
I’m a Good Old Rebel
V1.0
Introduction
I’m a Good Old Rebel covers the American Civil War from 1861 to 1865. Players move units of 10mm figures, over a large table, giving a relatively simple game with 4 – 8 brigades per side, with a couple of Corp commanders involved .
Basing: The depth of each base should be half of the width, so that each infantry base would have around 30-40 figures on, in two ranks. We use 100mm x 50mm for both Infantry, Dragoons and skirmish troops. Also, for aesthetic purposes, each unit should have officers, drummers and standard bearers. Artillery are base on 33mm x 50mm, with 4 guns representing an 8 gun battery. Generals are based on 40mm x 40mm bases, with standards and other staff members.
Scale: The battlefield scale is roughly 15" = 500 yards, making an 8x4 table the equivalent of 4000 yards x 2000 yards. Game turns are an elastic concept that could be considered to represent roughly 15 minutes of real time.
Troop representation


1 Infantry Regiment

1 8 gun battery
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1 Dragoon Regiment

General
Units: Infantry & Cavalry units comprise of two bases & artillery four. The positions of the bases in relation to each other, indicates what formation the unit is using. Each player will have an army roster that shows all of the units in their army. The number on the unit will correspond to the number on the roster sheet for easy cross referencing. The roster sheet will also show the training / experience level of each unit (either raw, seasoned or veteran) and whether the unit is using a smoothbore or rifled weapon. HITs are recorded either by coloured counters or markers, such as figures or tokens.
Formations
A unit can only ever be in one of the below formations. Units change formation by spending all of their movement points during the movement phase just to enter the new formation. Generally one of the two bases stays in place (though it can pivot) whilst the other is moved around it. Artillery changes formation by simply changing a column of guns when limbered, to a row of guns in line, these may be split up.
Line – Used by infantry and cavalry, bases are placed side by side, touching. Generally speaking, line units do not break the integrity of the line, that is they don't 'wrap' around onto an enemy flank when charging it frontally (but off centre) but they can bow / bend slightly to accommodate the curve of a terrain feature.
Skirmish line – Used by infantry and dismounted cavalry. As line, but the bases are spread apart so that there is a gap between each base that is equal to 1 base. Normal game rules apply except ALL artillery and infantry fire attacks (not close combat) against skirmishers are made with 1 dice less and all fire by skirmishers is reduced by 1 die roll. In close combat, skirmishers are very vulnerable if contacted. Skirmishers cannot charge.
Column – Used by artillery, infantry and cavalry, a column is where all bases are stacked one behind the other, all touching end on. Units in column cannot fire, cannot charge and cannot give support.
Square – Used only by infantry and dismounted cavalry, bases are placed into a square block 2 bases deep, facing away from each other. This is a defensive formation against mounted cavalry and there are more rules later that show how a unit can go into square formation.
Limbered / unlimbered – Used only by artillery, unlimbered artillery are placed with their bases side by side (that is, like line infantry), guns in this formation can fire but not move. Limbered artillery is placed in a column and can move but can't fire.
Mount / dismount cavalry – Cavalry that dismount automatically go into skirmish line. Each base is marked with a dismounted counter.
Command & Control and effects on support
Regiments are grouped into brigades, with each brigade having a brigade commander base deployed on the table. Regiments from the same brigade can act in support of each other if at the time of that support being calculated, all relevant regiments giving and receiving support are from the same brigade and within 8 inches of their Brigade Commander.
A scenario might show some units as being independent of a commander for game purposes. A player can attach such units to any brigade at the start of play but this must be recorded by the player.
If a brigade commander dies, each unit in that brigade automatically suffers 1 HIT. A replacement commander is placed next to any unit n that brigade at the start of that players next rally phase.
Actions & Turns
The sequence of play describes the order in which the various phases are played. Each turn, each unit can perform one type of action. So for example if an artillery base fires in the Artillery Phase, it couldn't then move (limber up) later in the same turn during the General Movement Phase. During each turn, one of the players (determined by the scenario instructions) goes first and each unit belonging to that player, can conduct an individual action of it's choice during the appropriate phase. Formations do not have to take an action, they can simply choose to remain inactive throughout the turn.
Once all the formations of the 1st player have had an opportunity to perform an action and the 'move routed units' phase has ended, the second player then gets to perform a player turn in exactly the same manner. At the end of the 2nd players 'move routed units' phase', the turn ends, and a new turn starts with the 1st player starting the sequence of play again.
