Die Fighting is a new (just released this month) set or wargames rules for the Horse and Musket era by Bob Jones. There is plenty of introductory information about the game at the publisher's (Bob himself) website, Repique Rules . Now, a disclaimer of sorts... I've followed Bob's wargames writing, designs, activities and antics from way back in the early NEWA Courier days (circa 1970), and first met Bob in person more than 10 years ago, at Fall In in 1999, if I recall correctly. I consider him to be a friend, and one of the more talented and original wargames designers. I wrote the second edition of Piquet: Band of Brothers (with Ken Baggaley), and the Piquet Fantasy rules, Hostile Realms, so I can make no claim to be a neutral observer. Last year, Bob brought out Zouave, which is aimed at fairly large battles in the transitional era circa 1860-1870. While Zouave had quite a few interesting ideas, it was for an era where I have no armies and only limited interest. Zouave, while very much an original game, showed obvious influence from Bob's own Piquet, including the use of 10 sided dice, cards, and a sort of impetus.
Die Fighting is a completely different animal. No polyhedral dice whatsoever; not a single one... but plenty of old fashioned D6's - maybe hundreds, even (no, you don't really need to have hundreds of dice, although you may decide you want to!). There are just a few limited cards as an optional rule. No formal impetus, but.... there are the Dice. Lots and lots of Dice. Actually, Die Fighting uses three different kinds of Dice. The key concept behind the rules has to do with the Resource Dice, which by convention are supposed to be red, like the lifeblood of the army. *Every* action a player's troops take in a game of Die Fighting needs Resource dice - moving, firing, melee, and even retreating and rallying. When they are used, they are gone forever. When the supply runs out - you LOSE! End of game, add up the scores (and Die Fighting is uniquely set up to score the results of the battle, which promises to be especially useful for the follow up Campaign rules promised by Bob, to be called Die Marching). Each army gets a certain amount of pooled Resource Dice, determined by the composition of its forces and possibly scenario or campaign determined variables. Usually, the only way to gain more resource dice is to take designated terrain objectives, which have an assigned Resource Dice value which is added to the pool of Resource dice when the terrain is taken (or re-taken!). The Resource Dice thus act as a sort of combined Impetus and Morale Chip pool (to place it in Piquet-esque terms) and more. Careless frittering away of the Resource Dice will lose you a game very quickly! The second type of Dice are Leadership Dice; each leader in the army gets a small number of these, ranging from 1 to 5, based upon their rating (usually randomly determined). These Leadership Dice, by convention yellow, are consumed as they are used, but unlike the Resource Dice, they are replenished once a turn. Ordinarily, they are used to add more "oomph" to an activity where Resource dice are already being expended, say a critical attack, move, rally attempt, etc. Wise use of these appears to be critical to improve your forces' odds of success where it matters most. Finally, there are "free Dice", which are green by convention. They are much like the various modifiers for tactical situations, etc, and are awarded solely based on the situation and are not consumed in the sense that the other dice are (which is why they are "Free").
My plan is to do an annotated playtest game next month, of course set in the 1809 Campaign, probably using a fictional scenario. As the process for setting up a force under Die Fighting seems a bit confusing at first, I thought I'd give a fairly detailed example of how it is done. I used the "late" (1809 -1815) Napoleonic tables (Bob calls them templates, and there are four of them in the rules, covering roughly 1700 - 1870, with more to be released online in the future) for rating the units and Leaders (in each case based upon the sum of 2 D6's). I thought that NC for the Austrian generals was a bit generous for1809, especially with the French Leadership modifier dropping to +1 from +2, and the French Command divisor (this determines the number of Leaders in a force relative to the number of units - lower is better) dropping from 2 to 3. Therefore, when the Austrian generals rolled for their leadership ratings, if the higher of the two six-sided dice rolled was "dark", then one was subtracted form the score; ties were ignored. This is a bit similar to dark/light resource dice adjustment in rating the units, and translates (sort of) to about a 15/36 chance of a minus one; or minus 0.42, roughly. :-) Note also that the "Initial Dice" listed for Leaders are their individual Leadership Dice, and do NOT add to the Resource Dice pool of the army.
