|
|
Text only Navigation:
|
ALTERNATIVE & OPTIONAL RULESConvention or"Quick" Play Rules If you want the fun without so-much simulation (or just dont have the time for a full game) use these ideas as well as any in the Alternate/Optional Rules section. Dont forget to check the website too.
Optional RulesFigure Casualties Method If removing figures from the game table the casualties are representative do not imply any quantity logic; divide total casualties by 8; remove that many figures; use that same number as the morale mod; i.e. 24 / 8 = remove 3 figures and check morale at +3 to bmp. Eliminate Disorder Checking When a unit encounters any three obstacles, change formations and obstacles, pass-throughs or any combination totalling three in a single moving action, the unit is auto-disordered. Shaken result adds letter in "Fatigued" Add a letter in "Fatigued" when a unit goes shaken. How to Randomly Enter Units Each division rolls to see the road on that side to enter; number roads so that each road has at least 2 numbers possible and roll the appropriate die or dice. For turns of entry, roll 1d10 at the beginning of the game for all entering divisions. Each number represents an entry hour.. 1 is 6 am, 2 is 7 am etc. How to Determine & Use Fake Units To determine quantity of fake units, roll 1d6 per division. 1,2 = 3 fake regiments; 3,4= 4 fakes; 5 ,6 = 5 fake regiments. Roll 1d6 for each 3 artillery batteries; a 5,6 = 1 fake battery. Remember, fake regiments can break away from their original movement plate and become a plate themselves, and that inventory of troops and equipment must be enough so all plates when spotted can be shown as miniatures. Melee Exhaustion Melee Exhaustion might allow players to realize the exhaustion of hand-to-hand struggles. Players can choose to give units 2 fatigued letters per melee round. Reward System Many kinds of rewards or value increases can be used, for instance officers values being increased, etc. See the Commander Valuation section. Wagon/Limber Panic Troops routing through artillery or supply wagons: 1d6 6 panics them (if limbers are used in the game) and they run 2d6 away in the same direction as the routing unit (even if routing unit is removed during the turn). Machine Guns Various machine guns were experimented with during the American Civil War and these can be represented. Treat each gun (not each section) firing as if 3 stands of elite rifled muskets. Overheating breakdown 1d6 turns if a 1d6 5,6, is rolled after each 3rd shot, then increase to 4,5,6 etc. Players can elect to let the gun cool for two turns of no firing each other turn to avoid this progression. Breech Loading Cannons These fire with +2 casualties. Graduation In small-unit or early-war actions, units that go BattleMad can graduate one level in class for the duration of the game. Small Actions- Skaken moves without Commander In small unit actions (1 or 2 brigades per side), regiments out of command influence can pass their brigadiers Tactical value, as if he was within 3, but with a +1 to the value to see if they can advance while shaken. Militia BMP Militia units have a BMP of 6. Mis-direction at Roads and Getting Lost At the beginning of the game, the judge can declare certain spots on the table will cause units to roll to see which direction they move; randomly roll 1,2 forward; 3,4 left; 5,6 right. These spots can include a fork, crossroad or a spot that no other unit has passed before in the game. When a spot has been used, mark it with a pin or other marker. Usually, a column on a road will follow units ahead unless told otherwise. Fatigued Classes Instead of all classes having the same level of fatigued spelled out on their card, for Elites spell VeryFatigued; for Green troops spell Tired or Spent. Forest Fire When artillery fires into a forest, shell fire is possible with a 1d6 5,6 if no rain has been recorded for at least 4 days or more. Fire diameter is 1d6 inches for the rest of the game. Any units in the forest and within 12" immediately roll for morale at +1. If they fail they evacuate the forest using Random movement. If they pass, they evacuate the forest as they see fit except toward the enemy. Path in Forest, marsh, mountain, cliff etc. A judge needs to show on a hand-drawn map only where a path starts and where it exits. Units using a path must be in march column. Forests: Random Movement Random Movement occurs for troops moving in forests that are more than 3 away from the nearest friendly unit, and does not occur if conducting a charge at an enemy where either charger or target is in the forest. First roll, then move: 1,2 drift left 45º; 3,4 as facing; 5,6 drift right 45º. |