by Joe Burgess
The scene depicts the editor's non-combatant war elephant in a posed shot (to have appeared in Volume I Number 6.) Either from reading my own comments or those of someone else convinced that elephants are non-military, Mr. Burgess has given elephants a very bad time in these rules. Readers are advised to temper the elephant rules with a few modifications even to give the poor pachyderm his due. Movement HV INF 6 IN
A. Movement up hill, through woods or over marshland = LT Troops at
full distance, HV Troops at half distance
MISSILE FIRE RANGES
METHOD OF FIRE All Missile men fire in volleys of 3 Fig., one die is cast per group. Hits are computed as follows:
Medium deduct 2 Close deduct 1 Individual Figures not in a volley group will fire as below:
Medium must roll a 5/6 Close must roll a 4/5/6 The number of points thus added up will equal the hits.
War Engine fire is as follows:
Medium must roll a 5/6 Close must roll a 4/5/6 Lt ENG to reduce TGT by 2 pts, HV to reduce TGT by 3 pts
Troops behind hedges, walls or fences will have 1 additional PT removed
from the die. Troop in buildings will have 2 pts removed from the die and
troops in woods will have their hits reduced by half.
DECIDING CASUALTIES Roll 1 die per 5 hits (1 or 2-down 3 or 4-up) to survive you must roll:
Unarmored CAV - 6 Partial Armor INF 5/6 Mailed CAV 5/6 Full Armor INF 4/5/6 Armored CAV 4/5/6 Casualties from Pilum or Crossbow at close range must roll a 6 however clad to survive. C. HAND TO HAND COMBAT 1. Fighting takes place between the first two ranks value of Figs.
Unarmored CAV 2 Partial Armor INF 2 Mailed CAV 5 Fully Armored INF 3 Armored CAV 8 One die per 5 PTS is rolled. The attacking unit, if it has not moved
its full distance to close adds 1 PT to the die score for Impetus bonus.
A. Troops charging downhill. will add 1 PT to their roll for Impetus
II. Units attacking point out their line of advance and move at the proper distance: The receiving unit, if it did not move during its turn may elect to fire at the oncoming attacker and move to safety or hold until close range, fire, and receive the shocl~. Tf the receiving unit moved during its turn it is fixed in place. If the receiving unit falls away then attacker continues his advance, occupies that space and on the following turn receives a bonus of 1 PT per volley group. A.Reinforcing a melee is allowed. These units will receive any applicable
impetus bonus If they arrive in tire for the initial contact.
3/4 Half stays and fights. Half falls back 1 move facing front 5/6 Unit withdraws 1 move facing front. III. MORALEPRECONTACT If a unit is reduced to half strength
4 3/4's of the unit runs 1 move 3 1/2 of the unit runs I move 2 The unit runs 1 move and faces front 1 The unit runs 1 move POST CONTACT After two rounds of melee, unless outnumbered, each unit rolls 1 die. Both units follow results:
3/4 Fall back 1 move and face front 1/2 Fall back 1 move, back to enemy ATTEMPT TO RALLY
1/2/3 Continue to move to the rear 2nd Attempt - 5/6 Rallies 3rd Attempt - 6 Rallies A staff officer may be assigned to a unit and his presence will add
1 PT to the die roll i.e., 6 becomes 5/6, 5/6 becomes 4/5/6. The staff
officer must remain with that unit.
IV. SPECIAL CONDITIONSFLANK ATTACK The unit attacked rolls one die
4 1/2 fights 1/2 runs 1 move 3 Whole unit runs 1 move 2 Whole unit surrenders 1 Whole unit cut down (5/6 survives for capture) REAR ATTACK The unit attacked rolls one die
4/5 1/2 turns and fights 1/2 runs 1 move 2/3 Whole unit surrenders 1 Whole unit cut down (5/6 survives for capture) VALUE OF DEFENCES
Small Building 12 PTS Medium 18 PTS Large 24 PTS Small Bastion 30 PTS Medium 36 PTS Large 40 PTS Fortified Section 60 PTS Defences may be reduced by war engines. When they have lost 1/2 their original value they lose their defensive factor along the effected face. Fire arrows may be used to burn engines. Roll 1 die for each volley group. A 6 will cause a blaze; will continue until a 6 stops it. Lt. Engines destroyed in 3 turns
D. CHARIOTS & CAVALRY 1. Chariots vs formed infantry in two or more ranks must roll a 4/5/6 to charge home (1 die per chariot) if the charge does not go home 1/2/3 swerve right, 4/5/6 swerve left, the attacked unit must roll a 3/4/5/6 to stand 1/2 the unit moves to the rear 1 move, back toward chariot. If the unit is broken, roll a 4/5/6 to save each fig. If the unit stands the chariot will fight adjacent groups, 1 die per 5 pts and 1 die per chariot high score wins. If the TNF is defeated they lose 1 fig. If the Chariot is defeated they lose the combatant. 2. Chariots vs Cavalry Each chariot will fight two CAV figs. Roll 1 die per 5 pts of CAV and 1 die for the chariot high score wins, results sim to formed INF. 3. Chariots vs Chariots Even match, 1 die per chariot, high score wins. 4.Cavalry may not enter woods and move uphill with a reduction of 3TN distance. LT CAV may jump hedges and fences. 5.Cavalry Attacking Spearmen in double rank roll 4/5/6 to charge home, triple line 5/6 on deeper 6. If they fall to charge home 1/2/3 swerve-right, 4/5/6 swerve left. E. ELEPHANTS 1. If INF in 3 ranks or deeper elephant must roll a 1/6 to attack
3 Swerve Right 4-Swerve Left 5 Stops Mid way 6 Goes back in stampede 2. Should the elephant stampede he goes to the rear. If he hits a unit in their flank or rear they are routed roll a 4/5/6 for survivors of effected volley group. If he hits a formed unit headon, 1/2 swerve right, 3/4 swerves left, 5/ goes home. Roll as above. 3. In order for INF to stand and fig
in 3 ranks roll 4/5/6 in 2 or 1 roll 5/6If a unit does not stand it goes back 1 move with back to elephant. If the INF fights roll 1 die per volley group, 5/6 kills elephant, with loss of 1 fig. If Elephant survives roll, 1 die and remove 1 fig. for each PT. 4. Elephant vs Elephant will be an even throw, 1 die per unit.
2 Driver Killed (stampede) 3 One combatant killed 4 Two combatants killed 5 All combatants killed 6 Wounded Note - 3 wounds will kill the Elephant. 5. Elephants vs Cavalry If CAV is not normally stabled with elephants they must roll 4/5/6 to stand 1/2/3 they will fall back in order out of reach. If CAV stands they must attack a 4:1 headon, roll 1 die per side high point wins. If CAV loses roll 1/3/6 to survive fall back in rout. If elephant loses, 1/2 Elephant killed 3 Combatant killed 4 Driver killed 5 Elephant wounded 6 Stampeded 6. Missile Fire an Elephants from Engines.
1/2 Elephant wounded 3/4 Personal killed 5 Elephant killed 6 Stampeded HV:
From Hand Weapons
2 Driver killed 3 Elephant wounded 4 Elephant killed 5 Elephant stops 6 Stampeded 7. Elephants vs chariots: 1 die per unit, high point wins Use Elephant Vs Cavalry combat chart. Back to The Armchair General Vol. 2 No. 4 Table of Contents Back to The Armchair General List of Issues Back to MagWeb Master Magazine List © Copyright 1970 by Pat Condray 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 |