Reasonable Brom

LARRY BROM’S RULES AS MODIFIED FOR THE 18TH CENTURY

Still incomplete, these rules are my second attempt to modify Larry Brom’s “Standard” rules for the 19th century. Not finished, anyone familiar with the original should be able to use these.

1. Pre-Game Preparation

The basic units of the game are the Infantry Battalions, the Cavalry Regiments or the Artillery Batteries of each army. The Jackson gamers use 15mm soldiers mounted on bases. Four bases with three infantrymen each make up an Infantry Battalion. Four bases with two cavalrymen each make up a Cavalry Regiment. One base, containing a cannon and four gunners makes up an artillery battery. If your army is not organized like this, it will not matter, long as your can group your miniature soldiers into battalions, regiments and batteries.

The units of each army are organized into brigades of 2 to 4 units. These brigades are then allocated to each of the four parts of the army, the Right Flank, the Center, the Left Flank or the Reserve. Prepare a Random Move Card for each part (right, left, center and reserve) of both armies. These Random Move Cars are then shuffled into a mixed deck. Also a two "Bonus" cards and a "Staff" card for should be added for each army.

The Game-Master will have set up a battlefield with hills, woodlands, roads and perhaps streams and areas of broken ground. Upon this table each army will be deployed. The best way is to set up a curtain or barrier down the midst of the table and then each side may deploy, hidden from the view of the enemy, within the limits set up the by Game-Master.

The Jackson gamers have found that a 12" deployment, in from the rear edge of the game table, gives a balanced game with a good deal of time before the armies get into true battle. An 18" deployment allows the armies to come to grips much more quickly. A deployment "anywhere on your side of the screen" generally produces hair-raising results!

Units in woods, towns, or behind hills can be kept off as "concealed" and may be revealed when they fire, move out of cover, or the enemy closes to within 6" of their position.

All of the reserves are on the table, none are held off, unless by special arrangement with the Game-Master.

The Game-Master will make each side aqquainted with the victory conditions (Why we fight!) and the length of the game if a time or turn limit has been set.

2. The Sequence of the Game

THE MOVEMENT PHASE. Turn over top card of the shuffled Random Card deck. Part of the army may now move if it's Staff Officer passes Command Response (See Chart). If the card is a "bonus" card, that army may now move any one unit that the commander-in-chief chooses. If the card is a "Staff" card, officers may be freely moved to any part of the army. When all cards are turned and all the units have moved or chosen not to move, then the movement phase of turn is completed.

Note that Infantry Battalions and Cavalry Regiments which are moving to attack the enemy with cold steel must stop 1" before they hit the enemy, to allow the enemy the chance to react, or fire.

THE FIRE PHASE - Artillery All batteries may designate a target and then fire. Mark casualties and the units fired upon must test morale if one or more stands has been lost. Artillery units being fired upon by enemy batteries must test morale if one or more of the gunner figures has been lost. Artillery units that did not move fire before artillery units that did move, and casualties inflicted upon moving enemy batteries may call for a morale test before they fire back.

THE FIRE PHASE - Infantry All infantry battalions which are NOT charging the enemy may now fire at targets to their front. Mark casualties and the units fired upon must test morale if one or more stands has been lost. Artillery units being fired upon by enemy batteries must test morale if one or more of the gunner figures has been lost. Iinfantry units that did not move fire before artillery units that did move, and casualties inflicted upon moving enemy batteries may call for a morale test before they fire back. Units that are charging the enemy do not fire.

THE MELEE PHASE All units which charged the enemy and which did not have a morale failure due to fire, must now test morale to see if they close upon the enemy. If not they back up 6".

All units which are being charged (Enemy units attacking them did not have a morale failure due to fire or failure to close upon the enemy) now test more to see if they will stand. If not, they will act according to the morale chart results.

Resolve all close combats between units which closed into Melee and units which stood for Melee. Remove casualties and test morale of the losing units which will act according to the morale chart results.

Winning units may now execute "Bonus Moves" which may set off a new melee phase.

