SIMPLE ACW ARMY LEVEL HEX WARGAME
By Ross Macfarlane 28
July 2012
This is a simple game for fighting American
Civil War battles on a hex grid. It is, in a sense, a development of the Square Brigadier and despite appearances, owes much to my experiences fiddling about with Bob Cordery's Portable Wargame. For those who don't like Grids, simple replace the word hex by "distance" with a distance being 4" or such other distance as suits you. A unit's fire zone is then 2 distances deep and 60 degrees left and right of straight ahead. Feel free to add things or change anything you don't like.
A. Basics. One hex = roughly 400 yards. 1 turn represents
an average of around 20 minutes. Each hex can hold 1 unit representing an
average of 1,000 to 1,500 men or 12 guns. All dice are 6 sided.
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 front and its fire
zone representing the effect of skirmishers, low level of artillery fire and
long range rifle fire. The 2 hexes behind a unit are its rear.
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 Divisions as is appropriate. 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 supply
(LOS). The train must be placed on a road leading to the LOS hex.
A Division consists of a Division Commander and as many
units as is appropriate.
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 order dice, then moves and shoots any units. The
other or inactive player now resolves defensive close combat then the active player
resolves close combat. Repeat reversing roles.
C. Orders: During
the order phase, roll 1 die per General. The score on the die show how many Orders
may be issued. A Corps Commander may only order units in his corps. The Army
General can order any unit.
Ø
1 order is required to move, shoot or rally 1 infantry
or cavalry unit
Ø
1 order is required to move, shoot or rally all
the artillery in the corps
Ø
(Scenario specific rule for some late war
battles: an extra order must be issued per unit to move combat weary troops
adjacent to an enemy unit)
Ø
No orders are needed to move a General or
Division Commander.
Ø
No orders are required to move, rally or shoot
with a unit which is in the same hex as its Division Commander or which is part
of a Battle Line or Road Column if the Division Commander is in a hex with one
of the units.
A line of battle consists of 2 or more adjacent units of the
same division, side by side. A road column is 2 or more adjacent units of the
same division, one behind the other on a road.
D. Movement.
v
Open ground. Infantry or artillery may move up
to 2 hexes, Cavalry or Generals up to 3 hexes.
v
Woods or crossing a fordable stream or other
obstacle. All units may only move 1 hex if entering a woods hex or crossing an
obstacle unless using road movement.
v
Roads. A road column or unit which begins on a
road and moves its whole move by road may move double and ignore off road
terrain but may not move into an enemy fire zone.
v
A unit may change facing as often as the player
wishes when ordered 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 ones to face.
v
A unit may move through friends but cannot stop
in the same hex. Any number of Generals and Division Commanders may occupy a
hex with a unit.
v
Cavalry which dismounts is treated as infantry
on the next turn. Dismounted cavalry which mounts is treated as cavalry on the
next move.
E. Shooting. Infantry
or Artillery which is ordered may shoot instead of moving or rallying. Artillery
range: Heavy rifled artillery 9 hexes, Field batteries 3 hexes, Infantry 2
hexes. Roll 1 die per unit which has a clear line of fire to the target. Line
off ire is blocked by terrain and by units of either side. One hit is scored
for each 5 or 6 rolled against the target. A unit in cover ignores one hit from
shooting each turn. A unit which receives more than 1 hit after cover has been
considered, must take 1 hit but may immediately retreat cancelling 1 additional
hit for each hex that it retreats. If meeting friends it may retreat additional
hexes to pass through them.
F. Close Combat. Close
Combat occurs if opposing units are adjacent after the active player has moved.
No order is involved. The inactive player resolves combat including any enemy
retreats and friendly advances then the active player resolves combat with any
units that are still eligible.
v
Resolving
close combat. During a player’s close combat resolution, roll 2 dice for
each of his units that have an enemy adjacent to it and within its fire zone.
If there are 2 such enemy units the dice may be split if desired. One hit is
caused for each 4, 5 or 6 rolled. If a
target unit is in cover or is defending a stream or obstacle then it ignores one
hit. A unit which receives more than 1
hit after cover has been considered, must take 1 hit but may immediately
retreat cancelling 1 hit for each hex that it retreats. If meeting friends it
may retreat additional hexes to pass through them. If all adjacent enemy units
retreat, a unit which scored at least 1 hit may advance into one of the vacated
hexes. Cavalry which advances may resolve combat again but may not advance
again if the enemy retreats.
v
Commanders
in close combat. If a commander or General joins a unit in close combat he
adds 1 die but if that die rolls a 1 or if a commander or General is adjacent
to an enemy unit during the close combat phase and is not co-located with a
friendly unit then he has been wounded or captured and is removed from the
game. A replacement will take over at the end of the player’s next turn. Place
him as desired.
G. Morale. Hits
are a mix of casualties, fatigue and a loss of cohesion. When a unit suffers
too many hits it ceases to be effective and is removed from the table.
v
Hits. Units are removed if they take 3 hits.
v
Rallying. A unit with 2 hits may Rally if it is
not in an enemy fire zone and does not move or shoot. Roll 1 die +1 if joined
by a General. A score of 4,5 or 6 removes 1 hit.
Victory. In the absence of any other victory
conditions, if at the end of a turn, if the infantry and cavalry units that
have been lost equal 1/2 the number of infantry and cavalry units that the army
began with, the army must concede defeat. If a corps’ LOC is occupied it counts
as a unit lost as does the Corps train if captured.
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 orders and 1 hex may be
entrenched for each order rolled. After 1863, 2 hexes may be entrenched for
each order rolled.
Chance cards may be used to introduce random events, General’s
being wounded, weather, and so on.
Ross Mac,
ReplyDeleteI think that these rules have lots of potential uses ... and not just fro ACW but for almost all conflicts from 1840 to 1880. They will force the players to make army/corps level decisions rather than just tactical ones. This includes if and when they themselves should directly enter the fray, and the consequences of getting ithat wrong can be suitably disastrous.
A very nice piece of work.
All the best,
Bob
Thanks Bob. It was certainly an interesting change from the low level stuff.
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