Saturday, 7 August 2010

Firing

RULE 13


2. Calculating the Fire Effect


For each artillery piece, throw two dice: a score equal or greater than the number of hexes to the target plus two is required to obtain a hit. For example, at three hexes range a score of five or more indicates a hit.


Whenever a double one is thrown, a mishap has occurred. Throw one dice and consult the table below to determine the event.









ScoreEvent
1Gun damaged: roll 1D6 per turn, scoring a total of 7+ to repair. Gun cannot move or fire until repaired
2Accident: one gunner killed or incapacitated
3Interruption to ammunition supply: cannot fire next turn
4Severe smoke: subtract 2 from 'to hit roll' on next turn and 1 on turn after if remaining in hex
5Smoke: subtract 1 from 'to hit roll' on next turn if remaining in hex
6Misfire: no other effect

Wednesday, 21 July 2010

Organisations, Formations and Movement

Units are composed of the rank and file whose placement defines the unit's position and facing on the table and the formation it is in, plus additional officers and musicians whose presence is primarily to enhance the visual impact of the unit.


1.1. Line Infantry.



IR Prinz von Preussen Advancing in Line

The smallest unit capable of independent action is the company. This is comprised of twelve rank and file plus associated officers and musicians. Line infantry battalions are composed of two or more companies, and may include additional battalion members (mounted CO, ensigns etc,) in its order of battle.



IR Prinz von Preussen Advancing in Column of Companies

An infantry company in line is drawn up in no more than six files and is arranged with its flanks on two opposite hexsides. An infantry company in column is drawn up now more than three files wide and faces a hexside.



IR Prinz von Preussen In Column Of Route

1.2. Light Infantry


Light infantry organisations follow the same rules as for line infantry, albeit generally with fewer companies to a battalion. They may use all line infantry formations and additionally may use 'open order'.



Free Corps Battalion Le Noble Advancing in Open Order

Light infantry may deploy in open order. When they do so they can take advantage of alternative rules for movement and firing. To be considered to be in open order, no more than four light infantrymen (plus any number of officers/musicians) may occupy the same hex. Infantrymen from the same company must deploy in a contiguous set of hexes.


1.3. Cavalry.


The smallest unit capable of independent action is the squadron. A squadron contains eight troopers plus associated officers and musicians. Cavalry regiments are composed of two or more squadrons, and may possess additional regiment members (CO, standard bearers etc.).



Dragoon Regiment Alt-Platen Drawn up in Line

A cavalry squadron is subdivided into two troops of four troopers each. The two troops may form two lines in the same hex, or else deploy in two adjacent hexes. Each troop is arranged in a single line with its flanks resting on opposing hexsides.



Dragoon Regiment Alt-Platen In Column

1.4. Artillery.


Artillery is comprised of individual cannon accompanied by crews of 6 gunners each. Individual pieces can be organised into batteries of two or more guns with an additional mounted CO.



Artillery Battery Deployed for Action

2.0 Movement


2.1 All movement is regulated by the hexagons into which the terrain is divided.  Rates of movement are determined using the following table:


Unit and FormationMaximum distance
Infantry
Close order, move and fire1 hex
Close order, in line2 hexes
Close order in column of route3 hexes
Close order, change formation 2 hexes
Open order, move and fire 2 hexes
Open order, move 3 hexes
Change from open order to close or back again3 hexes
Artillery
Move and 50% chance to fire1 hex
Move unlimbered2 hexes
Move limbered3 hexes
Cavalry
Heavy cavalry4 hexes
Light cavalry5 hexes

2.1 Cases


2.1.1. If infantry or artillery pass through one or more bad terrain hexes in a movement round, then the maximum movement distance is reduced by 1 hex (and 1 hex only regardless of the number of bad terrain hexes moved through).


2.1.2. If cavalry pass through one or more bad terrain hexes in a movement round, then the maximum movement distance is reduced by 2 hexes (and 2 hexes only regardless of the number of bad terrain hexes moved through).

Monday, 19 July 2010

Introduction

This is an attempt to reconfigure a mix of rules from Charge! and The Wargame to work with hexagons.  It should be regarded as work in progress.  The rules are broken down into sections that mirror the layout of the rules in Charge:

Organisations, Formations and Movements
Firing
Charges And Melees
Artillery And Infantry In Melees
Morale, Fieldworks And Game Mechanics