Howlin Mobs Simple Rules for the American Civil War

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Howlin Mobs Simple Rules for the American Civil War These rules are a blatant copy of a set that appeared in an article by Brian DeWitt in Wargames Illustrated. I have expanded some areas in line with my requirements but otherwise they have changed little. Mr. DW based the set on Paddy Griffith s books on the ACW and I think he did a magnificent job producing a workable set of rules in a few paragraphs. I have chosen the Corps as my command size (Division for the Confederacy) as I like the feel of big games, even if they are only played with a small number of units! Each Infantry unit represents about 2,000 men and each Corps 12-15,000, Cavalry should be fielded as Divisions of about 4,000 men and artillery in brigades of 60 guns. All of this may require some fiddling, but it s the game that matters and the simplification means that some assumptions can be made i.e. each unit is assumed to put out its own skirmish screen. Sharpshooters represent specialist skirmish units and large formation screens. The difficulty comes in representing the Army Commander. This is best done with a player being given overall command and giving each General written orders. These must be acted on until changed by new written orders delivered by a courier who can move every turn, but each time he moves D6: 1 kills him (it was a dangerous business but young staff officers are easy to find and he is replaced next turn). When the message is delivered he is placed back with the Army Commander. The Army Commander may only have one courier he may only deliver one order at a time. This should lead to lots of fruitless frontal assaults and other disasters and pointless wastes of life. In the case of the Confederacy, Longstreet and Jackson act as Army Commanders, with Lee directing overall strategy. I will not differentiate between Generals, allowing the player to stamp his style on the command (very much like the original Generals did). If you must do this then select a player with similar characteristics, arrogant for McClellan, grumpy for Longstreet, clueless for Burnside, etc. As far as class is concerned, I have only differentiated crack units from the rest as I feel the quality of troops in this war is difficult to quantify simply, and simplicity counts more than a profusion of troop classes and abilities. Crack troops should be those that showed particular ability through leadership or training; the Iron Brigade, for example Set up the table with only the difficult terrain showing; at this scale much can be simplified. Units were proud of their drill and ability to keep formation on rough ground so I have not included much in the way of fancy maneuvers so long as no part of the unit moves any further than it s maximum distance. In terms of cover, just include purpose-built works and terrain obstacles that could stop a bullet or obscure the target; the Wilderness, for example, or Bloody Lane at Antietam. As far as works go, a redoubt gives cover to front and sides, entrenchments just to front. Once into works it was damned difficult to get them out again so units in redoubts stay there for the whole game and leaving entrenchments takes a good morale throw. The rule that overrides all is ENJOY. Rules cannot cover every eventuality, so if historical precedent or highest dice roll cannot solve an argument, find another opponent! Jef Croucher June 2012 Version 2.1

Commandin The armies I use have a set organisation. The reader may do as he or she wishes, but this is my preferred setup to reflect the sledgehammer v. fly experience of the period 1861-3. The Union issues orders by corps, the Confederates by division. In reality, the Union had small corps and the Confederates large divisions, but by elevating Longstreet and Jackson to army commanders this solves the problem. What you will find is that the Confederates have more flexibility as the order system will enable two divisions to give mutual support with two different orders per phase while the Union corps will be limited to one. The Confederates brigaded artillery sooner than the Union so can often provide local superiority, even with fewer guns in total. Union smoothbore batteries must be attached to a corps and operate in accordance with the corps order cards, all other batteries operate as independent commands. The Union general commands a large army, but will find he is often outmanoeuvred by his more nimble opponent. Welcome to the American Civil War. Skirmishin Sharpshooters have no flank or rear and can fire in any direction. Dismounted cavalry move as formed infantry but are otherwise treated as Sharpshooters, including the ability to evade. They must stay within 6 of their horse-holders. Zonin All units create a frontal beaten zone of 12 the full width of the unit. All within are under fire, no matter what portion of the unit. The nearest unit, or the unit with the largest footprint in the zone, takes full hits, any within 3 of that take hits at half rate and all in the zone must test morale. Units also have a 3 zone to flank and rear. Units cannot pass through an enemy zone without turning to face, so you cannot sneak past or through. The moving command stand must point directly at the stationery unit. To count as a flank attack the attacker must be outside of the fire zone. On the ground: a casualty figure or green pipe cleaner. Low on ammo: black pipe cleaner. Hit: white pipe cleaner. Casualty: red pipe cleaner. Marchin Although the movement rules are not rigid, players are expected to avoid gamesmanship. For example, no squeezing through narrow gaps or moving scenery, stationary units etc. All formation changes are on the command stand, so, for example, when column deploys to line the command stand marks the centre and the two other bases are positioned either side. Clamberin Woods are assumed to be mixes of density, from orchards to wilderness. Woods should be marked by appropriately coloured cloth with dense areas marked by tree models. These models count as obstacles and take a full move to cross. This means that it may be quicker to divert, thus throwing your neat corps formation into confusion! Markin Routing units: Just jumble the bases with an on the ground marker. Firing units: Not really required but for effect use some cotton wool, wadding or suitable cushion stuffing. Alternatively, just do this for double fire.

