Strike for Your
God and Country

Rules Adaptation for TSATF

by Nick Nascati


This set of rules represents a more polished version of the rules published as Tall White Mansions and Little Shacks in The Courier, issue number 61. Having had the opportunity to play a few colonial games using the original, basic version of The Sword and the Flame recently,

I realized that time had distorted my memory of certain rule mechanisms; some re-writing was in order. In addition, as I have become more and more involved in the American Civil War, I realized that several of the mechanisms I built into the original variant [of my rules, Tall White Mansions and Little Shacks] needed to be revised. A new version deserved a more appropriate name, thus my new title of Strike for Your God and Country, based on a battlefield quotation.

Why do a TSATF variant when there are so many sets of ACW rules? Well, there are three primary reasons. First, the level of representation works our perfectly for the type of close action that I generally prefer to play. Second, the rules are simple, fun and easy to tinker with. Third, reading through various sets of published, more complex sets of rules(as well as regimental histories and battle descriptions), the main factor that makes the American Civil War different from other "horse and musket" periods is the difference in the training levels of the troops involved. This is easy to build into TSATF.

A typical ACW company on paper consisted of 80 to 100 men; this number was substantially reduced by losses, disease, desertion, etc., through the course of campaigns. Therefore, we can look at TSATF units in a couple different ways. The basic unit, which I normally use as 20 men and an officer, can be looked at as a battle-weakened company, with several such companies making up a regiment (up to ten companies).

On the other hand one could look at the basic unit as being a section of a company, and group several of these together as a near paper-strength company of 60 to 80 figures. The system will work either way. It is simply a matter of what level of command one feel ups to. I tend to lean toward the former idea [a regimental formation] for most games. Movement and firing sequences are both governed by a standard deck of cards; use red cards for Union movement and use black cards for the Confederates.

The turn sequence will remain as in the original TSATF rules: movement, firing, hand-to-hand combat, and morale. If you bring Indians into the game, they will move as skirmishers on foot or as cavalry in column when mounted. Their leaderless die roll number will be 5 or 6.

I. Movement

Rough terrain will include any feature that impedes movement, from streams to walls. Troops in the course of the game can dismantle fences, etc., by spending a turn doing so. Cavalry mounting or dismounting, or artillery limbering or unlimbering, will drop the HD6 to do so.

Cavalry, of course, must keep back one figure in four to act as horseholders. Cavalry units can additionally Ð providing all players are aware of this Ð split their dice rolls up, so they may move, dismount, fire, then remount and move, all by spending one die roll at a time.

Any formation changes, such as line to open, line to column, refusing flanks, etc., are based on the distance that the furthest figure in the unit has to move.

In games that are parts of campaigns, where killed or wounded make a difference, troops may carry wounded soldiers while moving at half their normal speed. In "one off" games, all hits will be considered to be equally lethal.

Keep in mind, in timing charges, that if you choose to charge a unit that has not yet moved, you will be very likely facing empty space.

In this variation, only Indians will be allowed to be hidden, and they will only become visible when opposing troops move to within four inches of the Indians' position, or if trained scouts roll a 6 on 1D6 during their move to spot the Indians.

Note that once the game gets moving, the results of morale checks from the previous turn will be the first movement done in the next turn, as the appropriate cards are turned up.

Leaderless Die Number is used when a unit has lost all its officers and NCO's. The unit must roll 1D6 each turn before moving; if a listed number is rolled, the unit may not move.

Movement (in inches)
Type /FormationCross CountryRoadRoadChargeRoughLeaderless (die to stand)
Infantry, close order line3--4-HD6Green = 3,4,5,6
Infantry, march/assault col.4565-HD6Average = 4,5,6
Infantry, skirmish line4----Veteran = 5,6
Cavalry, close order line4--6-HD6Crack = 6
Cavalry, march column5676-HD6Indians = 5,6
Artillery, limbered45---HD6-
Artillery, hand-hauled22---HD6-
Wagon45---HD6-
Pack animal33---HD6 -

II. Firing

We will offer two different methods of firing to pick from, based on the size of the game being played and based on the number of troops being handled by each player in a larger game. The cone of fire for all small arms will be 30 degrees. The cone of fire for artillery will be 60 degrees. Note that each gun crew figure (of the basic four) will count as if three men were firing. Given the ranges of small arms of the period, it might be a good idea to keep a couple extra gunners within reach of each gun. Target classes for firing will be as follows:

    Class I: Majority of the troops in the target area are in close order or column or being enfiladed.

