by Greg Blake
These rules are designed to fight middle-large size battles. You will be familiar with many of the rule systems and mechanics as I have borrowed and adapted freely from many sources. Be warned however, these rules favor firepower. Close order, disciplined troops in good order that are assaulted frontally are able to deliver devastating fire into their attackers. Although some are quite good marksmen the vast bulk of no- regulars are unable to mass and deliver the same weight of effective firepower no matter what their numerical advantage. This is I believe an accurate reflection of how things were. Command control is also an important factor and regular armies will normally, but by no means always, find it easier to maneuver and react than non-regular armies. The challenge for warrior nations is to find a way to use their numbers, terrain, maneuverability and cunning to overcome their foes. These rules do work as we have proven many times on the tabletop. Like all rules however there will be aspects you don't like, feel free to adapt and modify to suit your needs. If you do encounter any glitches, and there may well be some that have evaded scrutiny, overcome them by the application of a healthy dose of common sense. Above all enjoy yourselves. TO PLAY YOU WILL NEED
PUTTING TOGETHER YOUR ARMY If players want to they can determine the number of figures in their armies by setting a common points level before a game and purchasing their forces according the points cost below. Regardless of how the make up of armies is decided all stands should be categorized as one of the classes and types below: Classes
B class: Reliable regular troops or particularly committed irregulars or war-bands. C class: Less experienced regular or irregular types or normal war-bands. D class: Very poor quality regulars or irregulars or poor quality feudal/tribal levies. All points cost are per stand. Regular Troops
Basic costs per C class stand are:
Additional points are:
War-Bands
Mounted: 30 points To upgrade the stand:
B class: +30 A class: +100 Irregulars
Horse: 75 Light and Medium guns with crews: 250 Heavy Guns with crews: 350M 'Specials'
BASING FIGURES: Individual Figures and Models Single figures can be used to represent skirmishers. Single figures are also removed to indicate casualties as required. Individual infantry figures should be based on a 20mm x 20mm stand or 20mm washer or something as close to these measurements as practical. Individual mounted figures should be based on a 20mm x 40mm stand or something as close to these measurements as practical. Artillery guns, limbers and wagons need not be based on stands. Gunners are individually based as desired [washers are good for this]. Group-bases Group-bases are used for close order movement, firing and melee.
Group-base Measurements Group-bases need to be large enough to accommodate the required number of figures and the individual bases they are mounted on. The actual size of the base is not vitally important although both sides need to use as much as possible the same sized base. For 25mm figures I recommend a group-base size with a frontage of about 65-70mm mm and depth of at least 50mm. I make mine from balsa wood, with a very thin strip around the edges to act as a retaining wall for the on-board figures. SEQUENCE OF PLAY MOVEMENT [including AMBUSH and End of Turn Dice]
COMMAND AND CONTROLCOMMAND GROUPS All stands must belong to command groups [CG] and all CG must belong to Divisional Groups [DG]. CG are defined as groups of stands, of any class and type, under the command of an identifiable single "Leader" figure. This single leader cannot change during a game but can be superseded by their own Divisional Group Superior Status leader or the army CinC [see below] at any time. The composition of CG remains fixed for the game and cannot be altered. DG are defined as any number of CG operating under the command of a single 'Superior Status' Leader. Composition of a DG cannot change during a game. MARKING STANDS AND BASES Because it is necessary to identify what CG stands belong to and what group-bases individual figures belong to some sort of marking system should be used. I recommend that each group-base be marked in some manner that helps do this. A number, colored patch or some other easily identifiable symbol such as distinctive uniforms/costume should be used. It is also important to mark in some way figures so that they can be identified as part of the same group base. This is very important when figures are operating in open order, as their group-base losses need to be kept track of for morale purposes. STATUS OF LEADERS There are two categories of leaders. These are Army CinC's [Princes, Senior Regular Officers, Great Chiefs etc], and 'Subordinate' leaders. 'Subordinate' leaders are middle grade officers, lesser chiefs/nobility and command CG. Try to distinguish your CinC and the 'Subordinate' Leaders by some obvious symbol such as a standard, ADCs, bodyguards or a unique mount, for example a richly decorated elephant. 'Subordinate' leaders can be represented by single mounted or foot figures. CinCs and 'Subordinate' leaders have different roles and abilities. These are described in the sections related to leaders below. COMMAND QUALITY MOVING COMMAND GROUPS AND STANDS To move a CG the active player nominates one initial CG and moves its stands as desired without having to test to do so. The active player then rolls to check if any other CG within his army can move. If the test fails then the active player's movement phase is over. This test is called 'The End of Turn Dice'. End of Turn Dice: After moving a CG and before nominating another CG within their army active player rolls a D10. If a score of '1' results all movement in that turn for that player ceases and the turn enters its firing and melee phases. This end of move dice in no way affects a stands ability to fire or melee whenever it has the opportunity to do so. The command quality of an army and loss of leaders determines how the End of Turn Dice should be modified:
Good command: -1 Average command: -2 Poor command: -3 Very Poor command: -4 The CinC has fallen:-4 Note that the minus modifiers for command and loss of CinC loss are accumulative, for example an army that has lost its CinC and normally has Average command counts 6 on its end of turn dice. The lesson is to keep your CinC safe! In addition armies with poor or very poor command, or armies where impetuosity was a characteristic, are subject to impetuous advances. If this is the case and the score of an end of turn D10 is 10, then the CG about to be moved must advance at full speed towards the nearest enemy [In this case the 10 is treated as a separate result - minus modifiers do not apply]. DETERMINING COMMAND CONTROL QUALITY In games where the command control quality of an army has not been mutually agreed, roll one D10 before the game begins. The results indicate the command control of the army in question for the remainder of the game:
2 - 3 Poor Command 4 7 Average Command 8-9 Good Command 10 Excellent Command THE ROLE OF LEADERS Subordinate [Command Group] Leaders Nothing may move on a tabletop unless it is within the command radius of its very own CG leader. CG Leaders have a command radius of 200mm. CG leaders may add a bonus +1 to melee D10 of their CG by announcing that they are taking part in the melee i.e. leading from the front [impetuous fool!]. There is the danger that leaders who do this can become casualties [see below]. Commander in Chief The CinC is the senior commander and does not command a CG. Its is assumed that the CinC is busy running the battle and doesn't have the time to concern themselves with the affairs of individual units. It is also not so important where on the table a CinC is, but it is very important that the CinC is on the table and can track a clear route to all their CG leaders. CinC therefore do-not have a command radius. Their runners and mounted assistants are assumed to be carrying orders to their various CG leaders regardless of distance. If a CinC falls however the effect upon command within the army is deemed to be very serious and 4 is deducted from the End of Turn Dice for the remainder of the game. The CinC may join a melee with the same risks as described above for CG leaders. The CinC may also take command of a CG but if they do so then they pay the same penalty End of Turn dice penalty as if they had fallen for each turn they are commanding the CG. I'm assuming here that by playing the hero normal control of the battle is forsaken and it is therefore much more likely that command stuff-ups will occur. DANGER TO LEADERS Leaders may be hit in the following circumstances:
