Questions and Answers about our Rules and Variants

Questions about CHARGE Yr PIKES our English Civil War rules

On 7/30/04, Neil Pritchard wrote:

QUESTION: If possible, could you please explain multiple unit combats.

ANSWER: Multi unit combats can be handled in two ways. You may break the action up into several smaller ones (for really BIG multi-unit battles this is best) or you can "Lump" all the combat dice for each side together.

Say that there are four Parliamentary units in line, labelled (left to right) #1, #2 and so on. Facing them are three Royalist labeled #1, #2 and #3 (catchy names what!).

Parliamentary units #1 and #2 attack Royalist unit #2 and Parliamentary units #3 and #4 attack Royalist unit #3. They ingnore Royalist unit #1 which, on it's movment phase, then attacks Parliamentary unit #1.

We can break this up into Parliamentary #1 vs Royalist #1 and Parliamentary #2 vs Royalist #2 and then Parliamentary #3 and Parliamentary #4 against Royalist #3.

All the dice for Parliamentary #3 #4 would be combined and their result totalled. Divide the result by 6 and that is the loss in figures for Royalist #3. Royalist #3's dice would be rolled and totalled and half the casualties (as nearly as can be halved) would apply to Parliamentary #3 and Parliamentary #4.

Casualties are apportioned to each unit as fairly as possible, but the Parliamentary player has the last say about Parliamentary casualties and the same for the Royalist player.

Questions about The Sword, the Flame, Machine guns and Grenades WWII rules

On 6/29/04, a group of members of the Southern Battlegamers club, in Sydney, Australia wrote:

QUESTION: Spotting - this seems to be a real bugbear for WW2 rules - people either love it or hate it. We feel that, given the nature of WW2 combat (firepower, open formations using the terrain), units should be hidden until spotted. In keeping with the small scale & "feel" of TSATF, there should be a chance of not being able to spot an enemy in cover...

ANSWER: I agree but I (Jay Stribling) have not created any spotting rules yet.

QUESTION: We used a SIMPLE spotting table & a dice roll. This was made up on the fly, but we will be refining it - taking into account range, the 4 target types, troop quality & a limited no. of dice modifiers. It sounds more complicated than it will be - we want to keep the gameplay as simple & free flowing as possible.

ANSWER: I hope that the Australian guys will send us a copy of their spotting rules (Jay Stribling).

QUESTION: About "Patrols" - we allowed each platoon to send out 2 patrol figures (as per the scouts in TSATF). These could spot as per the spotting mechanism. These could be treated as recon - better spotting ?

ANSWER: Excellent. I will steal your idea! (Jay Stribling).

QUESTION: About "Pinned" - we were unsure what was intended to happen to individual pinned figures (pinned by fire). Is there any way for them to rally, prior to their unit becoming 50% pinned?

ANSWER: Yes, Pinned individuals or entire units may attempt to rally in the rally phase by using the "Rally" table. Individuals who were pinned and rally must move to rejoin their unit in the next movement phase.

Questions about RED and WHITE Russian Civil War rules

On 4/18/05, Jason Mirosavich wrote:

QUESTION: I have a few question about your Red & White rules: 1. Can units fire 2 ranks deep or only 1 rank?

ANSWER: They can fire two ranks deep for infantry or dismounted cavalry.

QUESTION: 2. Can units fire in phase 2 and move, or if they fire in phase 2, are they immobile for the rest of the turn?

ANSWER: If they fire in phase 2, they are immobile for the rest of the turn, unless they are tanks, armored cars, gunboats, or armored trains.

QUESTION: 3. Do heavy machine guns fire with half dice in attacking fire?

ANSWER: Heavy machine guns do not fire in attacking fire phase. Here are the only units that are capable of attacking fire:

QUESTION: 4. Do you have any sample organizations? How many players/units is a good size for these rules to handle?

ANSWER: Unfortunately I do not have sample organizations at this time. The Jackson gamers have a lot of players at many games, so a fictitious example of one of our games might be:

REDS: Comrade Fred commanding, also with 1 battery of artillery and an armored car. Also, Comrade Peter with three infantry units and one machine gun, and Comrade Thomas, also with three infantry units and one machine gun.

Cavalrymen on the Red side are: Comrade William with three units of cavalry and a Tchanka, and Comrade James, also with three units of cavalry and a Tchanka.

MISSION: The reds are to seize the rail crossing at Tortellovski and loot the freight wagons there.

The defending whites are commanded by Lt-General Stefan who has a company of 3 machine guns under his personal command and one unit of infantry.

Other defenders are Major-General Robert with three infantry units, and Brigadier-General Sean with two infantry units and a machine gun. Three of the infantry units can be entrenched (a fact unknown to the Reds till can "see" the trenches at 12" range.

On 1/15 and 1/17/04, Ivor Janci wrote:

QUESTION: I have some questions about the rules. With regards to LMG and HMG stands firing, You state that 2d6 and 3d6 respectively is rolled PER GUNNER. You do mean just the gunner, and not the loader as well.

ANSWER: No - each man on the stand. Two men on the HMG stand (courtesy title of "gunner" to both) mean 2 x 3D6s or 6 D6s rolled per 2-man stand. I feel that machine guns were the major source of firepower for both sides. The RCW armies and especially the Red army had more HMGs per man than any other force before or since. Something like 1 machine gun per 100 men total.

