Monday, 6 September 2021

“Rip her to shreds” or my Jacobite Rules here for public consumption and commenting upon...

Blondie’s song title seems a good one to reference when exposing ones work to the public eye. Here are the rules I wrote/plagiarised for my recent Jacobite game with Ronnie using 28mm figures. I am putting them on the blog here in order that I can have comments and criticism on them. Helpful suggestions are welcome also:

Dice for initiative- highest goes first .
Turn sequence 1) command points 2) declare any charges and throw charge morale die 3) firing and movement 4) melee ( simultaneous)  5) morale  then
Second player works through turn sequence 1- 5 after which end of turn . Initiative thrown...

Command points-  Each side throws a D6 , number thrown is number of units they can move this turn . All units may fire and melee even if they do not have command point.

Move then Fire or Fire then Move

Movement is three inches plus randomised- govt D6 , Highlanders D8  inches. Plus 3 inches for charging
Cavalry 2D 6 plus 4 inches if charging
( throw for each moving unit individually)
        Jacobites can manoeuvre but not fight in column- add three inches to movement
        Terrain penalties- 3 inches to cross wall or river or move through wood 

Firing - throw one die per base
Govt D8 = # of casualties at close range , D8- 3=# of casualties at long range
Highlanders D6 =# of casualties at close range , D6 - 2 =# of casualties at long range
Cannon D6=# of casualties.
       Cannon fires at half effect when down to two crew or below.
Saving throws - 6 needed in open, 5,6 in cover or in open order ie Highlanders or dismounted dragoons and Hussars 

Melee - throw one dice per base fighting ( in pairs) Highlanders use D8 , Govt D6
Bonuses- Highlanders charging +1, flank/ rear attack +1, general within 10 inches +1, cavalry charging +1
Winner causes D6 - 2 casualties . Side inflicting most casualties wins melee. 
Loser retreats/ regroups 5 inches back
       Highlanders will always remain in contact if victorious in melee.

Morale- if charged a unit needs a 1 on D6  NOT to stand and receive charge otherwise will flee D8 inches away from chargers. If caught ,hit in rear.Those standing may fire prior to melee occurs.
       Highlanders will not charge if they throw a 1 on a D6
When a  unit reaches half strength it must rout D6 inches per turn . If General contacts unit he can rally the unit on a 5 or 6 on a D6. Rallying last for one turn then unit can advance once more.
       Any unit within 12 inches of a routers must take morale - 1,2 on D6 to rout too.
       Highlanders will always pursue, cavalry may halt on a 1,2or 3 on a D6.


16 comments:

  1. Hi ALAN,
    These Rules are ideal - one page rules is certainly what I like- simple and precise- well done indeed! Cheers. KEV.

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  2. Nice and simple. I like the variable movement. Reminiscent of Loose Files.

    Quick question: do you have to move the full move? Eg if you roll a 5 do you have to move 8 inches?

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    1. You could do it either way. Our dice throwing was awful and we were glad to move the full amount.
      The musket ranges were to six inches close, to twelve inches long. As our table wasn’t vast the cannon had unlimited range.

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  3. I'll echo everyone else. Simplicity is best! It enables players to get on with the game.

    Best Regards,

    Stokes

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  4. They look interesting and importantly simple 1 .

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  5. A quick reading and they look fine to me. The tabletop will be the final arbitrator!

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  6. A nice and simple looking set of rules Alan.
    I enjoyed our chat on Saturday.

    Willz. Harley.

    Willz.

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  7. Your Morale rule states: "if charged a unit needs a 1 on D6 NOT to stand and receive charge otherwise will flee D8 inches away from chargers."

    I think you must mean that a unit being charged that throws a 1 on a D6 will not stand to receive the charge but will flee D8 inches away from the chargers, but the use of 'needs' and 'otherwise' risks being misinterpreted.

    Or you could state: A unit being charged must throw 2 or more on a D6 to stand to receive the charge with fire and/or bayonet; otherwise it will flee D8 inches away from the chargers.

    Perhaps there should be a possibility of panicking and firing at long range and then routing when/if the fire does not halt the chargers?

    Personally, I'm not a fan of having a wide range of possible outcomes of randomised movement and would prefer to use a DAv rather than a D6 or D8.

    Nice simple rules; good luck with them!

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  8. How many figures per base?

    Will definitely try these at some point (I have entirely too much on my gaming plate!). I hope you'll demonstrate them in a battle report, I always find those very helpful for understanding rules.

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  9. 40mm Square bases with six figures for govt troops and five for Highlanders.

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