Showing posts with label 2_Rules. Show all posts
Showing posts with label 2_Rules. Show all posts

Sunday, 23 March 2008

Command & Control - Ideas (2)

I found the time to play test the rules a few days ago and found a number of problems. See the Battle of Greenford for details. While playing I made a number of tactical errors, which were based on playing the game assuming normal control. One factor may cause problems in offense.defense games is that it increases the time that the attackers spend under fire, especially artillery.

Firstly as mentioned by Steve it's quite slow. The idea was mainly to provide a mechanism to allow solo play. I also found that by allowing for the casualty effect meant that non-commanded units had it a bit too easy. The solution to both is to drop the casualty effect from the calculation. It's already covered in a sense by the morale and other factors, so it is probably overkill.

As expected sending troops into woods caused command/control problems as they often missed the required dice roll, even if they were just 2 lower. Using the commander was similarly a problem. I hadn't added this as a factor, but given they have to fall back to do so then the command distance is increased and the issue is adequately covered this way.

I will now use the following

+2 if the commander is with the unit (attached)
-1 Per 12" away from the commander
-2 If out of sight of the commander
+1 if a well trained unit
-1 if a poorly trained unit
-1 "group" move (several units belonging to the same commander moving together)
+1 if the CinC is within 6" of the commander (optional)

After all command rolls are completed any individual units that have not tested for command can test independently needing a 3 of lower be be able to move (still with +/-1 for training).

Saturday, 26 January 2008

Command and Control - ideas (1)

The AWI rules as written were developed before many of the "recent" ideas on command and control were developed and I have been considering how to incorporate them particularly for use in solo games.

In DBx, I've always felt that the pip system was too arbitrary, even with the CinC's ability to switch dice between commanders, it just feels too abstract and doesn't model the individual commanders abilities.

Warmaster (WMA)uses a slower system, but it's more effective at representing different commanders abilities, however, it does allow units to make multiple moves, which can unbalance the game system.

Fire and Fury uses a system that is more unit command/morale driven, but also includes the strength/exhaustion of the unit.

My plan is to use the WMA system with dice rolls (2d6) per unit/group in the order selected by the commander with the following modifiers.

+2 if the commander is with the unit (attached)
-1 Per 12" away from the commander
-2 If out of sight of the commander
-1 If 1 or 2 strength points lost
-2 If 3 or more strength points lost
+1 if a well trained unit
-1 if a poorly trained unit
-1 "group" move (several units belonging to the same commander moving together)
+1 if the CinC is within 6" of the commander (optional)

For example a poor general would have a rating of 7. he attempts to give a command to a militia unit 15" away (-1) that has lost 1 strength point (-1), and as militia it is poorly trained (-1). So a the general needs a 4 or less on 2d6 to succeed. Therefore if the general rolls a 5 with 2d6 he fails to give the unit an order, and can give no more orders to troops under his command.

After all command rolls are completed any individual units that have not tested for command can test independently using a command rating of 6. They cannot use this test unless their commander has failed on another units under his command.

Will

Saturday, 7 July 2007

Rules - Index

Introduction
Scales, etc.
Strength Points
Guns
Units and bases
Generals
Formations
Marking Unit Status
Move Sequence
Morale
Testing shaken units
Testing routing units
Movement
Changing Facing
Road Bonus (optional)
Second Cavalry Charges
Firing
Morale effect of fire
Risk to Generals
Charging
Testing charged units
Rout
Surrender
Melee
Risk to Generals
Terrain
Buildings
Rough Ground & Swamps
Woods and Forests
Rivers and Streams
Hills
Roads
Fortifications and Fieldworks
Defence Values of Buildings and Fortifications
Field Engineering

Friday, 6 July 2007

Rules - Fortifications and Fieldworks

Defence Values of Buildings and Fortifications

As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point. If troops are in the buildings use the same dice score to determine the damage to the building ignoring the deduction for cover. To equate with cover 2-4 strength points = soft cover, 5-8 strength points = hard cover, 9 or more = fortified. Therefore as building are damaged the cover they provide is reduced.
As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point.
Strength Points:-
Wooden Bridge (per 100mm)...................... 3
Stone Bridge ditto.......................................... 6
Wooden Building (50mm x 100mm)........... 4
Stone Building ditto....................................... 8
Wooden Building (100mm x 100mm)......... 6
Stone Building ditto....................................... 12
Timber fieldwork (per 100mm).................... 6
Earth and Timber Redoubt............................ 10
Timber Stockade (per 100mm)..................... 8