The 'retreat' and 'rout movement' phases are compulsory, even if the unit has already performed an action during that turn.
Scenario instructions
Even if not playing a historical scenario, a lot of thought and research needs to go into scenario construction. Players will need a map and an order of battle with set-up notes and reinforcement schedules.
Special rules will be needed for matters particular to that battle and an events table must be created, bringing some of the real life chaos of war to the game. The objectives of each player should be clearly laid out and after the first game, may need tweaking to make future replays more fun. Since the system relies upon recording the number of HIT’s that units accumulate, some sort of unit roster for each side will be invaluable.
Sequence of Play: (this order of play must be strictly adhered to)
Events - At the start of each turn, one of the players rolls on the Events table. If an event occurs, it become immediately effective.
1st Player
Artillery phase – may fire any unlimbered artillery
General fire phase – may fire any other (none artillery) units
Charge phase – units that have not fired may declare a charge, each such declared unit then takes a morale check and dependent upon that result, makes a half charge move or conducts a full charge. Once done, all close combats are fought at this stage in an order chosen by the charging player and the results are immediately applied after each calculation.
General movement phase – may move any units (but not to contact) that have not already conducted an action this turn.
Rally phase - units that have not conducted an action this turn can take a rally test to attempt recovery from rout and/or reduce their level of HITS.
Retreat phase – All friendly units that currently suffer 5 or more HITs must take a standard morale check. Failing units fall directly backwards 4 inches and suffer a further HIT. [This phase does not apply to routing units].
Rout movement phase – Routed units that have not rallied MUST now make a rout move
2nd Player – now conducts a player turn in the same order as shown above
Events
Each scenario will have it's own unique events table that can be used to introduce historical occurrences and add a little of the chaos that is so common in warfare. At the start of every game turn, one of the players rolls two dice (D6), adds the score and checks the result on the events table. Any result immediately takes effect.
Artillery fire
Artillery can be either limbered (hooked up to the horses) or unlimbered (deployed and able to fire). Only unlimbered artillery can fire. It may only fire out of it's front face (i.e. the direction it faces) plus 45 degrees to either side of it's front face. To hit a target, the firer must have a clear 'line of fire' to the target that is free of any obstruction, this is checked by running a straight line between any part of the firers unit front and any part of the target unit.

Obstructions include all terrain types and formations at the same level. If either the firer or the target is on higher ground than the other, then the firer can 'see over' friendly units, walls, fences etc that exist at the lower level but not the more substantial obstacles such as woods or buildings etc. In any case, artillery can never fire over friendly units to reach a target that is within 6 inches of those friendly units.
To fire, establish whether the target's range is at short, medium or long and then roll on the chart below. The number in the table shows how many 6 sided dice (D6) are thrown per firing artillery battery. Only die rolls of '6' count as a 'HIT'. Each battery can only fire once in a turn.
Round down any split batteries value in D6’s.
|
Artillery Fire Table [Full battery 4 guns] |
Short 0-15 inches |
Medium 15-40 inches |
Long 40-60 inches |
|
Target in the open |
6 |
4 |
3 |
|
Target in light cover |
4 |
3 |
2 |
|
Target in heavy cover |
3 |
2 |
1 |
Modifiers;
+1 extra dice if the target has a friendly unit within 50mm of its far side OR
+3 extra dice for enfilade fire or against square
-1 dice if firing at a skirmishing unit
*note – smoothbore artillery cannot fire beyond medium range
**note – the very first time that a formation is fired upon in the game or whenever a formation receives 2 or more HITs from fire in a single phase, it must take a morale check. If it fails this check, it must fall back 2 inches for every '1' point on the die that it failed the test by. Unlimbered artillery that fail the test, automatically limber up instead but stay in place.
***note - Artillery can claim enfilade fire if it's line of fire hits a unit in such a way that the target is deep and dense such as when the flank of a line is hit or the face or rear of a column is hit.
Other fires (general fire)
Infantry and dismounted cavalry may fire if the owner chooses. These units may only fire directly ahead. If any part of an enemy unit is caught in that fire, then that entire unit is considered targeted regardless of the position of the additional bases. If more than one enemy is located within the firers line of fire, then it must fire at the unit that is presenting the greatest frontage.
