Going It Alone
The Solo Wargamers Corner

Lost Regiment Rules

By Rich Barbuto

SCALE:

1 figure = 20 humans/Tugars
1 inch = 20 meters
1 turn = 25 seconds (time to load and fire one round)
battalion/regiment is 15 - 20 figures

MOVEMENT

Human
Regular move: line/column: 3/4"
Charge: 5/6"

Tugar
Regular move: line/column: 4/5"
Charge: 7/8"

All cavalry
Regular move: line/column: 5/7"
Charge: 8/10"

Charge can be done only once per game
Change formation takes 1/2 of the turn
Unit cannot charge across fence, wall, abatis or ditch. In line formation, it takes 1 full turn to cross abatis and 1/2 turn to cross fence, wall, or ditch. Double that for column formation.
Cavalry can move through woods but only in column at infantry speed.
Movement through woods is half speed.

COVER
Hard Cover: field works, stone wall, house
Soft Cover: split rail or picket fence, wood line

WEAPONS

WeaponShortLong
Rifles/Bowunder 66-12
Musketunder 33-6
4 # cannonunder 66-18
12 # cannonunder 88-24

SHORT RANGE FIRING TABLE
[bows, muskets] TARGET IN OPEN
Roll123456 789101112
-2-------- 1112
-1-------- 1222
0------- 11222
1------1 12222
2-----11 22223
3----1112 2233
4---11122 2233
5--111222 2333
6-1112222 3333
711112223 3333
811122223 3333
911222233 3333
1012222333 3334

Use 1D6.
Modifiers:

    Long range -1 to die roll
    Target behind hard cover -2
    Target behind soft cover -1
    Firing into 2 or more ranks +1
    Firing rifles +2

4 # cannon = 5 firers
12 # cannon = 8 firers

Defenders always get one shot at close range at an attacking enemy.

Examples of firing. Example A. 7 humans with rifled muskets (rifles) fire at a column of Tugars at a range of 5 inches and roll a 4. Add +2 because Tugars are in 2 or more ranks. Add +2 because you are firing rifles. Adjusted roll is 8 which inflicts two casualties.

Example B. 10 Tugar archers at 8 inches fire at Russian militia in earthworks and roll a 5. Minus 1 because target is at long range and -2 because target is behind hard cover. Adjusted roll is 2 which inflicts 2 casualties.

HAND TO HAND

Hand to hand combat clearly favors the Tugars with their physical strength.

INFANTRY VS. INFANTRY or CAVALRY VS. CAVALRY

    Tugar vs. non-militia
      1-2: Tugar killed
      3: No result this turn
      4-6: Human killed

    Tugar vs. Militia

      1-2: Tugar killed
      3-6: Militia killed

CAVALRY VS. INFANTRY

    Tugar Cavalry vs. human infantry
      1-2: Tugar killed
      3-6: Human killed

    Tugar infantry vs. Human Cavalry

      1-3: Tugar killed
      4-6: Human killed

Allow overlap of one figure on each flank only

Example. In the above situation we see 6 Tugars closing on 3 humans. It is the Tugar turn so they can roll up to 5 dice. Use the table to determine results. On the human turn, should there be survivors, roll one die for each human.

MORALE

Check by battalion when:
At end of hand-to-hand combat
Unit takes casualty bringing it to 50% strength, check morale immediately
Unit already at 50% strength [or less] and loses a figure, check immediately

Rolls for morale immediately after taking a casualty but unit checks morale only once per turn.
Unit survives morale roll by rolling its morale number or higher. Morale number
Yankees: 1
Russian regular: 2
Russian militia: 3
Tugar guard: 1
Tugar regular: 2

Morale modifiers: add to morale number

    +1 unit below 50% strength
    +1 unit in open
    A General within 2" of unit
    -1 unit behind hard cover

If unit fails morale, rolls 1D6

    1 - 4 unit withdraws 1 move distance, faces enemy
    5 - 6 unit retreats I charge distance, facing away from enemy

Next turn, retreating unit can rally

    4-6 Unit stops, faces enemy, can fire
    1 -3 Unit withdraws 3", turns around to face enemy, can not fire that turn

General within 2" adds 2 to die roll

SCENARIO

One of the first and most desperate engagements was the Battle of the Ford. As an immense Tugar host approached Suzdal with the intent of destroying the city and eating all its people, the Yankees and Russians were looking for a place to confront them away from the city. The only place they could ensure a battle on favorable terms was at a ford site. The Tugars had to cross the river at this site. Therefore the humans fortified the friendly side with earthworks and abatis. The water and abatis would serve to slow down the Tugar assault, allowing the humans to bring their short-range firepower to bear and still escape before too many Tugars had crossed the river. Tugar bows just barely range across the river so that many human positions are safe from Tugar arrows until the Tugars cross in some strength. The human goal is to inflict heavy casualties on the Tugars and manage to preserve the bulk of their force for the siege of Suzdal.

Map

Going Solo: The Tugar Wars


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© Copyright 2001 Hal Thinglum
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