col and 1/2 of the Lt to col 20 years and 1/4 of the col to general. So a general will have at least 20 years experience.

    I ;have met one captain who enlisted and then went ocs (no college, rare and will hurt getting from captain to major and if you make col you have higher level master courses at least if not a master degree.

  8. Re: Castle Base and Followers

     

    I like where this guy is going.

     

    the wealth perk is to much, 15 points is a small country or a bilionaire.

     

    6 points for the income from a small barony (one castlea)

    1 point needed for access (family secret or the drains leadto the stables)

    Passiving blocking is done with 2 point levels +3 to dcv in melee same but correct (if there is a way to do it you use it-rule)

    PS:Baron

     

    A good stragey is buy regeneration on your followers in case they die (recuirt, train = time limation ect )

    just some thoughts

     

     

    Lord Ghee

  9. Re: Game Master Lament

     

    Ninja-Bear, all your post are appreciated. Please keep posting,

     

    The Movie is for tone and some framework on the time (modes of travel etc).

     

    the other work is the campaign rules and two or three pages on the Musketeers, nobility and a little history so the player just do not get arrested out right.

     

    There are 3 video's on You tube to watch total 10 min as some players do not know what a musket is or the difference from an Arquebuse.

     

    this is so they understand how the basics work.

     

    luckily this group fenced in collage, took Martial arts, started a medieval larp and are really sharp, so really not much prep is need to get right tone.

     

    I found out from my star wars game that people have a really different view on the Jedi and even when told in a campaign hand out that eh Jedi had the power of life and death rejected this resonability. This view really complicated their game but at least they were warned, if not accepting in the interpretation.

     

    Lord Ghee

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