I am going to err in this construction. That is just the way it is. I never specialized in perfection. Should this ever get published, a very patient editor will have to diligently guide me to work the kinks out of this ball of twine. That being said, I know that this system works and plays better than I thought it would. Early playtesting and continual feedback have brought its development to this point.
The opening statements are going to be repetitive. Skip them if you need to do so. I would but I had to include them in this draft.
Chaos, Confusion and Casualties
by
John Michael Priest
November 2019
November 2019
I.
Chaos, Confusion, and Casualties represents years of
developing home grown rules in an attempt to simulate the actual combat
conditions on a Civil War battlefield, or almost any black powder engagement,
on the battalion and regimental level. Scaled to 54mm, it can easily be
converted to other scales. In many games, the generals are almost omniscient.
They issue orders which the men actually heard. The skies are clear and
lingering smoke seldom creates a problem.
A lot of games are based upon traditional, ”You move. I move.” Having been raised around World War II combat
veterans, I grew up on their stories of what really happened down on the
ground. Their stories wove tapestries of battles which did not appear in the
textbooks. Erich Maria Remarque, Bill Mauldin, Arthur Guy Empey, John Hersey,
Ernie Pyle brought the war home and made it more personal than afteraction
reports.
II.
Chaos, Confusion, and Casualties actually dissects
the various actions which can and do occur simultaneously upon the field. It also
removes 54mm wargaming from skirmishing to battalion, regimental and battery
level where the players have to deal with unexpected circumstances over which
they have no control. Officers have to control their own men and their
unanticipated reactions to combat. The turns are based upon a relatively simple
concept of action/reaction /counter reaction. Every action could result in
disproportionate and/or unexpected reactions or no reaction at all. It requires
the players employ actual tactics to protect themselves from surprises.
III.
What I want to do is introduce a game system where,
players, regardless of scale, can implement a basic system not only to table
top gaming but possibly to board gaming also. The most important part to
miniature gaming is to make the game fun, fast, and unpredictable. The scale of
the game depends upon the player as does the number of pieces upon a stand. The
number of hits a piece can sustain before being removed is at the player’s
discretion.
IV.
These rules deal more with the mechanics of the game
to facilitate play and the elimination of
charts. This game is designed for 54mm pieces on a regimental and
battalion level but not restricted to that scale.
V.
Scale
A.
Infantry: 1/48 (12 hits). Cavalry: 1/24 (6 hits). Artillery: Crew 1/4 - 3 man crew
(4 hits/ crew piece). Artillery
pieces:1/1 (1 hit by dud or solid shot. Roll off to decide if disabled or
not). Skirmishers: 1/4 (4 hits). All officers: 1/1 ( 4 hits).
B.
50 feet/1 inch.
VI.
Bases
A.
Rectangular base: Both pieces facing the long side
are in line of battle. Pieces facing the narrow side are in column of 4’s.
VII.
Playing Pieces
A.
The number of soldiers needed depends upon what the
individual players have available. The strength of forces literally depended
upon the number of men present for duty.
B.
The number of infantry officers is very important.
The ideal situation is to have 3 officers per infantry regiment, which enables
the player to divide the unit into several segments, each with its own officer.
No officer on the line stalls the unit, making only able to react if attacked.
C.
Officers
1.
rally troops.
2.
stop undesirable reactions.
3.
downed officers.
4.
constantly troop the line to maintain order.
a)
When
the line suffers a hit, all of the officers are susceptible to getting injured.
(1)
The player rolls 1D10
for each officer.
(2)
Odd means the officer
was missed.
(3)
Even means the officer
will probably get wounded or eliminated.
(a)
The player rolls 1 D10 with the “zero” representing
a “10.”
(i)
10, 9, 8 indicates an incapacitating “nick.”
(ii)
7 - 6 is 1 hit noted by placing a red chip under the
officer.
(iii)
5 - 4 means 2 hits, using a white chip.
(iv) 3 - 2 indicates 3 hits, a blue chip.
(v) 1 removes the officer from the field.
(vi)
The hits are cumulative.
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