    Class II: Majority of the troops in the target area are in open or skirmish order. This includes the crews of deployed artillery.

    Class III: Majority of the troops in the target area are prone or in rough terrain or light cover.

    Class IV: Majority of the troops in the target area are protected by substantial cover.

Officers and NCO's armed with pistols, or snipers, will always fire as individuals after the other fire of a unit has been figured out.

Fire will be allowed in one rank only. Therefore, only half of the figures in a closed rank formation may fire, or of the front rank of a march column. However, all troops in an open order formation may fire, the rear troops firing through the gaps in the front line.

Mass Fire Chart
TypeMax. RangeTarget Category
Class IClass IIClass IIIClass IV
12-5612-5612-5612-56
Green, musket36"1/81/71/51/91/81/61/91/91/7-1/91/8
Average, musket36"1/61/51/41/71/61/51/81/71/61/91/81/7
Veteran, musket36"1/51/41/31/61/51/41/71/6 1/51/81/71/6
Crack, musket36"1/41/31/21/51/41/31/61/51/41/71/61/5
Cavalry, carbine24"1/61/51/41/71/61/51/81/71/61/91/81/7
Cavalry, pistol15"1/41/31/21/51/41/31/61/51/41/71/61/5
Cavalry, shotgun21"1/41/31/21/51/41/3------
Artillery, short0"- 36"1/51/41/31/61/51/41/71/61/51/81/71/6
Artillery, long37"-120"1/61/51/41/71/61/51/81/71/61/91/81/7
Canister, etc.0-24"1/31/21/11/41/31/21/61/51/4---
Gatling gun48"1/41/31/21/51/41/31/61/51/41/71/61/5
For each officer or other pistol-armed cadre, roll 1D6 as follows (range is 15"): 4 or 5 = figure wounded; 6 = figure killed.
For each sniper firing with a specially made rifle, roll 1D6 as follows (range is 48"): 3 or 4 = figure wounded; 5 or 6 = figure killed.

For each hit scored by the above, the firing player will draw one card from the deck, to be read as follows:

    Spade or club: missed.
    Diamond: figure wounded.
    Heart: figure killed.
    Cards 2 through 10: enlisted men struck.
    Jack, Queen, King: key figures struck.
    Ace: cadre struck.

Key figures include artillerymen, snipers, cavalry horseholders, and similar types, agreed on by all players involved in the game. Note that unless a campaign game is being played, wounds can either be converted to kills, or counted as misses.

The following figures are not eligible to fire: wounded; pinned, routed or shaken; charging troops; or troops carrying wounded.

The "Type Firing Chart" is designed to be used in smaller games, involving perhaps only a single basic unit per side. Players would roll for each figure individually using a D20 (numbered 1 through 20). At this scale, if artillery is used, 3 x D20 would be rolled for each crewman. The ranges will remain as in the previous firing chart. To give the proper feel to the game, all units will roll 1D10 to determine how many turns of ammunition they have, this being a critical facet of most Civil War actions.

Type Firing (Class) IIIIIIIV
Green1 - 51 - 41 - 31 - 2
Average1 - 71 - 61 - 51 - 4
Veteran1 - 81 - 71 - 61 - 5
Crack1 - 91 - 81 - 71 - 6
Cavalry1 - 71 - 61 - 51 - 4
Artillery, shot1 - 71 - 61 - 51 - 4
Canister, Gatl. Gun1 - 91 - 81 - 71 -6

Cards are drawn for each hit as in the group firing rules, and the same restrictions will apply as troops who may not fire. This option may also be used for western gunfight games.

III. Close Combat

During the movement phase, a player who wishes to charge an opposing unit will declare that intention. He first rolls 1D6 to determine how many of the figures of the basic unit charging will become stragglers. He then moves the charging unit up to within one inch of the target. If due to the straggler roll, or if because of casualties suffered during the firing phase, the unit drops to fifty percent or less, the charge is halted and the troops return to their starting point as if pinned. Provided that both sides remain at this point, we then proceed to test their nerve as follows. We will use the same chart for closing or standing, as opposed to the pair of charts in the original version of TSATF.

