Article and Photo by Henry H. Bodenstedt
SEQUENCE OF A TURN1. Both sides move.
2. RIFLE FIRE
3. ARTILLERY FIRE
4. MELEES
SECTOR CAPACITY4 (FOUR) ITEMS PER SECTOR. Each one of the units listed below is considered one item: Troop of infantry Troop of Cavalry Artillery Crew Draft Horse Team Artillery Piece Limber Note: A General (HQ) does not add to a sector's capacity, but only one General may be added per sector. CAVALRY may not be in the same sector with Infantry or Artillery Crew. Exceptions: SMALL BUILDING may contain only 3 ITEMS Large building may contain 5 ITEMS Cavalry, Draft Horse Teams, Limbers and Artillery Pieces are not permitted in buildings. A General or an Artillery Crew detached from their gun, may be placed inside of buildings. FORMATIONSInfantry may be grouped within any one sector in two basic formations: COLUMN (Marching) LINE (Battle) While troops may attack and defend in COLUMN formation, they are much more effective in combat when placed in LINE or BATTLE formation. Each troop (tray) of Infantry may only attack in the direction which it is facing. The attack Combat Value is 3. They may attack up to two rows deep, which will give a sector with four troops in Line formation a maximum attack Combat Value of 12. When attacked enfilade, the Defense Combat Value of each troop is 1, while the Defense CV against a rear attack is a 2. Troops defending against a frontal assault, may defend two rows deep, while only the outside troop is counted in enfilade and rear attacks. Note: When attacked from several directions at the same time, no individual troop may have a higher defense factor than 3. Below is a number of diagrams, which will clearly demonstrate the grouping possibilities and their respective attack and defense values: The attack and defense values given in these diagrams pertain to melees only. (See special rules for FIRING). MARCHING FORMATIONTo receive "IN COLUMN" benefit, Infantry trays must be arranged in single file from 2-4 trays deep in the sector from which they start their move. They must maintain this formation throughout their entire move. One single tray can only move at IN LINE speed. If a change of formation occurs anytime during the move, IN LINE speed applies for the entire sector. CAVALRY always moves in LINE formation, since they may only be arranged two trays deep per sector. RIFLE FIREAfter both sides have completed their basic move, rifle fire is exchanged simultaneously. The side who moved first fires first. (It actually doesn't matter, but it avoids arguments) Each troop of INFANTRY in the front rank of a sector, is allotted one die, regardless of the number of men left on the tray. Cavalry or Artillery Crews do not fire rifles. Rifle fire is line of sight. The basic clearance chart (see ARTILLERY FIRING) must be consulted in case of doubt. Sectors with men, Hills, Woods and Buildings are considered obstacles; Walls are not. It is permissible to fire into--or down from--hills up to the maximum permissible range. When firing into or within woods, however, rifle fire will only penetrate into the first wooded sector. The firing player must indicate beforehand how many of his troops are aiming at a certain sector. Once a sector has been fired at by all troops so indicated, no further units may be added to this at a later time. (If casualties were not satisfactory, for example). The following HIT/CASUALTY CHART shows at the same time if a hit was scored and how many men of INFANTRY were killed. When firing at Cavalry the same hit roll applies, but only at 50% casualties: "1" misses, "2" or "3" kills one, "4" kills two Cavalry men.
PROTECTIVE COVERDeduct 1 pip from each die when firing within or into woods, hills and
towns
Note: There is no wall deduction when the firing troop is directly behind or in front of a wall. Part I
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