The number in the table shows how many 6 sided dice are thrown per formation firing. Only die rolls of '6' count as a 'HIT'. Each formation can only fire once in a turn. Modifiers can never reduce the number of die rolls to less than '1'.
|
Small arms; |
Short up to 6 inches |
Medium up to 12 inches |
Long Range up to 18 inches |
|
Target is in the open |
4 |
3 |
2 |
|
Target is in light cover |
3 |
2 |
1 |
|
Target is in heavy cover |
2 |
1 |
0 |
Modifiers:
-1 dice if firing at skirmishers
-1 if fire is made by skirmishers (but not dismounted cavalry)
-2 if fire is by a unit that is formed up into a square
*note - smoothbore muskets cannot fire greater than 'short range'.
**note - cavalry carbines cannot fire greater than 'medium range'.
***note - the very first time that a unit is fired upon in the game or whenever a unit receives 2 or more
HITs from fire in a single phase, it must take a morale check. If it fails this check, it must fall directly backwards 2 inches for every '1' point on the die that it failed the test by. Unlimbered artillery that fail this test, automatically limber up but remain in place.
Charging
Only infantry and cavalry in line formation can charge and only units that have not already fired in the current turn can charge. To charge, the unit must be capable of reaching the target unit by using charge movement, which is normal movement +5 inches.(for example infantry in line who want to close with an enemy by crossing open terrain would be able to move 10 inches + 5 inches for a total of 15 inches. However, the same charge over rough terrain would be 10 inches –5 inches for rough +5 inches for the charge giving a total charge rate of 10 inches). Charging is the only way that units can advance to contact.
Note - Units cannot charge on consecutive turns.
Declare all charges and then test the morale of each unit that has so declared. If a unit passes the check, it will charge to contact. If it fails, it must advance just half of it's charge move towards the target and then halt (and in any case may move no closer that to within 3 inches of the target unit).
The charging unit can start it's charge by using up to 5 inches of it's movement allowance to wheel or drift 5 inches to either side but the remainder of the charge must be in a straight line (directly ahead).
A friendly formation of the same type as the charging unit and that is at least partly directly behind the charging formation and no further than 5 inches to it's rear (and in command and control), may support the charging unit by moving up behind it at charge speed but maintaining it's distance (this unit does not need to take a morale check but it's support must be declared at the time that charges are declared).
When a charging unit contacts the enemy, the units do not have to be fully matched up, corner to corner (as some rules require) - rather any contact, regardless of how much overlap results is considered a ‘charge to contact’.
Receiving a charge: Formations that face a successful charge (i.e.. The enemy have just moved into contact) must themselves now take a morale check. If they pass, they will stand and immediately fire (at short range) at the charging unit (using normal fire rules) – this fire is free and does not count as a player action for the defender in any sense. Apply the results immediately plus any consequences that come from that, such as morale checks etc.
However, if the defenders failed their morale check, then they simply stand, do not return any kind of fire and immediately suffer 1 HIT.
*Note - mounted cavalry that receive a charge from infantry (only) can choose to test their morale as above OR automatically fall directly backwards back a full move, this does not count as a player action for the defender in any sense.
**Note – skirmishers are treated differently as follows.
If they pass their morale test, they can choose to fall directly backwards 10 inches instead of firing.
If they fail their morale test by just 1 or 2, then they automatically fall directly backwards 10 inches, they have no choice and take 1 HIT.
If they fail their morale check by more than 2, then they stay in place, cannot fire and take 2 HITS.
Close Combat
Note, close combat is representing more than simple hand to hand combat, which in fact was not relatively common. It largely encompasses the action of the last 50 - 100 metre dash in which one side or other would lose their nerve and disengage.
All units now in contact from the previous phase, fight a single round of simultaneous close combat. Every unit on both sides that is in contact with an enemy MUST fight and each unit can only be involved in one individual combat. Attackers and defenders are paired off into single combats, however, one side may have more units in an individual combat than the other. This can only occur if those additional units are not themselves engaged with other units. These additional unengaged units do not make their own attack but rather each counts as a supporting unit to the friendly unit that is subject of the 'main' attack or defence. Supporting units will modify the number of combat dice used as shown below.
