by Chris Engle
This is a simple set of Napoleonic rules for playing out smaller battles. Each player is a brigade commander in charge of 10 or so "battalion" units. To play, all you need are a bunch of figures, a few six sided dice, pencil and paper, and time. UNITS: Each battalion units consists or 6 or so 25mm figures. SCALE: Musket range is 20" Artillery range is 6011 SYSTEM SHIFTS: As the battle progresses players will advance from one "stage of battle" to the next. The stages are ...
2. Fighting Fresh 3. Fighting Tired 4. Cowed 5. Routed Each brigade is in its own particular stage of battle. It is very easy for one brigade to be fresh while another is tired. The brigade commander checks to see when (not if) the system shift occurs. He does this by keeping track of the number of morale checks, rallies, and other order rolls that the unit has failed. When a unit has raked up enough failure, a saving throw is made to see if the brigade shifts systems to the next one down. Eventually a brigade checks for the shift after every failed roll so brigades DO make system shifts If they hang around battles.
The rules of play change as the brigade shifts from one system to the next. They are all presented In the same format so you can see how a brigade becomes progressively less and less able to fight. ORDER OF PLAY: 1. Give orders (one order per unit)
Roll morale checks, and saving throws for system shifts as needed through the turn. ENTERING BATTLE This phase of battle is when the two armies are advancing to meet one another. Brigades In this stage of battle are not fighting one another, so the rules do not allow players to shoot at one another. The player decides when he wants to advance into the fighting fresh stage. Movement
Combat Fire
Artillery - Morale Check 10 Rally - If a brigade is shot in this phase count the failures against the fresh stage. A unit in this phase may not melee or fire, but it may be meleed and fired upon. As a rule if you roll equal to or more than the number listed using 2D6 then you have passed the check or scored the hit. FIRE EFFECTS: When an attacker scores a hit from fire or melee the defender must make a morale check. If the defender passes then nothing happens. if he fails, then he marks if for the systems shift. He arranges the figures to reflect the loss of morale. The first missed morale check makes the unit become a mob. The second missed check causes the unit to begin moving to the rear. Units are stopped and reformed by Rallies. One rally is needed for each level dropped. FIGHTING FRESH: This is the meat of the battle, when the men are best able to fight. Movement
Orders
Morale Check
7+
Critical Distance Morale Checks
Whenever a unit enters or reenters
within...
CRITICAL DISTANCE MORALE CHECKS These morale checks reflect the fear of closing with the enemy. Each time a unit enters Into this range it must check morale. If it fails then the unit will stop at that range (for Instance faltered Just before the charge hit home). These checks also make the brigadier aware of how the battle begins even before the shooting starts. FIGHTING TIRED This stage of battle comes after the first flurry of activity passes. This is usually where the turning tide begins to become evident. Movement
Orders
Morale Check 9+ Rally 9+ If minuses reduce a units move to zero then it doesn't move. COWED This is the stage of battle when one side is nearly defeated. The wise general looks to run away at this point. Movement
Orders
Morale Check
11+
ROUTED: This is the stage of battle where one side Is soundly defeated. Even if the brigade still has troops that have not fought, they are unlikely to follow any attack orders anyway. It is time to flee. Movement (to rear only) Orders
Morale Check 12+
Artillery men leave their gun.
The Straw That Broke the Camel's Back Back to Experimental Games Group # 10 Table of Contents Back to Experimental Games Group List of Issues Back to MagWeb Master Magazine List © Copyright 1990 by Chris Engle This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |