by Paul Koch
Movement is nominally simultaneous. However each player completes movement on one half (right or left) of his side of the board before he can start moving troops on the other half. ie: both players are simultaneously moving troops on his own right or left. Choice of sides on which to move first is decided by die roll, high die choses. After all movement is complete, all units in range, beginning with artillery may fire. One die is cast per base of infantry to determine hits. Casualties are noted on the roster. Only survivers counting in melee. Only front bases may fire unless firing at or from a hill. Elevation imparts a 2" increase in range up to 2 contours for artillery solid shot but only 1 for canister and musketry. Units in defended buildings are assumed to pass loaded muskets to troops at windows etc. so that all may fire in given direction. ROSTER Each unit is given a letter grade A for elites, B for line etc, each hit subtracts a decimal fraction from this grade with the grade declining a letter for each 1.0 MOVEMENT Moves in a turn
Roads add 2" Rough = slopes, ploughed, crop lands, open woods, stream, creek, village
Bunching - units within 2" of each other (rear/side; Skirmishing - rally with a 9 beyond 16" of main body Disorganized - prone, bunching, changing formation, crossing obstacles, skirmishing beyond support distance (16") FACING RESTRICTIONS Units in column may face up to 90° 60° for attack column. Units in line may face up 30 degrees. Units charging may face up 30° in the first half of their move, which is increased by 50%. Infilade and flank attacks are greater than 600 to target frontage. In all wheeling movement the use of the RAFM WHEEL'M is recommended.
Buildings = fire at 9
MUSKETRY 0.5 status loss if die equals or exceeds:
MELEE SEQUENCE 1. Skirmishers fall back vs. formed unit
(unsupported may be ridden down by cavalry)
ADJUSTMENT TO COMBAT SCORE Add one:
Div CO present Cover Armored cavalry Higher ground Lancers Add two:
First charge of the day (CAV ONLY) Deduct one:
Defender not in line v. infantry Cav. v. inf column Cav. frontal attack on on inf/art line Deduct two:
Deduct three:
Unit in column of route FORFEIT A unit that has the lower score may forfeit the contest and accept a loss of one status grade. He fights and looses anyway his loss is double what he rolls. EFFECT OF CHANCE
Loser withdraws 1 move shaken
Winner: advance 2" no loss, cavalry test to pursue MORALE TESTS
Roll die: fail test for score equal to or less than
2 status B 3 status C 4 status D Rally: roll 8,9 each turn before movement LEADERS Leaders may be graded by roll for skill in attack, defense, initiative and morale as follows:
EACH CHARACTERISTICS OF THE GENERAL IS ROLLED SEPARATELY. Results mean when rolling in melee, turn initiative,or morale rally. CHANCE Before each turn consult the chance procedures outlines in C.S.Grant's PROGRAMED WARGAME SCENARIOS. TROOP QUALITY
B = Good quality line C = Low grade line, levy and militia D = Irregulars E = Permanently Shaken or temporarily shaken F = Broken, must withdraw, surrender if meleed Back to MWAN #118 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2002 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 |