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Made in us
Krazed Killa Kan






State of Jefferson

Thanks for looking. My goal is simplicity and playability.

Grover's ACW Rules (Version 9-7-18)

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GENERAL GAME PLAY:
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OVERALL NOTES:
This game utilizes mechanics from other games, notably (Bolt Action, Black Powder, and Firepower). They are house rules to play with toys. They are not for sale and may be changed as you see fit. This is a game played over ales and for fun. Rule number one: Be a gentleman. For example, If your opponent feels he should get cover, award it. If you have a really important measurement to make, allow your opponent to measure it. The winner of the game is whoever had the most fun. Don't be TFG.

HALVING a number:
Fractions are always rounded UP.

GIVING ORDERS:
For every Unit in an army, excluding commanders, add a colored Bolt Action die to the bag. At the beginning of a turn, a die is drawn at random. To whomever that die belongs, they may give an order to one unit. A commander doesn’t need orders as he moves of his own accord. However, you can only move one commander for every die pulled. You may assign orders to the units as you see fit, a commander doesn't have to be in range. The player whose die is drawn is referred to as the controlling player. Orders alternate in this manner until the bag is empty. Once all dice are pulled from the bag, the turn is over. The dice are collected and returned to the bag. However, certain orders MAY remain next to their unit like “Ambush.”

If a unit was destroyed during the turn a corresponding die is taken out of the activation pool immediately. All others go back in the bag. The next turn begins as above.

SETTING UP:
Each player will have a deployment zone. Other units may be in reserve off the board and come in from a suitable edge (agreed upon before) and given an order as if no brigadier or Commander in Chief (CinC) is within range. All these will vary based on the scenario you choose. Victory conditions are agreed upon prior to the game and a loss of the game not only means a loss of honor but also potentially a demeaning act of exercise such as pull ups, push ups, squats, and sit-ups wearing a funny hat or fetching beers for the winner the next time the game is played, as appropriate for men who play with toys.

ARMY ORGANIZATION:
It’s generally best to organize your army into brigades. A brigadier commands one brigade and cannot be used to buff other brigades. One brigadier per brigade. If you are tempted to place a brigadier in charge of every unit, we can say that losing a brigadier guarantees that the most you can hope for is a draw. You can have multiple different types of units (Infantry, Cavalry, Artillery) under a single brigadier. There are no points for army creation. Create a scenario you want to play. It's more fun if you have reasonably equal armies. A smaller army could face a larger one with a significant strategic advantage. There is also a Commander in Chief (ie Lee, Forrest, Grant, Sherman, etc). They act as a brigadier in all respects except one, detailed below.

BRIGADIER GENERALS:
On foot, moves 12”. Mounted Moves 24”. They have a 3” AOE bubble where they will allow leadership tests based on their stats. Brigadier's leadership is 7. If so “attached” to a unit, that unit may move its full value (ie 12”, 24”, 6” respectively). This full move applies not only to "Advance" orders, but also "Charge" orders. A brigadier may be killed or captured if he is charged. Retreating units leave the brigadier behind.

COMMANDER IN CHIEF:
You are allowed one per army. They have an AOE buff of 6”. They act in all respects like a brigadier but can buff any brigade. In addition, they give you the ability to reroll ANY single die if the unit is within 6”. If your CinC is captured by a charging unit. The game is lost and possibly the war. Like brigadiers, they cannot be shot at. Commander in Chief's leadership is 6:

OBJECTIVES:
Must be in base to base to control it.

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MOVING:
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HOW TO MOVE:
No part of the unit may move farther than the dice roll indicates. Note that in certain circumstances this may limit facing changes. For example, if a 2 is rolled for an infantry movement, that is in line formation, this may limit them rotating a full 90 degrees (ie from facing forward to facing left or right). An "about face" movement is free.

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SHOOTING:
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HOW TO SHOOT:
Targets must be in the shooter's front arc. Roll the number of dice for the number of 2x2 cm bases. Defender saves on 6+. Note my infantry are mounted 4 to a base and cavalry 2 to a base. So a group of 24 infantry (6 bases) would roll 6 dice. 12 Cavalry (also 6 bases) would also roll 6 dice. Scale for your basing.

