Post
by thinredline » Wed Jun 22, 2005 6:46 pm
Mike,
The original version appeared in W.I.75, then re-published in W.I.134 (Nov. 98) page 14 with due credit and acknowlegment to the original author "Stephen Simpson".
First things first, Regiments/units use bases in Multiples of 4, so you can easily identify casualty rates on each unit. 1/4, 1/2, or 3/4 each. Raw units will absorb 25% casualities, before breaking, line 50% and elite or veteran 75%. You choose how many of each (raw, line, elite) in each army to provide the balance, and identify each with a coloured marker.
1/ Turn sequence can be decisive in a melee. at the start of EACH turn, dice for it on a D6
2/ Winner of inititive gets to move, fire or engage in melee. Any actions (movment, charges, withdrawls or changes in formation) must be declared and diced for on a D10, four or above is OK, carry out your declared action. 1,2,or 3 and you cannot carry out the action, but may fire in your turn.
3/ Player two defends against firing or melee by throwing a D8 AND A D6 for morale/combat resolution. D8 is positive, D6 is negative. Add these up and apply the cumulitive total of the factors under combat resolution. A total result of zero or above and there are no casualties. A negative number results in the unit being quartered, ie, it loses 25% of the bases in the unit. Subsequent rounds will see the csaualty proportions rise and units will start to fall depending on the status. If you do not like removing casualties, just reverse face a base in the unit which has been quartered.
4/ the second player repeats phase 2/above. You can see that initive will become important in later stages of the game where units may be on the point of routing.
5/ First player then tests for casualties on D8 -D6 and cumulitive factors as in phase 3 above. then back to initiative for the second round.
Change movement and Firing to suit, even add new catergories as required, as for example to take account of your Millatreuse as you see fit. Do the same with the factors if you think one is too weak, unaccounted for or too strong.
The rules can become as adaptable as your imagination and it takes two minutes on the computer changing them. As I have suggested, one umpire can produce a very quick and fair minded game between 4 and 6 teenagers, or can play along with like minded adults to achieve a fast flowing game without recourse to 60 page editions of published rulesets.
I have tried this out on Jacobites, Crime and ACW tweaking to suit as required. What you see is what you get, simple easy reference quick play.
Umpires can always throw in wild cards and rule on any dispute or interpretation of the rules, as long as they are applied to both sides evenly.
Hope you will find this a little more illumiating, best way is try them out on a small number of units to start with. You will be surprised how quick you will pick it up.
Need any more help, please do not be afraid to ask. Hope you enjoy them
Thin Red Line