Field Engineering

In most cases fieldworks have been constructed before a battle commences, but if necessary they can be constructed during a battle. 1 wagon can hold enough tools for 1 close order infantry unit. This enables them to dismantle 1 strength point every move or construct 1 strength point of a fieldwork every other move.

Demolition

1 wagon can hold 6 charges. The sequence is as follows: spend 1 movement phase laying the charge, move away on the next movement phase, then test for effect on the firing phase following moving away. For effect roll 2d6 if it is greater than the targets defence strength points it is destroyed. If more than 1 charge is used it takes 1 extra move to lay each charge and use one extra d6 per additional charge to determine the effect. If any unit is within 3" roll 2d6 for effect as if firing. Increase the distance by 1" for each additional charge used.

Rules - Terrain

Buildings

Buildings should be either small 50mm x 100mm holding 1 unit or large 100mm x 100mm holding 2 units. Units occupying buildings have no flank or rear and each base can fire or melee out of any side of the building it is in contact with. If the two bases of a unit fire in different directions treat the firing of each base as a the unit in column firing.. Isolated farms and hamlets should be represented by a single small building, Villages by two or three, and towns by four or more. Buildings like the Chew House at Germantown which held a British Regiment should be represented by a single large building.

Rough Ground & Swamps

This represents areas of either difficult movement or where difficulty may be experienced maintaining formation. Typical areas include a fields of crops and rocky or uneven ground. Swamps are areas of rough ground which are impassable to mounted or wheeled units.

Woods and Forests

Woods are not consistent and should be made up of a mixture of areas of dense and open woodland, rough and open ground consistent with the area being fought in. Troops can be detected and fired at the following ranges in wooded areas:-

Dense WoodsOpen Woods
Couriers du bois, Rangers and Indians1"3"
Other Open Order Foot2"6”
Others4"12"


Rivers and Streams

For simplicity streams are 2" wide and rivers are 6" wide. Rivers cannot be crossed except by fords or bridges.

Hills

Hills are not defined by their height but by the difficulty of ascending them. Most hills should have gentle slopes but depending on the geography some will have steep or impassable slopes. Other terrain features can be combined with hills and their effects on movement should be combined. Dense woods on steep slopes should be considered impassable to all troops except light infantry and rifles.

Roads

These are considered the same as open ground unless the optional road movement is used. Roads on hills can have a different slope than that of the surrounding ground. Where roads cross streams or rivers there must be either a bridge or ford. Roads, and bridges are 2" wide

Rules - Melee

Melee is resolved as far as possible between one defending unit and all the units attacking it, or one attacking unit and two defending units. All units that have enemy units to the front of any of their bases must engage in melee.
Roll 1d6 for each unit involved in a single melee and add any of the following factors for the relevant troop type where they apply:-

SituationCavalryInfantryOther
Unit is cavalry+2NANA
Charging+2+1NA
Indian UnitNA+2NA
Unit is European Regulars+1+1+1
Unit is attacked in flank-1-1-1
Unit is charging over an obstacle (stream, fence etc.)-4-2-4
Unit is charging uphill-1-1-1
Unit is charging a building-4-2-4
Unit is attacked in the rear-2-2-2
Unit is in open order or artillery-2-2-2
Unit is charging a fortification-6-3-6
Unit is attacked in the rear-2-2-2
Overlapping enemy unit+1+1+1
two or more bases deep (except light troops)+1+1NA


Compare the highest modified score for all units on each side. The side with the lowest score is the loser. If the difference is 2 or more the loser will rout immediately and lose 2 strength points(*). If the difference is 1 point then the loser will retire 3", loses 1 strength point, and becomes shaken. If the scores are equal both sides will retire 3". Where more than one unit is involved only one is effected, any others will retire 3". The unit effected will be that unit engaged to the enemies front, or if more than one then the unit with the lowest score.
(*) If the loser is attempting to charge a building or fortification, or where the defender is immediately behind an obstacle the loser does not rout but retires 6" and is shaken, and still loses 2 strength points.

