A 'macaroni' was yet another derisive term for a popinjay, a fop, or a dandy (in the extreme. A vain, conceited man overly concerned with his attire and appearance. Ouch! That description strikes a little close to home I fear.
Not a whole lot of painting recently as real life and work-related stuff have encroached into my evenings and weekends these last several weeks. But, I have stitched together a short, simple set of very derivative rules based on the work of many wargaming "greats" both past and present, stretching from Featherstone, Wesencraft, and the Grants to Mason, Gilder, and Hezzlewood, to Purky and Protz.
The reason for the rules presented below is due to my growing dissatisfaction with Charge! as an easily recalled, playable set of rules that keeps the game moving forward at a reasonable pace. As much as I love the book and the illustrative stories contained therein, in practice I find even the basic rules slow going. Greg (Horne) more or less concurred when I asked him about it in a subsequent e-mail.
After 30+ years in the hobby (something I find really difficult to get my head around since on a good day I still feel 17), it finally dawned on me that what I really want on those all too rare occasions when the soldiers are set up for a battle is an easy, fun game without the need to consult a rule book or playsheet each and every turn. I'm not after a hyper-realistic simulation of 18th century warfare. I simply want to see and play with my toy soldiers on an attractively laid out table AND reach a decisive conclusion to the game before my eyebrows are completely gray.
This realization hit me like a bolt out of the blue during the recently concluded Battle of Doltz e-game, which I ran much in the style of a classic kriegspiel where Greg and Ross (MacFarlane) sent me their general orders at the start of the game and followed up with subsequent orders as the game developed. I handled all of the dice rolling to resolve combats and chance occurrences, feeding them new information via photographs with descriptions right here on the GD of S blog as the situation changed and/or new ones arose.
I enjoyed the game as I always do, but the need to consult the quick play sheet that I cobbled together several years ago, coincidentally for a an e-refight of Sittangbad with Greg, became a pain in the neck. Isn't there an easier way to have fun with our model soldiers and terrain? It dawned on me that the late Donald Featherstone had the right idea.
So, below is what I have worked up based on various simple rules by the hobby "greats," both past and present. They present six -- That's right, ONLY six -- easily remembered core rules with an additional dozen to keep in mind should a scenario or situation call for it. Have a look, think about them, try 'em out if you wish, see what you think, tinker with them to your heart's content, and maybe drop me a line here with your own thoughts and conclusions. Let's talk. Ladies and Gentlemen, I give you. . . Call It Macaroni!
Call It Macaroni! Simple Old School Rules for Tabletop Warfare
Movement
D6
per unit moving 1 = -2”; 2 = -1”; 3 or 4 = Normal; 5 = +1”; 6
= +2”
Line
12” (No woods; Move OR Fire)
Light
18” (Move AND Fire)
Cavalry
18” (No Woods)
Hussars/Uhlans
24” (No Woods)
Artillery
12” (Unlimber/Limber -1/2 Move)
Transport
12” (No Woods)
Staff/ADCs
30”
***Formation
Change/Enter or Leave BUAs/ Obstacles/Uphill -1/2. No penalties for Light Infantry.
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Skirmish
Fire
(Individuals)
0-6”
- D6 per each figure firing, 3, 4, 5, or 6 hits.
6”-12”
- 4, 5, or 6 hits.
12”-18”
- 5 or 6 hits.
***Use
this rule too for odd numbers of line infantry, but at the shorter musketry ranges.
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Artillery
Fire
A)
Ranging (Once for each NEW target)
0-6”
Automatic Hit
6”-12”
4, 5, 6 Hits
12”-36”
5, 6 Hits
36”-60”
6 Hits
B)
Determining Casualties
0-6”
D6 per Gun
6”-12”
D6 -2
12”-36”
D6 -3
36”-60”
D6 -4
***Cavalry,
skirmishers, troops in cover -1/2 hits.
***Guns
that use a half move to unlimber may still come into action that turn,
attempt to range up, and, if proper range established, determine casualties
inflicted.
