Monday, December 23, 2019

Action/Reaction in Miniature Wargaming (Part 5)

XI.              Artillery Firing

A.                Artillery Rounds

1.                  Solid Shot/Bolt/Dud (yellow: 16 per gun).

a)                  Roll 1 D10 and 1 D6.

(1)               The D6 indicates if the round went to the left or the right.


(a)               “1” goes left.

(b)               “6” goes right.

(c)               Roll 1 D6 halved to determine in inches how far left or right the projectile went.

(2)               The D10 indicates if the round bounced or imbedded in the ground.

(a)               “Even” bounces 2 in.

(b)               “Odd” does not bounce. 

b)                  Determining casualties.

(a)               Roll 1D10 if it did not bounce 

(2)               Roll 2 D10s if it did bounce. 

(a)               Even numbers are hits. 

(b)               Odd numbers are misses. 

2.                  Shell which burst (blue: 8 per gun)

a)                  Roll 5 D10s. Remove all “0s” and each die with the highest number. 

b)                  The remaining dice are Hits. 

(1)               Exploding rounds burst 2 inches forward toward the target.

3.                  Case Shot which burst (green: 4 per gun)

a)                  Roll 7 D10s and resolve as is done with shell bursts.

(1)               Exploding rounds burst 2 inches forward toward the target.

4.                  Canister (red: 4 per gun)

a)                  First Fire

(1)               Use the rifle firing stick to get the range.


(2)               Take deductions for smoke, fog, terrain, walls, and fences.

(a)               Roll 9 D10, for the resulting distance on the stick..

(b)               Any number equal to or less than the number on the stick is a hit.

b)                  Consecutive Fire

(a)               Account for accumulating smoke roll 1 D6 halved and add it to the deductions.    
       
B.                 First Fire for Exploding Rounds, and Shot

1.                  Roll 5 D10s and 1 D6 .

a)                  The D6 indicates if the round went to the left or the right.

(1)               “1” goes left.

(2)               “6” goes right.

(3)               Roll 1 D6 halved to determine in inches how far left or right the projectile went.

b)                  The D10s represent a poker hand.

(1)               If there are no matching numbers, and most of the dice are even numbered, the gun misfired.

(a)               Do not place smoke if it is a misfire.  

(2)               If the majority of numbers are odd, the round was a dud and must be treated as a solid shot. 


(3)               When rolling a “dud,” roll 1 D6:

(a)               1s are short. 

(b)               2s are long.

(c)         If both are rolled, roll 1 D6. Even is short.  Odd is long.

(4)               Pairs, three of a kind indicate bursts for shells, four and five of a kind, and straights indicate hits.

(5)               Pairs of “1s” means the round went long.

(6)               Pairs of “0s” fall short.

(7)         If both happen roll 1 D6. Even is short. Odd is long.                    
(8)               Roll 1 D6 halved to determine in inches how far the projectile went long or short.

C.                 Consecutive Fire for Exploding Rounds, and Shot

1.                  Call the range in inches toward the target.

a)                  Repeat a), (1), (2)

(1)               Pairs of  1s” and “2s” are long.

(2)               Pairs of “9s” and “0s” are short.

(3)         If both are rolled resolve with an even/odd roll.

2.                  Resolve the shot and shell bursts as described above.

XII.           Turn Sequence

A.    Rally Routed Units

                                                            1.      The player rolls 2 different colored D10s for each officer. One die represents the men. The other is for the officer. 

                                                            2.      The higher number wins.

                                                            3.      If the officer wins, the unit rallies. If the men win, the unit routs the distance it did on the previous turn, taking the officers with them.

B.     Stop Unit Reactions

                                                            1.      Repeat the steps for a rally

                                                            2.      If the officer wins, remove the reaction marker. If he fails, the unit is still in reaction.

C.     Attempt to Put Senior Officers in Command

                                                            1.      This only occurs when all of the regular line officers are gone.

                                                            2.      Roll 1 D10.

                                                            3.      Even restores the officer.  The Unit may move and fire that turn.

                                                            4.      Odd does not. The Unit may not move or fire until an officer is restored.

D.    Check Fog Status (Fog Optional)

                                                            1.      Determine Thickness of Fog

1.      Roll 1 D6. 

a.       The resulting number is the thickness of the fog with “6” being the thickest. 

b.      The thickness determines the firing deduction and the movement deduction.

c.       Place a playing card in each of the hollows to indicate the fog level.

d.      The hills and hillsides are above the fog.

                                                            2.      Reducing the Fog at the Beginning of the Turn

1.      Roll 1 D10.

2.      Even reduces the fog number by 1. 

3.      Odd means the fog does not change.


E.     Check Smoke Status

                                                            1.      Every time a unit fires place a smoke marker on the unit.

1.      If 2 units fire at each other, each gets a smoke marker which increases the level to 2. 

                                                            2.      To change the smoke level at the beginning of the turn

1.      Roll 1 D10.

2.      Even reduces the fog number by 1.

3.      Odd means the fog does not change.

F.      Execute Regular Movement or Announce a Charge (Announcing a Charge Causes a Reaction).

                                                            1.      Infantry      
     
1.      In line moves 9 inches less deductions.

2.      In column marches 12 inches less deductions.

3.      Going prone causes no movement points.

4.      Standing up takes 5 movement points.     
      
                                                            2.      Cavalry – Mounted, Mounted Officers

1.      In line marches 26 inches less deductions.

2.      In column advances 36 inches less deductions.

3.      Cavalry Dismounting/Mounting

a.       This absorbs 2 movement points.

4.      Individual officers move 36 inches less deductions.

                                                            3.      Skirmishers, Dismounted Cavalry, Dismounted Officers, Artillery Crew Serving a Gun

1.      Move 12 inches without deductions.

2.      No deductions for going Prone.

3.      No deductions for Standing Up.

                                                            4.      Artillery – Limbered

1.      In line of pieces it travels 26 inches less deductions.

2.      In column of piece it moves 36 inches less deductions. 

                                                            5.      Artillery  - Limbering, Unlimbering, or Fixing Prolonge

1.      Each requires 14 inches in movement.

                                                            6.      Artillery – Into Battery and From Battery

1.      This takes 12 inches of movement

2.      Unlimbering/limbering and going into battery/from battery uses up 26 inches.

                                                            7.      Artillery – Changing Front  Right or Left

1.      There are no deductions for doing this.

                                                            8.      Artillery – Unlimbered By Hand to the Front

1.      The piece will move 1 inch to the front.

                                                            9.      Artillery – By Prolonge to the Rear

1.      The piece will move back 7 inches.

2.      Coupled with Fixing Prolonge this consumes 21 inches in movement.

G.    All the players move their troops simultaneously unless a unit opts to charge.

On a personal note: Merry Christmas! Happy Hanukkah! Have a wonderful time with family and friends no matter what your faith. Remember the poor, the needy, and those in ill health. Thank you for reading my posts.


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