Risk to Generals

If a general is with any unit that routs from melee throw 2d6
2 - 7 No effect.
8 - 9 Suffers a light wound and moves at 1/2 speed.
10 Captured.
11 - 12 Dead.
In any other cases if the general is with any unit that suffers losses from melee throw 2d6
2 - 8 No effect.
9 - 10 Suffers a light wound and moves at 1/2 speed.
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed or captured all units in his chain of command within 18" are shaken.

Rules - Charging

After all firing is resolved any of the moving players infantry or cavalry units which are unshaken may declare charges on any enemy units that are in charge reach. Charge reach is 3" for infantry and 6" for cavalry, but the target must be directly to the front of the charging unit.

Once all the charges have been declared test the morale of the charged units in the order decided by the moving player. As each charged unit is tested counter-charge, evade, or rout it as appropriate. After all charged units have been tested move any charging units that are not already in contact into contact with its target if it is still within charge reach, or its original position if it has routed or evaded out of charge reach. Then calculate the results of the melees.

Testing charged units
Roll 1d6 per unit, add any of the following factors if they apply
Non Cavalry charged by Cavalry................................................................................ +2
Open Order Infantry or artillery charged by Close Order......................................... +2
Charged in the rear........................................................................................................ +2
Charged in the flank....................................................................................................... +1
Shaken.............................................................................................................................. +1
Behind an obstacle or in a building............................................................................. - 2
Cavalry only charged by Non Cavalry........................................................................ - 2
Close Order only charged by Open Order Infantry or artillery................................. - 2
In a fortification.............................................................................................................. - 3

If the modified score equals or exceeds the charged units basic morale it will rout immediately and lose 1 strength point. If the score is less than zero the charged unit may counter charge any enemy unit to its front which is charging it. This is ignored by units behind obstacles, in buildings or fortifications. The counter charging unit is moved into contact with the charging unit halfway between their positions. Already routing units may surrender, but otherwise they automatically rout and lose 1 strength point.

Rout

Routing units move directly away from the cause at rout speed towards the nearest friendly cover. This cover may be behind another friendly unit, into woods, buildings or off the friendly edge of the table. The routing unit may not move such that it reduces the distance to any visible enemy unit. (i.e. The routing unit must be further away from any enemy unit at the end of the move than at the beginning)

Surrender

Units may surrender in the following situations :-
(a) Units charged in the rear which rout either from the charged test or melee.
(b) Already routing units which are successfully charged.
(c) Already routing units which are within 6" of any enemy unit and cannot move.
Roll 1d6 for any units in this situation, if the score is 4 or higher then the unit surrenders if foot, 5 or higher if mounted. Units which surrender are removed from the table.

Rules - Firing

Units may fire at anything directly in front of a base and up to 45° to either side provided the whole of the target base is visible, in range and within angle of fire.


RangesShortMediumLong
All Muskets0"- 6"NANA
Rifles0"- 6"6”-12”NA
Light Guns0"-12"12"-24"24"-36"
Medium Guns0"-15"15"-30"30"-45"
Heavy Guns0"-18"18"-36"36"-54"
Galloper Guns0"- 9"9"-18"18"-21"
Grasshopper Guns0"- 6"6"-12"12"-18"
Howitzers0"- 9"15"-24"24”-36”


To determine the effect of firing roll 2d6 and sum the scores and any of the following factors which may be relevant, if the result is 7 or greater the target unit loses 1 strength point. The same result is then used to check the target units morale. Note that a targets morale can suffer even though it has not lost any strength points.

Firing factors

British Close Order Infantry +1
Militia and Indians - 1
Firing unit has 3 or 4 strength points - 1
Firing unit has 1 or 2 strength points - 2
Firing unit is in column - 2
Rifles at short range - 1
Rifles at medium range - 2
Firing unit is shaken - 1
Guns at short range (canister) +1
Guns at medium range - 1
Guns at long range - 2
Target is in solid cover - 3
Target is in woods or soft cover - 1
Target is in hard cover or buildings - 2

Notes
(a) Canister can only be used when no friendly units are in the arc of fire.
(b) Overhead fire is only available to guns firing to/from higher ground and howitzers. Any intervening friendly unit must be at least 12" clear of both the firer and the target.

Morale effect of fire

This is tested using the same result as that used to determine the effect of firing. If the modified score of the firing unit exceeds the target units basic morale, the target unit is shaken.

Risk to Generals

If a general is with any unit that suffers losses from fire throw 2d6
2 - 8 No effect
9 - 10 Suffers a light wound and moves at 1/2 speed
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed all units in his chain of command within 18" are shaken.

Rules - Movement

The following defines the maximum movement allowed in a movement phase (C).

Troop TypeLineColumnRout
Close Order Foot6"9"12"
Open Order Foot9"12"15"
Light Cavalry15"18"21"
Generals/Couriers21"21"21"


Wheeled EquipmentLimberedDeployedRout(Crew Only)
Light Guns9"3"12"
Medium Guns6"2"12"
Heavy Guns3"1"12"
Galloper Guns12"3"12"
Grasshopper Guns12"21"21"
Howitzers9"3"21"
Wagons6"NANA


Effects of terrain as % of normal speed or proportion of a move



Terrain TypeC.O. FootO.O. FootMountedWheeled
Rough ground66%100%66%33%
Gentle Slopes66%100%66%33%
Steep Slopes33%66%33%NA
Open Woods66%100%66%66%
Dense Woods33%66%NANA
Swamps33%66%NANA
Fords66%66%66%33%
Crossing fences or walls1/21/211
Crossing streams1/21/212
Entering buildings1/21/2NANA
Leaving buildings11/2NANA


(a) Where NA is shown the troop type cannot move in that situation
(b) To change formation from line to column or v.v. neither base in the unit may move further than a line move into the new formation.
(c) Deploying or limbering guns takes a whole move stationary.
(d) Retiring and maintaining facing deduct 3" for foot, 6" for mounted and 1" for guns.
(e) Units may change face up to 45° with no penalty, but more than that takes a whole move
(f) Wheeling should be done around a 3" diameter circle, measuring the distance moved by the outermost base.
(g) For terrain effects grasshopper guns are treated as close order foot
(h) If wagons rout they become immobilised for the rest of the game.
(i) Any non routing unit passing through another deducts 3" for foot and 6" for mounted.

Changing Facing

To allow for the effect of alternative movement the firing player may change the facing of any unit after movement in order to fire or receive a charge. It cannot do this if an enemy unit is within charge reach of its current facing.
To change facing the unit remains in its current formation and rotates up to 180o around the centre point of the unit. If the desired rotation cannot be made due to either an obstacle or other units then the unit cannot change facing.

Road Bonus (optional)

Any unit in column that moves its full move distance along a road may add an additional 3" if does not pass within 24" of any enemy unit.

Second Cavalry Charges

This reflects cavalry's ability to exploit any breakthrough. Note that any target of a second cavalry charge cannot change facing to meet the charge, but it can fire at the cavalry if it could not have fired in the firing phase. If the cavalry do not opt to charge then they cannot fire.

Monday, 2 July 2007

Rules - Morale

A units basic morale is its current strength plus the following modifiers depending on unit type:-
European Grenadiers...................................... +2
Other European Regulars.............................. +1
American Regular Rifles................................ - 1
Militia............................................................... - 1 or - 2
Indians............................................................. - 2
Wagons etc..................................................... - 4

Testing shaken units

Roll 1d6 per unit, add +1 if a brigadier general is with the unit, or +2 if a senior general.
Results:-

4 or greater the unit will carry on as required
2 or 3 the unit will retire a full move (optional : Militia or Indians in the open rout)
1 or less the unit will rout and lose 1 strength point

Testing routing units

Roll 1d6 per unit, add +1 if a general is with the unit, or +2 if a senior general.
Results:-

5 or greater the unit halts shaken
2 - 4 the unit continues routing
1 or less the unit continues routing and loses 1 strength point

Rules - Move Sequence

Alternate movement is used with one side moving and the other side firing.

