by Keith Ball
Opposed to a normal dice-throwing system, this is a method of simulating small arms fire of the Napoleonic, or Horse-and-Musket period. The basic method is to use points rather than a dice throw, and to ascertain hits on a target unit, which are then saved, or killed or wounded by-dice throws. Thus the chancy and somewhat unrealistic scoring of deaths by dice means are eliminated. It can be used for 20-25mm figures. Units fire in groups of five if muskets.
Simply take a unit which wishes to fire, determine its target, and add the points relating to its position, etc., etc. A full volley of 5 (or 4) men +1
Throw a Die
1 : - 1/2 2 : - 1/4 3 : none 4 : none 5 : +1/4 6 : +1/2 The next thing to do is deduct certain values for fire at different ranges.
Rifles may fire up to 15" if they do not move in the same turn that they wish to fire in; they use the 6-12" column. A Typical Situation Unit 'A' fires at Unit 'B', on level ground, at 5" range, ('B' being a column of 4 ranks, and 'A' being a normal musketry unit), 'A' has not moved.
It is a full volley (5 men) +1 Let's say 'B' moved so no points 'B' is in close formation +0.5 'A' is not near a wall, no points 'A' is not an elite unit, nor a rifle unit 'B' is a column so +0.25 It is level ground, no points The fire is frontal 'A' throws a die, gets 4, so no effect. 'A' has, therefore, 0.75 + 1.5 + 0.25 + 1, and 0.75 for not moving = 3.25, at 5" range means -1.75, so gets a total of 1.5, and that means one and a half hits on 'B'. For hits, use this table: Thow one dice - 1, 2, 3 = dead: 4 = wounded: 5, 6 = saved. For wounded, readers could make their own rules. For half hits use this table: Throw one dice - 1 = dead: 2 = wounded: 3, 4, 5, 6 = saved. In the example stated, if for his hit, 'A' had thrown 3, and for his half hit thrown 2, he would have killed one, and wounded another of 'B's unit. Basically, that is it. Readers can easily elaborate, and on the question of wounded would probably do a better job than me. I have play-tested this system thoroughly, and I can say with confidence that it works in medium sized wargames with figures in the 20-25mm range. It could be adapted for 15mm by exchanging inch readings to centimetres. Another Napoleonic addition I thought of recently was to add an extra quarter point to all pure British units, simulating British marksmanship. The system works well with simultaneous movement, and a refinement there is to have:
For first volley at attacking troops -1, for second -2. (Assuming that the z move 1 volley, no move 2 volleys system is used). Delayed firing (when units move into and out of range during the turn, and finish out of range). It is also a good idea to subtract a firing point if the target is behind cover or covered by rising ground etc. I am also a bit sorry that minimal chance wargaming is not publicised as much as it should be. I know a lot of people wargame for fun, and do not want calculation and maths to do when they are in the middle of a battle, but by reducing the luck level to a tolerable level, more use of the brain is required, and for serious wargamers, a lucky dice throw can ruin an otherwise enjoyable game. I have left out for sake of conciseness, all the rules concerning possible targets, firing sequences, fields of fire, hit ratios, cavalry carbines and sighting, and a few modifications concerning weather, inexperienced troops and fatigue. Back to Table of Contents -- Wargamer's Newsletter # 163 To Wargamer's Newsletter List of Issues To MagWeb Master Magazine List © Copyright 1975 by Donald Featherstone. 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 |