Wednesday, 10 June 2020

Hex Grid-based version of D3ECW Fast Play Rules

The following is a copy of my gridded version of the D3 ECW rules posted by Peter at Grid based wargaming - but not always . These are a fast play rules. I didn't particularly take a long time adapting them to a grid-based game and I may have missed a trick or few on the way. Anyway, they're here for you to copy and use and adapt, but please give credit and kudos to Peter when you do. I tried to upload them as a document for download but Blogger doesn't seem to like files created in Preview or Pages.


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D3 English Civil War Wargaming Rules - Hex Grid Version


These rules are a variant of One-Hour Wargame Pike & Shot rules by Neil Thomas. 
The game uses a combination of D3 dice (1,1,2,2,3,3) & D6 dice (1,2,3,4,5,6). 
They are geared towards games using 8-12 units per side.

Updated 1-Jun-20 to clarify Trotters in melee.

GRID AND ORIENTATION

The hex grid is normally laid out with the apex pointing towards the long side of the table. Forward movement and firing is permitted to either direction on each side of the apex. Units that turn to the flank can only move and fire along the axis perpendicular to the ‘flat’ side of the hex that they are facing. See diagram below. 





Only one unit may be placed in a hex. All movement distances and firing ranges given below are in hexes. A firing range of 1 for example means that the unit can fire into the next hex (providing it is within the above mentioned field of fire).

For the purposes of Remote Gaming the grid has an alphanumeric referencing system. See APPENDIX.


UNITS
All units are singly based & represent the following unit types:
  • INFANTRY — Combined pikemen & musketeers, the mainstay of infantry units.
  • COMMANDED SHOT — A detachment of musketeers used to hold a position or support cavalry. They are able to occupy woods.
  • DRAGOONS — Mounted musketeers used to quickly seize key locations on the battlefield & support the cavalry on the wings.
  • TROTTERS — Cavalry trained to discharge their pistols before contact & then advance at the trot. 
  • GALLOPERS — Fast, hard hitting cavalry trained to charge at the Gallop, using the pistol with the sword on contact.
  • ARTILLRY — More of a nuisance factor than a game winner. Once in position & firing they must stay in place & make no further moves. They are problematic but can force a reluctant enemy to advance or suffer losses over time.
  • COMMANDER — Representing the player on the tabletop.

SEQUENCE OF PLAY
Players take turns to move, shoot & melee.
  1. Determine the number of activations a side can take. (Based on the number of units a commander can see & are within 2.)
  2. Activate units one at a time up to the maximum allowed for the turn.
  3. For each enemy unit routed increase the hits on the enemy commander.

MOVEMENT
Unit movement allowances are:
    • Gallopers - 2 or 3 if charging into contact
    • Trotters - 2
    • Dragoons - 2
    • Infantry Commanded Shot, & Artillery - 1
A unit may move up to their movement allowance, but never exceed it.
All movement must be forward & in a straight-line.
To turn units pivot on their centre at the start or end of their movement, bur may only pivot once during movement.
Unless the units is moving directly towards an enemy with the intent to charge them. A unit must cease movement once it comes within 1 of an enemy unit
Units within 1 of an enemy unit cannot move, unless to retire or are pivoting to face an enemy (which counts as a move).
Units may not move through other units, even friendly units.

TERRAIN EFFECTS
  • WOODS - Provide cover & only Commanded Shot units can enter
  • TOWNS - Provide cover & only to Infantry & Commanded Shot may end their move in a town. Only one unit may occupy a town.
  • HEDGES - Provide cover only for melees. Units move only 1 when entering or leaving an area of hedges.
  • MARSH/LAKES - impassable to all units.
  • RIVERS - impassable except at bridges & fords.
  • HILLS - provide cover to units defending a hill in combat.
  • ENTRENCHMENTS - Provide cover for infantry, skirmishers & artillery units. When shooting units can re-roll D3, but must accept the second score.