The close combat chart shows the number of dice that each side uses during a single combat. The number to the left is used by the charging unit and the number to the right is used by the defender. This number can be modified from the list below.
|
Close Combat table |
Vs infantry |
Vs mounted cavalry |
Vs artillery |
Vs square |
|
Infantry |
6<>3 |
4<>2 |
8<>2 |
5<>2 |
|
Mounted Cavalry |
7<>3 |
6<>4 |
9<>2 |
3<>3 |
A HIT is caused for each '6' rolled.
Modifiers;
+3 dice if a players unit is supported to it's rear by a none artillery unit.
+2 dice for each additional (otherwise unengaged) unit that the player has supporting this combat.
+3 dice if the player is actually attacking the flank face or rear face of the enemy unit
+3 dice if engaged against skirmishers
-2 dice for the attacker if the defender is behind light cover
-3 dice for the attacker if the defender is behind heavy cover
Close Combat is fought simultaneously and accordingly, the results are simultaneously applied. Once each close combat has been fought, the unit that took the most HITs must now take a standard morale check (and suffers the '-1' morale modifier penalty for losing that close combat).
Apply the results of that morale check as follows;
PASS = no effect, remain in place
FAIL by 1 = remain in place and take 1 additional HIT (skirmishers take 2 HITs)
Fail by 2 or 3 = unlimbered artillery is destroyed everything else retires 1 full charge move
Fail by 4 or more = unlimbered artillery is destroyed, everything else 'routs'* 1 full charge move
note - supporting units always fall back maintaining their relationship and distance of a supported unit that is forced to fall back or rout. It maintains it's distance and facing and receives '1' HIT.
If at the end of the phase, any enemy units still remain in contact at this point, then examine the number of total HITs held by each such unit on their roster sheet. Units that have more HITs that their adjacent enemy, fall back 4 inches. If equal, the unit that made the charge falls backwards 4 inches. Supporting formations fall back the same distance to maintain the spacing.
* routing units turn their back on the enemy and end the turn, facing away.
** if close combat causes a position to be abandoned, the other player can choose to automatically advance into that position at the conclusion of close combat.
Example of play;

It is the charge phase of the union player. A simultaneous close combat will now be fought between Confederate (6) and Union (1) - since this union unit has the greatest frontage in contact with the enemy. Union (1), (2) and (3) all belong to the same brigade and their brigade commander is within 8 inches range of each of them. This means that Union (2) and (3) can support (1). For the confederate player, even though Confederate (5) is behind (6), it cannot give support because the brigade commander is not within command range.
On the Close combat table, this is shown as Infantry Vs infantry, so the attackers (Union) get 6 dice and the defenders get 3 dice. The Union modifiers give them extra dice as follows. +3 for support from the rear (Union 3), +2 for an other unengaged support (Union 2). So in total, the union player rolls 11 dice. None of the modifiers apply to the confederates, so they still roll just 3 dice - both players rolls at the same time and apply the results simultaneously.
If the confederate commander had been in command radius, Confederate (5) would have given a +3 modifier to Confederate (6). If Confederate (5) had been in the position next to Confederate (6) as shown with the arrows above, then Union (2) would not have been classed as unengaged, rather it would have had to have a close combat with Confederate (5), Union (1) would have still fought Confederate (6) and Union (3) would support Union (1) because Union (1) occupies more of its frontage.
General Movement
Units that have not already used an action during the current turn can move in this phase (but not routing units). Units may never move to contact (i.e. charge) in this phase. Units can move up to their maximum movement allowance. Rather than moving in a particular direction, units can spend their entire movement allowance to change formation (i.e. from skirmish line to line or remount).
|
Movement Table |
Open |
Rough |
Road |
|
Unlimbered artillery |
- |
- |
- |
|
Limbered artillery |
10 inches |
-5 inches |
+5 inches |
|
Infantry line |
10 inches |
-5 inches |
- |
|
Infantry skirmish line |
10 inches |
10 inches |
- |
|
Infantry column |
15 inches |
-5 inches |
+5 inches |
|
Cavalry line |
10 inches |
- 1 x D6 inches |
- |
|
Cavalry column |
15 inches |
- 1 x D6 inches |
+5 inches |
|
Brigade commander |
15 inches |
15 inches |
15 inches |
An unlimbered artillery formation can change it's facing during this phase. It simply pivots in place or moves on one corner and is treated as though it has expended it's entire movement allowance for that turn.
Note - in rough, a cavalry formation reduces it’s movement allowance by a number of centimetres equal to the roll of a die.
