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(a) Each
player moves his pieces in turn. It is not necessary to move
a piece if the player does not wish to do so. |
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Summary of Rules I. Movement (a) On normal going maximum distances per turn: infantry: six inches (b) On hills: for all movement on hills - maximum distances are halved except on flat hill tops or directly down-hill. (c) Woods: Guns cannot pass through woods; cavalry can only move through them in single file at half speed; infantry can only move at half speed. (d) Marshes: These are impassable to cavalry and guns. May be impassable to infantry, or passable at half speed only. (e) Obstacles: Any unit crossing any other form of obstacle can only move at half speed that turn. II. Firing (a) Artillery: (i) Gun must
be manned by four soldiers. The target must be visible from
the gun and not more than 45° left or right of the
direction in which gun is pointing. The path of the shell or
round shot must not be closer than one inch to any other
troops of the same army.
(iii) If the target is hit, throw dice to decide the 'standard' number of casualties. If range to target is more than nine inches, the number on the dice is halved to give the standard number; if nine inches or less, the number on the dice is the standard number. (b) Infantry Fire (i) Target must be visible to firer, not more than 45° to right or left, and lines of fire must pass not closer than one inch to own side. (ii) At long range (over three to six inches) throw one dice per eight infantrymen capable of firing. The number on each dice is halved for the standard number of casualties. (iii) At short range (nought to three inches) throw one dice per eight infantrymen as above, but the number on the dice is the standard number of casualties. (iv) A die can be thrown for not less than four infantrymen. The number on the die is then halved, and should be halved again if the fire is at long range. (v) Infantry receiving fire can count their casualties when returning that particular fire, casualties must then be immediately removed. III. Casualties (a) A fraction of a casualty is disregarded if it is less than half. If the fraction is half or more of a casualty it counts as a casualty. All firing must be completed and all fractions added together before casualties for fractions can be claimed. (b) Rates: Infantry in the open suffer standard number of casualties. Gunners and cavalry - half the standard number. (c) Cover: Number of casualties for troops behind cover is halved. (d) Allocation: Men within range of firing should be decided, then the obvious men are made casualties. If there is doubt or disagreement then throw a dice and take appropriate men, counting right hand man as No. I; e.g. If a three is thrown on dice take every third man, until the correct number of casualties has been removed. N.B. (a) If
a gun crew is the target, a six on the dice destroys the
gun. Otherwise the man behind the gun is No. I and you
continue counting clockwise until all casualties have been
removed. Guns can only be destroyed by fire from an opposing
gun. 4 Mêlées (a) These take two turns. First turn attacker moves his troops into contact with those of the defender. Next turn defender can fire (if he is able to) . Then after the casualties from the firing have been removed the melee is treated as a series of individual hand-to-hand combats. Opponents throw dice against each other and the one throwing the higher number by more than one 'pip' wins, the loser removing his soldier from the board. If the combat is two against one, or a cavalryman against an infantryman, the player with the two men or the cavalryman doubles the value of his throw. Odds cannot be greater than two to one. If neither side wins the throw, both soldiers survive. If a cavalryman and an infantryman fight a single cavalryman, the player with the cavalryman and infantry man adds a quarter to the number he throws. If the cavalryman and infantryman are defeated the cavalryman is removed but the infantryman survives. (b) After each combat the survivor or survivors move back three inches if infantry, or six inches if cavalry. 5. Morale If more than half the original number of soldiers in an army have been removed from the board as casualties, that army has been defeated and can fight no more. |
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The
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From Brig. P. Young and Lt. Col. J.P. Lawford "Charge! or How to Play War Games" |
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