Irregular Wars – Rules Observations

Here are some rules observations jotted down after my  just completed Action At Sanwa.

I am going to re-play it using my lessons learned (which includes photography), and post up a report on completion.

Impetuous Companies:

This refers to Companies that are out of command range, and must roll for a table-specified action. These actions seem too extreme for a Company that has a designated task – such as hold a terrain feature – outside of command range. My solution is to have the Company roll as impetuous only when an opposing Company is within nine (9) movement units. This distance is based on maximum shooting range (6 units) plus one-half maximum shooting range (3 units). A Commanding Lord can change that Company’s orders by rolling on the rally table as an action when he is in command range.

Commanding Lord:

In RAW, a Commanding Lord is organic to a specified Company. By design, this limits his ability to control the battlefield. His presence confers a +2 resolve to that Company, which reflects not only his presence, but, I guess, that the Company is an elite force. An alternative would be to allow the Lord to “float” around the battlefield, expanding his abilities to control. This is the norm in many other games. I’ll hold off on changing this, but since I don’t have any bases with a leader figure “built-in”, I’ll use a Gold Cube to designate the Lord’s Company.

Kibwe (Wandering Mystic/Shaman):

In RAW, a Faction can have a Pious Company. This Company can rally a friendly Company, or curse an enemy during an Action Phase. I literally forgot about Kibwe during the game. In the re-do, I’ll designate a Company for him and mark that Company in some manner. This will be a compulsory Shaman Company, not an option as shown in the Army Lists.

Wavering Companies:

I had some problems with the mechanics.

A wavering Company has been reduced to a resolve value of one (1). When reaching that value, it must immediately retire 1d3u (units) directly to its rear, while maintaining its current facing. A wavering unit acts normally except it cannot voluntarily move to engage in melee.

Should the mandated retirement be the Company’s action for that or following turn? If a unit wavers as a result of shooting, it can move back to its former position in the Action phase, plugging any gap its retirement had caused. It can return to meet any opposing force entering that gap with a charge bonus of +1 (opposing Faction has initiative, moves to flank unit exposed by the withdrawal) if the Lord rallies that Company earlier in the phase. Doesn’t seem right. In WRG, any mandated withdrawal counts as move for the following turn. I’m going to monitor this.

One question just answered itself; that of a wavering Company that wins a melee. In RAW, a Company that scatters, wavers and retires, or withdraws from melee might be pursued. The possible pursuer must roll 1d6 for an outcome. One is that the Company must pursue their opponent using full movement directly forward. A wavering Company cannot voluntarily move into melee. I missed the operative term “voluntarily”. The victor’s pursuit in this case is mandatory, not voluntary.

Other Observations:

The following may be no more than a result of my die rolling during the game:  Shooting was relatively ineffective, and few melee victors pursued their withdrawing opponents

Are Companies too agile? A tactic that emerged was “spin and melee”. A Company can change facing using one (1) unit of their move (RAW indicates for 90 or 180 degree turn). This leaves two (2) units to move into contact with a nearby opponent, and receive a charge combat bonus. Also, and I think this is a good thing, RAW leaves quite a bit of latitude for relative position (1/2u “free” move sideways or wheel) allowing companies to “square up” for melee contact. Many other rule sets have a minimum distance to receive a charge bonus, and are strict about unit-to-unit alignment. Something to consider.

The scattering of one Company can cause a catastrophic chain reaction. Any Company with two (2) movement units (no terrain adjustment) of a scattering Company, loses one (1) resolve. If you have a number of wavering units, they can all scatter very quickly. This happened to the Kattegoan right flank, leading to a decisive victory for Sanwa.

Command Range must be checked at the beginning of each turn. I did a bad job of this.

The 2 foot by 2 foot was too crowded using RAW’s Army Lists.  I’m going to cap each Army at 14 companies or ( if die rolls mandate) less.

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