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
- 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
- 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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