QUESTION: So a 2-man Maxim MG would only roll 3d6s...right?

ANSWER: No - 6 D6s - see above.

QUESTION: Thus a MG stand is worth 2 or 3 infantry stands, and at most can eliminate 2-3 figurines in one firing phase, right?

ANSWER: No - a two-man Maxim stand would get 6 dice, thusly worth 6 infantry stands. Foreign observers thought that the standard of musketry in the white forces was very poor. The MGs make it more potent.

We usually attach one MG stand to an infantry unit. This bumps up the infantry fire power, and eliminates the horrific firepower of a "company" of three MG stands plus a non-firing HQ stand, which is the alternative way to use them.

QUESTION: Casualties are by figurines, i.e., one hit = 1 figurine casualty, right?

ANSWER: That is correct.

QUESTION: Hence, a stand fires at full effect until the last figurine on the stand is eliminated, and then the stand is removed.

ANSWER: We have played it both ways. Our natural tendancy, since we were converted to Bromian rules concepts when Larry Brom lived among us and gamed with us in the 1970s and 80s is to say "casualty stands do not fire" which was one of his rules. The first edition of this rules set contained those concepts.

However, for the current edition (2003) of the rules we modified that to avoid early depletion of an already weak infantry fire. This is the current rule (I had to look it up - shameful!) "Infantry or dismounted cavalry stands that have taken losses may fire small arms at full effect until eliminated by said losses." It is under "notes on firing"

QUESTION: On the MG team, if a 2-man team takes a hit, then the loader is eliminated, right? If so, does this effect the fire of the MG team, or like the infantry stands, does the MG fire stay at full effect until the gunner AND loader are both eliminated?

ANSWER: When the loader goes, the rate of fire drops to 3xD6 instead of 6xD6. However, note that if the stand is attached to an infantry unit, then if the infantry unit takes casualties, a D10 is rolled. Only if the result is 0 does the MG stand take a casualty.

Here is the rule, under "Machine guns" - "Machine guns attached to infantry or cavalry units (tchanka) may be hit if the unit takes hits due to fire. Roll a D10 and if the result is 0, the MG stand takes 1 hit."

QUESTION: Regarding ATTACKING FIRE, this fire (phase 5 of a turn) is only used by some units that are trying to contact and melee with the defender, correct, or can those units use attacking fire whether they made contact or not?

ANSWER: They can use it if moving to attack in melee, even if they fall short.

QUESTION: Is the Attacking Fire phase AFTER the Defensive Fire phase? Your Sequence of Action shows that it is, but example #2 of the Melee examples reads to me as if the Attacking Fire of the White attackers happened before the Defensive Fire of the Reds.

ANSWER: The sequence of action is correct, I will have to go in and look closely at the examples. The attacking infantry unit may give attacking fire after taking defensive fire.

QUESTION: Regarding SUPPRESSION - If the attacker/phasing player loses a stand from Defensive Fire, does the attacker need to roll a morale roll to see if it is suppressed for Attacking Fire? (Your 4-step Melee procedure does not state that there9s a morale roll, so there probably isn9t a required roll.)

ANSWER: "Supression" was a new concept in this edition of these rules. I don't know that anyone in our gaming group has ever claimed "I suppressed you!".

The definition of 'Supressed' is: "Units which lost a stand due to fire in phase 1..." So it only applies to units which lose a stand due to fire in phase 1.

My thoughts were that Suppression is making the non-phasing players' unit or units "keep their heads down" and be unable to issue defensive fire in phase 4. It is automatic if a stand is lost by the target unit, unless the unit immediately tests and passes a morale test.

Suppression will wind up as an optional rule because I find that nobody can think of it during the game.

QUESTION: Regarding attached HMG in Melee - If an attached MG stand is wiped out, does it count as a stand lost (-1) against the defender for melee purposes?

ANSWER: No

QUESTION: Regarding unattached HMG in Melee - Since HMG stands don't have to be attached, how do you resolve a melee when an unattached HMG stand is an object of a melee? Are there any deficits to a single HMG stand when attacked by a infantry or cavalry battalion, such as a minus 3 as if they had lost all stands but one

ANSWER: Yes, it would. I think that this is the way it should be played. Note that unattached machine gun stands do not normally float about on our battlefields. Either the machine gun stand is attached to an infantry unit, or it is part of a 4- stand Machine Gun unit (3 MG stands and a non-firing command stand)

QUESTION: Thus a reduced HMG company, for example, one that has lost the headquarters and 1 section, would have a -1 per stand lost for a total of -2 for melee purposes, right?

ANSWER: Yes

QUESTION: When attached, you state that a HMG section does not count in melee as per the rules, right? Is the reasoning for this that the 2-4 HMGs are spread out in the battalion?

ANSWER: The defender gets a +1 modifier for "machine gun attached to defending unit" instead of the MG stand being considered a unit in its own right.

QUESTION:> If an HMG company is attacked in melee, is it considered a 4 stand unit (3x HMG stands + 1x HQ stand), or does it suffer any negatives on defense in melee?

ANSWER: It is a 4-stand unit. Pity the attacker, there is a lot of defensive fire in that unit. 18 dice plus point blank range modifier - Ouch!

