Shako Large Battles Rules



Summary of Rules for Shako Large Battles (August 2014)

GERARD
4/1
1


5
2
3
4
6
DSR
2
2
1
1
Each army has a number of Corps Commanders, who command one or more corps, each each with a number of Divisions of Infantry and/or Cavalry and associated Artillery. A Division has its own commander and a number of stands of the requisite type. Attached to the base of the Divisional Commander is a label with details of Frontal Morale Rating (MR) and a lower Disordered MR, a breakpoint (number of kills it can take) and Divisional Skirmisher Rating (DSR) dependent on its size.

Orders for each Division will simply be;-
“Attack” – Divisional Commander at or in front of his Division
“Defend” – Divisional Commander behind his Division.
“Manoeuvre – Divisional Commander beside his Division
Markers are provided for “Blown”; “Staggered”/“Fall Back”; “Recall”/“Reform”.
NB Villages can be garrisoned by up to 6 stands. This can be a full division or part of a larger division
in which case it becomes a permanent separate unit with its own label. The parent division’s breakpoint is adjusted accordingly.

Turn Sequence.

1)      Artillery Phase (Simultaneous) – uses 2D6
Turn red wheels over to yellow side (that battery can’t fire OR move THIS turn)
            Only Horse Batteries can fire AND move. Heavy & Foot Batteries can fire OR move.
            Only Ballshot against villages

Range Bands

Canister*

Effective

Long

Counter Battery

Heavy
8"/8"/8"
5+
8+
9+
10+
Foot
8"/8"/8"
6+
9+
10+
10+
Horse
6"/6"/6"
7+
9+
10+
10+
      If BOTH dice ≥MR then “Staggered”. (Dice unmodified for “Staggered”)   *12 = 2 kills.
      Ballshot gets +1 for each rank over 2 or squares; –1 for  all cover (3" into Woods).
      Canister -1 against artillery
            Russian Heavy/Foot Batteries that throw a double one cannot fire or move NEXT turn, Horse batteries cannot fire – put a red wheel in front of it. A double against a unit in works will inflict 1 point of damage . (works  worth 5 points).
            If casualties; attached CC killed on a roll of 12 on 2d6
                                                                                                                                  
2)      Initiative
For the first turn the French move first. In subsequent turns dice for it with losers last time at +1

3)      Movement (Alternate by Army)
Divisions must be deployed at least two stands wide and at least two ranks deep. (NB Cossacks always in one line) The first rank must not be more than one stand wider than the second.
A Corps with “Attack” Orders must have at least half its Divisions with “Attack” orders. Divisions with “Attack” orders must move at least half speed towards the enemy.
A Division with “Defend” orders can only change formation or facing or backstep 3".
French (except MR3 and 4) can change formation and move (or vice versa) OR change facing, others can only move OR change formation OR change facing. French can change frontage by +/- 4 stands while moving, others +/- 2.
A Division with “Manoeuvre” orders is either directed to move to a particular location and when there reverts to DEFEND orders to hold it, or to support another division.  However, if there is an enemy unit within 24”, or, enemy units present a flank, the Division can roll to make a tactical ATTACK without receiving orders from the Corps Commander.  (A roll of
NB Formed Infantry and Cavalry divisions (not in “Fallback”) have a “Zone of Control” (called “Flank Lines”) for 6" perpendicularly to their front. Enemy divisions may not change formation or facing, backstep or rally within this zone
a) Cavalry Divisions with a “Recall” that remain stationary turn it over to show “Reform”.
b)“Blown” Cavalry Divisions that wish to Recall in place (i.e. remain stationary) are given a “Reform” marker.
c)“Blown” Cavalry Divisions that wish to Recall back are given a “Recall” marker and may move up to 18" straight back.


