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Post by Brian Ború on Mar 8, 2024 13:50:08 GMT
PAF!
A HotT variant of brave gauls and crazy romans
All rules apply as usual. Only the combat outcome of recoils and deaths is changed.
1. Whenever a unit gets a recoil outcome it is hurled 2 BW backwards. 2. Whenever a unit is destroyed, it is not destroyed but (PAF!) flies high through the air and hits the ground 5 BW back, facing the enemy. 3. The magic potion gives a CF bonus of +1 to every usual gallic warband or Hd.
To win each side tries to drive the enemy off the battlefield.
If you're happy to field some Asterix miniatures you may use them in this way:
Asterix (Pd) Obelix (Bh) Vitalstatistix/Majestix (Wb general) Getafix/Miraculix (Mg) ?/Verleihnix (Sh) ...the odour of his fresh fishes from Lutetia is overwhelming... (and many others)
Ah, yes, the crazy romans: some are brave (Bd, Pd), most of them Wb and Hd, and they got an onager (Art, if a recoiling or flying unit hits it, this unit is thrown forward automatically for the Art's full range.)
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Post by menacussecundus on Mar 8, 2024 15:37:26 GMT
Verleihnix = Unhygenix
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Post by Brian Ború on Mar 8, 2024 15:42:38 GMT
I should have known... Thanx!
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Post by hodsopa on Mar 8, 2024 16:23:52 GMT
I once played in a DBA competition at Rueil (near Paris) where one of my opponents had an army of Asterixian Gauls. The figures had come free in cereal packets. He must have eaten a lot of the French equivalent of cornflakes.
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Post by ashimbabbar on Mar 8, 2024 19:12:15 GMT
I once played the battle at the end of Asterix and the Belgians with Belgians Wb Gen + 9 Wb + 1 God (Asterix, Obelix, Majestix, Dogmatix) Romans Rd Gen + 8 Bd + 2 Artilleries The Belgians won handily without even the Irreductible Gauls showing up which says a lot about my handling of Artillery.
Otherwise, in an Asterixian Roman army you could have Torturus Convolvulus (Tullius Detritus in the original) as a Sneaker or Magician… and don't forget the hapless pirates as Water Lurker
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Post by Brian Ború on Mar 8, 2024 23:00:28 GMT
I once played in a DBA competition at Rueil (near Paris) where one of my opponents had an army of Asterixian Gauls. The figures had come free in cereal packets. He must have eaten a lot of the French equivalent of cornflakes. In pursuit of our beloved hobby we all have to make some sacrifices every now and then...
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Post by ashimbabbar on Mar 9, 2024 16:37:23 GMT
Another opponent for the Romans and/or the Gauls could be the Goths from Asterix and the Goths . Hero General: powered on what he has left of Magic Potion and presumably trying to fetch more from where it is . The rest Wb and/or Hd ( Wb if facing Romans BD/Hd, Hd if facing Wb powered Irreductible Gauls ? ) . Possibly 1-2 Sneakers since their favorite form of warfare is clobbering the enemy from behind…
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Post by Brian Ború on Mar 9, 2024 19:55:35 GMT
Another opponent for the Romans and/or the Gauls could be the Goths from Asterix and the Goths . Hero General: powered on what he has left of Magic Potion and presumably trying to fetch more from where it is . The rest Wb and/or Hd ( Wb if facing Romans BD/Hd, Hd if facing Wb powered Irreductible Gauls ? ) . Possibly 1-2 Sneakers since their favorite form of warfare is clobbering the enemy from behind… ...with spiked helmets/Pickelhauben!
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Post by ragnar on Mar 13, 2024 19:06:38 GMT
I had this on my HD.I don't remember when and where I downloaded this small rules. Hope this will help...
DBAix
This is a set of DBA-related wargames rules using Asterix figures for a 3-sided game involving Romans, Indomitable Gauls and Pirates, in preparation for COW 07. Sue is developing the scenario.
COMMANDERS Romans are commanded by legate Dubius Status. Gauls are commanded by chief Vitalstatistix. Pirates are commanded by the Captain.
