****** The current version of the rules is available here. ****
Hook's Farm, Oregon. The 40mm armies give the 6" grid a go last week. I liked it but the big grid and the linear units sometimes felt odd.
Note: This is the 1st rough synthesis of Hearts of Tin with my modified version of Bob Cordery's Chess board game inspired by Joe Morschauser. I have skipped most of the definitions, format and finer details to get a version ready to test on Sunday. If it goes well, it will be converted to a word document and eventually all the various bits of Hearts of Tin, engineering, hospitals, balloons etc will be incorporated.
A unit is either a detachment (1 company/stand) or a battalion (3 companies/stands)
After some experimentation, I am starting with the ungridded version designed for my planned units of 3 stands totalling 18 inf (16 privates, officer&nco) or 9 cavalry (officer and 8 troopers), or 2 guns with crews.
All measurements will be in even multiples of 3" and I'll worry about fitting to a grid later. (once I sort out grid size, the leaning is towards a small grid with 1 stand/company per square and saving the 6" grid for the 54mm toy soldiers using Bob's late 19thC rules )
Without the grid options are measure in cm or sort it yourself.
After some thought, I have decided to be consistent with my other rules and invert the melee values so that high is better.
I am also restricting troop types to those on hand for or in the works in the time period 1812 -1850 for now
These are the rules being tested out this afternoon.
The rules may change but the war in Oregon continues, grid free this time around.
Artillery Fire. Both sides may fire deployed artillery units. This is considered simultaneous. Artillery units which fire may not be activated this turn. Initiative. (Optional) At the start of each turn, each side rolls 1 die. the high score chooses whether to go 1st or 2nd that turn, A tie indicates the previous turn's order is repeated. 1st player move and fire. The first player now rolls his activation dice and acts with his units, 1 brigade at a time. Melee. Resolve melees if any units are within close range. 2nd player move and fire. The second player now rolls his activation dice and acts with his units, 1 brigade at a time. Melee. Resolve melees if any units are within close range. An activation unit allows a unit or detachment to do 1 action. Some terrain features require an extra activation to allow some troop types to enter Some units may move twice if an extra activation point is spent on them: This includes cavalry, irregular cavalry (but not heavy cavalry), light infantry and any unit in march formation. The extra action may only be movement. (The first action may be a move, rally or a shoot (light infantry and irregular cavalry are the only ones to use this option since infantry in march mode canpt shoot while deployed infantry can't be given a 2nd move) If the general expending the activation point cannot see the unit then an extra activation point is required. A Brigadier must subtract 1 pip from his die for each of his units which is destroyed or leaves the table
Face. Any unit attacked in the flank or rear may turn and face. They are not obliged to do so. Evade. Light Infantry and irregular cavalry may choose to retreat 1 move, following all the usual restrictions as long as they do not move adjacent to an enemy unit (regardless of facing). Form Square. Regular or elite line infantry only may form square if attacked only by cavalry. Defensive Fire. Infantry with muskets or rifles and artillery which are attacked from the front by cavalry or by infantry who have declared that they are charging with cold steel, may roll their close combat dice and apply the result before the attacker rolls. Units in march formation may not use defensive fire Counter charge. if cavalry.
Melee Resolution. Units in close combat roll 1 die per stand if there is an enemy within 6" to their front. For each score which is equal to or more than their Melee value 1 hit is inflicted on the enemy.
If the defender is able to claim defensive fire, he rolls his dice first then applies the hit. If the attacking unit survives, it now rolls its dice. In all other cases both sides roll simultaneously
if any unit is attacking an enemy who is on a higher contour -1 if any unit is in a river -1 if infantry is attacking woods or a town or a breached fort.-1 if any troops are attacking an unbreached fort -2 if cavalry is in woods or a town or a steep hill or is attacking woods or a town or a fort or a steep hill -3 if infantry attacking with cold steel +1
A General who is attached at the start of a turn may move with that unit without paying any extra activation points. A General who is not attached at the start of a turn or who wishes to leave a unit that he is attached to, must pay an activation point to move
A General who is not attached may not be shot at. If a General who is not attached to a unit moves within 6" of the front of an enemy unit or an enemy unit moves so that its front comes within 6" then both sides roll a die and if the General's die is lower then he is immediately captured and removed from the game, if his score is equal to or higher then he moves away up to 1 full move.