Monday, November 18, 2019

Rules I use for Wargaming: The American Revolution



  An older set of rules which were available in the first issue of Wargames Illustrative.  Written by Andy Callan these rules capture the feel and tactics of the war. I was instantly taken with them and have been playing them since they first came out. Not to everyone's taste but a great favorite of mine.  They have brought a lot of fun games and enjoyment to me over the years.

 The Disorganization Points (DP) are a clever way to tract the temporary wavering, disruption and casulties of a regiment.  This can be caused by movement, terrain, small arms, artillery or close combat.  Better trained regiments can dress the line and reform while poorer regiments tend to fall to pieces.   This is done by removing DP's.  A unit stops, does nothing for a turn and can remove a DP based on training and quality.  In addition a mounted officer can assist by helping to remove additional DP's.   Quality in this game is vastly  superior to quantity.

Here is a link to the rules as they first appeared in WI #1
https://www.wfgamers.org.uk/andy-callans-articles/loose-files-and-american-scramble

  A personal observation of mine.   When I have played these rules with players for the first time long time wargamers get confused or bogged down.  The rules are unlike most wargamer rules out there.  But reenactors or individuals who have been in reenactment regiments pick them up just fine.  I find this most curious.  But then I do tend to think of table top miniature  games more as battle reenactments then simulations.

  Here is a quick cheat sheet for playing these rules.  They started as a quick cheat sheet put out by the Corlears Hook Fencibels.  I have made a handful of changes within these.  I have made a couple minor changes to better reflex how I interpret the game. These have been based on reading Matthew Spring's With Zeal And Bayonets.   By the way I play with 25mm figures instead of 15mm but have not changed the measurements.  Please feel free to adapt as you like.  Also, if you currently play these rules I would love to hear from you about how you play them.  Any house rules or such.




Loose Files & American Scramble Quick   Reference Sheet

Order of Play in a Turn (all movement is simultaneous)
1.Compulsory Retreats/Routs following combat in previous turns.
2.Calculate Morale effects provoked by 1 above.
3.Firing (units can fire or move not both)*
4.Allocate Command Points.
5.Move units. Announce attempted advances to contact/charges before moving.
6.Combat.
7.Re-dress ranks (according to training) of units that did not move this turn.
*skirmishers may fire then move

Command Points CP
Move own commander up to 1 die (choice of average or D6) inches = 1CP
Inspire troops in combat (give +1) = 3 CPs *
Rally (remove) one DP = 2 CPs *      * must be in contact with unit

Disorder/demoralization points DP
1st class (elite, veteran) may remove up to 2 DPs per turn if stationary and not in combat
2nd class (line) may remove 1 DP per turn as above
3rd class (green,  partisans) may remove 1 DP per turn if stationary, not in combat/shot at
4th class (militia, Indians) may only remove DPs with aid of an officer
5th class (unmotivated Indians) may only remove DPs with the aid of the Army CO
Casualties
Once a unit has taken the maximum number of DP's (5) each DP after is a casualty.  Remove a stand of infantry  (3 figures), troop cavalry (2 figures) or artillery stand.

Artillery and Small Arms Fire
Artillery Fire range under 10 inches close, 10-30 long (light) 10-36 long (medium)
Roll one D6 for each stand firing modified by below:
+1 heavy gun, target column or limbered artillery, same target/range as last turn
- 1 new target, each DP of firing stand, light gun
- 2 target in fieldwork or stone building or target in skirmish order/unlimbered
Long range inflict 1 DP for 4 or higher.
Short range inflict 1 DP for 2 or 3, 2 DPs for 4 or 5, 1 DP and 1 casualty for 6 or higher.

Infantry fire (Only skirmishing infantry can fire and move in the same turn)
Musket range 8 inches, rifles 10 inches. Roll 1 D6 for each stand firing, minus DPs of firing unit. Halve result shooting at skirmishers/unlimbered artillery, halve if target in fieldwork or building. Round up.
1 DP for each 6 rolled. Skirmishers roll again on 5, with subsequent 4,5,6 = 1 DP.

Movement
Movement is the number of dice score X inches
1st/2nd/3rd class units may move one or two average dice
4th/5th class units may move one average dice or one average plus one D6
Skirmishers may move an extra D6, Cavalry may move one or two extra D6
Formed troops get 1 DP for each 1 or 2 rolled, 1, 2 or 3 in woods.
Hessian infantry (except Jaegers and von Bose regiment in South) move one average die or one average die + 2 inches.
Cavalry who charge must roll at least 3 dice. Can change speed 1 dice up or down per turn.
Moving in woods or uphill -1 inch from each die rolled.
Wheeling, change formation or facing : pivot either right or left stand and line up figures,   1 DP (2 if under fire).
Cross fence/wall,; stop at obstacle, continue nice next turn, 1 DP (2 if under fire).
Retire facing enemy: ½ move get 1 DP if cavalry or under fire.
Heavy artillery takes two moves to limber/unlimited take 1DP
Medium artillery one turn limber/unlimited take 1DP
Light Artillery can do two operations each turn. ( move and unlimber, etc) 1DP

Morale: seeing friends retreat/rout within 6 inches
Troops ignore retreat of lower grade friends but get 1 DP if such rout within 6 inches.
If equal/higher grade friend retreats within 6 inches get 2 DPs.
If equal grade friend routs within 6 inches get 2 DPs and one stand deserts.
If higher grade friend routs within 6 inches get 3 DPs and one stand deserts.