QUESTION: Regarding unattached Artillery Section in melee - Similar to the HMG question directly, above. Are there any negatives to the defending artillery section (or for that matter a battery) when on defense in melee?

ANSWER: A reduced strength battery, for example, one that has lost the headquarters and 1 section, would have a -1 per stand lost for a total of -2 for melee purposes, as for the answer about HMG companies above.

An artillery stand attached to an infantry unit would not fight in melee, but would suffer the effects of the melee as an attached HMG stand. There is no current +1 modifer for attached artillery stand, but there probably should (and will) be.

We do allow unattached artillery stands to exist on the battlefield. This is different from an artillery unit that has lost the HQ and two of the three gun stands. The unattached artillery stand is a separate unit. For morale it must roll a D6 equal to or less than the number of men on the gun stand. It cannot have a banner and may not be lead heroically by an officer.

QUESTION: Regarding the HMG company - You mentioned that the HQ stand of an HMG COMPANY is a non-firing element, but I am assuming that it counts for a melee, right?

ANSWER: Yes

QUESTION: I am also assuming that when machine gun sections are attached to battalions, the HQ unit is left behind (not attached, and not used in the game).

ANSWER: That is correct

QUESTION: If a gamer does try to use some HMGS as stand-alone companies, when would the (HMG) headquarters stand be used to satisfy losses to the HMG company when hit?

ANSWER: The first two losses would eliminate the HQ section. It is there to give the HMG company four stands for morale purposes. When testing morale, a D6 roll must equal or be less than the number of stands in the unit.

The HQ stand in an artillery unit does the same thing. You could actually have 4 firing artillery stands or 4 firing machine gun stands to a "company" but we found in play testing that the firepower was too much with four stands and reduced the "company" to three firing stands plus HQ stand. Same for artillery battery.

QUESTION: A machine gun company would have to roll morale (when called for) but the same number of sections, when attached to the battalions, would not have to, since they are attached, right?

ANSWER: Right

QUESTION: With regards to Base width, is the width (frontage) the same for a 4-figure infantry stand and a 3-figure cavalry stand?

ANSWER:Yes, but it is not critical. I use the stand sizes for my 15mm RCW troops because they looked good, and probably because they were easy to cut out of whatever balsa size that I had, when I was beginning to collect figures for the period (many moons ago).

QUESTION:> What width do you use for your HMG and artillery stands? (I am using a mix of Mini-fig and Peter Pig 15mm figures.) It appears in the photos of your games, that the width is the same, right?

ANSWER: Actually the MG stands are 1.25" square and some are smaller, maybe 1" square. Some stands vary because they were a gift from a fellow gamer who had mounted his guys just a bit differently.

The artillery bases are 1" x 1.75" I think. Again, base size is not important at all.

QUESTION: Concerning Unit Size - It appears that ALL of your infantry or cavalry units in a game are 4 stands each, i.e., you don't use a mix of units of various amounts of stands, such as 3 or 5 stand units. Is this because of the sake of simplicity, and too, that your morale rolls are tied into stand loses?

ANSWER: Yes, it is because of the morale system which requires 4 bases. This was kind of inherited/inspired from the set of rules called "Red Cavalry March" which was on the 'Gauntlet' web site.

RED and WHITE is the one of the few rules sets that the Jackson Gamers use which has this morale system. Almost every other set we play uses a Larry-Brom inspired morale system which is quite a bit different. See the BROM STANDARD rules for the morale system. When when writing "RED AND WHITE" I just wanted to do things differently to see how they would work out.

QUESTION: Though I guess a 3-stand unit could be considered battle-worn, while a 5 stand unit could be an over-strength one. What do you do?

ANSWER: We add or subtract 4-stand units, to the strenght of a "brigde" to vary strenght. We also give units, that consider to be elite, a "banner" which acts as a 5th stand for morale purposes.

Questions about WW II Skirmish Rules

On 10/05/03, Curt Akers wrote:

QUESTION: I do have some questions on what appears to me to be missing info. In the "small arms fire" section it states to go to the "set up chart" to find out how many rounds per clip a weapon has. I cannot find it. Where is it?

ANSWER: I have added it. The link was left off and you are the first person to notice. Available from the Introduction page or at:

https://www.angelfire.com/games3/jacksongamer/skirmish15.htm

QUESTION: In the "h.e. shells" section it talks about a "damage chart" that you're suppose to cross index. I cannot locate that either.

ANSWER: In the High Explosive shells page, there is the diagram shown for the 81mm mortar. At the bottom of the same page is the information to create the shell burst circles for other sizes. It is headed: "Other shells in table format."

QUESTION: In the "movement and sequencing" section there is a place where you can click on it to see the "sample game". I did that and it states that there were 3 cards in the deck for each side but at the end it shows a ninth card played for the Germans. How was that possible?

ANSWER: When the cards are run through, they are immediately reshuffled and play continues.

QUESTION: Also in the same section it shows on card 1 for the U.S. that soldiers 1 and 2 lose 2" from their movement to go over a hedge. Is there a missing chart for movement reductions?

ANSWER: A Good point. I think that we have them in our heads and they did not make the trasition to the last print copy, much less the electronic version. I will have to come up with something concrete, but basically it takes 2" to crawl over anthing up to the height of a man's shoulders, and the whole turn to crawl over anything that cannot be seen over.

