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ALTERNATIVE & OPTIONAL RULES

Convention or"Quick" Play Rules

If you want the fun without so-much simulation (or just don’t have the time for a full game) use these ideas as well as any in the Alternate/Optional Rules section. Don’t forget to check the website too.

See Hex Movement idea

  1. Mount stands on “movement” plates

    Mounting figures to magnetic stands and using metal strips on movement stands is one idea, but using thicker bases is safer for 15mm and HO scales as well because players are less inclined to touch the figures with thicker bases (we use Neoprene rubber from industrial insulation suppliers- it cuts easy with Xacto blades): Using Sticky-Tac putty from an office supply store, apply a pea-sized bead to the bottom of stands then stick them to heavy cardboard movement plates (photosupply store: called Matte Board), in line formation. Remember to keep plates at least 1/4” larger all the way around and up to 1/2” along the back of the unit, so the unit can be picked up easier. This makes moving much easier; to form a march column, just turn the end stand or put the Flag stand on the end of the unit when in march column.

  2. Record Roster elements on the movement plate

    There should be enough space along the back of the movement plate to record up to 100 pips for casualties using a pencil, then remove a stand and erase the marks to start over. Fill in round circles for Fatigued and/or create other ones for Supply.

  3. Auto-Disorder after the second action attempted

    i.e. encountering an obstacle, crossing a creek then passing through a friendly unit = autodisorder. Front-to-Flank, move doubletime up hill (or over obstacle) (except march column) = autodisorder

  4. Figure Casualties instead of Roster Casualties

    Players are welcome to create any system they feel represents casualties and figure counting; the problem with counting actual figures however is that artillery crews and cavalry (especially smaller Civil War cavalry units) seen to be damaged unrealistically as not enough figures can be mounted per stand to tolerate the concept’s nuances.

  5. Don’t use Refuse Flank. This can sometimes delay the inevitable.

  6. Don’t Record Supply

  7. Die Roll Pursuit

    Roll 2d6 for each infantry winning unit that was involved in a melee (including each unit that was in an Assault Column), and 3d6 for Cavalry.

  8. Don’t Check Rally-up At Obstacles

  9. Don’t use Order Markers Unless the situation calls for it.

  10. Don’t use Disorder

  11. Don’t record “Fatigued”

    After every charge or double-time a unit makes roll 1d10; on 10 the unit is Fatigued and suffers the consequences of combat and morale loss. Mark units that are Fatigued with an appropriate indicator. Units recover from being Fatigued if they roll a 10 again.

Optional Rules

Figure 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.