Soldiers of the Fifth:
Rules for Tactical Civil War

By James Kocur

Designer's Notes:

1. Our rules were designed for small actions with a few brigades and batteries maximum.

2. Our rules were designed for a fun gene between players who care a lot more about gaming than winning.

3. Our rules are best played by gamers who have at least a fair background in the ACW and how units conducted themselves. For example, you must be prepared for units to occasionally take matters into their own little hands!

4. We no longer use our previous Ammunition rule as we found it was rarely worth the effort of the extra book-keeping. Our games just don't last long enough to cause the ammo consumption of the larger actions of the war.

5. we fully acknowledge our debt to other gamers and rule sets but we feel that it is the combination of our experience with the solutions we have chosen to apply which make our rules work.

I. SCALE 1 infantry or cavalry figure - 15 real men
1 gunner figure - 5 real men
1 cannon figure - 2 real guns
1 millimeter -1 real foot
1 turn - approx. 1 minute

II. ORGANIZATION

    Infantry - Each figure mounted individually on a 1/2 X 3/4 inch stand. 10 to 40 figures making up a 150-600 man regiment
    Cavalry - Each figure mounted individually on a 3/4 X 1.5 inch stand. 10 to 20 figures making up a 150-300 man regiment
    Artillery - Each cannon figure mounted individually on a 1 X 2.5 stand with alimber mounted on a 1 X 2.5" stand. 2 to 4 sets of which make up a battery of 4 to 8 guns. Six crew figures assigned to each gun figure(section).

III. MOVEMENT

    Infantry in field formation200 feet per move
    Infantry in open order or road column250 feet per move
    Infantry in Charge300 feet per move
    Cavalry at walk250 feet per move
    Cavalry at trot500 feet per move
    Cavalry at gallop or charge1000 feet per move
Field artillery as cavalry with maximum of trot
Horse artillery as cavalry

Modifiers:
- Cost for changes for formation and/or facing are based an the part of the unit that had to move the farthest.
- About face costs 1/5 movement.
- Mount or dismount costs 2/5 movement.
- limbering or unlimbering costs 2/5 movement.
- Dropping to or rising from prone costs 1/5 movement.
- Though a unit may charge more than one turn it nay not use charge movement for more than one turn back to back.
- No unit may trot for more than two turns back to back.
- No unit may gallop for more than one turn back to back.
- Each horse lost to a section costs the gun 1/5 movement.
- Artillery crews may manhandle guns over open level ground at 5O feet per turn.
- Artillery may prolong to rear up to 3/5 of a walk move and still fire but the prolong requires one full move to set up.

Terrain Modifiers:
-Visibility in woods is 100 feet
-Movement in woods is reduced by 2/5 for infantry
-Movement in woods is reduced by 3/5 for cavalry (walk only)
-Movement in woods is reduced by 4/5 for artillery
-Stream and river modifiers will vary with scenario
-Infantry lose 1/5 movement going uphill
-Cavalry/Artillery lose 1/5 going up or downhill

Fences:
-Infantry 3/5 to cross or full turn to dismantle
-Cavalry can not cross or a full turn to dismantle
-Artillery can not cross or a full turn to dismantle

Loose Rock Walls
-Infantry 1/5 to cross or full turn to dismantle
-Cavilry 1/5 to cross or full turn to dismantle
-Artillery can not cross or full turn to dismantle

IV. FIRE

A. Small Arms
Ranges0- 150'- 300'- 450'- 600'- 750'- 900'- 1200'- 1500' -2100'
876543210
-The numbers above represent the factor per firing figure
-Above average troops add 1 up to 1200 feet
-Sharpshooters add 1 at each range
-Carbines add 1 up to 600 feet subtract 1 after that
-Spencer rifles may increase by up to 3 times
-Spencer carbines may increase by up to 5 times
-Henry rifles may increase by up to 7 times
-Green troops subtract 1

B. Smoothbore Artillery

    Ranges0 - 450'- 1000'- 1800'- Beyond
    Napoleon100%90%75%50%
    6 pounder50%45%30%25%
    12 pounder75%70%50%45%
    12 pdr how.75%70%50%30%
    24 pdr how.100%100%80%50%

C. Rifled Artillery

    Ranges0 - 450'- 1000'- 1800'- Beyond
    6 pounder50%50%35%15%
    3" Rodman70%70%60%50%
    10 pdr Parrot70%70%60%50%
    20 pdr Parrot100%100%90%50%
    Blakely80%80%75%70%
    James75%75%70%50%
    Whitworth75%75%70%70%