THE EVALUATION & RALLY PHASE - Check to see if one army has fulfilled it's victory condtions, set out at the beginning of the game by the Game-Master.

All units which routed on a PREVIOUS turn (NOT this turn) may now attempt to rally from their rout.

Units which have been reduced to less than 1/2 strength now leave the field unless an officer is attached to them.

The SPIRIT OF THE ARMY is tested to see if the will to continue is there. If so, re-shuffle the Random Card Deck and began the next turn.

3. Mounted Staff
A. Mounted Staff have a 12" zone of control.
B. Army Commanders can influence any units. Other Staff only their own.
C. Staff in front rank of unit add their Morale Bonus, but have a 10% chance of being killed.
D. Individual Staff cannot be fired at.
E. If they lose a Close Combat a "0" kills; a "9" captures.
F. Staff involved in Rally attempt exercise no other command functions that turn.
G. Unattached Staff move when "Staff" card is drawn. Staff react to the Morale roll of any unit they are attached to. They leave the field when their last unit leaves.

4. Troop Formations
A. Legal Formations during a game are; Lines, Columns, Squares, and Disordered.
B. Units can change formations at the end of their move with no penalties.
C. Units can move through friendly units with no disruptions to either.
D. If Lines are deployed closer then 2" to each other (front to back) they are considered "Column" targets.

5. Movement
A. Use variable Move dice for distance. (See Chart).
B. All measuring is from front-center to front-center.
C. No restrictions for changing Formations or Facing direction.
D. Units must start on road and move the entire turn on the road to get the road bonus.
E. Can move through friendly units with no ill effect to either.

6. Infantry Fire
A. All fire is by Regts., two ranks only, 60 degree cone to the front.
B. Elevated rearward units at least 3" behind another can fire overhead fire.
C. Measuring is from head-to head.
D. Infantry and Cavalry lines and deployed batteries take normal "hits" (see Firing Chart). Disordered units are as "in-cover". All other formations add 1 to "hit" numbers.

7. Artillery
A. Artillery fire is by battery, direct line of sight, within a 60'cone to the front.
B. See Overhead Fire Graph for that type of fire.
C. 0n level ground all fire is at foremost target unit.
D. Batteries can be "spiked" anytime by rolling any number but a 6.
E. Falling Back artillery takes guns with them (except in woods).
F. Routed batteries leave their guns in place.
G. Abandoned guns can only be manned by artillerymen. Can be moved by anyone.
H. Batteries can pivot on their center without rolling Command Response for moving and are not considered to have moved.

8. Casualties.
A. Are consolidated onto one stand at owners choice, to his advantage.
B. Takes two hits to mark 1 artillery crew casualty.

9. Morale

Initial Morale Chart
D6 roll Elite CavalryLine CavalryElite InfantryLine Infantry
0
2
1
2
1
1
3
2
3
2
2
3
2
3
2
3
3
3
3
3
4
4
3
4
3
5
4
3
4
3
6
4
4
4
4

A. Initial Morale Roll 1 D6 and use Initial Morale Rating Chart to determine a units Basic Morale when first having to check Morale. Second-rate units (as defined by game-master) will subtract 1 from this D6 roll.
B. When to check Morale

C. To Check Morale
Add number rolled on 6-sided die to units' current Morale rating.
D. Morale Results

E. Morale Altered Permanently
a. 1f a unit routs another by fire - raise Morale 1 point.
b. If a unit wins a Close Combat - raise Morale 1 point.
c. If a unit Routs due to enemy action - lower Morale 1 point.
d. When a unit is less then 5O% strength - lower Morale 1 point.

F. Morale Altered Temporarily
a. Units in towns, forts, trenches, etc. -raise Morale 1 point.
b. Infantry in Square or supported line formation - raise Morale 1 point.
c. Staff attached to unit adds his Morale Bonus.
d. Units attacked in rear or menaced by enemy cavalry in rear - lower Morale 1 point.

ALL THESE MORALE ALTERATIONS ARE MADE INSTANTLY AS THE CAUSE OCCURS!

