Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")

Size: px
Start display at page:

Download "Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")"

Transcription

1 Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed for the tabletop wargaming of large scale battles of the Napoleonic period using the 6 mm scale although other scales can be easily adapted. After one or two games you should have the basic rules down pat. However, the subtleties of playing with an entire corps (or even multiple corps) may take a little while longer to grasp. First, you will need two wargame armies but don't panic! These rules are designed to be used with wargame armies that are already based to other rule systems. Mini-Nap 2 is usually played with a corps (your army). For information on the makeup of corps, see the separate Mini-Nap 2: Army Lists. Next, the game system uses standard six sided dice reading 1 to 6; 0D6 means no standard six sided dice; 1D6 means one standard six sided dice; 2D6 means two standard six sided dice; etc. Players can take measurements at anytime during the game. Stands and Units In these rules, as in most, a number of figures (miniatures, castings) are glued onto a round, square or rectangular base. This base then forms a stand under these rules and a number of stands make up a unit. The basing system the rules use for 6 mm figures is below but you can adapt your own: Infantry Stand: 25 mm frontage by 20 mm deep Cavalry Stand: 25 mm frontage by 40 mm deep Artillery Stand: 30 mm frontage by 30 mm deep

2 Page 2 of 42 With artillery, several gun models and their crews are all glued onto the stand. This stand represents an artillery battery along with its gun crews, limber teams, supporting defensive troops, etc. Command Stand: 25 mm diameter 1 mounted command figure per stand for a Brigade Commander 2 mounted command figures per stand for a Division Commander 3 mounted command figures per stand for a Corps Commander With command stands, the required numbers of mounted figures are glued onto the round base. The stand represents that particular commander along with that commander s advisers, aid-de-camps, messengers, etc. How do the stands form a unit? First, the basic types of units used in Mini-Nap 2 are: Line Infantry Units Light Infantry Units Light Cavalry Units Medium Cavalry Units Heavy Cavalry Units Foot Artillery Units Horse Artillery Units Command Units Infantry units and cavalry units start the game with two stands. Artillery units (or batteries) are represented by a single square stand. Command units are represented by a single round stand. All the figures on a stand must face the same direction, that is, towards the front of the stand s base. The figures on a stand should be representative of their type, that is, infantry figures must be used for infantry units, cavalry figures used for cavalry units, etc. A player must advise his (or her) opponent of any unusual stands or units being used before play commences. Infantry Units: As noted, there are two basic types of infantry units: Line Infantry units Light Infantry units The bulk of the infantry units are Line Infantry units. Light infantry units consist of infantry units normally designated as Light Infantry, but also include other light infantry units such as Rifle units, Grenze units,

3 Page 3 of 42 Jaeger units, etc. A player must inform his opponent as to which of his infantry units are light infantry units before play commences. Both stands of the unit must be the same, that is, an infantry unit cannot have a mix of infantry types. Light infantry units are normally treated as Line infantry units except that light infantry units have some advantages and some disadvantages in movement and combat over regular line infantry units. All of the stands in an infantry unit are deemed to be musket armed. Although rifles were more accurate and longer ranged than muskets, they were much slower to load than muskets. Thus, for simplicity, rifles are treated as the equivalent of muskets in these rules. Cavalry Units: As noted, cavalry units consist of three basic types: Light Cavalry units Medium Cavalry units Heavy Cavalry units Light Cavalry units consist of cavalry units such as Hussars, Chevauleger, Lancers, Cossacks, etc. Medium Cavalry units consist of Dragoon units, and occasionally, some so-called heavy cavalry units. Heavy Cavalry units consist of true heavy cavalry units such as Cuirassiers, Carabineers, etc. A player must inform his opponent as to which of his cavalry units are light, which are medium and which are heavy before play commences. Both of the stands of a cavalry unit must be the same, that is, a cavalry unit cannot have a mix of cavalry types. Cavalry units always move and fight on horseback, that is, they cannot dismount to move and fight on foot. Cavalry units only fight hand-to-hand combat. The effect of any pistols, carbines, etc, that cavalry units often carried are factored into the hand-to-hand combat procedure. Artillery Units: Artillery units (batteries) consist of two basic types: Foot Artillery units Horse Artillery units

4 Foot Artillery units consist of three basic types: Page 4 of 42 Light Foot Artillery units Medium Foot Artillery units Heavy Foot Artillery units Horse Artillery units consist of two basic types: Light Horse Artillery units Medium Horse Artillery units For simplicity, howitzers and the like are treated as the equivalent to guns in these rules. Thus, light artillery units are those artillery units with the majority of their guns being less than 6 pound; medium artillery units are those artillery units with the majority of their guns being from 6 to 9 pound; heavy artillery units are those artillery units with the majority of their guns being over 9 pound. A player must inform his opponent as to what type (foot or horse) and what calibre (light, medium or heavy) his artillery units are before play commences. Horse artillery units are normally treated as foot artillery units except that horse artillery units have a few advantages in movement over foot artillery units. What about rockets? Only the British and Austrians used rockets, and only then on rare occasions. Thus, rockets have been completely ignored in these rules. Command Units Players are strongly encouraged to use historical formations, that is, to form your army up into historical Brigades, Divisions and Corps (again, for guidance, see the separate Mini-Nap 2: Army Lists). Each Brigade receives one Brigade Commander (stand) Each Division receives one Division Commander (stand) If your army has more than one Division then your army also receives one Corps Commander (stand) Corps Brigade Division Command units are units (small ones) and they show the general whereabouts of that commander. Command units cannot fire but can be fired at (so be careful). Command units cannot charge but can be charged (so again, be careful). Determining the Strength Points of a Unit Historically, the size of infantry units and cavalry units fielded varied considerably, with an average usually fielded of around 500 to 600 troops. In these rules, an infantry unit or a cavalry unit gets one strength point for every 100 troops that it has (or part thereof), rounded up or down to the nearest 100 thus: If the part thereof is between zero and 49, then you round down If the part thereof is between 50 and 99, then you round up

5 Regardless of a unit s historical strength, the minimum strength that an infantry unit or a cavalry unit can start a game with is 2 strength points Page 5 of 42 For example: If a historic unit has between 350 and 449 troops, then that unit would be given 4 strength points. If the unit had between 450 and 549 troops, then that unit would be given 5 strength points, etc. If the unit had less than 250 troops, then that unit would start the game with 2 strength points. Most nationalities fielded artillery units (batteries) of between six to eight guns which are represented in these rules by a single artillery stand. Any small individual regimental guns are completely ignored. An artillery unit gets one strength point for every two guns that it has (round down) Regardless of a battery s historical strength, the minimum strength that any artillery unit can start a game with is 2 strength points Regardless of a battery s historical strength, the maximum strength an artillery unit can ever have is 4 strength points For example: Say an actual historic artillery battery had 6 guns and one howitzer, 7 guns in total. Thus, 7 divided by 2 (round down) gives the artillery unit 3 strength points. The unit starts the game consisting of one artillery stand with 3 strength points. If the unit had less than four guns then that artillery unit would start the game with 2 strength points. Now, as we all know, the Russians regularly fielded artillery batteries that were twelve guns strong. However, the consensus of opinion seems to be that any advantages that Russian batteries had in numbers and quality of their guns was lost due to poor training, dreadful powder and fuses, and by a general lack of manpower and ammunition within the batteries. Therefore, large Russian batteries (and any other large batteries) get no particular advantage due to their size. They are still represented in these rules by a single artillery stand with a maximum of 4 strength points. All command units start a game with 2 strength points. Valid Unit Formations The stands of a unit must always be deployed on the table in a valid formation, that is, they must be deployed in either an attack column formation (or column formation), a square formation, a line formation or a skirmish line formation thus: Attack Column Formation: An attack column formation is a formation that is one stand wide and two stands deep with no gaps, etc, between stands. Thus, a valid attack column formation (with the stands facing the direction indicated by the arrows) is: 1 2 Only infantry units and cavalry units can form attack column formations.

6 Square Formation: Page 6 of 42 A square formation is shown on the table as an attack column formation (see above) but with the rear stand of the unit turned to face the rear thus: 1 2 Only infantry units can form square formations. While in a square formation, the two stands of an infantry unit are deemed to be one single stand with four faces and four facings thus: Line Formation: A line formation is a formation that is one stand deep and two stands wide with no gaps, etc, between the stands. Thus, a valid line formation (with stands facing the direction indicated by the arrows) is: 1 2 Only infantry units and cavalry units can form lines.

