The REVISED BROM
AMERICAN CIVIL WAR RULES

JANUARY 1997 EDITION

TABLE OF CONTENTS

INTRODUCTION:
After much deliberation, the Jackson Gamers are proud to introduce it's new 25mm ACW ruleset. This is based on the BROM ruleset, but the new changes that we have debated for several years, have made it a much better ruleset. This new set has the best parts of several different sets and makes a much more realistic simulation. I would like to thank several players which have been major players in revising this set.

BILL ESTES RUSS SCHNEIDER
JAY STRIBLING LARRY REEVES
BILL REIMAN MARK GILBERT
KEVIN MALONE RICK PARKS

JAY AINSWORTH
DECEMBER 31, 1996


Section 1 Game Preparation.
Section 2 Commencing the game.
Section 4 Game Turn Sequence.
Section 5 Mounted Officers.
Section 6 Movement
Section 7 Infantry Fire
Section 8 Artillery
Section 9 Morale
Section 10 Close combat.
Section 11 Formations
Section 12 Casualties
Section 13 Rear Attacks
Section 14 Falling back & Routed units Section 15 Cavalry
Section 16 Terrain considerations
Section 17 Unit Organizations
Section 18 Army effectiveness
Section 19 Misc. notes, Charts, Optional rules

1. Game Preparation
A. Prepare Random Move Cards for each Division in the army.
B. In this version, there are no "Bonus" cards.

2. Commencing the Game

A. Build terrain, choose Armies and side of table.
B. Hang curtain down center and place units anywhere 24". from tables edge. Units in woods, towns, or behind hills can be kept off as "concealed".
C. Up to 1/3 of an Army can be off the table as "Reserves".
To Enter, (By Brigs./Divs. only).

3. This section not used.

4. Game Turn Sequence:

A. Turn over the top card of the Random Move Stack. That Brigade/Division, or Battery can move if its Commander rolls the proper Command Response Die. Keep turning cards until the stack has been run through. This completes the Movement Phase of the game turn.

B. Simultaneously fire all artillery, mark casualties, and check morale.

C. No section "C" - removed in revision.

D. Simultaneously fire all standing musketry, mark casualties. and check morale.

E. Simultaneously fire all moving musketry, mark casualties, and check morale.

F. Move all announced attacking' units into CLOSE COMBAT if their morale allows.

G. Check the morale of all defending units if their attackers close with them. If they stand, a CLOSE COMBAT occurs.

H. Fight all CLOSE COMBATS and determine results. Move any "routed" or "Falling Back" units and resolve any Close combats that resulted from "Bonus" moves.

I. Attempt to rally all "routed" units from the previous turn.

J. Determine each Armys' "Morale State" and act accordingly.

K. Re-shuffle Random Move Cards and commence next game turn.

5. Mounted Officers

A. MountedStaff 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 cannot influence uni command functions that turn. Units that have officers attached can help with command response functions though.
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.
H. Officers are divided into two c1asses: Regulars or Political, by the game master at the start of the game.

1. Regular officers affect both command response (for all units under their command within 12") and morale (for the unit to which they are attached).

REGULAR OFFICERS
RANK
COMMAND RESPONSE*
MORALE BONUS
C-in-C
Automatic
+3
Divisional General
10
+2
Brigadier
10-9
+1
*If these numbers are rolled, units under the
officer's command do not move.

2. Political officers are an unknown quanitty at the start of the game. Roll a D6 whenever a politcal officer first attempts to influence command response or maorale and act accordingly as below:

POLITICAL OFFICERS
RANK
COMMAND RESPONSE*
MORALE BONUS
C-in-C
1,2,3 = Automatic
4,5,6 = 10
1,2,3 = +3
4,5,6 = +2
Divisional General
1,2,3 = 10
4,5,6 = 10-9
1,2,3 = +2
4,5,6 = +1
Brigadier
1,2,3 = 10-9
4,5,6 = 10-9-8
1,2,3 = +1
4,5,6 = 0
*If these numbers are rolled, units under the
officer's command do not move.

6. Movement

The following movement rates apply for 25mm or 15mm troops.

25 MM. TROOPS
LINE
COLUMN
ROUT
FALLBACK
INFANTRY
6"
12"
15"
12"
CAVALRY
12"
24"
24"
20"
ARTILLERY
8 INCHES BASE MOVEMENT

15 MM. TROOPS
LINE
COLUMN
ROUT
FALLBACK
INFANTRY
4"
8"
10"
8"
CAVALRY
8"
18"
18"
15"
ARTILLERY
6 INCHES BASE MOVEMENT

After the base distance is measured, a D20 is rolled and the variable move is added or subtracted from the base distance.

