Assyrian army

Assyrian army

Sunday 29 September 2019

1897 Interim/working rules

Definitely a work in progress, these rules are very incomplete and subject to change on a battle by battle basis. 'New' rules will be added (ie, made up) when needed. Morale especially is at a very early stage of development - the 'rules' here should be treated with a massive degree of caution. However, it is the boundaries that are the most likely areas to be subject to change. I will emphasise that the rules as standing have only been posted now as a result of answering an interest expressed - many individual parts are based on past experience but haven't been specifically tested as to their effect on the battle!

Troop Types

A Class - Mainly British Guard heavy cavalry and fanatics. Prone to charge on sight but will not route unless charged while disorganised or retreating.
B Class - Other elite cavalry and infantry, for example Guards, Zouaves, French heavy cavalry
C Class - the mass of trained line infantry and better quality Territorials etc.
D Class - Untrained or poorly trained troops and including Russian line infantry. Prone to charge on sight but also prone to route in panic.


Movement

Infantry              normal  6"  charge    9"
Heavy cavalry   normal   8"  charge  12"
Light cavalry     normal 12"  charge  18"
Artillery currently count as 'emplaced'

Movement across rough ground, etc,  3"
Movement across shallow river or through hedge requires 5,6 on D6


Firing 

Ranges: Close Range Up to 12", Medium Range 12.1" to 24", Long Range 24.1" to 36"

1 D6 per figure firing except artillery. Artillery 1D6 per figure under target (template 70mm circle). Artillery do not depend on number of crew - until all crew killed or morale affects result artillery fire at full effect.

Apply modifiers:

-1 if shooter firing carbine
-1 if shooter or target moving (only one -1 applies, only applies for target moving on first round of firing)
-1 if moving cavalry firing (as well as initial -1 for moving)
-1 if shooter disorganised
-1 if firing at long range

+1 if firing at short range.

Casualties:

1,2 miss,  3,4,5 hit but saving throw, 6 automatic kill.

Troops eligible to fire:

Rifles and artillery fire over all ranges.
Carbines and machine guns short and medium range only
Handguns short range only
Machine gun (MG) crews fire as 4 infantry - thus the 2 crew of a machine gun are treated as a standard 8 man battalion/regiment.

Saving throws:

Target need 5,6 to save, 4,5,6 if in cover or skirmish order. Artillery and machine guns count as cover.

Artillery firing:

Place 70mm circle over target. Any figure under circle are potential hits.
1D6 per target figure:
Apply modifiers.
Heavy gun 4,5 hit with saving, 6 automatic kill
Medium gun 5,6 hit with saving
 Light gun 6 hit with saving

Morale

Morale systems are very much a work in progress - what is presented here is basically a set of thoughts and incomplete interim solutions! This section has a number of loose definitions, for example regarding distances. Use what seems reasonable in these areas. Disorganisation is currently not defined. For toy soldier battles, I may simply ignore it...


There are currently 3 systems for determining when to take a morale test:

1)  Solo, when player decides it's a good time
2)  Other games, when the opposing player wants a morale test. It is assumed all units normally obey orders. However, it may be that the opponent would look to challenge this - to cause a halt or retreat, or possibly to cause the target unit to make a mad charge towards certain death!
3) According to the criteria set out below:

Criteria for 3):

First casualties taken
Attempting to charge or withstand charge (Halt two periods have completed  the withstand charge!)
At half strength
Each time casualties taken when  below half strength
Attempting to rally
Seeing friends rout.

Morale score

Standard 8 man infantry, 4 man cavalry unit or 2/4 crew artillery/MG pieces, roll 3D6 if full strength, 2D6 if quarter lost, 1D6 if half lost, 0D6 if three quarters lost.
3 or 6 figure units/guns 3D6 if full strength, 2D6 if third lost, 1D6 if two thirds lost, OD6 if five sixths lost.

Modifiers

+1 for each flank supported
+1 for rear support
+1 friends advancing or charging
+1 in cover
+1 enemy retiring to front
+1 enemy routing to front (additional to enemy retiring +1)
+1 B Class (optional - tester may chose to ignore)
+2 A Class
+2 D Class if  unmodified dice score 15 or more

-1 outnumbered by enemy to front
-1 enemy cavalry within reach
-1 enemy charging unit
-1 shot at by enemy
-1 shot at by enemy artillery (separate to shot at by enemy)
-1 own unit halted or retreating
-1 friends retiring
-1 friends routing (additional to friends retiring)
-1 unfriendly cover nearby
-1 own unit routing and attempting to rally.(additional to own unit retiring)
-1 contacted by enemy while retreating or routing.
-2 D Class if unmodified dice score 4 or less

Results of Morale Test

16 or above:  Advance/charge(if within charge move) for 2 moves towards nearest enemy - will retest if loses quarter of figures due to fire in either move.

7 - 15   Obey orders

4 - 6  Halt two periods - will return fire or receive charge, will take retest if loses quarter of figures due to firing in either move.

1 - 3 Retreat two periods. Will take retest if loses quarter of figures or is contacted by enemy troops in a charge. If contacted in a charge, 3 or below final score will convert retreat to route.

0 or below  A Class retreat two periods, others rout for two periods. Retests as per 1 - 3 result. for all classes including A Class.



2 comments:

  1. Thanks for posting these. They look most interesting. I will definitely give them a go.

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    Replies
    1. Comments and suggestions would be very useful.

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