Monday, 3 September 2018

Infantry units and their rules

In  the games that I play, a single infantry unit is made up of 5-10 men.

MOVEMENT:
The speeds at which a unit of infantrymen can move are listed blow:
Infantry in formation - 10cm
Infantry skirmishing - 15cm
Infantry charging/running - 20cm
If a unit has charged on it's previous turn it may only move at 10cm for this turn. A unit may not move 20cm twice or 20cm then 15cm.
A unit may come out of formation into skirmishing order by moving at 15cm but be mindful that this can make them vulnerable to cavalry attacks.
The unit may split up or transfer men to another unit but this will affect the strength of the unit as a whole.

ATTACKING:
The unit has the ability to attack when it comes in attacking range of another unit. Firing ranges are listed below:
Musket - 20cm
Rifle - 25cm
Pistol - 15cm
Bow - 15cm
Spear/javelin - 2-10cm
Slingshot - 10cm
Pike - 5cm
Hand - Bases must be touching.
Dice are used for attacking and inflicting casualties. The highest roll is compared to the highest roll of the opponent.
Example: The French troops are attacking a British unit. The French roll a 6 and a 2 while the Brits roll a 5 and a 4. The 6 is compared to the 5 and wins so a casualty is inflicted on the Brits. The 2 is then compared with the 4 to which it loses, resulting in a casualty for the French and equal losses for both sides.
If the soldiers are armed with muzzle-loading muskets a maximum of 2 volleys are fired (2 rolls of the dice), bolt-action rifles 3 and bows and slingshots 2.
If the unit has just fired apon an enemy unit during its turn, and are attacked by an enemy unit the next turn, it is unable to fire back in the final volley. Meaning it can only roll to defend on the final volley.
If the dice are compared and the result is a tie there are no casualties inflicted on either side.

MELEE COMBAT:
Melee combat is initiated when either bases or weapons are touching. It uses the same volley system as above, however the dice will be rolled until a side is either destroyed or retreated. Troops equipped with shields or armour will get an extra dice to roll that is for defence only.

MORALE:
When a unit has entered combat and suffered a minimum of two casualties, and wants to fall back or retreat, it must roll a dice to see if the unit remains intact and disciplined. If it rolls a 1 during this process it routs and leaves the battlefield. If the unit commander has been lost then a 1, 2 or 3 will send them sprinting off the battlefield. A broken unit will not stop moving away and will try to kill anything in it's path, including fellow soldiers and allies.
If an overall commander of an army is killed then player must roll for the whole army and if a 1, 2, or 3 is rolled the army collapses and routs.
If a unit is charged by cavalry, a dice must be rolled and a 1 will see the men fleeing the battlefield.

UNIT STANDARDS:
If the unit possesses a regimental standard (e.g. French Eagle, Roman Aquila or regimental flag) it will try to defend this to the death as each standard is worth 10 points. If a standard is lost or captured the unit must roll for morale, if rolling a 1 they rout. Though standards may sound somewhat expensive and useless if the standard survives to the end of the battle and is held by the victorious side they each give 10 extra points to the army's total score. However they must be part of a fighting unit for this to happen.

EFFECT TERRAIN MAY HAVE ON UNITS:
Any movement uphill is halved. Rivers and lakes cannot be crossed unless there is a boat or bridge.
Units positioned on a hill or rise get an extra 5cm added onto their firing range.
Example: Prussian troops are scaling a rise to knock out the French Troops poised on top. The French firing range is slightly longer than the Prussians so the French are able to inflict losses on the Prussians before the Prussians are in range with their firearms. 
Units moving through woods must be in skirmishing order and movement is halved along with firing range. Rivers and water can be fired across. Buildings and houses can be entered but if the building is destroyed all troops inside are killed.

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