QUESTION: How many cards do you put into the deck for any AFV crews?

ANSWER: The same as for an infantry squad. In the sample American deck under "Movement" there would be three additional cards that said "AFV move" or just "Tank". Free move cards can be assigned to the AFV if needed. Note that once in motion, the American AFV moves on every American card. It can only be stopped or started or turned on a crew card.

On 6/26/03, Michael Taylor wrote:

QUESTION: What company makes the 54mm WW2 Americans and Japenese you used in the [WW II Skirmish Rules] battle report?

ANSWER: Most of the American figures are Tamiya hard plastic model figures, These actually come as kits and have to be assembled. There are usually 4 or 8 figures to the kit. A few are Airfix or other "soft plastic army men".

The Japanese are mostly Airfix hard plastic"Multi-Pose" models which have to be assembled like the Tamiya figures above. A very few are "Soft plastic army men" cut up with a hot knife and "welded together" again in different positions. Left over "soft plastic" guys were turned into casualty figures, chopped up and liberally bloodied!

I am not certain that the Airfix figures are currently available, but Tamiya makes similar 1/35 Japanese infantry. All of the figures shown in our battle report were "built" in the late 1970s and early 1980s, and the rules were developed at that time.

Questions about Ironclad Gunboat

On 2/09/11, Paul Arceneaux wrote:

QUESTION: My son and I have been playtesting the Jackson Gamers Ironclad Gubboat rules using 1/600 Throughbred, Bay Area and Peter Pig models. It is a great rule set but I have one question. What happens if an armour box is destroyed?

Is the value of the armour reduced? A ship with eight armour boxes has eigth pionts of protection. If one is lost does the protection drop to seven?

Yes, when armor boxes are checked off, the armor rating declines. As it declines, guns who could not previously penetrate the armor may become able to. Thusly, instead of rolling on CHART B for non-penetrating guns, the enemy may henceforth be able to roll on CHART A which does much more damage.

On 6/26/07, Barrie Manchester wrote:

QUESTION: First. on the draft from the data sheets - As an example, the USS Chillicothe has 5 draft boxes, numbered 6 5 4 3 2 then sunk. Or the USS Cairo which has 7 boxes, numbered 6 5 4 3 3 2 2 then sunk. Lastly the USS Benton has 7 boxes, numbered 9 10 10 11 11 12 12. What do the numbers mean?

Is it simply that when the ship has that number of boxes crossed off, the ship is sunk?

The numbers in the boxes are the draft of the ship in feet. The Benton, for example starts with a draft of 9 feet, so can safely maneuver in water depths of 10 feet or greater. As it takes damage (hull boxes get checked off) it's draft increases, so that it may go aground in water that it could have safely navigated before the damage. As you surmised, when the last box is checked off the ship sinks.

QUESTION: Secondly, on the rules example given on page 5.2. If 2 8" smoothbores are firing at 16" then the penetration factor is reduced to 2 So chart B is used The total penetration factor of the two guns is halved to 5 and the firing would be resolved under the 4-8 column of chart B. But at 16" the effect on penetration is halved and so is the number of guns. So shouldn't the 2 guns penetration factor be reduced from 5 to 2, and the number of guns reduced from 2 to 1, so that the calculation is instead of 2x5 =10 it is 1x2=2

Your interpretation is correct, the example is not correct and I will change that part of the rules.

On 8/30/04, Barry Rogers wrote:

QUESTION: I have two queries you may be able to help me with:

1. Gun angle gauges are mentioned as being an appendix but do not appear to be present as such.

ANSWER: The Gun Training Arcs have been added to the "Appendix page" for these rules, just below the Turning gauges.

2. Battering factors are given for the ships but no mention is made of their use in the rules.

ANSWER: The "Battering factor" is used with non-penetrating fire. I have added explanatory material just below "Chart B" in the rules. In some "Update" in the past, this text was left out. I apologize to all readers - Jay Stribling

On 5/06/03, Nick Salmon wrote:

QUESTION: Reference is made to a "battering factor" but I cannot find a clarification as to what this is.

ANSWER: The "Battering factor" is used with non-penetrating fire. When the guns firing at a ship are unable to penetrate that ship's armor (the penetration factor of the guns is less than the armor factor of the ship) then there is still a chance for some damage to the ship.

The total penetration factors of all guns firing, but which are unable to penetrate the armor, are compared with a die roll on "Chart B". This gives either a number or a "None" for no effect, or a "Lucky Hit".

The "Lucky Hits" are resolved in the obvious manner, with a die roll on the "Lucky Hit chart". If the result is a number (most of the results on chart B are numbers) that number is compared with the "Battering Factor" of the ship. If the number equals or exceeds the "Battering Factor" then one armor box is checked off of the ship's armor on the ship data card.

This represented the theory, in vogue during the American Civil War, that the constant battering of non-penetrating shot and shell would loosen the armor of ironclads, which was usually bolted on in layers, and make it easier to penetrate.

Apparently the text that explained this got left out somehow when the rules were put up on the web. I will get this corrected soon.

You are the only person who has ever asked about this. I suppose you are reading more closely than the other guys!

