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Flintloques, Muskets, and Long Rifles

Flintloques, Muskets, and Long Rifles Two Hour Wargames in the world of Valon
Introduction
As some of you may know, Ive spent a good part of the past couple of years working on Muskets and Mohawks/ Long Rifles, the new French and Indian War skirmish rules published by Two Hour Wargames. As others of you may know, I am a great fan of Alternate Armies Flintloque and Slaughterloo black powder fantasy rules. Finally as a subset of the above groups some of you may have noticed that the majority of my play test games for Muskets and Mohawks took place in the fantasy world of Valon. For those of you unfamiliar with the wonder that is Valon, it is a fantasy world populated by the usual suspects, orcs, elves, dwarves, and a few less usual, dogmen, bipedal toads, and rabbits, etc. Valon was once your typical fantasy world until, that is, the advent of black powder. Having harnessed the power of black powders the fantasy races banished humanity to the fringes (if humans survive at all), and fell to fighting amongst themselves in a manner strangely analogous to our own Napoleonic Wars. Those wishing more information on Valon, its, wars, and its people, are directed to http://www.alternativearmies.com/ . Here then, is a way to skirmish in Valon using Two Hour Wargames Muskets and Mohawks and/or Long Rifle. First we will take a look at how Flintloques experience levels and troop types translate to THW figures. Next racial statistics will be provided for all of the races and mounts currently available in the free Flintloque Lite version of the rules. Finally we close with a few thoughts on conversion methods and how players might wish to covert some aspects of the game on their own.

Experience Levels
The first step in converting a character from Flintloque to M&M/LR is to determine the characters Rep. The table below lists each Flintloque experience level matched to a figure Rep in M&M/LR. Of course if you wish to randomly generate a section and start playing straight away you can always use the section generation rules in M&M/LR and have at it. Experience Rating Raw Average Experienced Veteran Legendary Flintloque Alternative Armies 2009 Muskets and Mohawks and Long Rifles Two Hour Wargames 2011 Additional Material Bob Minadeo 2011 Rep 3 4 5 6 7

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Some of you who may already be familiar with Two Hour Wargames rules may be taken aback by the possibility of there being Rep 6 and 7 characters on the table. Fear not. While such figures are indeed mighty fighters even they may succumb to the dreaded Obviously Dead result and drop from a single wound.

Troop Type
While both games feature the same the troop types as befits any black powder period game, there are some differences in how these types affect play. You may simply use the troop descriptions in M&M/LR or add the rules listed in the following table to your Valonian troops of each given type. The Worthy and the Chosen Troop Type Regular Light Grenadier Cavalry Gunner Marine Elite The Forlorn and the Desperate (None may be elite) Troop Type Militia Guerilla Irregular Civilian

Notes Must remain within 15 of section leader or suffer -1 to Rep for Reaction Tests Roll extra d6 when firing. Discard lowest d6 +1 d6 in melee. Must remain within 20 of section leader or suffer -1 to Rep for Reaction Tests +3d6 in melee when charging. Always count as Rushed Shot when mounted -1 d6 in Melee +1d6 in melee. Must remain within 10 of section leader or suffer -1 Rep for Reaction Tests. +1d6 for Reaction Tests

Notes Always Rush Shot. Must stay within 8 of section leader or -1 to Rep for Reaction Tests. +1d6 in melee. Rolls additional d6 when firing, discarding lowest. -1 to Rep for Reaction Tests +1 d6 in melee -1d6 in charge test and melee.

Racial Statistics
We use four stats to define figures in Flintloques and Muskets, Move, Tough, Save, Melee. Move is the figures normal move distance in inches.

Flintloque Alternative Armies 2009 Muskets and Mohawks and Long Rifles Two Hour Wargames 2011 Additional Material Bob Minadeo 2011

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Flintloques, Muskets, and Long Rifles


Tough is a modifier subtracted from a weapons impact when testing on the Ranged Combat Damage Table. Note that a negative number here would actually serve to increase the weapons impact. Save When a figure has suffered damage, it may roll 1d6 versus its save value, to try and lessen the effect of that hit. A success will reduce an OD to OoF, OoF to Knock Down, and a Knock Down to no effect. Melee is the number of dice the figures adds to its Rep when conducting hand to hand combat. Note a negative number here will reduce the number of dice the figure will roll.

