On to Philadelphia

An AWI Variant of
"On To Richmond"

by Tom Barkalow & Rick Stoffel

INTRODUCTION

ON TO PHILADELPHIA (OTP) is meant as a fairly simple and fast moving game of tactical scope for fighting battles from the American War for Independence. It is derived from Paul Koch's ON TO RICHMOND (OTR) rules. The scales used are 1" being around 15 to 20 yards, one figure being about 20 actual troops, and one turn representing about 10 minutes. The basic maneuver element is a battalion or regiment. Movement is by a random chit system. The morale rules and commander quality ratings incorporate the problems of command control.

The game uses 10-sided dice (d10) and "averaging" dice (AD). Each D10 is read from 0 to 9. When rolling 2D10, designated one die as the "tens" before rolling (it is recommended to use a colored die for the "tens"). Unless all players agree otherwise, premeasuring is permitted before moving and/or firing.

1.0 GENERAL ORGANIZATION

The basic unit in this game is a battalion or regiment. During the actual conflict, such units varied considerably in strength. Units typically were organized into brigades which are assigned to numbered chits in this game system.

The authors use 25 mm figures based as follows:

1.1 Infantry: Each figure has a 1/2" wide front and is based either 2 or 4 figures to a stand (2 for Lights & Indians; 4 for all others). A unit usually consists of 4 to 20 figures and represents a battalion, regiment, or converged grenadier or light companies that have been detached from their parent units. A unit that historically contained more than 400 men (an example would be having only a total return available for a militia brigade) can be represented either by breaking the unit into two or more subunits for the game or by using more than 20 figures in one unit.

1.2 Cavalry: Each figure has a 1" wide front and is based I to 2 figures to a stand. OTP does not include provisions to dismount cavalry during a game. Dismounted cavalry units are treated as infantry for the game and should be restricted to actual units that fought dismounted (such as the Brunswick Dragoons).

1.3 Artillery-. Each crew figure on an artillery stand represents a single gun and its associated crew. Each stand represents a single battery or section of guns. Guns are classified into 3 categories: Light ( < 6 lbs.), Medium (6-9 lbs.), or Heavy (12 lb. +). There is no distinction for howitzers. Each gun section should have a 1" wide front and use a stand with sufficient depth for the gun model(s) and crew figures. For example, a 4 gun battery can be represented by a 2" wide stand with 1 gun model and 4 crew figures.

2.0 COMBAT VALUES (CV) AND QUALITY

Units and leaders are graded in OTP. Units are graded based on their type. Each type of unit has an assigned Combat Value (CV). The CV is used primarily when attempting to close for melee and in resolving a melee. Unit types also are important for Morale.

"Militia" units represent hastily formed units called up for short duration with a minimum of drilling. Militia units were a good sized portion of most Continental forces. Militia Infantry units have a CV=3, Militia Dragoon units have a CV=4, and Militia Artillery units have a CV = 4.

"State Line" units represent standing infantry units formed and maintained by a state's government that have received more drill than "Militia," but not enough to equal European standing units. This category also is used for early war Continental units (before von Steuben) and for Loyalist (Tory) units. State Line units have a CV = 4.

"Line" units represent well drilled standing Continental, British, German, or French units. Infantry, dragoons, and artillery crew are all included under this category for CV purposes, but are treated separately for Morale. Line units have a CV=5.

"Light" infantry units were standing companies or regiments that had received additional special drill enabling them to skirmish and have special rules to reflect this. Light units have a CV = 5.

"Indian" units represent impetuous, but brittle, Native American tribes. Indian units have a CV = 4.

"Elite" units represent converged grenadier companies or standing Guard units. Elite units have a CV=6.

Leaders can vary in quality from miserable to very good. The COMMANDER VALUES table in the game charts is designed to produce this variance by chance depending on the type of commander (a British commander being more likely to have good capabilities than a Militia commander). Before starting a game, roll 1d10 for each leader and consult the COMMANDER VALUES table to find that leader's rating.

Units and their CV's are listed merely as a convenience. A referee or the scenario designer may assign values to the units as desired: in historical battles, the CV may relate to the unit's historical performance. Commander quality also may be assigned based on the commander's historical performance. Special commander rules also can be specified as needed.

3.0 OPERATIONS

Units can only perform certain activities during their turn. These activities are limited to the following operations for infantry, cavalry, and artillery units. if it's not listed in the permitted operations, the unit can't do it (players can always mutually agree otherwise). Note that melee occurs as a result of movement to contact and is not treated as a separate operation.

3.1 Infantry:

1. Move fully. May be combined with "Special Move" (see 6.8).

2. Move 1/2 normal distance and fire (or vice versa).

3. Change formation and move V2 normal move. Militia units may only change formation.

4. Change formation and fire (or vice versa).

5. Fire.

3.2 Cavalry

1. Move full. May be combined with "Special Move" (see 6.8).

2. Charge 24" in open terrain.

3. Change formation and move 1/2 normal move. Militia units may only change formation.

3.3 Artillery

1. Limber and move Y2 normal move.

2. Move V2 normal move and unlimber.

3. Unlimber and fire.

4. Move full (including detached crew remanning a gun)

5. Hand haul an unlimbered move and fire (or vice versa).

6. Fire and limber.

7. Fire.

4.0 SEQUENCE OF PLAY

4.1 Units are organized into brigades of 2 or more infantry and/or cavalry units each, sometimes with an attached artillery section or battery. No more than 7 units, including artillery, should be in a brigade. Each brigade is then associated with a numbered chit.

