Days of Glory Rules
Days of Glory Rules
Days of Glory Rules
Days of Glory
TABLE OF CONTENTS
1. INTRODUCTION........................................................................................................................... 5 2. FURTHER INFORMATION.......................................................................................................... 6 3. THE BASICS .................................................................................................................................. 6 3.1. Scales........................................................................................................................................ 6 3.2. Terminology:............................................................................................................................ 6 4. GETTING STARTED..................................................................................................................... 6 4.1. Disputed matters....................................................................................................................... 6 4.2. Equipment ................................................................................................................................ 7 4.3. Playing area .............................................................................................................................. 7 5. BASING.......................................................................................................................................... 7 5.1. Recommended basing .............................................................................................................. 7 6. STAND POINT VALUES .............................................................................................................. 8 6.1. Staff .......................................................................................................................................... 8 6.2. Guns/Howitzers and Miscellaneous per model ........................................................................ 8 6.3. Basic Point Value per stand ..................................................................................................... 8 6.4. Point Modifiers to Class Rating per stand................................................................................ 9 7. CREATING ORDERS OF BATTLE ............................................................................................. 9 7.1. Unit Size................................................................................................................................... 9 8. CLASS RATINGS .......................................................................................................................... 9 8.1. Class 1 - Poor troops ................................................................................................................ 9 8.2. Class 2 - Average Troops ......................................................................................................... 9 8.3. Class 3 - Good Troops.............................................................................................................. 9 8.4. Class 4 - Crack Troops ........................................................................................................... 10 8.5. Troop Ratios........................................................................................................................... 10 9. INFANTRY UNITS...................................................................................................................... 11 9.1. Infantry ................................................................................................................................... 11 10. CAVALRY UNITS..................................................................................................................... 11 10.1. Cavalry ................................................................................................................................. 11 10.2. Dismounted Cavalry............................................................................................................. 11 11. ARTILLERY............................................................................................................................... 11 11.1. Artillery ................................................................................................................................ 11 11.2. Foot Artillery........................................................................................................................ 11 11.3. Horse Artillery ..................................................................................................................... 11 12. ENGINEERS AND PIONEERS................................................................................................. 12 13. FORMATIONS........................................................................................................................... 12 13.1. Columns ............................................................................................................................... 12 13.2. Lines..................................................................................................................................... 12 13.3. Squares ................................................................................................................................. 12 13.4. Skirmish Screens .................................................................................................................. 12 14. TARGET DEFINITIONS ........................................................................................................... 13 14.1. Dispersed.............................................................................................................................. 13 14.2. Line ...................................................................................................................................... 13 14.3. Dense.................................................................................................................................... 13 14.4. Fast ....................................................................................................................................... 13 14.5. Light Cover .......................................................................................................................... 13 14.6. Heavy Cover......................................................................................................................... 13
Page 2
Days of Glory
