GETTING BACK TO REALISTIC WARFARE?
RULES AND SUGGESTED METHODS
OF CONDUCTING A WARGAME

By Donald Featherstone



Real-life warfare generally consists of one side (the larger) attacking a position defended by a smaller side - in wargaming two equal-sized armies blithely rush across the table at each other! This game is an attempt to alter that!

In the Marlburian Period - a French force is defending a ridgeline - they do not have to lay out to defend the whole ridge, but choose to dispose their forces to best advantage. They lay out at the start of the battle and may keep a part of their force in reserve off-table if desired - the enemy is unaware of their numbers.

The attacker will initially lay out right across the table - in three distinct groupings, each completely separate from each other but under a general command.

At the start of the battle, each of the three attacking commanders will throw a "special" dice (marked "1-3" only) and is able to move each of his units onto the table their move-distance multiplied by whatever score he throws. Thus, infantry with six inches move in column can move 18" if he throws a "3" cavalry with a ten inch move can move 30 inches. One die score suffices for the whole force. When the defender sees the effects of this, he has one free move to conform, if he wishes.

Clarification of Rules:

In any situation where a unit is suddenly left "free" (i.e., a unit in a melee in which their opponent runs out of attrition-marks and is suddenly withdrawn from the table), the "free" unit can not take any immediate decisive move (such as turning and going into melee with another nearby enemy unit). The "free" unit may make a move to safeguard itself, but will take that move in which it is left "free" to reorganize itself, before taking the desired decisive action next move

The same inability to take a decisive move applies to a unit which has been "disturbed" in the move, such as by a friendly unit retreating back through them.

An additional unit may be put into an already formed melee, providing all or part of it can be in actual contact with the meleed enemy unit.

When a unit in melee has to move back in disorder and is followed up by the unit originally attacking them, the disordered unit will throw a die to see if they rout (They will mark another check for disorder and will mark further ticks if this next die throw decrees). If they succeed in scoring enough to rally, they will not have an attacking chance on that move but may do so next move, providing their opponents (realizing they have rallied) remain in contact. To rally after disorder, a unit needs 50% (on percentage dice).

When a unit is moving back in disorder and is hit by artillery or musketry fire while in disorder, they will immediately make another check, then throw a single die to see if they rout. If preventing a rout, they will move back yet another move and are thus disordered for one more move. This throw can not rally them. This does not apply to routing units who, if hit by fire when routing, will automatically mark another check, then throw dice to see if they rout again and thus mark more checks. In any event, whatever they throw can not rally them.

Cavalry Attacking Squares:

1) When contact is made, throw for cavalry who need 90% (on percentage dice) or over to break a square.

2) If they fail, they move away a distance not less than half their normal move distance, but not more than a full move. They also get a check but do not need to throw further for reaction.

3) When cavalry have thrown - if they are unsuccessful - square throws, needing 10% or over to stand. If they fail, then they rout back in the usual way (1 checks for failing; 3 checks for routing). 4) If cavalry are successful, infantry do not get a throw, but rout as above. Infantry take half a move to change from line/column into square. The same to come out of square into line or column. Squares can not move as squares - they have to reform into line or column to move.

Units Falling Back In Good Order

Such units need a rally throw of 25% before they can come forward again. No tick on the unit's card for this. Throw each move until you obtain their score. They can fire and fight in this period.

Melees: When both units stand in a melee, each throws a die and the loser goes back a move in good order (subject to above ruling). This is excepted when one unit is in hard cover, but it is done on the second round of melee with no allowances for cover. The attacker throws first. In uneven melees (i.e. two against one), throw separately for each unit attacking as is done when two units fire on one.

Guerillas

Guerillas can work as individual bands, in pairs, or three's or all together. At the start of the game, note on a diagram where they are situated on the table, but they do not need to be placed in position in view. They can be placed in position on the table when any enemy reaches within firing range, but do not have to be, if plans dictate otherwise.

When moving from one place on the table to another, they can be taken from the table when reaching their move-distance from the nearest enemy group. They then move on the diagram map, taking approximate move-distances. A group can split up and move to another part of the table, moving on the diagram map. They can not pass through enemy positions or enemy units when doing this.

Caves can hold one to four bands as desired, and can not be entered by the French. If a band wishes to come out of a cave and the enemy are before the entrance, then they must fight their way out, firing opening volley as they come (close range).

When firing, they can fire and not receive return fire until next move (simulating surprise).

When ambushed, they throw first. They do not have to throw unless they make their required score - which is normal score plus 50% (first throw only).

If a hidden group is spotted (i.e., the pin used to denote their location is observed by opposing player: use green head for riflemen, brown for Cacadores and blue for Tirailleurs), they need not be challenged until desired to do so, although care must be taken that they are challenged before they charge out and attack, otherwise it counts as an ambush. If challenged, a group has to be placed in position and then throw first; you do not need to throw unless they make their score.

Light Troops: Light troops, such as riflemen and Cadadores, or French Tirailleurs, may operate in woods and amid rough ground and concentrations need not be placed upon the table in circumstances where they would not have been visible in real life. Reasonable numbers of light troops may be placed in woods or rough ground and represented by a reasonably concealed pin. These pins must not be completely hidden but placed with a chance of being seen; to add to uncertainty, two pins (in varying places) may be used for each single unit, when seen by the enemy, he is told if it is a genuine pine providing he throws over 50%.