Troops fail the test if a number other than the ones listed is rolled. Attacking troops who fail to close immediately, fall back six inches, become "pinned," and are considered to be prone. Pinned troops may attempt to "un-pin" by taking the appropriate check during the morale phase.

Troops failing to stand and fight immediately move 4D6 to the rear and are shaken. These may attempt to rally using the Close to Combat / Stand and Fight / Rally Chart during the morale phase.

Close to Combat
Stand and Fight, Rally
Unit TypeScore w/leaderScore w/o leader
Green1 - 31 - 2
Average1 - 41 - 3
Veteran1 - 51 - 4
CrackAlways1 - 5

When the initial charge dice are rolled, be sure to mark the furthest extent of the distance, if that exceeds the distance actually needed to reach the target. In the event that the target troops fail to stand, it may still be possible for the attackers to catch them. Otherwise, if the target troops evade or fail to stand, the attackers occupy the ground. If both sides have passed their checks and have weathered the storm of fire, the melee will be resolved. Pair up the troops on both sides as closely as possible, keeping extra troops in the second rank or around the sides; they will be used. Players roll 1D6 for each figure involved in the combat. [In each individual combat] the higher modified die roll wins the combat and the effect is determined by the unmodified number as follows:

    If a figure loses while rolling a 1 or 2, the figure is killed.
    If a figure loses while rolling a 3 or 4, the figure is wounded.
    If a figure loses while rolling a 5 or 6, the figure is pushed back six inches.

The melee continues until all the figures on one side have been made casualties or have been pushed back. Again, if the attackers have any unused movement left, they may complete their move, capturing any fleeing figures which they may overtake. They may simply choose to occupy the ground which they have won. Any surviving troops on the losing side, if not captured, are now considered shaken and will be moved 4D6 inches to the nearest table edge. If the defeated unit includes the regimental colors, roll 1D6 after the melee. On a roll of 4,5, or 6, the colors have been captured, giving the capturing unit a permanent + 2 on all tests, unless the colors are recovered.

The Modifiers to Close Combat Chart lists modifiers to the close combat die rolls. I have eliminated those which seem more appropriate to colonial settings than to the Civil War. Concerning combat against walled enclosures and field positions: since much of the Civil War revolved around the attack or defense of entrenched positions, this portion of the rules will receive much more use that in a colonial era game.

Modifiers to Close Combat Chart
TypeChargingDefending in open orderDefending in close orderAssault columnDefending coverHit in flank or rear
Green infantry0-1+1+1+2-2
Average infantry0-1+1+2+2-1
Veteran infantry+1-1+2+2+2-1
Crack infantry+2-+2+2+2-
Indians+2---+1-3
Cavalry+3
(vs. inf.)
-1+2---3
Officers and NCOs will always be an additional in + 1 close combat.

When a charge is declared against a protected target, the attacking player moves his unit up to within one inch of the target's position and stops. He may fire in this case. On the next turn, the unit charges, following the normal procedure for stragglers and checks. If [the attacking] troops close and if the defenders stand, the attackers are then placed on top (as much as possible) of the position. When the actual melee starts, only those figures on the obstacle may take part. They fight at a -1 while on the wall. If the opponents fail to stand, however, the attacking force may move on to the position, after making the proper deduction for crossing rough terrain.

IV. Morale Phase

In this phase, troops may be taking any one of four types of checks, possibly more than one.

A. Major Morale: This is checked when the highest officer on a side becomes a casualty. The player commanding that side rolls 2D6 and consults the Morale Chart. If the number rolled is equal to or less than the listed number, the units may move. However, if the number exceeds the listed number, the entire side will lose its move for the coming turn, except for shaken or routing units, or troops simply changing formation or facing.

B. Critical Morale: This is checked whenever shaken troops take hits or when any units reach fifty percent of their strength. Players check each unit affected by rolling 2D6 and consulting the Morale Chart. If the number rolled is equal to or less than the listed number, the unit passes the test. If the number rolled is greater than the listed number, the checking unit fails and becomes routed. During the next movement phase (and until it rallies or leaves the field), the routing unit moves 4D6 toward the nearest table edge. If contacted by enemy troops during the rout, the unit is meleed in the rear and in open order. Any survivors are made prisoners.

