Dated: December 17, 2000.
ACW rules by Ted Schulz.
CIVIL WAR RULES
GENERAL
The board is set up to 25mm (about HO) scale.
Pieces can move the indicated inches in each move (adjusted for up/down
hill and roads).
Dice are used for all shooting/fighting results (1 die/man). I suggest
at least 30-40 dice of at least three different colors. If 20 men are
shootingat 20 others, its much easier to roll 20 dice all at once.
If the men are different types, use different colors for each type.
For projectiles, the effect is the dice numbers that
indicate a hit on the target (other numbers are a miss).
Soldiers hit then roll for survival (5,6 or 6 for artillery=
survive-flesh wound : 1-4 or 1-5 for artillery= dead & removed from
the game). Any man hit (in one turn) two or more times is automatically
dead (no survival). There are different effects for different
ranges.
Different types of men are subject to different effects from projectiles
and in melee (hand to hand) as shown below.
ARTILLERY
When an artillery piece is going to fire, a clear plastic burst pattern
is put down (on top of troops,etc.) where the shell is supposed to hit.
For each shot a ranging shot is rolled with a die. The
number shown is what is needed for the cannon to fire (basically is the
shell on target or a total miss). If you dont get the ranging
shot, remove the burst pattern. If you do get it, then you fire for
effect on everything under the pattern. The patterns are irregular
shapes as shown below with the approximate diameters;
Heavy cannon-3.5 in. (9 cm), Medium cannon-3 in. (8 cm), Light
cannon-2.5 in. (6 cm), Mortar-1.5 in. (4 cm).
GATLING GUN
Here, a pie wedge shaped clear plastic pattern is used to show what is
covered by a shot. The angle should be 25-30 degrees and the range for
the gun. Its best to have three separate size patterns for flat,
uphill, and downhill ranges.
BUILDINGS
The basic idea here is that the buildings are destroyed piece by piece
by artillery shots. Points are assigned to buildings or parts of
buildings (sections with separate roofs/1st and 2nd stories). For each
artillery shot on the building 2 dice are rolled and the total value is
subtracted from the buildings point total. There are 4 point ranges for
each building. FULL POINTS means men inside (not firing from doors or
windows) can not be hit by artillery (hits the roof first). NO ART.
COVER means men more than 2 inches from the wall can be hit by
artillery. Those less tha 2 inches from the wall still have over the
top cover (the projectile moving in an arc hits the wall not the men).
NO TOP COVER means the walls of the building are just piles of rubble
providing only small arms cover. ALL DEAD means whatever is left of the
building has just collapsed on everyone inside (good-bye). Its a
good idea to get out before this stage.
MOVING
ALL MEN MOVE 6 INCHES.
CAVALRY MOVE 12 INCHES.
TWO CAVALRY HORSES CAN PULL A CANNON OR GATLING GUN.
VEHICLE & ARMS MOVING
|
HORSE | EMPTY | WITH | WITH | |
TYPE | MEN | RIDERS | MOVE | CANNON | GATLING |
4-HORSE CAISSON | 2 | 2 | 12" | 11" | 12" |
2-HORSE CAISSON | 2 | 1 | 12" | 10" | 12" |
WAGON | 10 | 1 | 11" | 9" | 11" |
2 HORSES | 12" | 8" | 10" |
MOVE | UP(-1/3) | DOWN(+1/3) | ROAD (+1/2) |
6" | 4" | 8" | 9" |
8" | 5.5" | 10.5" | 12" |
9" | 6" | 12" | 13.5" |
10" | 6.5" | 13.5" | 15" |
11" | 7.5" | 14.5" | 16.5" |
12" | 8" | 16" | 18" |
SMALL ARMS RANGES/EFFECTS
TYPE |
NORMAL | UP (-1/4) | DOWN (+1/4) |
INFANTRY | 12" | 9" | 15" |
ARTILLERY MEN | 8" | 6" | 10" |
CAVALRY | 12" | 9" | 15" |
SHARPSHOOTER (SHORT) | 12" | 9" | 15" |
SHARPSHOOTER (LONG) | 16" | 12" | 20" |
GATLING GUN | 12" | 9" | 15" |
EFFECT | SPLIT UP |
1,2,3,4 | 1,2,3 = man hit 4 = horse hit |
1,2,3 | 1,2 = man hit 3 = horse hit |
1,2 | 1 = man hit 2 = horse hit |
1 | 1 = man hit |
ARTILLERY RANGES
all ranges in inches. GATLING PATTERN is used for grape shot.
ARTILLERY | RANGING | |||
TYPE | NORMAL | UP | DOWN | SHOT |
HEAVY | 36-52 | 27-39 | 45-65 | 12 |
CANNON | 20-36 | 15-27 | 25-45 | 123 |
12-20 | 9-15 | 15-25 | NONE | |
0-12 | 0-9 | 0-15 | NONE-GRAPE SHOT | |
ARTILLERY | RANGING | |||
TYPE | NORMAL | UP | DOWN | SHOT |
MEDIUM | 28-44 | 21-33 | 35-55 | 12 |
CANNON | 20-28 | 15-21 | 25-35 | 123 |
12-20 | 9-15 | 15-25 | NONE | |
0-12 | 0-9 | 0-15 | NONE-GRAPE SHOT | |
ARTILLERY | RANGING | |||
TYPE | NORMAL | UP | DOWN | SHOT |
LIGHT | 28-36 | 21-27 | 35-45 | 12 |
CANNON | 20-28 | 15-21 | 25-35 | 123 |
12-20 | 9-15 | 15-25 | NONE | |
0-12 | 0-9 | 0-15 | NONE-GRAPE SHOT | |
ARTILLERY | RANGING | |||
TYPE | NORMAL | UP | DOWN | SHOT |
MORTAR | 20-32 | 15-24 | 25-40 | 12 |
16-20 | 12-15 | 20-25 | 123 | |
10-16 | 7.5-12 | 12.5-20 | NONE |
FIRING RULES
CREWS (MINIMUM IS NEEDED TO FIRE)
PIECE | MAXIMUM | MINIMUM |
CANNON | 4 | 2 |
MORTAR | 3 | 1 |
GATLING GUN | 3 | 1 |
WAGON GATLING | 2 | 1 |
COVER
COVER REDUCES EFFECT BY 1
Anything reasonable provides regular cover from small arms,
gatling guns and grape shot.
Stone walls, buildings, and boulders (not little rocks), dead horses,
wagons, and caissons provide regular cover (not from artillery).
Buildings with points provide complete artillery cover. IF MEN SHOOTING
FROM WINDOWS & DOORS , they get NO cover from artillery, just
regular cover..
Inside buildings with points ,building walls (2 high), cliffs
(3 high), & fort walls (3 high) provide complete
over the top artillery cover (men within 2 of wall/cliff).
i.e. they cant be hit by projectiles moving in an arc.
There is no over the top artillery cover from mortars.
Cannons and live lone horses do not provide cover.
Caisson and wagon horses provide regular cover.
Men shooting down from the top of a cliff have regular cover from men
below.
When shooting at mounted cavalry under cover, only men can be shot
at.
EXTRA MOVING RULEST
AT LEAST 1/2 of army must come on in the first move.
RIVER = minimum of 4 wide.
Across river, men lose 1/2 move (once) and cant fire while in
river.
Men can carry gatling guns and mortars across rivers.
Across river, vehicles lose 1/2 move (once).
No vehicles can enter pond or bay.
MEN & CAVALRY cross pond or bay at 1/2 move (cant fire).
Gatling guns and mortars can not be in pond or bay (too deep).
4 men can move a cannon 3/turn (no fire in the same turn).