 Combat occurs when a unit closes with enemy.   To close must declare charge to contact before movement otherwise just stop 4 inches from enemy.  Each side throws an average die modified by below:

+3 each training grade better than enemy
      defending fort or stone building
+2 defending fieldwork or wood building
      making bayonet attack*
+1 terrain advantage
      officer spends 3 CPs inspiring troops
- 3 in skirmish order
     attacked in flank/rear
- 2 each DP, each casualty
- 1 outnumbered
- 2 outnumbered 3-2
- 3 outnumbered 2-1
- 5 outnumbered 3-1 or worse   1 cavalry figure = three infantry, one gun = six infantry

Result is difference in scores:
+4 or more: Easy victory get 1 DP. 1st/2nd/3rd class obey orders. 4th/5th class pursue.

+2/3: Successful get 1 DP and (vs. infantry or artillery, not in fort, building or fieldwork) one casualty. Halt one turn.

+1/even/-1: Stand off both sides halt fight continues next turn. Each get 1 DP and (unless infantry facing cavalry or bayonet attack, or in a fort, building or fieldwork) one casualty

-2/-3/-4: Driven back get 2 DPs and one casualty. Retreat one move at maximum speed.

-5/-6/-7/-8: Defeated get 2 DPs and 2 casualties. Retreat at maximum speed behind next line of friendly troops, or next terrain obstacle if no support.

-9 or worse: Routed run away at maximum speed to beyond enemy artillery range or next terrain obstacle, whichever is further. Get 4 DPs and 2 casualties.

* Option only for British to represent aggressive tactics during war.

House rules:
Must move full distance rolled unless point out stopping point (i.e. stop at fence line or top of hill, etc).

Can roll movement for entire brigade if moving together.

Corlears Hook Fencibles House rules: after 2nd stand off in a row both sides retreat 1 average die unless defending an obstacle, fieldwork, building or fort.

Militia units with 50% losses or more flee the field  remove from table. Other units with 75% or more losses flee. No further DP losses by friends who see this


12 comments:

  1. I haven't played these rules in years! I recall there was a lot I liked about them but also a lot I wasn't enamored of. I'm not a fan of random movement, especially in open ground. I also like to see attrition in combat, I always felt that DPs were much easier to remove then to inflict. I do like the house rules you have put in.

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    1. These are a old favorite which a lot of people have played over the years.

      If you do not like random movement you could set movement rate for all units. I know this was me if the many house rules tried over the years.

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    2. I will be play testing a couple scenarios for my club game night next year. I will let you know when, Probably after the holidays.

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  2. Excellent. Thanks for this.
    I've used Field of Battle, and even Black Powder (yeuch) for AWI - but have always had that issue of WI, and a hankerin' for LFaAS.
    You have inspired me again to have a go.

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    1. I hope that you enjoy them! Let me know how it goes.

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  3. I love Loose Files, always have. I remember we used to play the heck out of these about 15 years ago modified to you go, I go. I know you play them as written and that also works. I wish I had my old house rules documentation still, but it was lost in a hard drive crash...back when hard drives were 20 Megabytes!

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    1. You will get as chance to play them again as I am planning a couple games for club game night in 2020. I am going back to his The rules were written and find things we once confused about are a bit clearer now. We will be doing a really tests I will let you know.

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  4. Come to think of it we also played a heck of a lot of The British Are Coming also modified to you-go-I-go. If I remember that played a lot like Johnny Reb at the time. I MIGHT still have a paper copy of the modified QRS. If I don't I bet John B does.

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    1. A fully I would love to see a copy of the rules "The British Are Coming". I never played them and am always on the look out for Rev War Rules to reread.

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  5. I like these, but I like Jim (Alte Fritz) Purky's rules a little more.

    Great hearing about your rule choices. An interesting read.

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  6. I certainly understand. I too really like Jim's rules. In fact I use them for my War of 1812 games.

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  7. Hi Mark. Most of the elements of these rules are similar to British Grenadier; the DPs are called disruptions points. As stated previously, I too do not like random movement via D6...I believe it unnecessarily complicates what should be a basic factor.
    A very good analysis of the rules. Thanks.
    All the best to you,
    Rod

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