From: Steven Bucey Subject: Re: Hundred Years War (pillage) Jim Mason wrote: > > The same problem with the pillage rules exists in 30 Years War. The > > group I played the game with produced some variant rules to deal with > > this. We decided that there ought to be some chance to "intercept" a > > force that enters an occupied area before it can pillage. Originally > > published in Paper Wars (#22?), I believe you can find it on > > Web-Grognards now. > > Where? I looked at the HYW entry with no luck, and the "Paper Wars" > #22 index didn't list it. Can you give me a thumbnail sketch of what > this "interception" entailed and how it functioned? > > Thanks!!! > > Jim > Byzantium has an optional rule which we automaticly used. I've not looked to see what is on web-grognards, but here is the rule from Byzantium which looks to be able to slip into 100 Years' War pretty much verbatum: *** General Rule: A non-moving force may choose to attack a moving force via interception. A) Procedure. At the instant a moving force enters a region, the player controlling any enemy force in the region may declare "Interception." Play is temporarily suspended and the Interception is resolved. To resolve Interception, the enemy player selects any one force he controls in the area in that area to attack the moving force. Roll one die: on a 1-3 the Interception occurs; on a 4-6 the Interception fails. If the Interception occurs, resolve combat normally, and at the resolution of the combat the moving force may continue moving (assuming it has not been completely wiped out), using any remaining Operations Points. B) Interception cost no Operations Points. A single enemy force may conduct only ONE Interception attempt per enemy player turn (if it rolls a 4-6 then it does not get another chance). A single force may be intercepted more than once per turn. If more than one enemy force occupies an area, each may conduct Interception, in any order the enemy player desires. If more than one enemy player has a force in an area, then the first player to declare Interception attacks first. C) Units occupying fortresses may not conduct Interception. Units entering fortresses may not be Intercepted. D) Units moving via sea movement may not be Intercepted. *** You may want to modify the intercepting force's die roll by the skill of a leader if present in the intercepting stack (or stack being intercepted). Also, I see that the maintenance cost for most units is 2, as opposed to 1 in Byzantium. Also, pillaging in Byzantium rewards you with *twice* the province's income, though it gives the other guy a strategem. Maybe try doubling the loot value, but only give him a strategem when the printed value is 3 or more. I keep meaning to play 100 Years' War, but never find the time. Steve -- --------------------------------------- Always remember to pillage BEFORE you burn From: David Wessman Subject: RE: Hundred Years War (pillage) Hi Jim, My review & variant article for 30 Years War was in issue #25 (June 96). Web-Grognards does not have a copy of this, (my mistake - I thought I'd sent it to them.) As soon as I get my home machine back in working condition (this coming weekend) I should be able to find the original text file and I'll post it to the list. Since HYW uses the same game system, I'm sure you'll find many of the variants apply. For now, here's the interception rule: [18] INTERCEPTION If an operation is announced in an area where another Major Power has forces, those forces may attempt to intercept. To determine if the interception is successful roll one die. A result of six is successful. A successful interception result in a Land or Sea Battle. Use the following die roll modifiers: +1 if intercepting force has cavalry superiority, -1 if active force has cavalry superiority. (Cavalry superiority is simply having more cavalry.) +Military value of intercepting Leader, -Military value of active Leader. +1 if the interception is against Naval Transport. +2 if the interception is against an active force announcing a Pillage operation. (Here's where your field armies have the opportunity to smash those annoying 1 point militia units before they lay waste to the entire countryside.) -1 if the intercepting force is leaving a fortress. If the force attempting a Naval Transport is defeated, the force must return to the land area it left from. If a force attempting a Pillage operation is defeated, it may not pillage and must retreat, (or stay and fight a battle first.) David Wessman Woden@TotallyGames.com >