by George Heath
The original concept of these rules is to have a 'fun game' . Similarly, they are designed to promote the 'feel good' element of wargaming. As a consequence, the rules are I`m sure full of heresies to the majority of modern players. The rules were designed for use with Irregular Miniatures 2mm figures. All units are based on 30mm square bases in the following proportion : Close Order Infantry - 6 strips per base
The basis of the rules is unit morale and not the armour or weapons of the units. When a general ordered an advance, it was from this point that he lost control over individual units and his only task was when and where to commit his reserve. Casualties are not a consideration in these rules as high rates of loss really only occur when a unit panics and routs. The high losses are inflicted by the pursuing troops. Open Order troops are all considered to be missile troops and are only allowed to skirmish. This is taken into consideration by not allowing them to attack and, when caught by other units, they will be attacked without any defence. SCALES There is no figure scale as such. Depending on the game being played, a base can represent a full Legion or a cohort of a Legion. Time scale is another factor not considered but, in the grand tactical concept, the time can equal approximately 1 hour. TURN SEQUENCE 1. Movement (including units falling back and routing from last move)
MOVEMENT Close Order Infantry - 40mm
When units are beyond 2 moves distance of an enemy, they may add 50% to their move distance. MORALE 6 - Regular well trained troops, Bodyguards
The above are for guidance only. Discretion should be used in allocating a morale base. Units with a morale score of 2 or less are only able to defend, they may not instigate an attack. A Morale Test must be taken : - Before moving to contact in a Melee. - When trying to rally upon first disorganisation. To test Morale a D6 is thrown and, if the score of the dice is higher than the unit`s morale, it will be disorganised. A unit that was already disorganised, and gets a second disorganised result, will rout. A routing unit may attempt to rally by testing morale as above. If a routing unit is subsequently rallied, it will be considered disordered for the remainder of the battle. The following factors will be deducted from the UNIT`S CURRENT MORALE :
Non Cavalry unit meleed by cavalry -1 Fired on from flank -1 Cavalry meleed by Elephants -1 Meleed from flank -2 Unsupported in Melee** -1 Defending higher ground* +1 Defending fortifications +1 Meleeing unit on flank +1 Routing -2 * Cavalry do not receive this bonus
When checking the morale of a routing unit, if it fails to rally then add 1 hit against it. COMBAT Number of Dice Rolled
Each hit is totalled and goes towards reducing the unit`s Morale. Three hits are required to reduce Morale by one point. (When playing a large scale game where there are a lot of units, it could be advisable to use a score of 2 hits, or 1, to reduce the Morale by the necessary point). SAVING THROWS If a unit has taken a hit from an enemy unit which is disorganised, then it may make a saving throw. A score of 4-6 on a D6 succeeds, a throw of 1-3 fails. MELEE All units must stop when within 30mm of an enemy unit. At this point pre-melee firing may take place. After firing, each unit must take a Morale Test to see whether they close to contact. units meleed to both front and flank will fight the front only. In all other cases the unit may turn to meet the attacker, but not pike armed. All light troops ALWAYS evade. If the unit has insufficient movement to evade then it is meleed with no hits back at it`s attackjer. A melee will last for only one round and, on completion, the loser falls back disorganised and recorded, a further hit on its score. Should there be a draw at the end of the melee round, then each side throws a dice, the highest score being the winner. Pikes fighting to front +1 to each dice
FIRING RANGES Close Order archers and missile armed skirmishers 80mm
All scores and Saving throws as for melee. Back to The Gauntlet No. 12 Table of Contents Back to The Gauntlet List of Issues Back to Master Magazine List © Copyright 1998 by Craig Martelle Publications 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 |