Help support TMP


"modified Walter Simon ACW skirmish rules" Topic


10 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please use the Complaint button (!) to report problems on the forums.

For more information, see the TMP FAQ.


Back to the ACW Discussion Message Board


Areas of Interest

American Civil War

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Volley & Bayonet


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

1:72nd IMEX Union Cavalry

Fernando Enterprises paints Union cavalry and Personal logo Editor in Chief Bill The Editor of TMP Fezian bases them up.


Featured Profile Article

Report from Bayou Wars 2006

The Editor heads for Vicksburg...


Featured Book Review


879 hits since 12 Feb 2018
©1994-2024 Bill Armintrout
Comments or corrections?

Charlie Dozen12 Feb 2018 9:08 a.m. PST

I believe I've read where Jackson Gamers have modified some of Walter Simon's rules.
I've reorganized and made some minor changes to the set of ACW skirmish rules Walter published in an issue of Wargames Digest back in the late 1970's or early 1980's. Is anyone interest is viewing these modified rules?

Joes Shop Supporting Member of TMP12 Feb 2018 9:19 a.m. PST

Yes.

Big Red Supporting Member of TMP12 Feb 2018 10:04 a.m. PST

Yes, please.

robert piepenbrink Supporting Member of TMP12 Feb 2018 10:18 a.m. PST

Me three.

Londonplod12 Feb 2018 11:07 a.m. PST

Yes please

79thPA Supporting Member of TMP12 Feb 2018 11:47 a.m. PST

I'd like to see them just for nostalgia purposes if nothing else.

Charlie Dozen12 Feb 2018 1:29 p.m. PST

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

1

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.

2

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

3

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

4

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.


5

Charlie Dozen12 Feb 2018 1:32 p.m. PST

The formatting isn't like I typed it originally but the information is all there.

There are a total of 5 pages in this modified version.

Personal logo ColCampbell Supporting Member of TMP12 Feb 2018 7:11 p.m. PST

The only Wally Simon rules the Jackson Gamers "modified" were our 54mm WW2 skirmish rules. As is stated in the beginning notes, they were loosely based on a set written by Wally that appeared in three installments in Wargamers Digest in the early 1970s.

They can be found on the old Jackson Gamers web site: link

Jim

Charlie Dozen13 Feb 2018 4:54 a.m. PST

@ ColCampbell, yes I have a copy of the Jackson Gamers 54mm WW2 rules. Does your group have anything for ACW skirmish gaming?

Sorry - only verified members can post on the forums.