Index

Chapter I: Introduction 1

Designers Notes 1

Using this Rulebook 2

Spirit of the Game 2

The role of the Umpire 2

Your First Game of Standards of Valor 3

Chapter II: Game Scale and Definitions 4

Figure Scale 4

Basing your figures 4

Groundscale 4

Timescale 4

Equipment Needed 5

Die Type Shifts 5

Types of Die Rolls 6

The Clockface Direction Method 6

Pre-Measuring 7

The Counter Sheets 7

The Counters and Markers 7

Chapter III: Organizing Your Forces 8

Organizing Your Forces 8

Unit Descriptions 8

Movement Ratings 8

Armor Rating 9

Weapons 9

Unit Quality 9

Leadership Value 9

Confidence Level 9

Unit Quality and Leadership Type 10

Command Level 11

Sample Force Organization 12

Determining Quality and Leadership 12

Loss of Unit Leader 13

Balancing Forces 13

Chapter IV: Basic Principles of Play 14

Unit Integrity 14

Unit Integrity Effects on Combat 15

Modeling loss of Unit Integrity 15

Line of Sight and Line of Fire 16

Formed Units and Line of Sight 16

Airborne Units and Line of Sight 16

Measuring Ranges Between Units 16

Target Priority 17

Compulsory Targets 17

Effect of Woods 17

Cover and Concealment 18

Units in Position 18

Benefits of Being In Position 19

Shield Wall 19

Field Defenses 20

Chapter V: Setting up the Game 20

Terrain Setup 20

Random Terrain Placement Procedures 21

Fixed Battle 21

Encounter Battle 22

Chapter VI: Game Sequence 22

Overview of Game Sequence 22

Actions and Activations 23

Pass Activation 24

First Activation 24

Final Activation 24

Turn End Phase 25

Reinforcements 25

Fright Checks 25

Chapter VII: Actions 26

Available Actions 26

Motivation Actions 26

Leader Actions 26

Communications 26

Communication with units in combat 27

Direct Communication 27

Courier Communication 27

Special Communication 27

Transferring Actions 28

Reorganization Action 28

Shield Wall 29

Reform Action 29

Facing 30

Unit Integrity 30

Formation Adjustments 30

Rally Action 30

Regrouping 30

Detached Element 31

Forming Square and Refusing the Line 32

Suppression 32

Suppression Due to Close Combat 33

Suppression of Structures 33

Multiple Suppressions 33

Loss of Weapons Advantage due to Suppression 33

Loss of Integrity Due to Multiple Suppression 33

Chapter VIII: Confidence and Reaction 35

Mission Motivation 35

Fatigue Level 36

Confidence Levels 36

Confidence Tests 37

Threat Level Table for Confidence Tests 39

Results of Reduced Confidence Levels 39

Reaction Tests 40

Threat Level Table for Reaction Tests 40

Panic 41

Chapter IX: Movement 41

Movement 42

Normal Movement 42

Combat Movement 42

Base Mobility Distances 42

Terrain Modifications to Base Mobility 43

Terrain Types and Effects 43

Formation Maneuvers 45

Column Left/Right 46

Left/Right Oblique 46

Counter-Column March 47

Caracole 47

Movement Through Formations 47

Transportation of Troops 47

Travel Movement 48

Chapter X: Observation and Hidden Units 48

Hidden Units 48

Spotting Hidden Units 49

Firing at Unlocated Targets 50

Chapter XI: Characters 51

Independent Figures 51

Firing at Independent Figures 51

Reaction of Independent Figures 52

Concealed Characters 52

Going into Hiding 52

Snipers 53

Sniper Fire 53

Chapter XII: Weapons and Equipment 54

Personal Armor 54

Armor Table 54

Missile Weapons 54

Missile Weapons Table 55

Weapons Notes 55

Thrown Weapons 55

Area Fire for Bow Weapons 55

Volley Fire Weapons 56

Ammunition Supply 56

Close Combat Weapons 56

Hand-To-Hand Weapons Table 56

Cavalry Charging Weapons 57

Warhorses 57

Weapons Technology 57

Heavy Weapons 58

Heavy Weapons Systems 58

Heavy Crossbow (HXB) 58

Torsion Driven Weapons (TDW) 58

Gravity Driven Weapon (GDW) 59

Gunpowder Weapon (GPW) 59

Chapter XIII: Vehicles 59

Use of Vehicles in Standards of Valor Games 59

Vehicle Size Classes 59

Vehicle Design and Classification 59

Vehicle Armor 59

Mounted Weapons 60

Arcs of Fire 60

Chariots 60

Scythed Chariots 60

Chapter XIV: Fire Combat 61

Potential Shots 61

Area Fire 61

