This is the second (untested as yet) draft of a new attempt to produce a card table game intended primarily for wargames
in the mid-19thC but capable of being extended forward and backwards to cover
the early 19th & 20thC. I decided that it is close enough to the Square Brigadier, which was the 1st attempt, to use the name. To the previous influences of Joe Morschauser and
Bob Cordery I now add Richard Borg.
The biggest changes from the previous, Hearts of Tin based game are the replacement of die score modifiers by modifiers to the number of
dice rolled and to the replacement of a compulsory rout when reduced to 1 stand by a voluntary retreat
trade off to cancel 1 hit. If this works, I will rework HofT to be unit based rather than stand based since it allows better control, it was only an attachment to stands that stopped me from trying this last year.
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The rules were written with a square
grid in mind but can be played on a hex grid or without any grid by multiplying
the number of areas by a convenient number which is close to the frontage of an
average unit, for example 2” or 6” or 4cm. Each rectangle or hex is
referred to as an "area". The game is designed for relative effect
not as a scale model. Early in the period units will usually be battalions of
close order troops commanded by Brigadiers but later in the period or for
smaller actions they will be companies or wings commanded by a Major or
Colonel. Wargame units may be any number of figures on any sort of bases as
long as they fit within one area. Hits may be tracked with markers or
figures/bases removed. Where something isn't covered Hearts of Tin may be consulted as a guide.
In the absence of a Game Master (GM)
Common sense trumps any rule. In the absence of agreement dice to determine
whose argument is right.
SEQUENCE OF PLAY.
Play is IGO UGO determined at start
of game, usually attacker first or dice for it. The first player rolls for
orders then moves and shoots or rallies units. Then melees are resolved.
ORDERS.
Each side has one over all
"General" and should have a subordinate commander for roughly each 3
to 6 units. Roll 1d6 for each Commander to see how many orders they may issue.
An order is required for a unit to move. No order is required to shoot,
rally or fight in melee. Commanders do not need an order to move.
The General may order any unit. It
uses up 2 orders to issue an order to a unit which is more than 3 areas away or
to a unit which is in the same area as a commander but not under his command.
The Army General may defer rolling his
order die until the next turn. On the next turn he may either defer again or
roll 2 dice. The decision must be made before any order dice are rolled.
COMMANDERS
Commanders move 3 areas. If not
attached, roll for capture if adjacent to an enemy. If the commander rolls
equal to or greater than the enemy he escapes and may move up to 3 areas. If
one or more commanders are attached to a unit in melee, roll 1 additional
die. If a commander is attached to a unit which takes one or more hits,
roll 1 die and on a 1 the commander is killed. If a commander is killed, an
order by the General is required to add a commander to one of the units in the
Commander's old command. The replacement may not issue orders on the turn he is
replaced.
MOVEMENT.
A unit may move in any direction and
face any area side or angle after moving. A
unit which moves adjacent to any enemy units must stop and face one of them.
If it is in the frontal arc of one or more of the enemy units it must face one of
these. A unit which begins its turn adjacent to an enemy must either face an
enemy, no order required, or be given an order to move to an area which is not
adjacent to any enemy. Only infantry, cavalry, armoured cars and tanks
may move adjacent to known enemy. Only 1 unit may occupy an area at the
end of its move. Commanders are not units and any number may be in an area with
a unit.
Infantry and Tanks may move 2 areas
or may move 1 area and shoot either before or after moving.
Cavalry, Horse Artillery and Armoured
Cars may move 3 areas
or move 1 area and shoot either before or after moving. (Cavalry are assumed to
dismount to shoot, artillery to limber or unlimber as needed).
Other artillery including MG's may move
2 areas or shoot.
Wagons may move 2 areas.
Trains may
only move on rails. They may move a maximum of 4 areas but may only accelerate
or decelerate by 2 areas per turn. Armoured Trains may move 1 area and shoot
before or after moving.
Difficult terrain is any
terrain with woods, buildings, steep slopes, fordable river etc. Armoured cars,
wheeled transport and artillery other than pack artillery and MG's may not
enter difficult terrain except by road. Any unit except irregular, tribal or
"native" infantry entering a difficult area stops and may not move
farther that turn.
Roads. Units in column/limbered which are following
a road for their whole move may add 1 area of movement but may not shoot and
may not move adjacent to a known enemy. If using single stand units place a
marker to indicate column status.
SHOOTING.
A unit may change its facing before
firing without an order but this will count as moving. The line of fire is
measured from center of the firing area to the center of the target area. If
the LoF crosses any area containing terrain or troops of either side then it is
blocked. The arc of fire is 45 degrees either side of directly
ahead.(60 degrees if using hexes) The firer must normally have a line of
sight to the target area. Gaps must be as wide as the firing unit so, for
example, a unit cannot shoot on the diagonal between 2 occupied squares. A unit
which is adjacent to the enemy may not shoot or be shot at.
Roll 2 dice per unit
with small arms, 3 dice per artillery or mg unit.
Range: (Other weapons can be
added as needed)
Muskets: 2 areas
Rifles: 3 areas,
MG, Superior Rifles: 4 areas.
Smoothbore Artillery: 6 areas
Other Pack/Horse Artillery 12
areas,
Other Artillery: 18 areas.
Observed fire. Artillery capable of indirect fire may
fire at targets they can not see if they are connected by telephone or radio to
an observer who can see the target and the range is at least 6 areas. Range is
measured from the gun but line of sight is traced from the observer. Indirect,
observed fire may ignore intervening terrain and troops. Radios are very rare
and must roll 2 or better each turn to connect. Telephones lines must normally
be laid before the game begins and if either the observer or the battery move
or are destroyed then the connection is destroyed.
Effect. Each die scoring 5 or 6 after modifiers causes 1 hit
on the target. .
Shooting modifiers:
+1 die if superior firepower or heavy
artillery,
-1 die inferior
firepower or if smoothbore artillery firing over 1/2 range or if artillery firing
observed fire.
-1 die if the target
is in cover or obscured or is armoured, cavalry or artillery.
-1 die if moving and firing
Dense targets. If there is a unit of either side adjacent to
the target and the line of fire would go through it if extended then roll 1
extra die against this unit counting as an obscured target A unit in road
column is also a dense target, roll an extra die against it.
MELEE.
Melee must be resolved during the
appropriate phase if opposing units are adjacent. Roll 2 dice per unit if there
is an enemy unit in an adjacent area in the unit's arc of fire except that
units in road column only roll 1 die. The dice may be split amongst eligible
targets as desired by the rolling player but the decision must be made before
rolling. Each 4,5 or 6 causes a hit. The
2nd player rolls first with infantry and artillery units and the hits are
applied then both sides roll simultaneously with any remaining units.
Melee modifiers: +1 die superior firepower,
+1
die infantry or dismounted cavalry, with firearms, or artillery/MG defending an
obstacle or difficult hill,
-1 die vs cover or an armoured target,
+/-1 any scenario or special troop
modifiers
Rear support. If an infantry unit is directly behind and adjacent
to a friendly infantry unit in melee it may add 1 die
MORALE
Hits include morale and unit cohesion as
well as casualties.
Each turn, each unit may cancel 1 hit from shooting by retreating 1 area.
Each turn, each unit may cancel 1 hit from melee by retreating 1 area.
If a unit retreats off board it is lost.
A regular unit is destroyed when it has
accumulated 3 hits. Militia by 2 hits, Elites by 4 hits.
Rallying. A unit may rally if it does not move
or shoot and is not adjacent to an enemy. Roll 1 die. On a score of 4, 5
or 6 1 hit is cancelled +1 if one or more Commanders are in the same
area or if there is a support unit in an adjacent area. A unit which has been
destroyed cannot rally.
An army which has lost over 1/2 of its units must
retreat unless the scenario says otherwise.
CHANCE CARDS
The use of a chance card deck is
recommended to increase uncertainty and drama. (forth coming)
Definitions:
Adjacent is any area which is touching either
through a side or a corner or if not using a grid then means units which are
within the base distance apart.
Superior or Inferior Firepower is a
judgement call about relative effectiveness and should be used for troops who
are better or worse armed or trained than average for their type. Examples
might be the BEF in 1914 or units with more MG's attached than usual,
natives with obsolete firearms, Civil War troops with smoothbores etc...