7 Skirmish Line Formation: Page 7 of 42 Some unit types can also be deployed into a skirmish line formation. Artillery units and command units are deemed to be in a skirmish line formation at all times. Otherwise, the only other units that can form up into a skirmish line formation are: 1) Any unit designated as Light Infantry can form up into a skirmish line formation 2) Any non-lancer Light Cavalry unit can form up into a skirmish line formation Changing formation into a skirmish line formation from any other formation (or vice versa) is a change of formation. To form a skirmish line formation, the player simply changes the unit s current formation into a line formation and then places a blue marker adjacent to the unit to indicate that the unit is in a skirmish line formation (see the Movement section for more details). Bending Lines or Skirmish Lines The stands of a line formation or a skirmish line formation do not need be directly to the side and in full contact with the other stand in the unit as shown in the examples above. These formations can be bent. See the Movement section for details. Screens Infantry units regularly deployed part of their unit forward as a screen. Such screens do not need to be shown. It is assumed that they are deployed forward of the unit as required and recalled back as required. The affects of screens are built into the rules. Setting Up When not playing a particular scenario, players may decide between themselves as to what units their armies will have for the game. When not playing a particular scenario, players may decide between themselves as to: What the terrain layout will be and how the terrain affects the game (for guidance, see the separate Mini-Nap 2: Terrain Guidelines) How and where to set up their armies What the victory conditions will be Etc My advice is to keep it simple. When not playing a particular scenario, units can start the game in any valid formation. Artillery units can start either limbered or unlimbered. Now, onto the rules...

8 The Game Turn Sequence Page 8 of 42 Each full Game Turn consists of a series of seven Phases each done in the sequence noted below: 1) The Determine the Initiative Phase (Simultaneous) Players determine which side has the initiative for the full Game Turn 2) The Firing Phase (Simultaneous) Both sides resolve all musket and artillery fire 3) The Hand-to-Hand Combat Phase (Simultaneous) Both sides resolve all hand-to-hand combats 4) The Remove Losses Phase (Simultaneous) Both sides remove their losses 5) The Initiative Manoeuvre Phase The side with the initiative conducts its movement and charges The non-initiative side can only react 6) The Non-Initiative Manoeuvre Phase The side without the initiative conducts its movement and charges The side with the initiative can only react 7) The Determine Victory Phase (Simultaneous) Both sides determine if the game is over and if either side has achieved victory Once all of these phases are complete, then the full Game Turn is over. The next Game Turn then begins by re-determining the initiative. Determine the Initiative Phase To determine which side has the initiative for the full Game Turn, a player from each side throws 2D6 to decide. Total the dice throw. Re-throw the dice on a tie. The side throwing the lowest total dice throw has the initiative for that Game Turn. The player with the initiative has a slight advantage in some circumstances. The Firing Phase First, remember that players may decide between themselves as to the affects that the terrain features will have upon firing (shooting) before the game. For guidance, see the separate terrain guidelines. Only infantry units and unlimbered artillery units can fire during this phase (for limbering and unlimbering artillery, see the Movement section). Limbered artillery units, cavalry units and command units cannot fire. A player cannot deliberately fire at (shoot at) a friendly unit. A player can only fire at an enemy unit. A player cannot fire with (shoot with) a friendly unit if that unit is in contact with an enemy unit. A friendly unit that is in contact with an enemy unit at the start of this phase must fight hand-to-hand combat instead. A player cannot deliberately fire at an enemy unit if that enemy unit is in hand-to-hand combat with a friendly unit (that is, you cannot fire into a hand-to-hand combat). However, a unit (be it friend or foe) could be accidently hit by artillery fire (see artillery fire bounce-through). Firing is not compulsory. A player does not have to fire with or partially fire with a friendly unit if that player does not wish to do so. However, if a player does fire or partially fire a unit at any time during the full Game Turn, then the whole unit is considered to have fired at that time.

9 Page 9 of 42 Players place a small red marker adjacent to a unit to indicate that that unit has fired or partially fired during the Game Turn thus: A unit would often hold its fire in anticipation of an imminent enemy attack and you can do so here as well. A unit that doesn t fire during this phase (that is, the unit has no red marker placed adjacent to it) is deemed to be holding its fire (see the Reactions section). Can a unit fire overhead? Artillery units may be able to fire roundshot overhead. For guidance, see the separate Mini-Nap 2: Artillery Overhead Fire Guidelines. Canister fire and musket fire cannot be fired overhead. Can an infantry unit split its fire to fire at different targets? Yes: An infantry unit in a line formation, in a bent line formation, in a skirmish line formation or in a bent skirmish line formation can split its fire to fire at separate targets. However, an individual stand can only ever fire at a single target. Can an artillery unit split its fire to fire at different targets? No: As noted above, an individual stand can only ever fire at a single target. Thus, an artillery unit (battery) can only ever fire at a single target. Determining Target Eligibility First, a player can opt to pivot a friendly unit once and once only immediately before any eligibility and firing from that unit is resolved (for pivoting a unit, see the Movement section). Each individual stand in the unit (infantry or artillery) then has a rectangular zone of fire directly ahead of the stand in the direction that it is facing parallel to that stand s sides extending out to that stand s weapon s maximum range thus: Stand Facing Zone of Fire (extending out to the weapon s range)

10 An infantry unit in a square formation has a zone of fire from each of its four faces thus: Page 10 of 42 Zone of Fire Zone of Fire Stands of the Square Zone of Fire Zone of Fire However, effective musket fire from a square was rather limited. Therefore, the player controlling a unit in a square formation can only opt to fire into one and one only of the square s four zones of fire. The other three fire zones of fire cannot be fired into during the same phase. The effective ranges for each weapon type are: Weapon Muskets Light Artillery Medium Artillery Heavy Artillery Range Upto 7 cm Upto 40 cm Upto 60 cm Upto 80 cm To measure the range (or distance) between any two stands at any time during the game measure the shortest base-to-base distance between the two stands regardless of anything in-between. Measure the shortest base to base distance

11 Page 11 of 42 For a friendly stand to be eligible to fire at a particular enemy target, the following three conditions must all be met: 1) There must be a stand in the target unit in range of the stand wishing to fire 2) There must be no stands or units anywhere in or partially in that stand s zone of fire between the stand wishing to fire and the target stand 3) There must be no terrain prohibiting firing anywhere in or partially in that stand s zone of fire between the stand wishing to fire and the target stand In other words, the rectangular zone of fire must be completely clear of any troops (friendly or not) and clear of any terrain prohibiting firing between the stand wishing to fire and the target stand. An enemy stand that satisfies the above requirements is an eligible target for the friendly stand firing. The other stand in an infantry line formation or infantry skirmish line formation (but not in a bent line formation or in a bent skirmish line formation) may also be eligible to fire at the same target unit providing that the following two conditions are met: 1) There must be no stands or units anywhere in or partially in the stand s entire zone of fire, and, 2) There must be no terrain prohibiting firing anywhere in or partially in the stand s entire zone of fire In other words, the other stand in the friendly infantry unit wishing to fire at the same enemy target unit must have its zone of fire completely clear of any troops (friendly or not) and completely clear of any terrain prohibiting firing. If so, then that other stand also becomes eligible to fire at that same enemy target as the first stand regardless of the range or angles involved. This stand is eligible to fire at the artillery This zone of fire is clear and so this stand can fire at the artillery also How do you resolve firing? A stand can fire once and once only during this phase. All fire is simultaneous and is resolved unit by unit in two steps thus: 1) First, determine if the unit firing is suppressed (see below), then, 2) Resolve the fire from that unit

12 Suppression Page 12 of 42 Fire from an artillery battery was more effective when that artillery battery was not under the threat of close range fire itself. Therefore, a friendly artillery unit that is an eligible target for either enemy infantry musket fire or enemy artillery canister fire is deemed to be suppressed for firing purpose (see the Target Eligibility section above). Here, the artillery is suppressed by this infantry stand Similarly, fire from an infantry unit is more effective if that infantry unit was not under the threat of close range fire itself. Thus, a friendly infantry unit that is an eligible target for enemy infantry musket fire or enemy artillery canister fire is deemed to be suppressed for firing purposes (see the Target Eligibility section above). This infantry unit is suppressed by the other infantry unit and the artillery unit It is possible for a friendly unit to suppress more than one enemy unit at a time, and for units to mutually suppress each other, thus:

