by Tom Barkalow
INTRODUCTIONREGIMENTAL-LEVEL ON TO RICHMOND (ROTR) offers tactical scope rules for wargaming battles from the American Civil War. It is based on Paul Koch's ON TO RICHMOND (OTR) rules (a published rules set copyrighted by The Courier magazine). The scales used are 1 " = about 25 yards and one turn = about 10-15 minutes. The basic maneuver element is the regiment or battery. Movement is by a random chit system. The morale rules and commander quality ratings incorporate the problems of command control. The main text of the rules are written for use of 15 mm figures. This set of rules and ground scale also can be used for 25 nun figures by changing the figure scale and basing. Rule adjustments for use of 25 mm figures are given in italics and usually are placed just after the rule statements being adjusted. Optional rules are placed in brackets [ ]. The essential element when changing figure scales is to retain a I " (25 yard) frontage for a group of figures representing 75-80 infantry troops or 40-50 mounted cavalry troops (assumes these troops are in a minimum of two ranks). For 15 nun figures, I figure = 20-25 actual infantry or cavalry troops- For 25 mm figures, one figure = about 35-40 actual infantry or cavalry troops. One result of this change in figure scale is a difference in the total number of figures in a "typical" infantry/cavalry unit. The fire combat and melee systems are adjusted to account for this difference through use of a separate set of combat resolution charts. The combat charts shown on game sheet "B" are used when playing with 15 turn figures. The combat charts shown on game sheet "C" are used when playing with 25 minfigures. The game uses 10-sided dice (1310) and "averaging" dice (AD). Each DIO is read from 0 to 9. When rolling %D10, designate 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. Losses to a unit are marked on one stand at a time using whatever type of markers are agreeable to the players and a stand is removed once it has one marker for each figure on the stand. 1.0 GENERAL ORGANIZATIONThe basic unit in this game is the regiment or battery. During the actual conflict, regiments varied considerably in strength. The Union tended to let established regiments decline in strength until they were disbanded or combined with other units while the Confederacy tended to rebuild established regiments. Regiments typically were organized into brigades which are assigned to numbered chits in this game system. The author Uses 15 mm or 25 min figures based as follows: 1. 1 Infantry: Infantry is based on stands that are I wide and vary in depth from 1/4 -1 ". Use 3 infantry figures to a stand for a figure scale of 1 figure = 25 men. Use 4 figures to a stand for a figure scale of 1 figure = 20 men. A "typical" regiment (unit) will be either 18 figures (6 stands of 3 figures each representing 450 men) or 24 figures (6 stands of 4 figures each representing 480 men). For 25 mm figures, each figure has a " 2 " wide front and is typically based 4 figures to a " 2 " wide stand. A unit consists of a regiment numbering from 4 to 20 figures with 12 figures (3 stands) representi ng a "typical" unit. 1.2 Cavalry: Mounted cavalry is based 2 figures on a 1" wide stand with the depth being sufficient to hold the figures (usually 1"). Each cavalry figure represents the same number of actual men as the infantry scale being used (i.e., a 2 figure stand will represent 40- 50 mounted troopers when using 15 mm figures). ROTR includes provisions to dismount cavalry during a game. Dismounted cavalry is based either the same as infantry or with a wider spacing to represent being in single rank. When using the latter, use either 2 dismounted figures on a 1" wide base or 3 dismounted figures on a 2" wide stand. The ratio of dismounted figures to mounted figures should be 3 dismounted figures and 1 horse holder figure to every 4 mounted figures. For 25 mm figures, each figure has a 1" wide front and is based 2figures to a 2" wide stand. Dismounted cavalr ' v is based either the same as infantry or with a wider spacing to represent being in single rank. When using the latter, mount 2 figures to a 2 " wide stand or mount individual figures on I "fender washers. 1.3 Artillery: Each crew figure on an artillery stand represents a single gun and its associated crew. Each stand represents a single section of 2 guns. Use a 1" wide stand for each gun section with the depth being from 1-1.5" ". Each stand should have 1 gun model and 2 crew figures. Guns should be loose (i.e., not glued to the stand). Guns are classified as either smoothbore or rifled. There is no distinction for howitzers. Separate stands containing a limber model can be provided to represent when gun sections are limbered. An artillery unit consists of a battery of 4-6 guns (2-3 stands). [Four crew figures can be used instead of 2 in which case a single gun and its associated crew is represented by 2 crew figures.] For 25 mm figures, use a stand at least 1%-' wide with sufficient depth for the gun model and 2 crew figures. 2.0 COMBAT VALUES (CV) AND QUALITYUnits and leaders are graded in ROTR. Units are graded based on their type. Each type of unit is assigned a Combat Value (CV) based on a randomly determined "performance" as given on the game charts (see UNIT/ COMMANDER VALUES on game sheet "A"). The CV is used primarily when attempting to close for melee and in resolving a melee. Unit performance may affect firing and is important for Morale. 2.1 Unit Performance: Players can either roll for unit performance before a game or during the game at the first instance when performance must be known (such as a unit's first fire, attempt to close to melee, or attempt to remove a Morale Marker). A D10 is rolled and the result is correlated with the unit's type to determine its performance (see UNIT/COMMANDER VALUES on game sheet " A "). 2.2 Unit Types: "Raw" units represent newly formed or militia units with a minimum of training and no combat experience. Such units were a good sized portion of most 1861-62 forces. "Trained" units represent units that have been trained on a regular basis in camps, but have not experienced combat. "Seasoned" units represent trained units that have "seen-the-elephant" through combat. "Veteran" units represent well- established units that have been through several battles and campaigns. "Elite" units represent units that consistently demonstrated good performance and cohesion throughout a campaign or several battles and had a reputation for their "elan." This category should be reserved for units such as the Iron Brigade and the Stonewall Brigade during their peak year(s). 