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This is the R&H (Realism&Historicity) House Rules. I must to note promptly: they fit not for everybody but for the "gourmand"-wargamers. Nevertheless, I guess, some clauses could be useful for the common using too.
Myself, the Russian Corps' MP teams and our opponents (Tirailleurs et Dragons! mostly), we always play using this set of rules during 2 years already. So, it is the "tested by time" one. But even now we have to add new corrections and clauses.
When we play the special R&H scenarios, we use custom OOBs with Staff AdCs for the command-control functions (i.e. Time-Space factor), Artillery and Engineer/Pontoon Parks, that is why there are special rules for them.
1. Command-control: a) All NEW moves and maneuvers may be started on the NEXT turn after getting the order with AdCs from a higher Commander only, and with presence of a leader (Regiment Leader opens move of his Regiment, Brigade Leader opens move of his Brigade, the leader must be with a leading unit herewith; the exceptions: Division Leader, Corps Commander, CinC); b) only Major AdCs may lead any units as their Command officers. 2. March Order: a) No unit stacks on the road march, the exception: Art.battery/Train + Inf.Co./Cav.Sqn. as escort; b) Cavalry Regiment may move along ways by Squadrons only, and by Sqns and divisions (2 sqns) elsewhere; if Cavalry approach the enemy or expect an enemy nearby they can be formed into a battle order (up to 250 cavalrymen in one hex) and have more than 2 squadrons in one hex; c) Infantry battalions of 650 and more men must leave one empty road hex after them or to detail their Light companies; d) In MARSH hexes troops may move along ways only: Skirmishers - along pathways and any roads, Cavalry and Infantry in Column (!) - along any roads only; Artillery and Trains - along highways only; e) Artillery, Art.Parks and Trains may not move through FOREST hexes without ways, but may move through Orchards. 3. Battle Order: a) no more than 8 guns in one hex (1 Battery + 1 Btn. in Column/or 1 Sqn. is possible); b) no more than 1,200 infantrymen or 250 horsemen in one open space hex, 650 infantrymen or 125 horsemen in one town or village hex; c) no more than 300m (3 hexes) between a Skirmish chain and the parent Brigade in the open fields; d) no Infantry units in Line order in Village/Town hexes; e) only Light Artillery (till 6pdr.) may be positioned in Village/Town hexes, and only in the road hexes inside a village/town; f) only Battalion / Regimental Artillery may be positioned with Infantry in Line order; g) Artillery Park must be positioned in the same hex or after their Battery, a battery may shoot without Artillery Park 2 turns pending only, the exception: Horse Art.batteries; h) Infantry battalions of 650 men and more in Line order must to detail their Light companies, Infantry battalions of 800 men and more must use Extended Line feature.
4. Attack Order: a) Infantry may attack with fire on ANY Cavalry from the maximal range only, if the cavalry unit persist and do not leave their position then Infantry may attack from the minimal range, the exceptions: skirmishers in orchards, woods and towns, and surprise encounters; Infantry may melee only disordered/routed Cavalry; b) Infantry can melee Artillery even if it is stacked with Cavalry; c) Infantry may not encircle an enemy unit within one turn. Infantry may come on their flanks only on the first turn. For the second turn it may surround the enemy unit completely; d) disordered unit may attack/advance with the presence of a leader only; e) Cavalry may charge village/town along streets only; f) troops cannot fight in woods at the Night time; g) Cavalry cannot charge at the Night time.
5. Infantry/or Artillery may not shot across their skirmishers are in front of the infantry/or artillery unit.
6. No over head artillery fire if friendly/own troops are visible to the firing battery and within two hexes of it or the target hex. Troops in dead ground to the firing battery (the friendly unit is not visible to the firing battery) can be fired overhead of as they are protected in the dead ground. This gives a two hex "safe zone" in front of both the firing battery and the target hex. (by Mike Ellwood)
7. If any routed troops without a leader find themselves behind the enemy front line or enveloped in open, they must to capitulate and draw themselves into a location indicated by an opponent.
8. Conquered and occupied hostile Objective point in towns and villages must have some garrison (a troop/company of infantry or troop/squadron of cavalry, or a wagon-train).
9. Once a unit (except Guards) has lost 50% of their strength, it can no longer engage in offensive actions.
10. Engineer/Pioneer/Sapper/Pontoneer units' river-crossing work is possible with the presence of their Engineer/Pontoon Parks only.
11. Night actions. At the visibility of 2 hexes (200m) all fighting forces must be disengaged. At the visibility of 1 hex (100m), put all troops on the night bivouacs, and let to move nobody but regimental supply trains and very small forces of the night sentinel posts and piquets (Light Inf. company, Cav. platoon). Exception: the night retreat from a battlefield.
12. March to the Sound of the Guns (by Roy Parcel): The MTSG's rule is triggered as soon as greater than 10 batteries on both sides have fired at troops on either side (including the opposing guns). The following exceptions apply: weather is light or heavy rain or snow, dawn or dusk conditions visibility is under 5 hexes. Range of the leader to the imaginary centre point of the Sound of the Guns is ( we will all have to use our best judgement here) 0 to 30 hexes, 60 to 100 hexes, and 130 to 170 hexes - The ranges in between these numbers are considered dead zone where the sounds of guns and battle cannot be heard. VR's note: it is not understandable, why those ranges in between these numbers have to be considered as a dead zone? No unit may MTSG's if the range is greater than 170 hexes.
a) Officers that are within the first audible range (0-30 hexes) and who meet the above conditions will hear the gunfire, and can deciden whether or not to March...
b) officers within the next two audible ranges (60-100, 130-170) will have to make a successful die roll (using the PBEGames on-line die roller). This is made using a 6 sided die, with the 60-100 range successful on a roll of 1-3, and within the 130-170 range successful on a roll of 1-2.
Dear Christian, monsieur le lieutenant, I offer you to try some R&H scenario with the rules practically. This is the real fun for a real fan of the historical way of wargaming.
Chest' imeyu!
Regards
_________________ General-Feldmarshal Prince Vladimir N. Repnin Imperial Russian Corps Commander Prince Braine-Le Comte & The Adjutant-General of His Imperial Majesty Chevalier Guards Regiment
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