by The Very Rev'd. Aellred Glidden
(adapted from Stephen Simpson) UNITS Infantry units of 8 figures, cavalry of 4 figures, artillery 1 gun & 6 crew. TURN SEQUENCE
COMMAND CONTROL The commander of a side (who may be represented by a command figure) totals the number of units under his command and tosses one die per unit. The comoined score is the number of action points available to that side for that turn. In multi-player games the commander-in-chief assigns points to the brigadiers. Action points costs are: mounting or dismounting or limbering or unlimbering costs one point, fire costs two points. Normal movement costs four points, but if crossing obstacles or moving into or out of a melee it costs six points. MOVEMENT
HITS TABLE -1 from basic factor if target in cover
H = Automatic Hit.
FIRE Artillery must score 4-6 to register, foot is automatic.
MELEE Any unit except Artillery and mounted Boers may move into melee, use the Hits Table above but use unit type Melee Factors:
Monk's Corner Calling It Quits
Simpson's Revolution Rules Zulu Rules First Boer War Rules TSATF Adaption As Per Margin Recap Back to MWAN #114 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 |