Organisin Unit Type Bases Figures Notes Infantry 3 16 Suggest one base is split into 2 x 2 figure bases. Sharpshooters 1 6 Mounted individually on pennies! Cavalry 1 8 Dismounts to 1 Sharpshooter base. Artillery battery 2 2 x Guns Include dismounted command base of 2 figures and limber (I use two limber horses to save money!). Union Corps or Horse Artillery 1 1 Gun Include limber. Artillery batteries form with the command base placed centrally in base contact. When one gun is lost, remove the command base. Individual guns may change front 45 but must stay in contact with the command base. Limbers must stay in contact with the command base. Horse artillery must be attached to a command at the start of the game. This does not need to be cavalry, either! Photographs of units in formation will be included in v3.

Doin The battle day consists of 5 phases. At the beginning of every phase, each General (Corps for Union, Division for Reb) selects 5 cards from his deck. All Generals on one side select one card to play, resolving all morale, melee etc., actions until all have finished. All opposing Generals now do likewise. Alternate turns like this until all cards have been played (players may pass, but must drop a card). The phase is now complete so return all cards to the deck and start again. Attacker will always go first unless Lee is the defender and then he may choose. Leadin Command range is 12. Generals are at risk for double the amount of any modifiers they add and must be with the recipient. Choose one card less for every hit the General takes. Rebs +1 morale within 12 of Lee but -1 to any unit he is attached to (Lee to the rear!). Movin Howlin Mobs Simple Rules for the American Civil War Unit Open Rough Obstacle Infantry 9-3 Full Sharpshooter 9 No Effect No Effect Cavalry 12 Road Only Full Field Artillery 9 (3 ) Road Only Full Horse Artillery 12 (3 ) Road Only Full Wagon 9 Road Only No X General 12 No Effect No Effect Bombardin Artillery follows only 3 orders: Move, Fire or Rally. They may not double fire but Horse Artillery may double move if limbered. Sneakin Units have a zone of control extending 12 to front and 3 to flank and rear. Enemy units cannot move through this without turning to face the stationary unit. Passin Passage of lines takes a full turn. If one is on the ground then the moving unit must test morale. A fail sends them to ground also. Facin Infantry always face front and form around the central command stand. Sharpshooters have no flank/rear. Individual guns may face differently, but must stay in base contact. Formation changes take place after movement. Artillery may change front at end of any order. Dismounted Cavalry move as Infantry and are always in column when mounted. Hurtin If a unit gets 3 hits it suffers a casualty. Infantry take 3 casualties before being destroyed, sharpshooter and cavalry 1. With artillery, 1 casualty destroys a gun. Seein Units can be seen at 36 in the open, 24 in cover & 3 in woods. Hidin Saving throws - dice for each hit if: in cover = 1-3 on D10 saves in works = 1-5 on D10 saves Entrenchments give cover to front and units need a good morale roll to leave. Redoubts give cover to front and sides but units posted in redoubts are there for the duration of the game.

Shootin Weapon Range Points Infantry 12 3 per base Sharpshooter 15 3 per base Artillery Close* 12 8 per base Artillery Long* 36 4 per base Reb Cavalry 12 3 per base Union Cavalry 12 4 per base * 3 rifles and 10pdr Parrots. Napoleons +1 at close range and 1 at long, 20pdr Parrots +1 for both. Units that double fire become low on ammo and must resupply to fire normally again. Total points on target (round up fractions): Halve effect if: Target on ground, Sharpshooters, deployed artillery Firer low on ammo or on ground Double effect if: Target in enfilade or column Firer using double fire For hits divide total by 10 and dice for any remainder. Suffer 1 casualty per 3 hits. Units in column cannot fire. All firing is straight ahead. All units within the 12 fire zone are affected. Nearest/largest footprint takes full hits, those within 3 suffer hits at 50% and all test morale. Fightin If a unit s move allows it to overrun another unit s position, D10: +3 attacking flank/rear +2 Crack, behind works +1 In cover +1/+2 General s choice -2 Per casualty -3 low on ammo, on ground Highest score takes position. Loser takes one hit for every 3 points (or part of) difference, falls back 6 and tests morale. Winner takes hits based on loser s total: 0-5 = 0; 6-9 = 1 hit; 10 or over = 2 hits. Fightin is always between single units. For mounted cavalry actions loser always takes one hit and routs at no loss to the winner. Artillery is destroyed without loss to the attacker but the defender may move any other unit (not on ground or routing!) within 6 to support. Fightin is then between those units. Sharpshooters are destroyed by formed troops so may attempt to evade by D10, otherwise Sharpshooters may only ever engage by shootin. Runnin D10 equal or less the unit state to continue: Hit or in Fire Zone: if fail, go to ground. Rout if already on ground. Mounted cavalry and limbered artillery rout. Friends rout within 12 : as above. Rally & Stand Up is automatic when the card is played. Routing troops move at maximum speed, ignoring obstacles, immediately on failure and every time the owner plays a non-rally card thereafter. No casualties = 8 1 casualty = 6 2 casualties = 4 +2 if Crack +1 in works or on ground +1 secure flanks or rear (friends within 6 ) +1/+2 General s choice