Edward W. McKie
Editor's Note: This rules set was written by Mr. Edward W. McKie, Secretary of the Ayr Wargames Club in Scotland, and he has kindly allowed us to publish them in the Zouave. Those of you who have frequently wished for a rules set other than "On to Richmond" that would allow entire Corps and Armies to be fielded on the wargame table may find these rules very enjoyable. We extend our sincerest thanks to Mr. McKie for the use of his ACW rules. EQUIPMENT You require the following as well as your figures and terrain: a metric tape or ruler, one ten sided dice, and one average dice. SCALES Ground scale: 20mm 100 yards
BASE SIZES: These sizes need not be used if your figures are already based. They are intended for 15 or 5 mm figures. All sizes are in millimeters. Troop type:
TROOP CATEGORIES: To make allowance for troops historical abilities, I suggest you categorize your troops in the following manner:
Experienced: Troops with previous battle experience but not as good as veterans. Raw: Troops with very little or no battle experience, or militia. FORMATION AND STRENGTH OF UNITS Average regimental strength during the war was around 400 men; for this reason I feel that brigades are the smallest units that should be fielded. A brigade of 1,600 men would be represented by a unit of 16 figures. As you might have noticed, I have already grouped the artillery in brigades or battalions of 20 guns. For an artillery unit to fire at full effect it must have a crew of 4 figures. If the crew suffers casualties, the fire effect of the artillery unit will fall proportionately. Up to 3 foot or cavalry figures may be attached to assist the trained crew. VISIBILITY: All troops should be placed on the battlefield at the start of the battle; however, it should be accepted that visibility is limited by the line of sight. Weather, time of day, etc. could also adversely affect visibility. Troops in dense woods and towns can only be seen or see out at the edges; visibility within this terrain is limited to 20mm. AMMUNITION: Each unit has 6 rounds of ammo per figure or gun available at the start of a battle. In addition to this up to 6 rounds per figure or gun are kept in reserve in all ammunition train behind each corps. A running total of ammo should be kept for each unit. Troops fighting in long battles run the risk of running out of ammo as often happened in real life. DEPLOYMENT AND GENERAL ORDERS: The Commander-in-Chief should draw his initial deployment on a map of the battlefield. Clear orders are then written for all his corps Commanders, and their intended march route should be drawn clearly on the map. Corps Commanders should then write order s, etc. for their divisional Commanders. Orders should always be kept brief but you must remember to keep them clear. Orders may only be changed by a higher ranking General in the direct line of command, meeting his junior on the battlefield or dispatching a courier to him. BATTLE PERIOD: Follow this procedure each period: 1. Make all compulsory routs, retirements, etc. 2. Declare and test morale of all charging and counter charging units. 3. Move all units as desired. 4. Perform all firing. 5. Test morale for charging units that suffer 20% casualties from firing. 6. Test morale for all units that are standing to receive a charge. 7. Fight all melees. 8. Perform all other morale tests. EFFORT POINTS: To simulate weariness, which often stopped armies from turning a tactical victory into a complete rout of the enemy, use the following method. All units accumulate effort points for various actions they perform. A running total of effort points must be kept for all units. Effort points are accumulated if any of the following are performed: 1. Making a charge or double move: 2 points. 2. Firing: 1 point. 3. Fighting in a melee: 2 points. After a unit has accumulated 7 effort points, it becomes tired. After a unit has accumulated 12 effort points, it becomes exhausted. To reduce their points total a unit must rest. To rest, a unit must remain stationary and not perform any task which causes it to accumulate effort points. Each period a unit rests, its effort points total is reduced by 2. MORALE Test morale of units in the following circumstances:
2. If standing to receive a charge. 3. Charging or counter charging units who receive 20% casualties from firing this period. Unit tests a distance of 20mm from their target. 4. After a melee. 5. When a friendly unit routs past within 200mm (routing unit must be in sight). 6. To rally from retreat or rout. 7. When a unit loses 10% of its original strength in a period. Test procedure: Each unit that tests morale throws one average dice and adds or subtracts the relevant tactical factors. The final result is then applied to the morale results table. Tactical factors:
If veteran unit: + or - 2 If experienced unit: + or - 1 If behind or in cover: + or - 1 If advancing: + 1 General in line of command with unit: + 1 Won present period of melee: + 1 If under artillery fire this period: 1 Each 10% of original strength lost by a unit: - 1 Each friendly unit in sight routing past within 200mm: - 1 If tired: - 1 If attacked or fired on from the flank this period: - 1 Lost present period of melee: - 2 If attacked or fired on from the rear this period: - 2 If at present retreating: - 2 If at present routing: - 3 If exhausted: - 3
PRISONERS These must be escorted to the rear then guarded by at least 1 guard per 5 prisoners. Prisoners may never be killed. MOVEMENT: The rates of movement I have given below are the maximums possible in one period. it should be remembered that adverse ground conditions could greatly reduce them. All distances are given in millimeters.
Generals may always move 600 in one period if mounted. Field artillery crews may manhandle their guns up to 20 in a period. Maneuvers, etc. Changing from line to column or vice versa deducts 50% from their move. Changing face, turning, etc. deducts 25Z from their move. Dismounting or mounting cavalry must deduct 25% from their move and while dismounted every fourth figure must act as a horseholder; otherwise their horses will wander off! Limbering or unlimbering field artillery deducts 25% from their move. Limbering or unlimbering siege art. or mortars takes one complete period. Only foot may move in dense woods, moving at half their normal rate. One figure requires 4 complete periods to dig a trench or similar defense of 7mm frontage; no other task may be performed while digging (trenches dug in this hasty manner count only as cover from firing). SMALL ARMS AND ARTILLERY FIRE: The following weapons were the most common used during the war: Smoothbore musket: used early in the war by the Confederates due to their lack of decent arms, also a common weapon of militia on both sides. Muzzle loading rifle or carbine: most common small arms, used by both sides. Breech loading rifle or carbine: the rifle was used in small numbers by both sides. The carbine was mainly used by Union cavalry, proving decisive late on in the war. Repeating weapons were used in fair numbers by Union troops late on in the war; their volume of fire proved to be devastating. 12 lb. smoothbore gun: most common artillery piece. 3" Rodman rifled gun: most common rifled gun, highly prized by both sides. Siege guns: very heavy and difficult to move, these guns were used very rarely in field battles. 10" mortar: used mainly for sieges, they were very cumbersome. Restrictions on firing: Only front rank figures may fire. Troops on higher ground however may fire over intervening troops. Troops may also direct fire at targets higher than intervening troops. Troops may not fire at targets more than 45 degrees left or right of their front face. All troops except siege guns and mortars may move and fire; however, this does have an adverse effect on their firing. Target priorities: 1. Any enemy charging the firing unit. 2. Nearest enemy firing on the unit last period. 3. Any enemy within range. Firing procedure: 1. Calculate the range from the center of the firing unit to the target. 2. Calculate the number of figures or guns eligible to fire. 3. Derive the basic weapon/range factor from the table. 4. Add or subtract the tactical factors. 5. Cross reference the final firing factor with the number of figures or guns firing on the casualty table, then remove the appropriate number of casualties. Remember to count each gun model as 20 guns for firing.
Tactical factors:
Resting weapons +1 Target over two ranks deep +2 First volley or shot in a battle +2 Armed with repeating weapons +2 Raw troops firing -1 Target moved position this period -1 Target in cover -2 Target is unlimbered artillery -2 Firing unit is tired -2 Cavalry firing while mounted -2 firing unit has moved or changed formation, etc. -3 Firing unit is exhausted -4 Target in skirmish order -4 Target in permanent defenses - 5 Counter battery fire: When a battery is fired upon by enemy guns, there is a chance some of its own guns or mortars could be destroyed. Throw one ten sided dice and consult the table below. If the dice corresponds with the table, then your battery has lost the appropriate number of pieces.
