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.
Movement
Unit : Line : Column (Columns are indicated by a chip at the head of the column).
Roads/down slope/charges x1.5 cumulative
1. If any portion of a stand is in penalty terrain, it pays.
Fire Roll 6 sided dice. Every hit removes 1 strength factor from the target.
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)
Dismounted Cavalry Range (Hit On) [Union Dismounted Cavalry fire at double unit strength]
Artillery Range (Hit On)
1. Infantry stands may fire 45 degrees to front.
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
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.
If all the strength points of both sides involved in a melee are killed no one routs. Other Melee stuff:
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! ConfederateRuggle's Division 1st Unattached
Jenkin's Alabama Provisional Cavalry 0000/0000 8 2nd Texas 000000/00000 11 17th Alabama 000000/000000 12 Gibson's Brigade lst
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
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
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
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 UnionLee Wallace Division 3rd Unattached
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
24th Indiana 00000000/00000000 16 9th Missouri 00000000/00000000 16 Thayler's Brigade 2nd
23rd Indiana 00000000/0000000 15 58th Ohio 00000000/0000000 15 68th Ohio 0000000/0000000 14 Whittlesey's Brigade 3rd
56th Ohio 00000000/0000000 15 76th Ohio 0000000/0000000 14 78th Ohio 000000/000000 12 Crittenden's Division 5th Unattached
15th Michigan 000000/00000 11 1st Ohio Light Artillery 00000/0000 9 4th U.S. Artillery 0000/000 7 Boyle's Brigade 11th
59th Ohio 0000000/000000 13 9th Kentucky 00000000/0000000 15 13th Kentucky 00000000/0000000 15 Smith's Brigade 14th
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. Back to MWAN #113 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 |