by Unknown Contributor
Morale Chart: Roll Unit Morale Die. Equal or better to pass.
Unit Morale Die: French Infantry D8, French Artillery/MGs D8, Bavarian Infantry D8, Austrian Infantry D8, Prussian Infantry D10, Prussian/Bavarian/Austrian artillery D10, French Zouave D10. Morale Modifiers
Bavarian/Austrian MTD Officers (ZOC 6") -1 Prussian MTD Officers (ZOC 9") -1 DU in hardcover -2 Elite Unit -2 S(Shaken) - unit will not advance; will move to cover within 3" or go prone and must rally. -1 firing and/or melee die (blue marker). WD(W:ithdraw) - Unit immediately falls back 6"/9" facing the enemy and must rally. Fire and melee at '/2 strength (white marker). R(Rout) - Unit immediately flees 12"-18" with backs to enemy and must rally. No fire or melee. Once rallied may face enemy (red marker). If routed units are contacted before rally, they automatically surrender.
Form charge includes limbering and/or unlimbering artillery/MG's; -1/2 for all troops moving through difficult terrain; - 1/3 for light infantry/jaegers; -1/3 for moving through a friendly unit. Road Bonus + 1/3; - 1/3 for each hill contour crossed. Turn Sequence 1. Turn card (Joker to Prussians, Joker* to whomever controls the deck).
PR. MTD OFF Three units can move on one card. All units must perform same movement and be within MTD Officers ZOC. Firing is done on individual cards (Green Markers). Firing: Firing Dice (D10's)
Firing Chart: Firing depth 1 square deep; FU in Column -2 dice.
Roll Red D6 when firing MG: 6=jam. Firing limited to 3 in woods. TU Skirmish order troops (yellow markers) use next best column. Prone (brown marker). Melee: Melee dice (D10's) 8- 10 = TU Hits
Melee Modifiers AU charging +2 MTD Officers KIA - From fire 10, from melee and artillery fire 9,10 (roll DI 0 each time "hits" are taken). Unit Strength French infantry 20, French Zouaves/Chasseurs 24, Bavarian infantry 24, Austrian infantry 24, Prussian infantry 24, Cavalry/Artillery/MG's 12. Charge Sequence
2.Charging units checks morale to charge 3.DU fires every 5" of ground covered by charging unit 4. Charging unit checks morale if hit 5. DU checks morale to Stand 6. Melee 7. Winner moves into loser's space, if desired and fires at 1/2 strength Melee Sequence
2.DU - same 3. 8-10 are hits 4. Unit with more hits check melee lost Column 5. Repeat if needed 6. Winner moves into loser's space, if desired and fires at 1/2 strength (Editor's Note: These rules were not labeled as to period; however, they would appear to be Franco-Prussian rules except for the inclusion of Austrians?) Back to MWAN #98 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1999 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 |