They may fall in melee if taking part on a separate roll of a D10 with a score of '9-10'. They may fall at any time if with a CG that suffers casualties from fire on a separate roll of two D10 with each D10 scoring '10'. LOSS OF A LEADER When a CinC falls 4 should be deducted from all End of Turn dice for the remainder of the game. All non-regular CG should also do an immediate morale check [see Morale at the end of the rules]. When a CG leader falls, the CG halts and will not advance on any known enemy. This will remain the case until a replacement leader assumes command. To simulate this roll a D10 at the beginning of each turn the CG remains halted. For regulars a score of greater than 5 indicates that the next officer in the chain of command has assumed control, and the CG may operate as normal. For all others a score of 7 or greater is needed with the condition that two failures results in the CG fleeing the field. MOVEMENTVARIABLE MOVEMENT There are no fixed movement rates. Instead the distance allowed for movement during a turn is determined by rolling a number of D6. The score of the D6 is then multiplied by 20 to give the number of mm a CG can move that turn. The number of D6 rolled varies according to the type and purpose of he intended movement. The number of D6 rolled are: All 'Regular' close order foot types [ 2 x D6] All other foot including 'Regular' skirmishers [3 x D6] Note that some types e.g. Zulus/Hadendowah may double the score of their highest dice to simulate their ability to move more quickly than others. All horse and camel mounted types, horse artillery [3 x D6 doubling the two highest scores] Horse drawn guns [2 x D6] Squares [1 x D6] Wagons, Oxen, Elephants, manhandled guns etc [1 x D6] All types in rough or difficult terrain minus 1 x D6 [thus Wagons etc can't move at all] Charging doubles the D6 score for movement, the D6 being rolled after the charge test [see Melee] Some difficult terrain may prohibit access by horse and guns [decide this before a game]. CHANGING FACE AND INCLINING Changing face is defined as any move to alter the direction the front edge of a stand is facing from anything other than directly ahead. If done on the move this should be conducted as a wheel from the outside edge of the stand or line of stands. Except when charged, where an unengaged stand may turn to face without penalty, all changes of face are subject to a test. This test is involves rolling one D10. Stands in base contact belonging to the same CG and all wishing to change face in the same manner test as a collective using a D10, this includes single files of stands which only test once for the leading stand the others follow. Individual stands, or stands in base contact with other stands but who wish to change face differently from the others must also roll a D10 to test. A score of '1' indicates that the stand/s has failed to change face in an orderly manner. The failed stand/s do not change face and halt disordered. They remain disordered for the remainder of their game turn and through all of the next enemy game turn. They automatically recover from disorder at the beginning of their own next game turn. Thus failed stand/s will be disordered during the enemy turn and could be in serious danger. This should be considered when deciding to change face close to the enemy. The facing change test is subject to dice modifiers. These are:
-1 if C class regulars -2 for all others except "Rabble" -5 for "Rabble" -1 for all close order mounted attempting to change face greater than 45 degrees -1 for each test conducted for the same stand/s during the same game turn. Players by mutual consent may allow certain types to operate without modifiers, for example a case for mounted Plains Indians not suffering a minus dice modifier could be made. There is no limit on the number of facing changes that may be attempted, the caveat being that the more times ones attempts it the more likely it is to stuff it up! [That is the reason movement is not affected] Inclines are a move one base width to either flank [side] without changing face. These are allowed for all types when moving or halted if movement is possible for the stand concerned. In effect what this represents is the stand inclining to either the left or the right while moving or shuffling across a little to one flank while halted. WITHDRAWING FACING THE ENEMY Possible at one dice speed to all Regular troops except D class, and all skirmishers. Not possible for others. DISMOUNTING/MOUNTING Mounted infantry/police, some dragoons, Mid/late 19thC American Cavalry and Native American Plains Warriors/Apache can dismount and operate on foot. They can remount as desired. Dismounting or mounting takes one dice [the highest scoring] of their normal mounted three movement dice. The other two dice can be then used for movement on foot. LIMBERING/UNLIMBERING Roll one D6. Crews unlimber of limber on a score of anything but one. Militia and native gunners 1 to the D6 score, Elite gunners +1 to the D6 score [they cannot fail, wonderful aren't they!]