4.2 Unit combat values (CVs) are assigned based on unit type and Brigade and overall commander ratings are determined (see COMMANDER VALUES on the game charts). A unit sheet is provided for keeping track of the units assigned to each brigade (numbered chit); the brigade commander's quality and number of morale passes; each unit's name, weapons, initial size, type, and CV; whether an infantry unit has used its initial volley; and, how many times a unit has attempted to rebuild.

4.3 Determine Phasing Brigade: Each brigade (both sides) is represented by a numbered chit. All chits are mixed together, placed in a single cup, and a single chit at a time is removed to determine which brigade is phasing. When a brigade's chit is pulled, all the units and supporting arms of that brigade move or fire, melee, whatever, but only after removing any Morale Markers the units may have. The phasing player decides the order in which units in the brigade perform their permitted operations. For example, the player can have Units A & B fire separately at the same target and then separately roll to dose for melee OR can decide to fire Unit A and roll for closure and then to fire Unit B and roll for closure if Unit A either doesn't close or loses the melee OR can have Unit B go before Unit A and so on. Once all units in the brigade have performed operations or the player declares completion, the pulled chit is set aside and another chit is removed to determine the next phasing player.

4.4 Attempt Rebuilds: After the last chit is pulled and no further actions are to be performed, reserve units may attempt to rebuild lost stands.

4.5 Check off a turn and repeat from step 4.3 for the next turn.

5.0 FORMATIONS

Infantry and cavalry units may be in one of two formations: the march column or the line. A few types of units can form a special line formation: the skirmish fine. Artillery may be unlimbered or limbered.

5.1 The march column consists of stands one behind the other. This formation allows for more rapid movement, and movement along roads and across bridges. A unit in this formation, however, may not initiate melee contact (unless a Leader is attached), and, if contacted, fights with only with the front stand. A unit must be in march column to get the road bonus.

5.2 The line is formed with all the unit's stands abreast in a single rank with end edges touching.

5.3 The skirmish line can be formed by Light, Indian, and some Militia Infantry. The skirmish line is formed by separating all the unit's stands by 1" to 3" while maintaining a single rank. The entire unit must be in the same formation. It takes a formation change to go between Line and Skirmish and vice versa. Militia Infantry units only have skirmish capability when specified by the scenario; in general, Militia Infantry cannot skirmish.

Units in skirmish line always use the "disordered" die roll modifiers for melee closure to contact and firefights and for melee CV modifiers; receiving a Morale Marker has no additional effect for these purposes.

Units in skirmish line measure movement, ranges, and firing arcs from each stand. Units in skirmish line fire with a "+1" die roll modifier in addition to other applicable modifiers. When such units are a target for fire combat, a " + 2" modifier applies to the fire combat die roll in addition to other applicable modifiers.

Units in skirmish line only count the figures on stands in physical contact with enemy stands when in melee and multiply their final adjusted CV by 1/2 (round up total) when opposed by a formed unit.

5.4 "Loose Order" [Optional]. Militia and Indian Infantry units may adopt a "loose order" by separating the stands by Y2-1". It takes 1/4 of a unit's move to adopt'loose order." Such units use Line movement, receive a -1 modifier to their CV for Melee, and receive a + I Target modifier for Fire Combat. The "loose order" is to reflect a wider spacing of files when forming into Line rather than a dispersal of men to skirmish. Players may choose to mount Militia units 3 figures to a 2" wide stand rather than 4 and always utilize the "loose order" modifiers.

5.5 "Indians"[Optionall. Indian Infantry units can only be in Skirmish Formation. They are not allowed to change into any other formation. This optional rule simulates their actual preferred method of fighting.

6.0 MOVEMENT

6.1 Movement distance is dependent upon the formation the unit is in at the start of the move. See MOVEMENT on the game charts for the movement distance for each unit type and formation.

6.2 Changes of formation for infantry and cavalry units occur before movement, and cost half the movement distance allowed to the unit. Militia units can only change formation (they cannot move after changing formation).

6.3 Changes of facing take place as the unit moves. A ruler is placed at one end of the unit and that end is moved as necessary to the unit's new facing. The other end of the unit must remain stationary. In changes of face, a unit's end stand may move up to, but not beyond, the distance listed in the Movement Table for its current formation.

A unit can "oblique move" up to 45 degrees with its current facing. Also, a unit can "side step" 1/2 its normal move and retain its facing. A unit in line can "about face" at no cost. A unit in column expends 1/4 of its move to "about face" (this represents a column having to countermarch).

6.4 Conforming to Cover. Units in line may expend 1/4 of their movement to form a "bent" line in order to conform to a woods tine, fence corner, or to refuse a flank. It costs 1/4 of their movement to restore a "straight" line from a "bent" line. Units in skirmish line can conform to cover without requiring any movement costs (each stand is moved independently).

