by Donald Featherstone
The Sequence of Action Followed during each phase.
This sequence should be strictly followed to ensure that all players are in step throughout the game. Scales
Equipment 1 pair of Percentage Dice (20-sided, numbered 0-9 twice); 1 rules; paper (preferable squared), pens etc. to record movement, actions, wounds, and so on. The Men For the purposes of the rules there are three types of men:
Averages These are men with some battle experience, who have gained some knowledge of battle craft and can handle their weapons reasonably well. The majority of men will remain this type of soldier despite repeated exposure to war. Novices These are men with little or no experience of battle, with no real skill in the use of their weapons. They may be young, and will gain proficiency with experience, and progress to become Averages and even Veterans. On the other hand they may simply be incompetent, clumsy or cowards, and will never improve their skill. Each man or figure is given one of these ratings, and his performance with his weapons in firing and melee is then conditioned by his type, eg a Novice deducts 20 per cent when firing, whilst a Veteran adds ten per cent when meleeing an Average. These percentage variations are given in the relevant sections. Record Sheet Careful record keeping helps to make the game run smoothly. The record sheet can be easily prepared from one-inch squared paper, with the details entered as shown in the diagram below. The character’s name, type and weapons are recorded in the first column. Orders can be recorded on the back of the sheet. The squares are then numbered for the phases of the game, and intended actions and/or movements are entered at the start of each phase (see Sequence of Action). During each phase, any wounds suffered are also recorded (preferably in a different colour ink, eg red), together with the effect of the wounds in subsequent phases. Orders At the start of each game each side should be given an objective, the objectives should be inherent in the scenario. The Leader should then issue orders outlining the role of each man in his force. Men should obey these orders until they are changed. It takes one phase to issue a new order. Movement
Riders may accelerate or decelerate from one Rate to another (ie up or down) on subsequent phases. Actions Actions differ from movement in that they involve time rather than distance. All actions, unless otherwise stated, take one phase. For Example: Mount/Dismount; Kneel/Lie down/Get up; Dive; Draw/Sheath weapon. A man may make more than one action in one phase if the actions are compatible, eg kneel and draw weapon. Firing (or throwing)
Aimed fire – This takes two phases – first phase – adopt a firing position; second phase – fire. Whilst making an aimed shot a man may make no other action, nor move. Snap fire – This takes one phase. A man may move or make an action while snap-firing. Calculating Casualties
Chance of a hit
PERCENTAGE VARIATIONS
Casualty Table Key
TO DETERMINE THE WOUND
WOUND CATEGORY
F Light head wound. Knocked out for four phases. G Light body wound. No movement or action for two phases. Then all movement at half rate. H Light right arm wound. No action for one phase. Drop anything in that hand. I Light left arm wound. As above, but for left arm. J Light leg wound. No action for one phase, then cannot charge in that game. For Example: A Veteran rifleman with a rifle decides to shoot at a Pathan running along a street. He adopts a firing position, which takes one phase, and on the next phase makes an aimed shot. As the target is running at medium range the firer’s chance of hitting is 50 per cent, but this is increased by 20 per cent up to 70 per cent because the rifleman is a veteran. The player throws the dice and scores 18. This is a hit as it is between 1 and 70. He consults the Casualty Table, finding the 70 percent and runs down to the number nearest to 18 (taking the nearest number greater than that thrown if that number is not on the table itself), in this case, 24. He then reads along to the lettered vertical column to find the wound: B, a Serious Body Wound. The player notes down on his Record Sheet ‘1 round used’, if a limit on ammunition applies, or the weapon is a repeater. Shooting at mounted men The casualty results are interpreted as below. A-F Hit rider, throw dice again to determine wound as if 99 per cent chance of a hit. G-H Mount hit and killed. Rider thrown.
INJURY FROM A FALL (including being thrown from a horse) Throw dice using the Firing Casualty Chart as if for a 50 per cent chance of a hit. This determines whether the man who falls or is thrown is injured, ie if 1 to 50 is thrown, the man suffers the appropriate category of wound; if 501 to 100 is thrown, the man is uninjured. Invalid hits 1 When the target is a man using hard cover, only wounds on those parts of his body that are necessarily exposed because of the action he is making are valid.
Melee
To determine this chance
Weapons Table
Foot v Foot/Foot v Mounted
Mounted v Foot/Mounted v Mounted
Other weapons will be assigned to their specific categories in the Cast List (attached to upcoming scenarios – ed) Key
PERCENTAGE VARIATIONS Type
Movement
Reaction
Miscellaneous
Protection
Casualties in melee
Invalid hits Light wounds on armoured areas are invalid. Serious wounds on areas covered by plate armour are invalid, but on the next phase the man so defended must deduct as if ‘wounded on the previous phase’, ie ten per cent. Reaction A man must react on the phase after
On the phase of reaction Averages and Novices are subject to percentage deductions. Back to The Heliograph # 141 Table of Contents Back to The Heliograph List of Issues Back to Master Magazine List © Copyright 2004 by Richard Brooks. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |