Saturday 8 July 2017

French Indian War - draft rules

This week another four units for my French Indian War project were painted up. So I started messing around with some draft rules which are heavily influenced by the Lion Rampant ruleset and in particular their activation mechanism.

Medium artillery and some rangers
I should be able to make up two more units from the remaining miniatures I have available. Included will be a commander and captain for each side, as the rules provide for them.

French line infantry and medium artillery
So far I have played a few games with the rules and the crossing outs and additions are reducing. So Though it was about time to type them up. They are geared to games with 10-15 units played on a 6x4 foot tabletop marked with a 6 inch square grid.

Units.
  • Miniatures can be individually based or mounted on single of multiple bases. So long as they all fit nicely into a tabletop square and are recognisable. Each unit represents 30 to 50 men.
  • I tend to go with large bases with between 7 and 10 miniatures per 3x4 inch base.
  • A Commander and captain can be individually based figures or represented by a token placed with the unit they are attached to.
  • All units are eliminated once they have sustained more than 12 hits.
Grenadiers
  • Move 1 square in the open on a 2+
  • Move 1 square into difficult terrain on a 3+
  • Shoot on a 2+
  • Volley fire on a 3+
  • Charge/close with enemy unit on a 2+
Line Infantry
  • Move 1 square in the open on a 2+
  • Move 1 square into difficult terrain on a 3+
  • Shoot on a 2+
  • Volley fire on a 3+
  • Charge/close with enemy unit on a 3+

Skirmishers and Light Infantry
  • Move 2 square in the open on a 2+
  • Move 1 square into difficult terrain on a 2+
  • Shoot on a 2+
  • Charge/close with enemy unit on a 4+

Indians
  • Move 2 square in the open on a 2+
  • Move 2 square into difficult terrain on a 2+
  • Shoot on a 3+
  • Skirmish by moving 1 square and shoot on a 4+

Light Artillery
  • Move 1 square in the open on a 4+
  • Shoot on a 3+
Medium Artillery
  • Cannot move once places at start of the game
  • Shoot on a 4+
Commander
  • Attached to a unit and must remain with that unit for the remainder of the game of unit the unit is eliminated. Allows for re-rolls with rally tests, activations and disorganisation tests for adjacent units.
Captain
  • Attached to a unit and must remain with that unit for the remainder of the game of unit the unit is eliminated. Allows for re-rolls with rally tests, activations and disorganisation tests.


Sequence of play
  • Each complete turn comprises two player turns. Each player follows the sequence listed below in their turn:
  1. Rally disorganised unit
  2. Activations
  3. Army Resolve
Rally Disorganised Units
  • Roll 1D6 and add or subtract:
            -1 if a unit has sustained less than 6 hits
            -2 if a unit has sustained more than 6 hits
            +1 if a regular unit which is adjacent to another friendly regular unit
  • If the score is zero or less the unit is routed and removed from play.
  • If the unit is accompanied by a captain, or is in an adjacent square to the commander, they may re-roll and apply the second score.
Activations
  • A player may keep on activating their units until they either fail an activation or have activated all their units.
  • Units may only be activated once per player turn.
  • A player may not activate a unit that has been successfully rallied.
  • If the unit is accompanied by a captain, or in an adjacent square to the commander, they may re-roll and apply the second score.
  • Once a unit is successfully activated the action must be carried out immediately.
  • Depending upon the activation the other player’s units maybe able to return fire and disruption tests can be requited of both sides units.
Movement
  • Units may move in any direction including diagonally.
  • Units that move 2 squares may move through other friendly units (providing an enemy unit is not adjacent).
  • Units must stop movement when entering a square adjacent to an enemy unit.
  • Units may only exit a square adjacent to an enemy unit if the square they are moving to is not next to an enemy unit.
  • Units do not have to face a particulate direct to move or shoot. (Note - this may change as the rules get developed more).

Terrain
Terrain effects units in the following way:
  • Woods - threat as difficult terrain for activation and all units get cover unless charged
  • Buildings - treat as open terrain and all units get cover (including when charged)
  • Marsh/Lakes - impassable for all units
  • Streams - treat as difficult terrain
  • Rivers - impassable except at bridges and fords
  • Bridges and Fords - treat as difficult terrain
  • Roads - Additional move for line infantry and artillery.
  • Hills - Artillery can re-roll shooting D6, but must accept second rolled score.
  • Rough Terrain - treat as difficult terrain
  • Fields and Fences - threat as difficult terrain for activation and all units get cover
  • Entrenchments - treat as cover and all shooting except artillery can only occur when a unit is in an adjacent square.
Shooting
  • All musket shooting has a range of 2 squares. 1 square is short range and 2 squares is long range shooting.
  • Roll 1D6 for the number of shooting points.
           2 points are required to cause 1 hit at short range
           3 points are required to cause 1 hit at long range
  • 1 additional point is required if the target is in cover
  • Mark the hits against the unit using D6 placed behind the unit. If any hits were taken by a unit a disruption test must be taken.
  • The unit being shot at is allowed to return fire if it has not been disrupted by the shooting and has not returned fire already in the turn. 
  • Units shooting must select a target which is at the closes range.

