The system I used for Eylau was to roll a dice at the beginning of every turn to
decide if the snow would start, this could be used for any sort of weather. If
it did start, I then used another dice to determine for how long it would snow,
then more dice to decide where it would enter the table. I then added a weather
card to the deck, and when it was turned, I diced for movement. Any units caught
within the radius of the weather marker, when their card was turned, got
affected.
That will work for rain as well as snow, but clearly mud would need something
else (perhaps mark areas on the table as "potentially muddy" then dice as unit
go through to see if they are affected?)
Daz
--- In lfslist@yahoogroups.com, "Zippee Jerred" <zippee.jerred@...> wrote:
>
> An alternative would be to go to the cards and inculde equivalents of
> vehicle breakdown/petrol shortage, etc.
>
>
>
> "stuck in the mud" - treat the entire next formation's move as if in
> difficult terrain (including ZOC, disorder and movement)
>
>
>
> "sudden downpour" - all fire effect (infantry combat and bombardment) rolls
> are at -1 during the next move
>
>
>
> Etc.
>
>
>
> You could have cards that "start raining" - "stop raining" with only one
> being in the pack at any one time, the other being added D6 turns later (or
> myriad variations on that theme)
>
>
>
> Some effects would be in place throughout (or after hevay rain) such as no
> bouncethrough
>
>
>
> Keep the ideas flowing lad
>
>
>
> Zippee
>
>
>
> From: lfslist@yahoogroups.com [mailto:lfslist@yahoogroups.com] On Behalf Of
> Kev Lowth
> Sent: 02 July 2009 11:04
> To: lfslist@yahoogroups.com
> Subject: [lfslist] Re: Weather in LFS Games
>
>
>
>
>
>
>
>
> Hi Zippee..
> >
> > In general I'm not so keen to give such prescribed lists - I'm more
> inclined to give a general description with a modifier (like the difficult
> terrain modifier - it's deliberately vague/toolbox)
> >
> ...I agree. In general I don't, but the list is to prompt discussion so that
> people might give a bit of thought to rolling for weather conditions and how
> it may influence the game. All too often, myself included, wargames are
> conducted in a weather vacuum and yet often weather made a big difference.
> >
> > All infantry combat and bombardment rolls suffer a -1 to their dice in
> inclement weather (snow, rain or damp conditions, etc) due to difficulty of
> sighting and effect of weather on black posder.
>
> I'm not sure about the -1 for guns in mud, the no bouncethrough, yes but I
> don't think the basic shot would be inefficient (although there is the
> factor that fire would probably be slower)
> >
> ...I figured that the falling rain affect on damp powder and the slower rate
> of fire would be best encompassed in the -1 reduction.
> >
> > Again I'd wrap the movement penalties into `for heavy going' (snow,
> mud,etc) and the spotting into `for obscuring conditions' (haze, dust, snow
> or heavy rain, etc). Surely if the going is tough on columns it's also tough
> on lines and blinds, all should be reduced. Additionally ZOC? Pin should be
> reduced accordingly.
>
> ...I could forsee problems with ZOC and Pinning which might alter the
> balance in the rules and lead to much confusion, so I figured to keep it
> simple and leave it at 4". Obviously you can't really penalise formations in
> line unless you alter the pin and ZOC. My rationale was that line formations
> move slower as they are assumed to dress ranks more often than a column and
> might be less affected by slower ground. However, it might mean that a line
> is a very unfavourable formation for such going in retrospect...Hmmm. That
> said the easiest thing of all might be to charge 2 PIPs for moves instead of
> one.
> >
> > Overall though what I'm seeing is that troops will move slower and thus
> sit under bombardment for longer but the bombardment is less effective, so
> I'm wondering if all this doesn't actually balance out in the end.
>
> ...LOL a good point. Back to the drawing board.
> >
> > I'm pretty sure the blizzard squalls at Eylau operate dvia a card that
> activated 1' square areas of blizzard on a dice throw to start, move, finish
> >
> ...Yes I remember it only too well.
>
> Thanks for your comments mate. Given me even more food for thought.
>
> Kev
>