6.5 Interpenetration. Units are not permitted to interpenetrate. A unit may expend 1/4 of its move to have a single stand "double up" behind another stand to permit another unit to move through the space formerly occupied by the stand. The unit must then expend another 1/4 of its move to restore the stand to its former position. A unit can neither move nor end its Operations while it has a stand in "double up" and is not permitted to "double up" if it has less than V2 of its movement available. The "double up" is an abstract way of depicting a subdivision of a unit forming a column to open space for another unit to pass through.

A unit that performs a "double up" cannot fire during that phase.

A Militia unit that performs a "double up" can do nothing else (i.e., it counts as a full move for the unit).

6.6 Disordering Terrain: Units moving into or through potentially disrupting terrain (such as woods, crossing hill slopes, or fording) might be restricted to V2 its normal move based on a D10 roll. This simulates a unit becoming disorganized through movement and having to periodically stop to reorganize. Disordering terrain is divided into 4 types, A-D. Type A has the least potential to disorder and represents moving up a moderate slope (slight slopes are not considered disordering terrain), through tall crops (such as full grown wheat or corn) or growth (such as bulrushes), or across uneven ground (rocky ground or plowed fields that break a march cadence). Type B represents fording a large stream, crossing a river ford, or moving through fight woods (orchards or forest with little undergrowth). Type C represents moving through medium woods (some undergrowth or smaller trees) or swampy ground. Type D has the most potential for disordering and represents thick woods (heavy undergrowth or vines or thickly tangled scrub trees), wooded slopes, or steep slopes.

Each disordering terrain type is assigned a number for a given unit type and formation (see MOVEMENT on the game charts). When a unit attempts to move into or through disordering terrain, roll a D10. If the result is equal to or less than the number assigned for the terrain, unit type, and formation, the unit may move normally. Otherwise the unit's normal movement distance is halved. For example, an infantry unit in line that fails its disordering terrain roll now has a maximum movement distance of 3" rather than 6". As long as any portion of a unit's stand is in, or crossing, disordering terrain, the unit's movement must be diced for each turn until the unit is completely out of, or across, the disordering terrain. The unit stops when first reaching the disrupting terrain before rolling. If it has moved more than 1/2 its movement and fails the roll, it moves no further that turn.

A unit must roll for each piece of new disordering terrain it encounters, even if in the same turn, unless its movement has already been halved. For example, an infantry unit in column crosses a large stream (Type B) and enters a woods (Type C). It first dices for the stream. If it passes, it then must dice for the woods. If it fails, its movement is halved and it does not have to dice for the woods.

A unit that has its normal movement halved due to a roll on the MORALE RESULTS TABLE must still dice for disordering terrain (its movement could be quartered).

Infantry militia, lights, and Indians treat all woods as Type A disordering terrain.

Each disordering terrain type on the table top should be designated before the game using a map, label on the terrain, or by pointing each terrain feature out to the other players and saying its type.

6.7 Linear obstructions (walls, narrow streams, breastworks, etc.) cost infantry 1" of movement per rank to cross and mounted cavalry 2" of movement per rank to cross. Artillery is treated the same as mounted cavalry when it's limbered and as infantry when its unlimbered; the scenario must specify linear obstructions that artillery cannot cross.

6.8 Special Moves: Infantry or cavalry units may make special moves at any time. An averaging die (AD) is rolled for infantry (2AD for cavalry) and the full amount of the roll is added to the unit's full normal movement distance. The unit may then move up to this amount; it is not obligated to do so. In order to use special movement a unit may not: move through disordering terrain, change formation, or fire. A unit may cross linear obstructions and must deduct the cost from its total movement. If a special move is used to attempt to contact an enemy unit (roll for closure and, if successful, then roll for special move), the unit making the move must contact the enemy unit (i.e., have sufficient movement to contact) or else it moves its full special move and receives a Morale Marker (it has become badly disorganized by the attempt). A unit may make as many special moves during the game as desired.

6.9 Charging: Unless using special movement to contact, a unit moves no further when charging than it would in a normal move for the same formation, with the exception of cavalry in line which has a 24" charge. When a cavalry unit makes a charge move, it receives a Morale Marker after the melee regardless of the melee result. A cavalry unit making a charge move may not move through disordering terrain, cross linear obstructions, or change formation. It may change facing and close to contact units located at the edge of, or behind, cover. The cavalry unit must successfully roll to close for melee before making the charge move.

6.10 Bonus Move: A unit that wins a melee by 2-to- 1 ratio or higher gets a bonus move. The unit making a bonus move may charge another unit, make a special move, retreat or whatever. A bonus move is OPTIONAL for the winning unit and never HAS to be made. A unit may make only one bonus move per turn.

6.11 Retreats: A unit forced to retreat due to firefight, melee, or morale result roll must move the specified distance away from the enemy. The unit maintain its formation and frontage while retreating (Le., it needs a space as wide as its formation to move through). The unit can move into cover or behind another unit as long as it moves My away from the enemy (cannot backtrack). Units in retreat ignore terrain costs, pay for changing face, may oblique move, but cannot "sidestep."

