The American Civil War
First one side Marches or Fights, then the other.
Marchin’
Movement of 1 or 2 hexes for infantry, up to 5 for cavalry, up to 3 for artillery.
Mark movers as moving.
All troops in a hex must do the same thing, though they may move to different hexes, splitting their number. Never enter enemy hex.
Fightin’
Troops which did not move may fire upon the enemy. Firing is by hexes.
Up to three hexes may fire on the same target hex at the same time.
Add up the power of all guns firing on a particular target (artillery = range 5 hexes, power 20, infantryman = range 2, power 2, Cavalry = range 2, power 1 at range 2, 3 at range 1)
Then if the target hex contains cover or there is cover between firer and target, halve the total.
Then roll a d6 on the Casualties table below. And remove or mark the casualties indicated (firers choice as to which figures are removed)
Die roll> 1 2 3 4 5 6
>20 Firepower = Casualties> 0 0 0 1 2 3
21-60 Firepower = 0 1 2 3 5 7
61-100 Firepower = 0 1 3 5 8 14
101+ Firepower = 1 3 5 7 11 21
When all a cannon’s artillerymen are casualties, the cannon is removed.
Wednesday, 29 October 2008
Marchin' & Fightin'
Labels:
19th Century,
ACW,
American Civil War,
hex,
hexgrid,
miniatures,
rules,
wargame
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