15. STAFF......................................................................................................................................... 14 15.1. Staff Quality ......................................................................................................................... 14 15.2. The Effects of Staff .............................................................................................................. 14 15.3. Replacing Generals who are Killed or Wounded ................................................................. 14 15.4. Attaching Staff to units ........................................................................................................ 14 15.5. Capturing Staff ..................................................................................................................... 15 16. TERRAIN ................................................................................................................................... 15 16.1. Hills ...................................................................................................................................... 15 16.2. Roads.................................................................................................................................... 15 16.3. Rivers and Streams............................................................................................................... 15 16.4. Bridges and Fords ................................................................................................................ 15 16.5. Pontoon Bridges ................................................................................................................... 15 16.6. Swamps and marshes ........................................................................................................... 16 16.7. Urban Areas ......................................................................................................................... 16 16.8. Woods .................................................................................................................................. 16 16.9. Fires in urban areas and woods ............................................................................................ 16 16.10. Obstacles Walls and Fortifications..................................................................................... 17 16.11. Firing at units in cover ....................................................................................................... 17 16.12. Wind................................................................................................................................... 17 17. DEPLOYMENT.......................................................................................................................... 17 17.1. Who deploys first? ............................................................................................................... 17 17.2. Deployment zones or areas .................................................................................................. 17 17.3. Visibility............................................................................................................................... 18 17.4. Hidden Units ........................................................................................................................ 18 17.5. Off-Board Units ................................................................................................................... 18 18. PHASES OF PLAY .................................................................................................................... 18 18.1. INITIATIVE PHASE........................................................................................................... 19 18.2. MORALE PHASE ............................................................................................................... 19 18.2.1. Off-Board Units ............................................................................................................ 19 18.2.2. The Declared Charge..................................................................................................... 19 18.2.3. The 1st Impulse Move................................................................................................... 19 18.2.4. Infantry and Artillery .................................................................................................... 19 18.2.5. Shooting and Charging.................................................................................................. 20 18.2.6. Squadron Charges ......................................................................................................... 20 18.2.7. Charging Through Skirmish Screens ............................................................................ 20 18.2.8. Disordered and Shaken Units ........................................................................................ 20 18.2.9. Halted Units .................................................................................................................. 20 18.2.10. Rallying ....................................................................................................................... 20 18.3. SHOOTING PHASE............................................................................................................ 21 18.3.1. Squares Shooting........................................................................................................... 21 18.3.2. First Fire ........................................................................................................................ 21 18.3.3. Defensive Fire ............................................................................................................... 21 18.3.4. Friendly Fire and Shooting into a Close Assault........................................................... 22 18.3.5. Elevated and Dead Ground ........................................................................................... 22 18.3.6. Endangering Friendly Troops........................................................................................ 22 18.3.7. Artillery Bounce-through .............................................................................................. 22 18.3.8. Firing on Artillery, Staff and Engineers........................................................................ 22
Page 3
Days of Glory
18.4. MOVEMENT PHASE ......................................................................................................... 23 18.4.1. Order of Movement....................................................................................................... 23 18.4.2. The 2nd Impulse............................................................................................................ 23 18.4.3. Normal Movement ........................................................................................................ 23 18.4.4. Effect of Terrain on Movement..................................................................................... 23 18.4.5. Forced Marches ............................................................................................................. 23 18.4.6. Wheeling ....................................................................................................................... 23 18.4.7. Formation Changes ....................................................................................................... 24 18.4.8. Passing through units .................................................................................................... 