Note: GameFix includes a game within every issue, complete with map and counters. MagWeb offers the rules and some illustrations from the rules, but not the map or counters (Winceby has 100: 42 combat, 58 administrative). To get the game, you must order this back issue directly from One Small Step, Inc.--RL for Coalition Web, Inc.
Each copy of Winceby includes the following:
Two six-sided dice are needed for play, but are not included.
A. Game Map
The game map is a representation of the battlefield where the battle occurred. A hexagonal grid has been superimposed to regulate play.
B. Game Counters
Game counters represent combat units, leaders, and informational markers.
C. Game Scale
Each hex is 100 to 115 yards, and each strength point represents 70 to 100 men.
A. Leaders
There are two types of leaders in Winceby, leaders and overall leaders. Overall leaders are in command of their side's entire force, whereas leaders are only in command of those units
assigned to them. Leaders and the units they control are color coded for ease of play.
1. Leader Ratings: Leaders have three ratings: Command, Command Span, and Combat Bonus.
Overall leaders have two ratings: Command Span and Combat Bonus. See right.
2. Leader Casualties: A leader stacked with a combat unit that is eliminated during Melee is killed if no friendly units remain in the hex. The leader is flipped to its replacement leader side. It is then moved to the nearest friendly combat unit under the leader's command. The previous leader's command chit is placed under the replacement leader. Replacement leaders
that are eliminated are not removed from play. It is assumed that another replacement
leader has taken the dead replacement leader's place.
A leader alone in a hex that is entered
by an enemy combat unit is flipped to its replacement side (if not already flipped) and is
then moved to the nearest friendly combat unit under the leader's command.
3. Overall Leaders: Overall leaders are used to control specific combat units as
leaders do, but also have special abilities. Their special abilities are as follows:
B. Facing
A combat unit must face in a specific direction at all times. All combat units must face
toward one vertex (point) of the hex it is in and may exit the hex only through a Front
hexside. All combat units in the same hex must face in the same
direction. Leaders do not need to obey facing requirements.
C. Zones of Control (ZOC)
Combat units exert Zones of Control; leaders do not.
D. Stacking
Stacking refers to having more than one combat unit in a hex at any given time. There are no stacking restrictions for Leaders or Overall Leaders. Stacking limits apply at all times during the turn. Unless stacked together at the beginning of a scenario, only one combat unit is allowed per hex. A combat unit may not move through another combat unit.
1. Stacked Units: Two combat units of the same type (i.e. infantry, cavalry, etc.)
may begin the game stacked together. Combat units may unstack without cost or
penalty. Restacking is not allowed.
Stacking Restrictions:
2. Stacking and Morale Checks:
For purposes of morale, a stack checks morale separately for each unit, starting with
the top unit (see VII.C.5. fot details on morale.
Winceby uses the following Sequence of Play for each game turn. The player whose turn
it is, is referred to as the phasing player; the opponent is the non-phasing player. The
scenarios list which player moves first. A game turn consists of the following:
A. Order Phase
Players may attempt to change the current commands that each or any of their leaders
are currently using.
B. First Player Movement Phase
C. First Player Combat Phase
D. First Player Rally Phase
First player attempts to rally eligible routed units.
E. Second Player Victory Check Phase
Second player checks to see whether a victory die roll must be made.
F - G. Second Player Movement, Combat, Rally (same as B - D)
H. First Player Victory Check Phase (same as
E)
At the beginning of each game, place a command marker on the order for each
commander's units. Commands do not have to be shown to the opposing player. During
ensuing Orders Phases, Commands may be changed (see V.B). (You will also need to
photocopy the charts and tables sheets on the back of the map before beginning play.)
A. Commands
There are seven different Commands; each has a different effect on the combat units. Units must obey the requirements of their
command to the best of their ability. In some cases, a situation in the game will create a
condition where the player will not be able to comply with the movement restrictions of
a Command. In such a case, the player must reveal the Command and demonstrate to the
opposing player that certain units cannot perform the Command's requirements. The
Command remains unchanged.
B. Changing Command
1. During the Orders Phase of each turn, a leader's Command may be changed. To do
so, a die is rolled and compared to the leader's Command Rating. If the die result is
equal to or less than the Command Rating of the leader, the Command may be
replaced with a different Command. Otherwise, no change occurs. A leader may
always change from Muster to any other command if at least two of his combat units
have been eliminated during the game or are currently routed. The change can be
made if there is one eliminated and one routed unit.
2. Overall Leaders have special
effects on changing Command Chits. See III.A.3.
C. Combat Units and Command
At the beginning of each Movement Phase, all combat units must check to see whether
they are within the Command Span of their leader. Combat units that are not in command
are considered to be out of command and receive an "OC" marker.
During a friendly Movement Phase, a player may move as many of his units as he
wishes, subject only to the restrictions listed below and in the rules for Facing and
Command.
A. Movement Allowance
All combat units have their movement allowance printed on their counter. The
Movement Allowance represents the total number of Movement Points (MPs) that the
unit may use in any one Movement Phase (within Command Chit and Rout restrictions).
These MPs may not be saved or transferred in any way. A unit does not have to use all
of its Movement Allowance, but it may never expend more. Combat units must always
move through their frontal hexes. Leaders have an unprinted movement allowance of
10.
