Bloodybacks! version 9.1 (July 2024)

This is a revised version of Bloodybacks!. Many of the core principles of version 8 have been carried forward and the main changes are the addition of a more detailed command and control system and a slight simplification of the  to the shooting and melee processes. 

These remain quite dice-heavy and make use of the "hand of dice" concept for the order/morale system in the earlier version but no longer use this for shooting or melee. 

The changes made create a faster moving game often with more happening within any game turn than in previous versions.

Do remember that this is not a commercial rule set, just an assembly of the mechanisms that I use for gaming the AWI with my own collection. They do not cover all eventualities and a sense of "playing the history" is encouraged.

List of amendments:

14.07.2024: Version 9.1 published




BLOODYBACKS! - Version 9

(See above for list of subsequent amendments)

These rules being are a set of my own devising. I have been writing and testing rules for the AWI for many years, using the “Bloodybacks!” title despite significant shifts in design. One version was published in Wargames Illustrated #188 (May 2003) but the current rules bear little resemblance to those other than the basing and unit organisation. The rules are intended for games played in a friendly manner. They would not suit competitive play.
Readers who are interested in the probabilities generated by some of the dice mechanisms contained in the rules can read more on a specific blog page covering the subject.

Concepts and definitions

Scales

Units are organised on a ratio of one figure representing 10 actual men, and one model gun representing two actual pieces. The ground scale is approximately 10” representing 100 yards.
A game turn equates to around 5 minutes of real time.

Quality

Both units and commanders are rated for their quality in Bloodybacks. Along with unit density, this is critical to the mechanisms of the game.
In both cases, quality is rated on a scale of 1 (worst) to 5 (best).
Command quality (CQ) represents the ability of a commander and his staff to inspire and influence the units under his command. Most “average” commanders should have a command quality of 3. If above average use 4 and below average use 2. Reserve the extreme ratings for absolute incompetents or truly heroic tactical geniuses.
Unit quality (UQ) represents the skill and staying-power of a unit. Quality 1 represents levy units with little or no training, Quality 2 represents the majority of trained militia. Quality three represents second-line regular troops or experienced militia. Quality 4 is for first-line regulars and Quality 5 is for the highest quality, experienced units (not those merely with a high opinion of themselves).
Most units will have the same quality in all situations. The exception is indians who will tend to have a higher quality when in woods and a lower quality in other terrain (I suggest 4 or 5 in the former and 1 or 2 in the latter, to be determined by scenario)
The combination of high quality commanders and units will create powerful effects on the battlefield. On the other hand, placing levy and militia in the command of a nincompoop is likely to result in a short-lived battlefield performance.
Initiative Level
In addition to their CQ, each commander in the game is assigned an Initiative Level (IL) rated on a scale of 2 (worst) to 5 (best). This represents the ability of the commander to react to events and issue orders to nearby units. In many cases the IL will be the same as the CQ, but this can be varied in a scenario to reflect the number of units commanded and the individual personality of the commander. 

Density

The most idiosyncratic aspect of the rules is unit density. I feel this helps to model some of the critical differences in doctrine between different forces engaged in the war. The “standard” density is “6”, indicated by 6 figures mounted on a 60mm wide base. Alternatively five figures on a 50mm frontage or 4 on a 40mm frontage represent the same density of “6”. This density typically represents men formed shoulder-to-shoulder in two ranks. The same density is used for cavalry mounted as 3 horses and riders on a 60mm frontage (or two on 40mm)
Units in “loose files” are given a density of 5. I usually model this as 5 figures on a 60mm frontage or 4 on 50mm. This is used for the majority of British units from 1776 until close to the end of the war, when formations might have tightened up again.
Where units adopted the close order seen on the continent; shoulder-to-shoulder in three or more ranks, a density of 8 is used. I use this for most Hessian and French units, basing 6 infantry on a 50mm frontage.
Units who are dispersed/skirmishing have a density of 3. For those accustomed to Napoleonic wargaming, please note that the AWI did not feature “skirmish screens”, but units were dispersed at times with order such as “to trees”.
Units may reduce their density by separating their bases to an appropriate distance. Density can never be lower than 3 however.
This complicated sounding system is summarised in the table below:
Description Density Suggested basing
Close Order 3-ranks 8 8 figures on a 60mm frontage
6 figures on a 50mm frontage
Close Order 2-ranks 6 6 figures on a 60mm frontage
5 figures on a 50mm frontage
4 figures on a 40mm frontage
Loose Order 2-ranks 5 5 figures on a 60mm frontage
4 figures on a 40mm frontage
Open Order 2-ranks
Native "mobs"
4 4 figures on a 60mm frontage
3 figures on a 40mm round base
Extended Order/Skirmish 3 3 figures on a 60mm frontage
2 figures on a 40mm frontage
2 figures on a 40mm round base
Cavalry 6 3 mounted figures on 60mm frontage
2 mounted figures on 40mm frontage
Crews 3 However you like! I tend to base as individual figures

