Sunday, 22 November 2009

The Rules etc.

The rules used in this campaign are "Charge" by Young and Lawford and what a revelation they have been for me.
I have however amended them to suit my own ideas and I made up a playsheet with these amendments incorporated.

CHARGE! PLAYSHEET
 
TURN SEQUENCE:
ROLL FOR INIATIVE
DECLARE CHARGES
MOVE IN INIATIVE ORDER
ARTILLERY FIRE SIMULTANEOUSLY
MUSKETS FIRE SIMULTANEOUSLY
FIGHT MELEES
RALLY FROM MELEE IF REQUIRED

CHARGES:
MAY PIN ENEMY WITHIN ½ MOVE
DEFENDER REACTION : DISTANCE TRAVELLED 0-3” NO SHOOTING, 3-6” SHOOT AT LONG RANGE IF CAVALRY, SHORT IF INFANTRY CHARGING, OVER 6” DICE FOR LONG OR SHORT RANGE FIRE.
ADD CASUALTIES TO MELEE RESULT.

MOVEMENT:
HEAVY CAVALRY: 24”
LIGHT CAVALRY: 30”
ARTILLERY: 15” LIMBERED
12” TO POSITION , NO FIRING
6” MANHANDLED , ROLL EVEN TO FIRE
LIGHT INFANTRY 12” MOVE AND FIRE
18” MOVE/CHANGE FORMATION
LINE INFANTRY 6” MOVE AND FIRE
9” IN LINE , NO FIRING
12” 1 COY. IN LINE , NO FIRING , FORMATION CHANGE
15” COLUMN 4 WIDE
BATTALION GUNS: MOVE AS INFANTRY , 6” ROLL EVEN TO FIRE

ARTILLERY FIRE:
45 DEGREE ARC
CREW MINIMUM 3
NOT INTO MELEE OR 1” OF FRIENDS.

FIELD GUNS
RANGE SCORE TO HIT SCORE FOR EFFECT
0-12” 1 1D6 = STANDARD CASUALTIES
12”-24” 2 1D6 = STANDARD CASUALTIES
24”-36” 3 HALF 1D6 = STANDARD CASUALTIES
36”-48” 4 “ “ “ “
48”-60” 5 " “ “ “
60”-72” 6 “ “ “ “
 
MUSKET FIRE:
CLOSE ORDER TROOPS ROLL 1D6 PER 8 MUSKETS, 10 MUSKETS IF MILITIA.

RANGES : SHORT 0-6”, LONG 6-12”

OPEN ORDER TROOPS ROLL 1D6 PER MUSKET TO HIT AT RANGES:0-6” SCORE 4.5.6 ,
6-12” SCORE 5,6 , 12-18” SCORE 6 TO HIT.

HALF CASUALTIES FOR LONG RANGE, COVER, CAVALRY, GUNNERS AND OPEN ORDER.
(COVER AND OPEN ORDER ARE NOT CUMULATIVE).
 
MELEE:
OPPOSED ROLLS FOR CAVALRY ,OPEN ORDER ,CAVALRY VS. INFANTRY.

LEVEL COMBAT: CAV.VS. CAV. , INF.VS. INF OR 2INF. VS. 1 CAV.
HIGHEST SCORE BY MORE THAN I PIP WINS.

UNEQUAL COMBAT i : CAV. VS. INF. , 2 CAV.VS. 1CAV. OR 2 INF VS. 1 INF.
THE PLAYER WITH THE ADVANTAGE DOUBLES HIS DIE SCORE

UNEQUAL COMBAT ii : CAV.+ INF. VS. CAV. , HEAVY CAV. VS. LIGHT CAV.
THE PLAYER WITH THE ADVANTAGE ADDS A QUARTER TO HIS SCORE.
CLOSE ORDER INFANTRY IN MELEE:

ROLL 1D6 PER 10 LINE OR 12 MILITIA IN CONTACT UP TO 4 RANKS DEEP MAY FIGHT, THE RESULT IS THE CASUALTIES AT THE STANDARD RATE.

MELEE RESULTS:
UNITS MUST RALLY FOR 1 TURN FOR EACH TURN OF MELEE , THE LOSER MUST RALLY 1 EXTRA TURN.
THE WINNER MUST HAVE A 3/2 ADVANTAGE IN CASUALTIES TO WIN AND MAY TAKE PRISONERS AT A RATE OF 1 FOR EVERY 5 CASUALTIES INFLICTED.
WINNERS RALLY ON THE SPOT IF WISHED , LOSERS FALL BACK 2 FULL MOVES.
RALLYING TROOPS FIGHT AT -1 , INFANTRY CANNOT SHOOT.
 
 
MORALE:
LINE INFANTRY REDUCED TO UNDER 1/2 STRENGTH , CAVALRY , GRENADIERS AND LIGHT INFANTRY REDUCED TO UNDER 1/3 STRENGTH MUST ROUT 2 FULL MOVES.

I hope this lot makes sense , I have some pictures on the playsheet too but they would not upload so the layout is rather different here than the original .

I also have a special rule regarding the "redoubtable Captain Kranze" who doubles his dice roll in melee making him a bit of a toughguy. It just adds to the fun doing things like this and I'll no doubt use a few more special characters to spice things up a bit , as long as I don't get carried away and spoil the rules.

Grenadiers don't shoot any more effectively than line infantry but can take losses better.

I use iniative for movement rather than writing orders as I play solo , up to now it has worked really well. My biggest problem is that my table is only 6 feet by 4 feet and the defeated cavalry units always disappear off the board completely!.

Oh well , It's probably more realistic that way.

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