24 Troops may pass through a deployed artillery battery from front to rear or vice versa without being disordered. This cannot be done through a massed or limbered battery. A unit may charge through a deployed battery in its 1st Impulse movement but will be disordered. A unit charging through a battery causes the gunners to evade the charging unit and the battery may not fire until the gunners have returned to the guns in the next movement phase. ................... 24 18.4.9. Passage of Lines Manoeuvre......................................................................................... 24 18.4.10. Charge Home Test....................................................................................................... 24 18.4.11. Opportunity Charges ................................................................................................... 24 18.4.12. Feint Charges .............................................................................................................. 24 18.4.13. Counter Charges.......................................................................................................... 25 18.4.14. Routing ........................................................................................................................ 25 18.4.15. Routers passing through units ..................................................................................... 25 18.4.16. Evading ....................................................................................................................... 25 18.5. CLOSE ASSAULT PHASE................................................................................................. 25 18.5.1. Compulsory Movement................................................................................................. 26 18.5.2. Casualties in Close Assault ........................................................................................... 26 18.5.3. Routers in multi-unit Close Assault .............................................................................. 26 18.5.4. Break-Through attacks as a result of compulsory movement ....................................... 26 18.5.5. Close Assault in Urban Areas and woods ..................................................................... 27 18.5.6. Defensive cover............................................................................................................. 27 18.5.7. Staff and Engineers in Close Assault ............................................................................ 27 18.5.8. Shattered Units .............................................................................................................. 27 19. ENDING THE GAME ................................................................................................................ 27 19.1. Surrendering ......................................................................................................................... 27 19.2. Calculating the Winner......................................................................................................... 27 20. OPTIONAL RULES ................................................................................................................... 28 20.1. Scouting................................................................................................................................ 28 20.2. Scouting Points Values......................................................................................................... 28 20.3. Scouting Results................................................................................................................... 29 20.4. Alternative Staff Ratings...................................................................................................... 29
Page 4
Days of Glory
1. INTRODUCTION
These rules have evolved from the WRG rules 1685-1845 (1978) by Phillip Barker and the lan Napoleonic rules (2002) by Phillip Jones. I would like to acknowledge both, while stating it was from those experiences I wanted to design something original specifically for the American Civil War period. As with all rules there is a balance between attempting to achieve historical accuracy and developing a simple but fun game. Days of Glory may not meet the historical accuracy required by some people nor the simplicity of play for some gamers, but I do hope you enjoy using these rules for what they are rather than what they arent. As with all wargaming rules, Days of Glory is a collaborative effort and could not have been completed without the significant assistance of a number of people. Accordingly, I would like to express my appreciation for the efforts of the following people over a number of years. All contributions have been warmly appreciated and if I have failed to mention anybody I do humbly apologise. So thank you to Gary Adams, David Angelosante, Bruce Atkinson, Mark Bacon, George Banic, Tomas Ciolek, Steve Daniels, Cory Davis, Dallas Gavan, Andrew Geraghty, Robert Horton, Simon Hughes, Mark Hume, Phillip Jones, Tony Lees, Greg McPherson, Michael Mills, Dennis Misso, Paul Naveau, Mark Newman, Arnaud Ng, David Osbourne, Doug Parrish, Damien Phillips, John Rowley, Brad Smith, Graeme Thorburn, Ian Turton, Andrew Rouen, Peter Willet, David Williams and Matt Williams for all your efforts large and small. My particular appreciation also goes to Andrew Geraghty for his work in editing the rules and to Michael Mills for his sterling website. Adam Stone 2 May 2005
Page 5
Days of Glory
2. FURTHER INFORMATION
For further information visit the Canister & Grape Wargamers on the web at http://home.exetel.com.au/millsy/canister Information available in (Adobe Acrobat PDF format) includes: A full copy of these rules Reference sheets Army lists Sample orders of battle
3. THE BASICS
3.1. Scales
Days of Glory is a set of rules for 15mm wargaming at the regimental scale. Cavalry and Infantry in Days of Glory are represented at a ratio of one stand equals 50 men. Artillery, Engineers and Staff are represented at a ratio of one stand equals 10 men. A single Artillery gun model represents two actual guns. A single limber with horse teams represents the combined limbers for an Artillery battery.
3.2. Terminology:
1d6 means one six-sided dice.
4. GETTING STARTED
Meet your opponent general and agree the terrain and its effects while laying it out. For a random match, one general could set the terrain, then both would agree terrain effects, then the general who did not set up gets to choose which side they starts from. Agree the wind direction. Mark this with some cardboard marked with a large arrow. Prepare your Order of Battle. You may have done this days before. It is useful to have a clearly written or typed Orbat so your opponent could, if desired, double check your Orbat calculations. Prepare your plan and sketch your deployment. Deploy, then start. If there is no defined attacker, roll to see who moves first.
Days of Glory
4.2. Equipment
Aside from the stands and various terrain pieces, players will require: A minimum of four 6 sided dice (d6) with one dice different in colour to the rest; Metric measuring tool, a 3m measuring tape is good; Balls of cotton wool; An angle card with lines marking 22 ; and Notepad and writing implements.
