Friday, 19 September 2008

Stand and Die!

16th - 19th Century – Stand and Die!

Marching – May move any or all units every turn (roll for which side moves first) - 3 hexes per turn for Cavalry, 2 for Infantry, 1 for Artillery. Either Cavalry or Infantry or Infantry and Artillery may be placed in a hex only. Never enter an enemy hex. Face one hexside only. May change hexside facing before after or during movement. Mark occupied hexes as Standing, otherwise they are regarding as being ordered to fall back under pressure (no marker necessary) Only as many troops as can easily fit into a hex, with some minute space between bases, may do so. May move any or all units every turn.

All-water hexes = not allowed except by bridges or boats. Firing may take place from one 'river-edge' hex to another river-edge hex however.

Musketry/Attacking – from an individual friendly hex to an adjacent enemy one. Add chances up, every 1 = an automatic casualty, then roll d10 to decide if any fractions lead to another. May attack with all troops adjacent to enemy every turn. Guns take two casualties then become inoperable, take casualties only when no infantry in same hex.

Chances below relate to chance of an enemy figure in the target hex dying:

Infantry
Vs. Enemy which is Standing = 0.3 chance per man firing
Vs. Enemy which will Fall back = 0.1 chance per man firing
Vs. Enemy Standing in cover(any terrain/buildings etc.) = 0.1 chance per man firing
Vs. Enemy which will Fall back facing in/from cover = 0 chance

Cavalry
Vs. Enemy which is Standing = 0.4 chance per cavalryman
Vs. Enemy which will Fall back = 0.4 chance per cavalryman
Vs. Enemy Standing in cover = 0.3 chance per cavalryman
Vs. Enemy which will Fall back facing in/from cover = 0.2 chance per cavalryman

Artillery
Vs. Enemy which is Standing = 1.1 chance per gun firing
Vs. Enemy which will Fall back = 0.3 chance per gun firing
Vs. Enemy Standing in cover = 0.6 chance per gun firing
Vs. Enemy which will Fall back facing in/from cover = 0.1 chance per gun firing

Modified by firing from one of the rear 3 hexsides of the enemy = + 0.1 for each firing man, + 0.2 for each cavalryman, and + 0.5 for each gun.

Falling back units move 1 hex back automatically. Standing units stand and die.

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