. Once limbered teams that normally have more than one D6 for limbered movement may roll the balance of their movement dice and move e.g. Horse artillery guns roll two dice, other horse drawn guns roll one dice, Oxen and Elephant drawn guns cannot move. The same operates in reverse e.g. horse artillery and other horse drawn guns dismount and roll one D6 for manhandling their gun, others cannot move. his takes a full turn for all except elite regulars who may complete [wonderful aren't they!]. If a gun fails to limber it cannot fire that turn [chaos reigns!]. Limbered guns must be accompanied by draught animals. Manhandled guns must be accompanied by a figure or marker indicating that it is being manhandled and cannot fire, unless A class. EXPANDING FROM COLUMN TO LINE: Expanding from column to line is accomplished by using the "inclining" rule one base width per turn - with the exception that in this case all regular drilled troops except D class can "incline" up to twice the normal distance [two base widths]. Beware that unless regulars it will take a while for a column or mob to shake itself out into line. CHARGES: See Melee PASSAGE OF LINES All foot and mounted stands may move through friendly guns and skirmishers. Guns may move through any friends at half speed. Charges may not be launched through friendly close order troops but may pass through friendly skirmishers. All others may attempt to move through friends. The success of this depends upon the quality of the troops attempting the passage of lines. DISORDERED TROOPS
Disorder is caused by:
Troops remain disordered throughout the opponent's game turn. They automatically recover from disorder at the end of the opponent's game turn if the reasons for the disorder no longer exist. If this is not the case they remain disordered. OPEN ORDER TROOPS-SKIRMISHERS: Each six-figure stand can deploy its six figures into skirmish order. To do this, remove the figures from the stand and place them in a random fashion of the table where the original stand was. It takes a full move to deploy from close order to skirmish order and visa-versa for all except elite regulars who can do it in half a turn. Skirmish figures may be in contact with each other but may never be more than 25mm from each other. The fact they are not on a regular stand indicates they are skirmishing regardless of the way they are arranged. Skirmishing provides cover and allows faster movement through difficult terrain. On the other hand troops in skirmish order have reduced firepower by virtue that massed fire cannot be directed [there is an option here to allow A class skirmishers/specially trained light infantry to fire normally but not volleys]. Skirmishers are allowed to operate up to 200mm away from their parent CG. Skirmishers may melee but only against other skirmishers or stands that are disordered. Mounted skirmishers can always evade charging types on foot. Other skirmishers may attempt to evade a charge. To do so they roll one D10 per skirmish group that can include more than one stand provided they are in contact with each other. To successfully evade a charge from more than 100mm distant a 6-10 needs to be scored. To evade a charge from 100mm or closer a score of 8-10 is needed. If the chargers are mounted 2 from the D10. A successful evasion places skirmishers 60mm from the chargers at the end of the charger's move. Trained 'A' class light infantry [e.g. the 95th Rifles] +2 to their evasion test D10. Others including 'A' class line troops deployed as skirmishers receive no bonuses. SQUARES All Regular foot may form Squares. All stands in a square must be touching and facing out towards the enemy [two stands may be placed back to back to simulate a smaller square, or three in a triangle]. Squares have no flanks or rear even if the arrangement of stands apparently exposes such flanks ["Blank" corners can be filled with suitable small bases if desired. If used understand that these bases are for visual effect only and have no combat power]. Formed squares may move without having to turn to face the direction of movement, but may only move one D6. Disordered squares cannot move. BACK TO BACK Regular troops, irregulars and warrior fanatics may face back to back on the same stand [to show this turn the figures]. In such cases they fire at half strength but melee at full strength [men turn to help]. When in such a formation they have no flanks or rear and may not move. AMBUSH Ambush is the only type of movement allowed by a player during the opponent's player-turn. "Ambush" can be declared at any time during the opponent's move and must be conducted and its combat resolved immediately, before any other movement by the ambushed player. To