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
A unit adjacent to & facing enemy unit cannot advance.
Bridge may be crossed while burning, but not stopped on.
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.
DEPLOY, FORM LINE (move one or more men from base to
adjacent square/s, Sections may face)
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
RANGES fwd and/or di
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).
Hits are applied equally among (in range) Sections of a deployed unit, the most exposed section receiving first hit. HIT PRIORITIES
2 accumulated hits destroys gun
Gun Range
CHARGE Move fwd. zero sq. to limit until adjacent to (not diagonally) and facing opponent unit. FLANK OR REAR (or 2 vs 1)
(2) D retreat. or (2) D (if stronger than A and [ FIRE] or [CHARGE] face A - A & D melee less numerous unit retreats. FRONT
(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
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
A UNIT MUST RETREAT IF - it has fewer men than opponent after a melee turn.
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. Back to The Armchair General Vol. 2 No. 8 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 |