Questions about Rules By Ral

On 7/15/02, Ken Demers wrote:

I just recently became interested in medieval wargaming after seeing the absolutely beautiful 100 Years War and Wars of the Roses figure lines by Front Rank.

I have been searching for a simple set of medieval rules... I must admit I really like these "Rules by Ral" and can't wait to try them out.

QUESTION; Are the original rules still in print?

ANSWER: The rules were on the Ral Partha web site untill several years ago when Ral underwent one of it's ownership changes (there have been several - I cannot keep up). They are not there any longer - that I can find.

QUESTION: When moving units are there any formations, wheeling and things of that nature to consider? Or is all movement fluid in any direction?

ANSWER: There is absolutely no formation change penalty, nor direction penalty. I am getting too old for that as I am (ancient!) in my 50s.

If you feel it is important, you can allow Yeomen, and all mounted troops to change formation by forfeiting half their move. Foot Knights and Peasants take the entire move.

Wheeling and stuff could do the same, but be aware, that these guys kind of fought in "blobs". It probably should take the entire turn to re-face, but you better start the game pretty close together or it will take a long time to close, if you add these penalties.

Questions about the rules variant Every Man a Briton

On 3/14/04 Dick Bryant wrote:

QUESTION: As I read the rules it would seem that you would never have more than one force ready to enter the table from off-board at a time -is that true?

ANSWER: Only one Zulu Impi can enter from a 'Perimeter Point" on any given turn. However it is possible for multiple Impis to enter on any turn due to British forces moving onto or within 6" of 'Appearance Points' on the table, or through conversion of a 'Lone Zulu' being fired at or attacked in close combat.

QUESTION:Also do you dice for a random entry point for each unit to come on OR do you dice for a unit type at every off board entry point and thus may have several ready to come on?

ANSWER: The umpire should dice for the random entry point for each unit to come on from the table edge at a 'Perimeter Point'.

On 8/10/02 Richard A. Brooks wrote:

QUESTION: When converting Rifle-armed or skirmishing regiments to rgular regiments by the Special Impi Creation Table, do you carry over any casualties on the unit converting to one of the replacing regiments?

ANSWER: I have always just caried over any casualties to one of the new "regular" regiments.

I can, however, see justification for doing it the other way - skirmishing unit fades away after new units (which had been concaled near by) take up the attack. Just be consistant during the game.

Questions about the BROM STANDARD RULES

Questions from Michael Taylor, 11/02/03

QUESTION 1: I am going to use your Brom Standard rules for Napoleonics and perhaps the Crimean war, but I could not find any unit organizations (such as figs per stand, stands per unit etc...).

We have used a variety of organizations, and we find that any standard that you adhere to will work. We currently use the following for Napoleonics and Crimean War.

Napoleonics:
Infantry battalions (all but Austrians) Six 4-man stands. We use stands with the figures in two ranks "two up and two down" but that is not so important. This stand gets one shot when firing.

Austrian or Hungarian line battalions, eight 4-man stands.

All Cavalry uses eight 2-man stands. If you think that one country had bigger regiments, just use ten 2-man stands. If you think that British regiments were smaller, use six 2-man stands.

It IS important that all the cavalry stands be the same size (2-man or 3-man or 4-man) whatever you wnat, just the same. The fewer men per stand, the more stands, and the more power the cavalry will have in melee. The more men per stand, the fewer stands that you will have in melee and thusly the fewer dice rolls, thusly less chances to beat up on the enemy.

For a while I used 4-man stands for Napoleonic cavalry, but I treated them as two 2-man stands each. The first pair of stands got a melee die roll, and then if it lost, the second pair of figures got a die roll, and if they lost, then the whole stand "fell back".

Crimean War

I use 4-man stands for all Infantry and 2-man stands for all Cavalry. British have 5 stands per infantry battalion, all others 6 stands per infantry battalion. British cavalry have 4 stands per regiment (the Brits lost a LOT of their horses in getting them to the Crimea), and everybody else has 6 stands per cavalry regiment.

General Comments
Whatever organization that seems right and good-looking to you will work. Do not get hung up on the number of men per company or the number of companies.

French Battalions once had 8 companies. Then a light company was added, then they were cut down to 6 companies, including a light and a Grenadier company. Some of the guard units and some of the satellite forces kept 8 companies. Some of the guard units just had 4 companies.

British battalions had 10 companies, Russians had 4, Prussians had 4 or 6 (or more or less), Austrians had either 6 or 8 companies.

A battalion is a battalion. Don't worry about the internal organization, just fight it as a battalion.

Questions from Brian Bradford, 09/19/00

QUESTION 1: What is the scale in the game, ground, figure, time?

ANSWER: There is no particular ground or time scale. You could say that 4” = 100 yards which would key the musket range to 200 yards, but the game was set up to play well on a 6’ x 12’ table. The Mexican/American TO & E was approximately a 1:20 ratio.

QUESTION 2: If one of the bonus cards is drawn does this allow a brigade/battery to move again, or is it something that can be used as a "passive" card, to delay acting?

ANSWER: It allows a brigade to move again even if it has already moved. The commander-in-chief determines who gets the bonus card. Players are encouraged to beg for the card. There are no passive cards, however, it sounds like it might be fun to do it that way. Let me know how it works out!

QUESTION 3: For artillery fire it is one die per figure (so a 6-gun battery has six figures). I roll the first six, look for mis-fires, then roll the remaining dice again? This means that if there are no mis-fires I would be rolling twelve dice with the above battery?

ANSWERS: The “misfire” concept was invented by Larry to reduce the effectiveness of ranged artillery fire as opposed to cannister fire. You would roll a 6 mis-fire dice for a 6 gun battery (3 guns & 6 gunners). Mexicans would discard any dice that were a result of 1 or 2. Americans would discard any dice that were a result of 1. Then the remaining dice for that battery would be rolled again to see if hits occurred.

EXAMPLE: A Mexican battery which has been reduced to 5 gunners because of casualties would roll 5 mis-fire dice when firing on an American unit which was out of cannister range. The dice results were 1, 2, 4, 5, and 5. The dice with results of 1 and 2 would be discarded. The results of 4, 5 and 5 are of no matter except that they were NOT 1 or 2. Then these three remaining dice would be gathered gently into the palm again, a small prayer said, and re-rolled to see if casualties occurred. Note that IF the Gringo target unit WAS IN cannister range, we would not worry about mis-fires. The above 5-man Mexican battery would just roll 5 dice to see what hits occurred.

QUESTION 4: What points should the units of the MAW have and what do they misfire on?

ANSWER: I am not certain what you mean by “points”. Mexican Batteries mis-fire on 1 or 2. American batteries mis-fire on 1.

QUESTION 5: What are your recommendations for formation appearances? What constitutes a line, column, square, etc.

ANSWER: We use 8 stands for Mexican infantry units. We call 4 across and 2 deep a line. Anything deeper is a column. You can group them any way into a square or rectangular formation and call it a square. Cavalry is the same except they do not form square. American volunteer units are organized the same as the Mexican units. American regular infantry units have ten companies so 5 across and 2 deep would be a line.

NOTE: If you mount the figures in 2-deep ranks on stands instead of our single-rank stands, then lines would be one deep by however many stands in the unit wide. Columns would be anything deeper than that.

Questions from Brian Bradford, 09/25/00

QUESTION 1: How does charging work? Is each charge and melee resolved as they occur or is there a process? We were playing where the charge was declared and the unit moved into contact, stopping 1" away.

ANSWER: The charging unit should stop at 1" from the target unit and close combats are fought after all movement is finished and all fire done and all morale tests done. The "target unit(s) may not move UNLESS they test and pass a morale test after testing command response when their move card is drawn. If this morale test is passed, the "target" unit may move or change formation. If this morale test is failed, the "target" unit routs no matter what the actual dice roll was.

Note that if the "target" of the charge does pass morale and moves away, the charging unit gets to use any un-utilized movement distance at that time.

QUESTION 2: Another gamer proposed that charges should be done the instant they occur, that is the unit moves to within 1" of the unit, the defender may fire, the attacker checks morale and if he passes the defender checks, then melee (whereby other units within 4" of the defender may support). This is resolved before drawing a new card.

ANSWER: I have done this and it worked pretty well. It slowed the game down a bit but it was a BIG game. Probably would be fun.

QUESTION 3: Regarding melee, stands are fought on a 1-1 basis with extra stands ganging up on others. Now is melee fought in one round, or several?

ANSWER: Each side picks one stand which is matched with the enemy and the die is rolled for each stand. The winning stand stays in place and the losing stand is moved "to the rear". If the losing stand lost the die roll with a "1" it loses 1 casualty. if the losing stand lost the die roll with a "2" it loses 2 casualty. A new stand is moved up to fight the victorious stand and the dice are rolled again.

Sooner or later, one side runs out of stands, all of them having fallen back "to the rear". At that point, the side which is out of stands has lost the close combat. It then tests morale, a pass allowing a fall back move and any failure being a rout. The other side has won the close combat and all of it's stands (less any casualties incurred by losing close combat rolls on a 1 or a 2) occupy the position. After all close combats have been adjudicated, then winning units are eligable for bonus moves.

QUESTION 4: We still cannot figure the role of command response with higher echelon commanders. Since they don't have any actual units to move. I assume that their response roll would be for their personal movement only.

ANSWER: The lowest level of commanders on the field (usually brigadiers) are the level normally used when testing command response. However the presence of a higher ranking officer supercedes the lower officer's command control.

EXAMPLE: A brigade of 5 infantry regiments' move card has been drawn. The brigadier is within command range of all his reigments, but the divisional commander is also within range of three of the units. Two command rolls would be made. One for the divisional general's effect on the 3 units he is within 12" of, and then a second roll for the units under the command response of the brigadier only. This is so simple to pick up if you can see it in action, but "deucedly difficult to describe, old boy!"

Questions about the BROM NAPOLEONIC RULES

Questions from Paul Cox, answers by Jay Stribling04/15/08

A long time ago I found a link to your version of the Brom Napoleonic rules and printed out a set. I know you have now removed these rules from your website - encouraging gamers to buy them directly from Larry Brom, so my first question is which of Larry's sets would be the one to get? I assume 'To the Sound of the Guns', but I know he also has another Napoleonic set: 'Before I was a Marshal I was a Grenadier'.

