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Design notes

 

Introduction

Muskets & Springfields is designed for games representing big battles in the American Civil War. The rules are designed to use current basing and are not miniature scale dependant. The game is set at the operational level. Players will adopt the role of the army commander with sub command groups below to represent corps or divisions. In the rules a corps/division will be made up of several infantry brigades, mounted cavalry, and your artillery batteries. If you wish you can include Native American Indian warbands as part of your games, although during the American Civil War these where very few and far between.

Game space

Game system uses grids as the unit of measurement. The game space is broken into square grids which representative of 300 yards. The rules are focused on the operational level and so the specific tactical positioning of the unit, N yards from another unit, is a low level interaction that is not part of Muskets and Springfields. There are many commercial rulesets already available which provide this tactical level play. Taking a balance of the various drill guides of the period, a grid side is approximately equal to 800 men, deployed two ranks, regiments in line a breast. The average space needed of 24 inches per man has been used for this calculation. For a typical 6ft x4ft playing space, a ratio width x depth of 1.5 x 1 is recommended, which provides a table divided by 12 by 8 grids. This equals 3600yds x 2400yds in real ground scale. All units of measure for movement and ranges are presented as several grids. All measurements are taken relative to the grid side and orientation, not the unit base.

Game flow

Muskets & Springfields uses a “bag pull” system using a deck of playing cards. The suite and colour of the card has a relevance in the game. The joker cards have an interaction. Confederates use the red suites and Union the black suites. The suite pulled determines the active player. The value of the card the amount of the players army that can be activated. Activation is by corps. Muskets & Springfields allows a level of interruption for the non-active player. Also, each player has the option once a game, to steal the draw. These two approaches ensures if one player has a run of card, the opponent still can respond. Also, aspects of the game such as shooting and melee are simultaneous. The Joker card provides random narrative events to the experience. Weather effects are also part of Muskets & Springfields. Along with game mechanics and how morale is simulated, which is detailed below, provide a nice fog of war layer and controlled uncertainty.


Force structure

The basic unit represented in the rules is the infantry brigade which are grouped up into corps/divisions. Attached are cavalry and artillery. These units are represented in the game space, as a single base. The rules are designed to keep the movement, shooting and unit interactions as clean as possible. This allows the players to focus on the command decisions need to manage multiple corps.

Morale

Morale loss is handled at the individual corps; A morale state and damage attrition is held at the individual unit base. In Muskets & Springfields, units have three levels of morale. This is not the usual average, veteran, elite often used. But instead, format that is designed to reflect the actual state of mind of a unit on the day of battle. The unit morale levels are descriptive as Unknown, Nervous and Steady. In a game, unless representing specific historical units all bases start as Unknown. The actual morale state is not known till the unit takes damage. The player then rolls against a chart, relative to the year of the war. The chart provides a threshold to be rolled to see if the unit is Nervous or Steady. This threshold is also divided by Confederate or Union. This is all encompassed under the rule “fight or flight”.

When a unit fails a morale check this recorded against the parent corps. Once a corps reaches its break point it, the whole formation is lost from the battlefield, for the remainder of the game. Depending on the number units in the corps will dictate the break point for that corps.

Muskets & Springfields includes the traditional morale tests wargamers are familiar with. The subtle difference is that a unit does not take a morale test till it has acquired 3 attrition hits. These are explained below. If a unit fails a morale test, then it is classed as broken and is removed from play. This keeps the game efficient and free flowing.

Attrition

Attrition is held at the unit level. This represents a loss of cohesion, battlefield casualties, volley rhythms breakdown and supplies running low. An individual unit can absorb 5 hits, then on the 6th, it is automatically destroyed. A unit needs to receive atleast 2 hits in a turn to be able to resolve the “fight or flight” rule or take a morale test. Attrition can be recorded with the unit using modelled tokens or a small D6. Once a unit starts to receive hits it can never recover below two hits in the in the game. With this limit we now have the concept of fresh troops. Two hits is important because that is the first level of which the number hits starts to affect the factors.

