TURN ORDER (Confederate goes through sequence first, then the Union side)
- Command—all troops must be within Leader Radius to move full, otherwise 1/2 move
- Move—including changing formation; units with Morale Markers (MM) may either 1) not move except to turn around 180 degrees, or 2) make a Rout move of up to 12"(foot/artillery) or 24"(cavalry) directly away from the nearest enemy and facing away from the enemy
- Rally—remove Morale Markers from 1st player's units that did not move except to change facing
- Defensive Fire (2nd player)—fire with all eligible units
- Offensive Fire (1st player)—fire with all eligible units
- Melee—any enemy units touching now fight
MOVEMENT | OPEN | ROUGH | ROUT | CHANGE FORMATION |
Foot-line formation | 6" | half speed | 12" | half movement |
Foot-column formation | 10" | half speed | 12" | half movement |
Cavalry-line formation | 10" | half speed | 24" | half movement (1/4 move to mount/dismount) |
Cavalry-column formation | 18" | half speed | 24" | half movement (1/4 move to mount/dismount) |
Artillery—limbered | 10" | quarter speed | 12" | half movement |
Artillery—unlimbered | 0" | -- | limbers | half movement |
Leaders | 24" | half speed | -- | -- |
"Foot" includes dismounted cavalry for movement
To move into contact with an enemy, you must roll your charge # or higher below. If a unit fails to charge, move 1/2 the distance to the enemy and take a MM. If successful, the charged unit must roll to see if they stand to receive the charge or run away. If it fails, it retreats 2D6" (3D6" for mtd cav) directly away from the enemy, then takes a MM.
FIRE (roll 2 six-sided dice) | 2" | 6" | 15"
| 30" |
Foot | 4+ | 8+ | no fire | no fire |
Dismounted cavalry | 3+ | 7+ | no fire | no fire |
Artillery | 2+ | 4+ | 9+ | 11+ |
Die Roll Modifiers
-1 target in cover
-1 target is artillery
-1 target is dismounted cavalry
-1 firing unit has MM
+1 Union firing
+1 target is foot column
+2 target is mounted cavalry
+2 firing unit is in line formation
Any hit unit loses one stand & gets a MM. If the modified firing roll is 8 or more higher than required to hit, the target unit loses 2 stands and gets a MM
MM are not cumulative—you can only have one per unit
Mounted cavalry can't fire. You can't shoot through friendly troops. If you can't see it you can't shoot it.
MELEE (both sides roll 2 six-sided dice) Add the number of stands fighting
Difference | Result Win / Lose |
0 | 1# / 1# |
1-2 | 1 / 1# |
3-5 | 1 / 2# |
6-8 | 1 / 3# |
9+ | 0 / 3# |
Add
+2 if mounted cavalry attacking
+2 if defending a wall or stream
+2 if infantry in column
+leader bonus if attached
+1 if uphill of enemy
+1 if Confederates attacking
-2 if unit has Morale Marker
-Double the number of attacking stands if you hit enemy flank or rear (must start behind flank or rear to qualify)
# --unit moves 2D6" (3D6" cav) directly away from the enemy, then takes a MM.
MORALE Charge or Receive Charge
USA/CSA 8+/7+ (Attached leaders add bonus, MM adds –1)
Any unit reduced to less than 1/2 of its original stands is removed from the game.
If any leader is attached to a unit that loses a stand, roll one die: 5-6 that leader is killed or captured
LEADERS
Union +1 bonus 5" Leader radius
Confederate +2 bonus 6" Leader radius
You may want to give specific ratings to historical figures; i.e. +3 & 7" to Longstreet, +0 & 4" to Sickles
If a leader becomes a casualty he is not replaced, and all his units move 1/2 rate for the rest of the battle
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© Copyright 1999 Hal Thinglum
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