These are based heavily on a very similarly named set of rules from "the Canadian wargames journal" and my thoughts on what i would like a game to have.
Version
1.2
Sequence of Play
Rally Phase: Phasing player MUST attempt to rally any disordered
units.
Movement Phase: Phasing player moves any friendly units he wants,
Non-phasing player may make cavalry withdrawal moves. Non-phasing player takes
contact morale checks
Defensive Fire Phase: Non-phasing player forms square, if not contacted by
cavalry, or fires (not both).
Charge Phase: Phasing player may make Cavalry charge moves to contact.
Advancing Fire Phase: Phasing player may fire any unit not in contact with an
enemy unit.
Melee Phase: Resolve all melee.
Formations- For infantry there are Square, Skirmish, Column, Line, and
Deployed. For cavalry they are Line, and Column and for Artillery they are
limbered, unlimbered. To show the various formations: for line all bases side
by side in a line, for column two bases in front with the rest behind, for
square same as column but rear rank facing the opposite direction. Skirmish as
a line but the outside bases back a base depth. Limbered artillery has the
limber in front of the gun which is facing to the rear, to show unlimbered
remove the limber base.
Rally- Each Corps commander starts the game with one to five morale
passes available. Commanders who own disordered units within 30 cm may spend
one of their morale passes and un-disrupt the unit. Once spent the morale pass
is lost for the entire game.
A leader
may spend as many morale passes as he wishes in one rally phase. A disordered
unit must attempt to rally every Rally phase.
If
a unit is outside 30 cm, or if the player simply does not wish to use a pass
on a particular unit; the unit rolls 2d6 and refers the to the Morale table.
Rally
Table
|
||
2-3
Rout |
Remove
unit from table |
Unit's Morale Mod Attached
General +1 |
4-5
Retreat |
Move
unit 30 cm directly away from the nearest enemy if this puts the unit in
contact with other enemy units it surrenders. |
|
6-8
Disordered |
Unit
stands in place cannot move, change formation, or facing. |
|
9
–12 Rally (Pass) |
Unit
recovers and moves, fights, etc |
Movement Factors
|
|||
Formation or situation |
Infantry |
Cavalry |
Light
bonus |
On road for entire move |
30 cm |
38 cm |
+6 cm |
In column |
18 cm * |
22 cm * |
+4 cm * |
In Line |
12 cm * |
14 cm * |
+4 cm * |
Charge Move (must be straight at target. No facing or
formation changes allowed) |
12 cm |
+2 cm |
|
|
Foot
Artillery |
Horse
Artillery |
Light
bonus |
Limbered |
20 cm * |
30 cm * |
+4 cm * |
Unlimbered |
6 cm * |
6cm * |
+2 cm * |
|
*
If Unit changes facing and or formation
halve these distances
Movement
special cases
Infantry may not move into frontal contact with cavalry.
Squares may not move towards visible enemy units.
Cavalry that have enemy infantry/artillery units move within 10cm of
them may withdrawl, roll 2d6 move this number of cm’s then roll on the rally
table, pass you're OK, otherwise do as it says.
Rough
Terrain
When a unit moves through rough terrain (listed below) it takes a
morale test. If it is successtil there is no further penalty. If it fails it
completes its move but is disordered (no other penalty).
Modifiers
to morale test (in addition to the usual modifiers)
Unit in
line –1, Cavalry -1, Artillery -2, Lt.Inf +1,
Water +2, Woods +3, Up Hill +5, Crossing a linear
object +4.
Failure results in the unit becoming unformed, the effect of which is
identical to being disordered except failure to rally does not cause the loss
of a morale chit and it is removed if the unit does not move in the movement
phase.
Contact
Morale check-
Any unsquared infantry contacted by cavalry, or any infantry unit contacted by
an infantry column must check morale on the rally table: pass=OK, otherwise do
as it says. In skirmish formation -3
Fire
Combat - A unit
may fire at any enemy within range and within
45 degrees of its front face, or an enemy that has just come into contact with
its front in the preceding movement phase. Two artillery units may combine
their fire mods (a 0 adds 1) but only if they are in contact with each other
and shooting at the same target.
Firing over units is allowable only to higher level artillery firers
and only if the target is behind an artillery unit or if the target is 10 cm
behind any other type of unit, Reciprocity applies if in arc.
Musket range is 5 cm. Normal artillery range is 20cm for Heavy, 15cm
for Medium and l0m for Light batteries, all artillery can fire out to double
range or triple range with penalties.
Roll
2d6 and consult the following Firing table.
Firing Table
|
|
2-6 |
No effect |
7-9 |
Target
disordered |
10-11 |
Target
retreated 30 cm and disordered. |
12+ |
Target
eliminated |
Firing Unit
|
Target is: |
Mod |
Artillery Ranges |
||
Firer’s Fire mod |
+/-x
|
Hit in flank/rear |
+2 |
Heavy |
20cm |
Artillery range x2 |
-2 |
Disordered |
+1 |
Medium |
15cm |
Artillery range x3 |
-4 |
Mounted |
+1 |
Light |
10cm |
In a square formation |
-2 |
In column |
+1 |
|
|
Deployed in area |
-1 |
In Square |
+2 |
|
|
Disordered |
-1 |
In skirmish |
-1 |
|
|
Not in square, or area vs
in contact cavalry |
-2 |
Artillery |
-1 |
|
|
In line formation |
+1 |
Unlimbered |
-1 |
|
|
In skirmish formation |
+2 |
In Soft cover |
-1 |
|
|
|
|
In Hard Cover |
-2 |
|
Melee-
whenever two or more opposing units are left in contact in the melee phase,
close combat takes place. Each player takes the melee factor of his unit(s)
involved and adds all applicable modifiers and the roll of 1d6. The player
rolling lower is the loser and applies the applicable result.