5. BASING
The miniatures are fixed onto bases (also called stands). Re-basing your stands to play Days of Glory isnt needed if they are already based according to other common rule systems. However all opposing forces should use the same basing system. Each unit must have a command stand. The command stand will generally have an Officer, Standard, and Musician stands on it but in any event should be easily identified. The command stand determines which way the unit is facing and all moves are in reference to it.
Page 7
Days of Glory
6.1. Staff
Figure General (representing the player) Division General Brigade General Engineer officer, plus 6 pioneers and 1 pontoon bridge and wagon Cost Free 30 30 30
Page 8
Days of Glory
8. CLASS RATINGS
8.1. Class 1 - Poor troops
These troops are mainly conscripted or pressed into service, and are often poorly motivated, ill equipped and poorly trained.
Page 9
Days of Glory
1861 40 40 15 5
1862 35 25 30 10
1863 30 25 30 15
1864 25 25 35 15
1865 20 25 40 15
1861 35 35 20 5
1862 20 25 40 15
1863 10 20 55 15
1864 10 35 55 -
1865 10 35 55 -
Page 10
Days of Glory
9. INFANTRY UNITS
9.1. Infantry
Line infantry fights in close order formations, shoulder to shoulder. Maintaining close order in their ranks is important for their steadiness and effectiveness of their volleys. Class 2 and above rated infantry may also fight in skirmish order.
11. ARTILLERY
11.1. Artillery
If using limbered artillery (eg an attack on a convoy scenario) the following rules apply. A limbered artillery battery is represented by a model with a single horse team and gun; while limbered it is a dense target and when deployed it is a line target. Horse teams and guns are considered one unit when the artillery is limbered. A battery cannot shoot at more than one target in a turn, unless multiple units are charging it. All artillery crews are rated as Class 3 troops.
Page 11
Days of Glory
13. FORMATIONS
13.1. Columns
Infantry units can form march or manoeuvre columns. No such distinction is made for cavalry or artillery columns. A manoeuvre or assault column is 4 infantry stands wide and is used for manoeuvring around obstacles or to assault urban areas or fortifications. A March column is 1-2 stands wide and is used to may make forced marches.
13.2. Lines
A single rank of stands shoulder-to-shoulder, with the command stand in the centre. Lines can be bent to form angles.
13.3. Squares
Infantry defended itself from cavalry in this period by forming square. Infantry form square with as equal a number of infantry stands as possible on four sides facing outward. Only regular line infantry may form squares and must have a minimum of four stands to do so. Refer to the Small Arms Chart for the square fire table. Squares cannot charge, nor shoot and move in the same turn. Squares formed in woods or urban areas are disordered. A square can contain and protect the same number of Artillery stands or staff stands that it has. Players may combine units into multi unit squares or deploy their infantry lines touching each other to effectively become de facto squares. Individual units in these multi unit squares and undergoing Close Assault with cavalry units get the benefits of being in square. Units in multi unit squares that suffer shooting casualties will, however, make morale tests based on their individual class rating.
Page 12
Days of Glory
A skirmish screen does not prevent artillery fire hitting troops behind it, but any hits must first be on the screen providing dispersed targets can be hit at that range. If there are more hits on the skirmish screen than there are skirmish figures, the excess hits may be taken on units behind if they are within bounce through range. Skirmishing units can be hit by bombardment, if that optional rule is being used, although only 1d6 is rolled for the whole unit. If skirmishing troops are charged by formed enemy units they may evade or rout into difficult terrain, woods or urban areas. Skirmish screens prevent all small arms from firing directly onto any troops behind them. . Skirmishers cannot charge into contact with formed units. They can only charge and perform Close Assaults on routing units, other skirmishers and artillery troops. Friendly units can pass through a screen without any penalty (including charging through them). Units in skirmish order are considered a dispersed target if shot at. Skirmish stands can fire in a 180 direction and may specifically target enemy Staff or Engineers.
14.1. Dispersed
Staff and units skirmishing are classified as dispersed targets.
14.2. Line
Infantry and cavalry units in line formation and deployed artillery batteries are line targets.
