Well summer is finally winding down with some rather wet weather here at last. Been a busy time what with family vacations, fatherly obligations, and the odd medical scare (all is well I assure you). Still that, and a quite consuming interest in the history of the EPSOM offensive in 1944 and its recreation in board games has left me rather out of the miniatures' scene for a bit.
However, encouraged, or egged on more like by the reception of the Universal Charge table in some circles here is a follow up presenting the Reaction Tables from the draft version of Muskets and Mohawks.
Hope you enjoy!
Introduction
When the original
draft of Muskets and Mohawks/Long Rifle was submitted for publication it was
“packaged” as a single game. Like Muskets and Mohawks, figures acted and
reacted as units, like Long Rifle, figures fired as individuals.
There were many
changes before the final products were released that brought you the games as
published.
Where the original
theme stressed the roles and responsibilities of officers and NCO’s on the
black powder battlefield, the resulting products stressed playing games with
unit (Muskets and Mohawks, Rifles and Rebels), or individual (Long Rifle)
combatants.
While the published
games succeed quite well in their aims, some folks have expressed interest in
the things that set the original draft apart from its published descendants.
The original
Universal Charge table has already been provided as an option here and in the Two Hour
Wargames Yahoo Group’s files section.
Here is a look at
the Reaction Tables featured in the original draft. The notable introductions
here are the concepts of “bunching” and “faltering”.
While the terms as
used in the game are explained under Involuntary Movement below, here is a look
at the intent behind them. A common theme in military writing regarding the
development of modern warfare is the difficulty officers faced trying to keep
their men spread out sufficiently during a battle. Apparently when men are
frightened a sort of herd instinct emerges that causes a man to huddle near his
neighbors. What starts out as a skirmish line or even close order line would
soon end up as huddled knots of men, only a few being able to fight effectively
while the rest played no part at best, or hindered their more aggressive
comrades at worst. It was the responsibility of a unit’s officers and NCO’s to
keep the men in their places, so keeping them an effective part of the unit.
“Faltering”
addresses another bugaboo of command and control in the black powder era. Very
often the stress of combat coupled with the very sound of battle itself
combined to render units unable or unwilling to receive and implement commands
from their leaders. The men would go into a sort of trancelike state simply
reloading and firing by rote. At the
same time a formation having fallen into such a state was very brittle and likely
to stampede if the enemy could give it a shock. Again it fell to the officers
and NCO’s to re-exert control over their charges and bring the unit back under
orders.
The game effects of
these states and some more or less familiar to THW players follow under the
section titled Involuntary Movement. Following that, readers will find the Reaction
Tables from the original draft.
Readers are
encouraged to treat these as optional rules to experiment with in their games.
Finally, as with
the Universal Charge table, some bits will not quite apply as written, due to
the changes from this version to the published games.
Bob
Involuntary Movement
Figures can
be forced into involuntary actions and movement due to the results of a
Reaction Test. The procedures for taking
a Reaction Test will be described later (page,
16). However, the possible involuntary actions and moves are as follows.
Bunch – Figure
moves adjacent to nearest friendly figure within normal move distance. If no
friendly figures within move distance, Retire instead.
Charger Baulks -
Charging foot
return to their position at the start of the charge, and may not be in base
contact with one another. Charging cavalry will veer left (1-3) or right (4-6)
for the remainder of their move, avoiding contact with enemy figures. Cavalry
will end this move not in base contact with one another.
Cohesion Test - The Leader
immediately takes the Cohesion Test (page,
19).
Duck Back – Move to the nearest cover within 6”. This can be in any direction, even
forward. If no cover is available within
6” then the figure will drop prone in place, ending its turn. It may not fire
until active or caused by a subsequent Reaction Test. Figures in Duck Back
cannot see or be seen by the cause of the test but those that go prone can.
Falter – Figure may not voluntarily move any closer to any enemy figures until
rallied. Figure always fires as if volley firing until rallied. A Faltering
figure that Falters again will Leave the Battlefield unless immediately
rallied.
Escort Casualty to the
Rear – Two closest failing figures pick up one of
the casualty and take him to the rear for medical assistance. The carrying
figures and the casualty are immediately removed from play. If more than two
figures score this result, treat any excess figures as scoring a Falter and
Bunch instead.
Fire - The
group immediately fires at the cause of the test.
Fire Fight - Charger remains stopped at 6” from Target. Target may
now fire (volley/gun) or test to fire (all else). The charge has faltered and
any reactions caused by defender fire are carried out as usual.
Leave the Battlefield - Figure is removed from play unless immediately rallied.
Melee Ensues - Move charging group to contact with
target group. All prone figures involved immediately stand up. Enemy figures in
base to base contact now conduct a round of melee. Where multiple melees are
involved the charging player may execute the combats in an order of his or her
choosing.