If a retreating unit must move into or through a friendly unit, that friendly unit must roll 1d10 and compare the result to its CV. If the die roll is less than or equal CV, the retreating unit stops and does not continue its movement. If the die roll result is greater than CV, the friendly unit receives a Morale Marker and must move with the retreating unit for its remaining retreat movement. An exception to this exists for when an infantry unit is contacted by a retreating cavalry unit and fails its CV roll; the infantry unit only needs to move to a point where a dear path exists for the retreating cavalry unit and is not moved the full remaining retreat distance of the cavalry unit.

6.12 Commander Movement: Commanders may split their movement during the operations phase of their units so long as the total distance moved does not exceed 24". This allows a player to move a commander to a units exercise a morale pass for that unit, move the unit, and then move the commander to another unit to execute another morale pass during the same phase. Commanders ignore disordering terrain and linear obstructions (i.e., can always move 24"). [As an optional rule, players can treat their commanders as infantry in skirmish line for purposes of disordering terrain and linear obstructions.]

6.13 Towns and Buildings. Movement through towns is by march column only, but towns are NOT disruptive terrain. A unit may deploy into a town or building (representing a built up area) by treating it as a change of formation. Towns and wood buildings count as medium cover, and stone buildings count as heavy cover, for fire combat and melee. Units deployed in towns count as being in Line for fire combat and melee, but cannot be enfiladed. The number of stands that can be deployed in a town or building must be specified by the scenario. in general, no more than one unit of up to 5 stands should be permitted to deploy in a town and only units with 1 or 2 stands should be permitted to deploy in a building.

Stands that are part of a unit in skirmish fine may move through a town or budding as if it is Type D disordering terrain.

6.14 Militia Stragglers [Optional]: Militia units forced to retreat due to firefight, melee, or morale result roll will lose additional figures to straggling. For each full move a Militia unit must retreat, roll 1AD. The result is the number of additional figures lost by the Militia unit.

7.0 ARTILLERY

7.1 Fire Combat Crew Losses: Each crew figure on an artillery stand represents a single gun and its associated crew. A crew figure is lost from fire combat only after 2 figure losses have been received by the artillery stand. A gun cannot be counted for firing purposes once its crew figure is lost. Losses on a gun from fire combat should be considered mostly as "dissuading" the crew from hilly manning the piece rather than as full losses to the crew.

7.2 Melee Losses: Artillery may never initiate a combat (i.e., roll for closure), but may be the target of a melee. If an artillery stand is involved in a melee and loses, it is removed from the game (i.e., don't roll for losses). If the artillery stand wins, roll for losses and apply the result as if they were fire combat losses.

7.3 Elevation Bonus: Artillery located on higher terrain than the target unit adds V' to its maximum range.

7.4 Artillery Morale Results: An unlimbered artillery unit that is forced to retreat by a morale result must have the crew figures detached from the gun model and then moved as if the crew figures are infantry in skirmish line. In subsequent turns the gun can be remanned by moving the crew figures into contact with the gun model. An artillery unit ignores mandatory forward movement morale results (treat as a "Deploy').

7.5 Attaching Artillery: An artillery stand can be "attached" to an infantry unit. The artillery stand must be in physical contact with the infantry unit, typically at one flank. The artillery stand can move with it's attached unit as long as the maximum movement distance for its formation (timbered or unlimbered) is not exceeded. While attached, all fire and melee combat losses are taken from the infantry unit. However, the artillery stand must suffer the same penalties as the infantry unit if the infantry unit receives a Morale Marker and/or must retreat if called for by a melee loss or morale result. If the artillery stand must retreat, the crew figures are moved away from the gun model and must move with the infantry unit (treat as a stand of the unit). The crew figures can reman the gun either by moving the infantry unit back into contact with the gun model or by "detaching" the crew figures and moving them into contact with the gun model (detached crew figures are treated as infantry in skirmish line). An artillery stand may detach itself during its operational phase by the owning player so declaring and then moving the artillery stand (or infantry unit) from contact.

7.6 Special Guns [Optional]: A special class of very mobile fight artillery (3-4 lbs.) were used primarily by the British and German troops. These guns had nicknames such as "Grasshoppers" (from their tendency to hop while recoiling), "Butterflies" (from their light weight), and "Gallopers" (as one horse could be used to move them). These guns could keep up with infantry lines and could be directly attached to a unit as regimental guns. For this class of guns only, an unlimbered move of 6" is permitted if the gun doesn't fire or the gun can move 3" and fire (or vice versa).

7.7 Civilian Drivers [Optional]: While the crew that loaded, fired, and man handled the guns were military personnel, the guns were transported by civilian drivers hired for the task. These civilian drivers usually vanished after unlimbering a gun, especially if a battle was imminent or ongoing, and did not reappear until after the battle was over. They were not prone to any heroics. The usual result was artillery was unlimbered in the middle of the front line of infantry prior to the battle's start and it wasn't subsequently moved, except by being man handled by the military crew.

To reflect this in the game, the following restrictions can be imposed. Once artillery is unlimbered, it cannot limber. Artillery that starts the game unlimbered cannot limber during the game. Also, while limbered, artillery cannot voluntarily move to within enemy small arms range or be moved ahead of the foremost friendly infantry unit. Artillery cannot be attached to infantry unless it is unlimbered. "Galloper" guns are exempt from these restrictions as they were fight enough to be moved by their military crew.