D. Modifiers (Both small arms and artillery)
-target in open order -2/5
-target behind fence/hedge -1/5
-target in prone position -2/5*
-target in woods -2/5
-target behind wall or frame cover. -2/5
-target in stone building.......... -3/S
-target in trenches/fieldworks -4/5**
-firer movement -2/5
-unit's first volley +2/5 ***
-target in column +3/5 ***
-target mounted cavalry double% ***
*Target loses this benefit if fired at by artillery beyond 1800 feet
**Target loses this benefit if fired at by artillery beyond 1800 feet
***These modifiers should not be combined with each other

E. Additional Fire Notes


-Skirmish lines are not shields and can only protect formed troops by a reduced fire effect on them. If the skirmishers take a hit, the formed troops take no fire. If the skirmishers are missed the formed troops take fire reduced by the fire used on the skirmishers. Formed unit must be in same range area or negate. -Since gunners already represent fewer actual men than other types, they are not given a decreased hit possibility. Their casualties already reflect a reduced likeli hood of being hit. -Artillery fired at from the front carry a 60% possibility for a gunner casualty and a 40% possibility for a horse. A firing unit could alter these percentages through enfilade fire or firing while limbering.

V. ORDERS
-Each turn each unit will be under some kind of operational order. This may be a new one, or it's most recent former order. -There are three basic morale grades:

    -Crack: veterans with an acknowledged excellent record
    -Average: the bulk of both armies
    -Green: troops who haven't yet seen the elephant (experienced combat)
-When to check morale:

    1) Unit loses casualty through fire or has at least a 50% possibility of doing so.
    2) Unit is run into by roughly equal or greater number of retreating friends.
    3) Unit run into or passed by roughly equal or greater number of stampeding friends.
-Additional reasons for checks are used as additional negative modifiers for checks, not additional checks!!!!!!!
    1. Unit is ordered to halt, stand, or defend in place or unlimbered artillery.
      Die Roll (10 Sided)
      9Advance 3/5Fire 2/5
      8Advance 1/5Fire 4/5
      7Hold PositionFire Full
      6Hold PositionFire 4/5
      5Hold PositionFire 3/5
      4Hold PositionFire 2/5
      3Hold PositionFire 1/5
      2Hold PositionFire 0
      1Fall Back 1/5Fire 2/5
      0Fall Back 2/5Fire 1/5

      Modifiers(A=apply as you wish)
      Unit stood this turn+1
      Support troops( 1 move to rear, bothflanks, or artillery)+1
      Crack troopsA2
      Brigade commander with unitA2
      Unit occupies heavy cover A3
      Unit occupies medium coverA2
      artillery unit checkingA2
      Unit occupies light coverA1
      Unit enfiladed-4
      Unit is surprised attacked-2
      Artillery firing on unit-1
      Green troops-1
      Each additional casualty causing check -1
      Unit fell back this turn -l

    2. Unit is ordered to skirmish probe, scout, or demonstrate (no charge allowed), or unlimbered artillery.

      Die Roll (10 Sided)
      9Advance 4/5Fire 1/5
      8Advance 3/5Fire 2/5
      7Advance 2/5Fire 3/5
      6Advance 1/5Fire 4/5
      5Hold PositionFire Full
      4Hold PositionFire 4/5
      3Hold PositionFire 3/5
      2Hold PositionFire 2/5
      1Fall Back 1/5Fire 2/5
      0Fall Back 2/5Fire 1/5

      Modifiers(A=apply as you wish)
      Unit advanced this turn+1
      Brigade commander presentA2
      Crack troopsA2
      artillery unit checkingA2
      Unit occupies heavy cover -3
      Unit occupies medium cover-2
      Unit occupies light cover-1
      Enemy is occupying any type of cover ahead-1
      Green troops-1
      Artillery firing on unit-1
      Each additional casualty causing check -1
      Unit is enfiladed by fire-1
      Unit fell back this turn -l

    3. Unit is ordered to attack the enemy (and attack he must unless morale does not permit!)
      Die Roll (10 Sided)
      9Advance FullFire 0
      8Advance 4/5Fire 1/5
      7Advance 3/5Fire 2/5
      6Advance 3/5Fire 2/5
      5Advance 2/5Fire 3/5
      4Advance 1/5Fire 4/5
      3Hold PositionFire 4/5
      2Hold PositionFire 2/5
      1Fall Back 1/5Fire 2/5
      0Fall Back 2/5Fire 1/5

      Modifiers(A=apply as you wish)
      Green troops +3
      Attacking enemy flank +3
      Advanced this turn +l
      Confederate Unit +1
      Brigade commander present A2
      Crack troops A2
      Unit and/or enemy ahead in heavy cover -3
      Unit and/or enemy ahead in medium cover -2
      Unit and/or enemy ahead in light cover -l
      Artillery firing on unit -2
      Unit halted or fell back this turn -l
      Unit was enfiladed by fire -4
      Each additional casualty causing check -l