The rules set "To the sound of the guns" is essentially the "Brom Napoleonic" set, which in turn is essentially the older "Brom Standard" rules with the Franco-Prussian, American Civil War, and 1882 Anglo-Egyptian stats removed.

"Before I was a Marshall" actually is a predecessor rules set of the "Brom Standard" rules. Larry Brom "reverted" to it after he moved to North Carolina in 1982 or so.

Would you mind answering a couple of questions about the rules at this stage? There are a couple of points I don't fully understand about the melée system. Firstly, the rules state that units within 4" can support another unit in a melée if they pass a morale test, but I can't see how this support is carried out. Secondly, I don't understand the way the stand v. stand melée system works...

NOTE: This is a LONNNNGGGG answer. I will pose a situation and then run through an imaginary melee.

1) Two French Battalions in column, each consisting of four stands (the rules call for 6 stands but often we play with 4-stand battalions these days) of troops, one with a brigadier attached, charge (move to contact) a British battalion in line, also consisting of four stands of troops. They have enough move distance to close with the Brits and stop at 1" distance (2.54 cm - LOL!) from the line.

2) The British battalion fires with both Frog units taking casualties. They both test morale and pass, scoring a 6 or better for a "carry on" result. A "Halt" result for either of the battalions would have stopped it at 1" from the British line. A "fall back" would have resulted in a 3-dice move (doubled) to the rear for that battalion. A "rout" result would have the British player dancing with glee - but I digress.

3) Since they both passed the casualty test, they must now pass 'to close' morale. Please note that ANY morale failure at this point (the TO CLOSE test) will result in the battalion(s) which is(are) testing stopping at 1" distance.

4) They both test morale and score higher than 'halt' so they pass. The British battalion tests morale and also passes, needing a 'halt' or higher.

5) The British commander now has a choice, he has another battalion within 4". He can "throw this into" the melee (Larry always called melees a 'close combat') by testing morale and passing. He does so and scores 6 or better. The supporting unit must score 'carry on' or better. Any failure of the morale of the supporting unit merely results in that unit's colonel holding it back from the sordid affair, regardless of the pleas of the unit being attacked...

6) At this point the defending player usually excitedly rakes the supporting unit's stands up against his attacked unit, while the attacking player shoves his men that last 1" into the defender's bayonets!

7) NOW, each player examines his dice, looking for that perfect D6 that has not yet lost it's luck. Players in our group will not use a dice that I have touched, my bad luck being legendary in our club.

8) Each player calculates the die modifiers that he is entitled to, such as French, attacking in line, except against British line...or grog freshly issued...etc. For simplicity here, we will assume that the modifiers, if any, cancel each other out.

9) Each player rolls a D6. The British player rolls a 4, while the French player rolls a 3. Ah, first blood to the Briton. The French player moves one of his stands (NOT a casualty stand, they fight last) to the rear, so that they are physically separate from the melee. That stand is fought out for the turn.

Now the dice are rolled again, this time the Froggie rolls a 5 and the British player rolls a 2. A TWO! Ah, the worst possible roll. The British player moves one of his stands to the rear, marking TWO casualties upon it.

The dice are rolled again, this time the Frenchman rolls a 3 and the British player rolls a 6. The French player again moves one of his stands (NOT a casualty stand, they fight last) to the rear grouping it with the other "fallen back" stand.

For the fourth time the dice are rolled and this time the French roll of 1, compared to the British roll of 4 means that another French stand goes to the rear, with one casualty marked.

The last French stand of that battalion with two casualties from the earlier British fire now prepares for the struggle, but a voice from above is heard, saing "Casualty stands fight last." so the 5th time the dice are rolled it is for one of the stands of the second French battalion. The result is Froggie 4, Brit 4. So this tie must be re-rolled. This time the result is Froggie 4, Brit 3. Another British stand goes to the rear.

The next three dice rolls are all won by the Frenchman, 6-1, 5-2, and 6-4. The remaining 3 stands of the British battalion have gone to the rear, with another casualty for the losing roll of 1 and two more casualties for the losing roll of 2. Since there is a supporting unit, which had passed it's morale, it will now take up the fight.

The next dice rolls are Briton 2, Frenchman 1. This is a losing roll for the French so a French stand is moved to the rear with one casualty marked. Even though the British player rolled a "2" there are no causualties for him because his roll of 2 was not a LOSING die roll.

This continues for a while till one British stand is left fighting and only the two casualty stands (from fire taken during the advance) of the two French battalions. By this time, all the gamers are gathered closely around, watching the die rolls. The Frenchmen sneer masterfully as their man wins die rolls, and the British cheer as their lad wins one.

The next roll pits a French stand with two casualties (thus a -2 die modifier) agains the sole British stand. British roll 3, vs French roll 4 (modified down to a 2). British win this roll and the French stand departs to the rear. No fresh casualties are marked on the Frenchies since only with a NATURAL (not modified) losing die roll of 1 or 2 does a stand suffer 1 or 2 casualties.

The last British stand vs. the last French stand with one man already dead due to fire, thusly a -1 modifier. The British roll is 5, French roll is 6 (but modified down to a 4). Hurrah! But wait. Not yet. Remember that one of the French battalions had an officer attached.

The French officer now rides into the melee, gathering a few grenadiers and veterans around the eagle and screams his defiance. Actually the Froggie player merely pushed the Mounted officer up an inch or so and says quietly "and now the leader."