14.3. Dense
Infantry in March or Manoeuvre columns, cavalry in column and limbered artillery units are classified as dense targets.
14.4. Fast
Charging cavalry that move over 8 to make a charge, this includes both 1st and 2nd Impulse moves, are classified as fast targets.
Page 13
Days of Glory
15. STAFF
Staff stands are not considered formed troops and therefore have no flanks or rear. They are considered dispersed targets when shot at, unless attached to a unit. Before starting a game and after the battlefield and any objectives have been set, each player must determine their staff quality.
Sadly, my friends, it was alas more common to find inept generals than exceptional ones!
Days of Glory
16. TERRAIN
Represent terrain with models on a what you see is what you get principle. When preparing a game, players mutually agree on terrain placement, its type and any special characteristics. Define all terrain to each Player before they deploy. The terrain models should reflect the terrain type as best as possible to avoid confusion (eg a low slope should not represent a steep slope). Optional: for some terrain types it might be handy to use a set of coloured map pins to define the terrain agreement at start which might be forgotten later.
16.1. Hills
Hills have either steep or gentle slopes and either easy or difficult terrain. There are generally two crest lines on a hill, one centrally along the spine of the hill and the other across its widest point. When units are within 1 of a crest line, the player moving them must tell his opponent if they are behind (not visible) or over the crest line (visible). Units can see over the crest of the hill as long as they are within 1 of the crest.
16.2. Roads
Units in column receive a movement bonus. Units on roads in urban areas do not have the benefits of cover.
Days of Glory
16.8. Woods
Represent woods with clearly marked terrain and ensure players define them as light or heavy before starting. Otherwise, when a unit comes within 2 of a wood the moving player can roll for the wood type (1,2,3, light or 4,5,6 heavy). All units may pass through light woods, but only units on foot, including dismounted cavalry, can pass through heavy woods, unless on a road. Units in woods are disordered. Woods block visibility but units on the crest of a High Hill can see troops 8 beyond the far edge of the wood unless the wood is also on a hill. Units may charge out of light woods but are disordered as they do.
Page 16
Days of Glory
16.12. Wind
Determine wind direction before play. This determines where smoke drifts and fires spread. Determine the direction either by a die roll, or using a clock face, or special direction or scatter die. Place a marker to show the wind direction.
17. DEPLOYMENT
Set up the table terrain by mutual agreement, unless playing a specified scenario. To determine which side of an non-specific scenario to play, roll a 1d6.
Page 17
Days of Glory
17.3. Visibility
Maximum visibility is 6. Visibility is measured by line of sight from a stand of a unit to another stand in another unit. Units have a 180 field of vision. Mounted units and staff can see and be seen over foot troops on the same or lower elevation. Skirmish screens do not block Visibility and a units Skirmishers can see for the whole unit. Formed units are visible at 4 in heavy urban areas and woods and at 6 in light urban areas and woods. Skirmishers in urban areas and woods are visible at 2.
Note in Days of Glory movement may occur in both the Morale and Movement Phases. Movement is broken into two Impulse Moves and Normal Movement. The 1st Impulse move follows a successful charge declaration in the Morale Phase, the 2nd in the Movement Phase prior to Normal Movement.
Page 18
Days of Glory
Page 19
Days of Glory
18.2.10. Rallying
Units that are routing or pursuing may attempt to rally. If the rally test is passed, the unit making the test may halt and rally in line or column formation facing in the opposite direction to its rout movements. Unless the Generals themselves are routing they can try to rally units will still retain command of their formations.
Page 20
Days of Glory
Page 21
Days of Glory
Days of Glory
18.4.6. Wheeling
Units change direction by wheeling. The command base is placed in the centre of an infantry line. Line or column formations can wheel. The unit pivots on one end of the line and the outer side advances in a shallow arc. The amount the unit has wheeled is measured from the outside arc and cost double movement. So, if the outside arc is 2 the total distance moved is regarded as 100mm.