Supported line is having friendly unit (not disordered) to rear within 6” facing in same direction as unit being supported, OR Infantry unit in line with friendly infantry or cavalry within 2” on each flank.

10. Close Combat
A. Attacker moves units towards target units and halts 1' away. Cannot fire, but takes any defending fire and checks Morale.
B. Attacker attempts to Close Into Combat with a Morale roll. if he fails, Stops 1" from target.
C. If attacker closes defender checks Morale and acts accordingly.
D. If Close Combat occurs, fight individual stands in combat (see Combat Factors Chart). Stands that lose with 1 or 2 on their die take that many casualties. Others just fall back.
E. Loser of Close Combat checks Morale. A 6 or more, Falls Back in good order. Less than 6, loser Routs.
F. Attacker trying to Close and target is gone, can:
a. Occupy vacated position and reform or reface.
b. Pursue moved target if distance allows.
c. Attempt to Close on another target within 45 degree cone.
G. Defender can "support" any attacked unit within 4" by checking Morale and acting accordingly.
H. All the stands of attacking units that Close get to fight and if any one stand of a defending unit is contacted, the whole unit fights.
I. Multi-unit Combats are fought in the sequence that they made contact.
J. Casualty stands of a unit fight last (except for officers)and subtract 1 from their die for each casualty.
K. Mounted Staff Officers are the last to fight in any Close Combat.
L When all Close Combats are resolved make all Morale adjustments, move losing units to new locations, check Morale of any Units that lost their Staff, and then take winners "Bonus Options".

M. Defending cavalry or light infantry - that has not moved - can attempt to pull away from an attacker. Check morale if it fails, unit Routs.
N. Artillery batteries cannot support in Close Combat.
0. Infantry in Squares, towns, forts, etc. lose any bonuses if they move out to support any Close Combats.
P. Units fight in close combat in the same order they are moved into it.

11.Rear Attacks
A. Must start out of 180' observation cone.
B. Attacker need not check Morale.
C. Defender checks Morale at minus 1, if he fails, he Routs.

12. 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 minus 1 from their die roll. If they fail with less then 6 Morale, they surrender.
C. Falling Back units are in that state until their next normal move.

13. Routed Units
A. Move as Falling Back units above. (mark new location with marker)
B. Any friendly units within 4" of Routers original location as well as any unit passed through must check their Morale.
C. Routed units that collide with organized enemy are captured.
D. Routed units that take casualties from fire check Morale to stand in place. If not, rout again with all implications.
E. Routed units attacked in Close Combat automatically rout again (one D6 for casualties). Attacker gets no bonus.
F. At end of next game turn attempt to Rally routed units. If not,leave the table, out of the game.
G. Staff Officer must reach Rout Marker to aid in Rally attempt.

14. Cavalry
A. Standing Cavalry (didn't move on their last move attempt)fight Close Combat minus 1 on their die.
B. Squares and supported infantry lines versus Cavalry always stand and get a Combat Bonus.
C. Light cavalry may mount or dismount in place or move up to 1/2 their move distance and still do so.
D. Only dismounted light cavalry. can fire unless stated differently in game notes.
E. Dismounted cavalry fight close Combat as Infantry.
F. Mounted cavalry against towns, forts, etc. fights minus 1 from Combat die roll.
G. Light cavalry MAY fire on a turn in which it dismounted provided it did NOT move.
H. Cavalry may not mount or dismount if command control die roll failed.

15. Disordered units
A. Fire at -1 on all dice.
B. Fight -1 to the dice in close combat

16. Terrain Considerations
A. All woods, towns, bridges, walls, etc. are considered ground level terrain. Hills are the only elevations.
B. To see or fire over an obstacle - woods, towns, troop formations, etc. one must be on a forward slope (hills should be 'so marked) and the target must be 12' or more beyond said obstacle. (See Graph).
C. Troops in woods, towns, or behind fences, walls, and hedges are considered "in cover" for firing purposes.
D. All hills cause movement penalties and units on opposite sides of the "crest-line" cannot be seen or fired upon.
E. Woods

  1. Cause movement penalties.
  2. Troops at edge can fire into or out of and can be fired upon.
  3. Troops within cannot be seen until viewer is at the edge. (Visibility and firing range inside woods is 6")
  4. No artillery can move through woods, but it can be deployed at the edge, visible and capable of being fired upon (is in cover) and firing. If, however the crew ever falls back due to morale the guns must stand abandoned.

