Wednesday, June 2, 2010

Movement and Charging

Well, here we go. This is my first pass at combining the Grant Rules as found in The War Game with the earlier ACW version. The overall rules layout is based on the playsheets on pp188-190 of the War Game Companion for ease of comparison.

Those parts of the rules I've been able positively to identify as part off the original ACW rules are highlighted in red.

I've not yet gotten to digesting the firing rules yet, so I'll carry them on over to tomorrows' posts.

Any comments or queries would be very welcome.

Infantry in Line move 6";
Infantry in line and Firing 4";
Infantry in Column 7.5";
Infantry Charging 9" and;
Infantry Skirmishing 7.5".

A Normal Move of 9";
A Battle Move of 12" and;
A Charge Move of 18".

Note that the "Battle Move" is not a part of Grant's original nomenclature. I am using it though with some justification (and trepidation as I am not sure whether Grant's fatigue rules might have applied so early in "The Rules" career) as the distances mentioned match perfectly those of "The War Game".

Ditto the Artillery - 1" when manhandled and;
Drawn by team 6".

Wagons also 6", as do Barges Upriver and 9" dowriver and 9.5" via canal.

Uphill - -50%
On contour levels - 0%
Downhill - 0%, chargers add impetus.
Scenic terrain - -50%
Line Infantry -50% (I'd suggest this applies to infantry in close order - line or column)
Light infantry - none (likewise, open order infantry)
All others - Not permitted
Swamp or Marsh
Infantry in open order - -50%
Fordable Rivers/Streams
Inf and Cav - 2 moves to cross
Artillery and Wagons - 4 moves to cross

May only charge in column, but can make a normal move to contact (no impetus).
The front rank move directly forward to make contact. The two men from the flanks of the second rank are moved forwards and outwards to contact the enemy. likewise one man from each flank of the 3rd and 4th ranks moves into contact. All centre men close up to their front to the full extent of the 9" infantry charge move.


The charge plays out over two moves.
 In the first, the Cavalry move to within 18" of their target. If infantry, this takes them within Rifle range and naturally they take a volley. Casualties are removed as normal.
 In the second, morale is tested for by the attacker. The charging cavalry and the defender dice off to see whether the defenders are cool enough to get off another volley. If all is well, the charge goes home and the cavalry are moved to contact.

If the distance moved is 12" or less, the attacking cavalryman throws a D6. If the infantry are in one rank, on a 4+, he is considered to have been ridden his infantryman down. Ha! The blighter!If this is the case, he may ride forth a further 6" or into contact with another infantryman.

If the infantry have been wise they will have formed in two ranks and a breakthrough will occour on a 5+ only. If a breakthrough occours against the first line, the second line infantryman is moved aside 2" to allow the trooper to pass.
 No break-through is possible with infantry formed in three ranks.
Cavalry in contact with infantry will melee by throwing 2D6 against the 1D6 of the humble infanterist. Highest score wins.

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