If infantry or cavalry change direction whilst in column, there is no movement penalty. Formations in line must 'wheel' if facing is to change. The base at the end of the line (or centre for pivot) remains in place while the rest of the line moves relative to a wheeling action. None of the bases may move further than their standard movement allowance would allow for that turn. Units can drift to their left or right up to 50mm per turn providing they do not exceed their movement allowance. Note, a unit can 'about turn' (180 ) at the cost of half it's movement allowance.
Galloping cavalry: Once per game, a mounted cavalry unit can double it's movement allowance during a 'general movement' phase.
Falling back: Any unit in line or skirmish line can fall backwards it's normal movement allowance, while maintaining it's current facing. However, the unit must take a standard morale check and if it fails, it suffers 1 HIT.
Moving to occupy a terrain feature: Units that want to move to occupy a feature such as a hill crest, fence, hedge, building or wood edge etc but their current situation would mean that they must perform an unnecessarily convoluted series of manoeuvres to do so, can do the following instead. The unit moves normally within the rules that apply to it's formation. As soon at the first base of the unit touches the terrain feature in question, the unit ends it's movement. On the following turn, the unit can be simply lifted and placed to occupy the terrain feature.
Interpenetration: A unit can move through another friendly unit but must end it's movement once it reaches the other side. There is a chance that one or both of the units will suffer some disorder. To test for disorder, each of the involved units take a morale check, a failure causes the respective unit(s) to suffer 1 HIT.
Double time: Once per game (but not when charging), an infantry unit that is within command range of it's commander can double it's movement allowance. After moving, it suffers 2 HITs.
Rallying
Units that have not performed an action this turn can attempt to rally (if routing) and / or to reduce the number of HITs currently registered against that unit.
The testing unit simply takes a morale test. If it passes the test then the number of HITs is reduced by 2. Additionally, a routing unit instantly stops routing if it passes the test. The unit is pivoted to a facing of the owners choice without regard for movement costs.
Morale Checks
A unit that tests morale rolls 2 x D6, if the combined score is higher that the units morale level, then the unit has passed it's morale. Morale levels are assessed as follows.
Raw = 7
Seasoned = 6
Veteran = 5
Standard die Roll Modifiers;
-1 on the die roll per own flank that is threatened by the enemy
-1 on the die roll for every full 2 HITs that the testing formation has currently accumulated
+1 on the die roll if the testing unit's commander is in base to base contact with it
Additional die roll modifiers for charging;
+2 if the testing unit is charging an enemy flank, rear or against routing
+1 if charging skirmishers or dismounted cavalry
-1 if the testing unit is charging a unit that is in cover
-2 if the testing unit are cavalry charging an infantry square
Additional die roll modifier in post close combat checks;
-1 if the testing unit received the most HITs in THAT close combat (ie it lost the close combat)
Retreat phase
All friendly units belonging to the phasing player that currently suffer 5 or more HITs must take a standard morale check. Failing units must fall directly backwards 10 inches and suffer a further HIT. If this causes a unit to retreat off the table edge, then the unit is considered to have routed for any victory condition purposes.
Rout movement: Units that are under rout status cannot fire, charge or general move (rather, they do nothing until the Rally Phase, when they may attempt to rally). All formations belonging to the player that are still routing at the start of the Rout Phase (i.e. those that have failed to rally) MUST make a rout move and suffer an additional HIT. The formation moves at charge speed (i.e. +5 inches), directly to the rear (usually the friendly table edge), maintaining their backs to the enemy. If a formation routs off the table, it cannot return to play and remains routed for any victory conditions purposes.
Risks to Commanders
Normal combat results (i.e. HITS) have no effect on a command base. Instead, whenever a command base is attacked directly in any way or is in base contact with a friendly unit that suffers at least 1 HIT from an attack, that command base must take a survival test.
To make a survival test, roll 2 x D6. On a score of 11 or 12, the command base is removed permanently from the game. If the attack is made by mounted cavalry or the adjacent friendly formation suffered two or more HITS, then add +2 to the die roll.
Cavalry (mounted) charge and infantry squares
The cavalry charge in this period was relatively uncommon. Infantry and dismounted cavalry units can go into square during movement as a normal formation change. The bases are moved back to back to form a square (coming out of square also requires a formation change and similarly will consume the formations entire movement allowance).
