Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

Wednesday, 29 October 2008

Marchin' & Fightin'

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.

Thursday, 9 October 2008

Ancient STAND!

First roll for which side moves first, the loser places his troops first, on the first 3 hexrows on his side of the table, then the winner places his on the first 2 hexrows on his side.

Movement = 5 hexes per turn for Cavalry/Chariots, 2 for Infantry. Either Cavalry or Cavalry and Chariots or Chariots or Infantry per hex only. Never enter 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 or allowed to fall back under pressure (no marker necessary). Only as many troops as can easily fit into the non-terrained parts of a hex, with some minute space between bases and around terrain features, may do so, other figures are left behind in the hex they came from. May move any or all units every turn.

All-water hexes = not allowed except by bridges or boats or fords. Cavalry and Chariots not allowed up steep inclines or declines, Chariots not allowed in wooded or swamp hexes.

Fighting – from an individual friendly hex to an adjacent enemy one. Add chances up, every 1 = an automatic casualty, then up to 0.5 causes one more, then roll d10 to decide if any fractions remaining between 0.1 and 0.4 lead to another. May attack with all troops adjacent to enemy every turn.

Infantry
Vs. Standing =0.4 chance per man
Vs. Falling back =0.2 chance per man
Vs. Standing in cover =0.2 chance per man
Vs Fall back in cover =0 chance

Cavalry
Vs. Standing =0.6 chance per cavalryman
Vs. Falling back =0.8 chance per cavalryman
Vs. Standing in cover =0.2 chance per cavalryman
Vs Fall back in cover =0.4 chance per cavalryman

Chariots
Vs. Standing =1.3 chance per chariot
Vs. Falling back =1.6 chance per chariot
Vs. Standing in cover =0.2 chance per chariot
Vs Fall back in cover =0.4 chance per chariot

Archers/Slingers
Vs. Standing =0.4 chance per man
Vs. Falling back =0.3 chance per man
Vs. Standing in cover =0.2 chance per man
Vs Fall back in cover =0.1 chance per man

Modifiers: from one of the rear 3 hexsides = + 0.2 for each man, + 0.4 for each cavalryman, + 0.9 for each chariot.

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.