Larry Reeves' "Regimental" rules
As used in the game:
Assault on the Stockade Redan


Rules Used for "The Stockade Redan" game

A. SEQUENCE OF PLAY

   1. Roll for initiative
   2. Winner dicides which side moves first.
   3. Move all units.
   4. Fire all units, both artillery and infantry which did not move
   5. Check morale of all units which took a casualty from standing fire
   6. Fire all units, both artillery and infantry which moved
   7. Check morale of all units which took a casualty from moving fire
   8. Check morale of all units attemping to close into hand to hand combat
   9. Check morale of all units attemping to stand for hand to hand combat
   10. Resolve all hand to hand combats

B. MOVEMENT

   1. Roll for initiative of each officer. Start with the hightest rank in the chain of command, and proceed to the lowest. Any units out of range of higher ranking officers roll using lower ranking officers. Any unit which is able to move with the initiative of the highest ranking officer need not test initiative using a lower ranking officer. Units which fail initiative to move with a higher ranking officer do not test again that turn for movement.
  2. Each officer has an initiative distance of 12”. He may influence any or all units within that distance when they test for initiative. EXAMPLE: All 10 companies of a regiment are within 12” of the Brigade commander and the Regimental commander. When the regiment attempts to move it would test initiative using the Brigade commander’s initiative rating rather than the Regimental commander’s because the Brigade commander is higher in the chain of command than the Regimental commander.

  3. Chain of comand and response on Die. Roll a D10:
    a. Brigade Commander - Automatic
    b. Regimental commander - move on 9 or less, no move on 10
    c. Battalion commander - move on 8 or less, no move on 9,10
    d. Infantry company commander - move on 7 or less, no move on 8,9,10
    e. Artillery Battery commander - move on 9 or less, no move on 10
    f. Artillery section commander - move on 7 or less, no move on 8,9,10

  4. Movement rates
    a. Infantry in column - 3 D6 sum total, may move up to that many inches
    b. Infantry in line - 2 D6 sum total, may move up to that many inches
    c. Infantry Company in Skirmish line - 3 D6 sum total, may move up to that many inches
    d. Add one D6 for road movement - must start on road and spend entire turn on road
    e. Add one D6 for infantry (any formation) that does not fire when moving
    f. Artillery - May perform any two of the following functions: Move, Unlimber, Fire, Limber
      1. Movement by prolong (crew pushing and pulling gun) roll 1 D6, may move up to that many inches
      2. Limbered movement: roll 4 D6, may move up to that many inches

  5. Terrain Effects
    a. Rough terrain - Lose Lowest D6 movement die rolled
    b. Fording water obstacle - Lose Highest D6 movement die rolled
    c. Infantry crossing linear obstacle such as wall or hedge - Lose Lowest D6
    d. Limbered Artillery cannot cross linear obstacle unless a path is made
    e. Limbered Artillery cannot move through woods, may set up at start of game in woods, if they fall back due to morale failure, they abandon the guns.
    f. Artillery being prolonged through any type terrain other than plain loses ˝ movement off the 1 D6 it rolls.
    g. Skirmishing infantry companies take no terrain penalties
    h. Artillery may prolong into the edge of woods cover.

C. FORMATIONS

  1. Infantry in Regimental formations may add +2 to morale die roll.
    a. Regimental colors must be attached to be in Regimental formations
    b. Regimental commander (Colonel) must be attached. If he is dead, the ranking battalion commander must be attached to the regiment. If no officers survive to command, the regiment does not receive any morale bonus for being in regimental formation.
    c. Infantry regimental formations may be lines or columns.
    d. The stands comprising the companies must be touching and each company must touch it’s neighboring company.
    e. Lines may be two stands deep. Columns may be two stands wide.

  2. Infantry may be subdivided into “Battalions”
    a. Battalion formations may add +1 to morale die roll.
    b. Battalion commander (Lt. Col. or Major) must be attached. If all battalion commanders are dead, the battalion does not receive any morale bonus for being in battalion formation.
    c. Infantry battalion formations may be lines or columns.
    d. The stands comprising the companies must be touching and each company must touch it’s neighboring company.
    e. Lines may be two stands deep. Columns may be two stands wide.

