Sunday, February 13, 2011

Very Civile Actions rules for large games

These are additions that have been made to "The Perfect Captain" rules for Engilsh Civil War games.
Download here http://perfectcaptain.50megs.com/request.html for the main rules.
I have also done a Quick Reference sheet and made some changes/additions to the rules to make them clearer. If anyone want them, contact me and I'll email you a copy.

D) Fighting Large Battles


These rules have been added to cover battles involving more than about half a dozen companies a side. Where whole foot "regiments" or even small brigades would be deployed as cohesive battlefield formations.

We needn't apply the same rules to cavalry, as most of the time they fought in groups of troops – which fits in pretty neatly with the maximum company size of 6 stands – or 12 mounted figures.



What is a regiment?

Historically a foot regiment consisted of a unit of pikemen and one or usually two "sleeves" of shot. Normally these were deployed on either side of the pike unit. In game terms a group of up to one pikeman and two musketeer companies can be designated as a "regiment". In order to benefit from the support rules at least two of the companies of a regiment need to be supporting each other –with the units no less than 3" apart.

How does regimental support work?

Its quite simple. If a company belonging to the regiment is charged, the chargers have to fight a melee with both the company being charged, and any other part of the regiment within supporting range of it. Up to three units can be combined in this manner. In effect this is a variation of the rules about fighting a H-H combat against more than one opponent (outlined in the H-H rules).



Example: A company of six stands of Royalist cavaliers want to come into H-H combat with a four stand New Model musketeer company within movement range. The unit passes its charge test, and moves into contact. The musketeers fire at the cavalry, but don't hit anything. Normally the melee between cavaliers (fight 8) x 6 stands = 48 and the musketeers (fight 2) x 4 stands = 8 would be a pretty one-sided affair – well past the 4:1 maximum on the H-H chart. However, as the musket company is within 3" of their regimental pike company, and the cavalry are charging them to their front, then these four stands of Pikemen join the combat. The pikemen (fight 6) x 4 stands = 24 add their factor to that of the musket company, raising the Parliamentarian total to 30. This means the cavalry attack at 3:2odds.

If, say the remaining musket company of the same New Model regiment was deployed within 3" of the either the other two companies, then its factors would be added in too. In this case this would increase the Parliamentarian total to 36 – enough to force the cavaliers to fight on the Advantage column of the H-H chart.

Can a unit shoot in support?

Yes a “sleeve” of shot can fire in support of another company in it’s regiment that is within 3” and is being charged if;

1) the musketeers have not fired already this turn.

2) the chargers are in arc of fire and line of sight of the musketeers.

The musketeers may not add to the combat if they fire.

Are there any circumstances when regimental support doesn't apply?

Yes. If the charging unit attacks its chosen target company in the flank or the rear, then that company fights on its own, regardless of how close it is to the rest of its regiment.

What happens with terror markers and other adverse combat results?

If the reinforced unit is forced to retire, then ALL the units in the regiment which were involved in the combat retire as well. All other results - the gaining of terror markers, the losing of stands or routing are all piled on the original unit which cried wolf and asked for help in the first place.

What is a regimental Colonel, and what does he do?

One of the three officers of a "regiment" is considered to be the Regimental Colonel. Usually this officer is attached to the pike company. One way of distinguishing Regimental Colonel figures from ordinary foot officers is to include an ensign on his command stand.

The Regimental Colonel has two advantages over a regular officer. First, just as if he was the commanding Colonel or General, two officer counters are drawn at random. One is chosen, the other is put back. Secondly, if for some reason the Regimental Colonel wishes to take command of another company within his own regiment, and the two

companies are within supporting distance (3") of each other, then the Regimental Colonel become the Captain of both companies while the two units remain within range of each other. The original Captain remains with the unit, and takes over again when the Regimental Colonel and his company moves away. Note: Unlike Colonels and Generals, regimental Colonels are always attached to the unit they are with.

In very large games it is easier to only allocate 1 officer counter per Regiment.

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