Stormed at with Shot and Shell
New rules for the Crimean War game

Photo by Jim Pitts

Russian cossacks attack the rear of a squadron of British light cavalry (all that's left of two regiments) while British Rifles man the right portion of the redoubt.

Introduction

This is a set of rules designed for the Jackson Gamers' Crimean War 15mm armies. All measurements are in inches, although I will later make a conversion set in which centimeters are used.

All die rolls in this game are made by rolling two D10 dice, one "red" and one "white." And reading the result as a number from 01 to 100. Example: if the Red die rolls "7" and the White die rolls "3" the resulting number is "73." If both dice roll "0" then the resulting number is "100."

Pre-game Preparation

Construct a "movement deck" of cards with the following cards: Allied right wing, Allied left wing, Allied Cavalry, Allied Free move, Russian right wing, Russian left wing, Russian Cavalry, and Russian Free move. Mix these cards into one deck.

Construct small markers that represent "orders" given by officers to their units. Each officer may generate a certain number of these per turn.

Sequence of Actions

1. Determine the number of "orders" available for each officer in both armies. Place these . in a small group near each officer.
2. Draw a card from the "movement deck." Assign "orders" to each unit that will move. Determine how far each unit may move (random movement and modifiers) and move the units. Units charging into close combat test morale at this time.
3. Draw another card from the deck as in "2" above, till all cards have been drawn and all units have moved (or not.)
4. Fire all artillery units of both armies. Remove casualties.
5. Fire all infantry units of both armies that did not move. Remove casualties.
6. Fire all infantry units of both armies that did move. Remove casualties.
7. Test morale of all "target" units of units which are entering close combats.
8. Resolve all close combats.
9. Test morale of all units which lost one or more stands in this turn.
10. Consult victory conditions, if neither side has won, reshuffle the "Movement deck" and continue with "1" again.

Close Combat

Attacker rolls dice. Must pass morale. If not, return to starting position or move back one normal move.

If attacker passes morale, then defender must test after movment but before any close combats are resolved.. If defender fails, move back one normal move. If defender passes, then save both die rolls:

Add to Attacker's die roll:
+10 if officer attached to unit. (only one officer per unit.)
+10 Cavalry attacking infantry not in square or works.
+10 attacking enemy unit from rear.
-10 if attacking uphill to reach defender.
-10 for each stand lost due to fire in this turn.
-10 attacking artillery frontally.

Add to defender's die roll:
+10 if officer attached to unit. (only one officer per unit.)
+10 if defending works.
-10 for each stand lost due to fire in this turn.
-10 if disordered

Highest modified die total wins close combat action.

Casualties:
If enemy die total is 60 or more, you lose 1 stand. RIf enemy die total beats yours by 20+ you lose 1 stand.

Officer casualties:
If your side takes ANY casualties, roll dice:
If total is 95-100 the attached officer is killed.

Movement

 Officers 30" Light Infantry line or column 12" Heavy Infantry Lines 6" Heavy Infantry Columns 10" Light Cavalry 24" Heavy Cavalry 20" British/French Horse Guns 16" British/French Foot Artillery 12" Russian Artillery 12"

Modifiers to movement distances, roll per brigade or lone units out of command.

 Die Roll Infantry Cavalry 01 -10 Lose 4" Lose 6" 11-20 Lose 3" Lose 5" 21-30 Lose 2" Lose 3" 41-70 No modifier No modifier 71-80 Add 2" Add 3" 81-90 Add 3" Add 5" 91-100 Add 4" Add 6"

Notes:

• Charging units add 50% to distance
• Moving through rough terrain, all modifiers are negative
• Foot artillery uses infantry modifiers
• Horse artillery uses cavalry modifiers
• French/British artillery lose 50% distance if they fire
• Russian artillery may not move and fire

Officers' effect

Officers receive a large movement allowance and may affect units in several ways in a turn. Units must receive an "order" before they can move.

At the start of the game, roll dice to see the caliber of each officer.

• Commander-In-Chief : 01-30 Indolent, 31-50 Cautious, 51-90 normal, 91+ rash
• Wing/Division commander: 01-20 Indolent, 21-30 Cautious, 31-80 normal, 81+ rash.
• Brigadier: 01-10 Indolent, 11-20 Cautious, 21-80 normal, 81+ rash.

Indolent officers may issue only 2 orders per turn. They never "ride with" a charge. They will not move at all unless they pass "officer morale."

Cautious officers may issue 3 orders per turn. They may "ride with" a charge if they pass officer morale.

Normal officers may issue 5 orders per turn. They may "ride with" a charge if they pass officer morale.

Rash officers may issue 3 orders per turn or 5 if they pass officer morale. They must always "ride with" any charge that their men make. If more than one unit charging, dice to see which one he rides with.

Orders

Units may not move without an "order." Officers may issue a certain number per turn which will motivate only their own units. Officers that are wounded may not issue orders till they recover from their wound. Dead officers, of course, issue no orders. Units more than 18" from their officers require 2 orders to move. Officers may not share or loan orders to their brother officers. Division commanders or wing commanders may issue orders to any units under their command. The commander-in-chief may issue orders to any unit in the army.

Units without orders may still fire. They may pivot up to 45% left or right.. They may not move, nor limber/unlimber. Cavalry without orders are considered stationary.

Officer Morale

Officer Morale

There may come a time in which a question will arise as to the ability of an officer to perform a task. If so he must immediately test officer morale. A pass indicates that he can perform the task. A failure indicates that he may not.

• Indolent/cautious officer - Pass on 81 or above.
• Normal Officer - Pass on 61 or above
• Rash officer - Pass on 71 or above.

Firing system

British Infantry stands firing - each stand has 25% chance of a hit.

French Infantry stands firing - each stand has 20% chance of a hit.

French/British Artillery stands firing : Ball/shell - each stand has 20% chance of a hit. Cannister - each stand has 30% chance of a hit

Russian infantry stands firing = each stand has 10% chance of a hit.

Russian Artillery stands firing : Ball - each stand has 10% chance of a hit. Cannister - each stand has 20% chance of a hit

To see if hits occur - roll two D10s and read as a 2-digit number. If that is equal to or less than the % chance of a hit, then remove a stand. If the % chance of a hit is greater than 100% then one hit is automatic. If the % chance of a hit is greater than 200% then two hits are automatic.

Modifiers:

• Firing on troops in column - multiply % chance of a hit by 1.5
• Firing on light troops in woods line - HALVE the % chance of a hit
• Firing on deployed artillery - HALVE the % chance of a hit and takes two hits to remove a stand.
• Firing on troops behind works - HALVE the % chance of a hit and takes two hits to remove a stand.
• Firing on artillery in works - HALVE the % chance of a hit and takes three hits to remove a stand.

Example: Four British stands (each w/25% chance of a hit) fire on a Russian column (multiply % chance of hit by 1.5) so the total chance of hitting is 150%. This will be one stand removed and 50% chance of a second hit. The two D10 s rolled equal 45% which is less than 50% so a second stand is removed.

Go to the report of the Crimean War game on April 7, 2007

Go to the Crimean War Period Page.

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