Smooth & Rifled: The New Zealand Wars (2014)
Tempo di Gioco: 0
Età Min.: 12
Giocatori: 2 - 4
Editore: Dadi & Piombo
Designer: Bjorn Cordes, Lorenzo Sartori
Artisti: Sconosciuto
Meccaniche: Scenario / Mission / Campaign Game, Simulation
Età Min.: 12
Giocatori: 2 - 4
Editore: Dadi & Piombo
Designer: Bjorn Cordes, Lorenzo Sartori
Artisti: Sconosciuto
Meccaniche: Scenario / Mission / Campaign Game, Simulation
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Smooth & Rifled: The New Zealand Wars
includes additional rules (Maori, Tupara...) and lists to play the New Zealand Wars (early War).
ADDITIONAL RULES
Maori Leaders - Maori chieftains were better, more inspiring leaders than their British counterparts. But without formal discipline Maori were more dependent on their leaders. With the loss of a chief a war party would likely flee even on the brink of victory. To reflect this Maori Leaders count 4 (instead of 3) as per Breakpoiny.
Tupara (double barrel shotguns). These weapons can fire twice before reloading. If the second shot is fired in the same activation it can only be fired at the same target that get a -1 on Firing Damage test. This reflects that the British usually went flat after the first shot because they expected the second shot.
Hand weapons - They are melee weapons and allow a re-roll in melee.
Bayonets - Re-loading a Muzzle loading musket takes longer if bayonet is fixed. Add 1 to re-loading time when bayonet is fixed. Miniatures are supposed to start the game with unfixed bayonets. Bayonets can be fixed with one action, it can be also a Group Action.
includes additional rules (Maori, Tupara...) and lists to play the New Zealand Wars (early War).
ADDITIONAL RULES
Maori Leaders - Maori chieftains were better, more inspiring leaders than their British counterparts. But without formal discipline Maori were more dependent on their leaders. With the loss of a chief a war party would likely flee even on the brink of victory. To reflect this Maori Leaders count 4 (instead of 3) as per Breakpoiny.
Tupara (double barrel shotguns). These weapons can fire twice before reloading. If the second shot is fired in the same activation it can only be fired at the same target that get a -1 on Firing Damage test. This reflects that the British usually went flat after the first shot because they expected the second shot.
Hand weapons - They are melee weapons and allow a re-roll in melee.
Bayonets - Re-loading a Muzzle loading musket takes longer if bayonet is fixed. Add 1 to re-loading time when bayonet is fixed. Miniatures are supposed to start the game with unfixed bayonets. Bayonets can be fixed with one action, it can be also a Group Action.
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ag.gameitem.lastUpdated: 2025-04-29 17:31:24.943