Advance the Colors:

Rules Modifications

by Dale Bley


Page 4: Size of Units

A maximum of 1" is permitted between companies. If companies are designated as "independent" on your muster roll, they are not required to maintain any minimum/maximum distances between companies. The officer/NCO currently in charge of the company will be placed in contact with the right-most stand of the company. Remaining officers/NCO's are placed up to 3" to the rear of the company. These figures represent file closers.

If companies become separated by more than 1", the regiment or battalion must, in the next turn, take action to close the gap. This must be done by reserve companies or by flank marching other companies to close up; however, this does not require other companies to fall back if a company has broken out of line by failing morale. In this case, simply advance one or more companies forward to close the gap.

Assuming that your regiment has these officers, the regimental colonel, lieutenant colonel and senior major are mounted. Any other field/staff figures are on foot except that the regimental commanding officer figure, regardless of rank, is always assumed to have access to a mount.

A regiment may be broken down into two "groups" or battalions. The right wing consists of the color company and all companies to the right of the color company. The left wing consists of all companies to the left of the color company. If a regiment is broken down into two battalions, the battalions need not sray within 1" of each other. In other words, you can operate as if you had "two regiments."

PAGE 8: TURN SEQUENCE

Eliminate secrions D and I; the "to hit" percentages have been reduced, so that any hit rolled is a "real" hit. Retain these sections if you are playing a campaign game. Modify the sequence so there is only one movement and fire phase per impulse.

ORDERS

Below is a list of the ONLY orders that may be given to companies. These orders are issued by the player who is representing the regimental commander, and may only be issued at the beginning of each turn. It is assumed that companies will automatically act on each given order. Combinations of orders may be given as long as the sequence is specified.

COMPANY, FORWARD...

The company moves forward and may not angle more than 22 and 1/2 degrees from the center stand of the company.

COMPANY, HALT... The unit does not move for the turn.

COMPANY, RIGHT (or left) OBLIQUE...

The company moves forward and must angle at least 22 and 1/2 degrees, but not more than 45 degrees to the right or left.

COMPANY, AT THE DOUBLE QUICK...

The unit moves the listed charge distance, but may not angle more than 22 and 1/2 degrees. This order is assumed to be a combination of quick and double-quick movement. Any unit that operates under a double quick order must make a straggler roll at the end of the turn. A unit may only be issued a double quick order every other turn and may not fire on the impulse that it has "double-quicked."

COMPANY, BACKWARD...

The unit moves 'in reverse" at the broken terrain rate, facing forward. movement rate is not exceeded. A company may not wheel about the center stand.

COMPANY, CHARGE...

The charging unit may angle up to 22 and 1/2 degrees tO make contact with a charge target. A unit may be issued a charge order only every other turn.

COMPANY, FORM (formation change)...

Formation changes include line to skirmish line, column to line, column of companies to column of divisions, and the opposite of each. If a column of companies (one company wide) is moving with another column of companies, e.g., a route column, the distance between the companies must be the length of the lead company column. For example, if Company A is 5" long and Company B is 6" long, the disrance berween Companies A and B must be a minimum of 5" as this is the length of the company in front.

A unit is never forced to continue a move once its move order has been "completed" by the player. In other words if a unit has been issued a COMPANY, WHEEL order, ir may halt when the wheel is completed. It is not forced to continue wheeling for all five impulses of the turn. However, if the unit does complete its maneuver before the end of the turn, its only option when the maneuver is completed, is to halt and await new orders unless it has a combination of orders allowing it to continue movement.

A unit is also not required to follow its order during every impulse. In other words, a company operating under a COMPANY, DOUBLE QUICK order need not move at the double quick for all five impulses of a turn. It may move at the double quick during any of the five impulses. A unit may also ignore an order and operate under a COMPANY, HALT order if enemy troops are within the 0-60 yards range column, except that a unit ordered to charge must do so and may not ignore that order.

A column of divisions (two companies wide) have the same distance restrictions but a column of divisions may not receive a road movement bonus.

Columns may freely bend and move along roads, even if it is in violation of the order restrictions. It is best just to give a route column a "Company, advance" order, which permits it to follow the path of the road.

