We’re diving into Chevauchee’s core rules with a quick look at the turn sequence and how models activate!
Chevauchee uses an alternating activation system, designed to make play reactive without bogging the action down with unnecessary dice rolls.
At the start of every turn, each player rolls 1d6 and adds the highest initiative value from their assembled warband. The player with the highest score chooses which fighter to activate first!
Activated Fighters get the choice of six different actions, allowing them to engage the enemy in a wide variety of different ways. Shocked Fighters must pass an order test to act – if they fail, they’re paralysed by fear and dive for cover!
We’ll have more on activating Fighters in a future article!
Once the first Fighter has activated, play passes to the next player who chooses one of their Fighters.
If a player’s total number of Fighters ever exceeds their opponent by 2:1 or more, they must activate 2 (or more) Fighters before their opponent activates.
Once all Fighters have been activated, the turn ends and all players roll initiative again.
Chevauchee has been designed to be frenetic and fast-paced, with battles that are constantly evolving as the combatants swirl around each other in the melee.
I’ve taken inspiration from games like Beyond the Gates of Antares and the latest edition of Necromunda, which incoporate similar systems – something that I think that has contributed to their success as fantastic quick-play games!
One problem with strict alternate activation systems is that if there is a numerical imbalance between the two forces – either because of choices made when building the force or through casualties – one player is left twiddling their thumbs while the other player moves the remainder of their models.
To try and mitigate this, if the imbalance ever exceeds 2:1, the advantaged player must make multiple activations rather than saving them all up till the end.
We’re taking a look at the history of the Hundred Years War!