8.0 FIRE COMBAT

8.1 Fire Combat Procedure: Units fire individually and cannot group their fire together. Units can fire out to a 45' angle from the ends of each unit (or stands for a "bent" line). The range to the target can be measured before deciding whether or not to fire. Units can only fire at targets within range and their firing arc Players can measure range and firing arcs from each stand to determine which ones are eligible to fire. The closest target should be fired at in preference to a further target. A unit may fire at more than one target only when all the stands in the unit cannot fire at the same target. In such cases, a single die is rolled for all fire from the unit.

Small arms fire is resolved by determining the number of figures in a unit eligible to fire on a given the target, rolling a D10, and adjusting the result by the applicable modifiers (see FIRE COMBAT on the game charts). The modified result is cross indexed with the column on the Fire Combat chart representing the number of figures firing small arms (SA) and the result applied to the target unit. If a unit is composed of more than 20 figures (the highest column on the Fire Combat chart), the modified die roll is applied to the 20 figure column and then to the column corresponding to the number of figures minus 20 with the two results being added together. For example, a 28 figure unit fires at a target and rolls a modified result of "5". The total of the 5 result in the 20 column (2 losses) plus the 5 result in the "8" column (1 loss) is applied to the target (2 + 1 = 3 losses total).

Artillery fire is accomplished by measuring the range to the target to determine the appropriate die roll modifiers to be used for the Fire Combat chart. At short range only, the player can choose between firing canister or ball. The number of guns firing, the type of ammunition (ball or canister), and, if canister is being fired, the gun size, are used to determine the proper column to be used on the Fire Combat chart. A D10 is rolled and the result adjusted by the applicable modifiers. The modified die roll is then cross indexed with the proper column to determine the result to the target.

8.2 Fire Combat Results: Two types of hits may result from firing, a "morale hit" or a "kill". A "morale hit" will disorganize a unit and give it a Morale Marker. A "kill" results in the removal of 1 or more figures from the unit that was hit, as well as disorganizing the unit and giving it a Morale Marker.

8.3 Small Arms Ranges: Carbines (and fusils if a unit is so equipped) have a range of 4!', muskets and bows 6", and rifles 9". It should be noted that few units on either side carried rifles (Continental units often used "Rifles" in their name with few, if any, rifles being carried). Rifles should be assigned only to units that were known to carry them (such as the Hessian light infantry companies and Morgans Rifles).

The effectiveness of small arms increases at short ranges. Rather than have several range steps for small arms fire with resultant die roll modifiers, a single "close range" of 2" (or visibility, whichever is less) is used. Units firing small arms at 2" or less receive a "-1" die roll modifier.

8.4 Artillery Ranges & Gun Types: Artillery has three ranges: short, medium, and long. These ranges vary for the three gun categories. Light artillery ranges are: 0- 8" for short, 9-16" for medium, and 17-21" for long. Medium artillery ranges are: 0-9" for short, 10-18" for medium, and 19-24" for long. Heavy artillery ranges are: 0-10" for short, 11-24" for medium, and 25-30" for long. All partial inches are rounded up when measuring (e.g., 91/4" rounds up to 10" for determining range).

Canister can only be fired at a target in short range and only if no portion of a friendly unit is within the artillery stand's firing arc and short range.

There are die roll modifiers for firing ball at short range (4) and long range (+ 2). There also are die roll modifiers for the weight of round fired, heavier rounds being judged to have slightly more effect than light rounds. Heavy artillery receives a "-1" die roll modifier and light artillery receives a "+1" die roll modifier.

Guns could fire farther than the maximum ranges given here, but were fairly ineffective at such ranges. No specific provisions have been made for firing shell (it is abstractly included in ball shot). Note that shell was fired from howitzers during this period and special howitzer rules and ranges would be needed.

8.5 Initial Valley: The first volley delivered by a formed infantry unit was its most effective. The first time an infantry unit fires, it receives a -1 die roll modifier. The unit sheet is then marked to show that it has used its initial volley. This is a one time only modifier. Regardless of how few figures in the unit may have fired, the unit's initial volley is considered expended. Units in skirmish fine do not receive an initial volley modifier, but do count as having expended their initial volley upon first firing.

8.6 Cover and Effects: Light cover consists of wood fences, all wooded areas including orchards, felled trees, and similar forms of shelter. it provides a "+ I" die roll modifier for fire combat. Medium cover consists of stone walls, large boulders, sunken roads, wooden buildings, towns in general, prepared barricades, and similar forms of shelter. It provides a " + Z' die roll modifier for fire combat. Heavy cover consists of forts, blockhouses, earthen works, stone buildings, and similar shelter. It provides a " + 3" die roll modifier for fire combat. An unit must have all stands and floes in, or behind, cover to benefit from the cover's fire combat modifier.

8.7 Visibility in Woods: Units firing into or through woods must determine if their targets are visible to them. Visibility in woods can be specified by the scenario or determined case by case by rolling averaging dice (AD). If rolled for, the visibility range in woods is determined separately for each unit firing, thus one unit may be unable to fire while another unit farther from the target can shoot. Line of sight must cross less than 1" of woods to avoid checking for visibility. Otherwise you must roll for visibility, even if one unit is in the open.