These units can also attempt to go into square once a successful enemy cavalry charge has been launched. This uses similar procedures as the 'receiving a charge' rule. Though here, the defender takes a morale check immediately after the cavalry have declared a charge and before the charging cavalry take their morale charge test. If they pass, they simply go into square (free of charge) instead of firing at the charging unit. This will now effect the charge test taken by the cavalry. If the infantry fail their test to go into square, then they simply remain in place, lose their opportunity to fire at the charging unit and receive the charge as normal.
Dismounted cavalry: Are treated in all respects as skirmishing infantry except they cannot charge and if they are forced to fall back or rout by combat / morale results, they will automatically and immediately (without movement cost) remount upon doing so.
Smoothbore rifled weapons: Unless you know whether a particular unit was armed with rifled or smoothbore weapons, use the following chart to establish this. Each formation rolls on the below table, if the number on the table or lower is rolled with a single D10, then that formation uses smoothbore weapons, otherwise they use rifled. Deduct -1 from the die roll for battles in the Western theatre.
Equipment Chart;
|
Arming Table |
1861 |
1862 |
1863 |
1864 |
1865 |
|
Union |
6 |
5 |
3 |
All rifled musket |
All rifled musket |
|
Confederate |
7 |
7 |
5 |
3 |
All rifled musket |
Early War (1861-62);
|
|
Infantry |
Cavalry |
Artillery |
Generals |
||||
|
D6 |
Rebel |
Union |
Rebel |
Union |
Rebel |
Union |
Rebel |
Union |
|
6 |
Vet |
Vet |
Vet |
Seas |
Seas |
Vet |
Vet |
Seas |
|
5 |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
|
4 |
Seas |
Raw |
Seas |
Raw |
Raw |
Seas |
Seas |
Raw |
|
3 |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
|
2 |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
|
1 |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Mid-War (1863-64);
|
|
Infantry |
Cavalry |
Artillery |
Generals |
||||
|
D6 |
Rebel |
Union |
Rebel |
Union |
Rebel |
Union |
Rebel |
Union |
|
6 |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
|
5 |
Vet |
Seas |
Vet |
Seas |
Seas |
Vet |
Vet |
Seas |
|
4 |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
|
3 |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
|
2 |
Raw |
Raw |
Raw |
Raw |
Raw |
Seas |
Seas |
Raw |
|
1 |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Raw |
Late War (1864-65);
|
|
Infantry |
Cavalry |
Artillery |
Generals |
||||
|
D6 |
Rebel |
Union |
Rebel |
Union |
Rebel |
Union |
Rebel |
Union |
|
6 |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
|
5 |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
Vet |
|
4 |
Vet |
Vet |
Vet |
Vet |
Seas |
Vet |
Vet |
Seas |
|
3 |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
|
2 |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
Seas |
|
1 |
Raw |
Raw |
Seas |
Raw |
Raw |
Seas |
Seas |
Raw |

A. Although both of the Confederate regiments are within the frontal line of fire of the Union Regiment, the Union can only fire on the 2nd Regiment because that unit has more of it’s bases in the line of fire.
B. If the Confederate 2nd Regiment was not there or not in weapon range, then the Union could fire on the 1st Regiment normally, even though only a small part of that formation is in it’s line of fire.
C. The Confederate 1st Regiment is threatening the flank of the Union infantry because if it were to charge this instant, it would be able to strike the Union’s flank. The 2nd Confederate Regiment is not threatening, as a forward charge by this formation would simply overlap the Union front and not actually strike it’s flank face.
D. The Union's second regiment is directly (even though only partial) to the rear of the Union's frontline regiment and within 5 inches distance. However it does not meet the full criteria of providing support because each of the Union Regiments are not within the command radius of their Brigade Commander.
E. The Union ‘Y’ regiment cannot fire at the Confederate 2nd Regiment because the ‘X’ Union Regiment is blocking the line of fire - the friendly units is exposing a greater target area within the line of fire than the enemy unit is.
F. If the ‘X’ Union Regiment was forced to fall back or rout, the ‘Y’ Union regiment would have to fall back an equal distance and would also suffer 1 HIT on doing so, though it would maintain it's facing.
Generals [optional]
Each brigade has a brigadier and every 2-4 brigades has a Corp commander, all of which are classed as Veteran, Seasoned and Raw. This does not apply to their years in service or their age, but the quality of their decision making on the field of battle. Veteran +1, Seasoned 0 & Raw –1. A 4 or more is required to send and receive an order. Orders travel at 10 inches the first move and 20 inches the subsequent.