RANGE:
Measured from the center of the formation. From front of base.
-Infantry (Shrt 1-12” = 3+) || (Med 12-18” = 4+) || (Long 18-24” = 5+)
-Cavalry (Shrt 1-6” = 3+) || (Med 6-12” = 4+) || (Long 12-18” = 5+)
-Artillery (Shrt 1-12” = 3+) || (Med 12-24” = 4+) || (Long 24-48” = 5+)

LINE OF SIGHT:
45 degree angles from the base. If LOS is obscured by terrain, cover should be awarded. If the target is partially outside the front arc of the fire, halve the number of dice rolled. If target is partially blocked by a friendly unit, the number of dice rolled is halved and cover is awarded to the target. Yes, this means that you could be halving (rounding up), and halving again - again rounding up. For example, a unit that could roll 7 dice is targeting an enemy that is not only partially outside it's front arc but also partially obscured by a friendly unit. So 7 dice is halved to 4 dice which in turn is halved to 2 dice rolled. Plus the enemy unit gets cover bonus of +1.

ENFILADED TARGET:
Multiply number of dice rolled by 2. To determine if a target is enfiladed, two parallel lines of the front and back of the target’s base(s) are extended towards the shooter. If those lines are entirely within the shooters front arc and intersect with their frontage, the target is considered enfiladed. Artillery may not be enfiladed.

CANISTER SHOT:
When shooting artillery at short range. Multiply number of shots by 2. If enfilading, multiply by 4.

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CHARGING:
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HOW TO CHARGE:
Roll charge distance. No part of the unit may move farther than the dice roll indicates. Note that in certain circumstances this may limit the number of bases that may come into contact with the target. Roll the number of dice for the number of 2x2 bases that are in direct contact with the enemy. You hit on a 4+. No saves. You must try to maximize bases in contact. Again, gentlemanly conduct is required here. Note, my infantry are mounted 4 to a base and cavalry 2 to a base. So a group of 24 infantry (6 bases) would roll 6 dice. 12 Cavalry (also 6 bases) would also roll 6 dice. Scale for your basing.

BONUSES:
Cavalry charging, confers a +1 to hit.
Charging flank or rear 2x number of dice rolled.

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MORALE:
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MORALE POINTS:
Each unit has the number of morale-points it has 2x2 bases (maximum of 7), marked by a suitable token(s). Artillery always has 4 morale-points. As soon as that unit has its taken the total number of morale-points it has, it must make a morale test. You must roll 9+ on 2d6 to pass. If it has taken damage in excess of the number of bases it has, that number is subtracted from the roll. Even if passed, the damage remains. If passed, the unit holds. If not, the unit retreats.

RETREATING:
Any unit that even partially retreats off the table has retired from the battle and may no longer take part. The unit retreats in an "appropriate direction," which means away from their immediate tormentor. If there isn't one, toward the closest table edge and away from enemies.
Infantry retreat 3d6 toward an appropriate direction.
Cavalry retreat 2*3d6 toward an appropriate direction.
Artillery retreat 2d6 toward an appropriate direction.

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FORMATIONS:
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SKIRMISH: (Cavalry and Infantry)
Half the number of shots. No facing. Small target: -1 to hit modifier if targeted by shooting. Forming into skirmish order is the only way to pass over obstacles or move through terrain of any kind except fields, hills etc. Skirmishing infantry (cavalry) automatically retreats directly away from a charger 2d6” (3d6”) if charged, except by other skirmishers. If any part of the unit is still in base-to-base of the charger after movement(s), the unit is considered overrun and is removed from play. Cannot be enfiladed. Cannot enfilade another target.

LINE: (Cavalry and Infantry)
Maximum shots. Maximum close combat effectiveness.

ATTACK: (Cavalry and Infantry)
Half the shots. Half the Close combat attacks.

SQUARE or OCCUPYING A BUILDING: (Infantry)
Half the shots. Half the Close combat attacks. Cannot be enfiladed. Cannot be charged by cavalry. ACW units may not form a square.

MARCH: (Cavalry and Infantry)
Cannot shoot or charge. Moves at full movement (12” or 24” respectively)

LIMBERED: (Artillery only)
Allows Artillery to move 2x2d6. Cannot shoot. If successfully charged, it is removed. It can only move or unlimber, not both with a single "Advance" order. Small target: -1 to hit if targeted by shooting.

UNLIMBERED: (Artillery only)
Allows Artillery to shoot. Can only move 1d6”. If charged successfully, it is removed. Unlike limbering, you may limber and roll 2d6 to move (ie half 2*2d6). Small target: -1 to hit if targeted by shooting.

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ORDERS:
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ADVANCE
Infantry - Move 2d6” or 1d6” and change formation
Cavalry - Move 2x2d6” or 2d6” and change formation
Artillery - Move 1d6”

FIRE:
Infantry - Fire at full effectiveness.
Cavalry - Fire at full effectiveness.
Artillery - Fire at full effectiveness.

