CAVALRY
- It takes an ACTION Chip to Mount or Dismount in place.
- Must leave 1-in-4 figures as dismounted horse holders. They cannot
Fire and must Meleeís as infantry.
- Dismounted cavalry that lose a Melee have a 50% chance of taking
their horses back with them (4, 5, 6 on a D6). If not, the horses
are gone for the rest of the game.
- Dismounted horsemen Move, Fire, and Melee as infantrymen (see Tables).
RIFLE FIRE
- The whole table is in range (the rules were tested on a 6í x 12í
table).
- All Fire is by unit, straight line-of-sight, in a 90í arc to a figures
facing direction.
- A deployed double line in the open can fire both ranks. Figures
lining Rough Terrain only Fire one rank. Only the front ranks of Mass
formations can Fire.
- Full figures must be in view to be considered targets in the open
(a toy periscope is ideal in determining this issue).
- To Fire overhead the firer or target must be elevated and the target
must be further from intervening troops or terrain then the firer.
- Fire is always directed at the closest threatening enemy target.
Fire can be split at multiple threatening targets. The target Player
decides which figures are hit (except leaders, which the dice roll
determines).
- Target units moving into, out-of, or through a Fire zone are elligible
targets.
- Targets going Prone at instant of Fire roll a D6. A 4, 5, 6 they
are hit as "upright- moving" targets. A 1, 2, 3 and they are hit as
"Prone" targets.
- Prone figures can only Fire one rank deep.
MACHINE GUNS
- Point out target unit(s) within a 90 degree arc to its front and
roll 12 D20. (See Firing Table.) Each gun has 12 "belts" of ammunition
per game. Record each "belt" fired.
- Two unwounded figures are required to Move or Fire a gun--but it
can be crewed by anyone.
- Replacement crew members can fire on the Phase they arrive at the
gun if there is an unplayed FIRE Chip in place there.
- To re-crew and Move a gun, move to the gun on one ACTION chip and
stay in place. On any subsequent ACTION Chip the Gun and crew may
move.
- To destroy a gun--just prior to the melee--roll any number but a
"6" on a D6.
- If gun and crew are attached to a unit treat as Mounted Leaders,
item 2, regarding casualties. If not attached, and are a designated
target, treat as Mounted Leaders, item 3.
MELEE
- Attacking unit declares "Charge!", points out target, and then rolls
Movement dice for distance. Each elligible figure that makes contact
will fight in the ensuing Melee. The Defending unit is pinned in place
and all take part in the fight. Any other defenders within 3" of those
attacked can also participate. (Units in structures cannot
move out to support such.)
- If attacker does not make contact, he moves forward the distance
he rolled, and goes Prone if infantry. Cavalry are disordered. (Mark
such units, as it will take an ACTION Chip to re-form).
- Combat is figure-versus-figure with the highest modified die-roll
winning that individual combat. The loser is killed with a "1" on
the die. Other numbers and the loser temporarily falls to the rear
of the fight. Fight enlisted men first, unit Leaders next, and Mounted
Leaders last. The unit that has all itís participants killed or driven
back is the loser and is demoralized. The winner holds the ground
and can reform and reface in place.
- Fight multi-unit melees in the sequence in which they made contact.
- Both winning and losing "fall-back" figures rejoin their units after
the Melee is resolved.
- Mounted cavalry cannot engage in Melee against figures in structures.
FLANK OR REAR ATTACKS
These cannot be accomplished if any figures in the defending unit could
"see" (180 degree arc to their facing direction) the attackers coming
in. If so, the defenders turn to meet the attack and fight at normal combat
values.
DEMORALIZED UNITS
- Immediately mark the unit accordingly (a ring, marker, etc.)
- The unit must immediately procede on its next ACTION Chip to a safe
area (where they cannot receive enemy fire). They will move at Charge
speed (no heat casualties), taking no terrain penalties,and go directly
towards their objective.
- These units cannot Fire and can initiate no Melees.
- Cannot be regrouped until they are in the safe area and expend 1
action chip.
- If attacked involved in a melee the attacker gets a plus 2 combat
modifier.
- If any unit accumulates three demoralized markers, it instantly
routs from the table.
MOVEMENT
TABLE
Roll the prescribed number of D6 for maximum move
distance in inches.
|
| Troop & Terrain Types
| Basic Move
| Charge Move
|
|
Infantry across open ground
|
3D6
3 D6
4 D6
|
|
Cavalry across open ground
|
4 D6
| 5 D6
|
|
Infantry and Cavalry in all Rough Terrain
|
Move 1/2 the distance of the above dice rolls.
|
|
Prone and Squares across open ground
|
2 D6
|
Not Allowed
|
|
Prone across Rough Terrain, crossing over walls
|
1 D6
|
Not Allowed
|
|
Machine guns and crews - all terrain
|
2 D6
|
Not Allowed
|
|
Dismounted Cavalry
|
Move as for Infantry
| |
FIRING
TABLE
Roll 1 D20 for each firer. Current Order Chip
defines posture.
(Pistols and Carbines have a 5'[60"] range)
|
| Target Description
|
| Weapons
| Standing
Upright
In Open
| Moving
Upright
In Open
| Prone,
Mtd. Leaders
In Open
| In
Cover
|
|
Dismounted Rifles
|
1-7
|
1-6
|
1-5
|
1-4
|
|
Dismounted Carbines
|
1-6
|
1-5
|
1-4
|
1-3
|
|
Pistols & Mtd. Carbines
|
1-4
|
1-3
|
1,2
|
1
|
|
Mounted Rifles
|
1-5
|
1-4
|
1-3
|
1,2
|
|
Bedouin Spear
(12" max range)
|
1-4
|
1-3
|
1,2
|
1
|
|
Machine Guns
|
1-8
|
1-7
|
1-6
|
1-5
|
| MELEE
TABLE
|
| Troop Type
| Melee Dice Modifiers
|
|
Chasseur D'Afrique, Bedouin Horse,
Mtd. Leaders
|
Die Roll, +1, Win Ties
|
|
Legion Infantry, Bedouin Foot Swordsmen, & Spahis
|
Die Roll, +1
|
|
Bedouin Foot Spearmen, All Machine Gunners
|
Die Roll, Win Ties
|
|
Bedouin Foot Riflemen
|
Die Roll
|
| Add The Above To The Following Status & Posture Modifiers
|
STATUS & POSTURE
(Current Chip Defines "Standing" or "Moving".)
| MODIFIERS
|
|
Charging Infantry vs. Standing Infantry In The
Open
|
Die Roll +1
|
|
Charging Cavalry Vs. Standing Cavalry In The
Open
|
Die Roll +1
|
|
Charging Cavalry vs. Infantry In The Open
|
Die Roll +2
|
|
Defending Structures & Rough Terrain Against
Infantry
|
Die Roll +1
|
|
Defending Rough Terrain Against Cavalry
|
Die Roll +2
|
|
Charging Flank, Rear Or Demoralized Troops
|
Die Roll +2
|
|
Charging Prone, Mounting/Dismounting or Disordered
Troops
|
Die Roll +1
|
|
Infantry Squares Vs. Infantry
|
Die Roll +1
|
|
Infantry Squares Vs. Cavalry
|
Die Roll +1, Infantry Wins Ties
|
|
Dismounted Cavalry In All Situations
|
Die Roll
|
|