2.3 Commander Quality: Leaders can vary in quality from miserable ("Poltroon") to very good (" Exceptional "). A leader's quality can modify a unit's CV under certain circumstances. A leader's quality also determines the number of "morale passes" he has (see 10.3). The game charts (see UNIT/COMMANDER VALUES on game sheet "A") are designed to produce this variance by chance depending on the type of commander. Before each game, each leader is assigned a type by the scenario designer, or as mutually agreed to by the players. A DIO is then rolled for each leader and the result is correlated with the leader's type to determine his quality for the game. 2.4 Commander Types: The" A" column should be used for inexperienced leaders, especially leaders assigned for political purposes who have had no military training or experience. The "B" column should be used for leaders who have had some military training or previous battle experience. The "C" column should be used for leaders who were officers in the "Old Army" or who have been proven capable in previous battles. The "D" column should be used for leaders who were "born to lead" or exhibited a "military genius." In general, Union forces should have more "A" and "B" type leaders than Confederate forces. 2.5 Assigned Values: A referee or the scenario designer may assign values to units and/or leaders as desired. For historical battles, CV may be related to a unit's historical performance and leader qualities also assigned accordingly. 2.6 Unit Sheet: 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. 2.7 Impetuous Units [Optional]: New recruits on both sides often bad a rather romantic view of soldiering (a view rather hastily discarded when combat was experienced first hand). Units in combat for the first time could be a bit rash in their behavior or could run at the first shot. To reflect this, "Raw" and "Trained" units can be "Impetuous" in addition to their determined performance. After determining performance, roll IDIO for each "Raw" and "Trained" unit and modify the roll as given below. A "Raw" unit is "Impetuous" on a 0-3 result and a "Trained" unit is "Impetuous" on a 0-1 result (all that drill can take the starch out of a body). Modify the die roll as follows:
Unit has special name -1 Unit is first from state -1 Unit has "Firebrand" CO -1 Unit is Confederate 1861-2 -1 Unit is Union 1863-5 +1 The MORALE RESULTS TABLE (game sheet "A") has a special results column to use for "Impetuous" units. Being "Impetuous" modifies specific results as noted in this column (e.g., what would normally be a "WD2" result is modified to a "Rout" result). "Impetuous" units also receive a die roll modifier for Closure to Melee and for the "Advance" result in the MORALE RESULTS TABLE (game sheet "A"). 3.0 OPERATIONSUnits can only perform certain activities during their turn. These activities are limited to the operations listed 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). For purposes of operations, any movement that is less than 1/2 normal distance is treated as being the same as 1/2 normal distance and any completed movement greater than 1/2 normal distance is treated the same as having moved fully. Note that melee occurs as a result of movement and is not treated as a separate operation. Also, please note that ROTR differs from OTR in that cavalry may mount or dismount as part of movement (see 6.4) rather than as an operation. 3.1 Infantry & Cavalry 1 . Move fully. May be combined with "Special Move" (see 6.10) or be a "Charge Move" for Mounted Cavalry (see 6.11). 2. Move 1/2 normal distance and fire (or vice versa). 3. Change formation and move 1/2 normal move (or vice versa). 4. Change formation and fire (or vice versa). 5. Fire. 3.2 Artillery 1 . Limber and move 1/2 normal move. 2. Move fully (may unlimber and fire after completing movement). 3. Doubletime once per game when limbered (cannot unlimber). 4. "Hand haul a line" move and fire (or vice versa). 5. Fire and limber. 6. Fire 4.0 SEQUENCE OF PLAY4.1 Organize units: Before starting the game, 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 Determine commander ratings and unit combat values: Before starting the game, the commander ratings for both sides are determined (see 2.3). Also, unit combat values (CV's) can be determined by rolling each unit's performance (see 2. 1). This also can be done during the game by rolling for a unit the first time the owning player must know that unit's CV. If this method is used, then both sides should agree to this before the game begins. 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 during each game turn a single chit at a time is removed to determine which brigade is phasing. 4.4 Perform Phasing Brigade's Operations: When a brigade's chit is pulled, all the units and supporting arms of that brigade move, fire, melee, or 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 with the exception that melees are resolved only after all other operations have been taken by the player. The only operations allowed after melee resolution are those resulting from the melee. The phasing player may pass on performing operations for one or more units. 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. Steps 4.3 and 4.4 are repeated until all chits have been pulled. 4.5 Attempt Rebuilds: After the last chit is pulled and no further actions are to be performed, reserve units may attempt to rebuild lost figures. 4.6 Turn End: After all chits have been pulled, all actions have been performed, and reserve units have attempted rebuilds, the turn is over. A new turn is begun starting with step 4.3 until the game ends (by one side calling it, mutual agreement, a given objective having been achieved by one or both sides, or a set number of turns having been completed). 5.0 FORMATIONSInfantry and dismounted cavalry units may be in one of two column formations: the March Column or the Assault Column. Mounted cavalry can only use the March Column. Infantry, dismounted cavalry, and mounted cavalry units can be in one of three line formations: the Line, the Extended Line, or the Skirmish Line. Artillery may be Limbered or Unlimbered. The entire unit must be in the same formation. 5.1 March Column: This formation allows for the most rapid movement, and movement along roads and across bridges. A unit in this formation, however, may not fire and is at a severe disadvantage in a melee. A unit must be in March Column to get the road bonus. A March Column consists of stands one behind the other. The stands touch for mounted cavalry units. For infantry and dismounted cavalry units. the depth of the March Column must be the same as the width of the unit when deployed in line. The unit's stands may have to be separated to ensure this. For example, a "typical" infantry unit in line has a width of 6" which also makes this unit's march column 6" deep. If each stand is 1" wide and 1" deep, the stands touch. However, if each stand is 1" wide and only 1/4" deep, the stands must be separated by 1/4" to obtain the necessary depth for the March Column. For the "typical " 25 mm infantry unit, each stand is 2 wide and 1" deep. The stands must be separated by an inch to depict the unit being in March Column. An easy way of depicting this is to place empty stands behind each stand in a march column. 