Off the Road to Richmond

10mm ACW Rules

by Mitru Costea III

Game Set Up

Each side may setup anywhere on their side but not within 12" of the centerline. Unattached Units may be added to any brigade.

Scouting:

Each side may elect to scout with its cavalry. If a cav unit is used to scout it may not take part in the battle. For every scouting Cavalry unit the opponent must place 4 units on the table. After all discovered units are placed on the table the remaining units are placed on. This is done one at a time, alternating, starting with the side who had more discovered units.

Simultaneous Movement/Sequence of play:

Turn Sequence: Move Officers, Artillery fire, Infantry fire, Formation changes, Charges, Check morale, Movement.
A unit may make one about face for free.

Movement Unit : Line : Column (Columns are indicated by a chip at the head of the column).
Inf./Art. : 3/0 : 6/6
Cav. : 5 : 9

Roads/down slope/charges x1.5 cumulative
Rough/woods/up slope/town x.5 cumulative
Rout 1.5 line rate.
Water per umpire

1. If any portion of a stand is in penalty terrain, it pays.
2. Units in line advancing may move ending their move 1 1/2" right or left of dead ahead.
3. The entire stand must be in advantageous terrain to get the bonus.
4. Units may interpenetrate if forced to do so but it takes an entire turn & units must have been in bases contact.
5. Artillery may deploy in a wood edge but may not go into or through woods.
6. Artillery may pivot 45 degrees, this counts as movement.

Fire

Roll 6 sided dice. Every hit removes 1 strength factor from the target.
You get 1 die for every combat factor.
All firing stands have a 45 degree arc of fire.
Mounted Cav. may not fire.
All Infantry & Dismounted Cav stands are marked into 1/4 section. Only those sections that can bear on a target may fire.
If only one section can fire it does so at 1/4 strength.
You can only destroy as many strength points as are in a section fired on.

Example: If a unit has 1 section peaking out from behind a hill & you fire on it & get 8 hits, it will only lose as many strength points as are in the targets 1/4 section.

Infantry Range (Hit On)
Close : contact to 4" (1-4)
Medium: 4"-8" (1-3)
Long: 8"-12" (1)

Dismounted Cavalry Range (Hit On) [Union Dismounted Cavalry fire at double unit strength]
Close : contact to 4" (1-4)
Medium: 4"-8" (1-2)

Artillery Range (Hit On)
Canister: contact to 4" (1-4) +50% strength
Close : 4"-8" (1-3)
Medium: 8"-12" (1)
Long* : 12"24" (1) * at 1/2 strength

1. Infantry stands may fire 45 degrees to front.
2. An Artillery stand has 3 guns. Each gun may fire independently at 1/3 the units strength. Artillery has a 45 degree field of fire.
3. Units block L.O.S.. Only Art. on a hill may fire over friendly Inf. IF the friendly Inf. is closer to the guns than the target is to the friendly Inf. in front of the guns.
4. All fire in woods is close range only.
5. Cover adds 1 to the die roll.

Morale

Roll 1d10 for infantry or 1d6 for Cav & Art and match or roll below the units strength value to pass morale. A unit must test for morale and apply the results immediately if/when: These are cumulative. Roll once for each that applies

    1. Attempting to charge or being charged.
    2. Enemy in L.O.S. of flank or rear.
    3. Takes 1st casualty from Art. fire.
    4. For every fire hit taken in flank or rear.
    5. With-in 6" of a routing or retreating friendly unit. Units don't have to check if a routing or retiring unit is to their rear
    6. Any column once for every fire hit.
    7. When a friendly unit is forced through another friendly unit both units check.
    8. Any casualties taken once a unit falls below 50%

Failing Morale

If a unit fails morale it will immediately rout & head for the closest board edge behind your lines in a straight a line as possible at charge rate. It will loose 1 strength factor every time it fails morale.

Any Officer in base contact with a routing unit may roll to rally a unit in addition to the units attempt.

Melee

Only base sections in contact may melee. Roll 1d6 for every strength factor in sections involved. 1's are kills. The side which loses routs immediately.

Ties: count off casualties & reroll until one side wins.