BOUNDS The sides take successive bounds. At the start of its bound, a side throws a D6 [or if Roman a dVI] for PIPs (Player Initiative Points) which it uses for movement that bound. Any PIPs unused that bound are lost.
MOVEMENT A move is up to 4 inches long. It can be by a single figure or by a group of figures in both edge and corner contact. No figure can be included in more than 2 moves in each bound. A move uses the following number of PIPs.
1 if: Romans moving as a group. 2 if: Romans moving as single figures. Gauls moving as a group straight forward. Gauls moving as a group but not straight forward. Gauls or Pirates moving as single figures. Pirates moving as a group.
+1 if: Romans moving in a group not including an officer. Romans (except Caligula Minus [the smallest]) more than 12 inches from Dubius Status. Gauls (except Asterix, Obelix or Getafix or Cacofonix) more than 8 inches from Vitalstatistix. Gallic women if more than 4 inches from their husband . Pirates more than 4 inches from the Captain.
+2 if: Making a second move that bound (unless Romans on a paved road). Contacting an enemy figure’s side or rear (unless Gallic women).
+3 if Romans removed to camp returning to the field (representing reinforcements).
MUSIC The bard Cacofonix will sing an inspiring heroic ballad (very, very badly) if the Gauls’ PIP dice scores 6 for a third time. All enemy figures within 8 inches immediately turn and flee a full move directly away from him. The nearest three Gauls must move to him, tie him hand and foot and gag him, while all other Gauls halt with their hands over their ears. If he is not thus subdued that bound, the effects continue into following bounds.
MAGIC POTION Getafix the Druid brews a magic potion that gives each Gaul drinking it the strength of 10. The effect starts when the first Gaul drinks and lasts until 4 further Gaulish bounds have been completed. The effect is then repeated after all Gauls except Obolix and Asterix have moved into a group with Getafix.
COMBAT This is purely close combat (since Unhygenix’ occasional thrown fish probably contravene the Genaba convention). Combat is between figures in front edge and front corner contact. A figure contacted on a side or rear edge turns to face unless also in contact on its front edge.
Each figure’s combat score is the sum of a D6, its combat factor, and any tactical factors that apply.
COMBAT FACTORS +0 Getafix, Cacofonix.
+1 Dubius Status, Caligula Minus, Geriatrix, Gallic women, Pegleg.
+2 most Romans.
+3 most Gauls and Pirates
+4 Asterix, the Captain.
+5 Obelix.
TACTICAL FACTORS -1 for each enemy front edge in side or rear contact for each enemy overlapping either front corner to front corner or side edge to side edge.
+1 if a Roman, for each side edge in side edge and front corner contact with another Roman.
+2 if a Gaul (except Obelix, who fell in the cauldron when he was a baby) benefiting from Magic Potion.
COMBAT RESULTS Compare your figure’s combat score with that of its opponent.
If its score is more: If a Gaul, follow up one base depth
If its score is less (but more than half): If opponent is Obelix, treat is if score was less than half. Otherwise,
If a Roman, recoil one base depth. If a Gaul, stand. If a Pirate, immediately turn and flee one move.
If its score is half (or less): Getafix, Vital Statistix, Asterix or Gallic women are captured and placed under guard.. They can be rescued by friends defeating the guard figure. Other Gauls are removed.
Romans are returned to their camp. They can rejoin as a group of reinforcements if led by an officer.
Pirates flee off-table and do not return.
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Post by Brian Ború on Mar 13, 2024 22:29:17 GMT
I had this on my HD.I don't remember when and where I downloaded this small rules. Hope this will help... DBAix This is a set of DBA-related wargames rules using Asterix figures for a 3-sided game involving Romans, Indomitable Gauls and Pirates, in preparation for COW 07. Sue is developing the scenario. ... Romans are returned to their camp. They can rejoin as a group of reinforcements if led by an officer. Pirates flee off-table and do not return. Great! Can't wait to try it ... And I change the title of this thread right now... Thanx!
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