Austrians +1 to Cavalry rolls, - 0.42 to Officer rolls
Unit Name Type Quality Initial Dice Dk/Lt Plus/Minus
C-in-C - General #1 Officer Headstrong 4 N/A
Advanced Guard Division
1st Bde - General #2 Officer Inept 1 N/A
Grenz Infantry A Irregulars Average 10 Dk -5
Grenz Infantry B Irregulars Crack 10 Lt +5
Landwehr A Militia Average 8 Lt +5
Landwehr B Militia Average 8 Lt +5
Line Infantry A Regular Crack 12 Dk -5
Line Infantry B Regular Crack 12 = 0
2nd Bde - General #3 Officer Average 3 N/A
Hussar Elite LC Crack 14 Dk -5
Uhlan Light Cavalry Average 14 Dk -5
6# Cavalry Battery A Horse Arty Average 16 Lt +5
Line Division - General #4 Officer Very Dependable 4 N/A
Line Infantry C Regular Average 12 Dk -5
Line Infantry D Regular Crack 12 Dk -5
Line Infantry E Regular Poor 12 Dk -5
Line Infantry F Regular Average 12 Lt +5
Line Infantry G Regular Average 12 Dk -5
Line Infantry H Regular Average 12 Lt +5
Line Infantry I Regular Poor 12 Dk -5
Line Infantry J Regular Crack 12 Lt +5
6# Foot Battery A Lt Field Arty Average 14 Dk -5
6# Foot Battery B Lt Field Arty Average 14 Lt +5
Reserve Division - General #5 Officer Foolhardy 3 N/A
Grenadiers A Guards Crack 16 Dk -5
Grenadiers B Guards Crack 16 Dk -5
Grenadiers C Guards Crack 16 Lt +5
Grenadiers D Guards Crack 16 Lt +5
6# Foot Battery C Lt Field Arty Average 14 =
Cuirassier Brigade - General #6 Officer Headstrong 4 N/A
Cuirassiers A Heavy Cavalry Average 16 Lt +5
Cuirassiers B Heavy Cavalry Average 16 Lt +5
Dice Total (not including LD): 352 +/-: -5 Grand Total: 357 resource dice
French +1 to Officer rolls
Unit Name Type Quality Initial Dice Dk/Lt Plus/Minus
C-in-C - General A Officer Average 3 N/A
1st Division
1st Brigade - General B Officer Average 3 N/A
1st Legere Elite Lt Inf Average 14 Lt +5
2nd Legere Elite Lt Inf Average 14 Lt +5
2nd Brigade - General C Officer Headstrong 4 N/A
1st Ligne Regular Poor 12 Lt +5
2nd Ligne Regular Poor 12 Dk -5
3rd Ligne Regular Crack 12 Dk -5
4th Ligne Regular Average 12 Lt +5
3rd Brigade - General D Officer Average 3 N/A
5th Ligne Regular Poor 12 Dk -5
6th Ligne Regular Poor 12 Lt +5
7th Ligne Regular Average 12 Lt +5
8th Ligne Regular Average 12 = 0
1st 6# Foot Battery Lt Field Arty Average 14 Lt +5
2nd Division
4th Brigade - General E Officer Fabian 5 N/A
3rd Legere Elite Lt Inf Average 14 Dk -5
4th Legere Elite Lt Inf Average 14 Lt +5
5th Brigade - General F Officer Average 3 N/A
9th Ligne Regular Average 12 Dk -5
10th Ligne Regular Crack 12 Lt +5
11th Ligne Regular Average 12 Dk -5
12th Ligne Regular Average 12 Dk -5
6th Brigade - General G Officer Average 3 N/A
13th Ligne Regular Average 12 Dk -5
14th Ligne Regular Average 12 Dk -5
15th Ligne Regular Average 12 Lt +5
16th Ligne Regular Average 12 Dk -5
2nd 6# Foot Battery Lt Field Arty Crack 14 Lt +5
Corps Artillery - General G Officer Very Dependable 4 N/A
1st 12# Foot Battery Hvy Field Arty Average 16 Dk -5
1st 6# Horse Artillery Elite HA Average 14 Dk -5
Lt Cav Bde - General H Officer Very Dependable 4 N/A
Hussars Elite Lt Cav Poor 14 Dk -5
Chasseurs Light Cavalry Average 14 Lt +5
Chevau-Leger Lanciers Light Cavalry Average 14 Lt +5
Dice Total (not incl LD): 358 + or -: NC Grand Total: 358 resource dice
So, the players are now set (and yeah, I know the French Chevau-Leger Lanciers are post 1809, but I just painted the unit and I want to put them on the table, OK?). Next time we'll set the stage with a scenario, and then finally let the show begin!