13 Page 13 of 42 Here, the artillery unit is suppressed by this stand and the infantry unit by this stand Resolving Firing Firing is simultaneous and resolved unit by unit as detailed below. An infantry unit or an artillery unit will have a number of remaining strength points. Obviously, a unit with zero strength points or less remaining at this stage cannot fire. To fire, the player simply allocates a number of the friendly unit s remaining strength points to fire at the enemy unit. A strength point can only be allocated once (used once, fired once) per firing phase. However, if a unit is splitting its fire, then the player can only allocate upto a maximum of half of an infantry unit s remaining strength points to fire from one stand (round down) and only allocate upto a maximum of half of an infantry unit s remaining strength points to fire from the other stand (round down). To fire muskets: The player starts with 1D6 for each remaining strength point allocated to fire at the eligible enemy target unit. This number of dice is then increased or decreased depending on the target unit thus: If the target unit is in an attack column formation If the target unit is in a square formation If the target unit is a cavalry unit If the target unit is in a skirmish line formation or bent skirmish line formation If the unit firing is suppressed Add 1 dice Add 2 dice Add 1 dice Subtract 1 dice Subtract 1D6 The player then halves this number of dice (round fractions down) if the friendly unit firing is in an attack column formation or in a square formation (because attack columns and squares had nowhere near the effect of a line firing). The player then throws the final number of dice as determined above. Each result on a dice of a 1 or 2 scores one hit on the target unit. For each hit on the target unit one green hit marker is placed adjacent to that enemy unit. For example: An infantry unit in a line formation allocates all of its four remaining strength points to fire at an enemy infantry unit in attack column formation. The unit starts with 4D6 but then adds 1D6 for the target being in an attack column formation, 5D6 in total (requiring a 1 or 2 on a dice for a hit). The player throws a 1, a 2, a 3, a 5 and a 6. The 1 and 2 are hits. The 3, 5 and 6 are misses. The player places two green hit markers adjacent to the enemy attack column.

14 To fire artillery: Page 14 of 42 As before, the player starts with 1D6 for each remaining strength point allocated to fire at the enemy target unit. This number of dice is then increased or decreased depending on the range to the target unit thus: Range Upto 10 cm Point Blank Canister 10 to 20 cm Close Range Canister 20 to 40 cm Medium Range Roundshot 40 to 80 cm Long Range Roundshot Light Artillery Add 1D6 Add 0D6 Subtract 1D6 Can t Medium Artillery Add 2D6 Add 1D6 Add 0D6 Subtract 1D6 Heavy Artillery Add 3D6 Add 2D6 Add 1D6 Add 0D6 This number of dice is then increased or decreased depending on the target unit thus: If the target unit is in an attack column formation If the target unit is in a square formation If the target unit is a cavalry unit If the target unit is in a skirmish line formation or bent skirmish line formation If the unit firing is suppressed Add 1 dice Add 2 dice Add 1 dice Subtract 1 dice Subtract 1D6 As before, the player then throws the final number of dice as determined above. Each result on a dice of a 1 or 2 scores one hit on the target unit. For each hit on the target unit one green hit marker is placed adjacent to that enemy unit. For example: A friendly heavy artillery allocates all of its four remaining strength points to fire at an enemy infantry unit in attack column formation that is 26 cm away (a medium range roundshot shot). It starts with 4D6 and then adds 1D6 for the range and then adds 1D6 because the target is in an attack column formation, that is, 6D6 in total (requiring a 1 or 2 on a dice for a hit). The player throws a 2, another 2, a 3, a 4, a 5 and a 6. The two 2 s are hits. The 3, 4, 5 and 6 are misses. The player places two green hit markers adjacent to the enemy attack column. Bounce-Through Medium range artillery fire had a flat trajectory and so roundshot tended to glance off the ground and continue to bounce-through to perhaps strike other targets. Long range artillery fire had a more plunging trajectory and so roundshot tended to dig in rather than effectively bounce-through. Canister was simply too small and light to bounce through. As a result: Canister fire does not get bounce-through Bounce-through only affects targets at medium range (targets in the 20 cm to 40 cm range) Any targets at long range are not eligible targets for bounce-through The original target Bounce-through zone and bounce-through target

15 Page 15 of 42 To resolve bounce-through, the player simply fires at the next closest eligible target at medium range (be it friend or foe) totally ignoring the original target already fired at as if it wasn t there. To resolve the bounce-through, the player fires using a number of dice equal to the number of misses on the original target. All of the normal rules for firing still apply except that: The artillery unit cannot pivot before firing There are no modifiers except for terrain modifiers For bounce-through purposes only, a target engaged in hand-to-hand combat can be an eligible target (be it friend or foe) Again, each result on a dice of a 1 or 2 will score one hit on the target unit. For each hit on the target unit one green hit marker is placed adjacent to that target unit. Subsequent misses by bounce-through shots are misses. Bounce-through shots do not keep bouncing-through. Continuing the example above, the heavy artillery unit had one miss. A quick check reveals that the next closest eligible target for bounce-through is a friendly unit behind the original target unit that is in handto-hand combat with another enemy unit. The player must throw 1D6 (the number of misses) with no modifiers requiring a 1 or 2 on the dice for a hit on that friendly target. The player throws a 1. Thus, the player gets one bounce-through hit on his (or her) friendly unit and there are no more bounce-through. The Hand-to-Hand Combat Phase First, players may decide between themselves as to what effects the terrain will have upon hand-to-hand combat before the game begins. Again, for guidance see the separate Mini-Nap 2: Terrain Guidelines. My advice is to keep it simple. Command Once a battle was underway, commanders had very little direct influence on the proceedings unless they were in close proximity to where the action was. In these rules, this local influence of commanders is resolved in the following manner. During the course of the hand-to-hand combat resolution phase, as players throw dice, it may be that a player throws a particularly bad set of dice (see the hand-to-hand combat resolution procedure). If so, then the close proximity of certain command stands to that particular hand-to-hand combat may allow the player to re-throw that particular bad throw of the dice. First, for a friendly unit to be said to be in command, that unit must be within command distance of that unit s particular Brigade commander s stand, be within command distance of that unit s particular Division commander s stand, or be within command distance of that unit s overall Corps commander s stand. The command distances are: Commander A Corps Commander A Division Commander A Brigade Commander Command Distance Units within 6 cm Units within 3 cm Units within 1 cm Again, to measure the distance between any two units at any time during the game measure the shortest base-to-base distance between the two units regardless of anything in-between. Re-throws Only those friendly units that are within command range of the required friendly command stand as noted above are in command and thus eligible for re-throws (and yes, command stands can re-throw for themselves). Units that are not in command are not eligible for re-throws. Now, this is important: A player can only opt to re-throw the dice for one attack per unit per hand-tohand combat phase, and that player must re-throw all of the dice just thrown, not just some of them. Thus, a unit splitting its attack can only re-throw for one of that unit s attacks, so be careful (see the combat resolution procedure).

16 Page 16 of 42 To conduct a re-throw, the player must first announce that he (or she) is conducting a re-throw. The player then picks up all of the dice just thrown for that particular attack and re-throws them (again, see the combat resolution procedure). The result of a re-throw stands. A re-throw cannot be re-thrown again. Can a unit be outflanked? Of course: A friendly unit is said to have outflanked an enemy unit when hand-to-hand combat resolution commences if that friendly unit: 1) Has its front edge in contact with either of the enemy unit s two rear corners, or, 2) Has either of its two front corners in contact with an enemy unit s rear edge Front Edge Left Front Corner of the Unit Right Front Corner 1 For example: 2 Left Rear Corner Rear Edge Right Rear Corner Not outflanked Outflanked Outflanked Any and all other situations arising do not constitute being outflanked. Infantry units that are in square formations and command units cannot be outflanked under any circumstances. Can a unit that is near to a hand-to-hand combat join in to that hand-to-hand combat? Yes: In fact, a friendly unit that is not in contact with any enemy units that is also in close proximity to a hand-to-hand combat must join in to that hand-to-hand combat if able. First, some units cannot join in under any circumstances and they are: Artillery units cannot join in Command units cannot join in Units in square formations cannot join in Units in bent line formations cannot move and so cannot join in Units in bent skirmish line formations cannot move and so cannot join in Any unit that has been reduced to one strength point remaining or less cannot join in Next, a friendly unit is said to be in close proximity to a hand-to-hand combat if it is within 3 cm of an enemy unit that is already in contact with another friendly unit for the purposes of hand-to-hand combat.