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Melees
A)
Determine if one side or the other flinches before contact made -- at 6” or
less -- by rolling a D6:
0-10%
Casualties = 6 unit retires full move to rear.
10%-20%
Casualties = 5, 6 ----------
20%-50%
Casualties = 4, 5, 6 ----------
B)
If and when units close with one another:
D6
for each foot figure
2D6
per each cavalry figure
High
score wins. Side with most losses
retires two full move distances where it must remain stationary and rally
during next turn with no offensive movement.
Winner moves immediately forward into space vacated by loser.
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Musketry
0-4”
D6 (per eight figures)
4”-8”
D6 -2
8”12”
D6 -3
***+1
per D6 on first volley
***D6
for 6-7 figures. Dice individually for
5 or less.
***Cavalry
and target in cover -1/2.
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The
50% Rule
A unit
reduced to half of its original strength must be removed from the table and
takes no further role in the battle.
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Orders
Initial
general orders must be written out beforehand and troops correspondingly
placed on the table before the start of the game.
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Time
Turns
equal roughly 30 minutes of actual time give or take. Dice to determine time when battle begins,
or decide randomly. Battles slow at
sundown and come to a halt at dark depending on the season.
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Couriers
Orders
may only be changed by writing and issuing new ones via an ADC. Roll a D6:
1 =
ADC lost or captured, orders never arrive.
2
= ½ Speed
3
or 4 = Normal Speed.
5
= ½ Speed
6
= Orders reach intended destination but misunderstood and go unfollowed
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Rafts,
Barges, and Boats
Downstream
12”
Upstream
9”
Each
holds a half company of infantry (8 figs.).
Each
takes half a move to load/unload.
Leaves
landing/boarding site at half move distance.
Subsequent moves are at full distance.
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Isolation
and Prisoners
If
one side has no supporting troops within one move distance when a melee
occurs, it is isolated. If the
isolated figures are less than half the number of their remaining opponents
AFTER melee casualties have been determined, they are taken prisoner and are
escorted to the rear (one sentry for every six prisoners).
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Building
Bridges
Two
companies of pioneers can bridge a:
Small
river in 1 day
Medium
river in 2 days
Large
river in 3 days
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Bridge
Demolition
One
company of pioneers:
Small
Bridge 4 turns (two hours)
Medium
Bridge 6 turns (three hours)
Large
Bridge 8 turns (four hours)
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Pontoon
Bridges
Two
companies of pontooniers can:
Float
one pontoon 1 turn (30 min.)
Add
bridge decking 1 turn (30 min.)
***
D6 for each pontoon. It breaks free on
a 6.
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Field
Works
Two
companies of pioneers can build:
Redoubt
for two guns 24 turns (twelve hours)
12”
of trench 6 turns (three hours)
12”
of abattis 6 turns (three hours)
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Fog
or Mist
If
fog or mist present on tabletop battlefield, throw a D6 per unit:
1-2
= 1” to L
3-4
= No Change
5-6
= 1” to R
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The
Unexpected
Keep
the spirit of the game in mind!
Players should handle unexpected situations not catered for in the
rules by the seats of their pants, making up something on the spot to arrive
at quick and decisive conclusions that keep the game pleasant and moving
forward.
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Period
Feel
Players
are encouraged to scatter extra vignettes, vehicles, period and location
specific buildings, or anything else that might help create the right
historic flavor around the tabletop battlefield. These items and impedimenta play no direct
role in the game, but foster the right sort of atmosphere. Think Peter Gilder, Doug Mason, Bill Protz,
and Jim Purky!
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Comments
However, ironically, Charge! is one of the very few commercial sets that I was able to play without a cheat sheet after about 2 games but then I always play the advanced version which (ironically) is much simpler than tbe introductory version. I think this due to the written turn orders and simultaneous movement, firing etc. Rather than the interlaced alternate system.
Enjoy the experimenting!
Alan
Best Regards,
Stokes
Jim
*All innocence*
Greg
Best Regards,
Stokes