F. In Towns.

  1. Troops inside are concealed until viewer is 6' away.
  2. Units inside add 1 point to their current morale rating.
  3. To enter unoccupied town, the unit must move up to the edge and stand for one full move during which they cannot fire. On their next move the whole unit can enter and line the walls.
  4. To attack a Town in Close-Combat, the normal procedure is followed taking into consideration all morale and firing modifiers.
  5. One-half of all the infantry stands in a Town can always fire out in any one direction, regardless of facing direction. Artillery can only fire in their facing direction.
  6. To leave a Town, roll 2 movement dice and move out that distance. (measured from the center of the Town) in any direction and any formation.

MOVEMENT CHART
TYPE LINECOLUMNROADWOODSHILLS WATER
Infantry6”10”12” in columnLose D6Lose D6Lose D6
Light Inf. Same as above but no terrain modifiers
Heavy Cavalry12”16”24” in column Lose 2xD6 Lose D6Lose D6
Light Cavalry16”20”24” in columnLose 2xD6 Lose D6Lose D6
Mounted Staff 20” No Terrain penalty
Light Guns10” limbered 4” hand push12” limbered Lose D6 Lose D6Lose 2 D6
Medium Guns8” limbered2” hand push12” limberedLose D6 on hills Lose D6Lose 2 D6
Heavy guns6” limbered1” hand push 12” limberedLose D6 on hillsLose D6Lose 2 D6
Horse Artillery12” limbered4” hand push 20” limbered Lose D6 on hillsLose D6Lose 2 D6

NOTES: Infantry may fire if they moved ˝ or less
NOTES: Artillery: Woods = not allowed, Takes 1 move to unlimber Takes ˝ move to limber up
SMALL ARMS FIRING CHART
FIRING UNIT INF/CAV - OPENINF/CAV - COVERART/SKIR -OPEN ART/SKIR - COVER
Muskets to 3”
4-5-6
5-6
5-6
6
Muskets 3” to 6”
5-6
6
6
6
Rifles to 6”
5-6
5-6
5-6
6
Rifles 6” to 12”
6
6
6
6

INFANTRY FIRE: Roll 1 six-sided die for each firing stand. Above numbers "hit" and inflict 1 casualty on the target unit. Stands with casualties on them may not fire. Takes 2 hits to inflict 1 casualty on artillerists or skirmishers.

MODIFIERS
+ 1 to each dice thrown for above when:

ARTILLERY FIRING CHART - CANNISTER
FIRING UNIT
Roll 1 D6 per gunner on battery
RANGEFORMATION IN OPENFORMATION IN COVERARTILLERY IN OPENARTILLERY IN COVERFIRE EACH TURN?
Light Guns
6"
4-5-6
5-6
5-6
6
1=Yes
Medium Guns
8"
4-5-6
5-6
5-6
6
2=Yes
Heavy Guns
10"
4-5-6
5-6
5-6
6
3=Yes
Field Howitzers
6"
4-5-6
4-5-6
5-6
5-6
3=Yes
Heavy Howitzers
8"
4-5-6
4-5-6
5-6
5-6
4=Yes
Siege Guns
6"
4-5-6
5-6
5-6
6
No

ARTILLERY FIRING CHART - BALL
FIRING UNIT
Roll 1 D6 per battery
RANGEFORMATION IN OPENFORMATION IN COVERARTILLERY IN OPENARTILLERY IN COVERFIRE EACH TURN?
Light Guns
20"
4-5-6
5-6
5-6
6
1=Yes
Medium Guns
28"
4-5-6
5-6
5-6
6
2=Yes
Heavy Guns
36"
4-5-6
5-6
5-6
6
3=Yes
Field Howitzers
24"
5-6
4-5-6
4-5-6
5-6
3=Yes
Heavy Howitzers
30"
5-6
4-5-6
4-5-6
5-6
4=Yes
Siege Guns
36"
4-5-6
5-6
5-6
5-6
No

ARTILLERY OVERHEAD FIRE

ENFILADE FIRE - Enfilade fire is acquired then a 2" wide path from the center of, and perpendicular to, the firing unit passes over the head of every figure (including casualties) in the line - formation target unit.

