Green Jackets

 

 

 

Rules for Napoleonic Skirmishes

 

 

 

R.J. Denning

 

 

 

 

 

 

 

Green Jackets

Rules for Napoleonic Skirmishes

Contents

1.Introduction

2.Scale

3.Move

4.Action Points sequence

5. Observation

6. Movement

7. Take Aim and Fire

8. Reloading

9. Melee

10. Special rules for characters

11. Morale

12. Rally

13.Organisation of Forces

 

 

1.Introduction

These rules are designed around playing small scale skirmish actions in 25mm on a small table top . About 10-50 figs per side is the usual size of game. The rules are written primarily for the Peninsular war of 1807-1814 .

 

2.Scale

1 move = 20 secs approx, 1 inch= 10 yards, figs represent individuals.

Figures should be organised into sections of infantry of 10-20 men with an officer, or troops of cavalry of 6-12 figs or individual battery of 1 gun and 4 crew.

2 sections may be combined into a platoon and 2 platoons to a company.

 

 

 

 

 

3.Move sequence

Each move each officer , NCO or Hero gets a card to determine order of play (see ACTION POINTS) The players then take their individual turns in order.

In each players turn the following sequence is followed:

Resolve any morale tests  required by death of a friend or other action (SEE MORALE)

Then the squads commanded by the officer undertake actions in any order . Each squad may do any of the possible actions in a turn. Each squad may do each action more than once providing he obeys the rules pertaining to that action. E.g. Harpers squad move , fire, move again , reload and fire a second time.

 4.Action Points

Each Officer / NCO / Hero draws one card from a pack of playing cards. Dependant on the number of officers etc only 1 or 2 suits need be used. Only numbers Ace (1) through 6 are used . If 2 suits are used one is defined as being of higher value than the other. The cards are kept secret even from players on the same side.

The card is a core part of the game system. It has two main implications.

Firstly The number on the card defines in which order players take their move . The highest player goes first. Players cry out when their turn comes up . A player with a higher value card may elect to delay his move until later in the order of players. If so he has precedence over the lower numbered player . However he only has the number of actions points the count had reached.

i.e. Captain Fothergill draws a 6 but he would prefer to wait and see what the French voltigeurs are going to do. The French officer had a 3 card. When the count reaches 4 Fothergill decides to act as he was running out of action points and for all he knew the French might only have an ACE . However because he dawdled a while Fothergill only has 4 action points.

Secondly These are the number of action points the player gets to spend on his section. These are used to get his section to undertake actions. Each action costs one action point. Action points will get a section to:

Observe :Attempt to spot the enemy. (see Observation)

Move: That is walk, jog or run a distance specified under movement below.

Take cover / go prone : Get DOWN! And make use of available cover.

Get Up from prone

Limber If an artillery piece and crew this order limbers the gun to its horses.

Unlimber If an artillery piece sets up the gun

Take aim: Spend a few seconds lining up a shot. This is not essential but will increase the chance of hitting.

Fire : Shoot , BANG!

Reload : Spend time reloading the weapon.

Rally : when soldiers morale is faltering and they have suffered a set back.

Each section may do each action as many different times as there are action points remaining. The total number of actions may not exceed the number of action points.

The officer can command his entire section providing one member of the squads are almost touching or within 6" of the officer . If a squad is outside this he will have to spend points separately on each squad.For each multiple of 6" or part thereoff the squad is away from the officer he must spend an additional action point per action.

i.e. Fothergill has 3 squads . One is5" from him and the other 3" on the other side . These 2 can be ordered as one. The same order can be given to both squads for just one action point. However the 3rd squad is 8" away. This will cost him 2 action points for each action.

Obviously if squads are doing different actions they will have to have action points spent on them separately.

 

 

 

 

5. Observation

In order to move into melee or fire at the enemy it is necessary to spot them. Observation costs an action point. It is however automatic if the parties actually move into contact.

Each officer may make 1 roll per move attempting to spot other sections.

Measure distance between officer and enemy sections.

Consult this spotting chart:

Roll a d20 .

Distance (inches)

In Open

Soft Cover

Hard Cover

0-5

Automatic

Automatic

15

6-15

Automatic

15

12

16-30

15

12

9

31-45

12

9

6

46+

9

6

3

If you roll equal to or under the figure the section has been spotted.

 Modifiers: Officer jogging -1 , Officer Charging -3,

Enemy Firing +5, Enemy Prone 2.

 

 

 

6. Movement

 Each squad can be given one move order per action point . The numbers in the chart below define how far each squad may move dependant on the speed it moves. The total distance a squad may move in a turn is given under the max column. Harpers squad has 3 action points. He decides to crawl his squad across a field . He spends 3 action points and so could crawl 9" - the maximum move allowable in a turn. Alternatively he might charge the squad 9" and still have 2 action points left.