DIE ROLL OPEN ROUGH ROAD
1-2
+4
-4
+4
3-4
+3
-3
+3
5-6
+2
-2
+2
7-8
+1
-1
+1
9-12
0
0
0
13-14
-1
-1
+1
15-16
-2
-2
+2
17-18
-3
-3
+3
19-20
-4
-4
+4
1. All movement is measured from front and center of a unit.
2. A unit must start on a road to get the road bonus, and it must stay in column on the road at the end of it's movment.
E. A unit may move through a friendly unit without affecting that unit. It may not stop on that unit.

7. Infantry Firing

1. All fire is by Regiments, two ranks in depth only 60 degree cone to the front.
2. Measuring is from base ot base. If the front rank touches, the whole unit is hit.
3. If 50 % or more of the target is in cover, the unit is considered to be incover.
4. Infantry in column cannot fire. Infantry that wants to perform oportunity fire, must be halted to do that and there is no imit to opportunity fire except once per turn.
5. A regiment may not split fire. A unit must fire at the closest target.
6. A unit is considered to be a column target if it is behind or in front of another regiment within 2". Artillery batteries do not cause this to happen. Only infantry and cavalry regiments.

INFANTRY & ARTILLERY HIT TABLE - 25mm.
TYPE OF UNIT
FIRING
Hit this target
at CLOSE RANGE
Hit this target
at LONG RANGE
INFANTRY
1-12"
13-24"
Line 4-6 Column 3-6 Line 5-6 Column 4-6
CAVALRY
Dismounted
0-15"
No mounted fire
is allowed.
Line 4-6 column 3-6
ARTILLERY
Ball & Shell
1-28"
29-54"
Line 4-6 Column 3-6 Line 5-6 Column 4-6
ARTILLERY
Cannister
1-15"
Line 4-6 Column 3-6 Add one D6 per gun model

INFANTRY & ARTILLERY HIT TABLE - 15mm.
TYPE OF UNIT
FIRING
Hit this target
at CLOSE RANGE
Hit this target
at LONG RANGE
INFANTRY
1-9"
9-18"
Line 4-6 Column 3-6 Line 5-6 Column 4-6
CAVALRY
Dismounted
0-10"
No mounted fire
is allowed.
Line 4-6 column 3-6
ARTILLERY
Ball & Shell
1-18"
18-38"
Line 4-6 Column 3-6 Line 5-6 Column 4-6
ARTILLERY
Cannister
1-10"
Line 4-6 Column 3-6 Add one D6 per gun model

8. Artillery

9. Morale

C. To Check Morale

Add number rolled on D6 to units' current Morale rating.

D. Morale Results

E. Morale Altered Permanently

F. Morale Altered Temporarily

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

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:

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 and subtract 1 from their die for each casualty.

K. Units may only fight a maximum of @ 2 melee per turn.

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 unit - that has not moved - can attempt to pull away from an attacker. Check morale if it fails, unit Routs.

N. This case removed in revision -

0. Infantry in Squares, towns, forts, etc. lose any bonuses if they move out to support any Close Combats.

P. All units must have a line-of-sight to see the target unit.

Q. To see the target, there should be at least 1 stands width clearance in order to see the target unit.

R. If a unit is defending behind breastworks, that unit gets a +1 to his melee' modifier.

S. If a defending unit wins, it can pass morale and countercharge a unit in a 180 degree cone, or it can reform in lace. This does include units that supported the defending unit.

11. Formations

  1. LINE: it may be only 2 ranks deep, and the front must be equal to or greater than the second rank, and no more than 3 stands in width.
  2. COLUMN: A column is where the formation is larger in depth than width. A column may be 2 or 3 ranks wide.
  3. If a unit only has 2 stands left, it is automatically a line formation.

12. Casualties

13. 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.

14A. Falling Back Units

A.1 Move directly to their rear a double move distance and do not effect friendly rearward units. (take no terrain penalties).

A.2 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.

A.3 Falling Back units are in that state until their next normal move.(Until they pass command response)

14B. Routed Units

B.1 Move as Falling Back units above. (mark new location with marker)

B.2 Any friendly units within 4" of Routers original location as well as any unit passed through must check Their Morale.

B.3 Routed units that collide with organized enemy are captured.

B.4 Routed units that take casualties from fire check Morale to stand in place. If not, rout again with all implications.

B.5 Routed units attacked in Close Combat automatically rout again (one D6 for casualties). Attacker gets no bonus.

B.6 At end of next game turn attempt to Rally routed units. If not,leave the table, out of the game.

B.7 Staff Officer must reach Rout Marker to aid in Rally attempt.

15. Cavalry

A. Mounted Cavalry does not fire. Dismounted cavalry fires as infantry. But with a 15 inch range.

B. Squares versus Cavalry always stand and get a Combat Bonus.

C. Can mount or dis-mount in place or move up to 1/2 their move distance and still do so.

D. Only dis-mounted Cav. can fire.

E. Dis-mounted Cav. fight Combat as Infantry. Mounted Cav against towns, forts, etc. fights minus 1 from Combat die roll.