Racial Statistics Table


Race FERACH ELF TODORONI (LITTLE) TODORONI (BIG) DWARF DOGMAN OGRE BURROVIAN (SMAL) BURROVIAN (BIG) WILD ELF ORC LOWLAND RAT HIGHLAND RAT HOB GOBLIN BOG ORC GOBLIN DARK ELF CENTAUR WEREWOLF (SMALL) WEREWOLF (BIG) TROLKA TROLKIN OTHARI HALFLING Move 8 7 5 4 6 4 8 7 8 6 6 7 8 6 5 7 18 8 7 5 8 7 7 Tough 0 -1 0 0 -1 1 -1 0 -1 0 -1 0 -1 0 -1 -1 1 0 1 2 -1 -1 0 Save 0 0 1 1 1 2 0 1 1 1 0 1 0 1 0 0 1 0 1 3 0 0 0 Melee 0 -1 1 0 0 2 -1 1 1 1 -1 1 -1 2 -1 -1 1 1 2 3 0 0 2

Flintloque Alternative Armies 2009 Muskets and Mohawks and Long Rifles Two Hour Wargames 2011 Additional Material Bob Minadeo 2011

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Flintloques, Muskets, and Long Rifles


Mount Statistics
When fighting a mounted figure the first hit will always affect the mount. Use the mounts Tough to modify the weapons impact when determining ranged damage. Mounts ignore Knock Down and are removed from play on an OD or OoF. When a figures mount is removed from play, place the dismounted figure in the spot where the mount was and treat the figure as Stunned. A mounts Melee value is the number of dice added to the riders Rep when conducting hand to hand combat. Mount Statistics Table Cavalry LIGHT HORSE HEAVY HORSE PIGMY HIPPO BOAR / MUSK OX PIG MOOSE DONKEY / PONY RHINO UNICORN HIGHLAND COW RAM LIGHT LIZARD HEAVY LIZARD DODO OTHARI CAMEL HALFLING SHEEP SKELETAL HORSE ZOMBIE HORSE FLYING MOUNT Move 13 12 9 11 10 8 10 8 14 10 12 13 9 10 8 10 12 12 14 Tough 1 1 2 1 1 3 2 3 1 2 1 1 2 1 2 0 2 1 1 Melee -1 0 1 -1 0 1 -1 1 -1 1 -1 1 0 0 1 0 -1 1 -1

Additional Conversions
As you may have noticed a lot of elements unique to Flintloque have been left out. This has been done primarily for speed of play, allowing players of Flintloques and Muskets to field more figures than are typically comfortable to field in a straight up game of Flintloque.

Flintloque Alternative Armies 2009 Muskets and Mohawks and Long Rifles Two Hour Wargames 2011 Additional Material Bob Minadeo 2011

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Strictly for ease of use, centimeters are converted to inches on a two for one basis and vice versa. I actually prefer inches, as they are a bit less fiddly to work with. The downside of such conversion is some loss of granularity as half inches are rounded up to whole in order to easily determine Fast Moves. Finally, appended below you will find a handy percentage/d10/d6 table that will allow players to convert other factors such as skills and racial traits, into M&M/LR terms. This is included so that players may add in as much extra detail from Flintloque as they wish. Example In Flintloque, Ferach Elves automatically add 5% to their chance to hit a target. Checking the row of the Dice Conversion table below we see that 5% yields no change in terms of a six sided die. However were that 5% to be combined with some other factor that brings the bonus up to 10%, players could rule that the Elf in question may add one to his Rep when firing. The table could also be used to convert the entirety of M&M/LR to a game using ten sided dice rather than six sided dice. I have actually done this and then discarded the change as too fiddly. However that doesnt mean that your players will agree. So give it a go if you have a mind to.

Conversion Factors
Percent 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 95% 100% d10 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 d6 0 1 1 1 2 2 2 2 3 3 3 4 4 4 5 5 5 5 6 6

Flintloque Alternative Armies 2009 Muskets and Mohawks and Long Rifles Two Hour Wargames 2011 Additional Material Bob Minadeo 2011

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Final Thoughts
I trust you have found the preceding though provoking or at least somewhat less than banal as you have continued to read this far. In closing remember that there are as many styles of game as there are players to play them. By expanding the styles of game for which Alternative Armies figures may be employed it is my hope that the ranks of Valonian gamers will expand a bit, and that is no bad thing. Should you discover some point on which no agreement can be made between your players, simply roll a dice. Odds one side wins the argument, and tails the other side does. Note down the conflict and play on! Nothing should be allowed to hold up the game and any differences of opinion may be expanded upon infinitum post game should a protagonist and antagonist be sufficiently interested in the discussion! Should you wish to discuss any of the foregoing I may be reached through the Two Hour Wargames Yahoo group at: http://games.groups.yahoo.com/group/twohourwargames/ or the Alternative Armies Notables Yahoo group at http://games.groups.yahoo.com/group/notablemembers/ . Bob Minadeo Evesham, 2012

This article is an updating of the Flintloques and Muskets article first seen in The Orcs in the Webbe ( http://www.orcsinthewebbe.co.uk/ ) Advent Calendar for 2011. At that time Muskets and Mohawks/Long Rifle were not in production and some changes have been made so that this document is in synch with the published rules.

Flintloque Alternative Armies 2009 Muskets and Mohawks and Long Rifles Two Hour Wargames 2011 Additional Material Bob Minadeo 2011

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