2021-08-15

54. Mixed units in Oathmark

Last time I promised, that I will post about my homebrew rules for mixed units in Oathmark. And promises have to kept!
The latest supplement for Oathmark, Bane of Kings added a pretty cool new feature to the game: different formations. Altough, I was a bit disappointed, because I missed mixed formations... Mixing units with different weapons, let it be ranged and close combat weapons (like bow and spear), or defensive and offensive (like shields and two handed weapons) can have advantages. That was used in historical warefare, as well as in fantasy stories or in tabletop gaming. Some examples here, an elven unit from the movie The Lord of the Rings: The Fellowship of the Ring with staff weapons and bows at the battle of Dagorlad, where Sauron was defeated:

And here a classical unit from Warhammer Fantasy Battles, the dark elven city guard, with crossbows and spears:

So there is place for mixed formations on the Marches! But how? First of all, it should work as the formations: after building a special territory (lets name it, in lack of better: Practice Grounds), maximal 4 mixed units can be formed (basically 8 small units can get the ability, and can be merged into 4 units). Now lets see the rules (I tried to keep it simple but interesting and useful):
  • Cost is +1 points per figure (as they wont such bonuses as by other formations)
  • For 25x25mm based miniatures only (available just for infantry)
  • Max 2 unit types
  • At least 1 rank for both unit types
  • An action is to switch ranks back and forth
  • Can split and join, as in the core rules
  • Cant use other formations
  • Always the front unit fights, and always the front units takes the damage (even if attacked from flank or back)
  • Move stat is always the slower one of the two unit types
  • All other stats apply for the front unit
  • Special effects for moving (like Nimble) only apply, if both units have them
  • Special effects for fighting (like Brace) only apply for the front unit
  • Special effects for morale (like Courage) apply for both units
  • Loss count independent for unit types (so can be 5+5 bowman and 5+3 spearman)
  • Rank bonus on Target Number only for same unit ranks (the former 5+5/5+3 unit gets a bonus on TN after 2 ranks) if the units are from different types (ranged+melee)
  • Rank bonus on Target Number for all unit ranks (a mixed unit of Soldiers and Linebreakers of 5+5/5+3 gets a bonus on TN after 3 ranks) if the units are from same types (ranged+ranged or melee+melee)
  • Rank bonus on morale, and calculations for flank and rear attacks, all ranks apply (again, the former 5+5/5+3 unit gets the bonus for morale and flank attacks after 3 ranks)
  • Only 1 character is allowed
  • Character is bond to 1 unit type, it gives fight bonuses only to that unit (for example champion die), but Command and Death of the Officer applies for the whole unit

It seems to be complicated but I think, the logic behind it is realitevly simple:
  • Moving always the worst, as they have to move together
  • Fighting (except rank bonus if units are from same type ranged/melee, and combat dice for flank/rear attacks) always the front unit, as they are in the front
  • Morale (except activation to avoid overpowered upgrades for cheap units) always for all, as they are still one unit
To be honest, I had no time to test these rules, but I think, that they would work. I hope You found it useful!

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