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Bayonet - Scale

Groundscale

Each side consists of upto 100 figures, with as many Officers as seems appropriate. Composition, balance and victory conditions depend upon the campaign background.
Each 1 figure represents 1 (or a few) individual(s), or a single (small) vehicle or artillery piece. Heavy weapons, and rapidly moving or larger vehicles can be off-table or treated as terrain.
Groundscale using 25 mm figures is ~ 1 : 100 (to 1 : 50 inside structures). Distances are measured in inches on the table.
Using 25 mm figures, foot troops should be based with 20 mm frontage and depth, etc.

Timescale

The 2 sides take alternate bounds, each represents about 5 [2 - 3] seconds. During each bound:


1     Either: Roll 1D6 (etc.) Player Initiative Points (PIPs) for each Officer, then make up to the number of moves the score permits.
      Or: If there are no clear Officer, each group rolls equal or less than the total number of groups to move. A result of 6 always succeeds.


2     Moving figures roll Perception if necessary. Moves can be truncated in the case of ambush, etc.


3     Opposing figures roll Perception if necessary.


4     General infantry, full time (infantry) soldiers.


5     Normal Fire: Opposing figures shoot if they are not in contact with enemy, in an order decided by their side. Outcome moves are immediate.


6     Figures on both sides that are in contact with enemy, fight Hand-to-Hand and make or inflict outcome moves, in an order decided by the side whose bound

       it is. Outcome moves are immediate.

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