  3. Infantry companies may form lines or columns.
    a. The stands comprising the companies must be touching and each company must touch it’s neighboring company
    b. Lines may be one or two stands deep. Columns must be one stand wide.

  4. Infantry companies Skirmishing
    a. May form lines only.
    b. The stands comprising the skirmishing company should be one rank deep and not touching.
    c. The distance between stands may be up to the width of one stand.
    d. Skirmishers can never charge formed units.
    e. Skirmishers may not move closer than 6” to formed enemy units.
    f. Skirmishers charged by formed units must evade.

  5. To form Regimental or Battalion formations, move all companies to the commander and place in the appropriate formation

  6. To form skirmish lines use normal movement to spread out the stands.

D.MORALE

  1. When to check morale:
    a. At the end of each fire phase if casualties are taken
    b. When attempting to close into hand-to-hand combat
    c. When attempting to stand for hand-to-hand combat
    d. When a unit’s officer is killed or captured
    e. When a unit loses a hand-to-hand combat
    f. When a friendly unit within 4” routs or a friendly routing unit passes through the unit.

  2. Morale check procedure:
    a.Roll a D6 on the Intial Morale Table to determine company morale rating
    b.The company keeps this initial morale rating for the rest of the game unless changed by bravery or cowardice.
    c.Add the score of a D6, and all morale modifiers that apply, to the result of the initial morale table.
    d.Consult the Morale Test table to find the result

INITIAL MORALE TABLE MORALE TEST TABLE
D6 roll: 1 or 2 = 1 morale pointTotal 6 or more - Carry on normally
D6 roll: 3 or 4 = 2 morale pointsTotal 5 - Moving unit halts, Standing unit falls back, falling back unit routs
D6 roll: 5 = 3 morale pointsTotal 4 - Moving unit falls back, other units rout
D6 roll: 6 = 4 morale pointsTotal 3 or less - Unit routs

  3. Morale Modifiers
     a. Units in Towns, forts, trenches, +1 to D6 score when consulting Morale Test Table
     b. Units in regimental formation +2 to D6 score when consulting Morale Test Table
     c. Units in battalion formation +1 to D6 score when consulting Morale Test Table
    d. Units attacked on flank -1 from D6 score when consulting Morale Test Table
     e. Units attacked in rear -2 from D6 score when consulting Morale Test Table
     f. Officer attached to unit +1 to D6 score when consulting Morale Test Table. NOTE: Only One officer bonus no matter how many officers are attached to the unit

   4. Changes to Initial Morale rating;
     a. If unit wins a hand-to-hand combat, increase initial morale rating by 1.
     b. If unit loses a hand-to-hand combat, decrease initial morale rating by 1.

   5. Explanation of results on Morale Test Table
     a. Fall Back movement is immediate, a normal move to the rear, away from nearest enemy or enemy that fired on it, no terrain penalties.
    b. Rout movement is immediate, twice a normal move to the rear, away from nearest enemy or enemy that fired on it, no terrain penalties.
     c. Falling back artillery immediately limbers up and moves a normal move to the rear. They take no terrain penalties.
     d. Routing artillery consists of the limbers and gunners moving twice a normal move to the rear, abandoning their guns. They take no terrain penalties.
     e. Routing units that may not move to the rear due to impassable terrain or the presence of enemy units are captured instead.

E. FIRE

1. Musketry
a. Formed troops firing on formed targets may hit at up to 24”. Roll a number of D6 per stand, hitting lines with 4-6 and columns with 3-6.

b. Skirmishers may fire at targets up to 24” but they roll only half the number of dice which formed troops would roll (round fractions up) because of the dilution of the effect of the fire.
c. Targets in woods, field works, towns, etc. cause the firing unit to subtract 1 from the score of the musketry dice.
d. When troops fire at skirmishers, they subtract 1 from the score of the musketry dice.
e. The cone of fire for muskets is 45 degrees (22-1/2 degrees on either side of the direction in which the infantry stand is facing.

