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FOR
PARLIMENT
OR
KING
RULES
FOR THE
ENGLISH
CIVIL WAR
BY DICK LARSEN AND BILL STEWART
copyright 1999
Figure mounting stand sizes and such:
These rules are designed for 25mm figures, to use 15mm figures either use the same size stands with more figures on them or use 2/3 size stands.
Stands are 60 x 60mm , for pikemen there are 12 figures on it, one stand per unit, for cavalry 3 cavalrymen, 3 stands per unit and for artillery 1 gun. Artillery crewmen are mounted on 20 x 30mm stands. Musketeers are mounted on 60 x 30mm stands with 3 figures. There are 4 half-stands per unit. A unit of "Forlorn Hope" can be fielded by mounting musketeers on a 20 x 30mm stand. There are 12 figures in the unit.
Artillery units are 1 gun and 3 or 4 crew.
The Unit Roster:
Each unit has a roster, it consists of three lines. The first has 6 boxes on it, the second 3 boxes and the third 2. After the first line is filled in the unit is "Fatigued" and has a - 1 to all die rolls for shooting or melee. When the second line is full the unit is "Spent" and has a - 2 to all its die roll for melee and shooting. When the third line is filled the unit is "Broken" and removed from the table. An option for the roster is to roll for each unit as it comes in to combat, either fire or melee. Roll 1 d6 roll of 1 = a roster with 4 boxes on the first line, 2 boxes on the second and 1 on the third. A roll of 2 - 5 = a roster with 5 boxes on the first line, 3 boxes on the second and 2 boxes on the third. A roll of 6 = a roster with 6 boxes on the first line, 3 on the second and 2 on the third. This option will add some FOG and a bit of uncertainy to the battles. Alternnatively
values can be assigned before the game for specific scenarios or for variety.
Formations: See formation pages.
There are seven formations used in this game, they are simple and historically accurate.
Undeployed: Unit is in a column formation 1 stand wide, or limbered artillery.
Deployed : This is the only fighting formation, stands are side by side, or unlimbered
artillery. Foote units may be deployed with pikes forward or shot forward.
Hegehog For pike formations with a musketeer stand on each face, this formation has no flanks and it may not move.
Skirmish: This formation is only used by dismounted dragoons or the forlon hope, Stands must be separated by 1 inch.
Routed Impact has caused unit to rout, backs turned to the enemy if this unit is impacted by contact it is removed from the table.
Impact and Halt markers:
Anything will do, I use a disc painted white on one side and black on the other. The white side is used to maker the target unit that must test for impacts and the black side is to signify that the unit is halted. A halted unit may not move or cause impacts until it is Rallied.
Command Control and such:
In this game command is left up to the player, he decides which units will move and which will be rallied. Control is another thing, unless a general is attached to a unit that is to be moved or rallied a 6d is rolled after each move or rally if a 6 is rolled all movement and rallies are stopped for that turn. After all movement and rallies are done the player declares his impacts.
Turn Sequence:
1. Determine iniaitive, you can roll 1 6d high die choices to more first or second.
2. First player moves or rallies units.
3. Declare impacts
4. Target units rolls for impact effect.
5. Second player does his moves and rallies.
6. Declare impacts.
7. Target units roll for impact effect.
8. Move Generals
9. Back to step 1.
Movement:
A measurements in this game are in inches.
Troop type undeployed Deployed rough (roll 16d)
Infantry 12 6 1-2 no move 5-6 normal move
Cavalry 12 12 1-3 no move 4-6 normal move
Artillery 12 0 1-4 no move 5-6 normal move
Cavalry will add 4 inches to its movement when it charges, infantry will add 2.
Fire Combat: A unit must be deployed in order to cause an impact.
weapon short range long range
Matchlock 6 12
Art 12 24
Carbine 4 8
Melee:
Stands in base to base contact (corners do not count) will fight in melee.
Cavalry can not charge un routed or deployed pike armed units frontally, nor target the musketeer unless they are separated from their pike stand or the unit is deployed with shot forward. Cavalry may attack a unit?s flank or rear or if the unit is halted. Infantry that roll a modified 1 or 2 are destroyed (ridden down).
Skirmishers are dispersed if contacted by a formed unit, removed from the table.
See Impact table:
Impacts:
The target unit rolls 1 6d for each impact maker it receives.
Die Roll Effect
1-2 Target unit loses 1 box and recoils 6 inhces. Has a halt marker.
Infantry may take losers ground. Cavalry will pursue. Halted will rout 12"
3-4 Target will receive a halt marker. Infantry will be locked in melee. Cavalry
will bounce back 1 stand depth. Halted units will recoil 6"
5-6 No effect, Infantry will bounce back 1 stand depth. Cavalry will recoil 12
inches and receive a halt marker.
Impact Modifiers:
Artillery and small arms over 1/2 range - 1
Unit in heghog from shooting - 1
Target unit is halted - 1
Target unit is routing - 2
Curaissier charging + 1
Highland clansmen charging - 1
Shot at from hedghog + 1
Shot at from unit with shot forward - 1
Melee from unit with pikes forward - 1
Impact from skirmishers + 1
Rallying from Rout:
Rallying is automatic but must have a general attached.
Movement of generals:
Generals may move any distance necessary .
Advanced rules:
A unit with a general attached has a choice to make one additional move. A d6 is rolled after this move after the additional move a roll of 3 - 6 and all move ment and rallies end for that turn. Proceed to declare impacts.
A general that is attached to a unit that routs must remain with the unit until it rallies. If the unit routs off the table the general goes with it and is lost for the game. In addition after the unit rallies roll a d6 and if the is a 1 the general has had it and is removed from the game. If he is attached to a unit that is destroyed he is also lost for the rest of the game on a roll of 1 -3 on a roll of 4 - 6 he makes a "miraculous escape" and is placed with the nearest friendly unit.
Mounted dragoons may not charge un-routed cavalry or infantry, frontally. They may charge a unit in the flank or rear but do not have any modifiers applied to the impact roll. ie. no penalty for being charged in flank or rear or from routing.