Sunday, December 29, 2019

Action/Reaction in Miniature Wargaming (Part 6)

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!

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