CHARGE:
Infantry - Charge 2d6”. If failed, move them regardless. Skirmishers can only charge other skirmishers or artillery. Move to maximize contact. If some bases dont make base to base, subtract that number of dice to hit.
Cavalry - Charge 2x2d6”. If failed, move them regardless. Skirmishers can only charge other skirmishers or artillery. Move to maximize contact. If some bases dont make base to base, subtract that number of dice to hit.
Artillery - Disallowed

DOWN:
Infantry - Improve Cover Save by 1.
Cavalry - Represents dismounted cavalry. Improve Cover Save by 1.
Artillery - No effect

AMBUSH:
*Tactical Note: This often represents a unit readying itself to be charged.
*Tactical Note: Cavalry allows the controlling player to remove the “Ambush” dice once they are within 13".
Infantry - If in cover, can’t be targeted. May interrupt with Fire or Charge orders.
Cavalry - May interrupt with Fire or Charge or Advance orders.
Artillery – May interrupt with Fire orders.

RALLY:
Infantry - If retreating, may make a Leadership Test to reform. If not may remove a wound token if passed.
Cavalry - If retreating, may make a Leadership Test to reform. If not may remove a wound token if passed.
Artillery - If retreating, may make a Leadership Test to reform. If not may remove a wound token if passed.  

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TERRAIN:
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AREA: (Woods, Ruins, etc)
Provide +1 Cover save.
Infantry - Moving requires Skirmish formation, but may form up in line or attack once standing still. Changing facing requires breaking up again into skirmish.
Cavalry - Moving requires Skirmish formation, but may form up in line or attack once standing still. Changing facing requires breaking up again into skirmish.
Artillery – Movement is unhindered. May not travel within area terrain Limbered.

WALLS / FENCES:
Provide +1 Cover save.
Infantry - Moving over / through requires Skirmish formation.
Cavalry - Moving over / through requires Skirmish formation.
Artillery – Must move around.

ROADS:
+6” to movement if ENTIRE unit is on the road.

HEIGHTS:
Units may shoot over the heads of other units as long as the friendly unit is further away than 6” from the gun(s) and further than 12” away from the target without penalty, otherwise award cover and penalties as above.

IMPASSIBLE BLUFFS / CLIFFS:
Provides +1 Cover Save. Impassible to all units.

CREEKS:
Impassible to artillery. Cavalry and Infantry must form into Skrimish order to pass through.

FORDS.
Formation depends solely on width of ford and the actual width of the formation. Artillery may pass here limbered or unlimbered.

SWAMPS / MARSH:
Provides +1 Cover Save. Movement is halved. Impassible to Artillery and Cavalry.

This message was edited 12 times. Last update was at 2018/09/07 15:24:41


 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Thanks for sharing.

I have a few thoughts if you do not mind....

Activation:
1. You mention in the activation dice that if you pull a dice you can assign it to a unit and give it an order, but only if a commander is in range. Is the range the 3"/6" AOE or is it something different?

2. Can you assign the same unit multiple die?

3. All other whats go back in the bag?

This section is a bit unclear to me at the moment. Bolt Action, Gates of Antarres uses this dice draw system, as does Swordpoint (IIRC). My question to you is, what about this system do you like? Why this system and not another?

Movement:
Hmm, you are using randomized movement. Interesting choice at 28MM scale. Cann you tell me what you are trying to accomplish with randomized movement? I want to know more.

Shooting:
Straight forward enough. Where do you measure range and LOS from? Any point on any base to any point on the base? The flag bearing base only?

True LOS from base to base per unit? Would it not be easier to simply give a cover mod if any of the target was obscured?

By the way, 45 degree angles by base as well? Not just tot he front 180 of the unit?

I like shoot and Save mechanics. It gives your opponent somethign to do.

Charging:
Perhaps a failed charge could lead to some Morale "hits" as well? Just a random thought as post charge the unit is disrupted.

What happens if the bases do not line up nicely? Is there a group up move? Do they align automatically?

Terrain:
Perhaps simplify it further. I think Lion /Dragon Rampant/Men Who Would Be Kings/Pikeman's Lament all do a great job at this. It simplifies gameplay a lot and avoids a lot of If This/Then That type of rules.

Overall:
A pretty solid start for some fun over toy soldiers. Just a few things to clarify or simplify.


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Made in us
Krazed Killa Kan






State of Jefferson

 Easy E wrote:
Thanks for sharing.

I have a few thoughts if you do not mind....

Activation:
1. You mention in the activation dice that if you pull a dice you can assign it to a unit and give it an order, but only if a commander is in range. Is the range the 3"/6" AOE or is it something different?

