The Origawn Territory, June 5th in the 2nd year of the NorthWest Rebellion, a column of Rebel Cavalry approaches the sleepy town of Nulparte Junction.
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| The Rebel cavalry is first on the field. |
Today wasn’t quite the day off I expected but the rules are decided on (in 1 page summary form) and terrain features and placement have been diced for and set up. (Damned uncooperative dice have left me with a rather more open table than is usually seen in the Origawn but at least I put my foot down at their suggestion of a large steep hill topped by a town and woods in one corner!)
I’m not ready to get into a proper campaign yet and didn’t have brain energy and time to devise a scenario so just rolled for entry points and started bringing troops on, cavalry in the lead.
Tomorrow the battle will commence in earnest.
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| Random entry dice were just as saucy but this will do. |
Nothing innovative in the rules, but a slightly different mix with some elements not used by me in years. If it works, I’ll set about a full version.
+1 OR -1 Brilliant Commander or Veteran unit
-2” per minor obstacle. 1/2 speed in woods for infantry, column on road ignores terrain
1 die per 2 front rank figures/ 1 deployed artillery crew.
+1 if artillery, sharpshooters etc +1 if enfilading or firing at dense target.
-1 vs cover etc
Side taking more hits in melee retreats full move may not move next turn. Rout if below 1/2. If case of tie attackers falls back 1/2 move.