17 Page 17 of 42 If within 3 cm, the unit must join in or test to be held back Again, to measure the distance between the two units concerned measure the shortest base-to-base distance between the two units regardless of anything in-between. If within the required 3 cm distance, then the three conditions forcing a player to join in a friendly unit are: 1) That by moving the friendly unit directly forward by upto 3 cm (no turns or pivots), that unit will contact an enemy unit that is already in contact with another friendly unit, and, 2) That while moving directly forward, the friendly unit will not contact or interpenetrate any other units (friendly or not), and, 3) That while moving directly forward, the friendly unit will not contact or interpenetrate any terrain prohibited to the unit moving forward to join in If a friendly unit satisfies the above three conditions, then that unit must join in and lend support. However, a player not wanting a friendly unit to join in can test to hold back that unit. First, if a friendly unit is in command, then that unit can be held back without testing (see the Command section above). Otherwise, a player must test to hold back a friendly unit. To test to hold back a friendly unit, the player simply throws 1D6 requiring a 3 or less on the dice to successfully hold back that unit or a 5 or less on the dice to successfully hold back a unit if that is in a skirmish line formation. A unit successfully passing the test to hold back simply remains in place and does nothing else this phase (the unit s commander vacillated and opted not to join in). Otherwise, a friendly unit failing the test to hold back must be immediately moved directly forward (no turns or pivots) and into contact with the enemy unit. Units join in at the start of the hand-to-hand combat phase before any hand-to-hand combat resolution takes place. The player with the initiative tests and moves any and all of his units joining in first. The non-initiative player then tests and moves any and all of his units joining in.

18 Resolving Hand-to-hand Combat Page 18 of 42 Once all of the units that are required to join in have joined in, players then place one green hit marker on every friendly unit that is currently in contact with an enemy unit. Hand-to-hand combat resolution is simultaneous and is resolved unit by unit. Unlike firing, a player must allocate all of a friendly units remaining strength points to fight when that unit is engaged in hand-to-hand combat. A strength point can only be allocated once (fight once) and once only during this phase. A player can attack any of the enemy units that are in contact with a friendly unit by splitting that friendly unit s attack in any manner desired. For example: Say a player has a single friendly unit contacted by three separate enemy units. That player can use all of that unit s remaining strength points to attack just one of the enemy units in contact with it, or the player can split that unit s remaining strength points up in any manner desired to attack just two or even all three of the enemy units. However, a friendly unit can only attack a particular enemy unit that it is in contact with once and once only during the hand-to-hand combat phase (so be careful). For this single attack against that enemy unit, the player must first nominate exactly how many of the friendly unit s remaining strength points are being allocated to attack that particular enemy unit. To resolve the hand-to-hand combat, a unit type starts with a basic hand-to-hand Combat Value (CV) thus: Unit Type CV Artillery, Light Infantry or any Command Units 2 Infantry and Light Cavalry Units 3 Medium Cavalry Units 4 Heavy Cavalry Units 5 This basic hand-to-hand combat value is then modified (increased or decreased) thus: 1) A unit in a skirmish line formation or a unit in a bent skirmish line formation decreases its basic CV by one 2) A cavalry unit increases its basic CV by one if attacking a non-cavalry unit that is in a skirmish line formation or in a bent skirmish line formation 3) A cavalry unit decreases its basic CV by one if attacking an infantry unit that is in an attack column formation

19 Page 19 of 42 4) A cavalry unit decreases its basic CV by three if attacking a unit that is in a square formation To resolve the hand-to-hand combat, the player then throws a set of dice consisting of 1D6 for each remaining strength point allocated to the hand-to-hand combat. However, if the unit has outflanked the enemy unit that it is attacking, then the player throws a set of dice consisting of 2D6 for each strength point allocated. Note: To state the obvious, a friendly unit with zero strength points remaining or less at this stage has no remaining strength points for the player to allocate, and so that player doesn t throw any dice. For each result on a dice of the modified Combat Value (CV) or less, the enemy unit suffers one hit. For each hit on the enemy unit one green hit marker is placed adjacent to that enemy unit. For example: Two friendly but depleted infantry units in attack column formation with three strength points remaining on each both manage to charge and contact an enemy infantry unit that is in an attack column formation with five strength points remaining. In doing so, one of the friendly infantry units has managed to outflank the enemy infantry unit. First, one hit marker is placed on each of the three units involved. Then, the first friendly infantry unit throws a set of dice consisting of 3D6 (requiring a 3 or less on a dice for a hit). The other friendly infantry unit that outflanked is the same however it doubles its number of dice and so throws a set of dice consisting of 6D6. The enemy infantry unit having been outflanked opts to attack the unit that outflanked it with everything it s got (not surprisingly). It attacks that unit with a set of dice consisting of 5D6 (also requiring a 3 or less on a dice for a hit). The first friendly unit throws and gets one hit on the enemy unit. The second friendly unit that outflanked throws very poorly and gets no hits. With no appropriate friendly command stand in range of this unit the player cannot opt to re-throw and so sadly the throw stands. The enemy unit throws reasonably well and gets three hits on the unit that it is attacking. Thus, the first friendly unit ends up with one hit on it (the initial hit), the second friendly unit that outflanked four hits on it (one initial plus three more) and the enemy unit two hits on it (one initial plus one more). The Remove Losses Phase As noted, units take hits during the course of the game and as a result lose strength points. Players keep track of a unit s strength point loses by placing one small green hit marker adjacent to the unit for each hit that the unit takes. When a unit loses a strength point it does not necessarily mean that those troops were killed. It is better thought of as a loss of effectiveness of that unit through casualties, fatigue, shortage of ammunition, general disorder, command control problems, etc, etc. The first thing players do during this phase is to remove one green hit marker from every friendly unit that is currently not in contact with any enemy units. Those units recover slightly. However, a player never removes the last green hit marker from a unit. Once a unit takes any hits, then that unit must always retain at least one green hit marker (including command units). Once this has been done, players then remove from play any units that have zero strength points remaining or less. Removal is simultaneous, and these units are considered to have broken and routed. Once this has been done, players remove from play any units that have been reduced to one strength point remaining that are still in contact with any enemy units. Removal is simultaneous, and these units are also considered to have broken and routed. However, some unit types are exempted from this rule. Any such units must be reduced to zero strength points remaining or less before being removed from play. The exemptions are:

20 Page 20 of 42 1) An infantry unit that is currently in a square formation must be reduced to zero strength points remaining or less before being removed from play 2) All command units must be reduced to zero strength points remaining or less before being removed from play 3) Any unit rated as a veteran unit must be reduced to zero strength points remaining or less before being removed from play (for the use of veteran units, see the Suggested Variations section) Brigade Commander Removal Then, when all unit losses have been removed, any individual brigade that has lost more than a half of its original number of units (counting that brigade s infantry, cavalry and artillery units but not counting the brigade commander himself) automatically loses its brigade commander. Players simply remove any such brigade commander stands. Division Commander Removal Then, at the very end of this phase, any individual division that has lost more than a half of its original number of units (counting the division s infantry, cavalry and artillery units but not counting the brigade or division commanders themselves) automatically loses its division commander. Players simply remove any such division commander stands. The removal of a command stand does not represent that command figure s demise but rather reflects the growing loss of confidence in their command and the overall situation. The subsequent lack of the command stand will have affects via the game mechanisms. For example, as loses begin to mount (and as command stands are removed) there will be affects on testing, dice re-throws, etc. The Movement Phase First, remember that players may decide between themselves as to what affects the terrain will have upon movement before the game begins. Again, see the separate Mini-Nap 2: Terrain Guidelines for guidance. My advice is to keep it simple. A player cannot move another player s units at any time. Movement is not compulsory. A player does not have to move a friendly unit if that player does not wish to do so. A friendly cavalry unit or a friendly command unit that is in base-to-base contact with enemy units at the start of that player s movement phase may be able to disengage from those enemy units (see Disengaging). Otherwise, a friendly unit that is in base-to-base contact with an enemy unit at the start of that player s movement phase cannot do anything at all during that player s movement phase. Any such units must continue to fight hand-to-hand combat instead. If a stand leaves or partially leaves the table for any reason whatsoever during the course of the game, then that whole unit is immediately removed from play. Any such unit removed is considered to have broken and routed. Once a player has completed a unit s manoeuvring on the table, then that unit cannot be moved again during the same movement phase unless noted otherwise (or unless all players agreed to otherwise show a little gamesmanship here please). Interpenetration Whatever the phase or circumstances during the game, a unit cannot interpenetrate any other units (friendly or not) nor interpenetrate any type of terrain prohibited to that unit type. For guidance, see the separate Mini-Nap 2: Terrain Guidelines.