Unit size

Unit size relates to the number of model figures in the unit (mounted figures count as two).
Artillery are given a nominal size when shooting that depends on the figure:man ratio used in the game, range and ammunition type. In melee they fight with their actual models.

Disruption points

Units can suffer Disruption Points (DPs) during the game. These can be removed through rallying. A unit cannot have more than 3 DPs at any time.

Unit stamina

Units will gain stamina hits due to melee or from shooting hits in excess of their 3DP allowance
Stamina hits affect the unit's "to succeed" number when taking morale tests 
I use different colour dice to mark DPs and stamina hits next to units on the tabletop.

Activation deck

The activation of commanders and the units under their control is determined by drawing cards from the activation deck. The deck is composed of ten ordinary playing cards; Ace through 5 of a red suit and Ace through 5 of a black suit. The first card drawn in each turn will determine the turn length and when any random events occur (depending on the scenario).



Sequence of Play


  • Determine initiative for each commander
  • Shuffle the activation deck
  • Draw the first card to determine the turn length and any random events
  • Act with any commanders activated by the card drawn
  • Continue to draw cards and activate commanders until all cards have been drawn
  • Resolve any melees that have been deferred during the turn
  • Start next turn



Determine commander initiative

At the start of each game turn roll one average die (D5, numbered 2, 3, 3, 4, 4, 5) for each commander. 
If the roll is greater than the commander's IL then he is awarded one Initiative Point for the turn, otherwise he is awarded a number of Initiative Points equal to the roll on the D5.

Example: Colonel Webster has an impressive IL of 4. His D5 roll is a "3", so he has 3 Initiative Points to use this turn as the roll of 3 is not greater than his IL.

Example: Colonel Stevens has a somewhat less stellar IL of 2. A D5 roll if 2 will see him having 2 Initiative Points for the turn but any higher roll will result in just 1 Initiative Point.

For those unsure about this mechanism the following table shows how many Initiative points a commander will have based on the result of their d5 roll:

D5 roll
Initiative level: 2 3 4 5
IL2 2 1 1 1
IL3 2 3 1 1
IL4 2 3 4 1
IL5 2 3 4 5

Activating Commanders

Red cards activate British commanders, (including loyalist, Hessian and other allied commanders).
Black cards activate American rebel commanders, (including French and other allied commanders).
The value on the card indicates which commanders are activated (based on their Initiative Points for this turn.

Example: The card drawn is a red-3 (e.g. 3 of hearts). This will activate any British commanders who have rolled 3 Initiative Points for the current game turn


Activating Units

Units who recovered from rout this turn may not activate. Other units can be activated when their commander is.
To activate a unit, a “hand” of 12-sided dice (d12s) is rolled. This begins with six dice, but one is removed for every disruption point currently suffered by the unit (maximum of three).
To achieve a success each die rolled must score equal or below the total of its quality and its commander’s quality if the commander is within 36", otherwise use the unit quality alone. 
If the unit's commander has been killed or is forced to miss an activation then units of that command will activate when the next appropriate ace is drawn from the activation deck but cannot add the commander's quality or its activation roll. Alternatively a unit may be activated by another friendly commander when  that commander activates and expends an initiative point while detached (see tariffs below).
One successful d12 roll earns one action, three successes earn two actions and if all six dice succeed then unit may perform three actions. Actions are MOVE, CHARGE, SHOOT or RALLY (or any combination). 
If the turn is of 20 or 25 minutes' duration all units that activate gain an additional action
If all of the dice rolled fail to achieve a success the unit must take an immediate morale test. This cannot be avoided by a commander using Initiative Points and a commander cannot remove DPs from a unit prior to testing.
A unit may only be activated by one commander in each game turn, however any number of friendly commanders may removed disorder from a unit during the turn by expending initiative points.

