2.0 COUNTERS, SCALE AND UNIT ORGANIZATION


2.1 Ground Scale 2.2 Counter Ratios 2.3 Counter Scale 2.4 Mounting Miniature Figures 2.5 Special Counters
2.6 Types of Units 2.7 Individuals 2.8 Regular Units 2.9 Skirmish Units 2.10 Mobs
2.11 Special Unit Types - - - BATTLESYSTEM

Each miniature or counter normally represents several
creatures of the same type. Counters are grouped into
Units to build your army.

[2.1] GROUND SCALE

The outdoor scale for the
BATTLESYSTEM game is 1 inch = 10
yards. Thus, 1 foot (12 inches) on the
tabletop represents 120 yards on the
battlefield.

[2.2] COUNTER RATIOS

Each counter (with or without a
miniature figure mounted on it)
represents one or more of the type of
creature printed on its face. The most
common scale is 10:1--each orc counter
or miniature represents 10 orcs. The ratio
of creatures per figure or counter varies
with the HD of the creature depicted
and whether the figure is a PC/NPC
individual. See Table 1 to determine the
proper ratio.

SPECIAL NOTE:
Throughout these rules, the terms "counter" && "figure"
are used interchangeably.

Table 1. Creature/Figure Ratio
Creature Hit Dice Creature/Figure Ratio
Less than 4+1 HD 10:1
4+ to 8+ HD 5:1
9 or more HD 2:1
PC/NPC individual* 1:1

* For this purpose, PC/NPC individuals include dragons, demons, liches, and other superpowerful and/or intelligent creatures with magical abilities,
as well as PC/NPC commanders and character types.

[2.3] COUNTER SCALE

Bases of different sizes are used for
different sizes of creature. Use the
following table:

Table 2. Counter Scale
Creature Size (AD&D game) Creature Size (D&D game) Base Size
Small (S) 3'-4' tall* 1/2"
Medium (M) man sized 3/4"
Large (L) larger than man-sized 1"
Cavalry Cavalry 3/4" x 1 1/2"
PC/NPC PC/NPC No base**
Oversize*** Oversize*** No base**

* Dwarves are mounted on 3/4" bases even though they are size S creatures.
They may be short, but they are roughly as wide as humans.
Width is more important than height in determining base size.

** Individual PCs/NPCs are not mounted on bases.
This is so that they can join other formations during the battle as well as act alone,
and leaves them intact for role-playing.
Optionally you can mount them on 1/2" bases.
If you are using counters, use 1/2" counters for such creatures,
even if they are size M or L.
(If the creature is incredibly large, use a 3/4" or 1" counter.)

*** Oversize && special creatures are those whose miniature figures are so large thay will not fit comfortably on a 1" base.
Use a 1" counter if you are using counters;
otherwise, use the figure without a base.
Use Table 1 to determine how many creatures are represented by each such figure.
Use 1" x 2" or larger counters for chariots and huge cavalry.

[2.4] MOUNTING MINIATURE FIGURES

The counters in this game are designed
to be used as bases for miniature figures.
Use the instructions in THE ART OF
THREE-DIMENSIONAL GAMING to
paint and mount miniatures. You can USE
square cardboard of the same size as the
counters to mount miniatures if you
prefer.

If you are mounting large armies of
creatures that normally act in large
formations (humans, orcs, aand other
humanoids, for the most part), you
can optionally mount three figures on a 3/4"
by 2 1/4" base. This makes large military
formations easier to handle. In
miniatures terminology, this is called a
"stand" of figures.

You don't have to USE miniatures to play.
The counters can be placed on the
tabletop and moved aorund just as if
they were miniatures. All the rules in the
BATTLESYSTEM game apply to
counters as well as figures. You can also
mix counters and miniatures in the same
battle. For example, two or three
mounted orc figures can add a lot of
visual impact to a formation of twenty
orc counters. When the unit takes
casualties, remove the counters first.
This allows you to play with armies that
are larger than your miniatures collection.

[2.5] SPECIAL COUNTERS

The counter sheets in the
BATTLESYSTEM game also have
special counters, called "markers," that
are used to show certain conditions.
There are nine types of markers: Rout,
Magic, Wound, Immobilized, Invisible,
Charm, Low Altitude, Medium Altitude,
and High Altitude. When a unit or figure
has one or more of these conditions,
place the appro. marker on the unit
or figure.
Magic makers can also be used to define a spell area of effect on the battlefield.

SPECIAL NOTE: The number of
counters and markers included with this
game is not meant to be a design limit. If
you run out of counters of any particular
type, make more out of cardboard,
paper, or other materials. Some blank
counters are provided in the game for
your USE.

[2.6] TYPES OF UNITS

The counters (or figures) in the
BATTLESYSTEM game are organized
into Units and PC/NPC individuals.
Only figures with a 1:1 ratio can be
PC/NPC individuals; all other figures
must be part of a unit. There are three
kinds of units:

  • Regulars,
  • Skirmishers, and
  • Mobs.

  •  

     

    [2.7] INDIVIDUALS

    PC/NPC individuals can be Heroes, Commanders (or both), or simply members of units.
    The role each
    individual takes is determined by the
    owning player at the start of the game.
    The roles that a PC/NPC individual can
    take are discussed in [9.0] HEROES AND SPECIAL CHARACTERS.

    [2.8] REGULAR UNITS

    Regular units are the backbone of a
    traditional army. Regular units can be
    infantry, archers, cavalry, aviation,
    magical artillery, or anything else that
    you desire.

    Regular units must have a Unit Commander in order to fight and MOVE at full effectiveness.
    If a regular unit is Out of Command (that is, its commander
    is missing || dead), it acts with lower
    effectiveness. It can, however, continue
    to move and fight at will.