21 Page 21 of 42 However, certain types of units may be able to flow around other units in certain circumstances. See the Flow Around section for more details. What can a unit do during its movement phase? During its movement phase, a unit can do one and one only of the following actions: Infantry units can either: 1) Manoeuvre and then Change Formation, or, 2) Charge Cavalry units can either: 1) Manoeuvre and then Change Formation, or, 2) Change Formation and then Manoeuvre, or, 3) Charge, or, 4) Disengage Unlimbered Foot Artillery units can either: 1) Prolong, or, 2) Limber Up Limbered Foot Artillery units can either: 1) Manoeuvre, or, 2) Manoeuvre upto 3 cm and then Unlimber (and set up for firing) Unlimbered Horse Artillery units can either: 1) Prolong, or, 2) Limber Up and then Manoeuvre upto 4 cm Limbered Horse Artillery units can either: 1) Manoeuvre, or, 2) Manoeuvre upto 4 cm and then Unlimber (and set up for firing) Command units can: 1) Manoeuvre, or, 2) Disengage How does a unit change formation? To change the formation of an infantry unit or cavalry unit, the player simply chooses either one of the stands of the unit. That stand must remain stationary and must maintain its current position and facing while the other stand of the unit forms a new valid formation about this stationary stand. Example of line to attack column Example of attack column to line Bent Formations As noted, a player can bend a unit that is in a line formation or in a skirmish line formation.

22 Page 22 of 42 Forming a line formation (read or skirmish line formation throughout this section as well) into a bent line formation (for example: or into a bent skirmish line formation) is a change of formation. A player can change a unit s formation from some other formation into a straight line formation, and then change that straight line formation into a bent line formation as part of that same change of formation. To bend a unit, one of the stand s of the unit remains completely stationary and facing the same direction while the other stand of the unit bends about this stationary stand. A bent line formation has a bend point between the two stands of the unit. The two stands of a unit in a bent line formation must remain in front corner to front corner contact or in rear corner to rear corner contact at the bend point thus: Front corner to front corner bend Rear corner to rear corner bend All of the rules for changing formation and interpenetration still apply when bending a unit (use a little common sense here please). Once a unit has formed up into a bent line formation, then that unit is deemed to be in that position and in that irregular formation for a defensive reason rather than being ready to manoeuvre. Thus, once a unit forms up into a bent line formation it cannot move, it cannot turn, it cannot pivot, etc. The unit remains completely stationary where it is and in the formation that it is in. To adjust the bend again, the unit must change formation. To manoeuvre again, the unit only has one option, that is, the unit must change formation into some other valid formation that can manoeuvre. This change of formation is done about either of the stands of the unit as usual, and all of the rules for changing formation and interpenetration still apply. How does a unit manoeuvre? First, you will find that manoeuvring a unit is quite flexible, especially for cavalry units. A player manoeuvres his units on the table one at a time by moving and turning the units unless noted otherwise. Command units manoeuvre as per a Light Cavalry unit in skirmish line formation unless noted otherwise. To move a unit: The player must move the unit directly forward in a straight line without any deviation (use a little common sense here please). However, this straight line movement can be broken up by a series of turns (see below). A player can also opt to double-time with a unit if there are no enemy units within 18 cm of the friendly unit at the start of that unit s movement phase (including enemy artillery units and enemy command units). However, some units cannot double-time at any time and they are: Artillery units whether limbered or unlimbered cannot double-time Infantry units in square formations cannot double-time Units in bent line formations cannot move and so cannot double-time Units in bent skirmish line formations cannot move and so cannot double-time

23 Page 23 of 42 To double-time a unit, that unit simply receives a movement allowance of double its normal movement allowance, and all of the normal rules of movement and interpenetration still apply to that unit. However, while manoeuvring on the table, a unit double-timing must remain at least 18 cm away from any and all enemy units at all times (including enemy artillery and enemy command units). The move, double-time and charge movement allowances for each type of unit are: Unit Type Move Double Time Charge Infantry Units in Line Upto 4 cm Upto 8 cm Upto 5 cm Infantry Units in Attack Column Upto 5 cm Upto 10 cm Upto 6 cm Infantry Units in Skirmish Line Upto 6 cm Upto 12 cm Upto 7 cm Infantry Units Stepping Back Upto 2 cm Upto 4 cm Can t Infantry Units Side-Stepping Upto 2 cm Upto 4 cm Can t Squares (see the note below) Upto 2 cm Can t Can t Light Cavalry Upto 18 cm Upto 36 cm Upto 14 cm Medium Cavalry Upto 18 cm Upto 36 cm Upto 18 cm Heavy Cavalry Upto 15 cm Upto 30 cm Upto 22 cm Prolong Artillery Upto 1 cm Can t Can t Limbered Foot Artillery Upto 6 cm Can t Can t Limbered Horse Artillery Upto 8 cm Can t Can t All Commanders Upto 22 cm Upto 44 cm Can t Note: An infantry unit in a square formation cannot move or turn at all if there are any enemy cavalry units within 9 cm of the square including enemy command units. However, a unit in a square formation can still pivot even if there is an enemy cavalry unit within 9 cm of the square. Flow Around As noted above, some units may be able to flow around other units while manoeuvring. A unit cannot flow around other units if the unit is charging. The only units that can flow around other units are: Infantry units in a skirmish line formation can flow around Cavalry units in any formation can flow around Limbered artillery units can flow around Command units can flow around A unit can flow around any friendly unit that is in its path regardless of that friendly unit s size or formation. In addition, a friendly cavalry unit or a friendly command unit that is manoeuvring can also flow around an enemy infantry unit providing that that enemy infantry unit is in a square formation. A unit flowing around cannot change formation either before or after a flow around. A unit flowing around must remain in the same formation both before and after the flow around. A unit flowing around cannot turn or pivot during a flow around. A unit flowing around must move directly ahead during the flow around. The unit can turn or pivot before or after the flow around, but cannot turn or pivot during the flow around. To flow around a unit, the unit manoeuvring simply treats the unit that is in its way as if it wasn t there at all. All of the standard rules of movement and interpenetration of any other units still apply, and all of the standard terrain interpenetration restrictions also still apply. However, a unit flowing around must end its movement completely pass the unit that it is flowing around. If a unit cannot complete its flow-around movement completely pass the unit that is in its path, for any reason whatsoever, then that unit cannot flow around that unit at all.

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.) A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming

More information

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.) A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming

More information

Mini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE

Mini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Mini-Nap RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Copyright. Trevor Raymond. Version 8: August, 2009 (Exodus 20:15 - Thou shall not steal.") www.runtus.org Page 1 of 25

More information

ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men

ONE IF BY LAND - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery

More information

King George Commands and We Obey

King George Commands and We Obey King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders

More information

March Toward the Sound of Guns

March Toward the Sound of Guns March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works

More information

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:... State of war A.C.W. Skirmish Wargame Rules Tyneside Wargames club Version 1a 1 2 Table of contents Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:...