3 men can move a mortar 3/turn (no fire in the same turn).
2 men can move a gatling gun 3/turn (no fire in the same
turn).
1 turn to turn an artillery piece by men.
Vehicles can move single file only on roads.
Vehicles must have one man driving to move.
Vehicles can cross bushes and small rocks (not walls).
A gatling gun in a wagon must be manned by other than the driver.
Vehicle load/unload, artillery (& gatling) hitch/unhitch,
mounting/unmounting horses, or horse hitch/unhitch = 1/2 move. i.e.
these can take 1/2 move before or after.
Wagons and caissons can form a blockade that reduces moves by MEN and
CAVALRY by 1/2 when crossing.
Vehicle moves decrease by the same percent as the number of horses
killed out of the total.
After a horse is killed, vehicle loses 1/2 move (once) to drop dead
horse.
Doors, etc. can not be opened or closed in same turn as troops passing
through them.
MELEE
MAXIMUM GROUP = 10 MEN (for stay/retreat).
If attacker fires and melees, enemy killed by fire are removed
before the move to melee.
Retreat is a full move away from the enemy.
1 ST ROUND
Attacker rolls-if hit, defender is dead (no survival).[attacker
advantage]
if miss, defender fights back.
Defender rolls-if hit, attacker rolls for survival.
if miss, both decide for stay/retreat (hidden paper, show at same time)
for each group.
2ND... ROUND
Attacker rolls-if hit, defender rolls for survival BUT DEAD fight back
before being removed.(fighting at same time)
if miss, defender fights back.
Defender rolls-if hit, attacker rolls for survival.
if miss, both decide for stay/retreat (hidden paper, show at same time)
for each group.
MELEE WITH GUN CREW
If not fighting the whole crew and the attacker wins, the rest of the
gun crew MUST ATTACK in the same turn and finish the melee. Cant
have mixed crews on a piece.
MEN | NEEDED TO KILL |
Infantry | 1,2,3 |
Unmounted cavalry | 1,2 |
Sharpshooters | 1,2,3 |
Artillery men | 1,2,3,4 |
Cavalry | 1,2 |
FORT
1 full move to open/close doors.
When all points on a wall section are gone, all men and cannons on top
are gone.
When a cannon is hit by a 1, take 5 points off the wall
section.
Men can move on/off walls only at corners.
Doors can be blown off with a 1 from artillery.
STORMING
1/2 move to put up ladder (within 1 of wall).
1 move - 2 men on ladder (no firing).
1 move - men on ladder melee with 2 men in fort (no attack
advantage).
If ladder men win, put on wall.
If men stay at top of ladder, others can follow.
2 men can push ladder off wall by rolling 1,2.
Men on ladder when pushed off need 4,5,6 to survive.
On walls, only 2 men can melee at a time in each direction.
BRIDGES
1 bridge can be built by 10 men in 10 moves or 5 men in 20 moves or 1
man in 100 moves.
Artilleryt shots remove points at 2 die/shot.
Regular bridges have 30 points at the start.
at 20-30 points the bridge is OK.
at 10-20 points the bridge can hold men and cavalry only.
at 1-10 points the bridge can hold men only.
Foot bridges have 15 points at the start.
at 10-15 points the bridge is OK and can hold men and cavalry only.
at 1-10 points the bridge can hold men only.
BUILDINGS
Artillery shots remove points at 2 dice/shot.
Must erase 2nd floor to get 1st floor.
FULL | NO ARTIL. | NO OVER | ALL |
POINTS | COVER | TOP COVER | DEAD |
50-31 | 30-21 | 20-11 | <=10 |
40-25 | 24-17 | 16-9 | <=8 |
30-19 | 18-13 | 12-7 | <=6 |
20-13 | 12-9 | 8-5 | <=4 |
FORT AND BUILDINGS
FORT TOWERS = 25 POINTS
Many thanks to Mr. Schulz for sending in this contribution.
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