WWI Wargames Rules

WWI

by Rich De Rosa

Movement Chart
TypeLineColumnHighwaySecondary RoadRiver Woods
Infantry8"10"12"12"1/21/2
Cavalry16"18"24"24"1/21/2
Artillery-15"20"16"1/2No
Wagons-9"32"20"N/AN/A
Trucks-9"12"12"N/AN/A

Units may charge for two turns at double movement. Second turn of the charge, 20% of the unit is left behind by straggling.

Units add 1" to movement if in skirmish formation.

Infantry may retreat facing the enemy. This costs '/~ move. Units may turn around at -2" to their move.

Each formation change costs 1/4 of a move. Two are allowed per turn. To unlimber or limber takes 1/4 move. To break down and set up takes 1/4 of a move. Open order ( ' skirmish): is a line with 1/2" - 1" gaps between the stands. Reinforced line is six stands wide, two stands deep, all stands touching.

Attack column is six stands wide, three or more stands deep. all stands touching. March column is one stand wide.

Morale

(one D-10 roll) Regiment morale is if all three battalions are within P of each other. Regimental Morale starts at 60 figures.

Number of figures

    19-17 3-10 (Artillery/MGs at full strength)
    16-14 4- 10 (Artillery/MGs 3/4's strength)
    13-09 6-10 (Artillery/MGs '/2 strength)
    08-06 7-10
    05-04 8-10 (Artillery/MGs at 1/3 strength)
    03-02 10

Reason to Test

    A. When a unit receives 40% casualties.
    B. For each additional loss after 40%.
    C. If passed through or within 5" of a routing unit.
    D. Seeing (5") a unit at least 50% of it's size destroyed from fire.
    E. Unit's morale state is Routed or Shaken, and it is attempting to rally.
      1. Determine the number of men testing unit has left.
      2. Cross-reference this total on the morale chart.
      3. Number shown or higher must be rolled or unit fails morale.
      4. Failed units drop one morale grade (i.eGood to Shaken~ Shaken to Routed). Units may also improve one grade if morale roll was made and the unit was rallying for that phase.

Morale State: SHAKEN

    Unit halts and goes prone. Fire is halved. Unit may stand up next turn. but may not advance until they rally. Cavalry retreats one full move towards the baseline and they may not advance until they are rallied. Shaken units may melee (but not very successfully).

Morale State: ROUTED

    Unit must make a full move away from the enemy toward the friendly baseline. All attached units rout with the unit. If MG's or mortars are set up, they are abandoned as crews join in the rout. Next turn. unit continues to take additional move toward the baseline. The following turn they may attempt to rally. ROUT IS TWO CONSECUTIVE MOVES. Routed units may not fire. If contacted by the enemy, they will surrender.

Firing Charts Infantry
Machine guns Fire Factors
Riflemen2MG
20 figs
19-182MG
17-16
1 MG
15-12
11-87-4
20"- 10" Long2 casualties22100
10"-5" Medium332210
5"-0" Short544321

Firing Charts Caval Carbine Fire Factors
Troopers20 figs19-1817-1615-1211-97-46-1
20"- 10" Long2 Kills11000 0
10" - 5" Medium332210 0
5"-0" Short544321 1

Firing Charts Field Artillery ire Factors
Artillerymen4 figures321
45"-30" Long2 kills100
30"-20" Medium3210
20"-5" Short4321

Firing Die Roll Modifications

    +1 British Small Arms
    -1 French Small Arms

Modifiers for Firing Charts

    -2 Target in entrenchments
    -2 Target in skirmish
    -1 Target prone
    -2 Heavy woods
    -2 Built up areas
    -1 Light woods
    -I Move up to 1/2 in a turn
    -2 Move up to 3/4 in a turn
    -1 Batteries firing at entrenchment
    -1 Arty btys fire/move in a turn
    -1 MG fire/move up to 1/2 in a turn
    -2 MG fire/move up to 3/4 in turn
    1/2 Unit Morale Shaken
    +1 British Unit
    +1 Shooting from higher level
    +2 Target mounted
    +2 Firing at column
    X2 Target enfiladed
    +1 French 75mm (at least 2 guns)
    +1 French infantry charging

Random Chance Roll (1d10) Modifier for Firing

    1-2 -2
    3-4 -1
    5-6 0
    7-8 +1
    9-0 +2

Close Combat Additions to Fire Chart

    if 20-16 figs are engaged in close combat +3 to fire charts
    if 15-11 figures engaged in close combat +2 to fire chart if
    10-06 figures engaged in close combat +1 to fire chart
    if 05-01 figures engaged in close combat +/- 0 to fire chart

Combat Value Determination

    +2 Unit's morale is good
    +2 Unit is Vets
    +1 each fig in unit
    +1 Unit is trained
    +1 Each 2 figs attacking flank
    +1 Unit is shaken
    -5 Unit is fighting in Skirmish (open order)

    Final total is times the change factor rolled during melee.
    This CV is now compared. Difference of 10 and loser retreats for 2 turns. Morale drops to Shaken.
    Tie of difference of less than 10, units are still engaged and must fight next turn. This continues until a winner is determined.

Ammo Supply
Field guns: four fire turns per battery
To Resupply: 1d10 roll for each battery or section

    5-10 Ammo resupplied
    1-5 Limber still coming

Copyright 1994 Fair Valley Wargamers


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© Copyright 1997 Hal Thinglum
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