Last Updated June 30, 2006 |
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NOTES
FIGURE SCALE - I have varied this around a lot and used units between 6 and 16, but currently use a figure scale of 10:1 and a standard company strength of 6 figures plus possibly an officer figure. The same is normally used for Indians as well though it is sometimes easier to put them in larger groups of 10 to give them greater staying power. Each inch on the board is about 5 yards, meaning most figures represent 10 men in 2 ranks of 5 with roughly 1 yard of space each man. Because skirmishers are separated by 1 - 2 inches per figure they are representing 2-3 yards per man and a greater back to front separation. This is only a fun skirmish game don't worry too much about figure scales they don't really matter.
MOVE SEQUENCE - Each "Company" of 6 figures (or however many) has a card. these cards are placed face down each turn and shuffled. They are then pulled one card at a time. As each card is drawn that unit may carry out actions for the turn or reserve their turn until later.
A charge move is longer than an ordinary move. you are not permitted to abuse the charge move, charges can only be declared from reasonable distances. If you feel very mean put a heavy penalty in for charging and failing to meet your opponent, I used to have a -1 in the close combat table if you charged on the previous turn and failed to meet your target. I prefer to just insist players be reasonable!
MOVEMENT MODIFIERS - Please note that if troops had 3D6" movement and rolled 2,4,5 and were travelling through rough terrain. If they were regular infantry they would discount the 5 and only move 6 inches. If they were light infantry in skirmish they would discount the 2 and move 9 inches, and if they were indians they would move the full 11 inches.
MASTER CHART - All weapons
fire each turn except artillery, which fires each alternate turn. A cannon will
tend to have a crew of 3-4 and each rolls as 2 or 3 men defendant upon whether
Ball or cannister is being fired. e.g. A Cannon with 3 crew firing Cannister
at 14" range rolls 9D20 to hit.
Weapon/Range -
This is the most prevalent weapon used by these troops. These are simplistic
rules and do not try to fully cater for different rates of fire, ability to
handle bayonets etc, most of these factors are simplified.
For movement,
take the troop type, in the appropriate formation, (Column, Line, Skirmish),
and roll that number of D6. Make adjustments if appropriate for the terrain
moving through. The adjusted total is the units movement in inches that turn.
If
timid units timid are charged roll 1D6. 1,2,3 run away, 4,5,6 stand and fire
and fight. (+1 if manning defences or in woods). Timid is probably not
a good word, they are basically troops not sufficiently trained (or stupid)
enough to stand in line and take a bayonet charge or massed volleys!
Under class -
R are Regulars, I are Irregulars, M are militia, Rangers are a bit of a special
case being both regulars with the training for irregular combat.
TO HIT TABLE -
Each man must score less than or equal to the required number in the table on
1D20 to hit a target. The major columns indicate whether the target is close
formation troops in open ground, formed up in ranks. The same troops operating
in woods, or skirmishers out in the open. troops in skirmish formation in the
woods. Or any troops behind very heavy cover. This means substantial buildings,
forts etc Not just hiding behind a tree.
CLOSE COMBAT - Open is wide
open battlefields etc (Rare). Wood / Forest is the majority of the battlefield.
Farmstead is any in between terrain, settlements, clearings etc, if in doubt
which part of the board is which terrain should be agreed at the beginning of
the game, or even more fun left to umpire discretion. NB Cavalry are EXTREMELY
rare
Whilst a defender is holding a secure position they may normally only be attacked
by one attacker. Once an attacker has forced his way onto a parapet, or out
in the open / woods, up to 2 attackers may attack one defender. 2:1 = TWO fights
each with -2 for being outnumbered. If building windows are undefended 1 attacker
per turn may gain entry. 2 attackers per turn may gain entry through an undefended
doorway.
MORALE - The figure in the
table is the number of casualties a unit can suffer before breaking. e.g. a
line infantry unit fighting in woods needs 3 casualties, e.g. these may be 2
dead and 1 wounded.
ALL units should comprise 6 men. Any surplus can fire but unit still routs on
same nbr. e.g. an 8 man line unit still breaks in the open on 4 casualties.
(Companies may double up into a battalion for movement / firing). Only extra
is officers. As long as he is alive the casualties in a company are counted
as one less than real. If killed you count his loss plus lose the ability, so
casualties effectively go up by 2. Officers are allocated at the ration of 1
to 2-4 companies of troops
Special cases are Indians and Grenadiers who do not count serious wounds towards a morale break, only actual dead. Note that the values tend to be different between being in the open and in the forest. Regular European troops feel more secure in the open, the woods frighten them. Indians conversely don't like being caught in the open by formed European regulars.
VISABILITY - This is a very approximate issue, as we always have an umpire we tend to make this up, but remember that these are largely virgin forests and quite heavy, visability would be very limited, particularly if it is Europeans trying to spot well camoouflaged Indians. European uniforms tend to stand out at a little further distance.
VOLLEY FIRE - This only applies to regular European type troops formed up in close formation. If they are within 10" of their target the hefty bonus (+2 for regulars) will help break up lesser troops rapidly. Please note as long as the troops are formed they still get this bonus even in the woods. (Actualy I am not sure about this, perhaps they should only be allowed this bonus if in Open / farmstead terrain.)