Brief Description |
The goal of these rules is to accurately portray the behavior of regiments and divisions,
while not sacrificing playability. The basic maneuver unit is the regiment (3-6 infantry
stands), with leaders represented from brigadiers to army commanders. Each turn is composed
of a number of mini-turns, as players alternate activating and taking actions with their
brigades (3-6 regiment groupings). Brigades move according to a sequence determined by
the players before the battle, with limited modifications to the sequence allowed during
play. All leaders are given five ratings - Initiative,
Tactical, Aggressiveness, Morale Bonus, and Combat Bonus - and roll versus these stats
in order to issue orders, react to opportunities, and to activate units before an
enemy unit activates. Two forms (levels) of orders are used: written orders setting
objectives, and order markers specifying a unit's actions in the upcoming turn. Units
can move in normal or double time, and can form into line, march column, square, regimental
attack column, refuse flank, and disorder. Infantry combat recognizes two weapon types
(muskets and rifles), and artillery fire distinguishes between smoothbores and rifled
guns, and includes mortars and howitzers. The rules also cover charges, melee combat,
morale, ammunition, fatigue, assault columns, and skirmishers. No army lists or scenarios are provided.
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