5.2 Assault Column: This formation allows for rapid movement and a melee advantage if the unit is not disordered. However. a unit in this formation is at a disadvantage in fire combat. An Assault Column is represented by a column 2 stands wide by however stands deep needed to account for all the stands in the unit. For example, a 6 stand unit will form an Assault Column 2 stands wide and 3 stands deep. Only the front two stands can fire. For 25 mm figures, the Assault Column consists of stands one behind the other with the stands touching. Only the front stand can fire. 5.3 Line: This formation provides good firing and melee capabilities, but does present some problems for movement, especially when changing facing. It is the formation most often used while engaged in combat. The Line is formed with all the unit's stands abreast and touching. 5.4 Extended Line: This formation represents a wider spacing of files or placing a unit into single rank. The Extended Line is formed by spacing each stand a stand's width apart or by placing fewer figures on a stand (typically used for dismounted cavalry). Going into an Extended Line is considered a formation change. A unit may go from any formation into Extended Line. A unit in Extended Line moves the same as when it is in Line, receives a " + I " fire combat die roll modifier when a target, and has its melee strength cut in half. 5.5 Skirmish Line: This formation represents dispersing troops across a wide front to perform scouting, screening, or harassing activities. Skirmishers can move through, and use, cover more easily than formed units, but are at a disadvantage in melee and can not provide the volume of fire of a formed unit. The Skirmish Line is formed by separating all the unit's stands by at least 3" while maintaining a single rank. Going into a Skirmish Line is considered a formation change. A unit may go from any formation into Skirmish Line. A unit in Skirmish Line is treated as if it were in March Column for movement, but cannot use the road bonus, move along trails, or cross bridges. Units in Skirmish Line: use the "disordered" modifiers for closure to melee, firefight and melee; measure ranges and firing arcs from each stand; receive a "+2" modifier applied to the fire combat die roll when a target of fire combat; 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. 5.6 Detachments [Optional]: Infantry and cavalry units can detach up to 2 stands to operate independently of the parent unit. Detachments are treated as being in Skirmish Line and must abide by the same restrictions. The parent unit treats detaching the figures as a formation change. A detachment cannot rejoin the parent unit; once detached, it remains detached. The parent unit reduces its starting strength by the strength of the detachment for purposes of determining loss effects for removing Morale Markers. Detachments use their original detached strength for purposes of determining loss effects for removing Morale Markers. For example, Unit A has an original strength of 24 figures. It detaches 8 figures (2 stands). Unit A is now treated as having an original strength of 16 figures and the detachment has an original strength of 8 figures. For 25 mm figures, infantry and cavalry units can detach up to 4 figures to operate independently of the parent unit. 5.7 Prone [Optional]: Infantry and dismounted cavalry units in Line, Extended Line, or Skirmish Line may go Prone. Units pay 2" of movement to go Prone or to stand up from being Prone. Units that are Prone in open terrain are visible from higher elevations, but are visible only when within 5" on the same or lower elevation. Prone units have a 5 " maximum visibility for seeing any units (including Prone units) on the same or lower elevation and no restriction for seeing any units (including Prone units) on higher elevations. Prone units may not move except to about face. Units that are Prone in or behind cover are not visible until they fire or stand up. Fire combat directed at a target that's Prone receives an additional +2 die roll modifier. Prone units fire with a +2 die roll modifier. Other small arms modifiers apply (except Prone units do not receive the weapons at rest modifier). Prone units may not initiate Melee. Prone units contacted in Melee are treated as being contacted in the rear for frontal attacks and are automatic 4/1 ratio attacks when contacted in the flank/rear. 5.8 Skirmish Line Detachments [Optional]: If a unit deploys into Skirmish Line, all the stands are treated as detachments for the remainder of the game (the unit cannot form back into Extended Line or Line). 6.0 MOVEMENT6.1 Movement Distance: The distance a unit can move is dependent upon the formation the unit is in at the start of its movement. See MOVEMENT on the game sheet "A" for the movement distance for each unit type and formation. 6.2 Formation Changes: A unit may change formation anytime during movement by reducing the unit's total move as described in Section 3.0 OPERATIONS. Formation changes occur around any stand of the unit (pick before making change). The unit can adopt a new facing as part of the formation change. Any infantry or cavalry unit can change into the Extended Line or Skirmish Line formations. Players can specify otherwise for specific scenarios (especially early war or those involving poorly trained units). 6.3 Facing Changes: A unit may change its facing any time during its movement. A unit in March Column may change its front stand's facing at no cost while moving. For a unit in any other formation, 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 MOVEMENT on game sheet "A" for its current formation. A unit can "oblique move" up to 45' 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 Mounting or Dismounting Cavalry: Mounting or dismounting cavalry does not count as a formation change in ROTR (unlike OTR); it is part of movement. A cavalry unit may mount or dismount at any time during movement. The unit expends 1/4 of its total movement distance to mount or dismount. When mounting or dismounting, the unit retains the same formation and facing. 6.5 Conforming to Cover: Units in Line or Extended Line may expend 1/4 of their movement t form a "bent" line in order to conform to a terrai feature (such as a woods' edge or fence corner) or t refuse a flank. It costs 1/4 of their movement t 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). 6.6 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 cannot end its Operations with "doubled up" stands and is not permitted to "double up" if it has less than 1/2 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. [As an optional rule, players may permit a unit in Skirmish Line to interpenetrate another unit in Skirmish Line and may permit a unit in March Column to interpenetrate a unit in Skirmish Line. In either case the two units cannot be intermixed at the end of movement. If this would occur, the interpenetration is not permitted.] 