Ambush an enemy a player charges from a hidden place [testing to charge as normal]. The ambushing troops must have been placed in that hidden place prior to the game commencing and must not have moved or fired from that hidden place at any time before they commence their charge. Ambush charges from closer than 100mm negate the chance for defensive fire. ZONES OF CONTROL No stand may enter or pass closer than 25mm to an enemy stand without attempting to charge that enemy stand. SPECIAL TYPESSNIPERS These may be deployed as single figures and must be designated as such before a game. They move as skirmish troops and suffer no terrain penalties. They have absolutely no ability to melee and are eliminated if contacted by non-sniper enemy figures. Although sniper figures WILL be placed on the table they cannot be 'located' until the sniper fires. The target stand then rolls one D10. Scores to locate the sniper are '8' if the sniper is using a black powder weapon or a '10' if using smokeless ammunition. This spotting test occurs immediately after the sniper fires. If spotting is successful one stand from the locating CG may then immediately fire at the sniper at normal factors this is in effect a free shot and can occur even if that stand has fired in the turn already. Volleys cannot be fired. Snipers that have not been located cannot be harmed by fire provided they are not in base contact with a stand that becomes a target. Contact with any enemy will eliminate them a good idea is to send in skirmishers to flush them out, after all you would have an idea of the general area the fire was coming from. Snipers fire using the following special rules: Add 50% to the range of the normal infantry firearms used by the army they are part of Snipers may identify specific figures as targets including leader figures even if the leader figure is attached to a CG. To identify such targets there must be a clear line of sight from the sniper to the target with no intervening troops. To hit a target a sniper needs to score '9' or '10' on a D10 at over half range, or '8' '9' or '10' at under half range. VISIBILITY Distance and terrain determine line of sight unless affected by weather or time of day. In open temperate country visibility is 800 mm. In open desert visibility is 500mm. In rough ground such as mountains or boulders visibility distance is 300mm [some areas could be very rough in which case treat as dense woods]. Inside open woods visibility is 200mm, inside dense woods visibility is 90mm. Looking into woods from the outside visibility is 50mm. FIRINGRANGES
RANGES ARE MEASURED FROM THE CENTER POINT OF THE FIRING STAND OR MUZZLE OF THE ARTILLERY MODEL TO THE CLOSEST POINT OF THE TARGET. ARCS OF FIRE The arc of fire for all weapons is 45' to the front. WHEN TO FIRE Firing occurs Once per game during the firing phase the game turn, following movement. The player whose turn it is fires first. The opponent then removes casualties and after which they can return fire. REMOVING CASUALTIES Casualties are removed as they occur and before the hit unit can return fire if it has been moving and the firing unit has been halted. FIGURES ELIGIBLE TO FIRE: All figures of front rank stands may fire. Stands in ranks to the rear of the front rank cannot fire. Mounted troops cannot fire. The exception are some native types [Native Americans] who can fire while mounted but only at under half range and with +2 to hit. HOW TO FIRE Nominate a target. Individual stands can be nominated if they are alone but not if they are part of a command group. Instead the command group must be nominated and any casualties inflicted are shared sensibly between the stands of that command group e.g. if fire is coming from one flank then target stands on that flank should take the bulk of the hits. Nominate all the stands, artillery and machineguns that are firing at that target. Roll an appropriate number of fire D10. All weapons roll one D10. However breechloaders may roll two D10 and magazine rifles may roll three D10 if they wish [paying appropriate ammunition penalties]. The score to hit with the fire D10 depends upon the type of stand firing and type of target. SCORES TO HIT [using a D10]:
FIRING TYPE : SCORE TO HIT
