Battle of Winceby

(Rules for Game)


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.

I. Introduction

Winceby uses the Royalists & Roundheads system, originally published by 3W. It is a representation of the cavalry battle that took place outside of the small village of Winceby, 11 October 1643.

II. Game Components

Each copy of Winceby includes the following:

  • One 11" x 17" map
  • 100 die-cut counters
  • 1 rulebook

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.

III. Leaders, Facing, Zones of Control, and Stacking

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.

    a. Command: This rating is used to determine whether a command chit can be changed or not (see V.B.).
    b. Command Span: The number of hexes a combat unit may be away from the leader and still be in command (see V.C.1).
    c. Combat Bonus: A die roll modifier used during Melee.

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:

  • Overall leaders stacked with a friendly leader during the Command Phase can automatically change the Command Chit of the leader.
  • Leaders, within the Command Span of their Overall Leader during the Command Phase, get a -1 die roll modifier on any attempt to change their Command Chit.
  • Overall leaders may change their own Command Chit without a die roll.
  • Combat units assigned to other friendly leaders may trace command to their overall leader, instead.

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.

    1. A combat unit may change facing by pointing toward any vertex in its hex. Changing facing after Melee Combat or while still in its starting hex during Movement never costs anything. A unit that changes facing in the hex it just entered must spend one movement point. If the unit lacks the needed MP, it cannot change its facing.
    2. Facing affects a combat unit's Zone of Control (III.C.) and Combat (VII).

C. Zones of Control (ZOC)

Combat units exert Zones of Control; leaders do not.

    1. ZOC and Facing: Combat units exert ZOCs through their Front and Flank hexsides; they do not exert a ZOC into their Rear hexsides. Exception: Routed units do not exert ZOCs.
    2. ZOC Extension Restrictions: ZOCs do not extend through hexsides or into hexes into which that combat unit could not normally move.
    3. ZOC and Out of Command Units: Out of command combat units may not leave an enemy ZOC.
    4. Effects of ZOC
    • A unit must stop when it enters an enemy ZOC. It may not move further in that Movement Phase regardless of how many movement points it has remaining.
    • A friendly combat unit negates the effect of an enemy ZOC for purposes of tracing a Command Span, but it does not do so for movement or retreat purposes.
    • If more than one combat unit exerts a ZOC into the hex, there is no additional effect.

    5. Leaving a ZOC: A combat unit that begins a Movement Phase in an enemy ZOC may move out of that ZOC if it has a Retreat, Stand, Muster,or Reserve Command, and it is in command. Routed units may also leave an enemy ZOC.

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:

  • Stacked combat units are treated as one combat unit, while stacked together.
  • A stack moves with the movement allowance of its slower component combat unit.
  • Combat units may not change their position in a stack. The lower combat unit in the stack cannot be affected by combat until the top unit is destroyed.
  • Leaders do not count for stacking purposes.

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.

IV. Sequence of Play

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

    1. The first player checks to see whether any units are out of command. Those units out of command are marked with an out of command marker.
    2. The first player then moves all eligible units that he desires to move.
    3. The non-phasing player may conduct cavalry charges during the phasing player's movement.

C. First Player Combat Phase

    1. Fire Combat Phase
      a. Defensive Fire: All non-phasing units that have enemy units within their range may fire.
      b. Offensive Fire: All phasing units that have enemy units within their range may fire.
    2. Melee: During the Melee Phase, the attacker may conduct melee attacks against adjacent enemy units.
      a. Attacker checks morale of attacking units.
      b. Defender checks morale of defending units if any attacking units pass their morale check.
      c. Melee combat is resolved between attacking and defending units that have passed morale in steps 1 and 2.

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)

V. Orders Phase

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.

    1. Command Span: Each leader has a Command Span Rating. The rating is the number of hexes from a leader a combat unit can be and still be in command. When tracing Command Span, count the hex the combat unit is in, but not the hex the leader is in. Enemy ZOCs block command span into (but not out of) a hex unless the hex is occupied by a friendly combat unit. Hexes occupied by enemy combat units always block command span.
    2. Command Span Extension: A combat unit outside its leader's Command Span may be in command if each hex outside the span contains a friendly combat unit capable of being commanded by the same leader.
    3. Effects of Being Out of Command: Combat units out of command have the following restrictions:
    • They may not move adjacent to an enemy combat unit.
    • If in an enemy ZOC, they may not move.
    • They must attempt to move within the command span of their leader if they do move.
    • They receive no die roll modifiers listed for their Command Chit on the Melee table.

    4. Overall Leaders and Command Span: Any combat unit may receive command from the friendly Overall Leader. If the Overall Leader has a Command Chit, the unit must obey it. An Overall Leader with no command chit must immediately choose one.
    5. Routed Combat Units and Command Chits: A routed combat unit follows no commands. Its owner must move it one or two hexes away from the closest hex containing any enemy combat units during the Movement Phase.

VI. Movement Phase

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.).

VII. Combat Phase

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.