Figure type

Crawl/slow walk

Jog/trot

Run/charge

MAX

Infantry

3"

6"

9"

9"

Heavy cavalry

4"

8"

12" 1 move in 3

12"

Light cavalry

5"

10"

15" 1 move in 3

15"

Artillery*

2"

6"

10"

10"

 *Artillery crawl/slow advance is man handle speed. Jog is normal limered up speed . Run/ charge is emergency speed 1 move in 3. It takes 1 move to limber and unlimber. Cavalry with firearms may fire carbines at slow walk or trot.  Wounded figs all movements halved. Terrain effects: These speeds assume normal cross country movement.

On a road add 2" to all speeds.

Woods/marsh impassable for artillery unless defined as passable at game start. Other troops move at hard speed and may not charge through .

Rivers: umpire defines if passable and for what troops and at which speed deductions.

 7. Take Aim and Fire

Squads may be given orders to take aim . This costs one action point but does increase the chance of a hit.

If a squad does not aim it may still fire at less chance of hitting.

Each figures fires separately . Measure range individually.

 Roll a d20. Consult this chart:

 Small arms fire:

Range

Rifle

Musket

Carbine

Volley gun

Blunder -bus

Pistol

0-5

16

12

12

6x 12

3x 10

10

6-10

14

10

8

6x8

3x 5

2

11-20

12

6

4

6x4

 

-

21-30

8

2

-

 

 

-

31-40

4

-

-

 

 

-

In order to hit the target roll equal to or under the figure in the chart.

Modifiers to above figure:

Hard Cover 4 . Soft Cover target -2

Target running -2 Target charging -4

Target Prone 2

Firer Seriously wounded -4

Firer jogging -2 Firer charging -6

Firer Veteran +1 Sharpshooter+1

Firer Novice -1 Aimed shot +2

  Misfire : Roll of a 20 indicates a misfire. Reroll 1-5 Phut !, 6-15 Misfire stuns figure, 16-20 misfire inflicts a serious wound on figure.

Special weapons :

Volley guns have 6 barrels and thus have 6 chances to hit targets although accuracy and range is limited. Any shots that miss a fig can be rolled for for the next fig behind the first or within " either side.

 

Blunderbus is a single barrel stuffed with shot . Thus it gets 3 chances but is limited in range and accuracy.

 European rifles are not as accurate as the Baker rifle so get a -2 off the rifle to hit roll.

 

 

 

 

 

 

Artillery Fire

There are 4 types of ammunition that artillery may be loaded with . The player commanding the gun must define the type loaded.

 

  1. Roundshot . Solid metal cannon balls that cut through columns of infantry. Against skirmishing targets it is less effective. The procedure used is to use a metal tape. It is extended from the end of the barrel . It can be drawn out 70" assuming a target at under or up to 70" is being fired at. (Thus the gun fires at 00 elevation , if the elevation is 10 the ball is fired up over head height and bounces first at 70" and runs on to 100".)

Thus at 00 elevation any target upto 70" can be hit. At 10 elevation any target between 70" and 100" may be hit.

 

To hit a target roll a d20 . Consult the following chart:

1-4

Figure missed completely

5-6

Stunned , no firing , no reloading, no movement 1 turn

7-13

Seriously wounded, no movement, affects performance.

14-20

Dead.

Modifiers first fig +2, every fig after first hit -1. Hard cover half chance of hit. Soft cover -2.

 

Hits on cavalry roll as above but on even numbers it is the horse that is hit. If so cavalry man is thrown and stunned 1 turn .

 

 

 

  1. Cannister

Use the template which is a triangle with a 300angle .It has 4 zones . The first is 4" out, the second is 10", the third 16" and the fourth 22" . Any one within it can be hit.

Consult the following chart it defines the number of rolls per figure and the chance of a fig being hit. Each hit is treated like a fire arms hit.

 

Zone

Number of rolls

Chance to hit. (d20)

1

5

10

2

4

8

3

3

6

4

2

4

 

Roll under the figure on a d20. Hard cover half chance of hit. Soft cover -2.

 

 

 

 

 

3.Common shell .

A sphere of metal filled with gunpowder .A fuse was cut to ignite the gunpowder at given ranges.

Use a circular template with a 3" diameter. It is marked with concentrate circles at 1", 2" and 3" diameters. It is placed over the aim point . The roll a d20.

1 Fuse goes out in flight no effect. 2 shell explodes high up well before the target no effect. 3 -6 Over shoots 1d10 in. 7-10 undershoots 1d10 in . 11-14 Left 1d10 in . 15-18 Right 1d10 in . 19-20 smack on target.

 

Anyone in circle can be hit.

 

Zone

Number of rolls

Chance to hit. (d20)

1

3

10

2

2

8

3

1

6

Resolve hits as per below. Hard cover half chance of hit. Soft cover -2.

 

  1. Shrapnel

Like common shell but stuffed full of cannon balls . A British invention and used only by them. May only be used over 50" away.

Use a circular template with a 3" diameter. It is marked with concentrate circles at 1", 2" and 3" diameters. It is placed over the aim point . The roll a d20.