D10 Modifiers to score to hit [accumulative]: C class +1 A hit immediately removes one figure or model. ARTILLERY AMMUNITION LIMITATION Most infantry would carry enough rounds to last them for the duration of a battle. If not this can be treated as a special case/scenario. Thus there is no need to limit infantry ammunition. Artillery is another issue. Guns are vital and the supply of ammunition to them much more problematical than the supply of ammunition to infantry. Thus ammunition for guns is limited and the additional ammunition can be allocated/purchased as seen fit by the umpire/scenario/players. Every time a gun fires it uses one point from its allocated ammunition supply. Chits or ticking off a list or something similar can be used to represent these points. When a gun's ammunition points have been expended it cannot fire. Guns can be re-supplied from extra ammunition that is removed from other guns or has been purchased especially for that purpose. Artillery ammunition records need to be specific as to what type of ammunition has been fired i.e. canister, other. Each gun is assumed to start a game with twelve rounds of solid shot and four rounds of canister. It is recommended that before a game any extra artillery ammunition is distributed between players commanding various CG for their discretional use. This can cause interesting diplomatic tensions during a game. If a central reserve is preferred then there should be some chance of the inevitable 'cock up' occurring when requesting ammunition resupply. Limiting artillery ammunition will encourage players to fire when necessary not just blaze away for the hell of it. VOLLEYS-RAPID FIRE All Regular troops have the ability to fire volleys or directed rapid fire [VRF]. Apart from defensive fire VRF can occur ONLY in the fire phase of a player's own turn, NOT in the firing phase of the other player's turn. VRF adds one D10 to the normally allowed number of fire D10, e.g. muzzle-loaders roll two D10, breech-loaders roll three D10, magazine rifles roll four D10 [the famous "mad minute"]. Skirmishers with muzzle-loaders or breech-loaders cannot VRF but 'A' class skirmishers armed with magazine rifles can VRF. VRF cannot occur if the firing stand has moved. DEFENSIVE FIRE All Regular close order infantry and artillery may attempt to fire defensive fire into any charging enemy immediately prior to melee. Eligible targets are any enemy that has charged the CG to which they belong, even if they themselves have not been directly charged and they are in base contact with the stand that is being charged. Defensive fire occurs at point blank range. Treat defensive fire as volley-rapid fire. However there is always a chance that something might go wrong! Just prior to firing roll two D10s. If the result is double '1', defensive fire cannot occur. This score can be changed to reflect circumstances appropriate to a scenario or the quality of the troops attempting to fire e.g. militia might suffer a 2 on their test D10. Other reasons could be limited visibility, or that a particularly notorious and incompetent buffoon leads the troops. MOVING AND FIRING Foot and dismounted cavalry that move and wish to fire do so at half their allowable movement rate. The exceptions to this rule are skirmishers who can move full distance and fire. Most artillery cannot move and fire. Limbering and unlimbering counts as moving, as does manhandling a gun forward or changing its facing. The exception is 'A' class Regular horse artillery who may always move half of their total movement distance, unlimber/limber, change face and fire - they are just damn good! ARTILLERY/MG CREWS All guns have a crew of four figures. All MG have a crew of three figures. HITS ON ARTILLERY In most cases hits on artillery guns are represented by removing one or more crew figures. When the number of crew is reduced to zero the gun cannot fire. If the gun is hit by counter battery fire roll a further D10. A score of 10 indicates a direct hit on the gun and it is destroyed [in addition to losing the crew figure for the hit]. To replace losses amongst gunners extra gunners can be employed, gunners can be 'borrowed' from other guns or non-gunners can be employed although with a subsequent reduction in fire efficiency. If non-gunners form the majority of a gun crew treat the gun as 'other' artillery for firing purposes regardless of their actual rating. MACHINEGUNS Machineguns roll three dice and penetrate at full effect one base depth beyond their target, but otherwise fire as normal. The three dice may be concentrated or split between any target stands in base contact with each other at the discretion of the firing player. CANISTER Guns may fire canister at 200mm or closer. A light gun rolls two D10, a medium or heavy gun rolls three D10. Canister penetrates up to one stand deep beyond the target stand hitting with the same effect [two/three D10]. Canister fire against troops in any cover other than soft-cover, rolls only one D10 and does not penetrate. ARTILLERY