Thursday, September 4, 2008

Half a League, Half a League …


Grand Tactical Combat in the Mid-Nineteenth Century

These are our draft rules
DRAFT 9. 1.08 © 2009 David Raybin DRaybin (at) aol.com

Game Sequence
Initiative
(a) Each side rolls one die + or - modifiers. The highest die chooses who has initiative this turn.

(b) Modifiers: +1 won initiative last turn; +1 won most close combats last turn; -1 more Routing units.

Move/Change Formation/Morale Chit Removal/Rout Check:

From middle of board to desired flank, Initiative side changes each unit's formation OR moves each unit OR marks units that will attempt charges in the later charge phase OR remove morale marker. Other side does the same from opposite flank up to the middle. When that is accomplished players continue activity to the end of the remainder of the board of their respective sides. Instead of changing formation or moving or placing a charge marker, units may remove a morale marker in this phase. Units in rout status try to rally or, failing, they keep moving in rout status.

For multiplayer games use this convension to speed things along: The midpoint is dictated by a literal middle of the board; a string I suppose could divide things. A unit (dictated by the unit commander) is either on one flank or the other or the other. The initiative player picks his side of the table and starts in the middle (center)and moves units but only on one flank…if he has units on the opposite flank those units will have to wait…as soon as he gets far enough down his initiative flank to where nobody on that flank could possibly be able to move their troops to the other opposing flank, then ALL the guys on the initiative can jump in and move. (it’s NOT like the football spectators ‘wave’) while that is going on ALL the opposing guys on the opposite flank start moving. When that is done they switch. In this fashion there is only a slight delay while the initiative player fiddles with his middle troops and then both sides can take off on their respective sides. Then they switch.

Fire: First fire all unlimbered Artillery simultaneously. Then fire all Small Arms simultaneously.

Charge: Initiative side moves his charging units into melee (IF they pass their morale test AND they move sufficiently), from middle of board to one flank of his choice. Other side does same from opposite side. Then they continue to the other ends of the remainder of board.

Melee: Resolve Melees.

Reinforcement Move: Units beyond 40” of any enemy may make a “reinforcement move.”

Formations
(a) Infantry can be in skirmish (light troops), line, double line, column, road column, or square.
(b) Cavalry is in skirmish (Cossacks), line, column, or road column.
(c) Artillery is limbered or unlimbered.
(d) Skirmish formation (for troops that may skirmish) is 2” between stands. Moves as if in Column formation. Minus 2 in combat. Fire effect on unit is as for being under cover.
(e) A change of formation is considered a full move this turn. While it may fire (at a -1) , the unit changing formation cannot charge or otherwise move this turn.

Close Combat (a) Units which have declared charges must attempt a charge. In charge phase the charging unit rolls for morale, which is all stands plus leader plus one die equals 8 or better. If unsuccessful the attacker does not execute charge and takes a morale chit. The defending unit then rolls for morale only if it is outnumbered two to one. If the defending unit fails morale it “withdraws” as per case (g). If both sides remain then attacker takes a regular move dictated by move rules and then conducts melee IF it connects with enemy.

(b) Declare which unit is in combat; if any stand touches any enemy stand the entire unit fights. Additional units may participate on attack or defense if in “double line formation.”

(c) To resolve combat, roll one die for each stand plus modifiers for each stand. Total everything at once. Highest total wins. Keep your dice on the table as is!

(d) Pick out all natural 2's from the loser’s roll. The total is the number of possible hits ON the loser. Distribute loses throughout. Three 6's in the winner’s roll is a possible “leader kill” to the loser; treat as if possible loss of leader from fire. Multiple three 6's is multiple leader loss.

(e) Roll one die. If a 4,5, or 6, the winner takes 1/3 of loser’s possible loss including leaders (rounding up) as winner’s possible loss. If a 2 or 3, winner takes same number of losses as loser with same number of possible leader losses. If a 1, winner takes “double losses” (round up) including double possible leader losses; also draw a morale chit.

(f) Winning attacker can advance onto enemy-held position. Winning defender sits in place.

(g) Loser WITHDRAWS. A withdrawing unit throws 3 dice and falls back that many inches. Ignore terrain penalties. Unit stays in formation it was in at time of combat. Unit faces away from enemy. If unit was unlimbered artillery the guns are lost. Loser takes two morale chits, one for losing combat and one for withdrawing (plus a chit for any leader loss).