2. Artillery - Cannister
a. Artillery stands may fire cannister to 10”. They roll 1 D6 less than the number of men on the gun stand when firing at a line

b. When firing at a column, the artillery stand rolls D6 equal to the number of men on the gun stand.
c. When firing cannister each die hits on a 4-6.
d. For each “hit” on formed troops roll a D6. The sum of the D6 is the number of men killed in the target unit.
e. For each “hit” on skirmishers, roll a D6. Half the sum of the D6 is the number of men killed in the target unit. Round fractions up. Losses in artillerists do not reduce the effect of the gun firing ball till all artillerists have been killed.
f. The cone of fire for artillery is 30 degrees (15 degrees on either side of the direction in which the artillery stand is facing).

3. Artillery - Ball

4. Artillery - Misc. Rules
a. Fire of any type on artillery stands removes artillerists at half the normal rate. Example. If three hits are scored on an artillery stand, one man is killed and the “half-Kill” stays on the battery like an unwelcome visitor. When another “half-kill” is scored, another man is killed. The “half-kill” has no effect till it joins with another.
b. If the battery commander is touching a gun stand or within 4” he is “attached” and has a +1 on the effect of the morale of each gun stand and a +1 effect in hand to hand combat.
c. Gunners are not so keen on hand to hand combat as infantry, and so fight at -2 to the dice.

F. HAND TO HAND

1. Unit tests command response, if it can move it declares a charge.
2. The enemy unit or position or terrain feature being charged must be in the line of the commanding officer of the unit.
3. The unit may not charge through a formed friendly unit, but may charge through skirmishers.
4. Roll movement dice to see how far the unit can go. If the movement is insufficient, move as far as possible and stop - may not fire.
5. If the movement distance is sufficient, move to within 1” of the target and halt temporarily.
6. Now resolve all other movement, fire, and test morale due to fire and act accordingly.
7. Assuming the unit passes any morale checks due to fire, now test morale of all companies again. Any failure at this point merely means that company stops here and does not proceed.
8. The defender now tests morale of every company in every unit being charged, and acts accordingly.
9. One attacking stand is matched against one defending stand. A D6 is rolled for each stand.

10. The modifiers for the die rolls are as follows:
    +1 Confederate infantry which charged into the hand to hand fight.
    +1 Defending unit in field works or buildings, or behind wall or obstacle
    +1 Each figure more on one side’s figure stand than the other side. EXAMPLE: a 4-man stand fighting a 3-man stand in hand to hand combat would add the +1.
    -1 Attacked on flank
    -2 Attacked in Rear
11. The stand that won the “contest” is now matched with a stand from the enemy that has not yet fought. The winner of that contest is then matched with a stand from the enemy that has not yet fought….
12. Any stand that loses a ‘contest” with a die roll of 1 or 2 loses that many men killed on the stand.
13. When all of one side’s stands have fought and lost, that side has lost the hand to hand combat unless it has an officer in the hand to hand. The highest ranking officer on the losing side may rally some of his men in a last effort to turn the tide.
a. Only the highest ranking officer in the hand to hand combat may attempt this. b. After this last attempt has taken place (only once per side per hand to hand fight) the side which has no more stands that have not fought has lost the hand to hand fight.
14. Both sides now test for officer casualties in the fight. Roll a D10 for each officer which accompanies the unit into the hand to hand fight.     a. Officers on the winning side were killed if their D10 result was 10.
    b. Officers on the losing side are killed if their D10 result was 10 and are captured if their D10 result was 9 15. The unit which lost the hand to hand fight now tests morale for each company that fought.
    a. Any morale failure (Modified morale result of less than 6 on a D6) means that company routs to the rear (twice a normal move).
    b. Companies that pass this morale test fall back a normal move away from the enemy.
16. The unit which won the hand to hand fight now may move again, using any unused portion of it’s original movement, or it may remain at the spot where the hand to hand took place. It may change facing if it wishes.
17. If the unit which won the hand to hand fight moves as above and contacts another enemy unit, a new hand to hand will immediately be fought.
    a. The unit which won the first hand to hand must pass a morale check for each of it’s companies to close into the new hand to hand.
    b. The unit contacted by the winner of the first hand to hand fight must test morale for each of it’s companies to stand. If companies fail, they act accordingly.
    c. If both sides pass these morale tests fight the second hand to hand exactly like the first.


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