Grand Gestures Table

Optional Rules For
American Civil War Leaders

By Bill Haggart


There are three parenthesis after the Gesture description. They indicate the following results:

Parenthesis #1: Officer Killed (K), Wounded (W) or No Effect (0).

Parenthesis #2: The officer's influence increases (+1 or +2) decreases (-1 or -2), or No Effect (0).

Parenthesis #3: The unit's morale has been increased (+1 or +2), decreased (-1 or -2), or No Effect (0).

#1 OFFICER KILLED OR WOUNDED: If the first parenthesis contains a "K", the of ricer is removed as killed, all regular game rules involving officer casualties being put into affect. If the result is "W", a D10 is rolled, indicating the number of turns the officer is out of action. No new officer may replace the wounded leader. During the time officer is out of action, all rules pertaining to units being out of command are in force. If this seems an unreasonable amount of time for the wounded officer to be out without a replacement, players may roll a D6after two turns to determine if a junior officer steps into the wounded officer's command because of battlefield necessity. For example, if a wounded officer will be out of play for six turns, the second turn after the officer fell a D6 is rolled and three is the result. This means one turn before the wounded officer returns a replace-ment is available...for one turn. On the seventh turn the wounded officer is returned to duty.

#2 OFFICER INFLUENCE: A result of +1 or +2 increases the influence of the officer by the number given. For ON TO RICHMOND, this can be player's choice: an increase in the officer's morale benefit in melee combat, BOTH offensive and defensive, OR additional morale passes. If the result is +2, the selection can be +1 on the morale benefit and one morale pass.

And, yes....it is improbable, but possible to have a leader with +4s and such if they have survived several Grand Gestures successfully.

A negative number reduces the morale influence in combat and/or morale passes of an officer.

For FIRE AND FURY, the result is an increase or decrease in the officer's Charge Modifier. The JOHNNY REB result is an increase or decrease to the "per officer" modifier for the BMP of a regiment.

The result is REVERSED for JOHNNY REB. That is, a +1 result is an additional -1 for the officer in JOHNNY REB, a -1 Grand Gesture result is a +1 for the officer modifier.

If an officer is wounded, but receives a +1 or 2, the modifier may be used the rest of THAT turn. After that the officer is taken off the table, unable to use his influence until the turn he returns.

#3 UNIT MORALE: A positive number in the third paren-thesis is an increase in the unit morale. For ON TO RICHMOND the increase is a +5 modifier on the morale roll for every +1 result on the Grand Gesture table. A +2 would be a +10 modifier. The +1 or +2 is ALSO added to the unit's modifiers(M) in Melee combat. The negative number produces a -5 or -10 for morale rolls and a -1 or -2 for melee.

For FIRE AND FURY, the positive or negative number is included as a modifier for the unit when rolling on the Maneuver and Charge Combat tables.

For JOHNNY REB, reversing the numbers is necessary again applying the result as a modifier to ALL Morale rolls, i.e. A +1 becoming a -1 modifier for the unit applied like all other modifiers on Table #6 2.3.2 "How To Check Morale".

The impact of this on each set of game rules is minimal. Most players will not employ Grand Gestures, except in desperate situations where the result is critical, but unpromising. This is as it should be. There are times when it will "turn the tide of battle" and others where the loss of the officer guarantees defeat. For OTR it is a good way to enhance a poltroon or make a firebrand unbeatable, if not invulnerable.

You may want to add effects to the results. For instance, in #56 the Leader could have his movement rate halved because of the injured knee. Adding details like that can be fun....

Whatever the results, the Grand Gesture Table will give players a taste of the difficulties, hard luck and freak accidents in battle that made any effort to encourage Civil War soldiers a "roll of the dice". You can even try it in other 18th and 19th Century games. Above all, enjoy.

GRAND GESTURE TABLE

00-10: The Leader spends his time shouting and ranting to no effect. (NW) (0) (0)

11: A shot strikes the Leader's mount which throws, drags and deposits him some 40 yards towards the enemy positions. The tattered Leader hobbles back to the regiment (NW) (-1) (-1)

12: The Leader's head is grazed by a bullet. He falls to the ground unconscious and is carried to the rear (W)(0) (0)

13: The officer's hat and left ear are removed by a cannon ball. (W) (0) (0)

14: An enemy rifleman whistles a ball through his pant leg as the Leader calmly draws his revolver and shots the man at 100 yards. (NW) (+1) (0)

15: The Leader is shot through the right arm but remains mounted and in command. (W) (0) (0)

16: The Leader's upper body fragments into a pink haze leaving his lower body firmly seated in the saddle. His mount panics and "passes in review" down the face of the unit. (K) (0) (-1)

17: The Leader is struck solidly and is thrown back into the front rank of a regiment to die entangled in the unit's colors. (K) (0) (0)

18: The Leader takes a grazing shot to the side and uses his sash to "plug the wound. (NW) (0) (0)