2. Can you assign the same unit multiple die?

3. All other whats go back in the bag?

This section is a bit unclear to me at the moment. Bolt Action, Gates of Antarres uses this dice draw system, as does Swordpoint (IIRC). My question to you is, what about this system do you like? Why this system and not another?


Thanks for looking Easy.

1.) The activation is done by the bolt action dice. As in BA, you place a die next to the unit you would like to order and that order is carried out regardless of whether a commander is nearby. However a commander may buff certain orders like "Advance" and "Rally." This is mentioned in the Brigadier General Section and CinC Sections, but I can see it needs clarification. Further, if a commander is in Range for an "Advance" move that move is not randomized. Also If a commander is in range when the unit takes morale hits or receives a "Rally" order, that unit uses the commanders leadership rather than the base number.

2.) One die per unit. No die to commanders. I will clarify that above.

3.) I will make the change there.

 Easy E wrote:
Thanks for sharing.
Movement:
Hmm, you are using randomized movement. Interesting choice at 28MM scale. Cann you tell me what you are trying to accomplish with randomized movement? I want to know more.


The reason for random movement is to give the feel of orders being garbled, ineffective or delayed. I didn't spell that out since I'm trying to keep the rules "lean." Also I thought it would be a neat way to use direct command from brigadiers and CinC being much more effective. Hence the AOE buffs mentioned above.


 Easy E wrote:
Thanks for sharing.

Shooting:
Straight forward enough. Where do you measure range and LOS from? Any point on any base to any point on the base? The flag bearing base only?

True LOS from base to base per unit? Would it not be easier to simply give a cover mod if any of the target was obscured?

By the way, 45 degree angles by base as well? Not just tot he front 180 of the unit?

I like shoot and Save mechanics. It gives your opponent somethign to do.


I intended LOS to work as follows: If any of the unit is partially obscured to ANY of the shooter's bases by terrain or within area terrain, the target should receive a cover save. If the target is similarly blocked by a friendly unit, half as many dice are rolled AND cover is awarded. I will look at the wording. It was a little confusing in Black Powder, I thought this was simpler. Open to alternatives. In retrospect, I see what you mean about LOS from unit or base by base. I had planned on per unit. I hadn't considered a target being PARTIALLY out of LOS. Not sure how should I should handle that. Maybe also a simple "half the number of dice rolled" again. this could mean that a target unit, outside of front arc AND partially obscured by a friendly unit would only be shot at with 1/4th the amount of dice 6 goes to 3 goes to 2 dice. And the target gets cover. Thoughts?

 Easy E wrote:
Thanks for sharing.
Charging:
1.) Perhaps a failed charge could lead to some Morale "hits" as well? Just a random thought as post charge the unit is disrupted.

2.) What happens if the bases do not line up nicely? Is there a group up move? Do they align automatically?

Terrain:
3.) Perhaps simplify it further. I think Lion /Dragon Rampant/Men Who Would Be Kings/Pikeman's Lament all do a great job at this. It simplifies gameplay a lot and avoids a lot of If This/Then That type of rules.

Overall:
A pretty solid start for some fun over toy soldiers. Just a few things to clarify or simplify.



1.) A failed charge will likely be devastating to the charging unit anyway. If they are caught in the open, at short range, in attack formation, or line formation that opens them to enfilading fire or at least fire in an open field (a la The Charge of the Light Brigade). In fact, I think I should also allow adjacent commanders to buff a unit to guarantee a known charge distance. What do you think of that?

2.) If bases do not line up, the attacker loses attack dice. I felt this needed some clarification anyway so I should edit that too. Here's what I was trying to convey by example. Imagine a line charging another line. Lets say the target has already been ordered to advance to its current position. These lines are oblique to each other. lets say that the charger's bases are represented by a "back slash" and the target is the "pipe." They approach each other as follows:

Charger------------------> Target

\----------------------------->|
-\---------------------------->|
--\--------------------------->|
---\-------------------------->|
----\------------------------->|
-----\------------------------>|

Lets say the charger doesn't roll high enough to make full contact and ends up as follows.

---------------------------\--|
----------------------------\-|
-----------------------------||
-----------------------------||
-----------------------------||
-----------------------------||

In this case, the charger only gets to make 4 dice rolls as only 4 bases are b2b. Where as if they had rolled higher, they could roll 6. Now, there is also a possibility of an oblique or flank charge that I detailed in the rules. An oblique would be a similar situation. Each base cannot move higher than the roll. If you want to attack with more dice, you'll have to give it a charge order on the following turn to completely align. Also, I intentionally have the flank charge / rear not as good as rear charge.



Easy thank you for looking. I will make edits to the above post later today and add date/version.

   
 
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