I've been tinkering a little with a set of convention rules. The basic idea is to get out either the Prince August and Meisterzinn moulds and get casting.
Any comments would be welcome:
The Age of Linear
Warfare
Notes
*Equipment: A
48” baton marked in 4” increments. A number of six-sided dice for the
adjudication of combat; a number of six sided mini-dice equal to the number of
units on the table and; one extra token to mark the extra pip Guards units may
have.
*Units, be
they Foot or Horse, have an 8” frontage. Figures are mounted on two 4” wide
wood strips. As many figures as are regarded as aesthetically pleasing may be
used.
*Every unit
gets a number of pips (generally six). When this store of pips has been
exhausted, the unit is considered destroyed.
Move
*Line
Infantry 8”
*Light
Infantry and Line Cavalry 12”
*Artillery 8”
Any unit may
expend a pip to gain a double move to charge. Charges must be declared at the
start of the turn.
Shoot
*Infantry – I
die per stand. Range 8”.
Cavalry do
not shoot.
*Artillery –
4 8” bands: Band 1 – 5 dice, Band 2 – 3 dice, Band3 – 2 dice, Band 4 – 1 die.
Procedure:
roll dice and pray for 4+. Every Hit thus obtained removes one ‘pip’ from the
defender’s store.
Melee
*Melee is
adjudicated with a simple opposed dice roll with modifiers as follows: +1 if
Guards, defending a linear obstacle, charging unto melee or if the pip difference between the attacker and defender is two or more "pips".
*Loss of the Melee results in a one-move push-back for the loser and the loss of one 'pip'. The victor may elect to follow up with another round of Melee with a +1 advantage on the dice roll. A subsequent second will result in the losing unit being destroyed regardless of remaining 'pips'. Draws result in a mutual push-back of a full move.
Morale
*Units down
to the last pip may perform no offensive action.
*When half
the army has been destroyed, the remainder must withdraw.
*A unit may
choose to Fall Back In Good Order. It retires a full move during the next move
Phase. Thenceforth, it may recover one pip per turn in which it may perform no
other actions.
*Guards units
may have an extra “seventh” pip. Light Infantry have four pips only.
*Generals.
Have two pips. They are not affected by morale rules. On joining a unit, they
will recover a pip for that unit. Any unit attacked whilst with a General attached must flip a coin to see which of them bears any pip loss.
EDIT - Melee Rules updated.
EDIT #2 - Melee rules updated again.