by Ron Prillaman
Prillaman's Penny Rules for Obtaining Large Areas of Southwestern Real Estate Through Direct Methods Manifest Destiny (MD) is intended to be a fun. fast wargaming system for use with individually mounted 25mm figures. It is played mostly on 6'x8' tables by gamers in the Washington DC Metro area. Most of our figures are mounted on pennies which keeps basing costs fairly easy to calculate. I personally glue 1/4" fender washers on the pennies for added weight and so I can use magnet-lined boxes for storage. These rules have been completely mastered by eight brand new players in less than 15 minutes, or about three turns. Things proceed quickly early in our games, and due to the rapid flow of events we are able to play large games of four to six players with 1,000 or more figures and 30 or more units in four to six hours. Described simply, unit orders are on !abels stuck on the backs of pennies. (Yes. life is cheap on the wargame table.) We lay these orders face down beside each unit and when both sides are committed we begin play. First First, any First Fire orders are executed before movement. Casualties are knocked over (ever so gently!) and DLS (or runaways) assessed. DLS are ineffective troops which are usually placed in small groups behind the lines with their backs fumed. Most people place the units musician with the DL troops and keep the standard with the troops in good order. All other orders are then turned over and all movement is executed, including charges, formation changes etc. Any DLs resulting from movement are assessed at this time. Regular fire is then conducted which is fire after movement. DLs are removed for this phase. DLs What really is a DL? It is a Disorder loss. Having participated in many large Civil War reenactments with as many as 12,000 soldiers (and a large unit command once) I noticed things that are not normally reflected on a wargames table. Combining this experience with being an infantry squad leader in the real army in my distant past and from several paint gun wars in more recent times I have tried to put these factors on the table while still keeping the rules simple and entertaining. It should first be noted that under actual conditions one does not double time (forced march) a 300 man unit in battle line across even the smoothest field for any distance and arrive with 300 men; Even without hostile fue. The "Floatums" behind the line are immense. At the recent Gettysburg reenactment we lost over 50 men out of 300 before we closed to approximately 300 yards and began to fire. A previous several mile march, rock out crops, cedar trees, hidden holes, briar bushes, and a couple of sprained ankles thinned us down. and this was only the first day, across a fairly level field, with good food and plenty of water, without enemy fire! In Manifest Destiny, more men become ineffective through random non-violent causes than from hostile fire, just as in most battles in the horse and musket period. In reading about the ACW, whole armies are torn apart, destroyed yet two days later when dead, wounded and missing are finally counted, 20% or less are absent in most cases. most of the rest ran away, hid in the weeds, or helped friends with flesh wounds to the rear -- 6 or 8 men to every casualty. Add to this troops firing in the air, not loading their guns properly, or lying on the ground in fear and you have a true picture of battle. In MD our units suffer DLs from small arms fire, cannon fire, movement, melee, and sometimes even when changing formation. Of you can get your effectiveness back, but to do so, just like on the real baulefield. you have to "Hold" for a little while out of danger. This generally means pulling back or being relieved by a friendly unit which shields your front. The DL system uses the depth of your table more efficiently than most games and gives the commanders another set of conditions to consider. I feel gaming should be about decisions, choices, thinking on your feet and by the seat of your pants. Did any leader ever win a battle by knowing a set of conditions (rules) better than his opponent or is it because he made the correct decisions at the right time and better utilized his knowledge of his and the enemies' strengths and weaknesses? In MD these are the keys. Manifest Destiny plays fast, fun, and clean with few quesions that cannot be answered by an application of logic. Most importantly they are very easy to learn. Just lay your pennies down and take your chances. Try em, you'll like em. Rules1. SCALE
1 Gun = 1 Gun 1 Inch = 10 Yards 1 Turn= 30 Seconds of acions interspersed with non-depicted acivity (such as loading weapons and relaying orders). 2. UNIT ORGANIZATION Infantry 30 Soldiers plus Officers, Standard, Drummer. (Green units 1 officer, Veteran 2 officers, Elite 3 officers.) Cavalry 16 Troopers plus Officer, Standard, Trumpeter. Gun Crew Minimum of 4 crewmen per gun. A gun may fire with 2+ gunners. The musician and standard bearer are not used in combat. They are used to indicate the position of the unit and to keep DLs separate from other casualties. 3. MORALE AND TRAINING
4. SEQUENCE OF PLAY
5. ORDERS Each turn every infantry or cavalry unit, and each gun, must have an order placed next to it. These orders are symbols or colors marked on one side of a chit. (We use pennies, couldn't find anything cheaper.) You may use the following colors, although any mutually agreeable symbol may be used:
6. MOVEMENT
GENERAL
7. Fire
GENERAL Cover: Roll one die per casualty, figure is saved as below:
8. THE CHARGE Roll one die per unit attempting to charge. If a charge results, roll one die per target unit.
9. MELEE Procedure is to match figures 1:1 roll one die per figure and modify as below: +1 Charging. (First round only)
10. MORALE Morale is handled by a system referred to as DL or Disordered Losses. Upon certain occasions a unit will roll one or more d6, with the number rolled removed. DL losses are gathered, by unit, separately from casualties and may be recovered as long as one or more figures remain in good order (not dead or in the DL group and not including musicians and standards.) l he musician is placed next to the DL troops and the standard next to the controlled, effective troops. Roll DL: 1d6 Movement order. (Except U.S. in column or road column, or any artillery) Cavalry suffers a maximum of 1. If a "6" is rolled in movement.
Elite troops subtract one from each die. (Roll a 3, and 2 DLs.) Units which split their fire among more than one target, or which are operating in more than one body do not inflict DL's upon target units. This does not apply to artillery as each may fire with full DL effect upon its own target. RECOVERY Each turn a unit has a hold order, roll one die, modify as below, and recover the resulting number of figures.
Veteran 1d6 Elite 1d6+1 The presence of a general with the unit doubles the dice rolled. CAVALRY Cavalry units which are entirely eliminated by DL's may be reconstituted once. The procedure is the same as RECOVERY, except the standard is placed at least 12" from the nearest enemy troops and within 6" of a friendly general. The first recovery dice roll is then made in the recovery phase. Subsequent recovery rolls do not require the presence of a general. Each cavalry unit may be reconstituted once during a game. OFFICER CASUALTIES Each officer lost or a DL reduces the morale grade of a unit by one step. If no officers remain, the unit is entirely removed and counted as lost. 11. GENERAL "d6" refers to 6-sided dice. DL represents troops becoming ineffective due to any number of causes not directly related to wounds. Such as fatigue, straggling, and other causes. Formations:
Column Figures in base to base contact, more than two deep. Skirmish Figures separated by one inch or more. Back to MWAN #53 Table of Contents © Copyright 1991 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |