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.
Showing posts with label 19th Century. Show all posts
Showing posts with label 19th Century. Show all posts
Wednesday, 29 October 2008
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.
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.
Labels:
16th,
17th,
18th Century,
19th Century,
horse,
miniatures,
musket,
rifle,
rules,
wargame
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