For those who don't know S&R is a game system designed to recreate skirmish games with 28, 20 or 15mm miniatures.
This is a little review extract from Slorm Wargames:
The
ruleset has 26 pages, where the rules only are in 16, the other are for
cover, sample scenarios and markers, support addresses and quick
reference sheet. The book is plenty of photos with very good painted
miniatures, all the pages have a light brown/sepia colour that is very
printer unfriendly.
Let's take a look a on the
wargaming system. The wargame have been thought to be played for battles
between 1700 and 1900, but there are projects for expanding it to
another periods. The troops have a combat stat called C, that is used for Close Combat resolution.
The turn has various phases:
1.- Action Points,
that are rolled with three dices, adding the scores. Each player roll
for his Action Points, getting a number from 3 to 18. Those points will
be used on the next phases to activate the troops, no more than three
times. The player with more Action Points starts to play.
2.- Movement, the players can choose his
troops to move them, the troops can move in formation in a lower rate
than the unformed troops. The movement rates are the same for every type
of infantry, and a bit more for every type of cavalry troop.
3.- Firing, the troops that have an enemy in
his Line of Sight, and are armed with a firing weapon can fire at the
enemy. It is solved rolling two dices, and adding the scores, if that
number is here than the established one by the range, it's a hit. The
troops can aim their shoots, for rolling an additional dice when firing.
The hits are rolled under a 4+, higher scores become a dead. After the
firing, normally you have to reload your weapon, and it cost Action
Points.
4.- Combat, the base to base contacted
miniatures can start a melee, each miniature roll 3d6, and each score
under his C value will be a hit, resolved in the same way than the
firing hits.
The troops can be moved alone, or forming a
group, the group movement let the player saving Action Points. Normally
the first activation of a troop, cost less than the others activations.
There are a lot of special rules to upgrade, or downgrade the troops, creating different types of troops.
The army lists are being published for free from the S&R blog, with all the troops and weapon stats.
If we take a look on the troops stats, we can see:
Westernized Troops
AV=2/2/3; C=4
0-1 Officer (Leader), katana and revolver (10/0), 21 pts
AV=2/2/3; C=4
0-1 Officer (Leader), katana and revolver (10/0), 21 pts
6-20 Privates, Muzzle-loading musket (30/2), bayonet, 17 pts
Notes and options
You can swap all muzzle-loading muskets with breech-loading musktes (30/1) at +5pts per figure (bayonet can stay fixed during while loading).
You can swap all muzzle-loading muskets with breech-loading musktes (30/1) at +5pts per figure (bayonet can stay fixed during while loading).
AV= 2/2/3, means that the first activation costs 1 point, the second 2, and the third 3 points
C = 4, means that when the soldier is shooting you will impact in melee with a 4 or less.
0-1 Officer (Leader) katana and revolver (10/0), means that you can
only have between 0 and 1 Officer; he will be the Leader (Special Rule)
bearing a katana and a revolver.
The katana is a melee weapon that allows to re-roll 1D6 in close combat.
The Revolver (10/0), means that it haves an effective range of 10, so
with a 7+ it hits inside this range. The "0" after the dash means that
the weapon is reloaded automatically. The Officer costs 21 pts.
If we take a look on the Privates, we see that we
must have between 6 to 20 soldiers, armed with a Muzzle-Loading musket that has a 30cm effective range, and that requires 2 action point
to be reloaded. Each soldier costs 17 pts.