Orders;
Attack. Move at full speed towards the enemy’s positions, either to the front or flank, with the
immediate intension to bring maximum firepower to bear and/or to melee.
Advance. Move towards the enemy’s positions and halt if fired on or advance to cover.
Hold. Occupy an area specified in orders.
Retire. Fall back to own baseline, may use a unit for rear guard actions.
Artillery act on their own initiative, although artillery are ordered to limber-up or deploy.
Terms & References
Supported from the rear – Regiments from the same brigade can support one another IF both participants are in Command & Control and the supporting regiment is fully or partly directly behind the supported regiment and that the gap between them is not greater than 5 inches. Units in column cannot add their support to other units.
Support can also be claimed from another friendly unit that also passed a charge test against the same target unit and is not itself engaged in another combat. In multi unit close combats, the attackers will typically choose the unit attacking from the best position (ie the flank) as the 'main' unit and allow the other unit(s) to support it. The defender must use the target unit as it's 'main' defender.
Light cover – Abatis, fence, scrub, hedge, light woodland
Heavy cover – entrenchments, buildings, walls, heavy woodland
Rifled / smoothbore – All none cavalry formations must be described as using either rifled or smoothbore weapons, cavalry use carbines.
Fall back – to drop directly backwards and maintain original facing and formation.
Dismounted cavalry – they cannot charge and are classed as skirmishing line infantry in most respects, other than the fact that they use the carbine and do not pay the skirmish fire penalty.
Threatened flank – a formation's flank is threatened if at that moment, an enemy holds a position that puts it within charge range of being able to contact that formation's open flank or rear.
Rough – for movement purposes, this is anything that is not open, flat and unobstructed. Using a road will negate rough for the purposes of movement. Rough would typically include a wall / fence, moving up / down hill (unless on a road), woodland, fords, streams, built up areas and interpenetrating other friendly formations.
Breech loading fire (general fire)
Infantry and dismounted cavalry may be armed with Breech loading weapons – Rifles or carbines.. These units may only fire directly ahead. If any part of an enemy unit is caught in that fire, then that entire unit is considered targeted regardless of the position of the additional bases. If more than one enemy is located within the firers line of fire, they may split their fire power D6s. Needless to say, only skirmishers are thus armed.
The number in the table shows how many 6 sided dice are thrown per formation firing. Only die rolls of '5 or 6' counts as a 'HIT'. Each formation can only fire once in a turn. Modifiers can never reduce the number of die rolls to less than '1'.
|
Small arms; |
Short up to 8 inches |
Medium up to 16 inches |
Long Range up to 24 inches |
|
Target is in the open |
3 |
2 |
1 |
|
Target is in light cover |
2 |
1 |
1 |
|
Target is in heavy cover |
1 |
1 |
1 |
Modifiers:
-1 dice if firing at skirmishers
*note - cavalry carbines cannot fire greater than 'medium range'.
***note - the very first time that a unit is fired upon in the game or whenever a unit receives 2 or more HITs from fire in a single phase, it must take a morale check. If it fails this check, it must fall directly backwards 2 inches for every '1' point on the die that it failed the test by. Unlimbered artillery that fail this test, automatically limber up but remain in place.
Original rules "2 flags one nation" are by Norman Smith, http://www.freewargamesrules.co.uk/
"I’m a Good Old Rebel" – Is taken from the soundtrack of "The Long Riders".
Artist: Ry Cooder
Oh, I’m a good
old rebel
Now that’s just what I am
For this fair land of freedom
I do not care a damn.
I’m glad I fought against it
I only wish we’d won.
And I don’t want no pardon
For anything I’ve done.
I hates the Yankee nation
And everything they do,
I hates the declaration
Of independence, too;
I hates the glorious union-
’tis dripping with our blood-
And I hates their striped banner,
I fought it all I could.
Three hundred thousand Yankees
Stiffen in southern dust
We got three hundred thousand
Before they conquered us
They died of southern fever
And southern steel and shot
And I wish it was three million
Instead of what we got.
I want to reconstruct it
I’m better now than then
And for that carpet beggar
I don’t give a damn
So I’m a forward the frontier
Soon as I can go
I could bear a weapon
And start for Mexico.