Peter
Die Fighting is a completely different animal. No polyhedral dice whatsoever; not a single one... but plenty of old fashioned D6's - maybe hundreds, even (no, you don't really need to have hundreds of dice, although you may decide you want to!). There are just a few limited cards as an optional rule. No formal impetus, but.... there are the Dice. Lots and lots of Dice. Actually, Die Fighting uses three different kinds of Dice. The key concept behind the rules has to do with the Resource Dice, which by convention are supposed to be red, like the lifeblood of the army. *Every* action a player's troops take in a game of Die Fighting needs Resource dice - moving, firing, melee, and even retreating and rallying. When they are used, they are gone forever. When the supply runs out - you LOSE! End of game, add up the scores (and Die Fighting is uniquely set up to score the results of the battle, which promises to be especially useful for the follow up Campaign rules promised by Bob, to be called Die Marching). Each army gets a certain amount of pooled Resource Dice, determined by the composition of its forces and possibly scenario or campaign determined variables. Usually, the only way to gain more resource dice is to take designated terrain objectives, which have an assigned Resource Dice value which is added to the pool of Resource dice when the terrain is taken (or re-taken!). The Resource Dice thus act as a sort of combined Impetus and Morale Chip pool (to place it in Piquet-esque terms) and more. Careless frittering away of the Resource Dice will lose you a game very quickly! The second type of Dice are Leadership Dice; each leader in the army gets a small number of these, ranging from 1 to 5, based upon their rating (usually randomly determined). These Leadership Dice, by convention yellow, are consumed as they are used, but unlike the Resource Dice, they are replenished once a turn. Ordinarily, they are used to add more "oomph" to an activity where Resource dice are already being expended, say a critical attack, move, rally attempt, etc. Wise use of these appears to be critical to improve your forces' odds of success where it matters most. Finally, there are "free Dice", which are green by convention. They are much like the various modifiers for tactical situations, etc, and are awarded solely based on the situation and are not consumed in the sense that the other dice are (which is why they are "Free").
My plan is to do an annotated playtest game next month, of course set in the 1809 Campaign, probably using a fictional scenario. As the process for setting up a force under Die Fighting seems a bit confusing at first, I thought I'd give a fairly detailed example of how it is done. I used the "late" (1809 -1815) Napoleonic tables (Bob calls them templates, and there are four of them in the rules, covering roughly 1700 - 1870, with more to be released online in the future) for rating the units and Leaders (in each case based upon the sum of 2 D6's). I thought that NC for the Austrian generals was a bit generous for1809, especially with the French Leadership modifier dropping to +1 from +2, and the French Command divisor (this determines the number of Leaders in a force relative to the number of units - lower is better) dropping from 2 to 3. Therefore, when the Austrian generals rolled for their leadership ratings, if the higher of the two six-sided dice rolled was "dark", then one was subtracted form the score; ties were ignored. This is a bit similar to dark/light resource dice adjustment in rating the units, and translates (sort of) to about a 15/36 chance of a minus one; or minus 0.42, roughly. :-) Note also that the "Initial Dice" listed for Leaders are their individual Leadership Dice, and do NOT add to the Resource Dice pool of the army.
