by Paul Koch
(Editor's Note; I believe these rules were printed in a recent issue of PW REVIEW, published by Wally Simon).. I have been using these for divisional battles with excellent results, Units are; 4 bases=one infantry battalion; 2 bases=one cavalry squadron; 1 base=one artillery battery. 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 chases. 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 survivors 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 lost. MOVEMENTMoves in a turn
Mount/dismount Limber/unlimber -2" Lie down/stand Fire (rifle = 2 turns) Art. may move, etc and still fire or as follows:
Rough = Obstacles = Small river = 4 turns (not vehicles) Big river = couriers only, drawn for 0 Bunching - units within 2" of each other (rear/side)
FACING RESTRICTIONSUnits in column may face up to 90° 60° for attack column Units in line may face up 3e 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
MUSKETRY0.5 status loss if die equals or exceeds:
MELEE SEQUENCE1. Skirmishers fall back vs. formed unit
(unsupported may be ridden down by cavalry) BASIC COMBAT SCORES
ADJUSTMENT TO COMBAT SCORE Add one:
Add two: Deduct one: Deduct two: Deduct three: FORFEITA 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 TESTSWithin 8" of the enemy Unit tries to pass through "F" unit moves past Cav. flank or rear attack; inf. rear attack Div. CO hit within 8" Cav. which wins melee & may pursue 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 LEADERSLeaders may be graded by roll for skill in attack, defense, initiative and morale as follows:
EACH CHARACTERISTICS OF THE GENERAL IS ROLLED SEPARATELY. CHANCEBefore each turn consult the chance procedures outlines in C.S.Grant's PROGRAMED WARGAME SCENARIOS. TROOP QUALITY
These rules are, of course, slightly modified from Paddy Griffith's NAPOLEONIC WARGAMING FOR FUN book. Back to MWAN # 25 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1987 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |