I have decided to go for a single version of Hearts of Tin with period supplements and the reduced ranges/movement of the current version, a choice of Orders or Control chart and the simpler figure friendly combat & morale version worked on yesterday. In the meantime, for those who were interested, here is the 2 page version of Rattle of Dice that I played with this week.
**12 July 2013 Having played a game as published here, I realized that there are 2 mistakes and a few omissions. All changes are in red. Thanks to Alfront for the formation change.
***29 Apr 2014 added superior firepower modifier for when 1 side is better armed and Shaken rule added. Melee numbers modified.
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The Rattle of
Dice
A Game for Toy Soldiers
11 Jun 2013 Amended 29 April 2014
GAME UNITS
Generals (Army or Brigade Commanders). One General is the Army
Commander. The rest are Brigade Generals who only affect the units assigned to
their command.Units are normally assigned to Brigade Generals otherwise they
are only commanded by the General. Units may be classed as Elite, Regular,
Irregular or Militia.
Units normally must stay together but figures may be detached to
occupy a terrain feature or to perform a special task such as scouting terrain or to act as a skirmish screen. Infantry may deploy as skirmishers in a single rank with a space between
figures or in a column 2 or 3 wide and 3 or 4 deep, or deployed 2 deep
representing either a dispersed firing line with supports or a unit massed
behind cover. (Note: These rules are intended for the 2nd half of the 19th Century but may easily be adapted for slightly earlier or later periods.)
SEQUENCE OF
PLAY
Roll for initiative each turn, high score chooses to go first or second. Ties
repeat last turn’s sequence. +1 if there is an observer in a balloon or other
observation point with a signals team by the general
v
The 1st player units move including charges OR shoot OR rally.
Charge targets may counter charge if mounted cavalry.
v
Resolve melee between units in contact.
v
The 2nd player units move including charges OR shoot OR rally.
Charge targets may counter charge if mounted cavalry.
v
Resolve melee between units in contact.
MOVEMENT
Detached units. If not within 12” and sight of General at the start of a turn, must
roll 3+ to move, Elite +1, Militia/Irregular -1
v
Infantry/Foot Artillery maximum 12”
v
Cavalry/Horse Artillery maximum 18”
v
General 24”
v Wagons 6”
v
Boats move 18” plus or minus 3” for the current or tide. It takes
a 1/2 move to embark or disembark from a boat or train and form up
v
Steam Engines move 18” by rail or 6” cross country if built for
it. If moving cross country roll as if detached. If moving by rail the train
may only accelerate or decelerate by 9” in a turn. If it hits an obstacle
without being able to stop, it will crash roll for 1 die for each 4 figures
with a score of 5,6 indicating one casualty.
v
Road Bonus x2 if in column facing direction of movement.
v
Move half speed if moving backwards or sideways while facing the
enemy.
v
Move half speed over obstacles and terrain features that are
passable except for skirmishers and Irregulars who pay no penalty.
v It takes 1/2 turn to change formation including a change of direction.
Cavalry and artillery may not enter woods or into a town.
v
Artillery must be limbered to move and deployed to shoot. It may
limber then move or may move then deploy. It may not do both in one turn.
Machine guns may move 6” without limbering.
v
Urging On. A General may
move up to 12” to join a unit and add 1d6 inches to its move but he must stay
with them until the next move phase.
CHARGES
A unit that charges must be facing the target. Cavalry may counter
charge up to 1/2 way.
SHOOTING
There must be a clear line of sight to
the target which must be within a 90 degree arc centered directly ahead to
where the target is at the time of firing. Artillery must be deployed.
v Shooting and
Melee. Units in contact can not shoot or be
shot at except as laid out under Defensive Fire in melee.
v Range: Muskets 6", Rifles 12”, MG 24”, Artillery 36”, spears are treated as melee weapons.
v Dice: Roll 1 die per 4 infantry/dismounted cavalry or 2 gunners. Count
remainders of 1/2 or more.
v Effect: Each 5,6 is 1 hit.
v Difficult
targets: -1 vs cover, skirmishers, cavalry or
artillery
v Vulnerable
targets: +1 vs column or if enfilading
v Superior Firepower: +1 (sharpshooters, Cannister (12") or superior weapons)
v Overhead Fire. Artillery on a hill, and rockets any where, may fire over troops on the
flat if there is a gap of 6” in front of the gun and in front of the target.
MELEE
Melee is resolved between units in
contact. It represents very close range fire as well as attempts to close with cold steel.
v Who: Count all of figures in contact or touching a figure in contact plus 1/2
of the 3rd & 4th rank of infantry behind a figure in contact.
v Dice: Infantry, dismounted cavalry and artillery 1 die per 4 figures, except
that artillery using defensive fire rolls 1 die per 2 crew. Cavalry 1 die per 2 figures. Count remainders of 1/2 or more. Except for defensive fire, all melee dice
are rolled and take effect simultaneously.
v Defensive Fire. Infantry or artillery that have been charged from the front may roll
their melee dice first and remove hits from the enemy. Units within 6” of the
charging unit may shoot out of turn at the charging unit if they have a line of
fire.
v Evade. Cavalry and light infantry skirmishers that have been charged from the front may turn and retreat a full move instead of fighting in melee but must rally as if they had been defeated.
v Effect: Each 5,6 is a hit.
v Difficult
target: -1 if fighting an enemy in cover, or if
charging over an obstacle or if using defensive fire vs cavalry
v Charge Bonus +1 if charging this turn
, Defensive Fire Bonus +1 if Superior firepower using defensive fire.
v Troop Quality: +1 if Elite, -1 if Militia or Irregular
v Result: If a side takes more hits from reaction fire and melee than it inflicted
then it is defeated. A defeated unit that was in melee contact must immediately turn and retreat
a full move, passing through any friends unless stopped by a blocked defile but
stopping at the board edge. It must try to rally on its next move. If neither
side retreats the melee will continue next turn with neither side counting as
charging unless one side retreats during movement.
MORALE
v Rally. A unit which was defeated in melee must attempt to rally on its next
move. During the movement phase roll 1 die. On a score of 4, 5 or 6 it rallies,
may face the enemy and may act normally next turn. On a score of 1,2 or 3 it
retreats a full move and must rally again next turn. If it reaches the board
edge it will leave and may not return. +1 Elite, -1 Militia. +1 joined by
general or a band.
v Steady Men! A general may join a unit which took hits from shooting or melee and try
to cancel one hit by rolling 1 die. A score of 4,5,6 cancels 1 hit, 2,3 has no
effect, 1 indicates the general has been hit and is removed from the game.
v Rally Round The
Flag. An infantry unit that contains a colour
bearer can try and steady the men in the same way. When a unit takes one or
more hits from shooting or melee the player may roll 1 die. If the result is
4,5 or 6 1 hit is cancelled, 2,3 has no
effect, on a 1 the standard bearer is hit and some one else has to grab the
flag (take 1 figure off). If the unit is defeated in melee the unit must try to
rally around the flag if it has one but if a 1 is rolled the enemy captures the
flag. Cavalry and light infantry may not use this rule.
SAPPERS. A party of 4 pioneers
may do 1d6 amount of work each turn if not in melee. The amount of work for
special tasks can be set by the GM otherwise 6 pts are required to fortify
their front, lay a demolition charge or build 1 section of pontoon bridge. When
a demolition charge is blown roll 1 d6 per charge. 6 pts will breach a village,
18 pts will blow a bridge.