Post by bayernkini on Jul 8, 2020 16:58:08 GMT
As the headline says, another try to make rules for mass units, without markers.
ACW Variant for 2/3mm tabletop
based on Morale Napoleon
UNIVERSAL
Units:
Units represent a regiment of infantry or cavalry or a artillery battery and consists of a number of single bases (figure stripes). Each base should represent a battalion/squadron or an artillery battery.
Leaders consists of 1 base and represent any HQ (Division, Corp, Army).
For general games use the following suggestion.
5 bases for Infantry, 3 bases for Cavalry, 2 bases for Artillery and 1 base for Leaders.
In special (historical) scenarios, the order of battle specify the number of battalions/squadrons (single bases) in a regiment, so regiments can there have less or more than the suggested number of miniature bases.
Cohesion/Formation:
All bases of an unit have to be in contact and have the possibility of two formations.
Line: All bases are in contact side by side.
Column: All bases are in contact behind one another
Facing:
The unit stripes should have a clear front side, to define later their LOS, fire arc e.g.
You can choose which way your infantry and cavalry regiments face and the formations that they are in, most of the time. Here’s how we do it:
• You can change the way a unit faces, when it is active.
• You can change the formation a unit is in, when it is active.
• You can change the facing and formation of a unit at the same time, when it is active.
• Changing facing and/or formation affects how far a unit can move.
Measuring:
All measuring takes place from one „center“ unit. This „center“ unit can be signalised with flags e.g.
SETUP
The game scenario includes staffing notes with information on the following:
• The number of d6, the player can roll for activation in his turn.
• Any special scenario rules or victory conditions that apply.
TURN SEQUENCE
1. Determine the players initiative.
2. Roll activation dice.
3. Move
4. Battle (including range combat)
5. First players turn ends, switch to the opponent player. He get now the „active“ player.
1. Determine the players initiative:
Both players roll 1d6. The higher score wins (reroll ties) and goes first in this turn.
The side that goes first and is called the active player.
2. Roll activation dice:
The scenario also specify, how many d6 the active player may roll to determine the number of odering units.
Usual the active player rolls 2d6, in large scenario 3d6, in very large scenarios maybe 4d6.
The result is the number of units/leaders he can activate in this turn.
3. Move:
There are 3 ways to move:
• Straight ahead: The unit moves directly forward in a straight line.
• Backwards: The unit moves directly backwards in a straight line, facing the new direction.
• Sideways/diagonally: The unit moves either forward diagonally without restriction or directly sideway, but not forward.
3.1. How to Move:
Movement is done by regiment or by battery. Here’s how we do it:
• Units may move forward, backwards, diagonally,or sideways. This represents the officers moving their units as needed to carry out their orders.
• To determine the range of movement, the player roll 2d6.
• Modify the number of d6 to be rolled, or distanceto be traveled, by any applicable Circumstances.
• Roll the modified number of d6 and read each result as rolled. When ties are rolled, the result counts as both the higher and lower result in the table. The result is the range in inch, the unit may move.
• All movement of the same side is resolved beforeany attacks go in.
2D6 read result as rolled | MOVEMENT |
Circumstance | Modifier |
ARTILLERY Fired or will fire this turn. | May not move |
DIVISION COMMANDER OR HIGHER If within 3” and LOS. | +1" |
FACING AND FORMATION If changed facing and formation this turn. | May not move |
FACING OR FORMATION If changed facing or formation this turn. | -1d6 |
COLUMN – Movement in column | +6" |
Direction | Infantry | Heavy Cavalry | Horse Artillery/Leaders |
Straight ahead | Higher d6 | Higher d6 | Both d6 |
Backwards | Higher d6 | Lower d6 | Higher d6 |
Sideways or diagonally (including INF in Square) | Lower d6 | Lower d6 | Higher d6 |
Direction | Foot Artillery | Horse Artillery |
Straight ahead | Higher d6 | Both d6 |
Backwards | Higher d6 | Higher d6 |
Sideways or diagonally | Lower d6 | Higher d6 |
Example: A regiment of Confederate infantry wants to move directly forward. I roll 2d6 and score a 2 and 5. The regiment may move 5” forward.