The officer bonus is +1 and win ties. This is a serious modifier. The British must beat the French die roll by 2. Each player warms his die in his hand and spins it upon the table top. British - 6! French - 1 (modified to a 2) Huzzah!

Now, the officer has possibly suffered a casualty (losing on a 1) A D-10 is produced and the French player (with a gulp) casts it, with the result - 7. Ah - not a 0 result. A die result 0 would have killed the officer. As it is, one more casualty is inflicted upon the battalion to which the officer was attached. SOMEBODY had to take the casualty from that last French D6 roll.

10) Now that we are through with part 9 - the die rolls - I return to numbered sections. Each British battalion's morale is raised by 1. They have won a melee. If the original battalion had defeated the Frenchmen before the "Supporting" battalion cast any dice, then only the original defender would have it's morale raised.

11) The British battalions bring forward again all the stands that "fell back" Casualties are all grouped onto one stand (more if needed) and any stands now completely composed of casualties are removed from the table. The British battalions are placed in their original positions so far as anyone can remember them.

12) Now the Froggies must test morale for each battalion, because they lost a melee. They must score 6 (carry on)or better on morale to fall back in good order. If they do not get that score, they rout, and their morale is reduced by one for routing.

Again the Brom "Standard" and the "Brom Napoleonic" are very similary and "To the Sound of the Guns" IS the latest version of the "Brom Napoleonic with some extra material, mainly in the appendices, and a lot more of explanations as to how things work added. I reccomend spending the few dollars to purchase it from Mr. Brom.

I am not certain who asked these questions. Answers by Jay Stribling:

QUESTION 1: In the close combat modifiers, Guard and Elite infantry have the same +1 mod. Is this correect?

Yes. I do not believe that guards fought any better than an elite line infantry unit.

QUESTION 2: The diagram shows the Cavalry unit as 24 figures. Is it really 24 or should it be 12 miniature cavalrymen?

I use 24 figures per cavalry regiment. Actually what I am using is the Napoleon's battles organization, in which 24 cavalrymen represent about a 500 man cavalry regiment, while the 24 infantrymen represent an 1800 man (three battalion) infantry regiment. I belive that the designers of that game did this because:

  1. They felt that cavalry could have an effect all out of proportion to it's numbers
  2. Most wargamers like to have too many cavalrymen anyway with their pretty uniforms...

If you want to use 12 men, go ahead, but the regiments will just melt away under fire.

My Last question concerns movement. Since measurement is done from front center to front center and no penalty for changing formation/facing doesn't this result in some of the stands moving beyond the maximum allowable movement?

Yes, but if you have ever marched in a military formation, you know that there is a certain reserve of movement left above normal marching speeds. This allows the guys on the outside of wheeling lines or columns to "stretch their legs" and move a bit faster when needed to maintain the formation, and/or when their sargeant begins to scream at them.

Historically these soldiers practiced these maneuvers, over and over and over. They knew how to change formations, directions, wheel, align...

Also, remember that there is a lot of dead time involved in anything. There are times spent moving and much more time in any period just spent waiting for someone to tell them what to do.

What we call a turn is also quite variable. In real life it would have no meaning. It is just a grid that we superimpose on the game to allow us to keep track of things.

Questions aboutThe Sword in the Phillippines

On 12/12/02"Scott K" of Knoxville TN had these questions. Answers by Jay Stribling

Question one: If a single juramentado charges a unit does he have to roll for charge completion?(we assume not)

ANSWER: Juramentados never roll for charge completion. They will never fail to close - unless dead!

Question two:If the unit fails to evade or chooses not to evade does this mean that the entire unit is prevented from moving even though only a single juramentado figure is charging them?

ANSWER: No, they can adjust facing and the position of individuals, but they cannot withdraw. They must accept the charge, but they can make adjustments to do so on more advantageous terms.

Question three: What do you guys suggest in terms of play balance? We've been using 2 to 1 in favor of the Moros, but so far they seem to be wiping the floor with American or allied units.

ANSWER: Mark Stevens has been the game master in all of the "Sword in the Philippines" games in which I have played. I believe that he never gives the natives more than parity with the Americans. I would try 1-1 ratio with LOTS of concealing terrain and the American players (and their "Little Brown Brothers") should have some task to accomplish.

Some quick sketches for scenario Ideas:

  1. The Americans could have to enter the jungle and find and destroy a village, used as a safe haven by the insurrectionists, the location of which is only approximately known. The insurrectionists win if the village is not destroyed
  2. The Americans could be escorting a wagon convoy containing prisoners to the coast, where they will be placed on ships and taken to Manila. The insurrectionists win if the prisoners are freed. Both sides lose if the prisoners are killed during the fighting.
  3. The Americans must reach the mission station and bring out the priest and his flock who "have a price on their heads". (Variant - the priest does not want to go... Both sides roll a D6 at start of each turn, high die moves the priest that turn.)
  4. The insurrectionists attack a village occupied by Philippine Constabulary and try to free captives in the local jail. A relief column of Americans and Phillippino Scouts enters from the edge. The Americans win if the captives are killed, but they may not shoot them unless they have been freed by the insurrectionists


Return to the Jackson Gamers' Home Rules

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!