6.7 Disordering Terrain: Units moving into or through potentially disrupting terrain (such as woods, crossing hill slopes, or fording) might be restricted to 1/2 their 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, with A having the least potential to disorder and D having the most. In general, Type A represents moving up, along, or down 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 light 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 (infantry, mounted cavalry, or artillery) and formation (see MOVEMENT on game sheet "A"). Note that some unit types (Raw, Veteran, or Elite) modify the numbers listed under each terrain type (e.g., a "Raw" unit is more likely to be disrupted than a "Veteran" unit). When a unit attempts to move into or through disordering terrain, roll a D 10. If the result is equal to or less than the final 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 any stand in a unit is in, or crossing, disordering terrain, the unit's movement must he 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 again for the woods. A unit that has its normal movement halved due to performing an operation (see Section 3.0 OPERATIONS) or a roll on the MORALE RESULTS TABLE on game sheet "A" must still dice for disordering terrain (its movement could be quartered). Each disordering terrain type on the table top should be designated before the game using a map, labeling the terrain, or by pointing each terrain feature out to the other players and saying its type. 6.8 Linear Obstructions: Long, narrow obstacles (such as low walls, fences, ditches, narrow streams, breastworks, and so on) cost infantry 1" of movement per stand of depth to cross and mounted cavalry 2" of movement per stand of depth to cross. Artillery is treated the same as mounted cavalry when it's Limbered and as infantry when it's Unlimbered; the scenario must specify linear obstructions that artillery cannot cross. 6.9 Doubletime Moves: An infantry or cavalry unit may make a doubletime move if it is in March Column, does not enter or move through disordering terrain during the move, and does not change formation. The unit may cross linear obstructions, but must deduct the cost from its total movement. An infantry or cavalry unit that doubletimes more than once during the game rolls a DIO for the second and subsequent times that it does so. If the number rolled is less than or equal to the number of times that the unit has doubletimed previously, the unit receives a Morale Marker and also rolls 2AD, removing a number of figures (representing losses to straggling) equal to the die roll result. The die roll result is modified by the unit's performance: Abysmal +1, Good -1, & Outstanding -2. For 25 mm figures, roll 1AD for the number of figures lost to straggling. Limbered artillery units are permitted one doubletime move per game, but cannot unlimber or cross either linear obstructions or disordering terrain. 6. 10 Special Moves: Infantry and cavalry units may make special moves at any time. An averaging die (AD) is rolled (2AD if the unit is in March Column) and a number of inches equal to 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 must not: move through disordering terrain, change formation, or fire. A unit may cross linear obstructions, but 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. 6.11 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 mounted cavalry in Line which has a special 24" charge move. When a cavalry unit makes a charge move, it receives a Morale Marker after any ensuing melee regardless of the melee result. A cavalry unit making a charge move must 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. 6.12 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 else involves movement (for example, it cannot change formation, but a cavalry unit could mount or dismount). 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. 6.13 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 maintains its formation and frontage while retreating (i.e., it needs a space as wide as its formation to move through). The unit may move into cover or behind another unit as long as it moves fully away from the enemy (cannot backtrack). Units in retreat typically ignore terrain costs, must pay for changing face (except columns do not pay to "about face"), may oblique move, but cannot "sidestep." The unit may face the enemy upon ending its retreat movement. If a retreating unit must move into or through a friendly unit that is not in a Skirmish Line, the friendly unit must roll 1D10 and compare the result to its CV. If the die roll is less than CV, the retreating unit Stops upon contacting the friendly unit 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 clear path exists for the retreating cavalry unit and is not moved the full remaining retreat distance of the cavalry unit. If a friendly unit in Skirmish Line is contacted by a retreating unit, the friendly unit must move with the retreating unit for the remainder of the retreating unit's retreat movement. The same exception applies for infantry contacted by cavalry. (As an optional rule, players can allow friendly units that are contacted by retreating units to "open files or ranks" to allow the retreating unit to pass through. Use a die roll modifier of +2 when rolling to see if the friendly unit can roll less than its CV as this represents a more difficult challenge than holding formation against a retreating unit.] 6.14 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 unit, 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 being equivalent to infantry in Skirmish Line for purposes of moving through disordering terrain and across linear obstructions.] 6.15 Towns and Buildings. Movement through towns is by March Column only, but towns are NOT disordering terrain (except to units moving in Skirmish Line). A unit may only occupy a town or building (representing a built up area) by deploying into it. To deploy into a town or building, a unit must be adjacent to and contacting it. The unit then deploys into the town or building by treating the deployment 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 a town or building count as being in Line for fire combat and melee, but cannot be enfiladed. The number of figures that can be deployed in a town or building and that can fire out of a given edge must be specified by the scenario. In general, no more than one unit of up to 10 stands should be permitted to deploy in a town (with up to 4 stands being allowed to fire from any one edge) and only units with 2-4 stands should he permitted to deploy in a building (with up to 2 stands being allowed to fire from any one edge). For 25 mm figures, no more than one unit of up to 20 figures should be permitted to deploy in a town (with up