Franco-Prussian
Wargames Rules
Unit Types
This game
features the unit types of Infantry (40mm x 15mm bases 4 figures), Skirmishers
(40mm x 15mm bases 2 figures), Cavalry (30mm x 30mm bases 2 figures) and
Artillery (40mm x 40mm bases 4 figures).
Formations
Infantry –
2 bases across by 2 bases deep.
Infantry
march column – 1 base across by 4 bases deep.
Cavalry –
2 bases across by 2 bases deep.
Cavalry in
march column – 1 base across by 4 bases deep.
Skirmishers
– 2 bases across by 2 bases deep.
Unit Ratings. Units can be Elite,
Trained or Raw.
Sequence of Play
Each
complete turn comprises two player turns. Each wargamer follows the sequence
listed below in his or her player turn:
1. Command
2.
Movement
3.
Shooting
4. Hand to
Hand Combat
Command
Players may attempt
to rally units that generals are in base to base contact with. Roll a d6 and
subtract this number of hits from the unit’s casualties.
On the roll of a 1
the general is injured or killed and is out of the game. The general may not
recover a lost base.
Generals move as
cavalry.
Movement
Infantry,
Artillery
|
15cm
|
Skirmishers
|
20cm
|
Cavalry
|
30cm
|
Turning. Units turn by
pivoting on their central point. They may do so at the start and/or the end of
their move.
Marching. Units marching double
their movement but may not march within 20cm of the enemy. Units marching must
be in march column.
Formation changes. Units may
either move or change formation.
Terrain. Units are affected by
terrain as follows:
i. Woods. Only Skirmishers can enter.
ii. Towns. Only Infantry and Skirmishers
may end their moves in a town.
iii. Marshland and Lakes. These are impassable
to all units.
iv. Rivers. These may only be crossed via
bridges or fords.
v. Roads. Units moving by road increase
their movement distance by 3cm if their entire move is spent on the road. This
bonus may not be received if charging.
Moving and Shooting. Only
skirmishers may shoot if they have moved during the same turn.
Interpenetration. Only
Skirmishers may pass through other units (and vice versa).
Charging
Charge Moves. Cavalry and Infantry are
the only unit types that may enter Hand-to-Hand combat. Infantry may not charge
cavalry. Charges are resolved by moving the attacking unit into contact with
the victim. They are subject to the following restrictions:
i. Turning. A charging unit may turn once,
at the start of its move. This evolution may not exceed 45o.
ii. Limited Engagement. Only one attacking
unit may engage any given defending unit.
iii. Fighting. Combat is resolved during the Hand-to-Hand Combat
phase.
iv. Outnumbered. Units may not charge an
opposing unit if that opposing unit has more hits remaining.
v. Frontal charges on artillery. Units
may not charge the front of artillery so long as it has a friendly unit within
10cm.
Shooting
The
procedure for shooting is as follows. Note that Cavalry units do not shoot, all
others can.
Adjudge Field of Fire. Units
may only shoot at a single target within 45o of their frontal
facing.
i.
Units in
Towns.
These have a field of fire of 360o, and may therefore engage any
single target in any direction.
Measure
Range
Troop
type
|
Close
Range/Damage
|
Long
Range/Damage
|
German
infantry
|
15cm/D6
|
30cm/D6
-2
|
French
infantry
|
20cm/D6+1
|
40cm/D6
|
Smoothbore
Artillery
|
15cm/D6+2
|
40cm/D6-2
|
Rifled
artillery
|
20cm/D6+2
|
60cm/D6
|
Mitrailleuses
are treated as Smoothbore artillery.
Assess Casualties. Units roll
a die when shooting. The result gives the number of hits the target acquires,
which is modified by the following:
Elite
|
+1
|
Raw
|
-1
|
Unit
deterioration. Units that lose half their strength (8 hits) subtract 1
from all dice rolls for shooting.
Cover.
Units in woods or towns only suffer half the registered number of hits (any
fractions are rounded in favour of the unit shooting).
Units
in March Column. Units in march column are
vulnerable to artillery fire. Double all hits from artillery on march columns.
Hand to Hand Combat
The
procedure for Hand to Hand Combat is as follows:
One Sided Combat. Only the attacking
unit inflicts casualties.
Assess Casualties. The attacking unit
rolls a dice. This denotes the number of hits acquired by the defender. The
final score gives the number of hits the target acquires, which is modified as
follows (modifiers are cumulative):
Elite
unit
|
+1
|
Raw
units
|
-1
|
i. Terrain Advantage. Defenders on a hill
only suffer half the indicated number of hits (rounding any fractions in favour
of the attacker).
ii. Flank or Rear Attacks. Units engaging
the enemy flank or rear double the registered number of casualties.
iii. Units in March column. Units in march
column are not deployed to resist a charge. Double casualties for units
attacked in this formation.
iv. Attacking skirmishers. All attacking
units double causalities against skirmishers.
v. Unit deterioration. Units that lose half their strength (8
hits) subtract 1 from all dice rolls for hand to hand combat.
v. Artillery are eliminated if contacted by the
enemy.
Retreat. A unit that loses an
element as a result of hand to hand combat must withdraw 10cm from combat
facing the target. If the attacking unit fails to remove an element from its
opponent then it remains in combat if infantry or withdraws 10cm from combat
facing the target if it is cavalry.
Movement within Combat
Hand-to-Hand Combat only concludes with the elimination or retreat of
one of the contesting sides. Units may however turn to face an attack upon
their flank or rear, but only if they are not simultaneously being engaged
frontally and there is room to turn.
Eliminating Units
Units are
eliminated upon the acquisition of 16 hits. For every four hits, remove a base.
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