This bit of
mechanics was written for what has been published as Muskets and Mohawks and Rifles
and Rebels. While it did not make it to the final cut I still think
this method of resolving charges both speeds play and leads to a more
historically plausible outcome.
On those occasions
when melee does indeed occur, just use the melee rules as published.
So give them a try
if you like.
Melee On The Horse and Musket Battlefield
Or hand to hand combat made easy!
Although very
popular in fiction, hand to hand combat has always been one of the most
stressful of the battle experience. Both Indians and Europeans were loath to
meet hand to hand for perhaps different reasons.
For the Indian, any
unnecessary risks taken in battle could mean one less man to support his
village, and family left destitute without a hunter to provide for them.
For the European,
the advent and spread of firearms technology made the need for hand to hand
combat, or melee much less central to
battlefield success then it had been say 300 years earlier.
Both these factors
combined to make melee a much more morale oriented contest than one of brute
strength and cunning.
In Muskets and Mohawks 2 we use a method dubbed The
Universal Charge Table to resolve attempts to close with and disperse an
enemy unit.
As you will see, in
most cases there is no melee at all with one side or the other foregoing that
final step into the maelstrom of hand to hand combat.
Use this table to resolve all movement to contact.
Follow these steps:
1. Leader
tests to Motivate charging group.
2. Charging
group tests for Fast Move (optional). Charging group must have sufficient
movement to close to 6” from the target group. Otherwise move charging figures
straight towards target group and carry on with turn.
3. Moving
group closes to 6” from target group.
4. Both
players roll 2d6 for their groups.
5. Charging
group counts its successes and subtracts target group’s successes to get Charge
total.
6. Consult
charge modifiers and adjust Charge total up or down accordingly.
7. Find
the Charge Table entry most closely corresponding to the Charge Total and apply
the results.
Charge Modifiers
Charger
is:
|
Target
is:
|
||
Formed
or Deeper**
|
+1
|
Formed
or Deeper
|
-1
|
Cavalry
|
+1
|
Cavalry
or Artillery
|
-1
|
Irregular
|
+1
|
In
Cover
|
-1
|
Charge
Flank/Rear
|
+1
|
Faltering
|
-1
|
Faltering
|
-1
|
Entire
infantry group unloaded
|
+1
|
Outnumbered
2:1 or more
|
-1
|
Outnumbered
2:1 or more
|
+1
|
Retiring
|
+3
|
** A unit
is Deeper if it is:
- Facing a Formed enemy.
- Itself Formed.
- Has more ranks than its enemy.
If any
one of these conditions is not met, the unit is not Deeper.
Universal Charge Table
2 or more
|
Target
Leaves the Battlefield
|
1
|
Infantry
in open facing Infantry Retire.
Otherwise
Melee ensues
|
0
|
Fire
fight.
|
-1
|
Charger
Baulks
|
-2 or less
|
Charger
Leaves the Battlefield
|
Charge Table Results:
Charger/Attacker Leaves
the Battlefield:
Group is removed from play. When target is removed,
charger continues moving directly forward until it has moved the full distance
determined in step 1.
If the Charger Leaves the Battlefield, any Target cavalry
will move forward one normal move. If any movement caused by Running Away
brings two opposed groups within 1” of one another, both groups take a Charge
Test counting the moving group as the Charger.
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.
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.
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.
This information is also available as a pdf, with a detailed example, as well as an embarrassing typo, in the files section of the Two Hour Wargames Yahoo Group here.
Interesting mechanic. Thanks for sharing it Bob. I considered similar things in UM008 USE ME Wild West for Native Americans.
ReplyDeleteH2H combat is very macho and readily done in wargaming but indeed in real life it is avoided. Cold Steel is not welcome it seems in real war.
GBS
Some interesting ideas!!
ReplyDelete