    1. Range Table: The Range Table lists ranges for different types of combat units firing. The player cross indexes the type of unit with the distance in hexes from the firing unit to the target. The firing unit's hex is not counted but the target hex is counted.
Range Table
Distance in Hexes Dismounted Dragoons Mounted Dragoons Cavalry
1 May Fire With
+1 modifier
May Fire,
no modifier
May Fire,
no modifier
2 May Fire,
no modifier
May Not Fire May Not Fire
    2. Fire Combat Table: Using the column that corresponds to the type of combat unit firing, the player rolls one die, modifies it by range and by Terrain (see Terrain Effects Chart), and then applies the results.
Fire Combat Table
Die Roll Dismounted Dragoons Mounted Dragoons Cavalry
0-4 No Effect No Effect No Effect
5 Target makes morale check No Effect No Effect
6 Target makes morale check Target makes morale check Target makes morale check
7+ Target suffers step loss,
all remaining units
make morale check
Target takes morale check Target takes morale check

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:

  • A wooded hex at the same elevation
  • Combat units on the same elevation
  • A hex of higher 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:

  • A hex of higher elevation that is closer to the target than to the firing unit
  • Woods
  • Combat units, if adjacent to the target unit
  • Terrain or units can block the LOS between units on different elevations if the blocking hex is higher than the lower unit. To determine whether something blocks LOS between units on different levels, count the hexes between the lower unit and the potential obstacle. If this distance is less than half the number of hexes between the firing and target units, the LOS is blocked; if the number is equal to or greater than the total distance, LOS is clear.

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:

  • If a combat unit fires at an adjacent hex during Offensive Fire, it must then melee the same hex.
  • All combat units in the defending hex must be attacked as one unit.
  • Combat units initiating melee must have an Advance, Stand, Charge, or Attack command.

2. Melee Procedure: The following procedure is used to resolve Melee Combat:

  • Attacker announces which combat units are attacking and what enemy combat units will be meleed. The attacker chooses the order in which a series of melee attacks are resolved.
  • The attacking combat units check their morale. If a unit fails morale, it does not rout, but does not attack. Units that pass the morale check must attack.
  • Cavalry units that have a Retreat or Stand command being attacked by infantry combat units may choose to retreat one, two, or three hexes.
  • Defending combat units check morale if at least one attacking unit passed morale. If they fail the morale check, they rout and retreat 3 heaxes to their rear. Defending units that pass morale accept combat. Both players now total the combat strength of the units involved and each player rolls a die, modified by any leader combat bonus if a leader is stacked with attacking or defending units, as well as by terrain, Command Chit, and rout. Results are applied simultaneously. Note: If friendly units in two or more adjacent hexes to a single enemy occupied hex are meleeing enemy units in that hex, the melee factors of all friendly units must be combined against the combined melee strength of all enemy units in the hex attacked.
  • Any morale checks required by the combat result are now made. If all defend- ing combat units vacate the hex, all attacking units from one hex must advance.

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.

Melee Table

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:

  • It cannot move across a hexside or into a hex it would not be able to move across or enter during normal movement.
  • It cannot enter an enemy-occupied hex.
  • It cannot enter an enemy ZOC, even if occupied by a friendly unit.
  • If it retreats off the map, it is eliminated.
  • Two units stacked together that both fail morale are forced to unstack and re- treat separately. Routed units that cannot retreat lose an additional step instead. A rout marker is not placed on such units.

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.

  • For the first step lost, place a Step Loss marker under the unit. There is no effect on its combat or movement abilities. Deduct one from the unit's printed morale rating.
  • For the second step lost, remove the marker and flip the unit to its Reduced side. The unit will now have a lower combat strength and morale rating. If there is no reverse side, the unit is permanently removed from play.
  • For the third step lost, place a Step Loss marker under the Reduced unit. De- duct one from the unit's printed morale rating.
  • For the fourth step lost, the combat unit is permanently removed from play.

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. Rally

During 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. Victory

The 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.
Victory Table
Parliament Victory Royalist Victory
Royalist
Losses
Die Roll
Needed
Parliament
Losses
Die Roll
Needed
10-12 10-12 11-12 10-12
13-15 9-12 14-16 9-12
16-18 8-12 17-20 8-12
19-22 7-12 21-23 7-12
23-30 6-12 24-30 6-12
31-35 5-12 31-35 5-12
36+ 5-12 36+ 5-12

Loss Points:

    Eliminated or routed unit = Full combat strength
    Reduced unit = Full combat strength minus Reduced strength
    Overall Leader = 5
    Other leader = 3

Credits:

Design: Robert Markham
Development: Dennis Bishop
Playtesting: Jesse Boomer, Alex Kachevsky, Mark Seaman
Editing: Jon Compton, Keith Sclesinger, Dave Wood
Graphics: Jon Compton

Scenario

Number 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:
Turn of Entry Chart
Turn Royalists Roundheads
1 Widdrington Cromwell
Vermuyden
2 All other Royalists
except Array
Manchester
3 - Fairfax
7 or later Roll a die at the
beginning of each
friendly movement phase.
On a roll of 6,
Array enters
Roll a die at the
beginning of each
friendly movement phase.
On a roll of 6,
Hobart enters

Note: All subordinate units enter with each leader listed (array has no leader and is subordinated to henderson when they enter).


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