B. Terrain and Movement
Each hex and some hexsides on the map contain terrain. The different types of terrain
and their effects are listed on the Terrain Effects Chart. Each type of unit pays a certain
number of movement points (MPs) to enter each type of terrain. Roads tend to speed up
movement. To take advantage of a road, a unit must move along a road (enter a road hex
through a hexside containing a road), though it need not begin and end its movement
phase on that road.
C. Enemy Units and Movement
A friendly combat unit may never enter a hex occupied by an enemy combat unit. A
friendly combat unit may enter a hex containing only an enemy leader, causing a
casualty (see III.A.2.).
During each Combat Phase, combat is resolved in the following order: Defensive
Fire Combat, Offensive Fire Combat, Melee Combat.
A. Fire Combat
All cavalry units have the ability to perform Fire Combat. Cavalry units may only fire
through frontal hexsides. To conduct Fire Combat, eligible combat units check line of
sight (see VII.B.) and the Range Table. The player then rolls a die and modifies it by
modifiers on the Range Table and Terrain Chart. Each unit fires separately. Combat units
may be fired at more than once, but combat units may only fire once.
B. Line of Sight & Elevation Combat units firing at a range of two hexes or more may fire only at targets to which they can trace a Line of Sight (LOS); i.e. they must be able to see it. LOS is traced from the center of the firing hex to the center of the target hex. If LOS is blocked, fire is not possible. 1. Combat Units Firing at Enemy Units on the Same Elevation: The following block LOS when firing and target units are at the same elevation:
2.Combat Units Firing at Enemy Units on a Different Elevation: The following block LOS when firing and target units are at different (higher or lower) elevations:
C. Melee Combat During Melee Combat, the phasing player may attack enemy combat units in his combat unit's Front hexes (see III.B.). Out of Command and Routed units may not initiate melee. More than one unit may attack an enemy combat unit together. 1. Melee Requirements: A unit does not have to melee, but if it does there are certain requirements:
2. Melee Procedure: The following procedure is used to resolve Melee Combat:
3. Melee Combat Table: The Melee Combat Table has a number of columns that correspond to the combat strength of the attacking or defending units. When resolving Melee Combat, each side finds the column that corresponds to total strength and rolls a die. This die is modified by a number of factors, and then the result is checked on the table's "Die Roll" column to find the correct line to cross index for results. Die rolls modified to less than zero are resolved on the O line; and those greater than nine are resolved on the 9 line. 4. Morale Checks: To make a morale check, roll two dice, subtract one from the dice result if a leader is stacked with the combat unit, and compare to the combat unit's morale rating. If the dice roll is equal to or less than the morale rating, the combat unit has passed the morale check; if the dice roll is higher, the combat unit routs. The owner places a "Rout" marker on the unit and retreats it one to three hexes within the following restrictions:
5. Step Loss: All combat units with a reverse side have four possible steps to lose. The one exception is dragoon units (see VII.C.6.). Units with no reverse side (those with only one combat strength point) may only suffer two step losses.
6. Dragoons: Dragoon units have two sides - mounted and dismounted. They may change formation at the beginning of any friendly movement phase. They have only two steps; remove a Dragoon from play after the third step loss. (See VII.C.5. for more details). 7. Advance after Combat: If a defender vacates a hex as a result of melee, the at- tacker must advance all combat units from one attacking hex into the hex vacated. If the attacker has two combat units stacked together, it must advance both. VIII. RallyDuring Fire Combat and Melee, there is a possibility that a combat unit's morale will need to be checked (see VII.C.4), units make only one morale check per type of combat phase, even if required to do more than one check.Therefore, if a unit, as the result of a Fire Combat Phase, was required to make three checks, it would only make one. A. Effects of Rout A combat unit with a Rout marker has its movement allowance halved (drop fractions), has no ZOC, cannot enter enemy ZOCs, cannot fire or initiate Melee, subtracts one from the Melee die roll when defending, and adds one to its morale check dice roll. A routed unit also loses the benefits of a Charge Command, and is treated as if it is under a Muster Command. Any Rout effects take precedence over Muster Command requirements. B. Recovery During the Rally Phase, each routed unit that is in command and not in an enemy ZOC makes a morale check. Subtract one from the result if a Leader is stacked with the unit. If the result is equal to or less than the morale rating, the rout marker is re- moved. Otherwise, the unit immediately routs another three hexes. Leaders stacked with it may accompany the unit or remain behind as the owner wishes. IX. VictoryThe Victory Table lists the number of points a side must lose before the opponent begins checking for victory. Each side rolls two dice during its Victory Check Phase. If the result falls within the indicated range on the table, the rolling side immediately wins the game. There are no victory levels; you either win or you lose.
Loss Points:
Reduced unit = Full combat strength minus Reduced strength Overall Leader = 5 Other leader = 3 Credits:Design: Robert Markham ScenarioNumber of Turns: 13 Royalist (white) is first player. Setup: No units begin on the map. Units enter during the owning player's movement phase (see map for locations) according to the following chart:
Note: All subordinate units enter with each leader listed (array has no leader and is subordinated to henderson when they enter). Back to Battle of Winceby Historical Overview Back to Table of Contents #5 |