Light woods, orchards, crops, shrubs, etc. have visibility equal to 2AD+2". Regular woods have visibility equal to 2AD-2". Dense woods have visibility equal to 1AD-1".

8.8 Line of Sight: A unit must have a clear line of sight to an enemy unit to fire at it. Line of sight is blocked by any other unit (friendly or enemy), towns, buildings, woods, and hills. Line of sight is checked by drawing a line from the center of each firing stand to any portion of the target to see if the line is blocked. Units at an elevation higher than blocking terrain/unit have a clear line of sight if the blocking terrain/unit is closer to the firing unit than the target being sighted. The relative elevations of terrain features should be decided upon before starting a game.

8.9 Firing over Units: Only artillery firing ball can fire over units at a lower elevation, even enemy units.

8.10 Small Arms with Rest: A " -1" die roll modifier is given to units where 1/2 or more of the total figures firing can rest their muskets, carbines, fusils, or rifles on a fence, a wall, or an embankment.

8.11 Enfilade: An enfilade is defined as being behind a line drawn straight out from the target unit's front (or front of end stand if unit is in a "bent" line). A unit firing on the enfilade of the target receives a "-Z' die roll modifier for small arms and canister fire and a "-Y die roll modifier for artillery firing ball. This reflects the increased likelihood of a unit being disorganized by fire received through its flanks or rear.

8.12 Disordered: A unit with a morale marker is disordered (representing a disorganized state). Such a unit may only fire in a firefight or at a charging unit. A "+ T die roll modifier is applied to all such fire to represent the lowered effectiveness due to the unit's disorganization. A die roll modifier of "-1" is applied when firing at a disordered unit as the disorganization makes the unit more prone to lose troops when fired upon (losses representing troops that leave the unit to seek safety as well as those wounded and killed).

8.13 Formation Effects: The formation a unit is in affects its firing ability and how good of a target it makes. Units in column cannot fire and represent good targets. A die roll modifier of "-I" ("-Z' for ball shot from artillery) is applied when firing at a column. Limbered artillery is considered a column for this purpose. Units in skirmish line fire at less effect due to their dispersed formation, but this also makes them a more difficult target. A die roll modifier of " + 1" is applied when a skirmish line fires. A die roll modifier of " + 2" is applied when firing at a skirmish line. Unlimbered artillery is considered a skirmish line for this purpose.

8.14 Mounted: A mounted cavalry unit is assumed to be a slightly better target to account for hits on horses as well as riders. A "-1" die roll modifier is applied when firing at mounted cavalry. This is also applied to limbered artillery (in addition to the column modifier).

8.15 Unit Fire Discipline: Well trained and disciplined units delivered more effective fire (in the stand up fights characterizing the period) than militia and Indians. For this reason "Elite" units receive a "1" die roll modifier. Conversely, "Militia" and "Indian" units receive a " + 1" die roll modifier.

8.16 Commander Casualty- If a commander is attached to a unit that suffers either a kill or a morale hit from artillery or small arms fire, a D10 is rolled. If a 0 is rolled, the commander becomes a casualty and is removed from the game (see 10.5).

9.0 MELEE

Melee occurs when a unit uses a movement operation to close to contact with an enemy unit. The closure must be declared prior to moving the closing (attacking) unit. Closing on the front of an enemy unit requires a closure check. Melee is resolved through a comparison of each attacking unit's modified CV to each target unit's modified CV.

9.1 Check for Closure to Melee: Each attacking unit rolls a D10, modifies the roll as shown in the Closing Die Roll Modifier in the game charts, and compares the result to the unifs CV. If the result is less than or equal to the unit's CV, the unit will close to contact its target.

A unit attempting a flank or rear attack closes automatically and need not check. The attacking unit must start its move from behind a line drawn straight out along the target unit's front edge to count as a flank attack (wheeling into contact with the flank doesn't count if the wheel starts in "front" of this line). The attacking unit must begin its move directly behind the target unit to count as a rear attack.

Units in Column formation may roll for closure only if a Leader is attached to the unit.

9.2 Failure to Close: If an infantry unit in line attempts to dose on the front of another infantry unit in fine and fails its closure die roll, a Firelight results. An infantry unit in column that fails its closure die roll will close 1/2 the distance to the target and then will deploy into line (a Militia unit will also receive a Morale Marker; note this is an exception to Militia only changing formation without moving). Cavalry units that fail their closure die roll remain in place as if they had rolled a "Stand" result on the Morale Results Table. In all other cases the attacking unit will close 1/2 the distance to the target unit and will stop with no other actions being performed.

The target of any failed closure attempt can fire into the unit that failed to close if that unit is within the firing arc of the target unit.

9.3 Firefight: A Firelight consists of one or two rounds of Fire Combat. The attacking unit must stop 2" (or visibility distance in woods, whichever is less) from the defender. The defender fires and results are applied. The attacker then fires and the results are applied. If the attacker had fired before rolling its closure attempt (i.e., using a fire & 1/2 move operation), it counts as disordered for its return fire.

