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Battlestorm plays well with anywhere between 2
and 200 or so miniatures on the tabletop. Pit fights and gladiator
battles usually involve a handful of heroes on each side, but for
bigger battles players usually have an equal number of points to
spend on Combat Value to build/buy the army of their
choosing.
A 500 point army usually consists of 4 to 6 squads,
a monster and a hero. A pair of 500 point armies can fight
on a small tabletop in about an hour or so. Its a fast-paced
enjoyable game, which sometimes favors the lucky as well as the
smart player.
A battle between two 1000 point armies involves
about 50 models on each side. This battle can be fought on a small
to medium tabletop and will generally last from between 30 minutes
and 2 hours. Often luck takes a back seat to strategy in bigger
games, as the law of averages catches up to most players. While
at under 1000 points Battlestorm is a "beer-and-pretzels game",
at 1000+ points per side Battlestorm begins to simulate a real battle.
We find that once you know the rules, even a battle
between 2000 point armies plays reasonably quickly for the amount
of miniatures involved. Such a battle may last between 1 and
4 hours and the action will not let up for the duration. As
in a real battle, luck will swing back and forth. Luck in
the bigger game is something than cannot be counted on or defended
againstits just something each player has to deal with
as best he can. In these larger games, Battlestorm gives one
the feel of a real battle and players will find that real life tactics
play out very nicely. A large battle works best on a tabletop
that is at least 4 foot by 6 foot. However, players may find
that a single Leader, as described in the Battlestorm
rulebook, will have a hard time keeping his troops in command over
such a large span of tabletop.
At the Shenandoah Valley Game Guild (where Battlestorm
was birthed) we often had several armies on the board on each side
of the table. This simple option is always available and works
quite nicely. However, where each side commands only one army,
we offer the following as the OFFICIAL rules for extra leaders in
large battles:
Maximum Leaders Allowed of each type by
Army Value
|
Point Value
|
Marshal
|
Generals
|
Captains
|
|
1-1500
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0
|
1
|
0
|
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1501-2250
|
0
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1
|
1
|
|
2251-2500
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0
|
1
|
2
|
|
2501-3000
|
1
|
1
|
2
|
|
3001-3500
|
1
|
1
|
3
|
|
3501-3750
|
1
|
2
|
3
|
|
3751-4500
|
1
|
2
|
4
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Note the following:
You may have an extra Captain for every 750 points
after 4500.
Every army must have at least 1 general or marshal.
Additional leaders are recommended and allowed
but not required.
In addition to the above, for every 25 miniatures
the army fields, the player may name a corporal. (He may also
nominate a standard bearer and a musician, for 5 points each, as
explained elsewhere on this site).
Definitions and Rules
Captain A captain is the generals
right hand man. He can effectively carry out the general's
battle plan, and thus extend the command radius of the general.
A captain has a command radius equal to one half his Leadership
in inches. The captain must remain within the general (or
marshal's) command radius to extend that leader's command radius.
If he should stray beyond the general's command radius,
he must pass a d20 INT check to use his command radius and prevent
units under his sole command from being considered "out of
command". A corporal may be promoted instantly to replace
a fallen or dead captain. If there is no corporal available,
the captain is simply lost.
General A general is played exactly
like a leader in the Battlestorm rulebook. A general
is the commander and therefore can never be considered out of command.
If a general is lost, a captain may be promoted to take his
place. A corporal (or any troop other than a captain) may
NOT be automatically promoted to general. If no captain is
available, the new leader must pass a d30 Leadership check as described
in the Battlestorm rulebook. Note, if a general is killed,
all troops under his command must make an immediate Courage check.
(On a failed roll, the unit is removed from the board.) The
command radius of a general is equal to his Leadership stat in inches.
Marshal A marshal is a supreme warlord
and a commander of any and all generals. His command
radius is equal to two times his Leadership stat in inches. In
all other respects he is exactly like a general and should be treated
as such. If a marshal is killed, a general may NOT be promoted
to take his place. If a marshal is killed, all troops that
are solely under his command must make a Courage check (i.e.,
those within a remaining general's command radius will not have
to make a Courage check). If they fail, they are removed from
play.
Corporal A corporal is a battle-hardened
leader from the ranks of the common men. A corporal is any common
troop that the player names at the start of the game, however the
corporal may not be a character or creature with Fate. A common
troop that is upgraded to corporal adds 2d4 to his Leadership stat.
(Remember that any squad has the option of rolling Courage checks
against either the Courage of the unit (modified as appropriate
by the unit's formation) or the highest Leadership in the unit,
which may be the corporal's Leadership +2d4) Note that a corporal
promoted to replace a fallen captain does not retain his -1 C.E.R.
bonuses as he is too busy with his new responsibilities!
A corporal must fight in the front rank, though
he is always the last model in that rank to be wounded. The
corporals unit gains 1 to its C.E.R. whenever he is
in the unit. A corporal may have as many models in his squad
as the player deems appropriate. A fallen corporal may not
be replaced by another rank and file trooper and a corporal may
only command a unit that is composed of troops of his own type.
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