PENETRATION ZONES Artillery penetration is a way of calculating the "bounce" of solid shot or shrapnel effect of overshooting shells. All guns have a penetration zone equal to one third of their remaining range after striking their initial target. Draw a line from the muzzle of the gun directly through the initial target stand and out to the limit of the penetration zone. Any stand that the line touches, including friendly stands, must be rolled for separately. If the ground is particularly wet or soft [sand etc], or if the line strikes trees, buildings, a ridge or a hill then the line of penetration stops at that point. You will note that using this rule artillery enfilade fire can be particularly effective. ARTILLERY FIRE AGAINST TARGETS ON HIGHER GROUND HOWITZERS/MORTARS Artillery firing against targets on significantly higher ground fire cannot employ beaten zones or penetration. They also suffer a +1 to the score to hit. The only exception to this are mountain guns/howitzers and mortars, which drop shells and therefore have a beaten zone of 60mm x 60mm. All stands or figures partially covered by this beaten zone must be rolled for separately. Early machineguns suffer the same disadvantages but later machineguns can fire normally except that their beaten zone should be converted to 60mm x 60mm area. This is because the trajectory of most pre 20thC artillery pieces was relatively flat and shots fired at higher ground would tend to either bury themselves into the rising ground or skip over it. Howitzers and later MG could deliver plunging fire and this is more effective at targets on higher ground. ARTILLERY REDUCTION OF COVER The cumulative hits of solid shot from guns can neutralize cover. Players should arrive at a mutually agreeable number of hits on nominated cover points to achieve this. As a guide remember that it would take longer to neutralize solid cover than light cover. The number of turns can also be modified by the weight of shot being fired. "NATIVE" ARTILLERY Native artillery was often notoriously bad. Native armies frequently fielded large numbers of guns but these were seldom crewed or employed efficiently. To simulate this, roll one D10 before a native [Irregular] gun fires. If a 1 is scored the gun does not fire. Note that this rule in no way applies to 'native' armies like the Sikh Khalsa or Mahratta regulars who fielded excellent artillery arms. ELITE ARTILLERY Some gunners can be counted as "elite" i.e. A class. Elite gunners +1 to all D10 rolls. FIRING INTO MELEES It is NOT permitted to fire into an enemy stand that is in contact with a friendly unit. However it is allowed to fire into stands in rear support. MELEECHARGING There is no charge test. Stands announce a charge and roll movement dice. If a charge does not make contact the charging unit is disordered. ELIGIBLITY TO CHARGE Charges can only be conducted against targets that are visible at the beginning of the game turn. Charges double the D6 score for movement of a stand unless the target is up hill or in difficult terrain. Movement D6 must be rolled after the charge test. The last 25% of a charge must be in a straight line. Artillery, wheeled vehicles and pack animals cannot charge! Infantry can only charge mounted types that are disordered. Charges cannot occur up or down from very steep terrain. Disordered troops cannot charge but troops can become disordered during a charge. Skirmishers cannot charge but may attempt to evade a charge. To do this, roll a D10. A score of '5' or better results in a successful evade, in which case skirmishers end one half of their normal move away from the chargers. If evasion is blocked by terrain or enemy troops then the skirmishers are destroyed. FIGURES ELIGIBLE TO MELEE All figures on a normal stand. Only half [rounded down] of the figures on a disordered or D class stand. TURNING TO FACE A CHARGE Stands charged and contacted by the enemy, as well as all stands in base contact with the charged stand, may turn to face a charge if they are not otherwise engaged. The exception to this is Rabble and light or medium artillery guns that will fail to turn on a D10 roll of less than 6 and will be destroyed. Heavy guns cannot turn and are destroyed. MOUNTED CHARGES All mounted count as three figures on impact and two figures in continuing melee except against squares or the equivalent [that are not disordered] or against enemies sheltering behind obstacles. Mounted troops cannot charge through rough terrain. Mounted types that do not break enemy foot on their first attempt may attempt to recoil 100mm from the enemy and reform in the same turn. To see