19: While viewing the enemy positions through his binoculars a minie ball shatters them giving the Leader two swollen shut black eyes. He turns and remarks to the men: "If one of you boys will point me in the right direction, I'll get us there." (W) (+ 1) (0)

20: The Leader waves his sword and shouts "fol-low me, men". A ball strikes his mount which panics and flees back through a regiment. The Leader's last words float back to the troops: "Whoa, you ??~!!$&.'* mule, WHOA!!" He eventually walks back to the regiment (NW) (-2) (-1)

21-30: The Leader's mount is riddled with bul-lets, falling on the Leader and pinning him immobile while his aides attempt to free him. By the time the Leader is freed, the unit has moved on and the opportunity to inspire the troops is gone. (NW) (-1) (0)

31: The Leader's mount is shot out from under him and his saddle. It takes four men to untangle him from the stirrups and empty cinch strap.(NW) (-1) (0)

32: The Leader, his adjutant and the color party are smashed into a grisly pulp by a storm of projectiles (K) (0) (-1)

33: Shot in the right shoulder, the standard bearer twists violently as he falls forward striking the Leader in the head with the flagpole eagle. The Leader is killed instantly (K) (0) (0)

34: The Leader is struck by a spent round caroming off his mount's skull, bruising him badly. He staggers through his troops calling for "baby-cakes" and singing sea chanties. (W) (0) (0)

35: The Leader is wounded by fragments in the upper body and stomach but refuses to dismount to attend to his wounds. (W) (+1) (0)

36: The Leader, shot through the right hand, falls screaming from his mount and rolls about on the ground shrieking for the doctor and cursing his bad luck. (W) (-1) (0)

37: As his fourth mount is shot out from under him the Leader remarks "Think I'll ride a mule next time. They're cheaper and it isn't so far to fall". (NW) (+ 1) (0)

38: Struck by a fusillade of shot the Leader and his mount tip over like a tilted statue. (K) (0) (0)

39: The Leader's mount is shot, rears and throws him to the ground. He is dazed for a few minutes. (NW) (0) (0)

40: Shot through the thigh and mortally wounded, the Leader is carried to the rear. (K) (0) (0)

41-50: The Leader gives a rousing speech to his very receptive men, ending with the always effective "double rations of whiskey for everyone". (NW) (0) (+1)

51: As he hollers "Charge!" a minie ball turns his dentures (the fourth pair he's tried, the ones he waited three months for) into kindling. The Leader, amok and spitting splinters, charges the enemy alone. (W) (+ 1) (+ 1)

52: The Leader is shot in the lower leg (a slight though bloody wound) and is out of action for several minutes having the wound bound up. His return, with blood smeared everywhere, really impresses the men. (NW) (+1) (+1)

53: The Leader is shot from his mount, rises and is immediately felled again. He is carried to the rear mortally wounded (K) (0) (0)

54: A blizzard of shot shatters his upraised sabre, plucks the hat from his head, riddles his clothing, punctures his canteen, rips loose his holster, and severs the reins. The Leader sits cross-legged on the ground humming to himself with a distant look in his eyes and repeatedly pouts: "I don't want to play anymore." (NW) (-2) (0)

55: Caught off guard while taking a deep, slurping draught from his canteen (certainly not filled with water) the Leader is catapulted over the mounts haunches as it spins in circles, panicked by a near miss. The Leader finds himself trussed up like a prize turkey in the canteen strap to the amusement of his troops. (NW) (-1) (0)

56: The Leader is knocked from his mount by a spent round and twists his knee in the fall. He remounts his horse grimacing in pain. (NW) (0) (0)

57: Startled by a shot zinging past his head, the Leader slips while remounting his horse and knocks out three front teeth on the saddle hoary. (NW) (-1) (0)

58: Knocked to the ground by his third wound of the day the Leader struggles to his feet and growls: "I'm gittin' damned tired of pickin' my-self up. Let's giv'em what for!" (W) (+2) (+1)

59: The Leader sneezes and immediately struck by 32 projectiles before his body can clear the saddle. The word is passed through the unit: "Keep low... and whatever you do, don't sneeze." (K) (0) (-1)

60: A howitzer shell appliques the Leader and his mount to the unit's front ranks. (K) (0) (-1)

61-70: The Leader runs through his entire repertoire of Grand Gestures including placing his hat on the end of his sword and promising double rations of whiskey, but neither his men nor the enemy take any notice. (NW) (0) (0)

71: The Leader holds up his hat, finger waggling through the hole caused by a near miss and cries: "Lookee here boys, them dumb farmers clean missed me. Show'em what real shootin' is." (NW:) (+2) (+2)

72: The Leader receives a painful wound to the shoulder but returns to the front of the unit immediately after the wound is 'plugged". (NW) (+1) (0)

73: With both arms hanging limp and bleeding at his sides the Leader shouts: "If you fellers catch'em n hold'em, I'll bite'em!" (W) (+2) (+1)

