Based upon Martin Rapier's variant of Neil Thomas' One Hour Wargames:
One Hour Napoleonic (MR 02.01.24)
from https://tgamesweplay.blogspot.com/p/one-hour-wargames-rules-and-scenarios.html
Turn sequence. 1) Draw Chance Card 2) Shoot 3) Move, Resolve cavalry charges
Shooting requires LOS, may fire overhead from a higher elevation. Arc of fire +/- 45 degrees, 360
from an occupied SP/Town. Artillery may not fire from town. Units move OR shoot. Roll specified
number of dice. 3+ to hit. Half effect 5+. Quarter effect 6. Reduce morale 1 for each hit.
Cavalry do NOT shoot! Targets that suffer 3 (or more) hits from shooting from a single source =
retreat 1 box directly away from source. Steadfast troops ignore this effect.
Conscripts retreat one box as above when suffering 2 (or more) hits from a single shooter.
Rout Units rout when their morale is reduced to 0. Attached Leader +1. If a unit is routed by
Line Infantry musketry (1 box range), the firer may advance into the empty box.
Movement Units face a box side; no diagonals!. May pivot at the start and end of their move only,
otherwise move forward, plus or minus 45 degrees; moves on the diagonal cost 1.5. Standard move
rates are for units deployed for combat.
Reluctant units- must roll a D6 and score less than their remaining remaining hits to advance
or charge.
Interpenetration Light Infantry may pass through and be passed through by any troops from any angle.
Other troops may temporarily overstack if they are facing in the same direction at the start of the turn, but
must end the turn unstacked, (so units may swap places or pass through).
Cavalry ChargesCavalry must have LOS to target to charge (so no charging over ridges or through friendly units).
Cavalry may not pivot before charging and must have enough movement to enter the target box.
Cavalry can charge over bridges or into towns or a wood via a road but at half effect due to
narrow frontage. This is in addition to any cover bonuses the target may have. If the charge routs
the enemy, occupy the target box, otherwise cavalry remains next to the target unit. Units with
Shock charging units without same gain an extra D6 in melee. Only the unit that charges inflicts
casualties! Note that Infantry and Artillery may NOT engage in melee! Only one unit may attack
a single target.
Impetuous units that charge MUST continue to charge on subsequent turns as long as there are any
valid targets!
Square Infantry units may go into or out of square at the beginning of their movement phase.
Units in Square may not move or shoot, but also may NOT be charged by cavalry while in Square.
Bayonet ChargeIf a Line Infantry unit routs an enemy with massed (1 box) musketry, it may
advance into the vacant box.
Column of Route.Line Infantry/Guns +1 box cross country, +2 boxes entirely on road. Cavalry,
Light Infantry +1 box entirely on a road (no bonus x-country). Treat units as flanked for all combat,
may not fight in column of route apart from cavalry. Cavalry may charge in CoR at half effect. To exit
formation, move a normal move next turn.
Roads. Roads may only be used in Column of Route, they allow units to enter/cross otherwise
impassable terrain and impart a movement bonus.
Infantry charge response vs Cavalry Line Infantry may pivot to face cavalry if charged.
Terrain
Towns and Strongpoints (SP): Towns fill a whole box, SPs are isolated farm complexes etc. All
unit types can end their move inside towns and SPs; but only infantry can occupy them. Occupied
towns and SPs count all their sides as “front”; they can thus shoot 360° and cannot be charged/shot
“in the flank/rear”. Line and Light infantry attacked at half effect by Line Infantry. Artillery cannot
fire while in a town, but fires at units in them as normal. Cavalry can only charge units inside
towns/SP at half effect vs cavalry/guns (5+) and quarter effect vs Infantry(6).
Morale Hits reduce morale. When a unit has lost all its hits, it routs and may not be recovered in the
timeframe of the game.
Leaders
An Army may have one or more leaders allocated to it. Leaders move with units or as cavalry
although they may enter woods. A leader stacked with a unit under their command allows it to take
one extra hit before routing.
Leader Risk If a leader is in a box which takes a hit, leader is removed on a 2D6 roll of ‘2’. If the
leader is in a box where the unit routs, or if they are overrun by an enemy unit, they are lost on a
1D6 roll of ‘1’. If they are overrun and survive, the leader retires 1 box.
Unit types
Leaders
Army and Corps commanders of notable repute
Line Infantry Conventional infantry formations operating mainly in close order. They are assumed
to have skirmishers screens and attached artillery, accounting for their long range. Represent
6-8000 men, but the size may be adjusted for different battles, but keep the 2:1 ratio with cavalry.
Light Infantry Infantry with a much thicker skirmish screen, and a limited number of formed
supports. The optimum units for operating in broken or close terrain. They also have attached
artillery. Represent 6-8000 men.
Cavalry
Close order cavalry, very effective against infantry in the flank or against guns and light infantry.
Heavy Cavalry
More effective against other types of cavalry. Have attached horse batteries. Represent 3-4000 men
Artillery Corps/Army reserve artillery grand batteries. Most artillery is assumed to be attached
directly to units. Represent 50-60 guns. Units assumed to have around 20-30 guns each.
Troop quality Excellent units with high morale and cohesion or possibly very strong units - 7 hits.
Good Units with good morale and cohesion - 6 hits. Poor Units with poor training, leadership,
morale, tactics or possibly just weak - 5 hits. French Old Guard Units - 8 hits
Reille: Units within 1 box may force enemy to reroll one successful hit from Fire per turn.
Lobau: Units within 1 box may reroll one missed die in melee per turn
1 No effect
2,3,4 Regain 1 hit
5,6 Regain 2 hits
The table looks about right Peter, can't wait to see all your troops deployed for action!
ReplyDeleteThanks, Keith; I plan to start putting them down the next few days.
DeleteThat looks great Peter, and those buildings look just right.
ReplyDeleteThanks, Lawrence; we will see how they look with the troops on the table.
DeleteThe buildings do look good, they sell the table as map rather than a place for toys.
ReplyDeleteThanks, Joe; that's the idea!
DeleteThe table looks good. Can't wait to see the next step.
ReplyDeleteMe too; coming soon!
DeleteGood to se the set up, and looks good too! Enjoyed reading the rules as well. Looking forward to the setup of the troops.
ReplyDeleteThanks, Mark. I have already decided to simplify the Corps Commanders to make them all the same,; they will allow re-rolls of one die by or against them in combat, and I will delete "extra hit before routing" effect in compensation. Simpler, with greater net effect. I also realized that with the Square rules and only 1 attacker allowed in melee, there was really no reason to allow the automatic face change by Infantry attacked by cavalry; this would essentially mean they would never be able to be charged in flank! Once again, simpler and easier! We will see how they work in the test game(s) this weekend.
DeleteTable looking good,
ReplyDeleteThanks, Gary; set up half of the troops tonight; the rest tomorrow night!
Delete