Also, to save some set up time, I've kept the same hill positions as the last game. I have changed everything else. The table has a porcine theme.
Note that, for this game, baseline initial deployment depth is 16" rather than 18"; the central town sections are two move cards away from the initial deployment zones. The flank zones are 30" wide, the central zones are each 42" wide. The table is 72" wide. The sixteen deployment zones are marked at their intersections with red pawns (one is hidden directly behind Santo Cerdito). Photo taken looking north.
Terrain definition:
- Hills are class II terrain and provide soft cover (cover only counts to troops within).
- The woods are class III terrain and count as hard cover.
- The Fondo Fangosa river is class III terrain to infantry and cavalry, and impassable to artillery except at the bridge; troops crossing cannot shoot.
- Each town section provides hard cover. Santo Cerdito represents a two section monastery complex (cut diagonally, north to south).
- All roads negate terrain and provide road move bonus.
- Fields are class I terrain and provide soft cover. They represent everything from standing crops to undulations in the ground.
- Red objective points: The last side to hold an objective point takes the appropriate army morale points from the enemy morale point bank.
- Black objective points: As red points. Count as taken at the point of deployment in the relevant initial deployment zone. Each side has 10, they cancel each other.
The game will use the following Army Characterisation and Deployment (ACAD) deck. The deck has been devised to assign morale points, characterise the army with extra sequence cards, and decide initial set up options.
The deck contains 38 cards:
- Four x 6 to 10 morale chips only cards (20 cards total).
- Four x 2 to 5 morale chips and function cards (16 cards total); including 7 extra sequence deck cards and 9 initial deployment cards.
- Two x 0 morale chips and function cards (2 cards total); 2 extra sequence deck cards.
ACAD rules:
Firstly, the basic rules will work in a similar way to the rules in classic Piquet. Each army will be dealt cards in accordance with its ACAD divisor (total units divided by ACAD divisor equals cards). In this case each side has a divisor of 4 (French have 20 units, British 17 but, as umpire, I'm going to give the British an extra card to balance things up): Both sides will, for this game, get 5 cards. 
The total number of morale chips - the red number - on the cards is the sides army morale chip count.
If a side doesn't make its necessary unit chip count  - 1 chip per unit - it must discard it's lowest morale chip cards, one at a time, replacing them with another card dealt from the deck until it reaches the necessary amount. You will notice that the best function cards have the lowest morale chip count, so you lose those first!
There are two kinds of function cards. These are sequence deck cards (black writing) and initial set up cards (blue writing). 
Extra sequence cards are added to the player's sequence deck, with one exception: The Sacrebleu! card is added to the opposition deck. The C'est Magnifique! card is a wild card.
The initial set up cards are an attempt to speed up the initial set up procedure in Field of Battle 2. Consequently, the possibilities are much reduced. There is a sequence of card play during set up. 
- Any Extra Deployment Zone cards must be played and compared. If only one side has extra zones he can claim the number of zones on his cards. If both sides have extra zone cards the lower number of zones is deducted from the higher and the remaining zones are claimed. Zones must link orthogonally from the player's central baseline zones. The no-man's land in front of the enemy's initial central zones cannot be claimed; the enemy baseline flank zones cannot be claimed unless troops deployed there can be put in or behind class III terrain.
- Any Delay cards must be played and the command groups effected determined. The delay cards are added to the delayed side's sequence deck. When the card is turned an arrival check must be made using the command group's leadership die Vs D10: If successful the side must declare the initial deployment zone arrival point; the command group arrives on the next March or March One Command Group card. If no road is available in the zone, arrival is delayed by one further march card.
- Both sides roll their C-in-C leadership die. The results are compared. Then, alternately, each side deploys a command, lowest die result going first. At the end of each deployment a player may play one or more ...deploy one command group... cards, effectively forcing the enemy to deploy two or three command groups in a row.
- After both sides have deployed the players may play any Re-deploy.... cards. Where both players have cards, lowest morale point card re-deploys first.
We will use our hybrid classic Piquet / Field of Battle rules to fight the battle. At present these are very much a work in progress. The table-top aspects of the rules are embodied in a two side quick reference sheet. To give regular Piquet players an idea of where we are with these, and for Peter and Graham to look at before Wednesday, I'm posting the QRS here. 
| 
FIREPOWER  
Costs 1 IP per unit firing.  
CoR may not fire. 
Squares and skirmishers may not
  opportunity fire. | 
Resolve fire: Roll
  modified CD10 Vs DD6 modified by DD bead only: Lose 1 UI per 3 pips >
  difference.  
Minimum
  qualification, range and arcs of fire: At least
  half the shooting unit’s frontage must have a clear line of sight to one full
  stand of the target. Range is measured middle to nearest. Arc of fire is a
  unit wide corridor, straight ahead for formed musketry, and up to 45ยบ
  to either side for artillery and skirmishers; if any friends are in the fire
  corridor the target is obscured.  