(h) Artillery in close combat. Combat is as if each gun (man) is a “stand” with a minus 1 modifier. If the artillery withdraws the gunners are deemed to have run away but the guns remain. The artillery rolls a 4, 5, or 6 to spike the guns in which case they are removed.

Modifiers to All Close Combat

(a) Plus 2 for cavalry charging in double line ( lines w/in 4” of each other); plus 1 if cavalry charging in single line formation
(b) Plus 1 for each of the following: Behind walls, stream, or trench; on crest of high hill; attacking in column formation; infantry attacking or defending in double line ( lines w/in 4” of each other); infantry in square;; leader stand itself.
(c) Win ties. Certain elite units win ties in stand-to-stand combat. Also if any unit wins a normal close combat during the game it achieves and retains this bonus for duration of game.
(d) Zero. Infantry in line; cavalry in column; all cases where modifier does not clearly apply.
(e) Minus 1 if unit is hit from rear and attacker started charge from units rear.
(f) Minus 1 for unlimbered artillery and standing cavalry and dismounted cavalry.
(g) Minus 1 for each morale chit.
(h) Minus 2 for routing troops -- if hit from rear add another minus 1.
(i) Minus 2 for limbered artillery, for skirmishing infantry or skirmishing cavalry.

Casualties & Saving
(a) Each time a stand takes a possible hit such as from fire or melee the unit may try to save the loss by rolling on the SAVE TABLE. If the stand rolls the required number or better the loss is ignored.

(b) If there is a figure loss, cap the figure. The stand still fires and fights as normal till all figures on the stand are killed when the stand is then removed.
Leaders: Unit Commander Each unit has so many command points which are marked on the bottom of the leader figure: called the “unit commander.”Artillery points are marked on bottom of one of the gun stands. A command point allows a unit commander to contribute a benefit to an action for that unit IF the unit commander is within 24 inches of the brigadier general. If so, the unit commander may contribute a benefit. A unit commander may contribute one benefit of each type per turn (at a cost of 1 command point per benefit) up to the maximum number of remaining command points. Thus, if you desired to use every possible benefit – there are seven types – in one turn it would cost 7 command points if the commander had that many remaining. As you use the points up they are gone for the remainder of the game so use them judiciously!
· In a Movement or Charge Phase: roll an extra die when moving or charging.
· In a Morale Chit Removal: Pull one moral chit in addition to the automatic pull; can only use during the automatic pull phase.
· In Fire: a plus one to each firing dice.
· In a fire save attempt: a plus one to all saves for the unit in fire combat.
· In a Combat Morale Check: Automatically pass
· In Close combat: a plus 1 to all combat die when attacking or defending, but attacker must declare use first; if he declines defense may use command point if available.
· In a melee save attempt: a plus one to all saves for the unit in melee combat.

Brigadier general IF directly attached to a unit will allow the unit one extra FREE command benefit that the unit commander could impart, in addition to, or instead of any same, or different benefit(s) which may be contributed by the unit commander (thus a unit could fire with a plus 2; or automatically pass a combat morale and be +1 in combat). IF some or all the units in the brigade are in same formation and are within 6” of another unit in the brigade and the brigadier is attached to one of the units, then all the qualifying units can receive the (same) free benefit. To use this effect the brigadier must be attached at the beginning of the turn and stay attached through the turn. An attached Brigadier may be subject to casualty loss. If the Brigadier is benefiting multiple units he is subject to a casualty loss if any of the qualifying units are subject to casualties from fire on the unit or from melees.

Units typically dice at the beginning of the game to see how many command points are allowed per leader. Russian and Turks 1 die ; French and British 2 dice. Elite units +3 to each die.

Army Commander if directly attached to a unit (as in the case of Brigadier) may cause the removal of a moral chit (or chits if attached to some or all of entire brigade as in the case of Brigadier) in any phase at any time during the turn. Army commander may be a casualty. May not combine Army and Brigadier in same turn; use one or the other
FIRE

(a) Roll one die per stand or artillery figure...number on chart is a possible hit on target unit.

(b) [ # ] means the target unit in cover OR is in skirmish order; if BOTH, use column to right.

(c) Fire Priority: 1st charging at you; 2nd firing at you; 3rd advancing on you; 4th nearest enemy.

(d) Every time you throw two natural sixes in a single fire phase place a MORALE MARKER on the target unit in addition to any hits. A third six is a possible leader kill in addition to any hits on the target unit. Four 6's are two markers etc.

