By Pete Panzeri
So many people have asked me for the rules for my 54 mm Fredericksburg game, conducted at Cold Wars three years in a row, I thought I'd make good my promise to put them out for those interested. I'll have to dig in my files to find the scenario data later, but here's the charts for now, the 54mm "Rules of engagement" set I do is a TSATF (the sword and the flamers) 'variant' for everything from Ancient 54mm's to "Kelly's Heroes. " (Which, despite equally frequent requests, I have yet to publish either.) So here is what I can currently find on the great, fun, and "heavy-to-toteto convention" Civil War City Fight: CITY FIGHT FREDERICKSBURG - 1862 CONFEDERATES OF THE 13th MISSISSIPPI REGIMENT, BARKSDALES BRIGADE, DEFEND AGAINST THE 20TH MASSACHUSETTS VOLUNTEERS' RIVER ASSAULT INTO THE BURNING BUILDINGS OF FREDERICKSBURG, DECEMBER 11, 1862. BITTER STREET FIGHTING ERUPTS WITH THE MISSISSIPIANS TENACIOUSLY RESISTING A HOUSE TO HOUSE ADVANCE. HOSTED BY CAPTAIN PETE PANZERI, 54MM FIGURES, ROE (RULES OF ENGAGEMENT) SKIRMISH RULES, NO EXPERIENCE NECESSARY, UP TO 8 PLAYERS, 3 HOURS. ACW RULES OF ENGAGEMENT: (TSATF VARIANT)GROUND SCALE: 1"= YARD; FIG. SCALE= 1:1; TIME SCALE: 1 TURN= 30-90 seconds SEQUENCE OF PLAY PER TURN: A) BONUS PHASE
A) BONUS PHASE: UNITS IN GOOD ORDER MAY:
B) ACTIVATE UNITS: SHUFFLE DECK OF CARDS. DRAW CARDS 1) RED Card - One red UNIT* may perform an action.
C) LEADER - ROLLS (1xD6 + modifiers per unit activated)) to determine how many individuals (within command radius) will act that turn: only these individuals may shoot. move or move into melee. +1 additional leader with unit (sgt/cpl). EXCEPTIONS: 1) Close Order: all individuals in base-to-base formation, OR SAME ROOM OF BUILDING, may automatically perform SAME action if a leader is part of the formation. (gunners considered "in formation") 2) LEADER INITIATIVE - When a face card is drawn the player may opt to have SENIOR LEADERS DIRECT other leaders (within cmd radius and visual contact). 3) Un-prompted soldiers may fire in self defense (at an advancing enemy, prior to melee) 4) MODIFIERS: +/- Individual modif, +1 additional leader with unit (sgt/cpl) 5) (sharpshooters/snipers are leaderless, single man units) D) MORALE: 1) LEADERS' RALLY: 1 D6 SOLDIERS PER LEADER (w/in 6") WILL FORM UP. 2) EACH UNIT TAKING 1/3 CASUALTIES MUST ROLL 2xD6 FOR MORALE. (GREEN less than 7 AVG less than 8; CRACK less than 9) 3) UNIT ROLLS MORALE AND MODIFIES.. EACH CASUALTY DROPS UNIT MORALE BY 1. 4) NUMBER THAT THE DIE ROLL SURPASSES THE MODIFIED MORALE LEVEL = NUMBER OF SOLDIERS WHO RUN AWAY 4D6". (LOWER MORALE GRADES FIRST) UNIT MORALE MODIFIERS:
MOVEMENT. (FOOT/MOUNTED)(+2d6 BONUS IF LEADER IS OUT IN FRONT)
MOVE MODIFIERS: (all conducted at the walk)
AIMED FIRE ALWAYS HITS ON A ROLL OF ONE TO HIT MODIFIERS: (*don't affect close rage)
MELEE
Modified losers die: lose with a 1= KILLED, lose with at 2= wounded, other = runs away Back to MWAN #82 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1996 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 |