Units reaching
  0 UI: Infantry, cavalry and limbered artillery is
  routed; unlimbered artillery is silenced; all units are eliminated at ≤ 1 UI. 
Opportunity
  fire by the reactive player: Opportunity
  fire Vs shooting targets is carried out simultaneously; opportunity fire Vs marching
  targets is carried out at chosen range.  
Firepower
  challenge: Immediately following fire that causes UI
  loss, the shooter may issue a firepower challenge.  | |||||||||||||||
| 
Down
  2 | 
Down
  1 | 
No
  Change | 
Up
  1 | 
Up
  2 | ||||||||||||
| 
Circumstance | 
Inferior
  position / Obscured by friends | 
Frontal | 
Vs flank or rear. | |||||||||||||
| 
Losses | 
Shaken | 
DO /  
Per UI loss | ||||||||||||||
| 
Artillery
  range | 
48” | 
< 36” | 
< 24” | 
Canister <
  12” | ||||||||||||
| 
Infantry
  range | 
 12” (Rifle 18”) | 
 < 8” | 
< 4” | |||||||||||||
| 
Firer
  formation | 
Column of coys
  / 
1 stand screen | 
CoA, square or
  town / 
2 stand screen | 
Other | 
Formed infantry
  in line  | ||||||||||||
| 
Target
  formation | 
Unlimbered artillery
  / 
Skirmish | 
Other / 
Limbered
  artillery | 
Artillery Vs
  any column, waves or square | |||||||||||||
| 
Target
  cover | 
Hard | 
Soft | ||||||||||||||
| 
Unit
  quality | 
Red bead | 
Green bead | 
Blue bead | 
Purple bead | ||||||||||||
| 
FIREPOWER CHALLENGE 
Vs parent unit 
Costs 1 AMP. | 
Challenge Die:
  Inflicted 1 UI loss: Roll D8 Vs modified DD6. Inflicted 2 UI loss: D10 Vs modified
  DD6. Inflicted 3 UI loss: D12 Vs
  modified DD6.  
Result ≥ D8 Vs
  formed: Unit is halted, shaken (shaken rout).  
Result ≥ D8 Vs
  skirmish & artillery: Unit is halted; skirmish withdraw
  or the parent unit is shaken (shaken rout); artillery limbers 
Result > D8
  and double Vs formed: Unit is
  routed. 
Result > D8
  and double Vs skirmish & artillery: Unit is halted, shaken (shaken rout);
  skirmish withdraw; artillery limbers.  
Result > D8
  and triple: Catastrophe! Unit is
  routed. | |||||||||||||||
| 
Down
  2 | 
Down
  1 | 
No
  Change | 
Up
  1 | 
Up
  2 | ||||||||||||
| 
Circumstance | 
Shaken | 
DO  | 
Attached leader
   | |||||||||||||
| 
Initial
  strength | 
- 2 UI  | 
- 1 UI | 
Full | |||||||||||||
| 
Formation | 
Column of route | 
Other | 
Column of
  attack, square, waves or town | |||||||||||||
| 
Nearest
  threat | 
≤ 3” | 
≤ 12” | 
> 12” | 
> 24” | ||||||||||||
| 
Unit
  Quality | 
Red bead | 
Green bead | 
Blue bead | 
Purple bead | ||||||||||||
| 
MELEE 
COMBAT 
Costs 1 IP to initiate melee. | 
Initiating
  Melee: Infantry cannot initiate melee Vs cavalry
  except in class III; artillery, skirmishers, units in square or CoR cannot
  initiate. Melee can be initiated automatically if moving into contact with a
  DO or Shaken unit or from behind a flank. All other melees require a Melee!
  card, or Heroic Moment card, to initiate.  
Resolve melee: Roll
  modified CD10 Vs modified CD10. Modify for all circumstances, as the melee
  continues, until one side loses 1
  UI or more. Lose 1 UI per 3 hits taken. 
Cause ≥ 1 UI:
  Enemy falls back one move at full rate, shaken (if already shaken, rout);
  infantry in square or town, or unlimbered foot artillery hold, shaken and the
  melee continues (if already shaken, rout); unlimbered horse artillery limbers
  and withdraws one move at full rate, shaken.  
Cause ≥ 2 UI:
  Enemy routs; artillery is destroyed; cavalry destroy enemy infantry. 
Units at ≤
  0 UI: Infantry & cavalry routs; artillery is
  destroyed; all units are eliminated at ≤ 1 UI. 
Winning
  infantry: Infantry may follow up 3” to occupy the
  ground (not in contact with fresh enemy unless in town), or stand in place;
  all winning units are DO. 
