JANUARY 1997 EDITION
TABLE OF CONTENTS
INTRODUCTION:
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).
RANK | ||
C-in-C | ||
Divisional General | ||
Brigadier | ||
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:
RANK | ||
C-in-C | 4,5,6 = 10 | 4,5,6 = +2 |
Divisional General | 4,5,6 = 10-9 | 4,5,6 = +1 |
Brigadier | 4,5,6 = 10-9-8 | 4,5,6 = 0 |
officer's command do not move. |
6. Movement
The following movement rates apply for 25mm or 15mm troops.
INFANTRY | ||||
CAVALRY | ||||
ARTILLERY |
INFANTRY | ||||
CAVALRY | ||||
ARTILLERY |
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 | |||
3-4 | |||
5-6 | |||
7-8 | |||
9-12 | |||
13-14 | |||
15-16 | |||
17-18 | |||
19-20 |
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.
TYPE OF UNIT FIRING | Hit this target at CLOSE RANGE | Hit this target at LONG RANGE | ||
INFANTRY | 13-24" | |||
Line 4-6 | Column 3-6 | Line 5-6 | Column 4-6 | |
CAVALRY Dismounted | No mounted fire is allowed. | |||
Line 4-6 | column 3-6 | |||
ARTILLERY Ball & Shell | 29-54" | |||
Line 4-6 | Column 3-6 | Line 5-6 | Column 4-6 | |
ARTILLERY Cannister | ||||
Line 4-6 | Column 3-6 | Add one D6 per gun model |
TYPE OF UNIT FIRING | Hit this target at CLOSE RANGE | Hit this target at LONG RANGE | ||
INFANTRY | 9-18" | |||
Line 4-6 | Column 3-6 | Line 5-6 | Column 4-6 | |
CAVALRY Dismounted | No mounted fire is allowed. | |||
Line 4-6 | column 3-6 | |||
ARTILLERY Ball & Shell | 18-38" | |||
Line 4-6 | Column 3-6 | Line 5-6 | Column 4-6 | |
ARTILLERY Cannister | ||||
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
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
F. In Towns.
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.
Commanding General | Automatic Response |
Divisional General | 10 |
Brigadier General | 10-9 |
No higher officer | 10-9-8 |
Die roll (D6) | ||||||
-1- | -2- | -3- | -4- | -5- | -6- | |
Elite Veterans | 2 | 3 | 3 | 3 | 3 | 4 |
Veterans | 2 | 2 | 2 | 3 | 3 | 4 |
Green units | 1 | 2 | 2 | 2 | 3 | 3 |
Rifled Musket Range is 24" | Sharpshooters 30" | Carbine Range is 15" |
Shot/Shell range is = 54" CANNISTER = 15" |
Infantry - Die No. | In Villages - Die no. Wins ties |
Cavalry - Die No. +1 | In Square - die no. +1 |
Artillery - Die No. +1 | Hit flank/rear - die no. -2 |
Mounted Staff - Die no. +1 | Falling 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
SHARPSHOOTER RULES:
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: 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:
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