Song Of Drum And Shakos Pdf

By Lior O.
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18.04.2021 at 22:19
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song of drum and shakos pdf

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Published: 18.04.2021

For the first pure-bred Napoleonic rules review on Tabletop Stories I would like to start with a light, fun set of skirmish rules: Song of Drums and Shakos by Ganesha Games.


For errata and clarifications please download Free Hack or join the Song of Blades yahoo group at Official blog:. It s an era of heroic actions, unique personalities, flamboyant uniforms, big battles and countless small engagements.

Song of Drums and Shakos takes you to the middle of these unnamed, forgotten by History rear-guard clashes, focussing on the common soldier and giving him the Glory he deserves. To play this game, you will need 3 six-sided dice d6 , a few miniatures in any consistent scale, three measuring sticks 50mm, 80mm and mm for 15mm and a play surface of 60cm x 60cm. You will also need scenic material to represent hills, trees, fences and buildings.

You can just use some paper outlines laid out on the battlefield if you do not have well crafted terrain. Game length Once you know the rules, a game requires about 45 minutes.

In this period, French Armies and their enemies were usually organized in Corps of Divisions, each made of two or more Brigades. SDS focuses on actions of what we ll call a Squad, i.

The authors play with 15mm miniatures mounted on round bases although the game can be easily played with larger scales. The rules are written for two players but it s possible to play with more using a card driven initiative system. Write each player s name on a card, shuffle the cards, and then draw the top card to determine whose turn it is.

Once all cards have been drawn and all players have acted, the turn ends, the cards are reshuffled and a new turn begins. One model represents one soldier. All distances and ranges are measured with three measurement sticks labeled Short 50mm , Medium 80mm or Long mm. Pre-measuring checking a range before declaring an attack or a movement is allowed.

Players may measure distances at any time. For 40mm or larger models, the playing surface should be xcm and the measurement sticks should be mm, mm and mm. Profiles Every model is described in game terms by a profile. Better soldiers cost more points. Quality: this is an overall representation of the soldier s willingness to fight, reaction speed, initiative, drill and morale. It is the minimum number that can be rolled on a die to activate the soldier, so the lower the number, the better.

When it is your turn, you nominate a soldier that you are trying to activate. You can roll one, two or three activation dice you choose how many dice to roll. Every roll that is equal to or better than the model s Quality is a success. Every roll that is lower is a failure. A roll of 1 is always a failure and a roll of 6 is always a success when attempting a Quality roll. If you roll two or more failures, the turn passes to your opponent after the soldier acts on its one success, if it had one , who gets to nominate one of his soldiers and try to activate it.

It is generally wise to start acting with the soldiers with the best lowest Quality target numbers. Deciding who to activate, and how many dice to roll, will often be important tactical choices. Combat: this is a measure of how well the soldier fights: the higher the number the better.

In hand-to-hand combat, this value is added to the result of a die roll and is compared to the opponent s Combat plus the result of a die roll.

In ranged combat, the weapon modifier of the shooting model is also added. Special rules and situational modifiers may influence combat. For example, it is harder to fire against an enemy crouching behind a hedge.

Anyone firing at him will have a -1 Cover modifier, representing the difficulty of hitting an enemy who is only partially visible. Weapons: the hand-to-hand weapon and firearm if any the model is armed with. Special rules: this catchall category includes all the extra abilities of a soldier. Every special rule describes something that the soldier can do in addition to its basic profile.

Some special rules are detrimental for example, Slow soldiers move less frequently than others and decrease the soldier s point value. The activation, Morale and Combat mechanics will be familiar to Players of SBH, while other concepts designed to give the Napoleonic flavor will be new. Group moves, for example, are handled slightly differently in SDS. A Leader can give multiple group orders and the group activation can take place between the Leader s actions.

A SBH player will have to learn a few new rules but will gain back hours of fun and maybe a new favorite period for wargaming. Starting with a skirmish set lets you start with minimal investment in terms of models, painting time and terrain.

The authors are working on an army-level version of these rules for simulating the bigger conflicts of the Napoleonic era.

Choose Nationality and Models Both players select which side they wish to play France or Austria, Prussia, Russia, Great Britain and then design their squad, buying soldiers from a roster of profiles for their chosen nationality.

Players must agree beforehand who will play the French but once this is done, soldiers should be selected secretly. In a standard game, the total point value of all models in each squad must not exceed Experienced players may opt to play with higher point totals. The player with the highest total decides if he wants to attack or defend.

Re-roll ties. Lay out the Terrain The defender lays out the terrain, setting up the tabletop and adding scenic features according to the following rules and tables or the scenario rules.

The defender decides if he will place all features on the table immediately as they are generated or all at once after all of the features are generated. Both methods are legal. There are several different terrain features that are generated by these tables: area terrain features, linear obstacles, buildings, trees, and so on.

