By Donald Featherstone
Artwork by Tom Reed
MOVEMENT Infantry 6"
Takes one move to change formation--can not fire. Takes one-half move to change face, can fire if dice throw over 50% (use percentage die) Cavalry 9"
one-half move to change face. Artillery 4"
once a gun has fired, it can not be moved. Takes one-half move to change direction of fire-- can fire if throwing over 50%. Units move in column up to within 12" of nearest firing by gun or musketry. Then they go into line (fighting formation). FIRING Infantry fire in line; column can not fire.
Infantry units fight the way they are facing: to fire on, or fight, an enemy coming from other than frontal]), the unit has to change face (see above).
MELEESInfantry vs Infantry: A melee can not be instigated at will. Units get to within close firing range, standing there and firing upon each other. When one unit routs or is forced back, then the successful unit can attack (melee) with them. Then, the attacked unit throws first, and the attackers do not need to throw unless defenders are all right. Cavalry vs Infantry: When cavalry attack infantry from outside short range musketry fire, the infantry have to throw to see if they fire at short range or long range. Over 50% is short; under 50% is long. Cavalry or Infantry vs Gunners: Gunners abandon their guns and flee a full move when attackers come within two inches. Have to be thrown for (50%) to recover after-wards.
Failing to make Score: 1-2 - rout , 3-4 = back move in good order Back to MWAN #92 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1998 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |