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.
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Down
2
|
Down
1
|
No
Change
|
Up
1
|
Up
2
|
||||||||||||
Circumstance
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Inferior
position / Obscured by friends
|
Frontal
|
Vs flank or rear.
|
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Losses
|
Shaken
|
DO /
Per UI loss
|
||||||||||||||
Artillery
range
|
48”
|
< 36”
|
< 24”
|
Canister <
12”
|
||||||||||||
Infantry
range
|
12” (Rifle 18”)
|
< 8”
|
< 4”
|
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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
|
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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.
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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.
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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.
|
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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).
|
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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.
|
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UNIT INTEGRITY
|
Infantry:
Initially have 4 UI. Cavalry:
Initially have 3 UI. Artillery:
Initially have 2 UI. Hits: All UI
are 3 hits.
|
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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.
|
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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.
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