Next turn, the regiment decides to move forward, but diagonally. I roll 2d6 and score a 2 and 6. The regiment move now up to 2” forward.
Next turn, the regiment decides to change its facing and move. I roll only 1d6 and score a 4. The regiment change their facing, then moves 4”.
Next turn, the regiment decides to move forward, but diagonally. I roll 2d6 and score a 2 and 6. The regiment move now up to 2” forward.
Next turn, the regiment decides to change its facing and move. I roll only 1d6 and score a 4. The regiment change their facing, then moves 4”.
3.2. Interpenetration:
Interpenetration is when one unit moves through another. Here’s how we do it:
• A unit must have enough movement to move completely through the stationary unit.
If it doesnot it will stop 1” short of contacting thestationary unit.
Interpenetration is when one unit moves through another. Here’s how we do it:
• A unit must have enough movement to move completely through the stationary unit.
If it doesnot it will stop 1” short of contacting thestationary unit.
4. Battle (including range combat):
We call it melee but it’s much more than that. It’s the attacker moving towards the defender, testing its resolve. It includes the artillery fire from both sides on the units involved. Also included the moment when the attacker either carries home the charge or slows down under the small arms fire of the defender. It reflects the gradual loss of control by the officers resulting in one side or the other breaking off and running away. Here’s how we do it:
• During the movement portion of its turn, the active side declares which units will charge into melee.
• The units move into contact.
• Both sides roll on the Melee Table.
• This eventually results in one side or the otherbreaking off.
4.1. Small Arms fire:
Infantry in line can fire multiple times per turn. Small arms fire is accounted for on the Melee Table as part of the Melee process.
4.2. Artillery:
Artillery can fire multiple times per turn. Artillery fire is accounted for on the Melee Table as part of the Melee process.
4.2.1. Line of Sight/Firing Arc:
To shoot something the artillery must see it. A straight line from the firing unit to the target unit is called a Line of Sight or LOS. Line of Sight extends across the whole table and is blocked only by terrain, buildings, intervening units, and sometimes weather.
The firing arc of an artillery is 45°
4.2.2. Artillery Ranges:
• Horse artillery = 9“
• Foot artillery = 12“
4.3. Charges/Melee:
A charge is an attempt by a regiment (infantry and cavalry) to enter melee with an enemy. Here’s how we do it:
• The charging unit must have Line of Sight to the target of the charge.
• The charger rolls its movement d6 and must beable to contact the target. If it cannot contact, it stops 2” short of contact.
• If cavalry is charging enemy cavalry, the target cavalry will countercharge forward 2” into contact.
We call it melee but it’s much more than that. It’s the attacker moving towards the defender, testing its resolve. It includes the artillery fire from both sides on the units involved. Also included the moment when the attacker either carries home the charge or slows down under the small arms fire of the defender. It reflects the gradual loss of control by the officers resulting in one side or the other breaking off and running away. Here’s how we do it:
• During the movement portion of its turn, the active side declares which units will charge into melee.
• The units move into contact.
• Both sides roll on the Melee Table.
• This eventually results in one side or the otherbreaking off.
4.1. Small Arms fire:
Infantry in line can fire multiple times per turn. Small arms fire is accounted for on the Melee Table as part of the Melee process.
4.2. Artillery:
Artillery can fire multiple times per turn. Artillery fire is accounted for on the Melee Table as part of the Melee process.
4.2.1. Line of Sight/Firing Arc:
To shoot something the artillery must see it. A straight line from the firing unit to the target unit is called a Line of Sight or LOS. Line of Sight extends across the whole table and is blocked only by terrain, buildings, intervening units, and sometimes weather.