SHOOTING
Units have field of fire is as shown in Grid & Orientation above, unless they are in a town when they have a 360 degree field of fire.
Units must have a clear line of sight.
A unit may only shoot if they are moving forward or are stationary.
Pistols have a range of 1, Muskets a range of 2, & artillery 4.
Roll the dice to determine the number of hits:
    • Dragoons D3-1
    • Commanded Shot D3-1
    • Trotters D3 (ammo)
    • Infantry D3 (ammo)
    • Artillery D3-1 (shoot every other turn)

Ammo - On a D3 score of 3 the unit runs out of ammunition & may no longer shoot for the remainder of the game.
If a unit is in a town or woods reduce the hits by 1 except for artillery which ignore cover.
Artillery must have a line of sight to target and cannot shoot over friendly units. They also only shoot every other move.
MELEE
Only cavalry & infantry can initiate a melee with other units. This occurs whenever they move into contact with another unit.
Units can only attack the unit they are facing.
Attacking Gallopers roll D3+1 when charging in. 

Cavalry (eg Trotters out of ammo and Gallopers already in melee) roll D3.
Infantry roll D3
Commanded shot roll D3-1
Dragoons roll D3-2
The number of hits rolled are modified by the following:
    • If a target occupies a hill or is attacking the flank of a unit, they have the option to re-roll & accept the second score.
    • If a target is Infantry or Cuirassiers unit -1.
    • if target in a town, woods, or hedges -1.
Artillery units are eliminated if engaged in melee.

Units may not leave a melee unless by giving ground.

GIVE GROUND
If a commander is unable to activate a unit which is in melee to continue the fight, then the unit must retire 1, but still remain facing the enemy. If they are unable to give ground due to blocking terrain or units, then they must take a hit.

ROUTING
A hit represents a combination of casualties, declining moral & exhaustion caused to a unit by combat. Units rout when they exceed 6 hits & are removed from the tabletop

ARMY RESOLVE
If an army's commander has more hits than number of available units, then the army retires.
 COMMANDER
The number of units a commander can see & are within 2 determines number of activations their army can make.
If an enemy unit comes into contact with a commander, remove the commander who can return next move from base edge of tabletop.
Commanders may never be shot at.
Commanders can attach themselves to a unit for protection, but reduces the range of command by 1. If unit eliminated, then general is treated as if he has been attacked (see above).
A commander may move at no cost after all their units have moved. This includes any unit they may be attached to.

Units with an attached commander can re-roll any attacking dice (shooting and melee).

ELITE PIKE (optional)
Elite pike are Infantry units  that cannot shoot & their melee attacks benefit with a +1.

CUIRASSIERS (optional)
Cuirassiers are treated as Trotters, but their three-quarter plate armour reduces any melee hits by 1.

APPENDIX - GRID REFERENCING

In the example below the village is at grid reference H1. The woods are at grid references G2 and H3. The hedge runs from M6 to N7. 


10 comments:

  1. Looks interesting! Grid-based gaming seems more suitable to remote gaming. Looking forward to your next match.

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    1. I need to get my thinking cap on to adapt my SYW rules. And also to rig a ga...I mean set a challenging scenario for the Boomer v Gen Z war.

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  2. Very interesting to read , thanks for posting.

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    Replies
    1. Cheers tradgardmastare. They’re worth a try.

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  3. Very useful, as I have Hexon II terrain. Thanks for posting!

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    Replies
    1. No problem Arthur. Let us know if you give them a try.

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  4. Interesting read! Grids seem the way to go for remote gaming I think!
    Best Iain

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  5. Neil Thomas with hexes has got to be worth a go, I hope to give these a try. I'm glad you have included the different types of cavalry too - the original 'OHW' rules are a bit limited in that respect. Many thanks to you and to 'Grid-based' Peter!

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    Replies
    1. No problem David. Kudos for the two types of horse (3 if you include cuirassiers) belong to Peter.

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