EXERT FROM APPENDIX 1 from Don Featherstone's Battles With Model Soldiers
(The book that got me started.)

"Nothing in these pages is a dictate, no word says you must or you shall do it this way. On the contrary, the book sets out from the very beginning to stimulate the reader to think for himself, and to use what he has read merely as a foundation for efforts and ideas which reflect his own temperament and character. Only in this way will he obtain maximum satisfaction from the hobby of battling with model soldiers."

-Don Featherstone 1918 - 2013

Friday, July 9, 2010

Draft RCW rules for hexes.













Rough Draft of hex based RCW game inspired by Joe Morschauser
8 July 2010 Modified 23 Aug 2011

  1. HEXESAll measurements are in terms of hexes, Each hex may hold 1 unit and that unit must face a hex side. The 3 hexes to a unit’s front are it’s front, the 3 hexes to its rear are its flank and rear. 
  2. UNITS: Most units are average training and morale but units may be designated Elite or Conscript. The following units are defined:

UNIT
MOVE
RANGE
SHOOTING DICE
ASSAULT
DICE
SPECIAL
HQ/FAO
2


1

Infantry
2
4
1
3

MG
1
6
3
2

Mortar
1
6
2
1

Cavalry
3
4
1
3

Artillery
3 (limbered)
18
3
1

Armoured Car
3
6
2
2
Armoured
Tank
2
6
3
3
Armoured
Wagon
2
0
0
0

Armoured Train
3
18
3
4
Armoured

  1. Sequence of Play: Players take turns. During a player's turn he may activate his units 1 at a time. When all of a player's units have been activated, his turn is over.
  2. Actions: All units may carry out 2 actions each turn. When a unit is activated, declare which actions that the unit will carry out  An Action is:
    1. Move (artillery must be limbered)
    2. Shoot (artillery must be unlimbered)
    3. Limber/unlimber
    4. Rally (remove pin)
    5. Close Assault (must be adjacent)
  3. Command. If a unit is not within 6 hexes of its HQ then it must roll 4,5 or 6 on a die to move.
  4. Hits. If shooting or melee die hits on a 4,5,6 if a target is in the open, on a 5 or 6 if the target is obscured or on a 6 if the target is entrenched, armoured or pinned.  A unit which takes 1 hit from shooting in one player turn, is pinned. A unit which takes 2 hits in a player turn is destroyed. A pinned unit which takes a hit is destroyed. Elite units ignore the 1st hit each turn. Armoured targets may only be destroyed by hits from artillery, tanks or during close assaults but they may be pinned by any fire.
  5. Pinned. A pinned unit may not move, shoot or close assault until it is rallied. An elite unit rallies on a roll of 3 or better, average troops on a 4 or better, conscripts on a 5 or better. +1 to the die if an HQ is adjacent.
  6. Entrenched. Only infantry, MG’s and mortars may be entrenched. Infantry and MG's defending a village count as entrenched.
  7. Concealed. A unit in woods or a village may only be seen and shot at if it moves or fires or the enemy is adjacent to it. Once spotted it remains on the table.
  8. Line of Fire; In order to fire a unit must be able to trace an unobstructed line of fire through one of their front hexes to the target hex. Units, hills, woods and villages all block the line of fire. Mortars and artillery may trace a line of fire from an observer instead. Only a FAO may direct artillery and must be within 12 hexes, only an HQ may direct a mortar and must be within 6 hexes and its HQ. Both units need a fire action but range is still traced from the firing unit.
  9. Close Assault. Only infantry, cavalry and tanks may initiate close assault. To close assault, the target must be adjacent to a front hex side of the assaulting unit. The assaulting unit must not be pinned. Both sides roll simultaneously. A unit will roll 1 die if pinned or attacked from the flank/rear otherwise 2 dice. If the defender is destroyed then the attacker will occupy the hex. If they attacker is pinned, the assault is over. If the attacker is not pinned and the defender has not been destroyed then both sides must roll again.
  10.  Terrain: Infantry, MG’s and Mortars are not slowed by terrain. Cavalry lose a hex of movement if they enter a hex of woods, swamp or rough ground. If they only have 1 hex of movement left then they may not enter. Artillery, armoured cars, trains and wagons may not enter woods or swamps, and are assumed to be on a road if in a village hex. Artillery may not deploy in a village. Armoured trains may only run on rails and are not affected by terrain that the rails pass through. Other terrain effects may be established before a game. 

    3 comments:

    1. This looks very interesting!

      One thing that I picked up from Morschauser's 'Frontier' rules that I am seriously considering including in the next draft of my 'Interbellum' rules is having all artillery (including tank guns) fire before any movement or other combat takes place.

      All the best,

      Bob

      ReplyDelete
    2. Looks like a nice simple yet effective set of rules for quick play!

      ReplyDelete
    3. Interesting thought Bob, sort of a preliminary bombardment.

      The rules have just had their first simple outing and as always, there are some wrinkles to consider but they did the job.

      ReplyDelete