For a few years now I have been playing Bolt Action versions 1 and 2, and have really enjoyed the mechanism for activating units. Instead of using the usual IGO - UGO system, each player pulls a dice out of a bag for each unit on the table therefore the play goes back and forth during the turn. Also the combat rules with just a few modifiers are pretty easy to learn making a quick fun game. As many wargamers do, I have looked at other periods I play to see if I could make a variation of the rules to suit that era. I have used it for Pony Wars before (I shall write an article on using it to play Custer's last Stand and the Fetterman fight in another article) , and this summer a chain of events made it possible to take a look again on writing a variation for fighting the American Civil War.
As part of a swap of 15mm American Civil war figures from a friend, I had agreed to pay by painting some 28mm ACW figures, so before I had handed them over we had agreed to play a game with them and the rest of our collections.
Below are the rules I had written, to play this you will need the Bolt Action ver2 Rulebook, as I have tried to keep it as close as possible to the Main rulebook.
Rules are
the same as normal Bolt Action ver2 apart from changes below;
TURN SEQUENCE: The same as Bolt Action
ORDERS: The same as Bolt Action apart from the Down order
Down order is only -1 protection modifier not -2 due to them not being as well camouflaged etc as WW2 troops.
Down order is only -1 protection modifier not -2 due to them not being as well camouflaged etc as WW2 troops.
Mounted
troops cannot go down as a reaction from firing, they may escape instead.
FOG OF WAR CHART
If an order
test roll comes up two sixes then not only is the order not given but the
player must immediately roll on the chart below.
D6 Roll
|
Affect
|
1 or 2
|
Friendly
Fire: The unit
does not move but fires against a friendly unit, place a fire order by the
unit. The opposing player chooses a target, and the target must be within
12" of an enemy unit. If no target is available it goes down instead.
|
3,4,5 or
6
|
Panic. The unit executes a run order
directly away from the nearest visible enemy unit. If no enemies are visible
the unit goes down instead.
|
TROOP
QUALITY AND MORALE
Quality
|
Morale
|
Examples
|
Inexperienced
|
8
|
Militia, Green Horns
|
Regular
|
9
|
Normal training with some combat experience
|
Veteran
|
10
|
Extensive combat experience
|
OFFICER BONUSES
The units are companies not squads in Colt Action, so the units have a Lieutenant figure commanding them not a NCO as in Bolt Action. Therefore the HQ commanders have higher ranks as below
The units are companies not squads in Colt Action, so the units have a Lieutenant figure commanding them not a NCO as in Bolt Action. Therefore the HQ commanders have higher ranks as below
Rank
|
Morale Bonus
|
Extra Orders
|
Range
|
Captain
|
+1
|
1
|
6”
|
Major
|
+2
|
2
|
6”
|
Colonel
|
+3
|
3
|
12”
|
General
|
+4
|
4
|
12”
|
MOVEMENT
Type
|
Advance
|
Run
|
Foot
|
6"
|
9"
|
Foot
limber
|
6”
|
9”
|
Cavalry
|
9"
|
18"
|
Horse
limber
|
9”
|
18”
|
Wagon
|
6"
|
9"
|
VEHICLE MANOEUVRE
Unit Type
|
Advance
|
Pivot(90) while advancing
|
Run
|
Pivot (90) while running
|
Wagon
|
6”
|
1
|
12”
|
1
|
Foot
Limber
|
6”
|
2
|
9”
|
1
|
Horse
Limber
|
9”
|
2
|
18”
|
1
|
TERRAIN TABLE
Terrain Category
|
Foot
|
Mounted
|
Wheeled Vehicles
|
Open
Ground
|
OK
|
OK
|
OK
|
Rough
Ground
|
No run
|
No run
|
No
|
Obstacle
|
No run
|
No
|
No
|
Building
|
OK
|
No
|
No
|
SHOOTING
SHOOTING PROCEDURE; The same as Bolt Action
HIT MODIFIERS
Basic hit
factor of 3+
Hit Modifier
|
|
Shooting
at point blank range(6" or less)
|
+1
|
Per pin
marker on firer
|
-1
|
Shooter
is mounted
|
-1
|
-1
|
|
Inexperienced
|
-1
|
Fire
whilst advancing
|
-1
|
Target is
down
|
-1
|
Target is
a small unit
|
-1
|
Target is
in Soft cover
|
-1
|
Target is
in Hard cover
|
-2
|
Target is
mounted
|
+1
|
DAMAGE VALUE
TABLE
TROOPS RESULT NEEDED
|
Inexperienced 3+
|
Regular 4+
|
Veteran 5+
|
-1
penetration. if shot at by pistol, revolver or repeating rifle due to their
smaller calibre. Example, regular unit hit by enemy unit firing revolver count
casualties on 5+ not 4+.