    Regular units can moved in Closed or
    Open Formation ([7.2], [7.3]), and will
    Rout only if the entire unit is in Open
    Formation and fails a Morale Check.

    A regular unit moves and fights as a
    unit. It can engage in melee combat or
    USE distance weapons against more than
    one TARGET at the discretion of the owning
    player, but cannot be broken into
    sub-units.

    A regular unit must be defined at the
    beginning of the game. It cannot be
    changed into a skirmish unit, a mob, or a
    group of individuals during the battle.

    A regular unit must START the battle
    with at least 4 figures and no more than
    48 figures. All figures or counters in a
    regular unit must have ratios of 10:1, 5:1,
    or 2:1. A regular unit cannot be made of
    figures with a 1:1 ratio.
     

    [2.9] SKIRMISH UNITS

    Skirmish units are used as scouts,
    guerilla forces, spies, and ambushers.

    A skirmish unit does not have to have
    a Unit Commander. It does not receive
    the benefits for being In Command that
    regular units do, but does not suffer any
    penalties for being Out of Command.

    Each figure in a skirmish unit must
    make a Morale Check whenever any
    friendly unit in its base ground
    movement range Routs. If the Morale
    Check is failed, the skirmishing figure
    also routs. A routing skirmisher can be
    Rallied by a Brigade or Army Commander
    in its direct chain of command. If the skirmish unit has a Unit
    Commander, that commander can also rally the routing skirmisher.
    This is the only function a skirmish Unit
    Commander can perform.

    Each figure in a skirmish unit can act
    independently, and can perform any legal
    action the owning player desires.

    A skirmish unit is limited in melee
    combat. No figure in a skirmish unit can
    ever most into base-to-base contact with
    an enemy unit. If any figure in a regular
    enemy unit or a mob moves into
    base-to-base contact with one or more
    skirmishing figures, the skirmishing
    figures must make a Fighting Withdrawal
    || Flee the melee as soon as possible. A
    skirmish figure may attack an enemy
    skirmisher or individual.

    Skirmish units always move in
    Skirmish Formation ([7.4]); that is, the
    bases of the figures in a skirmish unit
    must always be 1" or more apart.

    A skirmish unit must be defined at the
    beginning of the battle. It cannot be
    changed into a regular unit, a mob, or a
    group of individuals during the battle.

    A skirmish unit must start the battle
    with at least 1 and no more than 24
    counters or figures in it. All figures in a
    skirmish unit must have a ratio of 10:1,
    5:1, or 2:1. A skirmish unit cannot be
    made of figures with a 1:1 ratio.

    [2.10] MOBS

    A mob is a disordered group that is NOT in command.
    Mobs are normally made of peasants or other low-level, untrained, and usu. ill-equipped creatures.

    Mobs need not have Unit
    Commanders. However, they suffer all
    Out of Command penalties whether or
    not they have a Unit Commander.

    A mob must have a designated figure
    or counter from which its movement is
    measured.

    A mob is disordered by nature. It
    should be displayed on the battlefield by
    counters or figures placed in an irregular
    array. The array should be
    approx. as wide as it is deep
    (basically square-shaped). If a mob loses
    figures due to combat, remove losses so
    that the approx. shape of the mob is
    maintained. Mobs MOVE and FIGHT in
    Mob Formation ([7.5])

    The initial placement of a mob is at the
    discretion of the owning player (or as
    defined by the scenario). For the mob to
    MOVE, FIGHT, or otherwise act, a Unit,
    Brigade, or Army Commander must
    Give an Order during the Rally Phase. To
    Give an Order, the Unit, Brigade, or
    Army Commander must first make a
    successful Rally attempt. The following
    Orders can be given to a mob: Move
    Forward ([7.7]), Charge ([7.14]), Force
    March ([7.13]), and Wheel ([7.9]) up to
    90 degrees. No more than one order it was
    given during per Rally Phase. A mob
    continues to follow the last order it was
    given until a new order is successfully
    given or until the mob fails a Morale or
    Discipline Check.

    A mob automatically fights when it is
    base-to-base contact with an enemy
    unit. A mob can never USE missile
    weapons, but can USE any melee weapon,
    incl. magic weapons. A mob
    never USE spells || devices with spell-like
    effects.

    If a mob Routs, a Unit, Brigade or
    Army Commander can attempt to Rally
    it. A mob Rallies in the same way as a
    regular unit.

    When moving, a mob always follows
    the path of least resistance (e.g., the most
    favorable terrain type) regardless of
    orders. It moves in as straight a line as
    possible within the above restriction.

    A mob receives a +2 bonus to its
    morale if a friendly regular infantry unit
    is directly beind it and no more than 6"
    away.

    A mob must be defined at the
    beginning of the battle. It cannot be
    changed into a regular unit, a skirmish
    unit, or a group of individuals during the
    battle.

    A mob must start the battle with at
    least 12 and no more than 96 counters or
    figures in it. All figures in a mob must
    have a ratio of 10:1, 5:1, or 2:1. A mob
    cannot be made of figures with a ratio of 1:1.

    [2.11] SPECIAL UNIT TYPES

    Occasionally, a scenario will specify a special
    unit type not listed above. For
    example, a unit of highly-trained and
    experienced troops might be designated
    as an Elite Unit. An Elite Unit would act
    as a Regular Unit but have a +2 morale
    bonus and not be able to enter Skirmish
    Formation. A unit of human berserkers
    might act like a regular unit but not be
    able to enter Closed Formation. It would
    receive a +3 morale bonus, but have a
    Discipline rating of 0. Other special unit
    types are possible. It is important to
    define such units in detail before using
    them, and to make sure that they are
    balanced with other forces in the same
    scenario.

    Special unit types cannot be used
    unless specifically permitted by the
    scenario being played.
     
     



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