to 8 figures being allowed to fire from any one edge) and only units with 4-8 figures should be permitted to deploy in a building (with up to 4 figures being allowed to fire from any one edge). A unit leaves deployment by treating this as a change of formation and placing the unit adjacent to the town or building in any desired formation and facing. A unit also leaves a town or building if it must retreat. In this case, the unit is placed in any line formation on the side of the town or building away from the cause of the retreat and then the unit performs its retreat movement. An attacking unit in a melee can deploy into a vacated town or building, even if it has received a Morale Marker, but only if it received a bonus move. Otherwise the unit remains adjacent to the edge. In this latter case, an enemy unit can deploy into the town or building only if it melees the adjacent unit and wins the melee, even if it enters the town or building from the opposite edge. The enemy unit must roll for Close to Contact to attempt the deployment as it involves a melee. Stands that are part of a unit in Skirmish Line may move through a town or building as if it is Type D disordering terrain. 6.16 Stragglers [Optional]: Units forced to retreat due to firefight, melee, or morale result roll may lose additional figures to straggling. Whenever a unit must retreat, roll 2AD and remove a number of figures equal to the die roll result. The die roll result is modified by the unit's performance: Abysmal +1, Good -1, & Outstanding -2. The die roll result is also modified by a - 2 if the unit only retreats I full move. For 25 mm figures, whenever a unit must retreat, roll 1AD and remove a number of figures equal to the die roll result. The die roll result is modified by the unit's performance: Abysmal +1, Good -1, & Outstanding -2. The die roll result is also modified by a -2 if the unit only retreats 1 full move. 7.0 ARTILLERY7.1 Fire Combat Crew Losses: Each artillery stand represents a section of two guns with their associated crews. Losses on an artillery stand from fire combat should be considered mostly as "dissuading" the crew from fully manning the piece rather than as full losses to the crew. To reflect this (and as an admittedly gaming gimmick to keep batteries from being blown away by a single round of infantry fire), it takes 4 figure losses from fire combat to remove an artillery stand from use. A single gun is lost from fire combat and cannot be counted for firing purposes after 2 figure losses have been received by the artillery stand. [If 4 crew figures are used on a stand, each gun in the section is represented by 2 crew figures and figure losses are taken as for infantry. One of the 2 guns in the section is deemed removed from play when 2 of the 4 crew figures are lost.] For 25 mm figures, each crew figure represents a gun and its associated crew and fire combat losses are taken as for infantry. Loss of 1 crew figure represents loss of a gun and 2 figure losses removes an artillery stand. This is done to account for the difference in figure scale. 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 unit is involved in a melee and loses, it is removed from the game (i.e., don't roll for losses). If the artillery unit wins, roll for losses and apply the result as if they were tire combat losses. 7.3 Elevation Bonus: Artillery located on higher terrain than the target unit adds 4" to its maximum range. 7.4 Artillery Morale Results: An Unlimbered artillery unit that is forced to retreat by a morale result either must limber and make a full Limbered movement in retreat (roll for disrupting terrain) or must detach the crew figures from the gun model and then move them as if they are infantry in Skirmish Line. In subsequent turns the gun can be recrewed by moving the crew figures into contact with the gun model. An artillery unit treats half speed and mandatory forward movement morale results as a "Deploy". 7.5 Attaching Artillery: An artillery unit can be "attached" to an infantry unit. The artillery unit must be in physical contact with the infantry unit, typically at one flank. The artillery unit can move with it's attached unit as long as the total allowed movement distance for its formation (Limbered or Unlimbered) is not exceeded. While attached, all fire and melee combat losses are taken from the infantry unit. However, the artillery unit must suffer the same penalties as the infantry unit if the infantry unit receives a Morale Marker or must retreat if called for by a melee loss or morale result. If the artillery unit 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 infantry unit). The crew figures can reman their guns either by moving the infantry unit back into contact with the gun models or by "detaching" the crew figures and moving them into contact with the gun models (detached crew figures are treated as infantry in Skirmish Line). An artillery unit may detach itself during its operational phase by the owning player so declaring and then moving the artillery unit (or infantry unit) from contact. 7.6 Special Rifled Guns [Optional]: A few special rifled guns existed with an exceptionally long range and fair accuracy (an example being the English Whitworth rifled gun). These artillery pieces use the "Special Rifled" range and should be limited to one or two sections in a game. 8.0 FIRE COMBAT8.1 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 target, rolling a D10, and a4justing the result by the applicable modifiers (see FIRE COMBAT on game sheet "B"). 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 40 figures (the highest column on the Fire Combat chart), the modified die roll is applied to the 40 figure column and then to the column corresponding to the number of figures minus 40 with the two results being added together. For example, a 48 figure unit fires at a target and rolls a modified result of "3." The total of the "3" result in the "40" column (5 losses) plus the "3" result in the "8" column (1 loss) is applied to the target (5 + 1 = 6 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 shot/shell. The number of guns firing, the type of ammunition (shot/shell or canister), and, if canister is being fired, whether the gun is rifled or smoothbore, are used to determine the proper row and column to be used on the Fire Combat chart. A D 10 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. A different Fire Combat chart is used for 25 min figures. The Fire Combat chart on game sheet "C" is used rather than the one on game sheet "B. " On this chart, the same row is used for the number of guns firing shot/shell and the number of figures firing small arms. This Fire Combat chart covers up to 20 figures firing small arms or artillery guns firing. The results also have been modified to take into account the larger number of men represented by one figure. For example, the chart shows less figure losses for a given number of guns firing shot/shell than the one used for 15 mm figures. All partial inches are rounded up when measuring (e.g., 9 1/4 " rounds up to 10" for determining range). 