Version
0.1: 28 June 2003 - Steve Holmes
Introduction
The primary objective is
to produce an extremely simple wargame.
The differences of the 3 arms of horse and musket should be reflected:
Foot, Guns, Horse.
Command/Control introduces a fourth (and most important) arm:
Commanders.
In pursuit of
simplicity, various facets of traditional wargames have been
abandoned:
Formations are kept to a minimum.
One reaction test is used to cover unit activation and morale failure.
Troop Quality, differing unit size and cavalry "weight" are
not represented.
Even terrain is negected in this early release.
This simple approach
may not suit all, and may offend some.
If they are not for you, there are plenty of alternative sets.
The rules swere developed with the purely selfish objective of gaming
with my own sons.
Game Concepts
Armies
Armies are composed of
elements mounted on bases 4cm wide and 3cm deep.
Each element is one of 4 types.
Command: Army
commanders and Divisional Commanders - individual elements
Guns: Cannon - individual elements.
Horse: Cavalry - formed into units of 4 elements.
Foot: Infantry - formed into units of 4 elements.
Command Structure
Army Commander
commands Divisional Commanders, plus Reserve Guns, Horse or Foot (if
any).
Divisional Commmanders command Guns, Horse and Foot.
Turn Sequence
The sequence is described
in detail later.
Movement alternates between sides: Moving side are active, others are
passive.
Command:
Active side Command units roll d6 for command
points. Command figures move. Attempt to rally running units.
Move: Active side tests
reaction for units wishing to move, successful units may move.
Shoot: Passive side shoots,
followed by active side. Reaction tests
for those taking hits.
Charge: Active side tests
reaction for units wishing to charge, successful units may
charge.
Passive side now tests
reaction for any of its units wishing to charge, successful
units may charge.
Fight:
Hand to hand fighting is resolved.
Command Points:
Command points are
marked by placing a d6 showing the appropriate score beside the
commander figure.
Command figures may
spend command points to assist units under their command.
To add 1 in a reaction test for units within 6cm.
To add 1 to the dice of an attached unit in shooting
or fighting.
The army commander
may transfer his command points to a divisional commander within
24cm at any time.
The Reaction Test:
This is the heart of the
command control rules.
Units wishing to move, charge, not run away after casualties, rally
must pass a reaction test.
Count the number of
elements remaining in the unit (Guns always count as 4)
Add 1 if the unit commander pends a command point.
Roll d6 and add the total.
Score 6 or more to pass the reaction test.
The Turn Sequence in
Detail:
Begin at the top and
work through this sequence.
After each pass through, active and passive sides exchange roles and
repeat.
Command:
Passive commanders
retain any command points left over from their previous active turn.
Each active commander rolls d6 for new command points and places it
beside the command model.
Commanders may now move up to 12cm, but reduce their command point
score by 1 if they do so.
Each commander may attempt to rally one running unit by passing a reaction
test.
Move:
Horse move up to 12cm.
Foot and Guns move up to 6cm.
Commanders do not move in this phase since they moved during the
command phase.
Running elements run
their full move distance away from the nearest enemy and lose one
element after the rout.
Other units may only move after performing a successful reaction
test.
No element may move
closer than 3cm to enemy units during the movement phase
Formation change from single to double ranks or vice versa counts as
a move.
Movement is forward, by wheeling or about-face.
Guns which move may not shoot this turn.
Shoot:
Units from the passive
side shoots first, then survivors of active units return fire.
Only Foot and Guns may shoot.
Front rank elements roll their dice and and consult the table to
determine how many kills they cause.
Shooting -
Scores required to kill an element
Shooters
|
Range
|
d6 per
shooting
element
|
score to
kill
|
Foot
|
6cm
|
1
|
6
|
Guns
|
6cm
|
2
|
5,6
|
Guns
|
24cm
|
2
|
6
|
Commanders may each
spend one command point on a
single attached unit to add one to all its shoting dice.
Guns firing at 2 rank foot units add 1 to their dice.
For each kill on foot
and horse, remove an element and place a casualty marker by the
unit.
Guns are different, 2 shooting kills in a single turn are required
to destroy a gun, single shooting kills are ignored.
After both sides have fired, unit which lost elements during
shooting test reaction, units which
fail run away.
Charge:
Phasing foot and horse
units which are up to 6cm from an enemy target may attempt to
charge.
Test reaction. If successful they
charge home, if not they stay in position.
After phasing units have tested to charge, non-phasing foot and
horse units may also attempt to charge.
Foot may not charge
horse.
Guns may not charge.
Fight:
Resolve fights between
units in combat.
Front rank elements roll d6 and consult the table to determine the
score required to cause a kill.
Commanders may spend one command point
one one attached unit to to add one to all its fighting dice.
Fighting -
Scores Required to kill an element.
Attackers
|
Target
|
|
Guns
|
Horse
|
Single Rank Foot
|
2 Rank Foot
|
Guns
|
-
|
6
|
6
|
6
|
Horse
|
4,5,6
|
5,6
|
5,6
|
6
|
Single Rank Foot
|
5,6
|
6
|
5,6
|
5,6
|
2 Rank Foot
|
5,6
|
5,6
|
4,5,6
|
4,5,6
|
Losers of hand to hand
(Suffered more kills than they caused) now test
reaction and run if they fail.
If losers stand, then winners must test
reaction and run if they fail.
If both sides stand, then losers withdraw 3cm still facing their
enemy.
Horse which cause
foot to run or withdraw may pursue.
Pursuing horse remain in contact, and avoid the need to test for
movement or charge next turn.
|