by Ted Haskell
Note: The issue contained an unprinted page, which contained all rules prior to 2.3. No mention of the page or reprinting was in any subsequent issue.--RL 2.3 Line infantry and cavalry and guns must move on the rank and file. This duplicates the drill movements of the day. 2.4 Light horse, light foot, and command units may move diagonal and do not need to use move units to "face". 2.5 Move units:
Cavalry 5 units Field guns 3 units Horse artillery 5 units Command units 6 units (in any direction or combination 2.6 One unit may not pass through another except when broken and forced to retreat. see sec. 4.4.b,c,d,;5.7 III Combat by Musket Fire 3.1 All musket fire is simultaneous at the end of
the move.
IV Combat by Melee 4.1 Units are moved into contact by moving onto squares
adjacent on rank & file, not diagonal
b. Line infantry 5,6 eliminates the defender c. Line cavalry 4,5,6 eliminates the defender (see also sec 4:7) 4.4 Defender rolls dice
4.5 Supporting units (see 4.2) add 1 to each dice throw of attack or defender. 4.6. Units may not advance through, or out of contact without engaging the
enemy unit. This makes delaying.actions possible.
V COMBAT BY ARTILLERY FIRE 5.1All field artillery fire is on rank and file or diagonally. (like the chess queen, but not the
knight)
VI PRISONERS 6.1 Any unit which is forced to surrender in combat sec.4.4.b
VII DEPLOYMENT (OPTIONAL) 7.1 Each side, rolls dice at the opening of the game (terrain setup but no
troops on board)
VIII WINNING THE BATTLE (OPTIONAL) 8.1 Two objectives--HQ ;and, Supply camp are designated for each side.
APPENDIXSince the first publication of these rules, I have played a number of games with various opponents including R.L Patterson, Ed Small, and T.E. McGowan of Chicago. They made a number of suggestions , several of which were judged worth including. That is they added merit, without adding too much to the bulk of the game. The section numbers will serve to locate the new rules in the appropriate section of the main rules. See 2.5.b If the unit moves on road, add 2 to basic move 2.5.0 If the unit moves up or down hill,subtract 2 from Basic move. 2-5.d If a unit moves through a forested area, subtract 2 from basic move. However this is not cumulative to the point where a unit cannot move. Infantry basic=3, uphill or through forest, or both = 1 cavalry uphill= 5-2=3, cavalry uphill and through forest= 5-2-2=1 See 4-3.d Command units have the combat value of light o se and as such may defend themselves or even attack subject to rule 2.1.d if a commanding unit is eliminated. 4.3. Line cavalry "charging" (ie. min 4 units in line,) add 1 point to dice throw of each. Sec. 1.1 note: While the gridded board does pose certain limitations, I feel that here these limitations are used to duplicate the limitations of the terrain (defiladed positions, "dead ground" small draws etc) which allow tactical innovations on the part of the troop leader. These same accidents of the terrain pose problems in effective "fields of fire" (see See. 3. 3, 5-1) and again the gridded board allows a simple consideration of the factor without complications. NOTE ON TROOPS: My research on this game used 20mm figures was follows: Line infantry--6 figures on a square, Line horse 3 figures/ square; light foot--3 figures/ square; light horse 2 figures/square; Command units--General officer +1 or more Aide de camp. I am sure that 30mm figures on slightly larger bases would undoubtedly work just as well. Following the Morchauser book you could work out proportions for figures of any size. Any further comments on your personal trials and combats with this system would be received with great interest. *Judged by the informal wargame seminar at the GOAT & BAGPIPES INN Itasca Back to The Armchair General Vol. 2 No. 6 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 |