This is the final installment of my rules set.
H.
Announcing a
Charge
1.
When announcing
a charge the attacker places a charge marker in front of the unit.
2.
The defender
does nothing at this time.
3.
Infantry
a)
In line, rolls 1 D6 for each stand and adds that to
the regular movement less deductions. (This represents the possibility that
each part of the regiment might not have heard the order or for whatever reason
got off to a slower start.)
(1)
The order travels right and left from the center,
therefore arrange the dice from center to the flanks in descending order.
b)
In column, rolls 1 D10 for entire column and adds
that to its regular movement less deductions.
4.
Cavalry –
Mounted
a)
In line, rolls 2 D6s for each stand and adds them
to the regular movement less deductions.
(1)
The order travels right and left from the center,
therefore arrange the dice from center to the flanks in descending order.
b)
In column, rolls 3 D6s and adds them to the regular
movement less deductions.
(1)
The order travels right and left from the center,
therefore arrange the dice from center to the flanks in descending order.
5.
No other pieces
may charge.
XIII.
Reaction to a
Charge
A.
The Attacker
1.
Measures the
distance of the charge, including deductions to the opponent’s line and places
a marker at the farthest point of advance, and places a marker where the charge
will end should the attacker be successful.
2.
The attacker
rolls a D10.
a)
Even means the attacker cheers.
b)
Odd means the attacker does not cheer.
(1)
If the defender does not cheer, the attacker will not react.
B.
The Defender
1.
The defender
rolls a D10.
a)
Even means he/she heard the cheer.
b)
Odd means he did not.
c)
If the defender hears or sees the charge on a
smokeless, fog free field, he/she must roll for a reaction immediately.
(1)
Reactions are based upon the roll of 1 D10 by the defender.
(a)
“1” means the
unit will retreat 9 inches.
(b)
“10” indicates
the unit does not react at all.
(c)
“3”, “5”, “7”,,
“9” means the unit will make an orderly withdrawal (back up) 3 inches.
(d)
“2”, “4”, “6”,
“8” means the defender will fire.
(i)
The defender,
will make deductions for smoke, fog, and other terrain deductions.
(ii)
The defender
will roll 1D6 halved and deduct that.
2.
The officer may
choose to counter that decision by the die roll described in XII, A., 1-3.
3.
If the defender
did not hear the cheer, he/she will not react until struck.
XIV.
Hand-to-Hand
Resolution
A.
In Line of
Battle
1.
The Attacker
rolls 1D6 for each piece in the charge.
2.
The Defender
rolls 1D6 for each piece in the charge.
3.
Both players
line up their rolls from highest to lowest opposite each other.
a)
Example:
(1)
The attacker rolled 6 dice. 6 5 4 3 2 1
(2)
The defender tolled 8 dice.
6 6 4 4 2 2 2
(3)
The paired 6s, 4s and 2s negate each other.
(4)
The defender’s 4 highlighted numbers are higher than the
attacker’s highlighted numbers.
(5)
The attacker has 4 hits and lost the melee.
(6)
The attacker must back up 3 inches.
(7)
The attacker must place a red disruption marker on the unit.
(8)
The defender will suffer no loss and no disruption.
b)
If both players suffer hits:
(1)
The one with the higher number backs up 3 inches.
(2)
If the defender backs up and has not reached the farthest
point of advance marked by the attacker the attacker strikes the defender again
and again:
(a)
Until the
attacker loses
(b)
Or the attacker
reaches the farthest point of advance.
(3)
At that point both players place red disrupted markers by
their units.
B.
In Column
a)
The defender rolls 1D6 for the piece immediately in
front of the attacking piece and 1 D6 for each piece on its immediate right and
left.
b)
The attacker will roll 1 more D6 than the defender.
c)
Example
(1)
Attacker rolls 6, 4, 3, 1
(2)
Defender rolls 5, 5 , 2
(3)
The attacker’s “1” does not matter because the attacker’s “3”
caused a hit.
(4) If the extra number had been a 3 or higher, the defender would have taken an extra hit.
d)
The defender will place a red disrupted marker on
the unit and create a hole for the attacker to pass through.
2.
The attacker
pierced the opponent’s line and continues forward until reaching the point of
advance or striking another unit.
a)
If it strikes another unit, hand-to-hand will
result.
b)
If it reaches the point of advance, it will halt
and place a red disruption marker on the unit.
3.
If the attacker
loses the hand to hand it will back up 3 inches and place a red disruption
marker on the unit.
XV.
Ordered Firing
1.
Skirmish Fire
(Action)
a)
Reaction
(1)
Units within the adjacent fields may change their facings in
reaction to what could be a real threat.
2.
Infantry Fire
(Action)
a)
Reaction
(1) Does not apply to a unit already in reaction.
(2) Refer to XIII, B., 1, (1), (a)-(d), 2.
(3)
Exception:
(a) If the target is in column Roll 1D6.
(a) D6.1 – 2 withdraw 3 inches, no deductions.
(b) 3 go prone.
(c) 4 – 5 retreat 9 inches, no deductions.
(d) 6 do nothing.
3.
Artillery Fire (Action)
a) Reaction
(1) It applies to a unit already in reaction.
(2)
Refer to XV, 2., (3), (a), (i), (a) – (d).
4. Counter Reaction –None. Firing and Movement Deductions (all are cumulative).
5. End Turn
XVI.
Terrain
A.
Woodlots -1
movement and firing deduction.
1.
Farmers penned
their cattle and pigs out of fields in the more settled regions. They kept the
ground cover low and the fields open.
2. Farmers used the woodlots for timber and as a result would have probably trimmed off the branches at above head height to keep from braining themselves.
3. The trees provided light coverage.
4. Stumps and boulders -1 movement and firing deduction.
5. They slowed down maneuvering and marching.
6. They also provided minimal cover.
B. Up Hill: Movement – D6 Halved. 1- firing deduction.
C. Down Hill: Movement +D6 Halved. -1 Firing deduction.
D. Over any rail fence: Movement, roll 1D6 and deduct it from movement to indicate that it slowed the formation. -1 Firing deduction because it is minimal cover.
E. Removing a worm fence.
1. Roll 1 D6 and deduct that from the unit’s movement.
a) If the number exceeds the amount of movement left, the regiment may not move for the rest of the turn.
b) If the number is lower than the number of movement points the player moves the balance of the movement after deducting the die roll.
F. Stone wall: Movement deduction, roll 1D10. Firing deduction, roll 1D6.
1. If the number exceeds the amount of movement left, the regiment may not move for the rest of the turn.
2. If the number is lower than the number of movement points the player moves the balance of the movement after deducting the die roll.
VI.
Addenda:
A. Units in Column Lose Double Casualties.
B. Routes are rolled if a unit loses a piece.
1. Officers are checked for wounds immediately.
2. If all the officers are down, roll for the senior captain.
3. If that fails the regiment stalls. (red marker).
C. The unit rolls 1 D6 as cited in XV, 2., (3), (a), (i), (a) – (d).
1.
If there is an
officer, he attempts a rally.
2.
If it fails, the
unit follows the die roll.
D.
If a unit
collides with another unit it will roll 1 D10 for a “reaction.”
Again, thank you for your patience. As always, constructive comments and suggestions are always welcomed. Happy New Year!