Winning cavalry:
  Roll DD (Opt: Dn 1 British) Vs D8: If the result is ≤
  D8 the cavalry loses 1 UI for pursuit unless this reduces the unit to ≤ 0 UI (UI
  loss does not incur AMP loss). If cavalry do not pursue they can follow up 3”
  to occupy the ground (not in contact with fresh enemy), stand in place, or
  rally back at half rate; all winning units are DO. | |||||||||||||||
| 
Down
  2 | 
Down
  1 | 
No
  Change | 
Up
  1 | 
Up
  2 | ||||||||||||
| 
Circumstances
  and losses | 
Shaken  | 
DO / 
Per UI loss / 
Inferior
  numbers | 
Higher DD / 
Initiating / 
Superior
  numbers | |||||||||||||
| 
Orientation | 
Flank or rear
  Vs front | 
Front Vs front | 
Front Vs flank | 
Front Vs rear | ||||||||||||
| 
Unit
  formations | 
Column of route
  / 
All artillery / 
Cavalry Vs
  square | 
Skirmish line /
   
Waves Vs Cavalry
  line  | 
Other | 
Column of
  attack | 
Square Vs
  Cavalry /  
Cavalry Vs
  infantry  
not in square | |||||||||||
| 
Terrain | 
Cavalry Vs or
  in II or III terrain. | 
Infantry Vs or
  in II or III terrain  | 
Superior
  position / defending in town | |||||||||||||
| 
Unit
  quality | 
Red bead | 
Green bead | 
Blue bead | 
Purple bead | ||||||||||||
| 
MOVEMENT 
Costs 1 IP per group, DO or Shaken unit moving. 
Maximum internal ‘group distance’ is
  a 6” link between units (measured nearest to nearest). 
DO and shaken units are always out of
  group and cannot form a link. | 
Line | 
CoA,
  CoC, Waves 
and
  limbered | 
CoR | 
Road
  Bonus* | ||||||||
| 
Foot | 
6” | 
8” | 
12” | 
4” | ||||||||
| 
Horse | 
12” | 
16” | 
18” | 
4” | ||||||||
| 
Officers &
  couriers: Officers move 18”. Officers may attach or
  detach on a Leadership card but, not both.  
Column of route
  & column of companies: May ‘snake’ without penalty. 
Skirmish
  formation: May move into and through class II and III
  terrain without penalty. 
Class II
  terrain effect: Stop at contact; stop at boundary
  before exiting. 
Class III
  terrain effect: As class II terrain; move at half
  rate; formed troops are instantly disordered. 
March manoeuvre:
  Infantry & cavalry may oblique move in class I & II terrain; infantry
  & cavalry may back-step at half rate; infantry may wheel 45ยบ
  and move at half rate; Cavalry may wheel 90ยบ and move
  at full rate; artillery may pivot 45ยบ, limber or
  unlimber and move at half rate; squares may move, to a face, 3” in class I or
  II terrain. 
Movement on Melee cards:
  Units in line, column of attack or companies may charge up to 3”, straight
  forward, to contact (do not stop at terrain) on a Melee!, or a Heroic
  Moment card used as a Melee! card. 
Opportunity
  movement at contact: Infantry can attempt to form square
  Vs cavalry; unlimbered artillery crew can attempt to run 4” to shelter with formed
  infantry: Roll DD (Dn1 if DO or
  shaken), on a result of 1 the unit fails to act and is disordered. 
Rout moves:
  Move on all Army Morale cards. Infantry 12”; cavalry 18”. Do not stop at
  terrain borders or count terrain. Stop at the table edge before leaving on
  the next Army Morale card. | ||||||||||||
| 
LEADERSHIP 
Costs 1 AMP per  
rally check. 
Costs 1 IP to move  
or attach. | 
Disorder (DO): Units
  automatically rally from DO if the unit’s commanding officer is within
  command radius when the card is turned. Cavalry cannot rally in class III
  terrain. 
Move or attach:
  An officer can move his command radius or attach to a unit within his command
  radius, once. 
Rally: Roll
  modified LD10 Vs D8. ); Rally 1 UI per 3 > D8, may not rally back to full
  strength; rally shaken; rally routers or silenced if > D8 and the unit now
  has ≥ 1 UI. 
Casualty check
  on a 1: Roll D6, on a result of 1 - 2 the officer
  is killed (lose 1 / 3 AMP officer / C-in-C); on a result of 2 - 6 the officer
  is incapacitated; replace / recover on own next Army Morale card. | |||||||||||
| 
Down
  2 | 
Down
  1 | 
No
  Change | 
Up
  1 | 
Up
  2 | ||||||||
| 
Circumstance | 
Routing | 
Shaken | 
Attached leader | |||||||||
| 
Nearest
  enemy | 
In contact  | 
Enemy < 12”  | 
Enemy 12” – 24” | 
Enemy  > 24” | ||||||||
| 
Leader
  quality  | 
Red bead  | 
Green bead | 
Blue bead | 
Purple bead  | ||||||||
| 
Command
  radius (nearest to nearest) | 
Command 8” | 
Command 12” | 
Command 12” | 
Command 16” | ||||||||
| 
ARMY MORALE 
0 IP / AMP costs. | 
Move routers:
  Routers of both armies move. 
