Rules additions/changes:
1) Moral
a) Natural 2s and 12s
We will drop the "offical" rule and use the following. If you roll
a 2 or 12, any moral result will be improved or degraded one more
place then the normal result. Example:
A regiment need a 0 or better to pass the moral check. The
player still rolls the dice and if a 2 is rolled, the unit goes
to shaken moral.
Also, any unit in the middle of making moral checks that rolls a 12
while at good moral receives a "bonus." That bonus can be used to
cancel any missed roll during the current moral phase only.
b) Units going away due to moral checks
No unit can disappear due to moral checkes unless it:
I) Routed off the map.
II) Has a number of stands less then or equal to its BMP.
For each additional failure one die is added to the rout
movement roll. However, the opponent has the choice of having
the player disregard the additional dice. If the *additional*
dice would force the unit off the board, the unit stops at the
edge but does not have to make an edge of map board moral check
at that time. (I need to check this last part out.)
2) Marking casualties, or the Mark Hughes system ;-)
White pipe cleaners will be used to mark hits *only*. A red or yellow
pipe cleaner will be used to show moral status *only*. Thus a routed
unit missing 2 figures would have 2 white and 1 red pipe cleaner.
3) Rosters
Each side will get a TO&E. Included on the TO&E will be the number of
figures on each *stand* in a regiment. When the number of pipe cleaners
(see #2 above) reaches this number a stand will be removed (along with
that number of white pipe cleaners).
Each brigade and division will have two break points (like brigades
currently do). They work just like in the rules, except it now also
applies to divisions.
4) Orders
a) A unit may be issued orders for more then the current turn. Order
chits will be recorded on an index card with any special instructions.
(I.e. Front to flank, charge with empty guns, etc.) They must be
kept in order for the upcoming turns. (It's probably best to number
them by the turn they are for.) The card must show what unit the
orders are for.
The index card *must* be shown to the game master. The orders will
execute by either the GM or another player on that side.
b) When a leader issues an order to a unit, the player will determine
the number of turns it will take the leader to get to the unit using
the leaders normally movement rate, round up. This will determine
what orders (see #4a above) can be changed.
Example: If the player measures the distance and gets a result
of 1 he can change any order the unit has. Either adding, changing
or removing. If the result was 3, the player could *not* change the
next two orders. And if there were not two orders present, he
*must* give the unit a hold chit in the empty positions.
c) Officers may only give orders to units that are subordinate to them.
d) Brigade orders. A whole brigade may execute the same order
(overriding any individual order) if the brigade commander (or higher
officer) is with one regiment. All regiments most be within a normal
(for the regmiment) move of either the "lead" regiment or another
regiment that is "in command" and have a LOS to that unit. (In other
words you *can* set up a chain, as long as *someone* can get to the
lead regiment.) The officer must spend the *entire* turn with the
lead regiment.
Optional: Any unit not guiding on the lead unit has a 1 in 6
chance of getting lost and/or confused and not doing anything.
This would *not* apply to units in column moving up a road to the
battle.
Optional: The leaders benefit applies to all units involved in
the action. (This assumes that we'd use the first option.)
e) Artillery units will be assigned to either divisions or brigades.
They may be ordered by any officer they are subordinate to, PLUS
if they are assigned to the division level, any brigade commander
in that division my give them orders.
f) "Get a clue." :-) Regiments my attempt to "get a clue". A brigadier
my request that a regiment not in command try to over ride it's
current orders. The commander tells the GM what the order is
and the commander rolls a die. The roll must be *higher* then the
BMP of the unit. The GM may adjust the BMP in accordance with the
situation and the order. (If you want to override a charge order
with a disengage order for a unit that's lost some stands, there
a really good chance it would suceed. However, ordering the same
unit to charge would have a lower chance.) A 1 always fails and a
6 always passes.
If the attempt fails the GM gets to decide what the unit does.
(More then likely it will move away from the battle, or to a
"better" position. :-)
Divisional commanders may also over ride orders. He may *not*
try to over ride a failed get a clue attempt. Also, the divisional
commander can *not* look at the existing order before deciding.
Also a division command can override the orders of *any* unit
subordinate to him in his command range.
g) Divisional orders. Works just like brigade orders only for the
whole division. Normally such an order will have two parts.
One for the artillery and one for all the non-artillery units.
Of course the divisonal commander must lead it.
5) Ammo
For this game each side will have a place where they can go to resupply
ammo. For a unit to resupply it must be with in one move (skirmish
for infantry and cavalry, limbered for artillery) of the resupply
point and not do *anything* during the turn. (Or be involved in a
charge.)
Units run out of ammo on a 2 or 3 on the die.
6) Leaders
a) Bonus. Will not change.
b) Casualties
I) I'm looking at lower the chance of leader casualties. It just
seems to high.
II) Also with this, if we have enough players, someone will be
assigned as the divisional commander. If this figure becomes a
casualty and is removed from play, the player running the
brigadier becomes the new divisional commander and the old one
takes command of the birgade.
c) Communications. You can only take to other commanders within a
normal move of your figure. If they are beyond the normal movement
range, you can write the message down. Then determine how long
it will take to deliver, just like you do for orders. Write the
turn the message will be delivered on the top of the message and
give it to the GM. Be sure to state on the message who it is going
to.
7) Edge of the world
For this game you are part of a larger battle and can/might take fire
from off board. You can assume that if you are advancing so are the
units off map. But if you give someone a shot they can refuse . . .
Version 1.2
Copyright © 1996, 1997 Dallace Unger, Jr.
Last Updated: December 3, 1997