Wargaming on the Square

Rules Ideas

by Johan Johannson


OBJECT OF GAME: to take and hold the four center sectors. If neither general is able to do so, game is a draw.

THE FIELD: roads, 4 bridges, rivers 4 inches - may have 3 houses, hill, 3 woods. hill, 3 woods

BOXES: - numbered 1 to 24 - 9 blank boxes (for aux. units) which are replaced by numbered ones after auxs. are drawn. Boxes may move 1 sq. in any direction (not diagonally) may be faced before being removed.

BASE CAPACITY: 16 inf. - 8 cav. - 2 guns & men.

FIGURES: 1 inch - mounted individually.

EACH ARMY: 4 inf @ 16 men. - 2 drag @ 8. - 2 art @ gun, horse, 6 men. - off. - drums

AUXILIARY UNITS: 3 inf @ 12.-3 lanc @ 8. - 3 art (more troops available if wanted).

ORDERS: are distributed from 6 inch container (face down) and replaced as each unit executes orders. Order cards 1 inch.

COMBAT RESULTS: are determined by drawing cards from regular playing deck. Red cards are hits for red gen. Black cards are hits for blue gen. Cards may be arranged red & black alternately for a "no chance game" or shuffled.

Further Surprises!

SET UP: Each Gen. gets approximate map of field - Place Screen - Each Gen. gets accurate map of his half of field - Draw aux. troops - Arrange army in commands ( on bases) and place on any sector in first row - Place boxes over units and empty sectors - Remove screen - Arrange field as shown on two half maps.

Sequence of Play

A unit not able to execute its orders must stand fast.

ADVANCE/AND FACE
move fwd. and/or diagonally fwd. 1 sq. to limit.
may face after completed moves.
diagonal move counts 2.
moving thru friendly units is permissible (not charge)
may leave part of unit (50% or less) in original square

MOVESInfCavGun &
2 Cav &
Art Horse
2 Cav2 Foot &
Art Horse
2 F oot
OPEN24422 1
HILLall units 1 move only
(into, onto, in, on, off, out of)
RIVER
WOODS (inf & cav only)
BLDG. (inf only)
ON LINE (plain only)
ROADall units, plus 1 move

A unit adjacent to & facing enemy unit cannot advance.
A unit adjacent to and facing hill, river, woods, bldg. must move into/onto same, if ordered to advance.
A unit entering road during its advance may face and follow same; the remainder of its moves plus 1 - may face after completing moves.
Inf in bldg. may move out in any direction, but may not face.
Inf in bldg. may leave same on fire.
Any unit adjacent to & facing bldg. (and no enemy unit is inside or adjacent to bldg. or unit) may leave same on fire.
Any unit on bridge (and no enemy unit is adjacent) may leave same on fire.
A unit with gun (and no enemy is adjacent) may spike and leave same.

Bridge may be crossed while burning, but not stopped on.
No unit may stand or move adjacent to a burning building.
Officers and drummers may FACE AND/OR ADVANCE AND/OR FACE on any order individually or together. - may face any unit they join.
Drummers stay with unit - will join in melee (not fire) - are f irst casualties.
Officers may leave unit in its turn to execute orders - move with unit, or stand fast. - may join in melee & fire - Officer is one of casualties if unit loses 50% in one turn or one position.

FACE/AND ADVANCE

Face, may move fwd and/or diagonally fwd 1 sq to limit - may move thru friendly troops (not retreat). - may leave part of unit (50% or less) in original square.
(Adjacent - to mean, having one side in

DEPLOY, FORM LINE (move one or more men from base to adjacent square/s, Sections may face)
FALL IN (move all members of unit from adjacent square/s to base, may face)
FORM SQUARE (face man individually on base)

    A unit ON LINE may - fire, advance, fall in.
    A unit in SQUARE may - fire and/or face men individually, fall in.
    A unit DEPLOYED (not on line) may - fire and/or face Sections, fall in.
    A Section not adjacent to its Base may - fire and/or face.

FIRE

1/2 card for each musket in first rank
4 cards for each cannon (if manned by inf or cav - 2

RANGES fwd and/or di

    cannon, 6 sq
    musket, 3 squares

Lines from front corners of firing sq. to 3 corners of target sq. must be free of obstacles (bldg, woods, hill, units).
Units may not fire from River square.
Inf in bldg may fire in any direction.
Units firing during order priority 2 may not face after firing.
Units firing during priority 3 may face after firing.
Gun may be fired by one man.

Hits are applied equally among (in range) Sections of a deployed unit, the most exposed section receiving first hit.

HIT PRIORITIES

Musket Fire1st2nd
OpenManArt. Horse or Man
Bldg, WoodsN.E.Man
Gun Fire1st2nd
OpenManArt. Horse or Gun or Man & Bridge
WoodsN.E.Man
BldgN.E.Bldg & Man

2 accumulated hits destroys gun
3 accumulated hits destroys bridge & all on it
4 accumulated hits destroys bldg & all in it

Gun Range
Musket Range
Melee (M)
Visibility - open, unobstructed - 6 squares, in any direction - into bldg, woods - 1 square in any direction.

CHARGE

Move fwd. zero sq. to limit until adjacent to (not diagonally) and facing opponent unit.

FLANK OR REAR (or 2 vs 1)

    (1) A charge - A melee.
    (2) D retreat.
    or (2) D (if stronger than A and [ FIRE] or [CHARGE] face A - A & D melee less numerous unit retreats.

FRONT

    (1) A charge
    (2) D (if [FACE AND ADVANCE] face/and advance.
    or (2) D (if [FIRE] fire - A & D melee - less numerous unit retreats.
    or (2) D (if any other) & A melee - less numerous unit retreats.

MELEE
1 card for each cavalry in unit - 1/2 card if on river square.
1/2 card for each infantry or artillery man - 1/2 card if on river


1st - unit defending hill against a unit charging uphill, unit defending wood, bIdg against unit or plain, unit in square formation.
2nd - cuirassiers, lancers.
3rd - dragoons
4th - infantry, artillerymen

Sections of a Line adjacent to charged section of same unit will join in melee.

A unit in melee drawing more hits than needed to eliminate opponent unit may use extra hits to cancel an equal number of opponent's hits.

Infantry in Bldg may defend same in any direction.

A Square formation may defend in any direction.

RETREAT - face from opponent and move fwd limit or as far as possible. - (if deployed) fall in and move fwd 1 sq only.

CHARGED BY 2 UNITS AND FORCED TO RETREAT
Front or Rear & Flank - retreat away from more numerous enemy.
Front and Rear or 2 Flanks - unit is eliminated.

A UNIT MUST RETREAT IF - it has fewer men than opponent after a melee turn.
A unit is eliminated if it

    loses 50% of its existing numbers (not original numbers) due to fire, in one turn or one position.
    it is forced off table.
    reduced to one man.
    one of its adjacent sections is eliminated or forced to retreat.

    A retreating unit must leave a Gun.


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© Copyright 1970 by Pat Condray
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