Fast and Furious Quick Play Rules for the Victorian Era With a Colonial Emphasis Warren Gleeson Updated16th Feb 2015 Overview These are designed as a five page set of rules to cover most of the Colonial Engagements for the Victorian Era. (They were originally 4 pages but required formatting to make them legible…) Conventions The game requires each player to take their turns sequentially. I Go You Go (IGYG) The game uses ten sided dice (referenced as D10). Die modifiers are expressed as a '+?' or '-?' i.e. D10+2 is a die roll with 2 added to the result. Players may measure at any point - though are requested not to dither and take too long. The Game Turn Turns are divided 4 segments; 1. Initiative 2. Player 1 3. Player 2 4. Book Keeping & Victory Conditions Initiative Each player rolls a ten sided dice and adds any character and scenario modifiers. The player who rolls the highest chooses whether they are Player 1 or Player 2 for the turn. Player 1 Player one then takes their turn 1. Rally routing units 2. Move - move all of the desired units in their force 3. Fire - fire any of their missile armed units 4. Hand to Hand - complete any combat where opposing units are in contact Player 2 Player 2 then does the same for their army; 1. Rally routing units 2. Move 3. Fire 4. Hand to hand Book Keeping & Victory Conditions The players then establish whether either side has won the scenario. All ongoing effects are resolved. Movement In a players movement phase they may move all of the units within their army, unless precluded by compulsory movement constraints. The move distances listed represent the maximum distance that any corner of edge can be moved by a unit at it manoeuvres around. Formations A unit must adopt a formation which it remains in until ordered into another formation or forced to rout. Line - standard infantry and cavalry formation for engaging the enemy March Column - good formation for moving troops rapidly along roads, very vulnerable in combat zones Attack Column - good for moving troops rapidly to attack stronghold positions Square - good for defending against mounted troops Skirmish - very loose formation Routing - involuntary mob formation used to get the hell out of here as quickly as possible. Move Distances (in inches) Infantry March Column Infantry Line Infantry Attack Column Routing/Pursuing Infantry Road 12* 2D5 Good 8 6 8 Rough 4 4 4 Dense 2 2 2 Cavalry March Column Cavalry Line Routing/Pursuing Cavalry 18* 2D10 12 12 6 6 2 2 4 8 12 4 6 2 4 6 4 4 Manhandled foot/horse Artillery 8 Limbered Foot Artillery 12* Limbered Horse Artillery 18* Limbered Siege Artillery 6 Elephants 6 * only available in march column. Terrain Road - a good road which is 1 base width across Good - all open terrain which is hard Rough - terrain which includes ploughed fields, Firing The player may fire with each unit in his command which has a valid target and is allowed to fire. A unit can fire at any unit within its firing arc. Infantry have a firing arc of 30 degrees to either side of their forward facing. Artillery may fire 45 degrees on either side of their forward facing. A dice is rolled for each figure in a unit firing. A roll of 6 or more is required to hit the enemy, this is modified by unit quality, terrain, and range. Weapon Modifier Musket Rifle Bow improvised Short Range +1 0-6 0-8 0-6 - Light Artillery Heavy Artillery Siege Artillery 0-8 0-10 0-12 Target is in square Target is in column Light Cover Heavy Cover -2 -2 +1 +2 Effective Range 6-12 8-15 6-16 0-4 1 8-24 0-32 12-48 Long Rang 2 12-24 15-30 4-8 Resolve Mod 24-48 32-60 48+ -2 -3 -4 -1 -1 0 +1 +1 +2 For each hit received the opposing player now takes a Resolve roll to establish whether the figure is removed (casualty or flees) or remains in play (it's barely a scratch). The Resolve roll is D10 requiring a 7 or more. This is modified by the troop quality, the weapon which caused the hit, and any cover bonuses). Resolve Modifier by Troop Quality Levied/Shirkers -2 Poor -1 Confident 0 Enthusiastic +1 Fanatics +2 Each roll which is 6 or more is unaffected. Any roll which fails means a figure needs to be removed from the target unit. If a unit suffers casualties from missile fire it must take a moral test. Hand to Hand Combat When two units of opposing sides end up in base to base contact then a round of hand to hand combat takes place. Identify all of the bases which directly contact the enemy. On the first round of combat this includes all bases which contact the enemy diagonally. These are the bases which are in combat. Attack Columns also count the bases directly behind those bases in direct contact. On subsequent rounds of combat all the figures from each unit are considered to be in combat. Each side rolls a D10 for each infantry figure determined to be in combat. Cavalry roll 2 dice per figure when fighting infantry which are not in a square (when they only roll die per figure.) A modified roll of 6 or more is required to hit to enemy. Both sides roll their attacks simultaneously except for cavalry against infantry in square where the infantry resolve all of their attacks before the cavalry Troop quality Poor Regular Veterans Fanatics Charging* Charging Lancers* Enemy is light cover Enemy in heavy cover H2H Mod -2 0 +1 +2 +1 +2 -1 -2 * cavalry do not get charging bonuses against infantry in squares. For each hit received the opposing player now takes a Resolve roll to establish whether the figure is removed (casualty or flees) or remains in play (it's barely a scratch). The Resolve roll is D10 requiring a 7 or more. This is modified by the troop quality, the weapon which caused the hit, and any cover bonuses). Resolve Modifier by Troop Quality Levied/Shirkers -2 Poor -1 Confident 0 Enthusiastic +1 Fanatics +2 Each roll which is 6 or more is unaffected. Any roll which fails means a figure needs to be removed from the target unit. If a unit suffers more casualties than the enemy it must take a moral test. Moral As a unit suffers casualties from missile fire or hand to hand combat it needs to take a moral rest to determine its ability to continue with the fight. A unit requires a 6+ to continue to as normal. Moral Modifiers Each 10% casualty lost from start strength -1 per 10% Each unit in brigade lost/routing -2 per unit Unit is already faltering -1 Unit is already routing -2 Troop Quality Levied/Shirkers Poor Confident Enthusiastic Fanatics -2 -1 0 +1 +2 Moral Results 7+ Pass 5 to 6 Falter 4 or less Route Troops which falter retire 4 inches directly away from the enemy but continuing to face them. They may not advance towards the enemy in their next turn. Infantry in defensive positions ignore faltering results. Infantry is square fighting cavalry ignore faltering results. Fanatics who rout loose their fanatic status bonuses for the remainder of the battle. Artillery are automatically dispersed if they route In the first turn Routing units move directly away from the enemy, on subsequent turns routing units move towards the nearest table edge unless this takes them closer to the enemy. Routing units contacted by formed enemy will automatically disperse and are removed from the game. Dispersed Units If a unit is dispersed it is immediately removed from the battlefield. These units are no longer battle-worthy and it is assumed that the troops have gone to ground and sought the best available hiding place as they seek to escape the battle. Pursuit If a unit falters or routs from hand to hand combat the enemy unit may follow up. This can be to simply take over the position which the enemy unit previously held, or make a pursue roll and move this distance directly towards the routing enemy unit. The unit may instead choose to hold its position instead of advancing. Book Keeping & Victory Conditions The players then establish whether either side has won the scenario. All ongoing effects are resolved. Most of these are directed by scenario specific rules.
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