General Fire Procedures 62

Range Bands 62

Moving and Firing 62

Handheld Weapons Ranges 63

Fire Resolution 63

Removing Casualties 64

Chapter XV: Artillery & Heavy Weapons Fire 66

Artillery 66

Heavy Weapons Range Bands 66

Impact Value for Heavy Weapons 66

Armor Values of Vehicles & Structures 66

Heavy Weapons Fire at Vehicles & Structures 66

Armor Penetration and Hit Effects 67

Non-Penetrating Hits on Vehicles 67

Indicating Damaged Vehicles 67

Casualties to Vehicle or Structure Occupants 67

Oversized Vehicles and Structures 68

Artillery Fire 68

Firing Accuracy 68

Area Effect Artillery 68

Heavy Weapons Fire Against Troops 69

Solid shot 69

Grape Shot 69

Canister Shot 69

Chapter XVI: Close Assault & Hand to Hand Combat 70

Initiating Close Assault 71

Defender Responds 71

Hand-to-Hand Combat 72

Removing Casualties 74

Confidence Test 75

Withdrawing from Hand to Hand Combat 75

Flank Attacks 76

Wedge Attack 76

Melee 76

Final Defensive Fire 76

Counter Charge 77

Cavalry Recall 77

Cavalry Wrap 77

Combined Close Assault Activations 78

Overruns and Follow Through Attacks 78

Chapter XVII: Advanced and Optional Rules 78

Advancing a Line/Brigade 78

Fire and Retire 79

Opportunity Fire 79

Overwatch 80

The Last Stand 80

Surrender and Taking Prisoners 81

Fire, Flame and Incendiary Weapons 81

Smoke 82

Weather Conditions 82

Heat 82

Wind 83

Fog 83

Rain 83

Snow 83

Storms 83

Chapter XVIII: Special Abilities 83

Phalanx 84

Testudo 84

Shock Missile Troops 84

Parting Shot 84

Drilled 84

Impetuous 84

Fear 85

Terror 85

Composite Units 85

Mobile Missile Platform 86

Chapter XIX: Record Cards 87

Mission Cards 88

Company Cards 89

Chapter XX: Campaign Games 90

Operation Level Campaign 90

Improving Troop Quality 91

Replacement Troops 91

Rest and Recovery 92

Chapter XXI: Scenarios 92

Scenario 1: Reconnaissance in Force 93

Scenario 2: Ambush! 93

Scenario 3: Hold the Line 94

Scenario 4: Fighting Withdrawal 95

Chapter XXII: Cost Estimation 96

Basic Costs 96

Quality Multiple 97

Final Cost 97

Leadership 97

Chapter XXIII: Example Organizations & Equipment 97

Chapter XXIV: Special Character, Skirmish Games and Heroic Combat 98

Special Characters 98

Skirmish Games 98

Heroic Combat 99

Missile Attacks 99

Hand to Hand Combat 99

Penetration and Effect 99

16

"The moral is to the physical as three is to one." ~ Napoleon

"Everything in war is very simple," Clausewitz notes, "but the simplest thing is difficult."

Standards of Valor: FMA in the dark ages.

By: Phillip E. Pournelle based on the game Stargrunt by Jon Tuffley.

Chapter I: Introduction

Legionnaires, Hoplites, Spearmen, Warriors, call them what you will – the infantry have been a round for as long as there have been armies. Over time they have developed new weapons, materials, and fighting techniques but someone still has to slog through the mud and take the fight to the enemy. These rules are for formed unit combat in historic (and not so historic) combat action using miniatures.

Yet another set of miniatures rules? While there are many excellent skirmish and unit level combat games available for play, Standards of Valor is focused on probably the most decisive aspect of warfare in any age, Command and Control. In actual combat leadership will decide the fate of men. Here leaders and heroes are not titans who wade across the battlefield dispatching their foes with abandon but men who inspire others to achieve great feats of arms.

Here the fog of war and friction of conflict reign. Your troops will not move in perfect synchronization like on a parade ground. Generals must place their troops carefully as they engage the enemy and choose where to assert themselves. This game is designed to make players think tactically. You will find that tactics of the era were developed and limited precisely because of the difficulty of controlling dispersed troops across a wide battlefield and the advantages gained by mutually supporting formations.

