System Shifts in Wargames

System Shift Napoleonic Rules

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 ...

    1. Entering the battle
    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.

STAGE OF BATTLESAVING THROWAFTER HOW MANY FAILED ROLLS
Entering Battle-You leave this stage when you decide to deploy your troops.
Fighting Fresh9After the first 10 failures
And again after 5 more
And again after 5 more
And then after each extra 1 failure
Fighting Tired8After the first 10 failures
And again after 5 more
And then after each extra 1 failure
Cowed8After the first 5 failures
And again after 5 more
And then after each extra 1 failure

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)
2. Move units
3. Fire units
4. Melee

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
March column 3D6 inches
Line
Column
Square
Mob 2D6 Inches
Orders
Retreat -
Open Fire -
Change Formation -
Stop Fire -
Advance 3+
Enter Melee -

Combat Fire

    Melee, Line, Column, Square, Mob
      In future stages roll 2D6 to see if a hit is scored (ie a morale check made)

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
Line 1D6 inches
Column 2D6 inches
Square 1D6 inches
Mob 2D6 inches
Artillery 1D6 Inches

Orders
Retreat 4+
Open Fire 4+
Change Formation 5+
Stop Firing 6+
Advance 7+
Enter Combat 8+

Combat FireMelee
Line7+ 9+
Column9+ 8+
Square8+ 7+
Mob10+ 10+
Artillery8+ 10+

Morale Check 7+
Rally 8+

Critical Distance Morale Checks Whenever a unit enters or reenters within...
60" of the enemy (Artillery range)
20" of the enemy (Musket range)
10" of the enemy (Charge range)
And to enter melee

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
Line 1D6-1 inches
Column 2D6-3 inches
Square 1D6-2 inches
Mob 2D6 inches
Artillery 1D6-2 inches

Orders
Retreat 4+
Open Fire 5+
Change Formation 7+
Stop Firing 8+
Advance 9+
Enter Combat 10+

Combat FireMelee
Line8+ 10+
Column10+ 9+
Square9+ 8+
Mob11+ 11+
Artillery8+ 11+

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
Line 1D6-2 inches
Column 2D6-4 inches
Square 1D6-2 inches
Mob 2D6 inches
Artillery 1D6-2 inches

Orders
Retreat 3+
Open Fire 7+
Change Formation 9+
Stop Firing 10+
Advance 11+
Enter Combat -

Combat Fire Melee
Line 9+ 11+
Column 11+ 10+
Square 10+ 9+
Mob 12+ 12+
Artillery 9+ 12+

Morale Check 11+
Rally 10+

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)
Line 1D6 inches
Column 1D6 inches
Square 1D6 inches
Mob 2D6 Inches
Artillery 1D6 inches

Orders
-Retreat 3+
Open Fire -
Change Formation
Stop Firing -
Advance -
Enter Combat -

Combat Fire Melee
Line11+ 12+
Column 12+ 12+
Square 10+ 12+
Mob - 12+
Artillery- 12+

Morale Check 12+
Rally 11+

Artillery men leave their gun.
Units already firing may continue
A retreat order stops fire here if a unit becomes a mob.

The Straw That Broke the Camel's Back


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© Copyright 1990 by Chris Engle
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