MELEE: Troops entitled to fight must be in base to base contact with enemy to their front or forming an overlap of one figure on either flank. Melee procedure:
2. Derive the basic fighting factor from table. 3. Add or subtract the tactical factors. 4. Work out casualties in the same manner as firing. Tactical factors:
Results of melees: If a unit has suffered more casualties than it has inflicted it has lost the melee. Troops who lose a melee are pushed back 50mm; the winners need not follow up if they so desire. Test morale first for the losers, then the winners. If no unit routs and both sides remain in contact, the melee will continue next period. Once units in a melee become exhausted they must attempt to retire to a safe place. Once there they must rest and reorganize and if possible reduce their effort points total below 12. Troops who are exhausted in a melee but who are fighting troops who are not must continue to fight until they can break from contact or are routed!
RISK TO GENERALS:
Generals who are with a unit that is fired on or is involved in a melee have a chance of being hit. Throw one ten sided dice; if the score is 1, the General is killed outright. If the score is 9 or 10 he is seriously wounded and must leave the battlefield as soon as possible. He is out of action for the rest of the battle.
Explanation of casualty table: First number is the definite number of figures lost, second number is the percentage chance of removing an extra figure. Units suffering casualties from more than one source should add them together before dicing to remove the extra figure.
BATTLE LOSSES:
Breakdown of casualties per day of battle is as follows: around 15% dead, 35% badly wounded, and 50% slightly wounded or helping wounded to rear. Such troops return at the end of a day's fighting.
The optional rules included here are purely to add more "flavor" and scope to your battles.
SHARPSHOOTERS, - SNIPERS, ETC:
During the war a small number of highly trained and well armed sharpshooters and snipers performed amazing feats. Sniper rifles were very accurate and had an effective range of over 1,000 yards. One drawback, however, was their slow rate of fire which often put them at a disadvantage at close ranges. If you wish to include snipers in your army then make the following addition to the weapon/range factor table:
A maximum of only 1 figure in every 200 can be armed with a sniper rifle. Snipers can pick Generals as their their target priority if desired.
GUNBOATS, ETC:
These are out with the scope of these rules. If you decide to use them however remember that every gun model represents 20 actual guns and when firing on the casualty table counts as 20 guns. A gunboat might be only armed with 2 actual guns; therefore it would count only as firing 2 guns on the casualty table. Ironclads were invulnerable to field artillery and small arms fire and only occasionally heavily damaged by siege guns.
GENERALSHIP:
To simulate the different capabilities of Generals - all of whom could affect the course of a battle - try the following:
Initiative: this is the ability that the Commander-in-Chief of an army has in gaining a tactical advantage over his adversary.
Activation: this is the ability that corps or divisional Commanders have in understanding and carrying out their superiors' orders.
Initiative:
To gain the tactical initiative over his adversary each Commanding General throws one ten sided dice and adds his initiative rating to its score; the higher total gains the initiative. If both totals are equal then the General with the highest rating gains the initiative. Generals who gain the initiative then decide whether to move their army first or second.
Activation:
If a corps or divisional Commander is to carry out his orders, he requires to be activated. To become active each Commander-in-Chief throws one ten sided dice and adds its score to his Corps Commander's activation rating, and if their total is greater than 10 then the corps Commander will carry out his given orders. Once the corps Commander achieves activation he may then attempt to activate his divisional Commanders. Only one attempt to achieve activation may be made each period. Commanders who fail to achieve activation may not voluntarily advance troops if this is their first order; if already carrying out old orders they may either continue with them or halt.
Generals' initiative and activation ratings: The following table gives the ratings for most of the main Generals. If however you use Generals I have not listed, then make up your own ratings taking account of the values I have given.
Example: Gen. Bragg 3/5
New battle period:
This is required so that the Generalship rules may be included.
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