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

Saturday, July 17, 2010

RCW revisited

Hoping to get another 1/72 RCW game in tomorrow. Will probably use BKC but just in case, I have updated my quick rules for use without the hex sheet:
**lof amended
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Rough Draft of non-hex based RCW game inspired by Joe Morschauser
17 July 2010

1.     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
6"


1

Infantry
6"
12"
1
2

MG
6"
18"
2
1

Mortar
6"
18"
2
1

Cavalry
12"
12"
1
2

Artillery
12" (limbered)
36"
2
1

Armoured Car
12"
18"
1

1
Armoured
Tank
6"
18"
2
2
Armoured
Wagon
6"
0
0
0

Armoured Train
18"



Armoured, each car fights as artillery or A/C depending on armament.

3.     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.
4.     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:
a.     Move (artillery must be limbered, mortas and MG must be packed)
b.     Shoot (artillery must be unlimbered, mortars and MG must be deployed)
c.      Limber/unlimber
d.     Rally (remove pin)
e.      Close Assault (must be within 3”)
5.     Command. If a unit is not within 12” of its HQ then it must roll 4,5 or 6 on a die to move. +1 if elite, -1 if conscripts
6.     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 or armoured.  For each hit roll 1 die to save: on a 4,5,6 the unit is only pinned otherwise it is destroyed. +1 if elite, -1 if conscripts. Armoured targets are rolled for as normal if hit by artillery or tanks carrying artillery. If hit by other fire then an armoured unit which fails its save is only pinned and one which makes its save is unaffected.
7.     Pinned. A pinned unit may not move, shoot or close assault until it is rallied. A unit rallies on a roll of 4,5 or 6, . +1 to the die if an HQ is adjacent , +1 if elite, -1 if conscript.
8.     Entrenched. Only infantry, MG’s and mortars may be entrenched. Infantry and MG's defending a village count as entrenched.
9.     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.
10. Line of Fire; In order to fire a unit must be able to trace an unobstructed line of fire from its front to the target. 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, only an HQ may direct a mortar. Range is still traced from the firing unit.
11. Close Assault. Only infantry, cavalry and tanks may initiate close assault. To close assault, the target must be within 3”of the target and the target must be to its front. The assaulting unit must not be pinned. Move the attacker into contact with the closest face of the enemy unit. Both sides roll simultaneously. A unit will roll dice as per the chart, hit on 4,5,6 -1 if pinned, -1 if attacked in flank or rear. Make saves as normal but armoured targets may be destroyed by infantry. If the defender is destroyed then the attacker will occupy his position, even if pinned. If the defender survives but the attacker is pinned, the assault is over, move the attacker back 3”. If the attacker is not pinned and the defender has not been destroyed then both sides must roll again.
12.  Terrain: Infantry, MG’s and Mortars are not slowed by terrain. Cavalry move ½ if they enter a hex of woods, swamp or rough ground. Artillery, armoured cars, trains and wagons may not enter woods or swamps, and are assumed to be on a road if in a village.  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. 

2 comments:

  1. Hey Ross,

    Some hex stuff is still in the non-hex rules.

    10. 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."

    LoF or Los, need futher explanation.

    Otherwise, excellent job.

    Jim

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  2. Ooops. Thanks Jim. If it survives tomorrow there are a bunch of things to explain and add (just noticed, no tchankas, (not that I have one yet)

    ReplyDelete