    4. Unit is ordered to fall back or withdraw.
      Die Roll (10 Sided)
      9Hold PositionFire Full
      8Fall Back 1/5Fire 2/5
      7Fall Back 1/5Fire 2/5
      6Fall Back 2/5Fire 1/5
      5Fall Back 2/5Fire 1/5
      4Fall Back 3/4Fire 0
      3Fall Back 3/4Fire 0
      2Fall Back 4/5Fire 0
      1Fall Back 4/5Fire 0
      0Stampede to Rear!Fire 0

      Modifiers(A=apply as you wish)
      Unit behind any cover +1
      Unit held this turn +l
      Brigade commander present A2
      Crack troops A2
      Unit enfiladed -4
      Enemy ahead in heavy cover -3
      Enemy ahead in medium cover -2
      Enemy ahead in light cover -l
      Artillery firing on unit -l
      Green Unit -l
      Unit fell back this turn -l
      Each additional casualty causing check -l

VI. CLOSE ACTION : Attacking units must first take defending fire and check morale. This fire is modified on the amount of attackers move consumed while in range. Eachfigure is rated as below and totaled Modifiers

    Unit TypeFactor
    Regularly armed inf 3
    Breechloader Superior 4
    Dismtd Union Cavalry 4
    Mtd. Union Cavalry 5
    Dismtd Confed. Cav 5
    Mtd. Conf. Cavalty Cavalry 6
    Artilleryman l

    Modifiers
    Superior elevation add l/5
    Light cover add 1/5
    Medium to heavy cover add 2/5*
    Enfiladed minus 3/S
    Previous turns close action minus 1/5
    Prone minus l/5
*trenches add 1/5 only!

Performance: each side rolls one die with the difference added to the "winner" as below: 1 to 4: add 1/5; 5 to 8 add 2/5; 9 add 3/5

Total all factors, modify and compare with victory ratios. Example: Unit A has 40 factors while B has 60. Obviously Unit A has a 40% chance of winning while B has a 60% chance. For less obvious ratios (19 to 52) divide the attackers (19) by the total (71) yeilding a 73% for the defender though the attacker still does the rolling for his corresponding 27% chance.

Once the winner has been determined, the loser's performance cast will determine the losses:

    3 higher winner suffers 25% loser 10%
    2 higher winner suffers 20% loser 10%
    1 higher winner suffers 15% loser 10%
    1 lower winner suffers 10% loser 15%
    2 lower winner suffers 15% loser 20%
    3 lower winner suffers 10% loser 25%
    equal winner suffers 10% loser 10%

The winner can at this point negate one step in the loser's performance for each multiple in odds he had over the loser. Example: 2 to 1 odds = down one step.

These casualties are taken from the engaged portion of the units involved only, not the total unit. Only front ranks count as rear ranks will make their weight felt in succeeding turns (if any) as would happen in real life.

The losing engaged troops automatically stampede rearward while nearby or support troops take any morale checks required.

One-half of all loser casualties are considered prisoners.

Rallying Stampeded Units ' A unit or part of a unit which has stampeded will continue to do so until it reaches a rallying point of comparative safety. It may then attempt to pull itself together. One does this by simply rolling the % dice with the number designating the portion of the unit that may return after 1 to 9 turns of rest based on die roll. Add one-half of the roll for the presence of the Divisional Commander and/or one-fourth for the Brigade Commander and cut rest time by same fraction.

Risk to Field Officers : A general that is with a particular unit when it is fired uponis also susceptible to becoming a casualty. Simple drop the farthest digit to the right from the unit's % possibility and that is the general 's. Example: Unit has a 50% - The general has a 5%. Once hit, roll and consult below: 1-20 = Dead as a doornail; 21-40 = Major wound, must leave field, 50% chance he dies; 41-60 - Minor wound, out of chain 10 turns, 61-80 - minor wound, out of chain 5 turns; 81-100 - Just a scratch, out of chain 1 turn.

(Editor's Notes: I'd like to thank James for his kindess in submitting these rules to be printed. As I neglected to thank John Bobeck and Stuart Schoenberger last issue for the Ancient Fleets rules, thanks to them as well. I have found that even if I do not plan to utilize a set of rules that I run across, I can usually find several points in them which influence me in future rules writing, and I think that can be said for rules presented thus far in MWAN. Everyone has a different way of viewing what happens on the battlefield, and, to me, part of the fun of wargaming is developing my own rules to allow that to happen. Please consider submitting your own rules for publication in MWAN.


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© Copyright 1985 Hal Thinglum

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