Disruption Test

  • For any unit taking hits , roll 1D6 and add or subtract:
          -1 if a unit has sustained less than 6 hits
          -2 if a unit has sustained more than 6 hits
          +1 if a regular unit which is adjacent to another friendly regular unit

  • If the score is zero or less the unit is disrupted. If the units is already disrupted, then the unit routs and is removed from play.
  • If the unit is accompanied by a captain, or is in an adjacent square to the commander, they may re-roll and apply the second score.
Return Fire

  • When a unit is shot at it can return fire providing it is not disrupted and has not already returned fire this turn. Use the same process as shooting, including any tests for disruption. However, the original attacking unit is not going to return fire.
  • Volley fire can never be used to return fire.
Volley Fire

  • All musket shooting has a range of 2 squares. 1 square is short range and 2 squares is long range shooting.
  • Roll 1D6 and double the score.
          2 points are required to cause 1 hit at short range
          3 points are required to cause 1 hit at long range
          1 additional point is required if the target is in cover

  • Mark the hits against the unit using D6 placed behind the unit. If any hits were taken by a unit a disruption test must be taken.
  • The unit being shot at is allowed to return fire if it has not been disrupted by the shooting and has not returned fire already in the turn.
  • Units shooting must select a target which is at the closes range.
Artillery Fire

  • All artillery shooting has a range of 4 squares.
  • Roll 1D6 for light artillery use this score and for medium artillery double the score.
           2 points are required to cause 1 hit
           1 additional point is required if the target is in cover

  • Mark the hits against the unit using D6 placed behind the unit. If any hits were taken by a unit a disruption test must be taken.
  • The unit being shot at is allowed to return fire if it has not been disrupted by the shooting, has not returned fire already in the turn, and is within range.
  • Artillery can select any target providing there is not a unit in an adjacent square.
Charges

  • To charge a unit must begin its action in an adjacent square to the unit being charged.
  • Roll 1D6 and double the score.
          1 point is required to cause 1 hit
          1 additional point is required if the target is in buildings or fortifications

  • Mark the hits against the unit using D6 placed behind the unit. If any hits were taken by a unit a disruption test must be taken. However, if the unit become disrupted it automatically routs due to the charge, and the charging unit then moves into the vacated square.
  • The unit being charged at is allowed to return fire if it has not been eliminated and has not returned fire already in the turn.
  • When returning fire 1 point causes 1 hit on the attacking unit.
Eliminating Units

  • A hit represents a combination of casualties, loss of officers, exhaustion and disorder caused to a unit by combat. Units are eliminated immediately when they exceed 12 hits.
Army Resolve

  • Whenever a force loses its commander or any artillery unit. Then all units must take a rally test and any failing will rout and be removed from play.
A game begins

An engagement over some buildings


6 comments:

  1. There are some nice nuances going on in the rules and I do like the overall simplicity.

    Bullet point 5 of movement (there is a typo there) interests me as the design philosophy between having and not having facing is a significant influencing factor, but more interesting to me is that your mind does not appear to be fully decided on this particular aspect. I look forward to seeing what you go with.

    ReplyDelete
    Replies
    1. I suspect I will introduce facing to influence the ability to return fire when shot at. I have enjoyed the solo games I have played so far with the rules, particularly the activation and the return fire mechanism which mixes up the play for both sides to make it feel less IGO-UGO.

      Delete
    2. For the facing issue, for units that small, especially for units not in formed ranks but even for those in ranks, a very small amount of time would be needed to wheel back to return fire. At most I would give a -1 activation penalty for firing or moving to the flank or rear and would be happy to have no penalty. Disallowing reaction fire would be ok.

      Delete
    3. Nice idea to apply only to those units in ranks.

      Delete
  2. I like your Indians. I get tired of seeing rules try and turn them into Hollywood Zulu Wanabees.

    ReplyDelete
    Replies
    1. Thank you. My limited reading on the period so far indicates the quality of troop types was fairly similar across the board. The draft rules try and provide a slight difference between troop types for gaming interest.

      Delete