Edited in Plesk Obsidian 18.0. Change caused by ending of free Telus Web pages. System 7 pages moved to a sun directory of TT-Tracks. Minor code changes, spelling corrections and additions.
Web Version - B1 - 2000/04/2Code produced with WordPerfect 6.0a. Designed to be used with Netscape 4.6 or later. Not tested with MS IE.
Last Printed version -AY2 92/10/18Many of the following notes refer to the printed versions used by our group in 198x-1992 but they do show many of the changes made since I started to produce the printed versions.
March - April 2000. Web version produced and posted. Due to copyright concerns, only the UBC Group changes are posted. When (if ever) the copyright issues are resolved, it is intended to post the complete rules with the changes marked in the text.
2000 First pass at web version. Discarded due to file name problems with WP6. Why use WP6 you ask. Because it lets me edit the HTML code without forcing me to do things the way an HTML editor thinks is right.
Added missing -2 to charge disordered. Added +1 impetus for following up in a melee. Generated.
Rule: As no consideration is being given to how long a unit has to be in view for another unit to fire at it, ANY unit visible during the fire phase is a valid target for fire. Section _____?
Ideas Cavalry Melees. The current rules have cavalry attacking as a blob, with a rank bonus given for extra ranks etc. They should attack by squadrons.
Suggested changes:Example. The 6th Lancers charge the Queens own Cuirassiers (who are CICing).
The Lancers lose badly and roll an FB result. The squadron FB's to behind the rear of the unit, but the unit as a whole ignores the result. Both sides decide to feed another squadron into the melee. If the Lancers roll another bad morale result, it will now take effect as they have lost twice in a row.
Also cavalry should probably always CiC cavalry. There is currently no minimum distance required to charge (see aborting a charge - alternate rule) so this should be no problem.
Changes 92/11/07 Continuing Melee. Rule I and provisional rule H deleted to reduce complexity. Original continuing melee rule reinstated. One to three round rule implied a need for turn sequencing. Rule H attempted to address this problem. As the complexity introduced by the two rules (and the can of worms opened) was too much to handle, the rule was dropped and the original continuing melee rules reinstated.
H. Multiple Melees (Provisional).
When more than two units are in contact there will be multiple melees. The melees may be affected by each other. First determine what order the melees happen in. The first round in each melee will not be affected by the results of the later melees. For example, three units A,B and C are involved in two melees. Unit A charged unit B which stood to receive the charge. Unit A contacted Unit B in less than one half turn so there could be two rounds of melee. Unit C charged units A's flank and contacted it in after unit A contacted unit B. Therefore Unit A is meleeing unit B before it is affected by unit C, so the first melee round of A/B will occur before the effects of Unit C is considered.
I. Continuing Melees (New Rule).
A melee will continue for one, two or three rounds, depending on attacker movement and morale
roles.
If the attacker moved more one half move or more to reach the target unit, there will be only one
round of melee.
If the attacker moved less than one half move to reach the target unit, there may be two rounds
of melee.
If there was no movement, the melee is continuing from the previous turn, there may be three
rounds of melee.
In the first two cases, the attacker is the unit that initiated the melee even though it may not be
considered the attacker for melee resolution.
An adverse morale result causing one of the units to withdraw from the melee, may stop the melee
before all melee rounds have been completed. If there are unfinished melee rounds and the
opposing unit has movement left, it may attempt to follow up. The melee will continue this turn if
the following up unit can maintain contact. See the follow up rules.
92/11/07 Continued. Added Fire and Fall back rule. Deleted rule because nobody used it for five years. You can guess what happened.
Changes 92/10/18. Added most changes found by John L. Refined skirmish rules. Refined Infantry Charged by Cav..to form square rule. Added a changed Aborting charge rule (as an optional rule). Rewrote Cavalry charging move as cavalry charge bonus. Generated/Printed.
Changes 92/10/05 Change to revision AY2, Update orders to reflect current practice. Print.
Changes 92/09/25 Added block protect to all tables. Fixed all TOC .:. Printed
Changes 92/09/23 Finished header changes. Combined Crossing' tables. Update cross references. Add Fast foot column to movement table. Regen. Print.
Changes 92/09/22-23 Started Header changes re style sheet.
Changes to revision AY 91/12/11 Melees changed to 3 rounds max or stop when one side gets a morale result requiring movement. Generated and refined table of contents.
Changes to revision AY 91/12/09 Deleted font changes. Updated all tables. Rockets page 23...
Changes to Revision AX 91/12/09 Deleted all rules regarding overhead fire. Updated all Tables. New version AY
Changes to revision AX 91/12/07 The change to Rule 11 ORDERS has been used twice now and seems to work well. The following rules will define the new order structure a little more rigorously. MELEES - All Melees will fight 3 rounds in a turn.
The following changes were added/made to revision AW:
Rule 1: Game Scale , C. Time.
Rule 8: Turn Sequence. Phase 3, section e) Infantry units in charge reach of Cavalry.....
Rule 11: ORDERS The units on a side will be organized into divisions, each one commanded by a general....
Melees will continue until there is a winner or the melee ends.
Flank is a full 90'.
Aborting a charge. Deleted
Artillery fire will be reduced in effectiveness. The close range factor will be 6. The long range factor will be 7.
French OLD GUARD will not be used, except in planned scenarios.