(e) Leader Kill. If there is a possible leader kill roll on save table. If a commander is killed lose ½ of remaining command points. If a Brigadier is killed he must roll a 5 or 6 to use the free command point for remainder of game. If Army Commander is killed, every unit in entire army draws 3 morale chits.

(f) Firing units may split fire consistent with fire priority.

(g) Stands may move, pull morale chit,or change formation or charge and still fire on -1 on die roll.

(h) “Double Line” is two line formations within 4"inches of each other from axis of fire.

(i) Arc of fire is 45 degrees left and 45 degrees right of center of firing stand.

(j) Line of Sight is blocked by units, woods, hills, houses, and walls.

(k) Woods: can fire into or out of only at the edge. Units in woods can only fire at each other within six inches of each other.

(l) Hills: units behind crest can only be hit by enemy units on the crest. Units on crest may fire over lower units and be fired on if no blocking unit or terrain is within 6" of target along axis of fire.

(m) Cannot fire at individual leaders

(n) Long Ranges: Muskets 10" ; Rifles 20" ; Canister 10” ;All Artillery 40"; Bombardment 80”

Short Range is half long range

(o) Long Range Rules: WHEN FIRING AT LONG RANGE DIVIDE ALL POSSIBLE CASUALTY HITS BY HALF, ROUNDING UP. Exception: Targets at long range which have charge markers are treated as short range targets since they are assumed to be moving into short range to attack. Morale marker “hits” are not divided in half at long range.

(p) Artillery fire: Fire is by figure not model gun. Canister: fire twice. Bombardment: Foot Artillery which is unlimbered and stationary for three turns may fire up to 80” at targets which have been stationary for three turns. All 6’s are hits but saving is allowed. Morale marker rule applies as well.

MORALE
(a) Take one morale marker for any of following events:
1. Each pair of A6's@ on enemy fire against you in any fire phase even if the potential casualties have been SAVED.

2. Leader is killed. (If Brigadier, all units in Brigade take a marker, if Army CO, all units take 3).

3. Attacker fails charge morale

4. Friendly unit ROUTS within 6" along the line of rout.

5. Friendly unit WITHDRAWS through unit

6. Loses close combat.

7. Unit WITHDRAWS.

(b) Each morale chit is -1 on every die for everything but the unit may otherwise act normally.

(c) When number of chits equals number of stands (including the leader) in unit (or number of artillerymen) unit ROUTS at end of the phase it is in when it reached that point. .

(d) A Rout requires the unit to move four dice away from enemy (ignore terrain restrictions), face away from enemy and try to regain morale on its next turn .If unit cannot regain morale - - by failing to pull a chit -- it routs again until it regains morale or vacates the field of combat.

(e) A unit may automatically pull one morale chit in the movement phase except when the unit is in rout status in which case it must dice per case (f). Units pulling a chit may not move, charge, or change formation EXCEPT per the command point rule. It may fire with -1 on each die.

(f) A unit can pass a morale check in attack or defense of a close assault (or pull a morale chit in rout) by adding number of stands (or artillerymen) including the leader plus one die equals 8 or better.

MOVEMENT




(a) Movement is by six-sided dice. Number in chart is number of dice for a move depending on the unit type and formation and terrain. Each “pip” is an inch. Units need not move the full distance.

(b) Interpenetration: minus low dice to moving unit.

(c) Retrograde, about face, left or right movement is ONE die of movement for all formations. (d) Squares cannot move.

(e) Prolong Artillery move with ONE die. An even number on the movement roll is needed to cross walls, streams or high hills.

(f) DEDUCT ONE PIP FROM EACH DIE FOR EACH MORALE MARKER ON UNIT.

(h) Cavalry is either moving or standing. Moving cavalry must have had at least 4" of forward movement in its last phase to be considered moving for combat purposes.
Reinforcement Move. Units beyond 40” of any enemy may make a reinforcement move. This is a move (according to alternate side move rules) in addition to the earlier regular move. The unit must not have engaged in combat this turn or fired this turn, have no morale markers and must begin the move more than 40” away from any enemy unit and in taking a move may not move closer than 40” to any enemy unit. Change of formation not permitted.

SAVE TABLE The number inside the block is that needed to save the casualty on 1D6 depending on the number of stands remaining at the time the save roll is made. Deduct one pip from each die for each morale marker on unit. X = no save possible












1 comments:

Peter M. said...

Good job! I didn't think you could fit a whole set of rules into one post but... there you have it!

If you can get me a copy of the rules in PDF I can make sure they go up at http://hmgs-midsouth.org.