Austrians +1 to Cavalry rolls, - 0.42 to Officer rolls
Unit Name Type Quality Initial Dice Dk/Lt Plus/Minus
C-in-C - General #1 Officer Headstrong 4 N/A
Advanced Guard Division
1st Bde - General #2 Officer Inept 1 N/A
Grenz Infantry A Irregulars Average 10 Dk -5
Grenz Infantry B Irregulars Crack 10 Lt +5
Landwehr A Militia Average 8 Lt +5
Landwehr B Militia Average 8 Lt +5
Line Infantry A Regular Crack 12 Dk -5
Line Infantry B Regular Crack 12 = 0
2nd Bde - General #3 Officer Average 3 N/A
Hussar Elite LC Crack 14 Dk -5
Uhlan Light Cavalry Average 14 Dk -5
6# Cavalry Battery A Horse Arty Average 16 Lt +5
Line Division - General #4 Officer Very Dependable 4 N/A
Line Infantry C Regular Average 12 Dk -5
Line Infantry D Regular Crack 12 Dk -5
Line Infantry E Regular Poor 12 Dk -5
Line Infantry F Regular Average 12 Lt +5
Line Infantry G Regular Average 12 Dk -5
Line Infantry H Regular Average 12 Lt +5
Line Infantry I Regular Poor 12 Dk -5
Line Infantry J Regular Crack 12 Lt +5
6# Foot Battery A Lt Field Arty Average 14 Dk -5
6# Foot Battery B Lt Field Arty Average 14 Lt +5
Reserve Division - General #5 Officer Foolhardy 3 N/A
Grenadiers A Guards Crack 16 Dk -5
Grenadiers B Guards Crack 16 Dk -5
Grenadiers C Guards Crack 16 Lt +5
Grenadiers D Guards Crack 16 Lt +5
6# Foot Battery C Lt Field Arty Average 14 =
Cuirassier Brigade - General #6 Officer Headstrong 4 N/A
Cuirassiers A Heavy Cavalry Average 16 Lt +5
Cuirassiers B Heavy Cavalry Average 16 Lt +5
Dice Total (not including LD): 352 +/-: -5 Grand Total: 357 resource dice
French +1 to Officer rolls
Unit Name Type Quality Initial Dice Dk/Lt Plus/Minus
C-in-C - General A Officer Average 3 N/A
1st Division
1st Brigade - General B Officer Average 3 N/A
1st Legere Elite Lt Inf Average 14 Lt +5
2nd Legere Elite Lt Inf Average 14 Lt +5
2nd Brigade - General C Officer Headstrong 4 N/A
1st Ligne Regular Poor 12 Lt +5
2nd Ligne Regular Poor 12 Dk -5
3rd Ligne Regular Crack 12 Dk -5
4th Ligne Regular Average 12 Lt +5
3rd Brigade - General D Officer Average 3 N/A
5th Ligne Regular Poor 12 Dk -5
6th Ligne Regular Poor 12 Lt +5
7th Ligne Regular Average 12 Lt +5
8th Ligne Regular Average 12 = 0
1st 6# Foot Battery Lt Field Arty Average 14 Lt +5
2nd Division
4th Brigade - General E Officer Fabian 5 N/A
3rd Legere Elite Lt Inf Average 14 Dk -5
4th Legere Elite Lt Inf Average 14 Lt +5
5th Brigade - General F Officer Average 3 N/A
9th Ligne Regular Average 12 Dk -5
10th Ligne Regular Crack 12 Lt +5
11th Ligne Regular Average 12 Dk -5
12th Ligne Regular Average 12 Dk -5
6th Brigade - General G Officer Average 3 N/A
13th Ligne Regular Average 12 Dk -5
14th Ligne Regular Average 12 Dk -5
15th Ligne Regular Average 12 Lt +5
16th Ligne Regular Average 12 Dk -5
2nd 6# Foot Battery Lt Field Arty Crack 14 Lt +5
Corps Artillery - General G Officer Very Dependable 4 N/A
1st 12# Foot Battery Hvy Field Arty Average 16 Dk -5
1st 6# Horse Artillery Elite HA Average 14 Dk -5
Lt Cav Bde - General H Officer Very Dependable 4 N/A
Hussars Elite Lt Cav Poor 14 Dk -5
Chasseurs Light Cavalry Average 14 Lt +5
Chevau-Leger Lanciers Light Cavalry Average 14 Lt +5
Dice Total (not incl LD): 358 + or -: NC Grand Total: 358 resource dice
So, the players are now set (and yeah, I know the French Chevau-Leger Lanciers are post 1809, but I just painted the unit and I want to put them on the table, OK?). Next time we'll set the stage with a scenario, and then finally let the show begin!
Peter