Rules additions and changes for JRII

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

Go back to my Home Page or Civil War page.
Dallace Unger, Jr.

Copyright © 1996, 1997 Dallace Unger, Jr.

Last Updated: December 3, 1997