After School Club Ref - 361

This page will contain information for and about this after school club, background, stories and what we have been up to.

It will be for both children and parents to see what they have achieved as well as what is planned for each session.

How quickly the children pick up the games may cause changes to the schedule.

Overview of this terms after school club
These sessions aim to promote strategy gaming and introduce the children to a selection of games they may never have even heard of by providing equipment and my knowledge.
Over the course of the term all the children that are interested will get the chance to spend a session learning how to make their own model scenery and a second session learning how to paint a model.

Week 1-2 : Learning how to play Romans vs Barbarians Game
  • Covering basic rules for the game
Week 3 : Romans vs Barbarians campaign session and intro to Risk
  • Split the children into 3 groups of 4 
  • 2 groups playing a small Romans vs Barbarians game as part of a larger battle with me overseeing
  • Reinforcing basic rules and introducing extra rules with the more confident groups
  • 1 group learning how to play RISK the board game
Week 4 : Romans vs Barbarians campaign session and intro to Settlers of Catan
  • Split the children into 3 groups of 4 
  • 2 groups playing a small Romans vs Barbarians game as part of a larger battle with me overseeing
  • Reinforcing basic rules and introducing extra rules with the more confident groups
  • 1 group learning how to play Settlers of Catan the board game
Week 5-6 : Open gaming session
  • Allow children to choose which game they would like to play sharing their knowledge so that each child knows how to play Risk, Settlers of Catan and Roman vs Barbarians
Week 7, 8-9 : Open gaming session and modelling
  • 2 groups choose which game they would like to play
  • 1 group takes part in a modelling session - this entails basic basing and customising of a simple ruined building.
Week 10 : Open gaming session and painting
  • 2 groups choose which game they would like to play
  • 1 group takes part in a modelling session - this entails basic painting by building confidence
Week 11 : Open gaming session and painting
  • 1 group choose which game they would like to play
  • 2 groups take part in a modelling session - this entails basic painting by building confidence

All the scenery pieces the children build as well as the models they paint are for them to keep and take home.


UPDATE 19th January

we sent you guys home with some rules for you to look over if you wanted to learn some more about the game.

To help I have included a copy of what was sent out below (Im sure some of you have lost them already :-)

I have put together a list of the rules for our game, some of this you may remember from the last week other parts are brand new.

If you want to have a look at them they will help you in this weeks club - do not worry if it is a little confusing anything you can pick up from this is a great start :-)

Formations
This is the way the bases of models are arranged
FORMED LINE:

Strengths = Balanced for shooting and close combat     Weaknesses = Hard to move around

FORMED BLOCK: The 1st row must be at least 5 bases wide.

Strengths = Very powerful in close combat   Weaknesses = Very vulnerable to shooting attacks

LOOSE LINE / BLOCK

Strong vs shooting attacks                Weaknesses = Poor against formed infantry

SKIRMISH:

Strengths = Limits shooting damage screens friendly units and great for shooting units
Weaknesses =  Very bad in close combat and poor against cavalry

Extras:
Units may start the game in any formation available to them.
All units enter the skirmish formation when fleeing.


Movement
MAXIMUM MOVEMENT RATES IN EACH MOVEMENT PHASE
UNIT TYPE & FORMATION
ORDER
Advance
Charge
Fall back
Flee
Formed infantry
2”
3”
1.5”
3”
Skirmishing / Loose infantry
3”
4”
n/a
3”
Formed cavalry
4”
5”
3”
5”
Skirmishing / loose cavalry
5”
6”
n/a
5”
You may use 1” of your movement to turn your unit.
Shooting
1. Nominate a target that is within range.

Weapon
Effective Range
Throwing Spear 4”
4"
Sling
6”
Bow
12”
Long bow
20”
Cross bow
20”
Bolt Thrower
24”
Catapult
6” – 24”

2. Calculate the number of shots and take this number of dice’.

3. Calculate the “Roll to kill” required (see below).

4. Roll the “attack” dice and count how many “kills” were made (this is the number of attack dice rolled that were equal to or higher than the required roll to kill).

5. Mark casualties on enemy unit by moving a number of bases equal to the number of successful “to kill” rolls away from the target unit.

6. At the end of the phase, remove all casualties.
Shooting base roll to kill
Attackers Class
To Kill
Average
5+
Veteran
4+
Elite
3+
Formation Modifiers
Defenders Formation
Modifier
Block
+1
Line / Loose Block
+0
Skirmish / Loose Line
-1
Weapons Vs Armour Modifiers
Attackers Weapons

Defenders Armour

Light / none
Basic
Heavy
Throwing spears / Slings
+0
-1
-2
Bows / Crossbows
+1
+0
-1
Artillery
+2
+1
+0
Unit Training Modifiers
Attacker Training
Modifier
Missile
+0
Combat
+2
Terrain Modifiers
Terrain of target unit
Modifier
Comments
Defended obstacle
-2
Includes crew manning war machines
Woods
-1

Other Modifiers
Modifier
Comments
+1
Slings Vs cavalry
+0
Target unit is in testudo
-1
Target unit armed with shields
Melee (Close Combat)
1. Calculate the number of and take this number of dice’

2. Calculate the “Roll to kill” required (see below).

Melee base roll to kill
Attackers Class
Defenders Class

Average
Veteran
Elite
Average
4+
5+
6+
Veteran
3+
4+
5+
Elite
2+
3+
4+
Formation Modifiers
Attackers Formation
Defenders Formation

Block
Line / Loose Block
Skirmish / Loose Line
Block
+0
+1
+2
Line / Loose Block
+0
+0
+1
Skirmish / Loose Line
+0
+0
+0
Weapons Vs Armour Modifiers
Attackers Weapons
Defenders Armour

Light / none
Basic
Heavy
Makeshift
+0
-1
-2
Swords / Spears
+1
+0
-1
Heavy Weapons
+2
+1
+0
Unit Type Modifiers
Attacker Type
Defenders Type

Crew
Infantry
Cavalry
Crew
+0
-1
-2
Infantry
+1
+0
-1
Cavalry
+2
+1
+0
Unit Training Modifiers
Attacker Training
Defenders Training

Combat
Missile
Combat
+0
+1
Missile
-1
+1
Terrain Modifiers
Terrain
Modifier
Unit effected
Higher elevation
-1
Attacking unit
Defended obstacle
-1
Attacking unit
Woods
-1
Cavalry
Difficult terrain
+1
Skirmishers Vs other formations
Difficult terrain
-1
Charging units
Other Modifiers

Modifier
Charging unit
+1
Charging unit that has the ferocious charge special rule
+1
Infantry with spears Vs cavalry
+1
Infantry with swords Vs infantry with spears in melee phases after the 1st
+1
Units with shields Vs those without shields
+1
Melee attacks Vs a unit in testudo (1st Melee phase only)
-1

3. Roll the “attack” dice and count how many “kills” were made (this is the number of
attack dice rolled that were equal to or higher than the required roll to kill).

4. Mark casualties on enemy unit by removing a number of bases equal to the number
of successful “kills”.



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