Each unit must then roll 1D10 and compare the result to its CV. If the roll is greater than the unit's CV, the unit must withdraw a full line move (ignoring terrain costs) and receive a Morale Marker. If both units pass their CV rolls, a second round of Fire Combat occurs. In the second round, both units fire simultaneously and apply results.

Once again, each unit must make a CV roll with failure having the same results as for the first round. If both units pass, both units receive a Morale Marker and the Melee for that turn has ended.

9.4 Reaction to Closure: When Militia and Indian infantry units, or Light infantry units in skirmish line, are to be contacted for melee (attacker has passed closure die roil), they must make a CV roll. Failure results in the unit withdrawing two full line moves (ignoring terrain costs) and receiving a Morale Marker. If a Militia unit passes, a melee combat results. If either a Light or Indian unit passes, the unit has a choice to fire and remain for the melee or to fire and withdraw one line move in good order (count terrain costs). Fire is delivered at T or less.

9.5 Cavalry Countercharge: A mounted cavalry being charged from its front may countercharge if it passes a check for Closure for Melee. A cavalry unit with a Morale Marker can still attempt to countercharge, but counts as disordered for the attempt.

9.6 CV Die Roll Modifiers: CV rolls made as a result of Firefights or Reaction to Closure have the following modifiers:

Defender
In medium cover -1
In heavy cover -2

All
Leader attached ñ Rating
Disordered +2
Cavalry in Open -2

Attached commanders modify these CV rolls as follows: Exceptional -2, Firebrand -1, Aggressive or Cautious -0, and Poltroon + 1.

9.7 If Closure Succeeds: If the attack was onto the front of the target unit, the attacking unit is moved into contact with the target and the target win give fire into the charging unit as if at a range of 2" or less. This fire is in addition to any other fire done in the turn previously, so the target unit could still fire even if it had moved fully or had already fired before being charged. The effects of the target unit's fire are applied before resolving the melee.

9.8 Melee Resolution: If the charging unit closes to contact, both sides figure the melee value of each of their units in the melee. The melee value is equal to the number of figures in combat times the unit's modified combat value times a positional multiplier. NOTE: Units that have not yet had a chance to remove their Morale Markers before being in melee do not get to remove them before the melee is resolved but instead count as disordered troops in the melee phase.

It is possible that multiple units may be in contact for melee due to overlaps and attached artillery stands. At least one attacking unit must be assigned to each defending unit. This may result in a given attacking unit being in melee with 2 or more defending units. Once all attacking units have been assigned to melee combat with defending units, each side adds together melee values for all of the friendly units involved in each melee and adds to this a D10 roll.

The side with the largest total is the winner, the ratio of the totals determines the outcome. See MELEE COMBAT in the game charts. Unit loses are determined by roiling averaging dice and modifying the roll as shown in MELEE COMBAT in the game charts. If a unit loses a figure, it receives a Morale Marker. The losing unit must retreat one full move for each AD rolled when determining its losses (i.e., a unit losing a 1/1 or a 3/2 melee must retreat 1 full move; a unit losing a 2/1, 3/1, or 4/1 melee must retreat 2 full moves).

If the melee totals should be the same for both sides, reroll until a tie does not result.

9.9 Depth of Melee: Ali stands of a unit in line fight, even if a unit is struck in flank or only one stand is contacted. Units in column only fight with the figures on their front stand. Units in skirmish line only count the figures on stands in physical contact with enemy stands when in melee. An Artillery stand always counts as 1 figure regardless of the actual number of crew figures on the stand.

9.10 Attached Commanders: Attached Leaders have the following ratings used to modify a unit's CV for melee:

Poltroon -1
Cautious + 1 (defending only)
Firebrand + 1 (attacking only)
Exceptional + 1 (all)

9.11 Commander Melee Casualties: For each commander involved in a melee, roll a DIO: on a 0 through 3 the commander is a casualty and is removed (see 10.5).

9.12 CV Bonus Modifiers: Units get a "+1" bonus for defending uphill or across a ford if at any time during the move the attacking unit crossed the hill slope or ford. Units in, or behind, cover receive a bonus if the attacking unit is not in the same cover (e.g., a unit defending in a woods does not get a bonus if the attacking unit is in the same woods). Light cover gives a "+ 1" bonus, medium cover gives a "+2" bonus, and heavy cover gives a "+3" bonus. All of the defending unit's figures must be in, or behind, the cover to receive the bonus. Units get a "+1" bonus for attacking downhill if at any time during the move, the unit descended a hill slope. Cavalry making a charge move in the open receive a " + 2" bonus if the original distance between the attacking cavalry unit and target was greater than 12". Infantry units that have small arms with bayonets and all mounted cavalry units receive a "+1" bonus if their melee opponent is an infantry unit that has small arms without bayonets (rifle armed units and most Continental Militia). A unit also may receive a bonus from an attached commander (see 9.10).

9.13 CV Penalty Modifiers: Disordered units receive a penalty CV melee modifier of "-2." Disorder also removes the cavalry charge in open bonus modifier. Units in skirmish fine always receive the "disordered" penalty, regardless of their actual status (having a Morale Marker does not create a further penalty).