WEAPONS CHART
Small Arms
Type
|
Range
|
Shots
|
Special rules
|
Percussion
pistol
|
6”
|
1
|
Inaccurate
|
Revolver
|
6”
|
2
|
Inaccurate,
Assault
|
Shotgun
|
12”
|
2
|
Buck and
ball, Assault
|
Smoothbore
musket
|
20”
|
1
|
Buck and
ball, Inaccurate
|
Smoothbore
carbine
|
18”
|
1
|
Buck and
ball, Inaccurate
|
Breach
loading rifle
|
24”
|
1
|
Rapid
Fire
|
Breach
loading carbine
|
24”
|
2
|
Inaccurate,
Rapid Fire
|
Rifled musket
|
24”
|
1
| |
Rifled carbine
|
20
|
1
|
Inaccurate
|
Repeater carbines
|
20”
|
2
|
Assault,
Inaccurate
|
Sharps
Rifle
|
28”
|
1
|
Accurate
|
Whitworth Rifle
|
36”
|
1
|
Accurate
|
Special Rules Notes
Assault: Assault weapons mean that in close combat figure rerolls any successful hits, for additional hits.
Accurate: Weapons ignore the -1 long range
modifier.
Buck and Ball: If in close range, additional +1
Inaccurate: Revolvers were less accurate due to
the short barrels , Muskets due to no rifling, Carbines were less accurate at
longer distances. So -1 when shooting muskets and revolvers at any range and
Carbines at long distance (therefore -2 at long range).
Rapid Fire: For every three men shooting throw 1
extra dice
Firing from horseback with carbine or shotgun is only
allowed if the unit is regular or veteran with a fire or ambush order. To fire a rifle, a cavalry unit needs
to dismount.
Firing a revolver/pistol from horseback is allowed with an advance,
ambush or fire order.
|
The player must
declare which type of ammunition the weapon is firing as he declares the
target.
Shot (Cannon ball)
Declare the degree
point before placing the Firing arc template, within the firing arc of the cannon to show
the direction the cannon is firing. Place the marker in front of the cannon,
Measure a straight line with a string from the barrel of the model through
the degree length selected the full length of the range.. Any units (enemy
or friendly) that the line intersects throw 1D6 to hit, if missed this means the shot has bounced over the heads of the unit. Each figure in a unit
that is hit if it intersects the line (Throw on damage table). Penetration -1 if
when in long range. If the shot hits any terrain then it stops when it reaches
the end of the terrain.
Firing arc template, use a protractor to mark out the degree lines on a piece of White card. As in Bolt action the firing arc is up to 45 degrees each side.
Place the string in a straight line from the centre of the front of the artillery piece through the degree line
Firing arc template, use a protractor to mark out the degree lines on a piece of White card. As in Bolt action the firing arc is up to 45 degrees each side.
Place the string in a straight line from the centre of the front of the artillery piece through the degree line
and up to the cannon's range. Taking note of any units enemy or friendly the line intersects.
Shell and Case
Throw D6 to hit, if
firing shell at an unit in or behind cover, ignore any negative modifiers. If
hit consult HE table for damage place selected diameter over any part of the
unit, throw selected dice for pins. If the unit is in a building throw selected
dice for casualties.
Bolt
Declare the degree
point before placing the firing arc within the firing arc of the cannon to show
the direction the cannon is firing. Place the marker in front of the cannon,
Measure a straight line with a tape or string from the barrel of the model through
the degree length selected the full length of the range. Roll to hit the
target. If hit, place the tape from the front of the barrel through the marker,
roll for damage each figure that intersects the line of that unit only.
Penetration -1 if when in long range and no modifier to hit.
Cannister
Cannister can only be
used up to 12” range (6” for 6pdr). They are automatic hits roll on damage
table.
Howitzer
Howitzer may fire
overhead units and obstacles with the same mechanics as mortars in bolt action.
However if the target is within 12” it can only fire canister.
Gatling Gun
After firing a Gatling
gun, throw 1D6, if the result is a 1 then the gatling gun becomes temporarily
broken. The player in the next turns may attempt to repair the gun by rolling a
dice 5.6 success the blockage has been cleared and it is able to fire this
turn, however if another 1 is thrown the Gun is irreversibly damaged and is out
of commission.
CLOSE QUARTERS
CLOSE QUARTERS PROCEDURE: The same as Bolt Action
.
Standard Bearers
Only one infantry company and one cavalry
company with the same morale rating may have a Standard bearer in a force. The
figure with the standard cannot fire, although he will fight in close combat as
a tough fighter.
If a company has a standard bearer it may
automatically lose 1pin at the start of its turn.
If a Standard bearer is shot, then the player may remove another
figure from the same unit instead of the Standard bearer. (Another soldier
picks up the fallen flag).
If a Company with a Standard bearer is in combat
then they will fight as fanactics, at any time in the combat the standard
bearer is lost by exceptional damage (the flag has been temporarily captured.) The unit will continue
to fight on to try to recapture the flag.