Melee table
|
||
Diff |
Effect |
Modifiers: Unit is disordered -2 Hit in flank/Rear -2 Infantry not in square or
defensive area versus cavalry –2 Defending wall or
fortification +1 Leader attached +1 Uphill from enemy +1 Square versus cavalry +4
(Cavalry treat difference of 5+ as a 4) |
5+ |
Loser is eliminated |
|
4-2 |
Loser retreats 20 cm and
disordered |
|
1 |
Loser Disordered, but
stays in contact |
|
0 |
Melee, all units
disordered and stay in contact, roll next melee phase |
Units that remain in contact may not move, change formation, rally, or be fired upon. Player may join new units into the melee space permitting. The units remain this way until the melee phase of the next player’s turn in which the melee MUST be fought again. Cavalry that win a melee must test for control.
Cavalry Control Table
|
||
Original 2 remove unit
from field |
Modifiers |
|
Modified Die Roll |
Result |
General attached +2 British not KGL –1 Disordered -1 Enemy Flank/rear visible
-2 |
2-4 Uncontrolled charge. |
Contact nearest enemy or
move 30cm, disordered.* |
|
5-7 Uncontrolled move. |
Must move 20 cm after
defeated foe, disordered.* |
|
8-9 Mill about. |
Stay in place. |
|
10-12 Controlled. |
May stay in place or
perform another move or charge move. |
|
* If defeated foe
eliminated, move straight forward unless another enemy unit in range or
45 arc. |
Divisional
generals- Each corps recieves a number of
divisional generals. The divisional general’s effect is: a bonus in the
rally phase, in the shooting phase he MUST if attached attempt to downgrade
the effect of a 7+ result, he rolls 1d6 on a 5+ he downgrades the result by
one level, in melee he gives a +1
modifier. If he is used regardless of his effect he rolls 1d6 on a 1 he dies.
Divisional generals only work for unit of their own corps, Cavalry Generals
only work for cavalry units and Infantry Generals only for infantry units.
Winning and losing:
Each side keeps track of Army morale and Corps fatigue.
Army Morale: One Corps commander is also the Comander-in-Chief for each side. Each side gets an empty dish, into which he places the poker chips lost due to the removal of units or rally failures, when the number of chips in the dish is equal to his sides Army morale, his side has been defeated.
Army morale is determined as follows, add together all of his Corps Fatigue numbers this will be your base Army Morale, increase it by 2 for each terain objective you currently control, decrease it by 2 for each terrain objective you have lost to the enemy.
Corps Fatigue: If a side has
multiple Corps Each corps has a dish into which are placed a number of poker
chips, the number of chips is determined as follows; 1 for each regiment he
commands plus 1 for each divisional general he has, also for each divisional
general he has roll 1d6 for each 6 rolled add one more poker chip for each 6
rolled he gets to roll again and if another 6 is rolled he gets another chip
and another roll and so on. For each regiment that leaves the table remove 2
poker chips, for each regiment that fails to rally remove 1 poker chip. When a
corps has no more poker chips left its units may no longer move towards any
known enemy units unless it has a leader attached.
French
|
|||
|
Fire
mod |
Rally
mod |
Melee
mod |
Infantry
|
|||
Guard |
2 |
2 |
7 |
Grenadier |
1 |
2 |
5 |
Light * |
2 |
1 |
3 |
Line |
1 |
1 |
4 |
Vet. Line |
1 |
2 |
4 |
Conscript |
-1 |
-1 |
2 |
Cavalry
|
|||
Heavy |
- |
1 |
5 |
Lancer |
- |
1 |
(5)
3 |
Medium |
- |
1 |
3 |
Light * |
- |
0 |
2 |
Artillery
|
|||
Heavy |
2 |
1 |
3 |
Medium |
1 |
1 |
2 |
Light * |
0 |
0 |
1 |
Med.Horse |
1 |
1 |
2 |
Lt Horse * |
0 |
0 |
1 |
GD Arty |
+1 |
+1 |
+1 |
* Unit eligible for light movement bonus.
Austrian
|
|||
|
Fire
mod |
Rally
mod |
Melee
mod |
Infantry
|
|||
Grenadier |
1 |
2 |
6 |
Jager * |
2 |
1 |
2 |
Grenz * |
2 |
0 |
2 |
Light * |
1 |
1 |
3 |
Line |
0 |
1 |
0 |
Vet. Line |
1 |
2 |
4 |
Militia/Landwehr |
-1 |
-1 |
2 |
Cavalry
|
|||
Heavy |
- |
2 |
5 |
Lancer |
- |
1 |
(5)
3 |
Medium |
- |
1 |
3 |
Light * |
- |
0 |
2 |
Artillery
|
|||
Heavy |
2 |
1 |
3 |
Medium |
1 |
1 |
2 |
Light * |
0 |
0 |
1 |
Med.Horse |
1 |
1 |
2 |
Lt Horse * |
0 |
0 |
1 |
* Unit eligible for light movement bonus.