Artillery which is deployed & forced to retreat is destroyed.
Cav/Inf attacking Artillery or Infantry, which is in column, or attacking the flank or rear of an Inf line, count double.

If all the strength points of both sides involved in a melee are killed no one routs.

Other Melee stuff:

    1. Artillery may not initiate melee.
    2. Routing units have no melee value. If meleed they are removed from the game.
    3. Winning Cav. that fail their morale must pursue.
    4. Units below 1/2 their start strength can't charge, (unless part of a combined unit).

Combining Units

If an infantry unit is below 1/2 strength it may combine with another unit which is below 1/2 strength. An Officer must attach to one unit & lead it to the other in order to combine.

Most Important Rule of All

This is not the Bible. If you want do change or add something, do it. Have fun!

Confederate

Ruggle's Division 1st

Unattached

    lst Alabama Cavalry 00000/0000 9
    Jenkin's Alabama Provisional Cavalry 0000/0000 8
    2nd Texas 000000/00000 11
    17th Alabama 000000/000000 12

Gibson's Brigade lst

    lst Arkansas 0000000/000000 13
    4th Louisiana 0000000/000000 13
    13th Louisiana 0000000/000000 13
    19th Louisiana 0000000/000000 13
    Bain's Artillery 000000/000000 12
    Alabama Prattsville Dragoons 0000/000 7
    Mathew's Rangers (Cav) 00000/00000 10

Anderson's Brigade 2nd

    1st Florida 00000000/00000000 16
    9th Texas 000000/000000 12
    17th Louisiana 0000000/000000 13
    20th Louisiana 00000000/00000000 16
    Confederate (Louisiana) Guards response Battalion (Inf) 0000000/0000000 14
    Washington Artillery 00000/00000 10

Pond's Brigade 3rd

    16th Louisiana 00000000/0000000 15
    18th Louisiana 0000000/0000000 14
    38th Tennessee 000000/00000 11
    Cresent Louisiana (Inf) 00000000/0000000 15
    Orleans Guards (Inf) 000000/00000 11
    Ketchum's Artillery 00000/0000 9

Whithers Division 2nd (partial)

Gladden's Brigade lst

    1st Louisiana 000000/000000 12
    21st Alabama 000000/000000 12
    22nd Alabama 0000000/0000000 14
    25th Alabama 0000000/0000000 14
    26th Alabama 00000000/00000000 16
    Robertson's - Dent's Artillery 0000/000 7

Union

Lee Wallace Division 3rd

Unattached

    9th Independent Indiana light Artillery 0000/0000 8
    Buell's Independent Missouri light Artillery 000000/000000 12
    5th Ohio Cavalry 000000/000000 12
    11th Illinois Cavalry 00000/00000 10

M.L.Smithe Brigade 1st

    11th Indiana 000000/000000 12
    24th Indiana 00000000/00000000 16
    9th Missouri 00000000/00000000 16

Thayler's Brigade 2nd

    1st Nebraska 0000000/000000 13
    23rd Indiana 00000000/0000000 15
    58th Ohio 00000000/0000000 15
    68th Ohio 0000000/0000000 14

Whittlesey's Brigade 3rd

    20th Ohio 0000000/000000 13
    56th Ohio 00000000/0000000 15
    76th Ohio 0000000/0000000 14
    78th Ohio 000000/000000 12

Crittenden's Division 5th

Unattached

    14 Wisconsin 0000000/0000000 14
    15th Michigan 000000/00000 11
    1st Ohio Light Artillery 00000/0000 9
    4th U.S. Artillery 0000/000 7

Boyle's Brigade 11th

    19th Ohio 00000000/00000000 16
    59th Ohio 0000000/000000 13
    9th Kentucky 00000000/0000000 15
    13th Kentucky 00000000/0000000 15

Smith's Brigade 14th

    11th Kentucky 0000000/000000 13
    13th Ohio 0000000/000000 13
    26th Kentucky 00000000/0000000 15
    34th Ohio 0000000/0000000 14

On To Richmond is the Copyright by The Courier Publishing Co.

Introduction


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© Copyright 2001 Hal Thinglum
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