NOTE: Units who are routing do not roll to activate but take a morale check instead. If they rout off the table then they are lost.

Action tariff:

  • 1 Point
    • Rally off 1DP
    • Shoot with musket or carbine
    • Shoot with cannister
    • Move
    • About face
    • Change formation
    • Limber/unlimber artillery
  • 2 Points
    • Shoot with rifles
    • Shoot with roundshot (medium range)
    • Charge
  • 3 Points
    • Shoot with roundshot (long)

Initiative point tariff:

  • Detached commander within 18":
    • Move commander 12" (and may attach to a unit)
    • Rally 1DP off unit of own brigade (or any friendly unit if CinC)
    • Activate unit not of own brigade
  • Attached commander:
    • Rally 2DP off attached unit
    • Add 1 action to attached unit
    • Detach from unit and move up to 12"


Morale

A unit must check morale if it loses a melee or if it rolls no successes when activating.
Units attemtping retrograde movement while carryng 3DPs must also test morale.
Units who begin a game turn in a state of rout must also check morale. 

Roll three d12
The success number is:
  • For units failing to activate: 
    • 2 x Unit Quality 
  • For units losing/drawing a melee:
    • Unit Quality + Unit Density - Losses taken in melee
  • For units with 3DPs attempting retrograde movement:
    • 2 x Unit Quality
  • For units attempting to rally from a rout:
    • 2 x Unit Quality
Deduct two from the success number for each six stamina hits on the unit.
Rolls of "1" always succeed, rolls of "12" always fail.

Successes
Effect
0
Unit destroyed/surrenders
1
Rout, facing away from the enemy. Increase to 3DP if not already. 
2
Pushed back 1 move facing the enemy unless in fortifications
3
Carry on

Units who rout must take a further morale test instead of an activation roll in subsequent turns, until they roll a "pushed back" or "carry on" result. If rout moves take them off the table then the unit is lost.

Rally

A rally action allows a unit to remove one DP.


Movement


For each movement action, a unit can move the distance shown below. Commanders attached to a unit when it moved will accompany it unless they expend an Initiative Point to detach.

Infantry for each action expended: in column move 9 inches (12 inches on road). In any other formation they deduct their density from each 12” move. For example, skirmishing infantry move 9" (12" -3 density), Close order infantry in 3 ranks move 4" (12 -8 density)
Cavalry for each action expended: in column move 12 inches (18 inches on road). In any other formation they roll two d12  and must move in inches exactly: either score, the combined score or the difference in scores.
Limbered artillery for each action expended: move 12 inches on roads and 8 inches elsewhere.
Unlimbered artillery for each action expended: move 6 inches if light and 4 inches if field. Unlimbered heavy artillery cannot be moved.

If crossing a minor obstacle, take 1DP (to the maximum of 3), cavalry cannot use the combined score on their movement dice. Artillery may not cross obstacles.
If moving in light woods there is no deduction as this is factored into movement rates
If moving in heavy woods, deduct  2 inches from the movement distance for infantry and artillery, cavalry must move the lowest of their two movement rolls. 
Movement is further modified if there is difficult terrain such as steep hills (scenario specific)

Retrograde movement
This is any move where the unit moves backwards. It is allowed for infantry and unlimbered artillery, however any unit moving in this way must take a DP to reflect the disruption caused, up to its maximum limit of three. If the unit already has 3DPs then it takes a morale test instead.
Cavalry and limbered artillery may not use retrograde movement. They must turn around (one action) then move (more actions) and then turn around again (one action), possibly taking several moves to complete the intended manouevre. This at least does not cause DPs to be taken and the option is also open to infantry.

Interpenetration
Unlimbered artillery sections or Infantry of density 3 or 4 can move through any friendly unit, or any friendly unit may move through them.

Passage of lines
This may be attempted if infantry of density 5 or more wish to move through another infantry unit of density 5 or more (or unlimbered artillery) and both are of quality 3 or greater. If this is also retrograde movement then those rules are applied first. When one unit moves through another roll 1d12. 
If the result is a "1" then the attempt fails and the moving unit must stop when it makes contact with the static unit. If the result is equal to or greater than the combined quality values of the two units then there is no adverse effect and the moving unit continues through the static one. If the result is lower than the combined quality values (but greater than 1) then each unit takes a DP up to a maximum of three. If a unit already has 3DPs then it takes a morale test instead.
There is no deduction from movement distance when conducting a successful passage of lines, even if DPs are taken.


