CAVALRY RULES A'LA BROM
Rules for introducing Cavalry into Larry Brom's A Glint of Bayonets ACW rules.
Introduction:
The Jackson Gamers have played with many versions of Larry Brom's rules, for almost 30 years. We have found that they are just complicated enough for us, but simple enough so that we can remember them. The set that Larry now calls A Glint of Bayonets originally had no name, but we used it time and time again.
In preparing that set of rules to be commercially published, Larry made the decison to eliminate cavalry from the game. His reasoning (we believe) was that no large ACW battle was ever decided by cavalry and that in his games it often had an importance that it did not have in the real actions. This cut out a very fun part of the game. The Jackson Gamers now offer to you, Larry Brom's "Lost" cavalry rules, to go be used with games played using A Glint of Bayonets
The regular rules in A Glint of Bayonets apply unles changed by this variant.
I must confess that I have yeilded to the temptation to make a few "improvements" to the master's work. This is something like an art student "touching up" one of Leonardo da Vinci's paintings. If you must know, the Additional Movement section is not "Original Brom Equipment". I have always believed that cavalry moved too slowly!
Enjoy!
Jay Stribling - Jackson MS June 2005
Game Cards and Sequencing:
A. Add into the deck face cards, one red face card for each Confederate cavalry brigade and one black face card for each Union cavalry brigade.
B. Cavalry may also move on the "Free Move" cards.
C. In addition to being able to move on face cards, or free move cards, each cavalry brigade is entitled to Additional movement
Additional Movement
A. Additional movement for cavalry units takes place after all other movement but before any fire.
Cavalry Organization
A. We have always used 8 stands, each with two figures mounted on them to represent a regiment.
B. If you have cavalry units with figures mounted in threes, that can be used with no change.
C. If you have cavalry units with figures mounted id fours, or in differing numbers, use them as you have them, but in firing, use the optional method at bottom. For close combat, roll one D6 for every pair of troopers, rather than strictly going by stands.
Cavalry Formations
A. Legal Formations during a game are; Lines, Columns, and Dis-ordered.
B. Units can change formations at the end of their move with no penalties.
Movement
A. May get "Additional movement" - see above.
Fire
A. Use firing ranges, weapon types as in "Glint of Bayonets" or see "Optional Firing Chart, at bottomHorse Artillery:
A. Horse batteries are assumed to have more horses and may move 3D6 and still fire. 4D6 if they do not fire.
B. Artillery may not move through or over walls or hedges, if there is no gate, unless the game-master wishes to remove this restriciton by assuming that gates or breaches so exist, to facilitate their movement. This applies to "Field" batteries also.
Casualties:
A. This rule set will not differentiate between casualties to the man or the horse. Either puts the miniature figure out of action.Morale Rules:
A. Cavalry is tested in exactly the same manner as for other types of units.
B. Dismounted cavalry that "fall back" will roll move distace as mounted. They first move to their horses, then mount (using one D6 of movement for that) then will move the remainder of their movement to the rear mounted.
C. A cavalry unit that "halts" or "falls back" due to morale, and still is engaged in close combat, will fight at -1 on the close combat dice.
Close Combat
A. The close combat factor for cavalry, when fighting infantry, is exactly that of infantry.
B. Attacking cavalry which attempts to Close Into Combat and did not have the Morale roll to do so may stop 1" from target like infantry, or may move to the rear with any remaining move distance.
C. Cavalry rarely closed frontally on infantry. Unless the infantry fails it's "To stand" morale test, or is in fall back status, attacking cavalry may not close from the front.
D. Standing Cavalry (didn't move on their last move attempt)fight Close Combat minus 1
on their die.
E. Infantry may support dismounted cavalry but not mounted cavalry.
F. All the stands of attacking cavalry IN LINE that Close get to fight and if any one stand of a
defending unit IN LINE is contacted, the whole unit fights.
G. Cavalry units attacking or defending IN COLUMN may only fight with the first two ranks of troops, the others suffer the outcome but are unable to take part.
Rear Attacks:
A. Cavalry attacking in enemy's rear need not check Morale to close.
Falling Back Units
A. Move directly to their rear a double move distance and do not effect friendly rearward
units. (take no terrain penalties).
B. If they collide with enemy units, roll Morale at minus 1 to see if they fight. If they
do, they fight at minus 1 from their close combat die roll. If they fail,,with less then 8 Morale, they surrender.
C. Falling Back units are in that state until they next pass command response.
Cavalry - Misc:
A. Standing Cavalry (didn't move on their last move attempt)fight Close Combat minus 1
on their die.
C. Can mount or dis-mount in place or before or after movement by losing 1 D6 of movement distance.
D. Only dis-mounted Cav. can fire unless stated differently in rules
E. Mounted Cavalry may not enter close combat against towns, forts, etc.
- must dismount first.
F. Cavalry MAY fire on a turn in which it dismounted.
G. Cavalry may not mount or dismount if command control die roll failed.
H. Cavalry will NEVER be "caught" by enemy infantry, unless surrounded. Even if all movement is exhausted, cavalry may always move enough to keep ahead of advancing enemy infantry.
H. Even if completly surrounded Mounted Cavalry may always "cut their way out" unless they have been routed. Roll a D6 for each man, 1,2,3 = captured, 4,5,6 = escapes and is placed beyond the enemy. Cavalry that "cuts thier way out" is considered to be in fall back status.
In Towns:
A. Only dismounted cavalry may occupy towns.
B.Mounted cavalry may move through unoccupied or "friendly-held" towns on roads. May not stop inside.
C.To enter unoccupied town, the cavalry unit must move up to the edge, dismount, and stand for one full
move during which they cannot fire. On their next move the unit has occupied the houses and walls of the town.
D.To attack a Town in Close-Combat, the cavalry must be dismounted, before moving against the town.
consideration all morale and firing modifiers.
E.One-half of all dismounted cavalry stands in a Town can always fire out in any one
direction, regardless of facing direction. Artillery can only fire in their facing direction.
F. Horseholders may be in the town but may not fire or take part in close combat.
Movement Chart:
TYPE | LINE | COLUMN | ROAD | WOODS, HILLS | WATER |
Dismounted Cav/Inf | 2 Dice | 3 Dice | 4 Dice | Lose low die | Lose High Die |
Mounted Infantry | 3 Dice | 4 Dice | 5 Dice | Lose high die | Lose low die |
Mounted Cavalry | 4 Dice | 5 Dice | 6 Dice | Lose high die | Lose low die |
Horse Artillery | Movement only = 4 dice | Move &: fire = 3 Dice |
OPTIONAL FIRING CHART
FIRING UNIT | FORMATIONS IN OPEN | FORMATIONS IN COVER | ARTILLERY IN OPEN | ARTILLERY IN COVER |
Rifles - 24" range | 4-5-6 | 5-6 | 5-6 | 6 |
Carbines - 15" range | 4-5-6 | 5-6 | 5-6 | 6 |
Return to the Jackson Gamers' Rules page
Return to the Jackson Gamers' homepage
Angelfire - Free Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!
Thank you for visiting the Jackson Gamers' pages at Angelfire. Please come back and visit again!