The firing arc of an artillery is 45°
4.2.2. Artillery Ranges:
• Horse artillery = 9“
• Foot artillery = 12“
4.3. Charges/Melee:
A charge is an attempt by a regiment (infantry and cavalry) to enter melee with an enemy. Here’s how we do it:
• The charging unit must have Line of Sight to the target of the charge.
• The charger rolls its movement d6 and must beable to contact the target. If it cannot contact, it stops 2” short of contact.
• If cavalry is charging enemy cavalry, the target cavalry will countercharge forward 2” into contact.
4.4. Resolving Melee:
Once the Active side has finished all of its movement, melee is carried out. Here’s how we do it:
Once the Active side has finished all of its movement, melee is carried out. Here’s how we do it:
• The Active side resolves melee in any order.
• When one melee has finished, move on to the next one.
• Consult the Melee Table.
• Each unit involved in the melee rolls 2d6.
• Modify the result by any applicableSituation or Circumstance.
• Determine the difference by subtracting the lower total from the higher total.
• The unit that scored higher total rolls 1d6 versus this difference and apply the result.
• When one melee has finished, move on to the next one.
• Consult the Melee Table.
• Each unit involved in the melee rolls 2d6.
• Modify the result by any applicableSituation or Circumstance.
• Determine the difference by subtracting the lower total from the higher total.
• The unit that scored higher total rolls 1d6 versus this difference and apply the result.
2D6 Read the result as rolled | Melee |
Situation | Modifier |
Flank Unit attacked to the flank | +2 |
Rear Unit attacked to the rear | +3 |
Circumstance | Modifier |
ARTILLERY For each battery that fired on the enemy force before contact. | +1 |
LINE Each formed battalion or squadron in line in contact. | +1 |
LEADER Attached Leader with unit. | +1 |
SMALL ARMS FIRE Formed infantry in line being charged | +1 |
LINE attacks COLUMN If a line formation attacks a column | +1 |
ENTRENCHMENT / FIELDWORKS If occupying entrenchment / fieldworks. | +2 / +1 |
HARD COVER / COVER If occupying entrenchment / fieldworks. | +2 / +1 |
TERRAIN Additional rules see terrain chart | ? |
1D6 CASUALTIES
(Winner against the difference of melee outcome)
MELEE EXAMPLE
An US 5-battalion infantry regiment in line attacking an CS 3-battalion infantry regiment in line.
Here’s how we do it:
The US start with 2d6 and result 9.
+2 for two artillery battery firing at the enemy
+3 for 3 Formed line units (in contact)
+1 for an attached Leader
The US score a total of 15.
The CS start with 2d6 and result 6.
+1 for an artillery battery firing at the enemy
+3 for 3 Formed line units (in contact)
+1 for issuing Small Arms fire
The US score a total of 11.
The difference is 4. The US scored better so roll 1d6 versus this difference. They score a 4 = equal the difference.
The CS loose 2 bases (figure stripes) and the surviving 1 base retreat 1d6 inch.
The winning US loose also 1 base (figure stripe), so the have now 4 bases left in the regiment and stand.
# | Looser | Winner |
Less than difference | 3 hits Remove 3 figure stripes from unit. If the unit survives, retreat 2d6. | No losses May advance 1d6 (only once in turn). If coming in contact with another enemy unit, execute the new melee immediately. |
Equal than difference | 2 hits Remove 2 figure stripes from unit. If the unit survives, retreat 1d6. | 1 hit Stand. |
More than difference | 1 hit Stand. | No losses |
MELEE EXAMPLE
An US 5-battalion infantry regiment in line attacking an CS 3-battalion infantry regiment in line.
Here’s how we do it:
The US start with 2d6 and result 9.
+2 for two artillery battery firing at the enemy
+3 for 3 Formed line units (in contact)
+1 for an attached Leader
The US score a total of 15.
The CS start with 2d6 and result 6.
+1 for an artillery battery firing at the enemy
+3 for 3 Formed line units (in contact)
+1 for issuing Small Arms fire
The US score a total of 11.