Flank and Rear Attacks: Infantry and cavalry may force flank or rear attacks upon opposing enemy units, provided the following conditions apply:

1) The attacked unit must be occupied frontally (i.e., being attacked or fired upon)

2) The attackers must approach from a flank when attacking; or if attacking in the rear, from a position behind the attacked unit. although not necessarily immediately to their rear.

3) The unit under attack must have an open flank or rear, as the case may be.

Method: Attackers make their move towards the enemy, stating that they intend making a flank or rear attack. If above conditions apply. then both commanders throw a die. If attackers throw highest. then they can make their attack. If defenders throw higher. then the attack is considered a normal one as defenders have turned to cover their flank or rear. For a rear attack, the defender has to throw at least two pips higher than his opponent. Attackers who fail to win die throw may abort charge and wheel away if desired. Or: Flank Attacks: When a unit is engaged frontally and has its flanks exposed (i.e., no unit within two inches there, nor any terrain feature such as a house, woods, etc.), then another unit can hit it in the flank. If that second unit has enough move-distance and the route is clear, it can proceed around and attack in the rear. When a charging unit is attacking from such a place or in such a manner that some topographical or artificial structure hides the first half of its charge from view of the defenders, then it can claim a flank attack as in the last paragraph. Or Rear Attacks: As in paragraphs above. When attacking unit has, by some means, arrived in the rear of the defenders, then they can not withstand a rear attack unless they were positioned to face it at the moment it began.

Two Against One: When two or more units are attacking a single unit. three-quarters of their combined die scores count in their attempt to attain or beat the defending unit's score.

A Method of Producing a Result in a Wargame

Currently. we are using an attrition-process which requires each adverse reaction on the part of a unit to be penalized by marking a check against that unit. When six checks have been accrued, then that unit is removed from the table.

In the future, before a battle the total numbers of units involved on each side will be multiplied by three to give a total valuation of the army of half all the numbers of checks they could acquire in the course of the battle. For example, an army of ten units will total thirty.

When a check is placed against a unit, a corresponding number will be marked off on the Numbers Total Card. Thus, if four units have each acquired two checks, then the card will be marked up to eight. When an army reaches it's total number of valuation points, it must concede the battle, having lost half of it's strength.

This allows for a degree of judgement, because when an army is nearly it's total, realizes it can not win, it can begin quietly withdrawing from the table. If it does so before it's total is reached, then it is considered to have drawn the battle and not considered to have lost.

This allows for such tactics as retaining cavalry to pursue and administer more penalty points so as to defeat the withdrawing army, who are, of course, hoping to do this without the enemy realizing the fact.

Method of Simulating Infantry Attack in Column

Columns can be (A) Battalion columns four men wide and ten men or so deep, or (B) Regimental columns either four men X 20 men or 8 X 10. Other columns can be formed providing their depth is at least half as much again as their width. A column is subject to the usual confrontation morale check as are the opposing enemy.

When a column contacts an enemy formation (i.e., melee), it drives in three inches pushing before it the same number of men as form the front of the column. Then, the melee takes place between the first three ranks of the column and the first two ranks of the men it has pushed before it. The remainder of the enemy formation curve back to conform and if the melee goes on for more than one move, those men on the flank may take part in the melee so that everyone in both column and enemy formation take part in the melee. For each round of melee, the non-column formation is pushed back three inches. A halted column may fire with it's front two ranks and those men on the outside of the column, who are reasonably within range of the enemy, may also fire.

Cavalry Column Attack

Cavalry columns must be deeper than they are wide (i.e., three men wide by five deep will be about the best possible from our present cavalry strengths). When a column of cavalry attack an enemy cavalry formation in line, the latter are pushed back three inches at the width of the column. The rest of the line curves to conform. This column counts three ranks in the melee against the line's two ranks. If the melee goes longer than one game-move, then everyone on both sides is counted int he next melee round and the column continues to push the enemy back three inches each turn.

Cavalry "Threat" Against Natives

When a cavalry unit begins to move in the direction of a native group or groups, all those native groups in it's general frontal area test for "apprehension" by throwing to reach half normal melee score when attacked by cavalry. If they fail to reach this score, then the group withdraws at once, nine inches. They are in good order.

When a cavalry unit contacts a native group in a melee, the groups immediately on either side of attacked group test to see if they stand requiring half their normal melee score. Failing to do so, they immediately withdraw nine inches, taking back with them any units to their immediate rear. If they do reach that score, next move they may join in the melee (if still going on). This will be on a two to one basis regardless of how many units are involved.

Alternative Moving

Infantry, cavalry and artillery may move any desired distance subject to limitations below. These move limits are as follows:

Infantry Up to 122"' (66"" to form/unform square or change from line/column
Cavalry Up to 18" (6" to change/line column)
Field Guns Up to 122" (3" to limber/unlimber)
Horse Guns Up to 188" (33" to limber/unlimber)

Before moving, the required distance is penciled on a blank sheet of paper, together with an arrow indicating the direction of the move. When moving takes place, the unit must move the stated distance and in the marked direction.

On move one. each separate force commander draws a card and can bring on to the table that number of units (by choice) denoted by the number of the card. They may be placed where desired on their respective half of the table. Then throw the dice; it's score indicates the next move number in which you can bring on new units, again decided by the number shown on the card drawn at the start of that move. All new units are placed on any desired point on the baseline. Carry on thus until all units are on the table.


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© Copyright 1998 Hal Thinglum
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