More information

Fields of Blue & Grey

Fields of Blue & Grey Fields of Blue & Grey A very different kind of American Civil War rules, that allow the grand sweep of corp level actions to be recreated while still using the regiment as the basic combat element. A simple

More information

Seven Years War. Generals

Seven Years War. Generals Seven Years War By Will McNally Introduction These rules have been written to give an easily playable game which reflects the style of European land warfare during the Eighteenth Century, particularly

More information

Contents.

Contents. Contents Introduction 1 1. Game Scale 2 2. Troops Statistics 3 Commander Ratings 3 Leadership Bonus Table 3 Troop Quality 4 Unit Combat Value 4 CV & Unit Size Table 5 Unit Designation 5 Valeur et Discipline

More information

ERES TO YOU FUZZY WUZZY by Bob Cordery

ERES TO YOU FUZZY WUZZY by Bob Cordery 1. Introduction ERES TO YOU FUZZY WUZZY by Bob Cordery ETYFW relies upon the use of both average dice (AvDs produce more predictable results) and normal dice (D6s produce less predictable results) to reflect

More information

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that

More information

Napoleonic Avant-garde Battles

Napoleonic Avant-garde Battles Napoleonic Avant-garde Battles "To be defeated is pardonable, to be surprised--never! " The Turn Command Phase Roll 1d6 for each Brigade commander and CinC. Rolled 1d6 for each Artillery Battery The CinC

More information

Rules Update for Warmaster Ancients

Rules Update for Warmaster Ancients Rules Update for Warmaster Ancients P25 Skirmishers Evading a Charge delete all four paragraphs and replace as follows. Note that this new rule replaces the rules addition Evades from close range become

More information

Napoleonic Battles. Introduction

Napoleonic Battles. Introduction Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human

More information

Black Powder House Rules

Black Powder House Rules Black Powder House Rules Command & Movement Disordered Moves Flank Attacks Woods Skirmishers Skirmish Company Mixed Formation Grande Bandes Infantry Tactics Charge Contact Massed Columns Must Form Square

More information

Old Dessauer. Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers

Old Dessauer. Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers Old Dessauer Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers TABLE OF CONTENTS 1 INTRODUCTION... 1 2 GAME SCALES, DICE AND MEASUREMENTS... 1 3 TROOP TYPES

More information

Part1 Setting up the Game. Sample file

Part1 Setting up the Game. Sample file Part1 Setting up the Game Setting up the game Necessary equipment All you need to play Polemos American Civil War is: A number of ordinary six-sided dice, numbered 1-6, known hereafter as D6. A ten-sided

More information

napoleon's battles at divisional and onehalf

napoleon's battles at divisional and onehalf napoleon's battles at divisional and onehalf scales I am trying to find a Napoleonic rule-set to play minor, i.e divisional, engagements occurring at the Campaign of Leipzig or in any other Napoleonic

More information

tdoherty Page 1 02/18/05

tdoherty Page 1 02/18/05 La Bataille Revised Infantry Assault and Charge Sequence The reasons for changing the mêlée sequence have been discussed on CSW. It is my view that historically assaults would often degenerate into inconclusive

More information

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell

Glory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell Introduction. freewargamesrules.co.uk presents Glory Days! by Craig Cartmell These are a set of rules for fighting the American Civil War at regimental and brigade level. The smallest unit sizes are infantry

More information

Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall

Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall August 2002 Copyright 2002 by Allan Goodall Table of Contents Table of Contents...i Introduction...1 Acknowledgements...1 Additional

More information

OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA

OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA BATTALION LEVEL NAPOLEONIC WARFARE Version 2.4 oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/ Old Trousers: Warfare in the Horse &

More information

THE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point

THE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point INTRODUCTION The late Greg Novak developed the following variant of Volley & Bayonet for fighting at the Wing scale in the Americas. All Volley & Bayonet rules not modified below remain in force. Paul

More information

WEIGHT OF FIRE. Eighteenth Century Miniatures Rules By Wes Rogers

WEIGHT OF FIRE. Eighteenth Century Miniatures Rules By Wes Rogers WEIGHT OF FIRE Eighteenth Century Miniatures Rules By Wes Rogers TABLE OF CONTENTS 1 INTRODUCTION... 1 2 GAME SCALES... 1 3 TROOP TYPES... 1 4 UNITS... 1 5 MOUNTING FIGURES ON BASES... 2 6 GENERALS...

More information

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough

...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough ...& Blenheim Palace Amendments to Black Powder For battles with model soldiers In the Age of Marlborough Black Powder "Black Powder" rules are copyright Warlord Games, and quoted here purely for the purpose

More information

Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS

Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS SCALES 1 turn = 20 minutes; 1 casting = 60 men; 1" = 40 yards 1 STANDS 3-rank infantry stands (per

More information

Chosen Men Fat. 1. Sequence of play. Base Morale;

Chosen Men Fat. 1. Sequence of play. Base Morale; Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,

More information

Seven years war Wargames rules Version 2.4 March

Seven years war Wargames rules Version 2.4 March Seven years war Wargames rules Version 2.4 March 2018 1 2 7years wargame rules (version 2.4) (1) Introduction... 4 Troop types... 4 Groups:... 5 (2) Sequence of play... 5 (3) Command and Control... 5 Generals:...

More information

Volley and Bayonet, Road to Glory. American Revolution Period Specific Rules. Jeff Glasco ( 2011)

Volley and Bayonet, Road to Glory. American Revolution Period Specific Rules. Jeff Glasco ( 2011) Revised July 2011 Volley and Bayonet, Road to Glory American Revolution Period Specific Rules Jeff Glasco ( 2011) Volley and Bayonet is copy written by Frank Chadwick and Greg Novak. Additional rules by

More information

OLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA

OLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA OLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA BATTALION LEVEL NAPOLEONIC WARFARE Version 1.0 oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/ Old Trousers: Warfare in the Horse

More information

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES This is a little set of rules written to continue the tradition of each Paperboys book having an associated set. Andy Callan s ideas abound here, but Peter

More information

Tactical Combat Rules By David Newport

Tactical Combat Rules By David Newport Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles

More information

Musket and Pike Users Manual

Musket and Pike Users Manual 1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played

More information

FIRETEAM Wargame Rules for Modern Combat Operations

FIRETEAM Wargame Rules for Modern Combat Operations FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame

More information

SNAPHANCE RULES FOR PIKE AND SHOT BATTLES

SNAPHANCE RULES FOR PIKE AND SHOT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 3 1.4 Game Play 3 2.0 Types of Stands 3 2.1 Combat Stands 3 2.2 Support Stands 4 3.0

More information

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS or: The Phantom Crown. Maximilian Rules! - Rules for wargaming the Maximilian Adventure by Mark W. Shearwood These rules originally appeared in Wargames Illustrated 160, (December 000). Many thanks to

More information

[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES

[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Types of Stands 2.1 Combat Stands 2.2 Support Stands 3.0 Command

More information

Austrian Army Vanguard Brigade. Brigade Commander Staff Rating 7: 0pts Staff Rating 8: 25pts

Austrian Army Vanguard Brigade. Brigade Commander Staff Rating 7: 0pts Staff Rating 8: 25pts Austrian Army 1809 1 Divisional Commander 1+ German Infantry Brigade 1-2 German Line Infantry Regiments A German Line Infantry Regiment consists of 2-3 German Line Infantry Battalions: 35pts per Battalion

More information

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently

More information

Musket and Pike User Manual

Musket and Pike User Manual Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes

More information

3rd Edition RULES OF PLAY

3rd Edition RULES OF PLAY Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls

More information

Horse and Musket and Minie Ball

Horse and Musket and Minie Ball 1 A Set of Miniature Rules for the Horse and Musket Period in 10mm Table of Contents Introduction... 3 Game Mechanics... 3 Game Scales... 3 Game Turn... 5 Infantry, both Line and Light... 6 Infantry Organization...

