I would like to submit the following rules to simulate skirmisher and evading movement for Light units.


1. SKIRMISHERS ( Inf, Light Inf, Rifle, Grenadier, Guard)

To simulate deploying skirmishers use the following rules.

  • a) When a player plays a scout or probe card an activated unit can deploy skirmishers with each ordered unit.
  • b) A suitable marker (yellow or green counter or a block placed flat) should be placed to note skirmishers are deployed in the same hex as the ordered unit.
  • c) The units firing range is increased to 3 hexes and the firing unit uses one die, terrain effects do not reduce this die (the firing unit uses 1 die at ranges 2 & 3).
  • d) If a unit with skirmishers deployed are fired on they may convert any hits to a banner result. This conversion may not be subsequently ignored.
  • e) The deployed skirmisher is removed when the unit is at 50% strength, is adjacent to an enemy unit or when the unit forms square. Units at 50% strength may not deploy skirmishers
  • f) Skirmisher attacks may not be combined with artillery

 

2. EVADING LIGHT INFANTRY AND RIFLES .

These units may evade when attacked in close combat by moving up to two hexes but must end in a terrain hex. Attack dice against these units only score hits on symbols prior to the evade move.

 

Regards

Tony French
MELBOURNE
AUSTRALIA

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Bolkonsky replied the topic:
12 years 4 months ago
For me the problem with this rule is that we must assume skirmishers are already built into the game mechanics at the level that is suggested. Light companies were routinely used in a skirmishing role ahead of the battalions, so we would have to assume that units not deploying skirmishers were failing to function 'normally'.

It might be worth noting that larger groups of skirmishers as often deployed by the French are also sometimes represented in the game. In the Vimeiro battle, the presence of French light infantry on the left flank seems to be intended to represent light companies detached from their parent battalions (much like the combined grenadiers) as there were no light infantry battalions in that part of the battlefield (unless there is information that I haven't come across. Incidentally, by the same token, French light infantry on the right of the battlefield appear to be represented by line infantry units, suggesting that the distinction may sometimes be used to represent formation rather than regimental designation.
Achtung-Panzer replied the topic:
12 years 4 months ago
"but must end in a terrain hex" - is this necessary? Without any terrain does this cancel the evade option?

Of course C&C have no fixed scale and I remember playing the very successful ACW Fire and Fury rules which did not include skirmishers as their effect on a large scale battle was minimal. I like the simplicity of C&C but know many wargamers who want to make it more complex. I think they should simply choose a more complex game.

Complexity doesn't always mean 'realism'.

But thanks for the idea, I hope it works for you.