Shooting

A unit may only shoot once in a turn. If additional shooting actions are taken these add to the unit's potential effectiveness against its target. 

Musketry

Weapon: Effective Range Firepower
Musket volley 0-8" 3 d12
Musket skirmishing 8-16" 1 d12
Rifle 0-24" 2 d12
Carbine 0-6" 2 d12

Artillery

Weapon: Light Field Heavy Firepower
Close Cannister - 0-12" 0-15" 4 d12
Cannister 0-18" 12-24" 15-30" 3 d12
Roundshot (medium) 3' 4' 5' 2 d12
Roundshot (long) 6' 8' 10' 1 d12
"Size" per section 18 24 30
Add 1d12 for each additional shooting order given to the unit

The number needed to succeed on each d12 is the target density or less, modified by comparing the unit sizes. 

  • Infantry manning fortifications are assumed to have density 4 for the purposes of resolving shooting hits. 
  • Units in column of march are assumed to have density 8 for the purposes of resolving shooting hits
Modifiers:
  • If the shooter and target are the same size then there is no modifier.
  • If the shooter is larger than the target by 3:2 then add 1 to the number needed
  • If the shooter is larger than the target by 2:1, add 2
  • If the shooter is larger than the target by 3:1, add 3 and so on..
  • If the target is larger than the shooter by 3:2, then deduct 1 from the number needed
  • If the target is larger than the shooter by 2:1, deduct 2
  • If the target is larger than the shooter by 3:1, deduct 3 and so on.. 
  • If the target is in light cover, deduct 1 from the number needed
  • If the target is in significant cover, deduct 2
  • If the target is in fortifications, deduct 3
  • If the target is in woods and the shooter is not, deduct 1 from the number needed
  • Deduct 1 for each full 3" of the shooting that goes through woods
  • Add 2 if any of the following apply:
    • If the shooter is enfilading the target and is artillery or is infantry with density of 5 or greater
    • If the shooter has rifles


Rolls of "1" always pass. Rolls of "12" always fail

Each success inflicts one hit on the target unit.

Hits are taken first as Disruption Points (DPs). Once a unit as accrued three DPs any further shooting hits will inflict stamina losses. Disruption Points can be removed by rally actions but stamina hits are permanent and negatively affect unit morale when tested. 

A unit may split its fire between two targets where this is a reasonable thing to do because it cannot bring its full firepower to bear on a single target unit. Each shot is taken with a portion of the unit's size counted. For example a 24 figure unit may fire 8 figures at one target and 16 figures at another.

Visibility

Line of sight will be interrupted by buildings, hills and other such obstacles

Light woodland does not obstruct line of sight, but will count as light cover for the purposes of shooting.

Heavier woodland ("woods") have a cumulative modifier for shooting, reducing its effectivess for each 3".

Those accustomed to other rules might find the artillery ranges rather long, however they do correspond to realistic ranges at our chosen ground scale and emphasise the value of artillery in the 18thCentury. They are prevented from being “wonder weapons” by limiting their shooting through the activation system.


Charges and melee

A charge is a move that brings the moving unit into contact with one or more enemy unit.
The charging and resulting fighting is resolved in the following order:
  1. Activate and move any charging units as part of the usual activation process
  2. Check if the target evades away from  the charge(s)
  3. If the charge will make contact, roll dice to determine the impetus of the charging unit(s)
  4. Roll dice to determine the outcome of the melee
Multiple unit melee and deferred melee
This is most straightforward if the chargers all activate at the same time, either because they are part of the same brigade, or because they are in brigades whose commanders activate at the same time. In these cases move each charger into contact, then calculate the impetus for each, then resolve the melee using the highest impetus and the combined strength of all charging units. This process is not compulsory. It is permissible for units activating at the same time to conduct and resolve charges/melee one after the other.

Where charging units want to melee the same enemy unit together but do not activate at the same time then there is an additional degree of jeopardy. Charging units activating first will be moved to contact and a marker placed to indicate that the melee is deferred. Play will then continue and further units of either side may activate. Depending on the draw of the activation deck it is possible for additional units to join the charge (and resolve it or continue to defer it), or for the charged unit to activate and shoot, move away, counter-charge, etc; or for units allied to the charged unit to counter-charge.

