Bolt Action ACW Rules
The Turn
1. Draw an order dice. There is
one order dice per brigade commander and 1 for each independent unit. Each unit
must be part of a brigade except independent units. Independent units must be identified at the start of the battle.
2. Test for all routing units in
the brigade
3. Move all units in a brigade
as required. Units can only be given 1 order. Some orders require a morale
check to complete an order
4. When required opposing forces
can act during an opponent’s turn.
5. Once all the brigade has
completed all its actions draw a new dice until all units have moved
Orders
Units
can undertake the following actions
1.
Fire without moving
2. Fire
and advance.
Cavalry use this order to dismount and fire or to fire and remount, or to mount / dismount and move.
3. Run
/ Charge.
Move at double speed
4. Change
formation.
Line to column and column to line. Limber or unlimber artillery. No advance can
be made and the unit cannot fire.
5. Rally. No move or fire but lose D6
pin markers
6. Down. No move or fire, but gain an
extra -1 to be hit. Mounted cavalry, limbered artillery and wagons cannot go
down
Order
tests are required for
1. Units that have pins. -1 per
pin to the morale test
2.
Order
tests are taken using 2D6 against the unit’s morale and must be equal to or
below the modified morale rating. A failed morale test means that unit cannot
complete that order or any other orders that turn except hand to hand fighting.
If
the order test is passed then the unit can complete its action and it removes 1
pin
Morale ratings
Inexperienced
troops = 7
Regular
troops = 8
Veteran
troops = 9
Morale modifiers
Colonel
present with unit = +1
Brigade
Commander within 6” = +2. Only for units in this brigade.
Army
Commander within 12 = +2. Any unit
Commander
benefits are not cumulative and only one commander bonus counts. Player can
pick which commander to use
Pinned
unit = -1
per pin
Infantry / Cavalry unit strength below 5 bases = -1 per base
Unit Sizes
Infantry. The standard unit size is
20 - 24 figures on 5 or 6 bases
Skirmishers. 2 figures per base. Standard infantry units do not deploy skirmishers, they are assummed to be deployed automatically and recalled automatically when in line. Skirmishers are units that only deploy in skirmish order or dismounted cavalry
Cavalry. The standard unit is 12
figures mounted or 5 bases of skirmishers dismounted. A cavalry
skirmish line may move more than 6” away from its horse holders but once
dismounted the horseholders can not move. The remounting move can only
be done if the unit is within 6” of the horseholders
Artillery. The standard unit is 1
cannon.
Movement
Line Column
Infantry
6” 12”
Cavalry 9” 18”
Limbered
Artillery 12”
Unlimbered
Artillery 3”
Commanders 24”
Wagons 12”
Terrain Movement Modifiers
Linear obstacles – ½ move. Must cross in
single move.
Woods – ½ move. If in line then
must take an order test and if failed then can move but takes a pin.
Skirmishers receive no penalties from moving through woods.
Roads – double move for column
only
Major rivers – only at crossing points
Skirmishers
- ignore all movement penalties except major rivers
Interpolation of units
Line
units can interpolate with 1 unit remaining stationary and the moving unit
passing through it at at walking speed. However a
unit wanting to interpolate must make an order test. If failed then both units take a pin and the rear unit stays 1" behind the front unit
Shooting
An
infantry regiment in line fires at a rate of 2 shots per base. Only the front
rank can fire. For an infantry regiment in column only the front base can fire
at 2 shots per base. The unit can only fire to its front, standard 45o
arc of fire.
Skirmishers
fire at 1 shot per base but can fire in any direction.
Cavalry
can fire mounted at 1 shot per 2 figures, only the front rank can fire.
Cannon
have one shot per base.
