Rally Round the Flag

New ACW Rules

by Scott Monsour

My new miniature wargame rules set, Rally Round the Flag, is now available. Rally Round the Flag (RRTF) is a regimental Civil War game, which allows players to comfortably run a division, or, with more experience, corps-sized commands. Units are sized depending on their morale class, with veteran commands being smaller and green units larger. Figures are based 3 (or 4) castings to a stand, which along with a command stand, makes a regular regiment roughly 18 figures in size (Fire and FuryTM sized bases, since I didn't want to rebase my figures).

There are several levels of command, although only two really come into play when battle starts (divisional and brigade). Commanders have two ratings: Leadership and Aggression. An army or corps commander's rating will affect his subordinate's rating. Before the wargame starts, unless the gamemaster is using historical leadership ratings, a player rolls I D6 to determine the ratings of their leaders, starting at the top level of command. These ratings are -1, 0 and +1 (historical ratings can have +2 leaders) with Leadership effecting initiative, while the Aggressive rating affects Command Points (CP).

Command points are determined at the start of each turn. Each brigade commander rolls I D6 and adds (or subtracts) his Aggressive rating. The number of resulting points allows the commander to move the units under his command. Points can also be spent to double move, rally troops; allow formation changes without movement cost, and the like. A divisional commander gets 1D6 points at the start of the game, which he may use on any unit under his command. Unlike the brigade commanders, his points do not refresh each turn.

Artillery and small arms firing does not cost CP and is simultaneous. Essentially a regiment starts with 4D6 (artillery dice depends on type of battery), which is modified by size of unit, morale grade, current morale level. The 'to hit' roll is based upon range. If a player scores a hit, the other player may get to roll for a cover save; if the unit is not under cover, then the player marks a casualty.

A regiment at 30% casualties (there are other times as well) is required to make a morale roll, which will determine its fate on the battlefield. A unit can have several levels of morale: Good, Disordered, Shaken, Retreating and Routing. A routing unit can cause other units around it to also rout. The player rolls 2D6 (modified) and must roll under the unit's morale number (depending on morale class - Green, Regular, Veteran, Elite) to determine its morale. A division will also need to make a morale roll at 50% casualties. At over 66% casualties, it will automatically retreat (although not rout). A routed division can cause other commands to also retreat, causing a domino effect.

I usually run smaller scenarios for conventions - First Manassas (at Warfair here in Atlanta, the Union right broke which caused the middle to also run) and a fictional scenario called Bloody River, which is really no more then a few divisions on a side. However, at the last Warfair, I ran the "Battle of Peachtree Creek." It was the largest scenario that I have run to date with half a dozen players. It worked out well and the scenario was completed before the allotted scenario time limit expired.

EDITOR'S NOTES Scott Monsour's rules were first released by LMW Works in January at The Siege of Augusta 2005 gaming convention in Augusta, Georgia. They are for use with 15 and 25mm figures.

The rulebook is 8.25" x 10.75" perfect bound, color cover, 36 pages (a little smaller than A4 for you metric-inclined readers). It contains the rules for regimental to corps-sized actions and includes several scenarios.

The rules book retails for $20.00 US. For more details, see www.classicaIhack. com


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