Replace /
  recover officers: Roll for the quality of replacement
  officers with a -3 modifier. 
If at zero AMP:
  Check C-in-C LD Vs D8. If ≤ D8, check each command group LD Vs D8. If ≤ D8,
  all unit command group DDs are reduced one level. Units are removed when
  reduced below DD4 (red bead). | |||||||||||
| 
LULL | 
Steal the
  initiative: Both players roll C-in-C LD; if the
  reactive player rolls higher he steals the initiative, winning the difference
  in the rolls as IP, to play immediately; if he then turns a Lull
  card and loses the resulting roll, his stolen initiative is reduced by the
  difference in the dice (to no lower than 0).  | |||||||||||
| 
MANOEUVRE 
Costs 1 IP per group, DO or shaken
  unit. | 
Infantry &
  cavalry: A unit may choose one stand and change
  formation on it (CoC or CoR may change to line by turning each stand 90ยบ,
  forming on the leading stand; a unit may wheel forwards up to 90ยบ
  on a leading corner, or pivot up to 90ยบ its centre, or
  about face. 
Skirmishers: Unshaken
  line infantry can deploy integral skirmishers; line infantry can withdraw
  integral skirmishers; ‘skirmish trained’ light infantry can deploy or withdraw a full
  skirmish line. Skirmishers can deploy up to 4” directly ahead of their parent
  unit. 
Artillery:
  A unit may pivot up to 90ยบ on its centre, or about face; a unit can limber or
  unlimber. 
Square:
  Infantry in square (or sheltering gun crew) may not change formation if
  cavalry are within 12”. | |||||||||||
| 
HEROIC MOMENT 
Usual IP costs. | 
Action on next
  card: Movement rate on a Move or Melee!
  card can be doubled for a chosen unit; a dice roll on the next card can be
  adjusted Up 1; a C-in-C will automatically pass Army Morale tests at 0
  AMP; ignore Lull cards; etc.  
Firepower
  Adjustment: A chosen unit may immediately fire with an
  Up 1 modifier. 
Initiate Melee:
  A chosen unit may initiate melee, counting the Heroic Moment card
  as Melee! | |||||||||||
| 
BLUNDER | 
Next card test:
  To use the next card each command group must
  test LD Vs D8. If the test is failed units within the command group cannot
  use the card. | |||||||||||
| 
REDUCED FIREPOWER | 
Squares, Integral
  skirmishers and artillery sections: Ignore Infantry
  Firepower and Artillery Firepower cards and
  ‘reload’ on the Reduced Firepower card instead.  | |||||||||||
| 
UNIT INTEGRITY | 
Infantry:
  Initially have 4 UI. Cavalry:
  Initially have 3 UI. Artillery:
  Initially have 2 UI. Hits: All UI
  are 3 hits. | |||||||||||
| 
MORE ON SKIRMISHERS | 
Mandatory fall
  back: Skirmishers cannot close with a formed
  enemy and will automatically fall back towards their parent body to maintain
  a distance. When the frontal distance between a formed enemy and the parent
  body is ≤ 4” skirmishers will fully withdraw and rejoin their unit.  
UI losses on
  skirmishers: UI losses on skirmishers count
  against their parent body. 
Loaded status
  on deployment: Skirmishers deploying from their
  parent unit adopt its current ‘loaded’ status. | |||||||||||
| 
ATTACHED LEADERS | 
Casualty
  checks: Attached leaders must test whenever their
  unit is the target of firepower or melee. Roll D6, on a result of 1, or a
  result ≤
  UI losses, the officer may become a casualty: Roll D6, on a result of 1 - 2
  the officer is killed (lose 1 / 3 AMP, officer / C-in-C); on a result of 2 -
  6 the officer is incapacitated; replace / recover on own next Army Morale
  card. | |||||||||||
Looking at the tables you will notice a line for 'coloured bead' modifiers. For Piquet players unused to our roster sheet system, well, we don't ever use them. Instead we use 'unit pin plates' with coloured beads. See photo below: Looking at the unit from behind, the bead on the left is the DD bead, the bead on the right is the CD bead. Green beads indicate No Change, red beads Down 1, etc. The number bead is the command group ID number. Ignore the yellow bead - yellow beads were part of the abortive integral skirmishers rule we ditched at the end of the last game.

 
 
No comments:
Post a Comment