Ranges
Max
range
Smoothbore
musket 18”
Rifled
musket 24”
Smoothbore
carbine 12”
Rifled
Carbine 18”
Sharps
rifle 30”
12lb
Smoothbore cannon 48” Damage =1D6, at point blank range (12") 2D6
12lb
Rifled cannon 60” Damage =1D6, at point blank range (12") 2D6
Roll
1D6 for each shot fired. Basic to hit is 3+. Add or subtract the following
modifiers
Shooting
at 6” or less +1
Per
pin marker on shooting unit -1
More
than ½ range -1
Inexperienced
shooters -1
Fire
on move -1
Firer
is mounted cavalry -1
Firing
after a failed charge order -1
Target
is down -1
Target
is small unit (e.g cannon) -1
Artillery
with casualties -1
Target
is in soft cover -1
Target
is in hard cover -2
Firer interpolated a friendly unit this turn -1
If
any shot results in a hit then the unit receives a pin.
Enfilading Fire
Units that are hit by enfilading fire automatically receive an addition pin.
For
each hit roll to wound. Basic scores to wound are
Inexperienced 3+
Regular 4+
Veteran 5+
If
any of the wound scores are a 6 then there is the potential for exceptional
damage. Reroll all 6s and if any are a 6 then the unit colonel has been killed.
Units that have lost their colonel no longer receive the colonel’s command
bonus.
Once
the target has received all its casualties remove 1 base for every 4 casualties
and mark additional casualties. A unit losing an entire base, this can be
cumulative, must make morale test.
Morale Test
The
morale test is taken against the unit’s morale using 2D6 and must be equal of
lower than the units morale after the following adjustments have been made
-1
for each pin the unit has
-1
for each base lost below 5 bases. Most units will start with 5 or more bases
-1
for each friendly unit routing within 6”
+1
is colonel present within unit
+ 2
for Brigade commander within 6” if colonel has been killed
+2
for Army commander within 12” even if colonel is present with the unit
Units
that fail their morale test are routed and must retreat at run speed away from
the enemy. Any friendly units that the routers move through receive 1 pin
At
the start of the next turn any routing units must make a morale test, ignoring
any loss of base factors. If passed then they lose D6 pins and must remain
stationary for that turn.
Melee
Any
active unit in range can charge any enemy to its direct front.
Any
unit charged must take an order test. If passed then the unit can fire at point
blank range at the charging enemy. Chargers receiving fire must take a morale
test. If the chargers pass this test then they charge home. If failed then the
chargers must halt.
If
the charged unit fails its order test then it must retreat a full move. If it
meets a friendly unit behind then it must take an interpolation test. If passed
then can pass through. If failed then it must stop with its back to the enemy. Both
units receive 1 pin.
Cavalry
can counter charge cavalry that start their charge more than 12” away from the
unit. Combat is simultaneous. Infantry can not counter charge cavalry
In
combat the chargers attack 1st and then the defenders respond. If
the defenders are defending a linear obstacle then the combat is simultaneous. Each
infantry base rolls 2 dice per base with the values the same as for shooting
plus the following factors
Attacking from flank +1
Attacking from rear +2
Once
the attackers have inflicted casualties then the remaining defenders respond.
The side that has inflicted the most casualties has won the combat. The losing
side must take a morale test. If failed they rout. If passed then the victors
must make a morale test. If failed then they must fall back 2” facing the
enemy. If both sides pass then the melee continues to the next turn. Any unit
losing casualties in a melee takes a pin.
Units
charged or charging in column can only attack with 1 base, irrespective of if they are attacked in the flank
Cavalry
charging have 2 attacks per figure. Cavalry cannot charge defended obstacles nor
unpinned infantry in front and in line. Victorious cavalry can launch a 2nd
charge in the same turn if they pass another order test and there is a viable
enemy within any remaining charge distance that they have left.
Skirmishers
cannot engage in hand to hand combat and must retreat a full move, re-join
their parent unit or try and remount if cavalry. If they are caught by formed
infantry or cavalry they are destroyed automatically.
Brigade and army strength.
Once
a brigade has lost 50% of its units then it is combat ineffective and all
remaining units must take an order test before it does anything aggressive. If
failed then the unit is removed from battle and goes home.
Once
an Army has lost 50% of its brigades then all brigades must take an order test
when their dice is draw. If the brigade fails the morale test then the Brigade
goes home
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