1 Fuse goes out in flight no effect. 2 shell explodes high up well before the target no effect. 3 -6 Over shoots 1d10 in. 7-10 undershoots 1d10 in . 11-14 Left 1d10 in . 15-18 Right 1d10 in . 19-20 smack on target.

 Anyone in circle can be hit.

 

Zone

Number of rolls

Chance to hit. (d20)

1

5

12

2

4

10

3

3

8

Resolve hits as below. Hard cover half chance of hit. Soft cover -2.

 

 

 Effect of Hits:

For each hit roll on this chart to find effect :

Roll a d20

1-6

Stunned , no firing , no reloading, no movement 1 turn

7-13

Seriously wounded,1" movement, affects performance.

14-20

Dead.

 

If a figure is seriously wounded twice it is dead.

 

Hits on cavalry : even numbers hit fig , odd the horse. Any wounds on a horse incapacitates it. Rifles can choose which is hit if within 20".

 

Hits on artillery . Individual crew can be hit by firearms or artillery fire and are treated as any other fig. Roundshot only may hit an artillery piece roll a d20 a result of 1-2 Gun destroyed , 3-4 wheel shot off (cannot be moved or realigned). (half chance if hard cover.)

 

 

8. Reloading

Muskets , pistols and carbines may be reloaded in one RELOADING ACTION providing the character does not charge the move he is reloading.

Figures with Rifles need to spend 2 RELOADING ACTIONS providing the character does not charge the move he is reloading. They can however tap load without using a ramrod and so fire for only one RELOADING ACTION . However is they do this they fire using carbine chance to reflect loss of power and accuracy.

The blunderbus takes 3 RELOADING actions to reload.

The volley gun takes 4 RELOADING actions to reload.

 

Artillery takes 10 RELOADING actions to reload .For each artillery man dead or seriously wounded add 1RELOADING ACTION needed.

 

 

 

 

 

9. Melee

During a players turn he gets to resolve any melee concerning his figures. Each figure rolls a d20. Highest roll wins the melee . This is resolved on the effect of hits chart above.

Modifications:

Stunned -3,seriously wounded -3. Novice -1.

Veteran +1 , strongman +1. Hero +1

Bayonet +1, Sword +2 , Axe +3, Lance +3 (first round only then -2), Charging +2, mounted in open +2 , mounted in woods/built up -2.

 2 on to 1 . If more than 1 fig attacks another the outnumbered fig rolls against all his opponents but can only inflict a wound on one. He may choose which fig he is trying to hit as opposed to just parry. If his roll beats that of a fig he is parrying there is no result.

 

 Mounted versus infantry:

On the first round of contact assuming the cavalry charged the foot the mounted fig gets 2 attacks , one for himself with the mounted bonus, charging bonus and any weapons or troop quality bonus (minus wounds etc); and one for the horse who gets the charging bonus and a +2 to reflect the impact of horse on man.

 

10. Special rules for characters

Hits on heroes/ NCO/ officers

These lucky fellows are harder to kill. Roll a 2d6 for each hit.

Roll Scored

Result

2

Chest Hit Dead

3

Right arm hit serious wound

4

Left arm hit light wound

5

Right arm hit light wound

6

Leg hit light wound

7

Bullet bounced of medal/ brandy bottle

8

Head scratched - stunned

9

Chest hit light wound

10

Belly Hit serious wound

11

Left arm hit serious wound

12

Head hit Dead

11. Morale

Squads must take morale tests in the following situations

    1. Charged by cavalry
    2. Any squad member takes a serious wound
    3. Any squad member dies
    4. Squads officer dies .

Roll a D20 . Consult the following

1-12 Carry on .

13-16 Pinned to spot. Counts as stunned if in melee. May not move or fire.

17-18 Run away back to nearest cover at full charge speed. This is immediate.

19-20 Rout . Move ay full charge speed to table edge.

Veteran 2 , Raw +2 . Per fig dead in squad 1.

12. Rally

If a squad is pinned, running away or routing it can be rallied. Each squad must be rallied individually . Pinned and runaway squad can be rallies with one rally action. Routing squads must have their officer or a hero contact them or get within 3" and do a rally action. He must also roll 16-20 on a d20 . He can take no other part in the turn apart from moving and rallying.

 

13.Organisation of forces

The idea of the game is to use an umpire to control the game mechanics. He will design scenarios and organise the forces . The following is a sugestion.

 

Each player usually controls one officer/hero/NCO.

This character may be given certain qualities and possessions to make the game more interesting.

The character will control one section. This section will consist of 2-4 squads of 2-4 men each. Usually 12 men is about right.

If the game has 2-3 players a side then about a company may be fielded. This could consist 3-4 officer with 4 sections in 2 platoons of 2 sections . A small battery of 1-3 guns could be attached again with an officer . In addition a troop of cavalry could be used.

 

Infantry may be classed and raw, trained or veteran to reflect experience.

They may be also referred to as being sharpshooters to reflect being good marksmen. They may be called strongmen to reflect being good in melee.