More information

OPERATIONAL OBJECTIVE ZONES

OPERATIONAL OBJECTIVE ZONES OPERATIONAL OBJECTIVE ZONES The nature of combat on the Operational level varied between Open field battles and those fought over built-up and fortified areas. The cohesion of both the defender and attacker

More information

SNAPHANCE SCENARIO Franco-Dutch War - Battle of Seneffe 11 August 1674

SNAPHANCE SCENARIO Franco-Dutch War - Battle of Seneffe 11 August 1674 Franco-Dutch War - Battle of Seneffe 11 August 1674 Note: the woods on the hilltop are orchards. Page 1 of 5 Franco-Dutch War - Battle of Seneffe 11 August 1674 William of Orange invaded Northern France

More information

Green Jackets Rules for Napoleonic Skirmishes

Green Jackets Rules for Napoleonic Skirmishes web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale

More information

ARMIES OF THE 18 TH CENTURY

ARMIES OF THE 18 TH CENTURY ARMIES OF THE 18 TH CENTURY I. THE INFANTRY "Napoleon's got a bunch of the toughest, hammered down, ironed out roughnecks you ever saw, from generals down to buck privates. And he just said, "Sic 'em,

More information

Quick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions

Quick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions Quick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions The Quick Reference Sheet (QRS) summaries the play sequence and processes for resolving a player turn. QRS Version

More information

Naval Wargame Rules for the Russo-Japanese War

Naval Wargame Rules for the Russo-Japanese War - 1 - Naval Wargame Rules for the Russo-Japanese War Mike Adams September 2003 Introduction These rules are based on De Bellis Navalis by Colin Standish, published in Wargames Illustrated #143 August 1999.

More information

Gunzberg, 9th October, A scenario for:

Gunzberg, 9th October, A scenario for: Gunzberg, 9th October, 1805. A scenario for: Grand Manoeuvre: Black Powder & Blue Steel Napoleonic Miniatures Wargames Rules By Michael Collins. 2. Gunzberg, 9th October, 1805 Scenario Notes: Austrian

More information

Austerlitz System Rules

Austerlitz System Rules RULEBOOK Design by David Fox Great Battles of the Napoleonic Wars Volume I Austerlitz System Rules 1.0 INTRODUCTION..... 2 2.0 COMPONENTS..... 2 2.1 Game Scale...... 2 2.2 Definitions & Abbreviations.

More information

FRENCH AND INDIAN WARS SKIRMISH

FRENCH AND INDIAN WARS SKIRMISH FRENCH AND INDIAN WARS SKIRMISH 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 5,10 15 20 Foot/Artilleryman 15mm frontage Depth 15mm,18mm,20mm depending on figure Cavalryman 25mm frontage Depth

More information

A Triumph & Glory Game

A Triumph & Glory Game Borodino 1 BORODINO A Triumph & Glory Game By Richard Berg RULE BOOK Table of Contents 1.0 Introduction... 2 8.0 Artillery Fire... 8 2.0 Components... 2 9.0 Shock Combat... 9 3.0 Sequence of Play... 3

More information

Black Powder Tactical Commander

Black Powder Tactical Commander 1 Black Powder Tactical Commander FastPlay Tabletop Wargame Rules for the Black Powder Period FastPlay Tabletop Wargame Rules for the Black Powder Period Table of Contents INTRODUCTION... 7 Miniatures...

More information

% D class, Élan 60% C class Élan 20% B class, Élan. ABILITY Hussars, Chasseurs a Cheval

% D class, Élan 60% C class Élan 20% B class, Élan. ABILITY Hussars, Chasseurs a Cheval 1. Revolutionary campaigns (1792-1801) France: an Impulse army. The UNIT TYPE TYPICAL UNIT Les Blancs 1792-3 12-18 30% C class, Brittle 20% B class Les Bleus 1792-3 12-18 30% D class, Brittle 30% D class,

More information

Black Powder: Club Army Guidelines Version 1: February 2013 (Exodus 20:15 - Thou shall not steal.)

Black Powder: Club Army Guidelines Version 1: February 2013 (Exodus 20:15 - Thou shall not steal.) Page 1 of 74 Black Powder: Club Army Guidelines Version 1: February 2013 (Exodus 20:15 - Thou shall not steal.) These guidelines were specifically developed for use at our club (The Novocastrian Battlegamers)

More information

Napoleonic Battlefield Commander

Napoleonic Battlefield Commander Napoleonic Battlefield Commander A set of Napoleonic Wargame Rules for Brigade-Size Units using 6mm figures by George Street & John Binmore Part 1 The Game Concepts Introduction This is a set of rules

More information

Large Battles. Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia

Large Battles. Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia Drums and Shakos Large Battles Divisional Level Napoleonic Wargaming Rules Written by Sergio Laliscia Based on the Song of Blades and Heroes engine written by Andrea Sfiligoi First Edition, Copyright Sergio

More information

HOME BEFORE THE LEAVES FALL

HOME BEFORE THE LEAVES FALL HOME BEFORE THE LEAVES FALL BLACK POWDER RULES AMENDMENTS FOR EARLY WORLD WAR I. BY THE FRIENDS OF GENERAL HAIG What follows are the minor rule amendments we made to play out the Mons campaign in 10mm

More information

14. HIT / MISS DETERMINATION

14. HIT / MISS DETERMINATION Briefing 1. Hit/miss determination is the procedure used to determine if a target is hit when a weapon fires. This rule is the core of the game in many ways, since hits determine which units can be damaged

More information

DBA-RRR. Renaissance, Reformation and Restoration Extension Rules v By Tony Aguilar

DBA-RRR. Renaissance, Reformation and Restoration Extension Rules v By Tony Aguilar DBA-RRR Renaissance, Reformation and Restoration 1500-1700 Extension Rules v. 1.21 By Tony Aguilar DBA-RRR Renaissance, Reformation and Restoration Rules v. 1.21 (January 2012) Page 1 DESIGNER NOTES This

More information

GRAND TACTICAL SERIES RULES v1.1

GRAND TACTICAL SERIES RULES v1.1 GRAND TACTICAL SERIES RULES v1.1 Table of Contents 1.0 Introduction 3 1.1. A note about the rules 3 1.2. A summary description of the game 3 2.0 How to read the counters 4 3.0 The time scale 4 4.0 The

More information

PROCONSUL RULES FOR ANCIENT BATTLES

PROCONSUL RULES FOR ANCIENT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Command and Control 3 2.1 Moving Commanders 3 2.2 Losing a Commander

More information

Marengo. Turn One 0600 Hours 14 June 1800

Marengo. Turn One 0600 Hours 14 June 1800 Photo 1 T1 by E.R. Bickford Production: Lise Patterson 2011 Decision Games, Bakersfield, CA. Turn One 0600 Hours 14 June 1800 The game opens with the Austrians advancing from their positions across the

More information

Wertingen 8th October, A scenario for

Wertingen 8th October, A scenario for Wertingen 8th October, 1805. A scenario for Grand Manoeuvre: Black Powder & Blue Steel Napoleonic Miniatures Wargames Rules By Michael Collins. Wertingen 8th October, 1805 Scenario Notes: Austrian player

More information

Le Baton (Because Napoleonics is serious business)

Le Baton (Because Napoleonics is serious business) Le Baton (Because Napoleonics is serious business) One Page, Brigade level Napoleonics rules for 25mm figures (And in case you re wondering, there are no rules in any of this drivel) By Clay Smith and

More information

The Thin Red Line

The Thin Red Line The Thin Red Line 1795-1815. Created by Ben Seib Developed by Scott Laird and the Cheltenham Warchiefs and with the help of the Newcastle Occasional Wargamers. 1 Introduction to The Thin Red Line Page

More information

The Pre War Artillery Revolution

The Pre War Artillery Revolution Slide 1 Slide 2 The Pre War Artillery Revolution The war of 1914-18 was an artillery war. Artillery was the battle winner, artillery was what caused the greatest loss of life, the most dreadful wounds

More information

COMITATUS Warfare in the Dark Ages AD

COMITATUS Warfare in the Dark Ages AD COMITATUS Warfare in the Dark Ages AD 250-1100 Scenario 1 The Battle of Daras AD 50 Historical Background The young East Roman General Belisarius, in his first major command, was sent to defend the city

More information

Wagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm

Wagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm 1.0 INTRODUCTION 1.1 IMPETUS AND BASIC IMPETUS Impetus is a set of wargame rules that aims to simulate battles with toy soldiers in the ancient, medieval and renaissance period. Basic Impetus is a free,

More information

Battalion Commander's Summary

Battalion Commander's Summary Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,

More information

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way

More information

COMMANDS AND COLORS NAPOLEONICS PLUS

COMMANDS AND COLORS NAPOLEONICS PLUS COMMANDS AND COLORS NAPOLEONICS PLUS CAMPAIGN RULES Version 3.00 2018-09-20 Contents LEADERS... 3 Leader Casualty Fate... 3 Leader Replacement... 4 Leadership Quality... 4 CAPTURING A THOPHY... 4 GLORY...