Area features do not have to be square. Linear obstacles such as fences, hedges and low walls are all 1 Short maximum. Buildings should all be 1 Medium x 1 Medium maximum. A tree is just that: a single tree. It generally is large enough to provide cover for one model only. Divide the playing surface in four quarters. For the first upper left quarter, roll a die: 1 woods Roll again: on add that number of trees, on a wooded Area. The third and last terrain feature can be placed in the first quarter instead defender s choice.

All terrain features must be placed at least 1Short from any other terrain feature. If playing a scenario, the defender must abide by the scenario s rules on terrain placement. Deploy models The attacker decides which side of the table he will be entering from. Unless otherwise required by the scenario, the defender deploys his troops on the opposite side. Unless otherwise instructed by the scenario, models are deployed within a Medium distance from the table edge.

After the defender has deployed, the attacker does the same. The highest die roll gets the Initiative. Note that Initiative is rolled only in the first turn of play. After the first turn, players alternate activating their Squads as described below in the Activation procedure. Activation The player with the Initiative nominates one of his models, and rolls one, two or three dice to activate it.

The player chooses how many dice to roll. The model can act according to the number of successes rolled: Successes rolled Possible actions 1 failure Model performs no action; player may nominate another model and try to activate it 1 success Model performs one action, then player nominates another model and rolls to activate it 1 success, 1 Model performs one action, then player failure nominates another model and rolls to activate it 1 success, 2 failures Model performs one action, then play passes to the opponent 2 or 3 failures Model performs no actions, play passes to the opponent 2 successes Model performs 2 actions, then player nominates another model and rolls to activate it 2 successes, 1 Model performs 2 actions, then player failure nominates another model and rolls to activate it 3 successes Model performs 3 actions, after that the player nominates another model and rolls to activate it The table is easier than it looks.

Regardless of the number of dice you roll, you are entitled to one action per success rolled. But if at any point you roll two failures, play passes to the opponent. In all other cases, you can nominate another model and try to activate it unless all your models have already been activated!

When rolling for activation, a roll of 1 is always a failure, and a roll of 6 is always a success. When all of a player s models have been activated, on whenever the acting player rolls 2 or 3 failures in the same dice roll, play passes to the opponent. Note that Initiative is not rolled again -- players simply alternate activating their models until they roll a double failure or until all of their models have been activated. Ending the Game Play continues until one side breaks, a player decides to withdraw or specific scenario victory conditions are met.

A Squad breaks in the following circumstances: - If a Squad commander Officer or NCO is still present, when only one model remains with him, and the opponent has more models on the table; - If the Squad commander Officer or NCO has been killed, wounded or run off the table, when there are two or less models remaining, regardless of the number of the opponent s models.

In one off games, a Player can simply declare his withdrawal, thus ending the game. Activated Models An activated model can perform one, two or three actions.

Actions can be used to move, reload or attack, but no model can make more than one attack hand-to-hand or ranged per turn.

Models may spend one extra action on an attack hand-to-hand or ranged to decrease their opponent s Combat value by 1 performing a carefully aimed shot with a ranged weapon or striking a powerful blow with a hand-to-hand weapon. Grouup Actions A Leader and only a Leader may give an order to models to move as a group. The models must be in base to base contact with each other and be within Long distance of the Leader. The Leader must be activated before a group can move.

The Leader spends one action to give the group move order. When giving Group orders, the Leader s actions can be done in any order the Player wishes. It is possible to give an order to a Group, dice for the Group activation s and perform them, and then use a second action of the Leader to follow up.

This is the only exception to the rule stating that you have to complete all actions with a model before. The Group action is therefore interrupting the normal chain of events; if activating for the Group causes a turnover, the Leader cannot act again that turn. The grouped models may move and act in any way the player wants. The group makes only one activation roll on one, two or three dice as normal but uses the worst Quality in the group.

It is NOT mandatory that all models in a group perform the same action.

Song of Blades and Heroes

Song of Blades and Heroes is a tabletop miniatures game set of fast play fantasy rules that can be played with generic fantasy figures or model soldiers called " miniatures ". The game uses three measuring sticks called Short, Medium, and Long to measure all distances. An average game lasts 30—45 minutes. A small campaign , a series of linked games played using the same miniatures, can be played in a single evening. Song of Blades and Heroes uses three six-sided dice, also known as D6 dice per player to determine the outcome of a character's actions. Points refer to how many points it costs to use the character within the game.

Song of Drums and Shakos

Keep your musket loaded! Song of Drums and Shakos is a fast play Napoleonic skirmish game based on the popular Song of Blades and Heroes mechanics. Muster your squad.

Song of Drums and Tomahawks (North American Skirmish in the 18th Century)


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