8.2 Fire Combat Results: As shown on the Fire Combat chart on game sheet "B," either there is no effect on the target or there is a "kill" result. A "kill" results in the removal of I or more figures from the unit that was hit, as well as disordering the unit and giving it a Morale Marker. For 25 mM figures, the Fire Combat chart on game sheet "C" has two types of hits that 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" result is as described above for 15 mm figures. 8.3 Small Arms Ranges and Die Roll Modifiers: Smoothbore muskets have a range of 5"; rifled muskets have a range of 12": carbines have a range of 9"; pistols and shotguns have a range of 2": and, special sharpshooter units have a range of 24". Few units on either side were actually sharpshooters even though it was a popular name, especially for early war companies and regiments. Sharpshooter designation should be assigned only to units that were known to be such (an example being the Berdan Sharpshooter units maintained by the Union). It is recommended that the number of figures designated as sharpshooters be limited to 8 or less per side in a game. Players may allocate single sharpshooter figures to regiments as mutually agreed to (special rules will need to be agreed to as to when these sharpshooter figures become casualties - it's much easier to use a small detachment of sharpshooter figures than it is to determine whether or not the "sharpshooter" in a unit has been lost when the unit takes figure losses). Both sides started the war with limited quantities of small arms. Many obsolete weapons were used, examples being flintlock smoothbore muskets (sometimes modified to use primer caps) and various European rifles purchased by the Union. Units carrying such "poor weapons" receive a " + 1 " die roll modifier. 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. [As an optional rule, players may assign a further "A die roll modifier to units armed with smoothbore muskets or shotguns when these weapons are fired at 2" or less. This is to account for use of buckshot rounds that had considerable impact and dispersion at close ranges. Smoothbore musket ammunition often included "buck and ball" that turned the smoothbores into shotguns at close range.] Mounted units may fire small arms while mounted, but receive a " + 1" die roll modifier when doing so. Units armed with breachloaders or repeaters had an overall higher fire effectiveness than units armed with muzzleloaders. This is reflected in the game by assigning units armed with breachloaders a "-2" die roll modifier and units armed with repeaters a "-4" die roll modifier. 8.4 Artillery Ranges and Die Roll Modifiers: Artillery has a maximum range for firing canister and shot/shell. Canister can only be fired at a target at, or within, 9" and only if no portion of a friendly unit is within the artillery stand's firing arc and canister range. The 9" canister maximum range is the same for all types of artillery. The maximum range for shot/shell varies for smoothbore and rifled guns. Smoothbore guns have a maximum range of 48 " while rifled guns have a maximum range of 72". [If the "special rifled" gun optional rule is being used, these guns have a maximum range of 96"]. Guns could fire further than the maximum ranges given here, but were fairly ineffectual at such ranges (hitting a deliberately chosen target at these ranges usually wound up being written about because this was so out of the ordinary). There are die roll modifiers for the weight of round fired, heavier rounds being judged to have slightly more effect than lighter rounds. Heavy artillery (rifled guns with a bore of greater than 3" and any gun with a shot/shell weight of greater than 12 pounds) receives a "-I" die roll modifier. Confederate artillery ammunition often suffered from poor quality gunpowder and fuses with the result that it was generally less effective than Union artillery ammunition. To reflect this in the game, Confederate artillery firing shot/shell receives a "+1" die roll modifier. Artillery effectiveness also increased at close ranges. Guns firing either canister or shot/shell at 2" or less receive a "-1" die roll modifier. 9.5 Initial Volley: The first volley delivered by a formed infantry or dismounted cavalry unit was its most effective. The first time an infantry or dismounted cavalry unit fires, it receives a "-I" 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 Line do not receive an initial volley modifier, but do count as having expended their initial volley upon first firing. This modifier also applies to units armed with breachloaders or repeaters. 8.6 Cover and Effects: Light cover consists of wood fences, all wooded areas including orchards, felled trees, hasty works, and similar forms of shelter. It provides a "+1" die roll modifier for fire combat. Medium cover consists of stone walls, large boulders, sunken roads, wooden buildings, towns in general, prepared barricades, breastworks, and similar forms of shelter. It provides a " + 2 " 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. A unit must have all stands and figures in, or behind, cover to benefit from the cover's fire combat modifier. One exception is a unit in woods firing through more than 1" of woods at a target in the open receives a +1 die roll 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 may be able to fire. Line of sight must cross less than V of woods to avoid checking for visibility. Otherwise you must roll for visibility. If a unit is in the open, it must be facing the woods' edge to be able to check for visibility into those woods. If a unit is in the woods and is more than I " away from a wood's edge, it must check visibility to a unit in the open. In both cases the distance measured in the open is treated as if it is through woods. Light woods, orchards, crops, shrubs, etc. have visibility equal to 2AD". 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 shot/shell or sharpshooter units can fire over units at a lower elevation, even enemy units. 8. 10 Support: A "-1" die roll modifier is given to units where 1/2 or more of the total figures firing can rest small arms (muskets, carbines, rifles, etc.; not artillery) 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 " -2 " die roll modifier for small arms and canister fire and a "-3" die roll modifier for artillery firing ball. 