by Sam Hepford
SEQUENCE OF PLAY: 1. Simultaneous bounds-shoot and half- move or full move. May not fire & charge. Fire takes effect instantly. Roll morale for units taking losses. 2. Pass a separate morale roll to close for melee. 3. Resolve melee. Roll morale for units taking losses. FORMATION CHANGE: Takes 1/2 move. Skirmishers exiting woods take full move to reform. INTER-PENETRATION: Units pass through each other freely if both pass Initiative roll. If either fails both are disordered that turn. Note: routed unites have, by definition, have failed morale. INITIATIVE: Roll if a question of who moves/shoots first. Fire takes effect instantly, casualties may not return fire. SHAKEN UNITS: If a unit misses a die roll by 10% or less, my not advance that turn; if in melee it is pushed back 1/2 move; if charging it comes into contact disordered. ROUTED UNITS: Lose formation and flee as a mass; may not funnel neately through narrow spaces between other units (see InterPenetration): rout move counts as the units normal move on next turn; on second turn ralley backs to enemy; third turn move normally & drop one Discipline level. MELEE EFFECTIVENESS: Multiply % per figure x figures in base contact + one overlap = probability to kill one opponent. Melee casualties are taken sinultaneously. Cavalry may not attack opponents behind defended obstacle; foot not in square to stand against a cavilry charge, pass initaiative at next lowest quality level. MELEE MODIFIERS (PER FIGURE)
+10% Cavalry on first charge. +2% Opponents down hill. +2% Defending an obstacle. -5% Disordered. MOVEMENT
Discipline
Melee Effectiveness
FIRE MODIEFIERS (PER SHOOTER)
+2% Target angle 45 degrees or inf. in col +2% Unmoving firing line. +1% Behind cover. -2% Target in light cover/woods. -2% Shooters shaken. -10% Target in trenches. FIRING LIMITATIONS: No firing while crossing a stream or obstacle. All ranges in woods are one-half normal. FIRE MODIFIERS (PER GUNNER)
+15% Unmoving target +10% Target angle 45 deg or inf in col.. +10% Large target (house etc.) -10% Gunners shaken. -20% Target in trenches etc.. ARTILLERY: One full turn is required for guns to limber or unlimber. Guns may not be unlimbered within 12" of enemy foot or 1891 of enemy cavalry. Guns may fire only from firm, open and level ground. ARTILLERY FIRE ON BUILDINGS: Each hit on a building equals a hit on the occupants-roll as if they were in the open at the appropriate range. In addition, there is a 25% chance the building will catch fire with each hit thereon- If a fire, the occupants must immediately flee disordered (this is not a rout). ARTILLERY FIRE ON GUNS: For each artillery hit on an opposing battery roll for effects of hit. When opposing guns are exchanging fire and both score hits, dice are rolled sequentially for simultaneous effects until a hit is made on the gun itself. From that moment on the hit gun does not reply and any remaining hit dice are lost. VISIBILITY: In the open-unlimited; in woods 10". To discover concealed units roll 100% - 20% x no. of inches within viability range. Moving units are always discovered. Small Arms Fire
Artillery Fire
Artillery Fire on Guns
Special Rules for Haitian Regements
Morale: All are Green Melee Effectiveness: All fight as Fiery Formation: Irregulars may not form square, one full turn required to change formation; none can skirmish, i.e. base contact only when routed. Back to PW Review February 1997 Table of Contents Back to PW Review List of Issues Back to MagWeb Master Magazine List © Copyright 1997 Wally Simon 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 |