SQUAD SIZE
Varies from 3 to 8 men:
3 men per squad (1 corporal + 2 privates) = 24 men per company
4 men per squad (1 corporal + 3 privates) = 32 men per company
5 men per squad (1 corporal + 4 privates) = 40 men per company
6 men per squad (1 corporal + 5 privates) = 48 men per company
7 men per squad (1corporal + 6 privates) = 56 men per company
8 men per squad (1 corporal + 7 privates) = 64 men per company
SECTION ORGANIZATION
2 SQUADS + 1 SERGEANT
PLATOON ORGANIZATION
2 SECTIONS + 2 SERGEANTS +1 LIEUTENANT
COMPANY ORGANIZATION
2 PLATOONS + 4 SERGEANTS + 2 LIEUTENANTS (1ST & 2ND) + CAPTAIN
INCREMENT CARD DECK
Each side's commander alternately selects a card from an assigned 5 card deck. Each deck has an assortment of 1, 2, or 3 increment cards in it.
Number of cards Number of increments on card
-------2---------------------1
-------1---------------------2
-------2---------------------3
Examples: On a 3 increment card, an infantry unit could move on the 1st increment, aim on the 2nd and then fire on the 3rd, this would give a 2 for the I on the CP = RF x I x N formula. Or a unit could fire on the 1st increment, load on the 2nd and fire again on the 3rd. Or a cavalry unit could
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move 6 inches on the 1st increment, dismount on the 2nd increment and fire on the 3rd increment. And so on.
The phasing commander selects his desired increment card and activates all his forces. During each increment units may do the following:
ACTIONS (per increment)
MOVE LAY DOWN/STAND UP
FIRE CHARGE
MOUNT/DISMOUNT LOAD (small arms)
ARTILLERY MAY FIRE OR LOAD (not both) AIM
ARTILLERYMEN MAY PIVOT PIECE
MOVEMENT (PER INCREMENT)
INFANTRY 3 INCHES
CAVALRY 6 INCHES
LIMBERED ARTILLERY 6 INCHES
UNLIMBERED ARTILLERY 3 INCHES
ROUGH TERRAIN (-1 INCH)
CRAWL 1 INCH
CHARGE (INFANTRY/CAVALRY) 6 INCHES/12INCHES
THE FIRING SYSTEM
Missile weapons, i.e., muskets and cannons, are assigned range factors. If R denotes the measured range in inches, the range factor RF for musketry is (30 – R); artillery is (60 – R/2). This permits artillery to reach out, on a scale of 1 inch equals 10 yards, to 600 yards and limits small arms to 300 yards.
CP = CASUALTY POINTS RF = RANGE FACTOR I = # OF INCREMENTS N = # OF MEN FIRING
CP = RF x I x N
Firing figure(s) or artillery must have a clear line of sight (LOS) to be able to shoot at target.
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SMALL ARMS RANGE FACTOR
RIFLED MUSKET 30 INCHES
MUSKET 24 INCHES
SHOTGUN 18 INCHES
PISTOL 6 INCHES
100 CP = 1 "Kill Die" roll
30 CP = 30% chance of getting a " Kill Die" roll
For each "Kill Die" roll 1d10
A roll of 1 to 7
1, 3, 5, 7 Man out of action
2, 4, 6 Man killed
A roll of 8 to 10
8, 9 ,10 No effect
*ADJUST KILL DIE IF TARGET IN COVER +2 HARD COVER +1 SOFT COVER -1 PRONE
*ADJUST KILL DIE IF VETERAN,GREEN TROOPS
VETERAN +1 GREEN +1
*Any modified roll can never be less than 1 or more than 10.
OUT OF ACTION
If a man is out of action replace figure with a prone casualty figure. Roll 1d10 at the end of the turn, even number the man recovers, good as new, not wounded. Odd number, man does not recover. You may attempt to recover a total of 3 times, if all fail then man is dead.
MELEE
Declare a charge, the attacking unit is moved halfway to the point of contact, at that point, the defending unit checks its morale to see if it stands and receives the charge. If the defending unit fails its morale test the defenders are turned I place, backs to the attacker as the attacker surges forward into contact. The attacker gets a one "free attack" against the defender. On the defender's next two card played the unit routs to the rear, after which they may attempt to recover. The attacker may attempt to pursue, if contact is again made, the unit gets another "free attack" unless the defender can move other unit(s) to protect the routers.
If at the halfway point in the charge, the defending unit passes its morale check, it gets to fire
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small arms at the oncoming attackers. This is a one increment "free fire" for the defenders since it occurs on the attacker's card. Any casualties caused by this fire now requires the attackers to take a morale check.
If both sides pass their morale checks, the attackers are moved into contact, close quarters combat (CQC) takes place. If the attackers outnumber the defenders, 2 to 1 combat is allowed, but no more than 2 to 1.
CLOSE QUARTERS COMBAT (CQC) MODIFIERS
ATTACKER DEFENDER
+5 REGULARS vs GREEN +10 IF UPHILL
+5 VETERANS vs REGULARS +5 SOFT COVER
+10 VETERANS vs GREEN +10 HARD COVER
+10 MOUNTED
+ 10 CHARGING
+5 FLANK ATTACK
+10 REAR ATTACK
+10 DEFENDER PRONE
Total both sides modifiers, subtract the lowest score from the highest score, this difference (D) is then added to the base value (BF) of both attacker and defender.
BASE VALUES
Depending on the type of combat, there are two possible base values per figure. (1) infantry vs infantry and cavalry vs cavalry which both have a base value of 25 or (2) cavalry vs infantry which both will have a base value of 15.
EXAMPLE: if a veteran unit of cavalry charges uphill at the flank of a green infantry unit, the cavalry unit receives a +10 for being veteran vs green unit, a +10 for charging, a +5 for flank attack and a +10 for being mounted. The infantry unit receives a +10 for being uphill of the charge. The difference (D) in the two totals is 35-10 = 25 in favor of the cavalry unit.
This difference is now added to the base value of 15, giving the cavalry unit 40 points per figure involved in the charge. The infantry unit only gets the base value of 15 per figure
EXAMPLE: a 5 cavalryman unit charges a 5 man infantry unit, the total for the cavalry unit is
5 x 40 = 200 points, while the 5 man infantry unit has a total of 5 x 15 = 75 points. These point
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totals are now used as the firing procedures to obtain the number of "Kill Dice" for each side. The cavalry unit therefore gets 2 "Kill Dice", while the infantry unit only gets a 75% chance at a "Kill Dice". The infantry player rolls percentile dice, if he rolls 75% or less he gets one "Kill Dice"
Morale checks are made after each round of combat until one or both sides break and rout.
MORALE
UNIT'S STARTING BASE MORALE PERCENTAGE
3 MAN SQUAD 60% + (10 x 3) = 90%
4 MANSQUAD 50% + (10 x 4) = 90%
5 MAN SQUAD 40% + (10 x 5) = 90%
6 MAN SQUAD 30% + (10 x 6) = 90%
7 MAN SQUAD 20% + (10 x 7) = 90%
8 MAN SQUAD 10% + (10 x 8) = 90%
Morale level (%) = (number taken from chart above) + (10 x number of men in the unit)
Example: a 5 man squad begins the battle with a morale level 0f 90%. 40 + (10 x 5) = 90% A roll of 91% or higher or more means that the unit has failed its morale check.
A single survivor of a 5 man unit has a morale level of 50%. 40 + (10 x 1) = 50% A roll of 50% or less means he single man passes his morale check.
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