Any player with units involved in a charge/melee may choose to resolve it when they have an involved unit activated. If this does not happen then all deferred melees are resolved at the end of the game turn.

A unit involved in a deferred melee that attempts to activate while in contact with the enemy will be destroyed if all activation dice fail to achieve a success.

Deferring a melee is optional, A single unit charging can always choose to resolve their melee as soon as they make contact.

Evade
Infantry units of density 3 or 4 who are charged by an infantry unit of density 5 or more can (must if in the open) evade by moving back one move rather than standing to defend unless they occupy hard cover or fortifications. 
The evading unit must take a DP (up to its maximum of three) and a morale test at the completion of its evade move.
The attackers can either move their full distance or stop at the point the defenders had occupied. If the attacker’s move takes them into contact with evading defenders, the defenders are destroyed.
Evading takes place before a charger needs to roll for impetus.

Determine impetus
Prior to resolving a melee it is necessary to determine the impetus of the charge(s). Apply the following process to each charging unit, or to counter-charging units if the tables have turned in a deferred melee.
Units may enter into melee as part of a move if they can move far enough to make contact with a non-evading enemy unit (using a movement action) and are able to close as described below:
  • Roll 4 d12.   
  • Add an extra d12 for each DP currently on the target unit
  • Add an extra d12 if the chargers have a commander attached
  • Add an extra 2 d12 if contacting the target unit in its flank or 3 d12 if contacting to the rear
The score needed to succeed is double the charging unit’s quality, adding one if the unit has the "cold steel" ability (British or European regular infantry, cavalry of unit quality 3+) or two if the unit has the "battle cavalry" ability (cuirassiers, heavy dragoons, or as defined by a scenario).

Count the number of dice succeeding and this will be used as a modifier when resolving the melee

Resolve melee
The charger rolls 6d12. Add 1d12 if the charger has used the cold steel or battle cavalry ability; in such cases a melee can never be drawn!

The basic number needed to succeed is 3 or less. 
This is modified as follows:
  • Add one to the number needed for each impetus success (if there are multiple chargers use the highest impetus score)
  • Add one to the number needed if the attacker's density is two points or more above that of the defender
  • Subtract one from the number needed if the attacker's density is two or more points below that of the defender

  • Add one to the success number of the chargers outnumber the defenders by 3:2 
  • Add two to the success number if the chargers outnumber the defenders by 2:1
  • Add three to the success number of the chargers outnumber the defenders by 3:1, and so on...

  • Deduct one from the success number of the defenders outnumber the chargers by 3:2
  • Deduct two from the success number if the defenders outnumber the chargers by 2:1
  • Deduct three from the success number of the defenders outnumber the chargers by 3:1, and so on...

  • If the defender is in light cover, deduct one from the number needed to succeed
  • If the defender is defending significant cover, deduct two
  • If the defender is defending fortifications, deduct three
Regardless of modifiers, 1s are always a success and 12s always a failure.
Count up successes and failures. 
  • Each success inflicts one stamina loss on each defending unit
  • Each failure inflicts one stamina loss on each charging unit
Any unit taking stamina losses in melee are moved to 3 DPs if not already.
  • If there are more successes than failures, the defending unit(s) must take a morale check
  • If there are more failures than successes, the charging unit(s) must take a morale check
  • If there are equal numbers of successes and failures, all involved units must take a morale test

If any opposing units remain in contact after all morale tests have been completed, move all charging units back 3".

Risk to commanders

When a commander is attached to a unit that suffers losses (disruption or stamina) due to shooting or melee there is a chance that the commander will be wounded or killed.

In such instances roll 1d12. If the die roll is equal to or less than the number of losses taken the commander has been struck. Subtract 2 from the die roll if the losses were caused by rifles shooting.

If struck roll a further d12 and consult the following table:
 
Die roll: Effect
2 or less Commander killed: Remove from the game and takes no further part
3 - 4 Seriously wounded: Miss next activation, reduce Quality by 1 (to minimum of 1), reduce IL by 1 (to a minimum of 2)
5 - 6 Lightly wounded: Miss next activation, reduce IL by 1 (to a minimum of 2)
7 - 8 Stunned: Miss next activation
9+ Just a scratch: No adverse effect this time!


Photo of my figures by Dr Phil Hendry



AND I THINK THAT IS IT FOR NOW!