Conquerors and Kings 2023 |
Go to bottom of page for free downloads. |
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All about the CK rules CK is a very "broad brush" set of rules. This means that a spearmen from 2000 BC is treated in the same way as one from 1200 AD. This is because CK concentrates on a player's ability to manage and use an army. CK tests the player's skill at command, rather than his skill at army building. CK will encourage a player's best troop combination to be the equal of his opponent's best troop combination. This will avoid any intrinsic army wide superiority. There are many re- |
Period of warfare covered CK covers the wargamer defined "ancient period". This takes the game from ancient Sumer up until the samurai battles of the sixteenth century. This really is a fudge, but CK needs to fit in with the current status of the hobby. It would be nice to make CK more narrowly defined (e.g hoplite warfare) but players have so many and varied armies that they want use. |
Game Setting |
Associated Peter Pig range |
Game scenario generator |
Game table size CK is a gridded game. Just like the 1998 version. A grid of 6 zones width and 5 zones depth. In 15mm these zones are 10" wide and 6" deep. In 25mm these zones would be 12" wide and 8" deep ( 6ft by roughly 3.5 feet) |
How much scenery is needed |
How many D6 needed |
Measurement method |
Basing of troops |
Typical army A Macedonian army might have 7 pike units, 4 peltast units, 6 foot skirmisher units, 2 mounted units and 2 mounted skirmisher units, plus 2 generals. |
Number of armies The current war book (compilation of army lists) has about 70 armies in it. The war book is free to download from the Peter Pig website. It will be added to quite a lot and still remain a free resource for players. |
Controlling the army |
Role of the general |
Moving system CK always moves from right to left when considering movement or shooting. This makes the game much more manageable rather than randomly picking units here and there. A zone may contain up to three units. Added to this a first skirmish unit does not overcrowd the zone , nor does a first elephant, general or artillery piece. Players should consider what combination they want within a zone. For example a zone containing a cavalry unit, close order foot unit and an artillery piece is badly conceived in terms of combined arms or action. |
Shooting system Close order shooters are allowed 4D6, Auxiliary shooters are allowed 3D6. Skirmisher are allowed 2D6. The total; zone amount is rolled as a single handful. e.g A zone might contain 2 close order shooter units and a skirmish unit. 4+4+2 = 10D6. 5,6 scores are hits. |
Fighting system |
Morale system |
Game length |
Victory conditions |
Changes for 25mm figures |
Scenery |
Battle tactics |
Best parts |
Free downloads for CK |
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Here are some items that gamers can download and print. |
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This all a player needs for each game turn. |
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This is the sheet players write down their battle tactics, scenery choice and general's gifts. |
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This book details all of the armies for CK players. The book will be updated now and then. |
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Some minor errors. Sorry. |
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Historical battles that can be fought in a single game session, using things players will doubtless already have. |
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