Monk's Corner

Simpson's Revolution Rules

by The Very Rev'd. Aellred Glidden

(adapted by Aelred Glidden from Stephen Simpson)

UNITS

Infantry 3 stands of 2 figures each.
Dragoons 2 stands of 2 figures each.
Artillery 1 stand of 3 figures plus gun. Leaders 1 officer figure.

Infantry & dragoons can be in column (not deployed) or in line (deployed). Elite infantry are indicated by being formed in "wedge" for column (1 stand forward, 2 back) and "reinforced line" (2 stands forward, 1 back). Militia is always in disorder and has gaps between stands at all times, whether in column or line. Artillery can be limbered (trail in direction of movement) or unlimbered (muzzle in direction of fire). Infantry & artillery can fire only when deployed/unlimbered and dragoons can charge only when deployed. Rifles & unlimbered artillery cannot move and fire in the same turn. Each side has 1 to 3 leaders to represent the commander-in-chief and brigadiers.

TURN SEQUENCE

British activate/ resolve combats, Rebels activate/ resolve combats. MOVEMENT: Units in column may turn and maneuver freely, but in line must move straight forward (but may pivot from either flank prior to movement) or take ground to either flank (this may be combined with forward movement). They may also withdraw straight back at 2/3 speed. Units attempting to cross an obstacle must toss: Fail on 1 or 2, Succeed on 36. Failure is no movement, success is move at normal speed:

Deployed infantry & artillery = 8"
Deployed dragoons = 16"
Infantry/artillery not deployed = 16"
Generals (or dragoons not deployed) 24"

ACTIONS

To change formation, charge into melee (new or existing--must already be deployed) or withdraw from a melee, must toss: Fail on 1 or 2, Succeed on 3-6. Failure is no movement, success is move at normal speed: (subtract 1 from toss if disordered, add 1 to toss if in column or reinforced line, add 2 if in wedge--additions for column or wedge are for formation changes only).

COMBAT

Go through each category separately: Artillery (cannot move & fire) is resolved (36"), then Rifles (cannot move & fire) (24"), then Musketry (16"), and then Melee (contact). The phasing player totals the number of attackers; the target unit tosses I die. Modifiers for target are:

    -1 if target in column
    -1 charged in melee (first round only --canceled by cover or if attacker is Rifles)
    -1 for infantry (or artillery) in melee with dragoons
    -1 for each unit over one attacking
    +1 if target behind cover
    +1 if attacker is charging uphill in melee

A result of 2 or less is a morale failure; if a unit fails morale:

Artillery: in melee is removed: from fire, crew falls back 8" (crew may return to the gun on a successful formation change, although it may not fire the same turn).

A unit in column (wedge) loses I stand but continues to function as a 2 stand close order column.

A unit in close order column falls into disordered column.

(Note that a disordered units functions normally but may never reform --d i sorder is indicated by having 1/2-1" between stands).

A unit in reinforced line loses the rear stand but continues to function as a 2 stand formed line.

A unit in formed line that fails morale will fall into disordered line.

A unit in disordered line that fails morale immediately turns backs to the enemy and routs 16".

Any routing unit that is attacked (by fire or melee) is automatically removed.

RALLIES

A leader within 8" of a unit that fails morale may attempt to change the result by immediately rolling again, but failure is loss of the officer as well as failure by the unit. At the beginning of each turn, attempt rallies of routing units, succeed on a 6 (form disordered column, facing enemy--failure is rout another 16"). If a leader is with the unit succeed on a 5 or 6 (the leader is not at risk and may choose to move back with the unit if it fails). A unit that moves off of the table is permanently lost.

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© Copyright 2001 Hal Thinglum
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