More information

THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016

THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE FIGHT FOR THIEPVAL RIDGE By Paul Rohrbaugh Play Area: Rows 7 through 16 inclusive, columns C through I (also inclusive). Scenario

More information

Deployment Bailen Rear Guard Re-Fight Initiative Round 1:

Deployment Bailen Rear Guard Re-Fight Initiative Round 1: This tutorial is from a single turn in a game of Grand Battles Napoleon and is an example of how the sequence of play and general rule system mechanics work. Although this tutorial describes, in depth,

More information

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more

More information

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers

More information

20mm+ castings : One inch = ten yards OR One centimeter = 5 yards 15mm /6mm castings : One inch = twenty yards OR One centimeter = 10 yards.

20mm+ castings : One inch = ten yards OR One centimeter = 5 yards 15mm /6mm castings : One inch = twenty yards OR One centimeter = 10 yards. Martians, Indunas, Colonels and Emirs was originally published to cover tactical mass warfare on Mars during the Victorian Science Fiction Era of the late 1800s. Units with twenty men as well as those

More information

To End All Wars. WW1 Miniature Game V1.2

To End All Wars. WW1 Miniature Game V1.2 To End All Wars WW1 Miniature Game V1.2 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

Things that need changing in your rule book. (Errata for PBI)

Things that need changing in your rule book. (Errata for PBI) Things that need changing in your rule book. (Errata for PBI) This information applies to PBI as published by RFCM/Peter Pig March 2006. Firstly an apology for having to make updates and changes to the

More information

From the Marshal Enterprises Household to the Citizens of the Gaming World

From the Marshal Enterprises Household to the Citizens of the Gaming World La Bataille Premier ME Rules for Napoleonic Grand Tactical Warfare 1792-1815 From the Marshal Enterprises Household to the Citizens of the Gaming World http://labataille.me Introduction (1) Chronology

More information

To End All Wars WW1 Miniature Game V1

To End All Wars WW1 Miniature Game V1 To End All Wars WW1 Miniature Game V1 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

AN ADAPTATION OF THE LORD OF THE RINGS STRATEGY BATTLE GAME BY SCOTT CAMERON

AN ADAPTATION OF THE LORD OF THE RINGS STRATEGY BATTLE GAME BY SCOTT CAMERON 1 AN ADAPTATION OF THE LORD OF THE RINGS STRATEGY BATTLE GAME BY SCOTT CAMERON Version 1.2 This is an adaptation of the Lord of the Rings Strategy Battle Game to play skirmish-level wargames in the Napoleonic

More information

British always go first turn. Alternative Movement turns. A Base can move, move or fire, or move and melee

British always go first turn. Alternative Movement turns. A Base can move, move or fire, or move and melee 15mm FAST PLAY (ZULU) COLONIAL RULES ¼ inch EQUALS 6 YARDS or 1 inch equals 24 yards 6.25mm equals 540cm or 2.5cm equals 2160cm Dice D6 British always go first turn. Alternative Movement turns A Base can

More information

Close Fire & European Order

Close Fire & European Order Close Fire & European Order The Field of Battle - 1700-1720 Wargames rules by Simon MacDowall Introduction Close Fire & European Order are wargames rules designed to re-create, the battles of the early

More information

This Accursed Civil War Five Battles of the English Civil War

This Accursed Civil War Five Battles of the English Civil War This Accursed Civil War Version 1.2 1 This Accursed Civil War Five Battles of the English Civil War Edgehill 1642 1st Newbury 1643 Marston Moor 1644 2nd Newbury 1644 Naseby 1645 RULEBOOK Version 1.2 (May

More information

CHARLES THE BOLD SCENARIO

CHARLES THE BOLD SCENARIO Scottish War of Independence - Battle of Falkirk 1298 Page 1 of 5 Battle of Falkirk 22 July 1298 In 1296 Edward I of England declared himself overlord of Scotland deposing the Scottish king. Rebellion

More information

Sowchos (Collective Farm) 79

Sowchos (Collective Farm) 79 Sowchos (Collective Farm) 79 December 1942 Following the encirclement of the Sixth Army at Stalingrad, the Germans planned to launch the relief effort from the bridgehead at Nizhna Chirskaya, 25 miles

More information

Rules for Napoleonic wargaming First edition, version 1.1. Book 3: Diagrams & FAQs. oozlum games. Release date: 2/12/03

Rules for Napoleonic wargaming First edition, version 1.1. Book 3: Diagrams & FAQs. oozlum games.   Release date: 2/12/03 Huzzah! Rules for Napoleonic wargaming First edition, version 1.1 ook 3: Diagrams & FQs oozlum games www.oozlumgames.co.uk Release date: 2/12/03 Diagrams and FQs The diagrams and FQs are intended to clarify

More information

NEW ZEALAND WARS FIGURES CAN FIRE, MOVE THEN, MELEE IN THERE TURN OR MELEE MOVE THEN FIRE

NEW ZEALAND WARS FIGURES CAN FIRE, MOVE THEN, MELEE IN THERE TURN OR MELEE MOVE THEN FIRE NEW ZEALAND WARS 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 10 or 1 to 20 Foot/Artilleryman 1 Diameter circle Cavalryman 2x1 Diameter circle No need for bases for Artillery. Decide how

More information

For King or For Parliament

For King or For Parliament For King or For Parliament In the Beginning It started with Follow Me, Men, a set of 25mm Fantasy Wargame Rules created by Jim Wallman. Then there was Fire At Will, Men, a set of generic 6mm Fantasy Wargame

More information

This scenario was setup without specific goals though the French were designated to attack and the Allies to defend.

This scenario was setup without specific goals though the French were designated to attack and the Allies to defend. Fictional 1813 battle for 7-10 players, French & Germans vs Austrians, Russians & Prussians. Developed by David M. Ensteness in 2014 for testing ESR, provided freely for personal, non-commercial use. This

More information

ARMIES OF THE SEVEN YEARS WAR

ARMIES OF THE SEVEN YEARS WAR ARMIES OF THE SEVEN YEARS WAR The Seven Years War was fought on three continents and involved all of the Great Powers of the day. But at the center of it all was the province of Silesia. Frederick had

More information

The battle of Pultusk 26 th December 1806

The battle of Pultusk 26 th December 1806 The battle of Pultusk 26 th December 1806 Umpire Briefing Pultusk is one of those battles that is a real test for wargamers and wargames rules. On the face of it, the French are hopelessly outnumbered.

More information

Advanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez

Advanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez Advanced Virtus Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez *Ndt : all apologies for the possible grammatical mistakes, and many thanks

More information

HIVE OF THE DEAD ADVANCED RULES

HIVE OF THE DEAD ADVANCED RULES HIVE OF THE DEAD ADVANCED RULES The Adventure Sheet The Adventure Sheet is where you can keep track of your Statistics, Equipment, Ammunition and other information relevant to your adventure. You are free

More information

Stepping Up to Version 3 by Phil Yates

Stepping Up to Version 3 by Phil Yates Stepping Up to Version 3 by Phil Yates With the arrival of Version 3, lots of existing players are asking the obvious question: What s changed?. To answer this question, I ve written this document as a

More information

QUICK REFERENCE SHEETS

QUICK REFERENCE SHEETS QUICK REFERENCE SHEETS 1 QUICK REFERENCE SHEETS Survivor Action Point Table Actions AP Cost Walking (3 ) 1 Turning more than 180 degrees 1 Spotting 1 Running (6 ) 1 Diving (1 ) 2 Crawling (1 ) 1 Going

More information

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions

More information

Stories and Background by Stacy L. Colonna, without whom this book would not have been possible.

Stories and Background by Stacy L. Colonna, without whom this book would not have been possible. Trilaterum Stories and Background by Stacy L. Colonna, without whom this book would not have been possible. Art by Bob Stearns. Photographs by Timothy W. Colonna. Images by NASA/STSci. Miniatures produced

More information