F. Cavalry MAY fire on a turn in which it dismounted provided it did NOT move.

G. Cavalry may not mount or dismount if command control die roll failed.

H. Dismounted cavalry that falls back, roll a D6.

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 D6 and move out that distance. (measured from the center of the Town) in any direction and any formation.

17. Unit Organization

Infantry regiment: 6 stands of 4 men each. If the 4 men are in single rank on stands, then infantry units in line consist of two ranks of 3 stands each. If the 4 men are in double ranks on stands, then infantry units in line consist of one rank of 6 stands. NOTE: We have played this game with infantry mounted on 3-man stands or 6 man stands and it played pretty much the same (we allowed 2 shots per stand if using 6-man stands). If playing with 2-man stands, each "group" of 2 stands gets one shot. For figures mounted singly, allow each 3 or 4 men one shot or close combat die roll.

Cavalry regiment: 8 stands of 2 men each. Cavalry units in line consist of two ranks of 4 stands each. NOTE: We have played this game with Cavalry mounted on 3-man stands and it played pretty much the same. For figures mounted singly, allow each 2 men one shot or close combat die roll.

Artillery batteriesFor a 6-gun battery, we use 3 stands each containing 2 gunners and one gun. To represent a 4-gun battery, we use 2 stands, each containing 2 gunners and one gun. NOTE: We have played this game with Artillery mounted on stands with 4 gunners for each gun. In this case, if 2 or 3 stands represent a battery, any fire hit removes 1 gunner, instead of the normal 2 hits being required to remove 1 gunner, and when the battery fires, it rolls one D6 per two gunners, not each gunner. If one stand with 4 or 5 or 6 gunners represents a battery, then two hits should be required to remove one gunner, and when the battery fires, one D6 is rolled per gunner.

18. Army Effectiveness (See Chart Below)

A. At the end of each Game turn each Commander will calculate his Armys' Effectiveness - and subsequent Morale State - and act accordingly. Effectiveness is computed by multiplying the number of "fresh units" (those with all their stands still in action)in ones' Army by their Unit Point Value (see below). The resultant number is the Armys' Effectiveness percentage.

POINT VALUES = 3 points per regiment or battery.

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.

19. Misc. Notes, Charts & Optional rules

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.


CHARTS FOR THE AMERICAN CIVIL WAR
COMMAND RESPONSE - Unit does not move if this number is rolled on a D10
Commanding GeneralAutomatic Response
Divisional General10
Brigadier General10-9
No higher officer10-9-8
INITIAL MORALE RATING
Die roll (D6)
-1--2--3--4--5--6-
Elite Veterans233334
Veterans222334
Green units122233
Weapon Ranges
Rifled Musket Range is 24"Sharpshooters 30"Carbine Range is 15"
Shot/Shell range is = 54" CANNISTER = 15"
Close Combat Factors
Infantry - Die No. In Villages - Die no. Wins ties
Cavalry - Die No. +1In Square - die no. +1
Artillery - Die No. +1Hit flank/rear - die no. -2
Mounted Staff - Die no. +1Falling Back - die no. -1

Notes on the American Civil War period:

OPTIONAL RULES

OFFICER CASUALTIES

When an officer is "hit" as signified by a 20 on the D20 rolled when a unit with an officer attached takes casualties, rolla further D20 to see what happens to the great man.

SUPPLY WAGONS

  1. Supply Wagons may move 15" per turn in 25mm and 10" in 15mm. No terrain penalties.
  2. They resupply a regiment in one full turn. The capacity is 4 resupplies.
  3. Regiments must resupply when 6-6's are rolled.
  4. One wagon per Brigade/Division is used.
  5. To Resupply, a regiment must go and touch a wagon.

SHARPSHOOTER RULES:

  1. 25 mm. sharpshooters have a range of 30", 15mm sharpshooters can only shoot to 24".
  2. They may only fire from 2nd, 3rd floor windows or balconies if elevated. All other fire is by lijne of sight.
  3. 25mm movement range is 12" per turn, 15mm is 9". Sharpshooters take no terrain penalties.
  4. Sharpshooters hit targets with a 9,0. They may fire at artillery, officers, and other sharpshooters. The firing is done before Artillery.
  5. Officers behind troops may not be shot at unless the sharpshooter is elevated 1-2 levels higher than the target.
  6. Sharpshooters within 6 inches of the enemy are captured with a 4,5,6. This is checked before sharpshooter fire.

Jay Ainsworth was too modest to allow his name to be put on these rules but he is responsible for changes, clarifications, or updates for them. You can contact him via email at:

JLAinsworth@hinds.cc.ms.us

If you suspect that I have made an error in posting these rules or there is a problem with the web page presentation of them, you can contact me via email at:

jstribl_jackson@yahoo.com


Return to List of Jackson Gamers' Civil War Rules
Return to List of All Jackson Gamers' Rules
Return to the Jackson Gamers' homepage