Well, ok not a great name but the Tin Army of the Potomac was already taken and anyway these are mostly plastic so I thought I try it on for size. So far The Tin Army in the Civil War is leading contender since the rules are a development of earlier The Tin Army drafts rather than a variation of either the Square Brigadier or Hearts of Tin. (and yes I know there have been many civil wars.)
|The new command stands are ready to go. I need a name for the union commander though.|
(@ Ross Macfarlane 7 Sept 2015)
Units. (reworked to fit any basing ) Units may take a base of 3 hits if infantry, 2 if cavalry, artillery or sharpshooters. +1 if experienced or regulars, +2 if Elite or equivalent. Hit which are taken show a unit's loss of cohesion and effectiveness including but not limited to casualties, ammunition depletion, stragglers, oficer losses, fatigue and so on.
For simplicity all artillery units are treated as if they were a mix of smoothbore and rifled guns for the ACW. If they wish players may add their own more detailed rules for special units such as the Lightning Brigade and for particular batteries.
Unit Quality Bonus.reworked to fit any basing Units which were rated as experienced etc or Elite and which receive just a disorder unit ftom shooting may take a hit instead of the disorder. Units rated as Shock units receive a combat bonus. Units may be rated as superior firepower if they are markedly more effective than other units whether due to equipment or training.
Sequence of play. Players take turns. Decide who is going first by any acceptable means. First a player moves or resolves skirmisher and artillery fire with each of his units then removes disorder from units not adjacent to the enemy then both sides resolve combat between adjacent units. Optional Rule. If this is too predictable for you then after both sides have taken a turn then each play rolls a die with the high score choosing to go first or second for the next set of turns, ties mean keep the same sequence.
Chance Cards. (Optional) Make up a custom deck with chance cards and blanks or use playing cards. Assign red to the Confederates, black to the Union. Decide the maximum number of pairs of player turns, shuffle then pull that many cards to make a game deck. At the start of each pair of player turn, pull 1 card. Face cards and Aces are effective for the side with that colour, other cards are no effect. When the deck has been played the game is over.
Sample chance effects:
- King. Choose 1 Brigade of either side that is not in cover. It must immediately advance a full move or as far as they can without violating movement rules. It may not move again on its turn but may shoot.
- Queen. Choose 1 Brigade of either side that must immediately retreat a full move or as far as they can without violating movement rules. It may not move again on its turn but may shoot. this turn.
- Jack. Choose 1 Brigade of either side that must remain halted this turn.
- Ace. A unit of unexpected reinforcements arrives on that side's baseline. If no fresh units are available upto 3 hits may be removed.
- Joker. If a joker appears roll d6 and discard that number of cards from the deck.
Command Control. Each army has 1 General and may have 1 a Brigadier for every 3 to 6 infantry and cavalry units. Brigadiers only effect units assigned to their command at the start of the game. The General commands all units. At the start of a turn if a unit is not visible to and within 3 areas of its Brigadier or the General it may not move unless it rolls 4,5 or 6 on 1 die.
Infantry, Sharphooters Move 2 or shoot
Cavalry Move 3 mounted or dismount and move 1 or shoot.
Artillery Move 2 or shoot. Horse artillery move 3 or shoot.
Terrain. Max 1 unless sharpshooters. Some may be impassible to some troop types.
Road column +1 to move but may not attack.
Attacking. A unit which moves adjacent to an enemy must halt and resolve combat. This is an attack. A unit which shoots may not attack. Artillery may not move adjacent to an enemy.
Passage of Lines. A unit which is not attacking may pass through a friendly unit but may not end its move stacked with it. A retreating unit which reaches supports may have extra movement to pass through them.
Disorder. Disorder is a combat result. A unit which is disordered may shoot or fight with a penalty and may retreat but may not attack. A unit which is not adjacent to any enemy will recover from disorder on its turn after all moving and shooting is done.
Skirmisher and artillery fire. (includes occasional long range volley fire) Some units may not move and shoot but any unit may change facing or deploy or dismount and shoot. A unit adjacent to an enemy may not shoot or be shot at but must resolve combat instead. A unit which shoots may not then move adjacent to an enemy. There must be a clear line of fire 1 unit wide between a firing unit's front and its target.
Artillery Range 6 If there is a unit immediately behind target reroll misses vs second unit. If all smoothbores range 4.
Roll a base of 2 dice per unit.
-1 die per unit if disordered
-1 die vs cover
- 5, 6 hits
- +1 to @die if arty at range 2 or any unit rated superior firepower.
- -1 to @ die if muskets or muzzle loading carbines
Combat. Combat represents close range firefights as well as charges. All units which are adjacent to an enemy must resolve combat during each combat phase. Units are assumed to react locally to face the enemy etc with the degree of success being shown by the dice.
Combat is resolved between 1 pair of units at a time with the active player deciding the order as he goes. Each active unit fights only once unless eligible to pursue. Defending units fight back as often as they are attacked. If a unit of deployed infantry, artillery, sharpshooters or dismounted cavalry was attacked from the front this turn then it rolls its dice and applies hits before the attacking unit rolls. In all other situations both sides roll at the same time.
Roll 3 dice per unit
Lose 1 die if disordered or attacking over an obstacle or up a steep hill.
Lose 1 die if the enemy is in cover.
- 5,6 hits
- +1 per die if shock troops
- Units defending cover cancel 1 hit.
Pursuit. If mounted cavalry attacked this turn and the enemy was destroyed or forced to retreat then they advance onto the defeated unit's position and may attack another adjacent enemy but may not pursue again. If infantry attacked this turn and won they must advance onto the area that they attacked.
Army Morale. Each side is given a morale level, usually equal to between 1/2 or less of its original number of units plus the value of any objectives held. This is reduced by 1 for each unit or commander lost and by the assigned values of objectives taken or achieved by the enemy.