Move and Fire

Rules Ideas

by Bill Gunson

I've been experimenting with a new system of moving and firing -- the main object of it to shorten the game a bit from the usual 4 hours or more, and to give players the chance to bring firing to bear on charging troops. You know how you can be left during your move with your guns pointing the wrong way and infantry apparently standing watching a massive charge at a neighbouring unit?

Not any more. The idea is to break each move into 3 parta (the move is only split in this way when moving into melee). Firing takes up two thirds of a move.

Player A takes a move turn, while player B takes a firing turn. The game move is carried out with both players being on the same end of the table and dealing with each "action" in turn along the table.

Player A may take a charge during his move turn, and is only allowed 2/3 of his move,g iving player B a chance to retaliate. Player B can wheel weapons and units to face the charge (using up 1/3 of his firing move) then can fire (using up the remaining 2/3). A player might then have to throw for morale if casualties were severe enough, and the charge might in that way be beaten off. If not, the charge is continued to complete the move turn.

It probably sounds more complicated than it is. Basically it is semi-simultaneous moves, which none of us seem to go for, but in effect on player fires while the other moves, cutting out to some extent the plodding process of alternatite moves.


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