Small arms and artillery representation

To facilitate a clean flow of play and because Muskets & Springfields sits at the operational level, there is no separation between smooth bore and rifled small arms. Given the ground scale of 1 grid equals 300yds, often because on intervening terrain, potential targets at the longer ranges that rifles can achieve will be obscured. However, this distinction is included for artillery. Two of the distinctions are smooth bore artillery is more effective at close range and rifled artillery is not disadvantaged when conducting counter battery fire and targeting at longer ranges.

Generals

We have two levels of command in the game. The army commander which will be you the player and then the next level down corps or division commanders, which will be as explained above, groups of units for how you designed your army or for playing a historical engagement.

Generals are preferably modelled on a small disk. Generals have a command distance and the unit will need to be in command distance to be able to carry out any prompted action. Units do not have to finish in command distance. For example, a unit could advance as long as it is currently in command distance and the player can accept, it will be out of command distance at the end of the move. The Army Commander has no limit on command distance and is assumed to be all seeing, all reaching on the game board.

Generals are by default, termed as a competent level for the period. Generals can also have at the upper end, what the rules label as exceptional generals. These can be army or corps commanders. An example is Hancock. Exceptional generals add an extra command token into the pool. At the lower end of the scale, we have questionable generals. These are generals which have no experience and will be more than likely be a political appointment. Sickles for example. They cause a command token to be removed from the pool.

Command tokens

At the start of the game each army gets a limited number of command tokens. These can be individually expended to be able influence the game. Players can force a pass on a D10, add 1D10 to a roll, remove morale hits. Once expended command tokens cannot be replaced. Again, this is controlled way players can interdict the flow of the game. Instead of a token, players could model ADC, to provide a more pleasing cosmetic feel to the game.

Orders

In Muskets & Springfields, we also have the concept of orders. These are an optional aspect of the rules. There are three types of orders they are defend, probe and attack. Orders are applied at corps level. Orders need to be changed by Army Commander and by expending a command token. The corps needs to be activated to have its orders changed.

The defend order, this means you're only allowed to move up to a third of your deployed bases out of your deployment zone and sector. However, with defend orders, you can trade several infantry brigades for several fortifications. When you trade out the infantry brigades this will bring down your corps break pointer. If you are playing a historical scenario and then you set up accordingly.

The second type of order is probe. This means you must move at least a quarter up to a third of the units, must advance to within two of the enemy and start to engage. These units may move between sectors whereas in defend you must remain in your sector.

the third type is attack this is where you must move at least three quarters of that corp to within two bases two grids of the enemy and start to engage and a third of these units must use their maximum movement rate to try and get within two. So for example, this is specifically designed to stop players from giving attack orders and dithering and effectively they're doing somewhere between probe and defend.

Orders are kept hidden from your opponent. You can write them on a bit of paper and keep them back, make little tokens and put them face down behind the general.



 

Pre-Order rules

Muskets & Springfields, will be available in the Spring through Helion & Company.

Pre-order here

 

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Introduction

The Muskets and Springfields rules cover land battles in the American Civil War (1861 to 1865) and are designed to provide an operational level game where the player is placed in the role of the army commander, leading multiple Corps or Divisions. The player will need to form a proper battle plan to achieve in game objectives. Also, included is an element of randomised narrative which will provide unexpected twists to the flow of a game. As a real field commander, the player, will have to make numerous decisions often with incomplete information or intelligence. The rules, after initial setup, use a system of continuous interactive play with a loose turn system. The current phasing player is decided by the card drawn from a deck of playing cards; however, the non-phasing player will still be able to interdict aspects of play. The rules are suitable for a wide range of scales. The rules use a ground scale of 1 inch to 100 yards. On the common table size of 6ft x 4ft represents a bat

Sample bases going into the rules.

 I have started to add diagrams to rules and below are some examples of the style being used. Artillery and Crew In the rules crews are separate as they can be chased off from the guns Mounted Cavalry Cavalry are represented and have special rules such as "Cavalry Raiders" Dismounted Cavalry Cavalry can dismount and remount in the rules Generals The army commander and next level down Corps or Division commanders are represented in the game and are a key element in the mechanics of the rules. Infantry with and without skirmishers deployed Infantry can deploy a skirmish line forward and in the rules these are represent as a marker which will give access to addition effects and capabilities. Dismounted cavalry can also deploy a skirmish line as well. Sharpshooters Sharpshooters are represented in the game and can used to chip away at the enemy and are very flexible in terrain etc.