17. Winning the Game
At the end of any game turn that one Army has no casualty-free fighting stands left on the table, that Army is the loser. If this situation occurs to each Army on the same turn it's a stalemate.

18. Terminating The Game
The above condition can be reached in two ways:

19. Computing Final Battle Casualties
When the game ends, record on the casualty sheets the number of casualties in each Army thusly:

20. Determining the Degree Of Defeat
If the winners percentage is equal to, or excedes, the losers, the battle is considered a "useless Victory". However, for each 5 points the losers' casualties excede the winners, a greater Degree Of Defeat was sustained - as shown below. Losers casualties are:

21. Army Effectiveness (See Chart Below)
At the start of the game, total the number of infantry battalions, cavalry regiments, and officers. Divide this number into 100. Round the resulting number UP to the nearest whole number. This is the army’s “unit worth”.

At the end of each game turn each commander will calculate his Armys' Effectiveness by multiplying this unit worth number by the number of “Fresh”units and officers. A “Fresh” unit is one which has lost no stands. The resultant number is the Armys' Effectiveness percentage.

At the end of any Game Turn if Army Effectiveness is:

Mounted Staff Morale bonuses do not apply in any of the above morale determinations and Staff attached to units "Rout" or "Retire" with them.

7 YEARS WAR STATS

COMMAND RESPONSE - Unit does not move if this number is rolled on a D10
Commanding General Automatic Response
2nd-rate General 10
Brigadier 10-9-8
No higher officer 10-9-8-7

Close Combat Factors - Cavalry
Heavy Cavalry - Die No. +1, win tiesIn towns -1 if mounted
Armored Heavy Cavalry - Die no. +2Hit in Rear - Die no. -2
Light Cavalry - die no. win tiesFalling Back/disordered - die no. -1
Failed command response -1vs. Inf. supported line/Square - die no. -1
vs. field fortifications - cannot attack

Close Combat Factors - Infantry & Artillery
Elite Infantry - Die no +1Unlimbered Artillery - Die no.
Line or light inf. - Die No. Limbered Artillery - Die no -1
Skirmishers vs. formed troops Die No. -1 In towns - die no. +1
Mounted Staff - Die No. +1Falling Back/disordered - die no. -1
vs. field fortifications - Die no -1 Hit in Rear - Die no. -2

GREAT NORTHERN WAR STATS

COMMAND RESPONSE - Unit does not move if this number is rolled on a D10
Commanding General10
2nd-rate General 10-9
Brigadier 10-9-8
Swedes w/No higher officer 10-9-8-7
Russians w/No higher officer 10-9-8-7-6

Close Combat Factors - Cavalry
Heavy Cavalry - Die No. +1, win tiesIn towns -1 if mounted
Armored Heavy Cavalry - Die no. +2Hit in Rear - Die no. -2
Light Cavalry - die no. win tiesFalling Back/disordered - die no. -1
Failed command response -1vs. Inf. supported line/Square - die no. -1
vs. field fortifications - cannot attack

Close Combat Factors - Infantry & Artillery
Elite Infantry - Die no +1Unlimbered Artillery - Die no.
Line or light inf. - Die No. Limbered Artillery - Die no -1
Skirmishers vs. formed troops Die No. -1 In towns - die no. +1
Mounted Staff - Die No. +1Falling Back/disordered - die no. -1
Pikes vs. enemy to front - Die no +1 Hit in Rear - Die no. -2
vs. field fortifications - Die no -1


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