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."
By Ross Macfarlane 23
July 2012 (with a few minor corrections)
A. BASICS. This is a simple game for fighting American
Civil War battles on a hex grid. One hex = roughly 400 yards. 1 turn averages
1/2 hour. Each stand or group of figures is a unit. A unit is either; a brigade,
averaging 1500 men or artillery
batteries totalling 12 to 16 guns on average. Up to two units can be in a hex
as well as 1 or more Generals.
All units must face a corner of the hex. The 5 hexes in front
of a unit (2 adjacent and the next 3 beyond these) are its fire zone
representing the effect of skirmishers, low level of artillery fire ( a few guns attached to brigades etc) and long
range rifle fire.
All dice are 6 sided.
Each army has a General who is in over all command.
Each corps consists of a General (Corps Commander), a wagon
representing the corps train and as many brigade and artillery stands as is
proper. Each corps must mark a hex where a road or railroad leaves the board or
which contains a landing place on a navigable river which marks its line of communication (LOC). The train must be placed on a road leading to the LOC hex and be
within 6 hexes of all units in the corps at the start of the battle. (or as agreed upon) Independent
Divisions may be treated as a Corps.
Independent units such as reserve batteries may be commanded
by the army general until such time as he attaches them to a Corps.
B. Sequence: This
game is played in turns. Determine who goes first in any manner you choose.
This stays the same for the whole game. The player going first becomes the
active player and rolls his activation dice, then moves any units, then resolves
any bombardments. The other or inactive player now resolves combat then the
active player resolves combat. Repeat reversing roles.
During the activation phase, roll 1 die per General. The score on the die are
Activation Points or pips which indicate how many units can be activated to
move or bombard. A Corps Commander may only activate units in his corps. The Army
General can activate any unit. The numbers of activation points required for a
give activity are as follows:
Ø1 pip is required to move 1 unit or a line of
battle or a column or an unattached General.
ØIt costs 1 extra pip to move an infantry or
cavalry unit, or line of battle if it begins its move in an enemy fire zone. (Scenario specific rule for some late war
battles: +2 pips for combat weary
Ø1 pip to bombard with artillery that does not
ØThe number of Pips required is doubled if General
is more than 3 hexes from the unit or from the closest unit in a Battle Line or
if he cannot see the unit being activated.
A line of battle consists of 2 or more adjacent units of the
same corps, side by side with the same facing. A column is 2 or more adjacent units
one behind the other on a road.
D. Movement. Infantry
or artillery may move up to 2 hexes, Cavalry or Generals up to 4 hexes. A train
may move 1 hex. A unit may change facing as often as the player wishes when
activated even if it does not actually move. If it moves adjacent to an enemy
unit it must face that unit. If adjacent to more than one it may choose which
one to face.
A column or single unit which begins on a road and moves its
whole move by road may move double but may not move adjacent to an enemy unit.
Unit must stop if entering a woods or other difficult
terrain hex, crosses an obstacle such as a fordable stream or if it moves into a
hex in an enemy fire zone. Any remaining movement is lost.
Artillery and Trains may not move adjacent to an enemy unit.
E. Bombardment. Artillery
which is activated but which did not move, may bombard. Artillery range: Heavy rifled
artillery 9 hexes, Field batteries (12 pounders and rifles, lighter guns are included in with Brigade fire) 3 hexes. Roll 1 die per artillery unit
bombarding a given hex. There must be a clear line of sight from the artillery to the target. One hit is scored for each 5 or 6 rolled. The owner of
the units in the hex may assign them to units in the hex as he chooses. The
effect of hits from bombardment is the same as the effect of hits on combat.
F. Combat. Combat
occurs if opposing units are adjacent. During the inactive player’s combat
phase, all units which have an enemy unit adjacent and in their fire zone, must
resolve combat. No activation is involved. Roll 2 dice per unit against the
target hex. 1 hit is caused for each 5 or 6 rolled Subtract 1 from each die if the
enemy is up a steep hill. The owner of the target may assign the hits to the
units in the hex as he sees fit after all dice are rolled.
Ø1 hit on a unit = retreat 1 hex or take a Heavy Casualties
Ø2 or more hits on a unit = retreat 1 hex and take
a Heavy Casualties marker.
ØCover negates 1 hit per unit. (woods, town,
ØA unit which takes a 2nd Heavy Casualties marker
is removed from the table.
Once all of the inactive player’s combat is resolved and the
effects carried out, all active units which have an enemy unit adjacent and in
their fire zone, must resolve combat. No activation is required. The process is
exactly the same as for the Inactive player.
Victory. In the absence of any other victory
conditions, when both sides have had enough or when 20 turns have been played,
tally victory points. Each side counts 1
point for each enemy unit with a heavy casualty marker and 2 points for each
unit destroyed or forced to retreat off table. Add 1 for each remaining enemy
unit in a corps which has lost its train or whose LOC hex is being occupied. The
side with the most points wins. The degree of victory may be determined by
writing a report on the battle and consulting the opinions of those who read
Chance cards may be used to introduce random events, General’s
being wounded, weather, and so on.
If playing a multi-day battle. Each side may make 1 night
move but may not move adjacent to the enemy or bombard. Roll again for PIPS and 1 hex may be
entrenched for each PIP rolled. After 1863, 2 hexes may be entrenched for each
Born and raised in the suburbs of Montreal, 5 years in the Black Watch of Canada Cadets, 5 years at the Collège militaire royal de Saint-Jean followed by 4 in the navy. 25 years with CPC in IT simultaneous with 23 years running a boarding kennel. Inherited my love of toy soldiers from my mother's father. Married with a Whippet, 10 Italian Greyhounds, 4 cats and a bird. Prematurely retired and looking forward to leisure to game, garden and sculpt in our 150 yr old farmhouse.