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Machine Guns

In document Rank&File (Page 39-42)

this reflects the drivers and guards defending the wagons. In melee a wagon will get to roll

1D6 and will only hit on a roll of 6 - no modifiers Like artillery pieces these represent a number

apply. of weapons according to the scale of the

game that you are playing. The crew may be Wagons are never unsteady - they are either integral to the base or separate but in most in good morale or routed. If routed they may ways they will act as artillery stands. For the not be rallied. When routing the wagons may different fire effects of these weapons please either be abandoned by their drivers or they see the 'Industrial Age' period specific rules.

Photo courtesy of Wargames Illustrated

OPTIONAL RULE There are 3 cases where a unit may not have to retire if it gets an unsteady result:

If the unit occupies or is behind hard cover it can choose to remain where it is.

If the unit has a general attached it may opt to stay where it is.

If the unit is an artillery stand it may opt to remain where it is.

None of these options apply to a unit that has just lost a melee - they must still retire.

OPTIONAL RULE If artillery have routed with their guns they may try to rally and stay in the fight.

OPTIONAL RULE Battery morale. Rather than testing morale by stand you may test by battery. For example if you are playing a small scale game where each gun model only represents 1-2 guns then you will likely have them grouped together as a battery.

Single Stands and Morale

Single stands take morale in a slightly different way to normal units. They take a test from fire casualties at the end of each turn that they take a hit rather than when they lose a stand.

Single stands are unsteady as a result of the first test they fail and will retire 2D6” if foot artillery or 3D6” if horse artillery or elephants.

If they are already unsteady and they fail a second test then they rout - if artillery have the guns limbered they will rout with them, if the

Single stands apply all the usual modifiers to guns are unlimbered the crew will rout and

their morale tests just like other units but they abandon their guns. They may try to recover

do not get any -1 modifiers for casualties that their unsteady status in exactly the same way

they have already taken so far. Single stands as other infantry or cavalry units but if any

do not suffer from the 50% rule.

single stand routs they are simply removed from the table - they may not try to rally from

For Army Break Point purposes each single rout.

These skirmish rules assume that there are stand of troops lost. No stands or figures are three ways you can represent skirmishers - removed until the unit has received 3 hits.

either with half the number of figures per

stand as normal but with twice the number of Skirmishers that are firing or in melee will stands, by simply spacing out your formed receive one D6 for each pair of skirmish stands to twice their normal frontage or by stands, ignore half stands that are left over - using single figures spaced out to the they do not add anything.

appropriate frontage. If you are using single figures you should try to go for 2 figures to a

'half stand' and the usual 4 figures OPTIONAL RULE Certain weapons allow representing a stand - this should give you a more or less than 1D6 to be rolled per firing good idea of the frontage they should occupy stand. This applies to skirmishers as well and lets your opponent know how many as formed units so simply work out how stands your skirmishers are representing. many stands (or 'half' stands) and use that

to determine the number of D6 rolled.

When the rules state that it takes 2 skirmish stands to give 1D6 in fire or melee we are

basing this on the fact that your skirmishers Skirmish units do not have to flee from a are based as 'half' stands. Obviously if you charge, they may elect to stand if they wish, are simply spacing out your full stands then no matter what terrain they may be each of those stands would get to roll 1D6. It is occupying.

important to make sure that you space your

skirmishers out to their proper frontage - large Skirmishers in rough going move their full units in skirmish formation can take up a lot of distance but when crossing linear obstacles space and this cuts down on the number of they will use up half of their movement stands that you will be able to fire or melee distance as would formed units.

with.

Skirmishers can move full in any direction or If units that are supposed to be in skirmish formation, they do not have facing so they do order are crammed into a space that is not have to change facing to fire or move.

obviously too small for them then the However, you should make sure that when opposing player is perfectly entitled to ignore you move a skirmish unit no single stand the -1 to hit modifier for shooting at exceeds its allotted movement distance.

skirmishers.

Interpenetration with or through skirmishers is Skirmishers stands are effectively half a stand allowed by all troops but you may not charge so when you have received 3 hits on one of through them no matter what the troop type or these units you would remove 2 'half' stands formation.

of figures but for morale this counts as one

In document Rank&File (Page 39-42)

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