74: As a near miss messily tags the captain beside him, the Leader faints and slides from his mount, thudding noisily to the ground. This spooks the horse causing it to turn and bolt through the unit. (NW) (-2) (-1)

75: A heavy projectile strikes the Leader in the chest mutilating his Bible. He removes the wreckage, turns and waves it over his head remarking: "Good thing I've already read it, eh boys?" (NW) (+1) (0)

76: A bullet nicks the Leader in the ankle. Thinking it is a scratch, the Leader Ignores the wound. An artery has been cut, filling the Leader's boot with blood. The leader faints from blood loss and is carried off. (K) (0) (0)

77: The Leader energetically moves up and down the line encouraging the troops. The enemy artillery and infantry notice the officer and start trying to hit him. While the Leader escapes injury, his progress is marked by bloody gaps tattooed in the line of troops behind him. The troops start ducking when he comes near. (NW) (-1) (-1)

78: Marching very calmly with his back to the enemy, facing his men, the Leader calls out cadence and formation changes. His stern and confident gaze slowly works to steady and focus the unit. (NW) (+1) (+1)

79: While talking to another officer the Leader has the tip of his nose shot off by a stray bullet. Bleeding profusely, he holds a handkerchief to his face and mumbles: "I god to see a docdor. Doon do anyting til I gid back." (W) (-1) (0)

80: While posing in front of the unit, beginning to give a stirring speech, one private in the back yells out: "Move over I can't see the enemy". The mood being broken amongst the laughter, the mounted Leader storms into the men, demanding to know "who said that!!" The ensuing confusion several minutes to sort out, and even longer to calm the Leader. (NW) (-2) (0)

81-90: While desiring to encourage the troops to greater efforts, the Leader finds it difficult to see either the enemy or most of his unit in the woods and heavy smoke. It is also far too noisy to be heard. The Leader moves on to find better conditions. (NW) (0) (0)

91: With a vocabulary and cultured accent far too alien to be understood by all the uniformed farmers he is addressing, the Leader speaks to his men for long time. All the while, the soldiers are whispering: "What did he say?; What's this 'Valhalla' place he's jawin' about? - Somewheres nor Springfield, stupid...." At the end, the Leader leaves feeling his duty done, while the men sit down and have lunch. (NW) (-1) (0)

92: While the Leader addresses the unit, the flag bearer is hit. As he falls, the regimental standard is caught by the Leader. Riding out ahead of the unit so he can be seen, the Leader dismounts. Turning back to his troops, he points to the enemy and yells: "I'm going this way! You comin'?" (NW) (+2) (+1)

93: As the Leader begins haranguing the troops about striving for Victory, a messenger rides up handing a note to the Leader. There is silence as the note is read. The leader looks up as he finishes, waves the note over his head and calls out: "Our commanding General sends his compliments and reports that the enemy is on the run. We'd better get a move on if we want to catch us a few prisoners!" (NW) (0) (+1)

94: The Leader rides up to the unit and shouts: "Men! You must hold the line. Those 'people' cannot be allowed to get past you. And Remember: If you run, you WILL be shot!" He then rides away. (NW) (0) (-1)

95: As the Leader rides to the front of the unit to make a "Grand Gesture", the green apples he had eaten earlier, the heat, bouncing gait and sour canteen water catch up with him. In front of his entire command he looses his lunch. Soldiers begin employing the phrase "a Grand Gesture" to refer to being sick. (NW) (0) (0)

96: Galloping up to the unit, the Leader informs the mass of soldiers: 'Men, I have just learned that the enemy position is the storage place of over 3,000 pairs of new socks." Moving toward the enemy, he shouts over his shoulder: "Personally, I could use a clean pair of socks, how about you?" (NW) (+1) (0)

97: Riding up to the veterans at the end of the brigade line, the Leader is not recognized because he is wearing a civilian coat. One of the soldiers ask him if he is a reporter. The Leader replies: "I sure am, Rufus. I hear that this here unit is the best in the whole dang army. I'm here to write about what amazing feats you boys do today." The exciting news passes down the line in a very few minutes. Soon the now enthusiastic troops start yelling: "Lets git goin'!! The day's almost spent and we haven't got ta fight!" (NW) (0) (+2)

98: As the leader approaches the troops he means to inspire, he recognizes the unit. He is heard to say to his aide: "Great Abe's drawers WHY did it have to be THIS brigade. A more dyspeptic bunch of brainless jaybirds never existed!" Realizing he has been heard by the unit, he smiles sickly and says: "Hi, boys. Ready ta fight?" But the damage is done and he rides away hurriedly ducking cow pies and rocks. (NW) (-1) (-1)

99: Recognizing the troops and officers as men he as fought side-by-side with before, the Leader goes among the soldiers, calling out names and joking with them. After several minutes, the Leader smiles and says: "Its good to see you boys. I'm grateful its you goin' ta be with me in today's fight." (NW) (+1) (+2)

The Grand Gesture


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