A) Test morale of all shaken and routing units of the moving player.
B) Move all units that must rout or retire.
C) Move all other units as player wishes, but not within 1" of any enemy unit.
D) The firing player may change the facing of any unit without enemy units to its front within 6".
E) Firing player fires units at any enemy unit within range and up to 45o to flank, and calculate the morale effect of fire
F) Any of the moving players units which are unshaken may charge any enemy unit directly to their front if it is within 3" for infantry or 6" for cavalry.
G) Test the morale of the defending unit.
H) Counter-charge or Rout the defending unit if appropriate
I) Move the charging unit into contact with the defending unit if it stands, or its original position if it routs.
J) For units in contact calculate the effect of the melee and immediately rout or fall back any losers
K) Any cavalry having successfully charged may repeat (F)-(J) a second time if required

Notes:-

a) If a unit of the moving player routed during the preceding players charge or melee phase it is not tested for rallying this move, neither does it need to be moved.

Rules - Introduction

These rules have been written to give an easily playable game which reflects the style of battles fought during the American War of Independence, and the French and Indian Wars. To simplify the game a standard size of unit is employed and only a few major formations are permitted. Figures are not removed but a simple record needs to be kept of the status of each unit.

These rules assume that 20/25mm figures will be used, but they can be used for 15mm by using 2/3 the distances specified. The scales are flexible and can be adjusted to reflect the size of battle being fought provided the ratios are maintained.

Figure Scales 1 figure = 20 men 1 gun = 4 guns
Ground Scale 6" = 100 yards (20mm) 10cm (4") = 100 yards (15mm)
Time Scale 1 move = 10 minutes

The line units represented under the rules are equivalent to an American Battalion or very weak European regiment, of about 250 men, most European regiments are best represented by two units. Open order units represent 2 companies, about 120 men. Cavalry about 2 troops or 80 men. A four gun battery is represented by an artillery unit

Strength Points

Each unit is depicted as having the same number of figures irrespective of its actual strength. However it is allocated a number of strength points depending on its actual strength.

Full strength units are rated as having 5 strength points. To represent under strength units reduce this by 1 point for each 20% under strength, so a 150 strong battalion will have 3 strength points. Units with less than 3 strength points should be combined whenever possible, and units with more than 6 strength points must be split.
Units whose strength points fall to zero or less are considered to have become ineffective and are removed from the table.

Guns

Although various type of guns are available, for simple games it is best to use only light guns. To convert from actual orders of battle:- Light = 3-4 pdr; Medium = 6-9 pdr; Heavy = 12 pdr or heavier

Units and bases

Most units under these rules are composed of two identical bases of figures. Each base measures 45mm x 45mm (25mm) or 30cm x 30cm (15mm). Artillery units are made up of a gun base and a limber base. Supply (wagon) units comprises a single wagon base.

The numbers of figures on each base depends on the type of unit:-
Close Order Foot (Line Infantry, Fusiliers, Grenadiers, Militia)....6 figures in two ranks
Open Order Foot (Light Infantry, Jaegers, Rangers, Indians).......3 scattered figures
Cavalry......................................................................................2 figures in one rank
Artillery piece.............................................................................1 gun and 3 figures
Limbers......................................................................................1 limber and 2 horses
Wagons (on a double sized base)................................................1 wagon and 2 horses
Brigadier General........................................................................1 mounted figure
Senior General............................................................................1 mounted figure + 1 other

Generals

Generals are allocated on the basis of one brigadier general per 3 - 5 units, and one senior general per 2 - 4 brigadier generals. If there is more than one senior general one extra may be added as a C in C.

Formations

Only two formations are possible for infantry and cavalry, line with both bases in side to side contact and column with the bases one behind the other.


Marking Unit Status

It may be useful to have markers to depict the current morale state of units. Either a small card with the appropriate status can be used or the following:

Shaken - place a dead figure in front of the unit or reverse one of the bases.
Routing - place two dead figures with the unit or place both bases in partial side to side contact.