C. Pinned Morale: This check is done for any units that attempted, but failed, to charge. Players roll 2D6 as per the other checks, and consult the appropriate chart. If the unit passes, it may move normally in the following movement phase. If it fails, it remains pinned.

Morale Chart
Modifiers to Close Combat Chart
Type Unit TestingMajor MoraleCritical and pinned
(w/ leader)(w/o leader)
Green787
Average898
Veteran9109
Crack101110
Indians787

This concludes the basic portion of the rules. Following are other ideas to further enhance the Civil War flavor of the games.

Leader Quality Ratings

One thing that comes out time and time again in battle descriptions and regimental histories is the impact of leaders on their troops' performance in battle. Just read descriptions of Chamberlain's defense of Little Round Top, to see firsthand the effect that a charismatic leader can have on his troops. We can simulate the effect of this to a degree by allowing the quality of leaders to have an effect on the tests required in the rules. First we must rate the leaders. Unless actually using historical figures, we will use a random procedure to produce leadership ratings. Roll 1D6 for each officer from lieutenant to colonel:

    Roll of 1: A despised leader with no thought for his troops; + 2 to all tests.
    Roll of 2: A leader who is incompetent at best; + 1 to all tests.
    Roll of 3: A green leader, still learning his trade; no effect on tests.
    Roll of 4: A fair but cautious leader; no medals, but no massacres; - 1 on all tests.
    Roll of 5: A good leader, developing an eye for "good ground"; - 2 on all tests.
    Roll of 6: The very "soul of the lion", an outstanding and beloved leader; - 3 on all tests.

Heavier Artillery, Trains and Gunboats

The basic rules were designed for fairly close actions, using the basic types of artillery used by the British army on campaign. For the Civil War, it will probably be desirable to include rules for the inclusion of heavier guns and mortars. See the appropriate chart.

That should work about right. Feel free to add or adjust as you feel the need. I suggest fitting gunboat guns according to the appropriate types.

The war on the rivers is a whole fascinating topic unto itself, and these rules are not meant to cover large scale riverine actions. The scale, however, might allow for the inclusion of a gunboat into a particular scenario. I would suggest creating a generic gunboat of the "tinclad" variety, as being the most appropriate for a river patrol. Give it a maximum of four guns and a crew of 20 to 30 thirty figures.

As a target, I'd rate figures exposed on the decks on Class II, those behind lighter wood or canvas cover as Class II, and those protected by armor casement as Class IV. Gunboats may also be used to tow barges carrying troops in amphibious actions. The smaller the figures, the more ambitious the action. For the gunboat's movement, I'd suggest about 3D6 per turn forward and 2D6 to reverse or go against the current. If your particular scenarios allows for the possibility of torpedoes (mines), I'd handle that by means of either chance cards or a random die roll in a suspicious area.

Remember that great scene in The Horse Soldiers when the Confederate troops came spilling out of the boxcars to ambush Grierson's troops? Trains figured largely in the Civil War.

I'll suggest some simple ideas for them. First, we must limit their sizes. An engine with fours cars, a caboose, and a coal car would look about right. Allow each car to carry about ten infantry, four cavalry, or a gun and crew. The train would be a Class III target, with the crew counting as key figures. I'd suggest 2D6 when starting or stopping, with 4D6 in full movement.

A Note on Organization

Within basic units, I suggest the following organization for infantry units: one officer, two NCO's, and eighteen privates. If playing each basic unit as a company, you could add an additional figure to represent a sergeant-major.

If playing the basic units as sections, then the sergeant-major would be included in the company cadre section. In order to give the extra artillery figures purpose, we'll say that a gun must have a crew of four in order to fire at all. The original TSATF is meant for individually-mounted figures for skirmish games. However, troops mounted on multiple bases can be used without many problems, as long as you can mark casualties.

These rules are probably quite different from any that you have ever used before for ACW Games, but give them a try before you dismiss them. I would love to hear from anyone who has tried these rules and would greatly appreciate any constructive criticism or advice that anyone can offer.


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