Page 23
Days of Glory
18.4.8. Passing through units Troops may pass through a deployed artillery battery from front to rear or vice versa without being disordered. This cannot be done through a massed or limbered battery. A unit may charge through a deployed battery in its 1st Impulse movement but will be disordered. A unit charging through a battery causes the gunners to evade the charging unit and the battery may not fire until the gunners have returned to the guns in the next movement phase. 18.4.9. Passage of Lines Manoeuvre
Passage of Lines is a manoeuvre to extract engaged or weary units and replace them with fresh units without compromising the battle line. The manoeuvre can only be done in the open or in a light wood by units of Class 2 and above. In effect the replacing unit moves through a line to its immediate front and will suffer a movement penalty as per the movement reference tables. If at the end of the movement the two line are within 1 of each other then the lead unit is classified as a dense target. Units performing the manoeuvre can not perform a charge in the same turn. Units moving through a shaken unit that is of a higher class rating than itself will be disordered at the end of the movement.
Page 24
Days of Glory
18.4.14. Routing
Units will rout as a result of failing a morale test or as a result of losing a Close Assault engagement. On being forced to rout, units will make an initial rout movement directly away from enemy that caused it to rout in the phase that the rout occurs. The initial rout movement will be half the rout distance as specified on the movement chart. No movement deductions are made for direction or formation changes. Unlimbered artillery batteries are destroyed and limbered artillery batteries will rout with their guns. After the initial rout the routing unit will make full rout movements, called a continued rout until the unit is either destroyed, goes off the table or is rallied. A unit that has routed off the table will not return. A unit routing will only move to a maximum of one full rout distance per turn ie if a units makes a half initial rout move in the morale phase the distance routed in the movement phase will be the remaining half movement.
18.4.16. Evading
Units in skirmish formation, artillery crew, and staff may attempt to evade away from charging enemy units. After successfully passing a Being Charged test the evading unit may make a movement up to half of its normal movement for that formation. Infantry, staff and artillery crew evade movement may be into cover or inside infantry in square formations, otherwise all movements must be directly away from the enemy charging units. No formation changes can occur and evading artillery crews leave their guns where they left them. In the event an evade movement results in the unit moving off the table edge the unit may return to the table three turns later in the Movement Phase.
Page 25
Days of Glory
Units in base to base contact with an enemy unit are considered to be in Close Assault combat. All stands of the unit are considered to be involved in the combat except when units are fighting skirmishers. Providing a unit in a melee is in line, it can receive reinforcement from a friendly unit behind it. However, the reinforcing unit must be positioned directly opposite the enemy unit as if the intervening friendly unit was not there.
Page 26
Days of Glory
19.1. Surrendering
Players may choose to surrender their affected units at the end of the Close Assault Phase.
Page 27
Days of Glory
Removing a stand of stands does not necessarily represent the utter destruction of that unit. It represents a proportional loss of a units fighting capability and includes lightly wounded, dispersed or demoralised soldiers who could rally to the colours later. For a point-based determination of victory each player counts the number of points lost in the battle. Destroyed or surrendered units or units that have routed off the table top count for full points while routing units or units under half of their starting strength count for half points. The player who has lost the least number of points is the winner. The margin of victory for a standard 800 point game is as follows: Points Difference 0 to 150 151 to 250 251to 400 401+ Result Draw Minor Victory Major Victory Massacre
20.1. Scouting
Scouting gathers information on enemy movement before a battle. Superior use of cavalry, local knowledge and staff work decides which army has the best intelligence regarding the enemy deployment. Scouting points are calculated and Scouting Results determined before Deployment starts. Light Cavalry is used for scouting with the different classes of troops providing scouting points as below.
Page 28
Days of Glory
Enjoy your wargaming in a spirit of friendship. It is always possible to marshal a new lead army, but opposing generals are harder to come by.
Page 29