All of the above orders may be given as battalion orders as opposed to individual company orders.

>PAGE 9: MOVEMENT ALTERATION FACTORS

All infantry receive a 6 yard bonus if their entire movement phase is spent moving along a road or trail.

Change the chance to hit a company leader from a "6" on a d6 to a "0" on a dl0.

PAGE 10: FORMATIONS

Add the option to place a company in extended line formation. The stands of the company are placed 1" apart. An extended line fires at a .75 penalty and receives fire at .75 effectiveness. This formation represents a single line of troops instead of a double line.

PAGE 11: MORALE CHECK

Change. . . "Unit receives flank fire" from + 15 to +30

Add... Unit is being charged and is not charging +30

PAGE 12 MORALE FAILURE RESULTS

Add... Unit is successfully charged and is not charging +50.

A charging unit does not fire a volley prior to the charge nor can a charging unit fire at all. A unit is restricted to receiving a charge order every other turn, unless it is permitted to pursue as per the melee results table. Units that charge are automatically disordered at the end of the melee round, unless they successfully pursue; whereupon, they are not disordered until the pursuit halts and all melee is completed.

Add... Any company on the immediate flank (within 1") of a unit that rolls a retire, retreat, or rout morale result must also take a morale check.

Any company that routs is removed from the table after inflicting any further morale tests. Routed units may not rally during the course of a game.

PAGE 10: FORMATION CHANGES

Forming a skirmish line requires some special formation rules. A Change Formation order must be given whereupon the company may break out into skirmish line. Skirmish stands may be spread out no more than 10" from one another, but must maintain a 3" minimum spacing. In game terms, it is assumed that the distance between the stands is covered by the skirmish figures. Green or militia type units may never form skirmish lines.

A company may form a skirmish reserve of up to one third of the stands in a skirmish company. This skirmish reserve is placed from 10" to 30" from che skirmish line, but must still be between the skirmish line and the main battle line. The skirmish reserve may be moved towards or into the skirmish line during any movement phase without having to write any special orders, and it may freely move around behind the skirmish line until it is "called into action."

Skirmishers may never charge, and they may freely be passed through or pass through any friendly units. They never hinder the movement of enemy troops, excepc skirmishers. Skirmishers may always "react" to the movement of enemy non-skirmisher units, so it is best to actually move skirmishers last.

Skirmishers may never voluntarily move within 15" of a non-skirmisher enemy unit, and they must fall back if such unit moves within 15" of them during the movement phase. This represents the skirmishers' reluctance to get too close to formed units. Skirmishers must fire at the closest target, measured from the center figure of the skirmish line, and any part of the skirmish line is considered a valid target since the skirmishers are considered to be dispersed evenly along the line. Enemy non-skirmishers may move through skirmishers at a 50% penalty. This reflects the smoke and harassing fire from the skirmish line.

A skirmish line which wishes to reform must be given an appropriate order to do so. The skirmish line may only reform behind the main line of battle, and must take any skirmish reserve with it. Only after it has passed to the rear of the main line of battle may it then reform its stands. When the skirmishers do form, they are assumed to act as a reserve company at the beginning of the turn after they reform.

Sometimes companies may be detached (only by giving them orders) to garrison a building, cover a bridge, redoubt, ford, hedge or wall section. It is permitted tO break off companies to do this as long as appropriate orders are given to do so. Once a company breaks off to accomplish this task and once it reaches its objective, it may move freely around within the position, but may not voluntarily leave it unless the battalion, regimental commander, or adjutant makes contact with a stand of the company and gives it new orders.

Assume that a full company, regardless of size, may occupy a building such as a house or barn, It takes a 6 yard penalty to enter or leave the building. Troops in buildings are always considered to be close order troops with no flanks, even if they entered as skirmishers.

A battalion or regiment may designate up to 20 percent of its companies as reserve companies. This is usually two companies out of a ten-company regiment. Reserve companies are placed anywhere from 20" to 100" behind the main battle line. They need not have any special orders until "released from reserve." Until then, they may freely move about without any company orders. When a reserve company is released, it may be given a company order at any time during the turn, not just the beginning, and it may immediately act upon that company order. Reserve companies are usually used to fill a gap in the line, garrison an important position or be immediately available as a local counter-attack force. A skirmish line that reforms and becomes a reserve company may do so even if it exceeds the 20 percent limitation.

DISORDER

Any time that a unit becomes disordered, roll a dl0 tO determine the number of impulses that the unit is disordered. Modify the die roll by the following:

    Militia/Green +2
    Elite/Crack -2
    Leader Quality 0 to 5

Any unit disordered must spend a minimum of two impulses disordered.

STRAGGLERS

Any time that a unit makes a double quick or charge move, or suffers a retreat (not retire) morale result, it must roll at the end of the turn to see if it suffers any straggler losses. A unit that retreats must roll for stragglers at the end of any impulse that it suffers the retreat results. Straggler losses are considered permanent losses for the duration of the game.
MovePercent Chance to Straggle
Double quick50
Charge75
Retreat100

Modify this by the following:

    Militia/Green +25%

    Elite/Crack -25%

Use this table just as you would the fire table; e.g., a 125 percent chance to straggle means that one figure automatically straggles and there is a 25 percent chance of another straggler.

WOODS MOVEMENT

If a unit spends more than two consecutive turns moving within a wooded or forested area, it must roll to see if it begins to lose its alignment. Each company must roll, a 1 to 7, meaning that the unit may move as ordered, and 8 to 0 meaning that its movement is adjusted.

If the unit is following a COMPANY, ADVANCE, DOUBLE QUICK, BACKWARD, or ABOUT FACE order, then a roll of 8 means that the unit must move at a 22 and 1/2 degree angle. If a 9 to 0 is rolled, then it must move at a 45 degree angle. If the unit is moving to the rear, it may still move to the rear, but must use the angled movement.

If the unit is following a COMPANY, OBLIQUE order, then a roll of 8 means that it must move at only at a 22 and l/2 degree angle. A roll of 9 to 0 means that it moves directly sideways.

If the unit is following a COMPANY, WHEEL order, then a roll of 8 means that it may not wheel at all, and a roll of 9 to 0 means that it wheels at a 3" for 1" rate.

Sequence of Play

  1. Movement from previous impuise (pursuit.)
  2. New movement plus formation changes
  3. Fire.
  4. Morale checks.
  5. Melee and melee morale check.
  6. Commanding officer replacement if needed.

The above sequence is for one impulse. There are five such impulses in one turn.

Skill Level

Roll 2d6 to determine skill level of officer/NCO:

    2-4: 0 5-8: 1 9: 2 10: 3 11: 4 12: 5

If the unit is following a COMPANY, CHARGE order, then a roll of 8 means that it must move at a 22 and l/2 degree angle, and a 9 to 0 means that it must move at a 45 degree angle. If because of this movement the unit is not able to make contact with a charge target, it must halt at the end of its charge move and become disordered.

If the unit is following a COMPANY, FLANK order, then a roll of 8 means that the unit may not move at all and a 9 to 0 means that it moves at a 45 degree angle.

If the affected unit forces other companies to "adjust" their movement, then this is done via a "domino effect" type of move; whereupon, the companies that the affected company runs in ro must also adjust their moves in order to maintain the maximum 1" spacing If the maximum spacing rule is violated when the unit(s) emerge from the wooded area, then the companies must be issued orders to effect a repair of the spacing problem. You should begin rolling with the left or right flank company and then continue with the next adjacent company.

MOVEMENT

FormationAdvancingCharging
Foot in Line915
Foot in March Column1315
Foot in Skirmish13N/A
Mounted in Line1524
Mounted in Column2025
Wagon9 N/A
Artillery Limbered13 N/A
Artillery Unlimbered3N/A

Artillerists move as skirmishers when moving without guns. Routing foot move 20", mounted move 30".