Standards of Valor is designed to simulate combat between opposing forces from the stone ages through the American Civil War. It can also be used to simulate combat between eras or between forces having different levels of technology such as British colonial eras, etc. For eras approaching or beyond World War I, we recommend using Ground Zero Games’ Stargrunt.

Designers Notes

Standards of Valor is based on the FMA system designed by Ground Zero Games and is an adaptation of the squad level combat game titled Stargrunt. (Stargrunt can be purchased from Geo-Hex at www.geo-hex.com, GZG’s American distributors). We have tried to develop a set of rules that encourages players to think tactically. The rules for Confidence, Motivation, Suppression, Cohesion, etc. are designed in a way that simple frontal assault will in all likelihood not work. On the other hand command and control efforts in the ancient world required battle lines. Players will have to make decisions on where to place their leaders and make their main effort to succeed.

As with Stargrunt, Standards of Valor is a generic rules set – it is designed to be tailored to whatever forces, figures and background you wish to use. We have provided a limited set of army lists for both historical and non-historical armies. If you wish to use your own background or lift one from a film or set of stories, then you may have to adapt some of the rules to fit the particular hardware and style of action from your chosen source. Standards of Valor is also compatible with other GZG products such as Stargrunt and Full Metal Anorak. There are notes on how to use both rules to simulate encounters between cultures at different technical levels.

Using this Rulebook

Throughout these rules, we have included brief Rules Summaries (in the highlighted panel). Much of the main text of the rules is discussed and explained as to why we have done things in a certain way, as well as explaining how the rules actually work. Once you have read through this and understood it, you should only need to refer to the highlighted summary to remind you of how the rule works in play.

For your convenience we have collected all the most important summary boxes together in the Playsheet. Once you are reasonably familiar with Standards of Valor, you should be able to play most games using the Playsheet and minimal reference to the rulebook.

Spirit of the Game

As a reformed power gamer (some would still call me overly competitive) I’d like to provide a word of caution. Many games have exploded in their length and complexity as they attempt to close every loophole created by those seeking to exploit them. The main reason to play is for fun. While players should attempt to play competitively, it is not fun if players seek out and attempt to exploit gaps in the rules. The best ways to prevent this is the use of an impartial umpire to adjudicate rules.

If you do not have an umpire to adjudicate your game, then it is up to the players to think in terms of the spirit of the game, rather than the letter of the rules. Never lose sight of the fact that the rules are simply here to provide a framework to make the game function. You are trying to simulate “real” events (that is events either recreated from history or consistent with your chosen background). You are not playing chess or some other highly formalized game. If something occurs during a game not covered in this rulebook, try to work out logically what would be the most likely outcome if the situation were to be real. If you still can’t agree, then let a die roll decide it.

Above all, remember: Don’t play the rules, play the game.

The role of the Umpire

Umpiring a game can be a lot of fun – often more fun than being a player. This is because you know exactly what is really going on. The players know only exactly what you have told them, which of course may or may not be entirely accurate depending on their intelligence and scouting. This could be based on a historical battle, scene from your chosen genre or a twist upon the theme.

The role of an Umpire in Standards of Valor is similar to that of a game master in a role playing game. You are responsible for running the scenario (and probably for designing it in the first place), informing the players what they can and can’t do, and adjudicating their disputes. Umpiring a miniatures game is not quite as detailed as running an RPG, as most of the time the players are taking care of the turn-by-turn mechanics of play. You are there just to oversee things. You must of course, be fair and impartial. Any dirty tricks you throw in should have the chance of affecting both players. That is unless you are using them to balance an otherwise one sided game.

Good umpiring can make an enjoyable game out of the most unbalanced forces. If one player shows up one night with a “super” army and another has only a motley bunch of poor troops, they can still fight; the umpire just has to bias the scenario so the powerful player has a lot of obstacles put in his way, while the weaker force has much easier objective that is within the grasp of even his limited resources. This gives everyone a good game, as well as putting the clubs power gamer in his place.

Your First Game of Standards of Valor

If you are new to miniatures or to the FMA style of rules in particular, we strongly recommend that you keep your first game or two as simple as possible. Standards of Valor is very straightforward in its basic concept, but some areas are quite unconventional and may take you a while to get used to them.

Read through the rules (just the main sections – don’t worry about the advanced or optional portions just yet) until you are happy that you have grasped the basics. It is important to fully understand the turn sequence, actions/activations, the confidence/reaction systems and the close combat system. Now set up and play a game or two using very small simple forces. We suggest for your first games using only three or four small companies per side. Don’t worry about additional troops like chariots, elephants, or artillery.