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 " +2" 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 " -I " 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 or 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 March Column cannot fire and only the front 2 stands in an Assault Column may fire (I stand for 25 mm figures). All columns represent good targets. A die roll modifier of "-1" ("-2" for shot/shell from artillery) is applied when firing at a column. Limbered artillery is considered a column for this purpose. Units in Extended Line or 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 unit fires while in either an Extended Line or a Skirmish Line. A die roll modifier of " +1" is applied when firing at a unit in Extended Line . A die roll modifier of " +2" is applied when firing at a unit in Skirmish Line. Unlimbered artillery is considered a Skirmish Line for this purpose [don't use this modifier when using a 15 min figure scale of I figure = 25 troops]. 8.14 Mounted Targets: A mounted cavalry unit is assumed to be a slightly better target to account for hits on horses as well as riders. A "A" 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: Units exhibiting an "Outstanding" performance are assumed to be using excellent fire discipline and delivering more effective fire than units with an "Abysmal" performance. For this reason "Outstanding" units receive a "-I" die roll modifier. Conversely, "Abysmal" units receive a " + I " die roll modifier. 8.16 Commander Casualty: If a commander is attached to a unit that suffers a "kill" result from artillery or small arms fire, a D 10 is rolled. If a 0 is rolled, the commander becomes a casualty and is removed from the game (see 10.5). For 25 mm figures, a "morale hit" result also is cause for rolling for a possible commander casualty. 9.0 MELEEMelee 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 MODIFIERS on game sheet "A", and compares the result to the unit's 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. 9.2 Closing through Disordering Terrain: Units moving into or through any amount of disordering terrain while closing to contact with an enemy unit must roll for disordering terrain as for normal movement, but treat a failure result differently. A closing unit that rolls greater than the required result receives a Morale Marker to indicate it has become severely disordered. Its movement is not halved. The unit first rolls for closure and then rolls for the disordering terrain, even if it fails to close to contact and/or the resultant movement distance is less than half its full move. An exception is a mounted cavalry unit that fails its closure roll never has to roll for disordering terrain. 9.3 Failure to Close: If an infantry or dismounted cavalry unit in Line attempts to close on the front of another infantry unit in Line or Assault Column and fails its closure die roll, a Firefight results. An infantry or dismounted cavalry unit in March or Assault Column that fails its closure die roll will close 1/2 the distance to the target and then will deploy into Line. Mounted 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 ends its closure attempt within the firing arc and range of the target unit. 9.4 Firefight: A Firefight 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 previously 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, modify per 9. 10, 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. Note that both units could fail and both would have to withdraw. 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. 9.5 Reaction to Closure: When units in Skirmish Line are to be contacted for melee (attacker has passed closure die roll), they must make a CV roll (see 9. 10). Failure results in the unit withdrawing a full Skirmish Line move (ignoring terrain costs), forming into Line, and receiving a Morale Marker. If the unit passes, the unit has a choice to fire and remain for the melee or to fire, withdraw one full Skirmish Line move in good order (count terrain costs). In either choice, the unit remains in Skirmish Line. The fire is considered to occur at a range of 2" or less. 9.6 Cavalry Countercharge: A cavalry unit being charged from its front may countercharge if it passes a Closure for Melee check. A cavalry unit with a Morale Marker can still attempt to countercharge, but counts as disordered for the attempt. If the countercharge check is passed, the attacking unit is moved 1/2 the distance to the countercharging unit and then the countercharging unit is moved into contact with the attacking unit. 9.7 Dismounted Cavalry Reaction to Closure [Optional]: When dismounted cavalry units are to be contacted for melee (attacker has passed closure die roll), they may make a CV roll (see 9. 10) to attempt mounting and withdrawing before contact is made. Failure results in the unit remaining for the melee and firing as if disordered. If the unit passes, the unit may mount and withdraw a full mounted move (count terrain costs). 9.8 Artillery Reaction to Closure [Optional]: When unlimbered artillery units are to be contacted for melee (attacker has passed closure die roll), they may make a CV roll (see 9.10) to attempt to Retire by Prolonge. Failure results in the unit remaining for the melee and firing as if disordered. If the unit passes, the unit may fire and withdraw a full unlimbered move (count terrain costs). 9.9 Emergency Withdrawal [Optional]: When a unit is to be contacted for melee (attacker has passed closure die roll), it may make a CV roll (see 9. 10) to attempt an "emergency withdrawal." Failure results in the unit receiving a Morale Marker; if it already has a Morale Marker, it is Routed and removed from the table. If the unit passes, the unit withdraws two full Line moves (ignoring terrain costs) and receives a Morale Marker (no additional effect if it already has a Morale Marker). It also rolls 2AD (1AD for 25mm figures) and removes a number of figures (stragglers) equal to the result as modified thus: Abysmal +1, Good -1, Outstanding -2. 9.10 CV Die Roll Modifiers: CV rolls made as a result of Firefights or Reaction to Closure have the following modifiers:
In medium cover -1 In heavy cover -2 All
Attached commanders modify these CV rolls as follows:
Firebrand -1, Aggressive or Cautious -0, and Poltroon +1. 9.11 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 will 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. 9.12 Melee Resolution: After the charging unit closes to contact and any fire by the target unit has been resolved, both sides figure the melee value of each of their units in the melee. The melee value is equal to the number of stands in combat times the unit's modified Combat Value times a positional multiplier. Each stand counts regardless of the number of losses marked on it. Each artillery stand (section of 2 guns) is counted (a 4 gun battery has 2 stands and a 6 gun battery has 3 stands). 