if this occurs roll a D10 per stand. A score of 6 or better enables a reform to occur. A class +1 to the dice. Whenever there are a choice of targets within charge range cavalry must give priority to charging any visible enemy cavalry. This rule can be nullified by a leader personally accompanying the charging cavalry force. Cavalry that destroy an enemy may attempt to breakthrough. To do this roll, one D10. A score of 6 or better enables a breakthrough to occur, A class +1 to the dice. Breakthrough allows a cavalry stand to charge again in the same turn following melee. MELEE Melee occurs when stands contact an enemy stand but only after any defensive fire. Melees are determined by individual stands including supporting stands [see below]. The order in which melee occurs is determined by the player with the initiative that game turn. For melee this player is known as the 'Attacker'. The other player is known as the 'Defender'. SUPPORTING STANDS Supporting stands are any non-engaged friendly stand in base contact forming a continuous front with the stand in contact with the enemy, or to the immediate rear of the stand in contact, or striking the flank or rear of the enemy stand with which the attacking stand is in contact. RESOLVING MELEES The Attacker rolls one D6. Arrive at a total. The 'Attacker' then compares their score with that of the 'Defender' to determine the following results of the melee: +4: Defender destroyed with attacker suffering no loss. An example of this would be:
CONTINUING MELEES Continuing melees must be fought out between the original combatants. Other stands that have joined the melee can count as support only. VOLUNTARY WITHDRAWAL FROM MELEE Stands can attempt to withdraw one normal move away from a continuing melee. To do this successfully they roll a D10 and score '10'. Elite and regulars +1 to the D10 score. INVOLUNTARY WITHDRAWAL FROM MELEE Stands that are reduced to a 'Halted' state [see Morale] during a melee MUST withdraw from the melee at the end of the turn in which they have become 'Halted' unless they are defending an obstacle or fortification. Withdrawing stands must move one full base depth back from the melee facing the enemy. They may pass through any supporting troops until they find the first open space. Supporting troops cannot move up. Attacking troops cannot follow up. MORALEINDIVIDUAL STAND MORALE When any regular stand is reduced to one figure it will halt and not advance on the enemy. Any other type of stand will halt and not advance on the enemy when it reaches 3 figures. If a stand loses half its remaining figures in one turn to firepower or desertion [not melee] it must immediately test morale. To do so roll one D10. If the stand fails its morale test it flees the field. If the stand is a gun or wagon the gun or wagon is abandoned. To fail a morale test the following scores apply: A class: 1 COMMAND GROUP MORALE When the majority of the original number of stands within a CG have 'halted' or been destroyed that CG's morale fails and none of its stands will advance on the enemy. Keep track of the stands lost by some simple means. When all the remaining stands of a CG have been reduced to a 'halted' condition all stands of the CG flee the field abandoning guns and wagons. DESERTION For each stand of equal or better quality that is in base contact and is destroyed a stand must remove one figure as a deserter [ "Just going to the rear to get some more ammo sir "]. If this loss means an immediate morale test as above so be it. AUTOMATIC ROUTS D class in the open that are charged by mounted troops or ferocious warriors will rout unless '7' or better is scored on a D10. Test per stand charged. D class stands in circumstances of limited visibility, for example thick forests, that are charged by enemies will rout unless an '8' or better is scored on a D10. LOSS OF NON-REGULAR CinC If a CinC is killed all D and E class stands in their army flee the field. All remaining stands must do a collective morale test. To do so roll one D10. A score of 3 or less indicates that all stands flee the field except for fanatics who will go into an immediate impetuous charge against the nearest enemy. Subtract 2 from the test D10 if the leader was charismatic. ARMY MORALE Army morale fails when the majority of the armies command groups have either halted or been destroyed. When this happens all halted CG will flee and all others will halt. Back to The Heliograph #121 Table of Contents Back to The Heliograph List of Issues Back to Master Magazine List © Copyright 2000 by Richard Brooks. 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 |