d)      Move other units.
                  Infantry 12" minus 1" per stand frontage  (may backstep 3”)
                  Cavalry 24" minus 1" per stand frontage (may backstep 4”)
                  Guns;- Heavy 6", Foot 9", Horse 12".
Unsupported infantry divisions charged by cavalry try to form Hasty Square; roll 1 d6   Cavalry can avoid charging home by rolling ≥MR, if successful they move half distance and are Staggered.
Support can be given by artillery OR impassable terrain (flanks only) OR infantry divisions from SAME corps OR cavalry divisions (flank and rear).  To support, units must be within 3”.
Hills ⅔ speed, Woods (Inf & Cossacks only) and Wheels (≤45°) ½ speed.
Linear Obstacle -3". 
e)      Remove yellow wheels.
f)      Cavalry Divisions that only moved half or less (mark with a blue wheel), can make a “Support Charge” of half a move to CONTACT after the enemy have moved (but not against a unit they could have reached before that target moved).

4)      Light Infantry Attacks (Skirmishing).
Each Infantry Division and artillery battery has a Divisional Skirmishing Rating (DSR) depending on nationality, type and size. As a prelude to combat, the opponents total the DSR(s) of the units engaged. (Artillery attached to infantry division contribute their DSR, but do not count for ‘wider’). The winner (not artillery) gets 1D6 per difference. A score of ≥ defenders Morale Rating (MR) = a hit. 1st hit = “Staggered”, any (more) hits on Staggered Divisions, or any hits on artillery, cause kills.
Enemy cavalry negate own DSR. And Squares have no DSR.

5)      Combat (Note that firing and melee are subsumed into this).
Take the MR of each Division engaged; use disordered MR if Flanked, in Woods, Blown, unsupported un-squared infantry against cavalry, cavalry against squares, squares against infantry, or Cossacks charging formed units frontally, (must roll ≤MR to do this) ; roll 1D6 and apply following modifiers
      Wider                                       +1 (+2 for twice wider, +3 for thrice, etc NB not against villages/artillery)
      For each 4 stands                     +1
      Defending terrain                     +1
      Staggered                                 -1
      Suffered more kills                  -1 (NB not in village combats)
In melees with mixed opponents un-squared infantry will use MR v Infantry and Disordered MR v cavalry.  (If in square they will use disordered MR v Infantry and MR v cavalry).  Attached CC killed on roll of 7 on 2d6
Winner inflicts difference in kills on losers (NB Cossacks only suffer or inflict 1 ‘kill’ as do losers of ties re-rolls).
Makes decision whether to create garrison for a captured village
Losers get a “Fallback” marker and immediately retreat perpendicularly back 18".
Defeated Artillery are Broken (removed) as are “Staggered” infantry divisions or squares outscored by Cavalry, or any in “Fallback” contacted by enemy.
Victorious Cavalry (not Cossacks) may either make a Breakthrough, (but not after defeating Artillery) of 12" and 45° that contacts another enemy OR “Recall” back up to 18" or in place.
All cavalry involved in combat this turn are given a “Blown” marker. (NB Cavalry with “Recall” or “Reform” markers are “Blown” until removed.)
 
6)      Command and Control
a) Remove any “Reform” counters from Cavalry Division
b) Allied Divisional orders from last turn are implemented
c) Army Commander can change Corps orders by sending an Aide de Camp (24" per turn) to the Corps Commander. French Corps accept new orders immediately, others in the next turn’s Command phase.
d) Corps Commander may move 24" OR remain stationary and change orders (Poor =1, Ave = 2, Excellent = 3) within 18" OR rally a Division he is with Average–1, Excellent-2 on roll in (e).
e) Divisions on “Defend” orders approached by enemy within 24” may be given Tactical Orders to “Attack”. (NB NOT vice versa).
f) Rally Divisions from “Fallback” or “Stagger” (not in Flank Lines of formed enemy) needing 1D6
g) Check Army Breakpoint –if half stands (not artillery) lost in broken Divisions it quits the field.







No comments:

Post a Comment