9.14 CV Multipliers: After bonus and penalty modifiers are applied, a unit's CV for melee may be further modified by multipliers. A unit attacking its target on the flank receives a x2 multiplier. A unit attacking its target in its rear receives a "x3" multiplier. The conditions described in 9.1 for flank and rear attacks must be fulfilled to receive these multipliers. A unit in skirmish line receives a "xV2" multiplier if it is opposed by a formed unit (one in line or column). A mounted cavalry unit receives a "xT multiplier if its opponent is infantry, artillery crew, or dismounted cavalry.

10.0 MORALE

10.1 Morale Marker Effects: A unit may not perform any operations in its turn if it has a Morale Marker. Units with a Morale Marker are disordered. Units that have not yet had a chance to remove their morale markers before being in Melee, do not get to remove them before the Melee is resolved, but instead count as disordered troops in the melee phase.

10.2 Morale Marker Removal: Before units may move or fire for a turn, any Morale Markers must first be removed. This may be done by rolling 2 D10's and consulting appropriate column on the Morale Results Table, or by moving the brigade or overall commander to the unit and using a "morale pass."

A unit can have only ONE Morale Marker and makes only ONE roll on the MORALE RESULTS TABLE for each turn no matter how many times it could have received morale markers in the previous turn.

If a unit takes its chances on the MORALE RESULTS TABLE and passes (gets an NE result), it may move as wished. If the player does not like the result rolled, the player can reroll once by expending a commander's "morale pass" (the commander must have the movement to reach the unit). The player must accept the reroll result.

The MORALE RESULTS TABLE explains each result.

10.3 Die Roll Modifiers: The number of figures lost from a unit can reduce the die roll when roiling to remove a Morale Marker. Unit losses are divided into 4 categories: Light (Less than or equal to 10% of original strength), Moderate (10% losses to 24.99%), Substantial (25% losses to 50%), and Severe (over 50%). The FIGURE LOSS SEVERITY TABLE in the game charts can be used to determine which category a unit falls in when it has lost a figure or more.

In addition, a unit with all of its stands and figures in, or behind, works (forts, blockhouses, earthern works, and similar fortifications) receives a die roll addition to reflect the morale bonus of being in good shelter.

The die roll modifiers are shown on the MORALE RESULTS TABLE.

10.4 Morale Passes: The commander may move from one unit to another, within his movement allowance, eliminating as many morale markers as he has "morale passes." A brigade or division commander may use his morale passes only on units in his brigade or division. The overall commander can use his morale passes on any unit. Units that receive a Morale Marker as a result of 2 rounds of a firefight cannot use a leader pass to remove the Morale Marker. Such units must roll on the Morale Results Table.

A morale pass also can be used once for a unit to reroll on the Morale Results Table.

The commander's morale passes are only usable once, e.g., after an aggressive commander has removed 3 morale markers from his units, his brigade must roll off any further morale markers for the remainder of the game.

A commander cannot use a morale pass to remove a Morale Marker in the same turn it is received (e.g., a commander attached to a unit closing to melee cannot remove a Morale Marker from the unit resulting from fire received during closure).

10.5 Commander Casualties: Should a commander become a casualty due to fire or melee, his command will operate for one turn without a commander, then a new commander may be rolled for as was done at the start of the game.

Morale passes used by the previous commander(s) count against the new commander's total, thus a new commander may find that all of his morale passes have already been used. A commander never receives more morale passes than his ability permits (if more morale passes are left than the replacement commander has the ability for, he does not get to keep the "extra" morale passes).

10.6 Visibility Restrictions [Optionall: A commander must be able to see a unit in order to move to it to use a morale pass. The commander also must have a direct line of sight open to the unit. If either the commander or the unit is in woods, visibility must be rolled for the commander as if he is a firing unit (see 8-7). A player may move a commander into a position where a unit is then visible, but must count this movement off of the commander's allowed total.

11.0 REBUILDING UNITS

At the end of each turn, a unit that has not moved, is out of small arms range of the enemy, and has not been a target of artillery fire is in "reserve status" and may attempt to rebuild its strength (regain lost figures). Each turn that the unit is in reserve status, it may roll a D10 and compare the result to the UNIT REBUILDING TABLE in the game charts. If a unit is successful with its rebuilding roll, one or more AD are rolled and the result modified to determine the number of figures regained by the unit (see the UNIT REBUILDING TABLE in the game charts). A unit may only rebuild to the strength with which it started the game.

Militia and Indian units are not permitted attempts to rebuild. State Line units may attempt to rebuild with a "-I" die roll modifier. Elite units attempting to rebuild receive a"+ 1" die roll modifier.

A unit may never try to rebuild more than 4 times during a game. These attempts do not have to be sequential; attempts spaced turns apart still are counted for the total.

Expanded Table of Figure Losses

Orig. #
of figs.
Light
Losses
Moderate
Losses
Substantial
Losses
Severe Losses
2-3--12+
4-5-123+
6-7-12-34+
8-9-1-23-45+
10-11123-56+
12-1312-34-67+
14-1512-34-78+
16-1712-45-89+
18-1912-45-910+
20-211-23-54-1011+
22-231-23-56-1112
24-251-23-67-1213+
26-271-23-67-1314+
28-291-23-78-1415+
30-311-34-78-1516+
32-331-34-89-1617+


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© Copyright 1999 Hal Thinglum
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