Retire - Move towards friendly table edge at normal speed. Movement to avoid
enemy models is allowed. End each move facing the enemy
Formed Regulars Reaction Tests
* = Star May choose to pass 2d6, 1d6, or 0d6.
Reason
|
Pass 2d6
|
Pass 1d6
|
Pass 0d6
|
Received Fire *
|
Carry On.
|
Fire.
|
Falter. If already Faltering, Leave
the Battlefield.
|
Man Down *
|
Carry on.
|
Carry On.
|
Escort casualty to rear
|
Leader Lost*
|
Carry on.
|
Falter.
|
Leave the Battlefield.
|
Recover From Knock Down
|
Spend this activation recovering
|
Try Again Next Turn!
|
Out of the Fight
|
Unformed Regulars Reaction Tests
* = Star May choose to pass 2d6, 1d6, or 0d6.
Reason
|
Pass 2d6
|
Pass 1d6
|
Pass 0d6
|
Received Fire *
|
Carry On.
|
Fire.
|
Falter
and Bunch. If already
Faltering Leave the Battlefield.
|
Man Down *
|
Carry on.
|
Falter.
And bunch if not in cover.
|
Escort casualty to rear (counts as Leave the Battlefield, cannot Rally)!.
|
Leader Lost*
|
Carry on.
|
Falter
and Bunch.
|
Leave the Battlefield.
|
Recover From KD **
|
Spend this activation recovering
|
Try Again Next Turn!
|
Out of the Fight
|
Irregulars Reaction Tests
* = Star May
choose to pass 2d6, 1d6, or 0d6
Reason
|
Pass 2d6
|
Pass 1d6
|
Pass 0d6
|
Received Fire *
|
Fire.
|
Duck Back and Falter.
|
Leave the
Battlefield.
|
Man Down *
|
Carry on.
|
Bunch and Falter.
|
Escort casualty to rear (counts as Leave the Battlefield, cannot
Rally)!
|
Leader Lost*
|
Carry on.
|
Bunch and
Falter.
|
Leave the
Battlefield.
|
Recover From KD **
|
Spend this activation recovering
|
Try Again Next Turn!
|
Out of the Fight
|
Trophies*
|
Carry On.
|
Move 16” to take Trophy.
|
Move 8”
to take Trophy.
|
*Trophies
Whenever
friendly irregulars are closer to an enemy KD, OOF, or OD then any good order
enemy for the first time this test is taken by the closest friendly figure.
Any figure
Rep 4 or less that takes a trophy
will count +1
to Rep for the rest of the game.
Horse Reaction Tests
* = Star May
choose to pass 2d6, 1d6, or 0d6
Reason
|
Pass 2d6
|
Pass 1d6
|
Pass 0d6
|
Received Fire *
|
Fire if so armed, otherwise Carry On.
|
Charge if in Range, Stand if Not.
|
Retire
and Falter.
If already Faltering, Leave the
Battlefield.
|
Man Down *
|
All carry on.
|
Bunch.
|
Escort casualty to rear (counts as Leave the Battlefield, cannot
Rally)!
|
Leader Lost*
|
Carry on.
|
Carry on
Low Rep Runs.
|
Retire Low
Rep Runs
|
Recover From KD **
|
Spend this activation recovering
|
Try Again Next Turn!
|
Out of the Fight
|
** = Armored
allowed to roll 3d6 instead
Gunners Reaction Tests
* = Star May choose to pass 2d6, 1d6, or 0d6.
Reason
|
Pass 2d6
|
Pass 1d6
|
Pass 0d6
|
Received Fire *
|
Carry On.
|
Carry On.
|
Retire – Leave Gun
|
Man Down *
|
Carry on.
|
Carry On.
|
Escort casualty to rear (counts as Leave the Battlefield that cannot
be Rallied)!
|
Recover From KD **
|
Spend this activation recovering
|
Try Again Next Turn!
|
Out of the Fight
|
Officer Reaction Tests
* = Star May
choose to pass 2d6, 1d6, or 0d6
Reason
|
Pass 2d6
|
Pass 1d6
|
Pass 0d6
|
Received Fire *
|
Carry On
|
Carry On.
|
Take
Cohesion Test.
|
Rally *
|
Rally
half of figures, round up. Min. 2.
|
Rally half of figures round down.
Min. 1
|
No effect.
|
Cohesion Test *
|
Carry on.
|
Half or less of unit Carrying On.
Retire. Otherwise Carry On.
|
Leader Leaves the Battlefield takes
unit with him!
|
In Sight*
|
Hold Fire or Fire as Desired,
|
Hold Fire
or All Fire.
|
All Fire.
|
Recover From KD **
|
Spend this activation recovering
|
Try Again Next Turn!
|
Out of the Fight
|
Motivate
|
Success!
|
May carry out any action other than Charge.
|
No actions this turn.
|
Dress Lines
|
Success!
|
Try Again Next Turn.
|
Unit
falters after maneuver.
|