Gentlemen at the Crossroads

Wargame Rules
for the Franco-Prussian War

by Unknown Contributor

Morale Chart: Roll Unit Morale Die. Equal or better to pass.

ActionISW DR2SWD R3SWDR
Advancen/an/an/an/an/an/a n/an/a6+543-1
Charge4+3,21n/a 15+ 4 32,1n/an/an/an/a
Stand To Charge4+3216+ 54,32,17+654-1
Artillery/MG Losses4+3216+ 543-17+n/a65-1
Rifle Losses3+21n/a5+4 32,16+543-1
Melee Lost5+n/a43-16+ n/a54-17+n/a65-1
Inf after cav melee6+n/a54-17+ n/a65-18+n/a76-1
Flank/Rear Threat(6")4+3216+ 543-17+n/an/a6-1
MTD Officer KIA (6")4+3216+5 43-17+n/an/a6-1
FU Routs (6")4+3216+5 43-17+n/an/a6-1
Rally from Shaken3+21n/a4+3 2,1n/a5+43-1n/a
Rally From WD4+n/a32,15+ n/a43-16+n/a54-1
Rally from Rout5+n/an/a4-16+ n/an/a5-17+n/an/a6-1

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

    French MTD Officers (ZOC 6") -1
    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.

Movement Chart
TroopsLineColumn/
Skirmish
MTD OfficerLinear
Cross
Formation changeChargeWDRout
French6"9"18"-1/2-1/212" 6"12"
Austrians6"9"n/a-1/2-1/212" 6"12"
Prussians9"12"18"-1/2-1/2 12"6"12"
Bavarians9"12"n/a-1/2-1/2 12"6"12"
Cavalry12"18"n/a1d6 turns1 turn18" 9"18"
Artillery/MGsn/a9"/12"n/a1d6 turns1/2n/a 6"12"

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).
2. Unit acts by firing, moving, moving 1/2, firing 1/2, change formation, or No Action.
3. Check morale when needed.

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)

Movement Chart
MORALE LEVELS
Troops0123
French Infantry8D6D4D2D
Prussian Infantry6D5D3D2D
French Artillery6D5D3D2D
Prussian Art/French MG8D6D4D2D

Firing Chart: Firing depth 1 square deep; FU in Column -2 dice.

Firing Chart
Firing
Units
TU COLTU LNTU
SK/PR/
ART/MG
1/2WOODS
COVER
1/2RANGE
French Inf4-105-106-107-107-10 9,1018"
Prussian inf4-105-106-109,107-10 9,10 9"
French Art4-107-108-109,108-10 9,10 36"
Prussian Art3-105-106-107-106-10 8-10 48"
French MG3-105-106-107-107-10 9,1018"

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

MORALE LEVELS
Troops0123
French Zouaves8D6D4D 2D
All other inf6D5D3D2D
Cavalry12D10D6D4D
Artillery/MGThese units automatically surrender if contacted.

Melee Modifiers

AU charging +2
French Inf defending woods/hardcover +3
DU in hardcover +2
DU in softcover +1
DU with elevation +1
Cavalry vs Inf +2
AU against cover and/or elevation -1 each
WD units -1/2 dice
Prussian Inf 2nd round on +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

    1. Unit acts by charging
    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

    1.AU - melee dice plus modifiers
    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?)


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© Copyright 1999 Hal Thinglum
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