If the Company is wiped out by close combat
then it is assumed that the flag has been captured by the enemy. Any friendly
unit of the same type (Infantry or Cavalry) with 24” and LOS of the combat, has
D3 pins placed on them.
Musicians (Buglers or
Drummers)
Only one infantry company and one cavalry
company with the same morale rating may have a musician in his Company (Bugler for cavalry and bugler or drummer for infantry). The
Musician helps the officers to give orders, therefore if taking a morale test
add +1 modifier to help a unit to pass an order test. They may shoot and fight as
normal.
Sniper
A marksman with a high powered Whitworth rifle,
when a sniper shoots using a fire or Ambush order, if the sniper has a scope
and chooses to use it then the shot ignores negative to hit except , pins and
last man standing. If the target is within 12” then it could not fire. If the
sniper successfully rolls to hit and damage, this always counts as exceptional
damage, so the firing player can pick any model in the target unit. Sniper may
forward deploy.
Limber(Tows)
Each artillery unit chosen must have a limber
to tow it around the battlefield.
Limbered guns cannot be shot at, only the limber itself. So when
unlimbering , artillery units must be ordered to Run. Measure the range of this
6” move from the gun model itself at the back of the limber, as per normal Run
move. To limber, the limber needs to be within 6” of the artillery unit, and
give the artillery unit a run order.
Manhandling Artillery
Units
Manhandling artillery units is extremely hard
work. Any artillery piece defined as light or medium can be moved by the crew
with a Run order and can only move 6”. If there is only 1 crewman left then the
artillery cannot move but may still be rotated. Artillery units may rotate in
any direction and fire with a -1 penalty for moving.
Arc of fire
Guns can only target an enemy unit that lies
partially within their front arc, with a 45degree arc to each side of their barrel..
Cover
When working out whether a target artillery
unit is in cover or not, only consider the crew models the gun itself is
ignored.
Damage on Artillery
Units
Small arms fire cannot damage the gun itself.
Casualties are always taken from the crew even when exceptional damage is
caused. Artillery fire is also resolved against the crew however exceptional
indicates that the gun itself is also destroyed. If the gun is destroyed its
order dice is removed from the dice bag . However the surviving crew members
may be redeployed to other guns. Abandoned guns can be re-crewed during the
game, if not recrewed by the end of the game are treated as destroyed. If an
enemy unit moves within 1” then the abandoned gun is either disabled or
captured and is removed as destroyed.
Recrewing Guns
Artillerymen can make a dash up to 12” between
guns to reinforce an existing crew or to man an abandoned gun. See page 96 Main
rule book.
Cavalry
Cavalry rules are different than Bolt Action
Cavalry rules are different than Bolt Action
A cavalry unit moves at 9” at an Advance and
18” at a Run, although mounted cavalry cannot enter or assault buildings.
Cavalry units cannot react to enemy attacks by going Down, However they can react by making an immediate escape move in same way as recce vehicle rule pg118 Main Rule book.
Cavalry units cannot react to enemy attacks by going Down, However they can react by making an immediate escape move in same way as recce vehicle rule pg118 Main Rule book.
A
cavalry unit can dismount as part of an ADVANCE order. The dismounted troopers may fire with a -1 penalty.
A cavalry unit can dismount as part of a RUN order and move on foot 6" but may not fire.
When Cavalry dismounts, place the dismounted models(one less than the total) in front of the mounted models . One model remains mounted to act as a horse holder and may not fire. Remove the rest of the mounted models and place three rider-less horses.
The horses and horse holder cannot be targeted by enemy fire but can be los t(and removed from the table) if an enemy unit advances within 1” of them.
If the dismounted cavalry unit moves then the Horses and horse holders also move keeping within 6” of the main unit. If the dismounted unit is destroyed then the horse holder and horses are removed as well. Dismounted Cavalry may remount by being given a run order.
Mounted Cavalry charging infantry in open terrain have +1 added to their combat dice if armed with pistol/revolver and/or sabre.
Next Article will be some Army lists to build your forces.
A cavalry unit can dismount as part of a RUN order and move on foot 6" but may not fire.
When Cavalry dismounts, place the dismounted models(one less than the total) in front of the mounted models . One model remains mounted to act as a horse holder and may not fire. Remove the rest of the mounted models and place three rider-less horses.
The horses and horse holder cannot be targeted by enemy fire but can be los t(and removed from the table) if an enemy unit advances within 1” of them.
If the dismounted cavalry unit moves then the Horses and horse holders also move keeping within 6” of the main unit. If the dismounted unit is destroyed then the horse holder and horses are removed as well. Dismounted Cavalry may remount by being given a run order.
Mounted Cavalry charging infantry in open terrain have +1 added to their combat dice if armed with pistol/revolver and/or sabre.
Next Article will be some Army lists to build your forces.
You have made my weekend! Superb ideas!!!!
ReplyDeleteGot to try this!!!
Friday nights in Cardiff for test games!
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