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. For 25 mm figures, the number of figures in combat is counted to determine a units melee value. Each gun in an artillery unit is counted so a 4 gun battery is equivalent to 4 figures. Figures/guns marked as losses are not counted, 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. If the melee totals should be the same for both sides, reroll until a tie does not result. See MELEE COMBAT on game sheet "B." Losses are taken in stands as noted by the applicable ratio of winner melee value to loser melee value. Units losing the melee retreat one full move for each stand lost. Note that artillery units that lose a melee are completely removed from the game unless attached to an infantry unit. For 25 mm figures, unit losses are determined by rolling averaging dice and modifying the roll as shown in MELEE COMBAT on game sheet "C. " 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 L/] or a 312 melee must retreat I ftdl move; a unit losing a 211 or 311 melee must retreat 2 full moves; a unit losing as 411 or higher melee must retreat 3 full moves) 9.13 Depth of Melee: All stands/figures of a unit in Line, Assault Column, or Unlimbered fight, even if a unit is struck in flank or only one stand is contacted. Units in March Column or Limbered do not count their number of stands figures for the melee due to the "0" CV multiplier (see 9.17). Units in Skirmish Line only count the stands1figures in physical contact with enemy stands when in melee. 9.14 Attached Commanders: Attached Leaders have the following ratings used to modify a unit's CV for melee:
Cautious +2 (defending only) Aggressive +1 (all) Firebrand +2 (attacking only) Exceptional +2 (all) 9.15 Commander Melee Casualties: For each commander involved in a melee, roll a D10: on a 0 through 3 result, the commander is a casualty and is removed (see 10.5). 9.16 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". Mounted cavalry also receives a " +2" bonus when in melee with any foot unit (infantry, dismounted cavalry, or artillery crew). Infantry units in assault column that are not disordered receive a " + 1 " bonus. A unit also may receive a bonus from an attached commander (see 9 13), 9.17 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 Line always receive the "disordered" penalty, regardless of their actual status (having a Morale Marker does not create a further penalty). 9.18 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 the 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 Extended Line, Skirmish Line, or Unlimbered receives a x 1/2 multiplier if it is opposed by a formed unit (one in line or column). A unit in March Column or Limbered always receives a multiplier of "0" (i.e., it's melee strength is just the D10 result). 10.0 MORALE10.1 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. The owning player is obligated to remove Morale Markers (cannot decide to leave Morale Markers in place). Removing Morale Markers may be done by rolling %D10's and consulting the appropriate column on the MORALE RESULTS TABLE on game sheet "A," 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 on game sheet "A" 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 on game sheet "A" explains each result. 10.3 Effect of Losses: The number of figures lost from a unit can reduce the die roll when rolling to remove a Morale Marker. Unit losses are divided into 4 categories: Light (less than or equal to 10% of original strength), Moderate (between 10 % losses and 25 %), Substantial ( between 25% and 50%), and Severe (over 50%). The TABLE OF FIGURES LOSSES on game sheet "A" is used to determine which category a unit falls in if it has lost a figure or more. 10.4 Morale Passes: The commander may move from one unit to another during the movement phase, eliminating as many Morale Markers as he has ,.morale passes" with the exception that units receiving 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 on game sheet "A." A morale pass also can be used once for a unit to reroll on the MORALE RESULTS TABLE. The commander's morale passes are ordy usable once. For example, after an aggressive commander has removed 3 Morale Markers from his units, that commander can no longer remove any further Morale Markers. Either the units in his brigade must roll off any further Morale Markers or use a morale pass from the overall commander for the remainder of the game. 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 [Optional]: 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 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 UNITSAt the end of each turn, an infantry or cavalry 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 and attempts to rebuild, roll a D10 and compare the result to the UNIT REBUILDING TABLE on the game sheet "A. " If a unit is successful with its rebuilding roll, one or more figures are regained by the unit (see the UNIT REBUILDING TABLE on game sheet "A"). The number of figures regained is determined by modifying the roll of 1 or more AD as shown by the UNIT REBUILDING TABLE. For 25 mm figures, AD are not used to find how many figures are regained. Instead the unit regains 1 figure for each number of AD the UNIT REBUILDING CHART says to roll. One figure is regained for "]ADI", 2 figures are regained for "2AD-2 ", and 3 figures are regained for "3AD-3. " A unit may only rebuild to the strength with which it started the game. Artillery units cannot attempt to rebuild. "Outstanding" units attempting to rebuild receive a "+1" die roll modifier. "Abysmal" 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. 12.0 CONSTRUCTION [OPTIONAL]Veteran units during the 1864-5 campaigns became quite adept at erecting hasty works in a short time and while under fire. For games set in the 1864-5 period, any veteran or elite unit may construct hasty works (light cover) across its front instead of performing any of the listed activities in Section 3.0 OPERATIONS. The unit cannot construct hasty works while it has a Morale Marker or must take a required action as the result of removing a Morale Marker. Hasty works can be constructed during a turn when the constructing unit is under fire, but not during a turn when the constructing unit has been in a melee. It takes one turn to construct hasty works if the unit is located within any type of woods or if the unit is within 6" of woods, buildings, or fences (i.e., a readily available source of material for the hasty works). In all other cases, it takes a unit 2 turns to construct hasty works. The 2 turns of construction must be taken in sequence; if the constructing unit is interrupted after the first turn, it must start over. Once finished, the hasty works are left in place even if the constructing unit later moves away. Hasty works may be improved further into breastworks (medium cover) through 3 additional turns of construction while in woods (or within 6 " of woods, buildings or fences) and through 6 additional turns in all other cases. These turns may be treated the same as attempts to rebuild; they do not need to be sequential. Regimental On to Richmond Charts (monstrously slow: 718K) Back to MWAN #109 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2001 Hal Thinglum 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 |