Movement Modifiers

    Elite or crack troops: +2" All militia: -3" Green troops: -2" Broken terrain (except skir.): -1/3 allowance Rough terrain: -1/2 allowance Column on road: +2" Crossing obstacle: -2"

Morale Table

Unit's unmodified percent chance to fail morale:

    Civilian Militia - 35%
    Trained Militia - 30%
    Green - 25%
    Veteran - 20% Grizzled Veteran - 15%
    Elite - 10%
    Crack - 15%
Modifiers
-10Unit's commanding officer is a "5" rating
-8Unit's commanding officer is a "4" rating
-5Unit's commanding officer is a 8S3n rating
+5Unit's commanding officer is a "O" rating
+5Unit fired on by artiilery this impulse segment
+30Unit received flank fire this impulse segment
+10Unit has enemy on or behind flank but didn't receive fire
+10Unit sees friends other than skirmishers retreating or routing
+10Unit receives 10% casualties from fire this impulse segment
+15Unit receives 15% casualties from fire this impulse segment
+25Unit receives 20% casualties from fire this impulse segment
+20Unit has now lost a total of 25-49% casualties this battle
+30Unit has now lost 50% casualties this battle
+30Unit is being charged without charging
+10Unit is currently disordered
+10Unit sees commanding officer eliminated this impulse
+10Unit was forced to retire during last movement
-10Unit forced enemy unit to retire last movement
-10Unit protected by soft cover
-20Unit protected by hard cover

Morale Failure Results Table

    0-50: Retire. If infantry or skirmishers, roll a d10 and retire that many inches, facing the enemy. If cavalry, roll a d10x2, retire and reface the enemy.
    51-75: Infantry and skirmishers retreat 1 on, cavalry 14", but with backs to the enemy at end of movement. Troops must roll on the disorder and straggler tables.
    76-100: Rout. All troops rout the distance shown on the movement table.

After inflicting any resultant morale checks, the routers are removed from play.
Morale Modifiers
If testing due to artillery fire, but no other cause-20
If engaged in melee and did not suffer 2:1 losses-20
Unit's commanding officer is a "5" rating -10
Unit's commanding officer is a "4" rating-5
Unit is elite/crack-15
Unit is grizzled veteran-10
Unit is veteran5
Unit had lost 25% to 49% casualties this battle+20
Unit had lost 50% or more casualties this battle +30
Unit is green+5
Unit is trained militia+10
Unit is civilian miiitia+15
Unit see other friendly units routing or retreating+10
Unit received 20% or more casualties this impulse+15
Unit was charged without charging+5O


Fire Results Table
Range0-10"11"-20"21"-30"31"-40"41"-100"
Crack/Rifle Musket1194 33
Crack/Smoothbore1211433
Crack/Shotgun14124N/AN/A
Crack/Repeating Rifle1614543
Elite/Sharpshooter1816765
Crack/Carbine1210333
Crack/Repeat Carbine1614433
Any Pistol5N/AN/AN/A N/A
Artiilery Canister385370342312212
Artillery Shot7565626362


Firing Modifiers
Elite with any weapon-1Target behind stone wall, buildingx.50
Grizzled vet with any weapon-1Unit firing is disorderedx.33
Veteran with any weapon-2Initial volleyx 1.2
Green with any weapon-2Firing at skirmishersx .50
Trained militia any weapon-2Skirmishers firingx .50
Civilian militia with any weapon-2Artillery at half strengthx .33
Target behind fence, brush or treesx .66Firing on target in flank or columnx 2
Extended line firingx .75Firing at extended linex 75

Die roll: Percentage Change

    1-3: 5
    4 7: None
    8-10: +5

This die roll is made after all of the above calculations are made. For each "hit", roll a d10. A "0" means the hit was on a company officer or an nco.

Check Morale When:

  1. A company is fired on by artiliery
  2. A company suffers 10% or more casualties in a fire phase, or has taken 25% or more total casualties.
  3. A company is being charged and the enemy unit can continue its charge.
  4. A company is being fired on from the flank.
  5. A company's commanding officer becomes a casualty.
  6. After melee.
  7. A company sees a friendly unit rout or surrender.

Disorder

Roll one d10 to determine number disordered; modify by:

    Militia/Green +2
    Elite/Crack -2
    Leader Quality O to -5

Minimum of 2 impulses of disorder.

Stragglers
MoveBase % Straggle
Double Quick50
Charge75
Retreat100
Militia/Green+25%
Elite/Crack-25%

More Modifications


Back to The Zouave Vol. X No. 4 Table of Contents
© Copyright 1996 The American Civil War Society

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