Saturday, May 4, 2019

Fife and Drum Miniature Rules for American Revolution





 As readers of this blog know I very much enjoy the wargame rules from Fife and Drum miniatures.  These are a simple one page set of rules.  A move, counter move set;  but with some interesting twists.  A side may move first and fire second or move second and fire first. Casualties are taken as they happen so there is A advantage to firing first.  But, you can charge into contact if you move first so there are advantages to that too.   A very interesting twist to the old move counter move system.  They are very morale driven which I like.  Casualties are moderate so regiments do not disappear too quickly.  And there are  a number of morale and trading grades so a regiment can be flexable.

   In addition to using these rules for my War of 1812 games I have also started using them for American Revolution.   These were the rules used in my recent Cowpens-Guilford Courthouse Campaign.

   The rules provide a fun and fast game and are easy to learn.  They are great for game nights as players quickly pick up the rules and can concentrate on play rather then looking up how to do things.  This makes for a much better gaming experience.


   As with anything we have made a few house rules and interpretations.  The rules can be here to be downloaded:
http://fifeanddrum-minis.com/rules--articles.html

In addition a rules tutorial with examples of play are here: http://altefritz.blogspot.com/2017/08/fife-drum-awi-rules-tutorial.html

These are my house rules and interpretations:

Move first, fire second, move second, fire first:  when it is your turn to fire remove all casualties from hits.  No, casualties removed do not get to return fire that was the advantage of firing first.

Retire facing or not facing enemy:  deduct 2" from move to retire with back towards enemy.  Half move to retire facing enemy or move sideways.

Charges or moving into melee:  during your move declare charge.  Defender tests morale, if pass they stand and can fire at charger (who tests morale if casulties), if fail retire column distance back shaken.  There is no charge move bonus. When defender turn to move they cannot counter charge or add regiments to melee. r

  Fight one round of melee then side with most casualties tests morale.  If pass then other side tests.  If both sides pass then attacker is considered to have failed to push back defender from their position.  The attacker retired one column move back towards their line facing the enemy. 

Routing or shaken units effect on other units:  ignore friendly shaken units retreat past if they are lower morale.  Otherwise check morale.    If regiment routes past test morale.

Multiple units in melee:  If two units vs one distribute casualties evenly to both units.

Wheeling regiments:   Wheels are made from the left, right, or center of the unit only. measure outside arc.

Fences, small streams:  Units move up to them and stop.  Next move you cross obstacles and continue your move. If both units are touching the same fence line and facing each other across it neither gets the benefit of the fence.

Artillery: Heavy guns one operation per turn.  Medium guns two operation per turn.  Light guns three operations per turn.

Operations are limber, unlimber, prolong and fire. 

Artillery cannot enter woods. They need infantry to knock hole in fences to cross.

Any friendly unit within a friendly artillery arc of fire, if the arc of fire goes through two opposite sides of that friendly unit the artillery can not fire.  Arch of fire is measured  from cannon barrell, with of stand forward like a bowling alley

Difficult Terrain: (fields, woods and  rocky ground or up hill): Cost 2" for each 1" moved.

Woods; units stop movement at edge of woods.  They enter next turn (similar to fences).  Once in woods  open order troops (skirmishes or Indians)  move their full movement, while formed troops move half their movement.  Small arm range is half.  Only skirmishes get cover modifiers. Yes, it sucks for regulars in the woods (please ask General Braddock).

Indians:  always unformed, in mass formation (I.e. in a bunch).  No penalty to change direction.  In woods move full movement.  Units fired at by Indians for first time check morale if second class or Militia.  In open clear terrain go one step down chart for firing and morale (if on line "C" use line "D").  Indians are not shock troops. They race about being obnoxious and scaring volunteers and militia who are not used to them.





5 comments:

  1. Thanks Mark, good post, will go and check out the rules now.

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  2. Mark, on the charts, is one trying to just roll LESS than the number in the chart or EQUAL to or LESS than the number displayed?

    The concise nature of the 1 page rules is superb - a lot of effect for such a small space. Thanks for highlighting.

    ReplyDelete
    Replies
    1. Equal or less than the number on the chart.

      Jim

      Delete
  3. Doh ..... ignore me, I have just read the tutorial! (equal to or less than).

    ReplyDelete
  4. This is one of the reasons I put the link to the tutorial. There is a lot packed into a small space but there is still some questions. Jim his toutorial answers many of my questions. The house rules I added helps speed up play in my opinion.

    ReplyDelete