The difference is 4. The US scored better so roll 1d6 versus this difference. They score a 4 = equal the difference.
The CS loose 2 bases (figure stripes) and the surviving 1 base retreat 1d6 inch.
The winning US loose also 1 base (figure stripe), so the have now 4 bases left in the regiment and stand.
4.4.1. Leaders at Risk:
Leaders are at risk during the game. Here’s how we do it:
• If a lone Leader is contacted by an enemy regiment he is captured and removed from the field.
• If a Leader has joined a regiment and enters melee he could become a casualty. After the round of melee is complete roll 1d6 for each Leader involved. If a “6” is scored, the leader has been injured and is removed from the table.
• If an unit with an attached leader is complete destroyed and the leader survives his „leaders at risk“ test, he retreat 2d6.
4.4.2. Combat and Buildings:
• Infantry only may occupy buildings in a Built Up Area and can attack buildings.
• Infantry inside buildings are unformed and do not count the +1 bonus for Small Arms fire or +1 for Line Formation .
• LOS in/outside or between units totally inside the woods is 1“
• Defender count as in cover
4.4.3. Combat in Woods:
• Only infantry and cavalry may move through woods and they will always count as unformed.
• LOS in/outside or between units totally inside the woods is 2“
• Artillery may pass through the woods but they must remain on roads.
• Units in melee in woods do not count the +1 bonus for Small Arms fire or +1 for Formed Line Formation
• Defender count as in cover
4.4.4. Built Up Areas:
Buildings are found in Built Up Areas. These areas can come under artillery fire. Here’s how we do it:
• When batteries are Active they can fire on buildings.
• The battery declares its intent to fire on the building.
• BUA´s have a defined defending value of 3 (except scenario rules states otherwise)
• After 3 times of artillery of fire (can combined), the building is destroyed and no longer can be occupied.
Example
On the 1st turn, 1 battery activates and fires at a building. On the next turn another battery activates and both fire at the building. This counts as 3 turns of artillery fire, the building is destroyed and any unit inside is removed from the table.
Buildings are found in Built Up Areas. These areas can come under artillery fire. Here’s how we do it:
• When batteries are Active they can fire on buildings.
• The battery declares its intent to fire on the building.
• BUA´s have a defined defending value of 3 (except scenario rules states otherwise)
• After 3 times of artillery of fire (can combined), the building is destroyed and no longer can be occupied.
Example
On the 1st turn, 1 battery activates and fires at a building. On the next turn another battery activates and both fire at the building. This counts as 3 turns of artillery fire, the building is destroyed and any unit inside is removed from the table.
TERRAIN
Terrain | Status |
Buildings | ● Occupied by Infantry only, unformed ● Defender no +1 bonus for Small Arms Fire or for Formed Line Formation ● Only Infantry can melee into ● Artillery can destroy buildings by range fire ● Defender count as in cover |
Woods | ● Infantry & Cavalry, unformed ● Artillery only on roads ● No +1 bonus for Small Arms Fire or for Formed Line Formation ● LOS in/outside or within woods is reduced to 2“ ● Defender count as in cover |
Hill | ● Movement up or down a hill is unaffected. ● Figures touching the crest can see and be seen by figures on the opposite side and will count as if in cover. ● Those farther back from the crest cannot see or be seen. ● A hill may have woods on it or a road running over it. |
Step Hill | ● All rules of „Hill“ apply ● Movement uphill halved (upround) |
Entrenchment / Fieldworks | ● Occupied by Infantry & Artillery only |
Waterway; Impassable and fordable rivers | ● Impassable rivers can only crossed on a bridge/ford ● Movement through fordable rivers/ford halved (upround) ● Movement via bridges only in column, no movement or battle restrictions |
Fences | ● Moving over fences Infantry, Cavalry and Leaders only. ● Movement halved (upround) ● Defending unit count as in cover |
Fields | ● LOS in/outside or within woods is reduced to 2“ ● Defender count as in cover |