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Pickett's Charge FAQs & Rule Updates

The document provides clarifications and amendments to the rules for Pickett's Charge, a miniature wargame. It addresses questions that have come up since the initial release and looks to improve areas of the rules through greater clarity or additional details. Specific changes are outlined covering unit sizes, command, charges, infantry and artillery fire, skirmishers, and morale rules.

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cielaq
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100% found this document useful (2 votes)
82 views5 pages

Pickett's Charge FAQs & Rule Updates

The document provides clarifications and amendments to the rules for Pickett's Charge, a miniature wargame. It addresses questions that have come up since the initial release and looks to improve areas of the rules through greater clarity or additional details. Specific changes are outlined covering unit sizes, command, charges, infantry and artillery fire, skirmishers, and morale rules.

Uploaded by

cielaq
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Since the release of Pickett’s Charge we have been monitoring the questions being asked

and also looking for areas where the rules could be improved, either by clarification or by
addition. The net result has been this opening FAQs & Rule Amendments document. Our
plan is for this to be a “live” document which is updated periodically as new questions and
new ideas arise.

Many thanks to all the Pickett’s Charge and TooFatLardies forum contributors who assisted
with ideas and suggestions for this update.

U n it S iz e s
1. Fog of War Cards: Optional: Increase unit capacity from 2 to 3.

2. Large Units. Large infantry or cavalry regiments cannot be split into two small regiments
during the game. A player may not purchase a large cavalry regiment or large infantry
regiment using the points system and then split it into two small regiments.

3. Provisional Regiments. When two small regiments are combined to form a provisional
regiment, the provisional regiment will be regarded as a standard sized regiment,
regardless of the actual number of bases involved. (Any excess bases should be removed
from play to avoid confusion.)

Com m and

1. Redeploy Order. Definition: Either a) Retire a front line brigade back into reserve. The
brigade falls back behind the front line and adopts a new position, (this new position
should be stated or written down) along the player's table edge, up to 12" in. Or b)
Retire the brigade to behind the front line and then it adopts a new position either to
the left or right of its original position, (this new position should be stated or written
down).

2. A Redeploy order is not required for brigades that are simply attacking or engaging the
enemy and their axis or line of advance takes the brigade across the face of, or to the
left or right of other brigades.
3. For a Redeploy order to be successfully received the brigade must obeying orders on the
turn the Redeploy order was issued. If the brigade fails its command roll then the order
has not got through and will need to be re-issued in the following turn/s at the 2 ADC
cost. Once successfully in place (i.e. the brigade obeys orders) the Redeploy order
remains fixed regardless of any future hesitant command roll results, until the order is
completed, changed or a Faltering Brigade command roll changes the situation. (I.E. If
the brigade falters and then receives a Retire or worse result whilst redeploying then
the redeployment order is removed.)

4. Faltering Brigades Command Roll. Faltering brigades only roll on the Faltering Brigade
Table - they do not make a separate command roll followed by a faltering brigade
command roll, only roll once against the Faltering Brigade Table. (p31-32)

5. Rallying Units. When the brigade obeys orders all brigade whipped and routing units
immediately rally and are considered unformed. They will remain unformed until an
entire movement phase is spent to reform. Thus if a rallied unit is charged in the
immediate following charge phase it will be considered unformed. (p31, 67)

6. Artillery Brigades. Artillery brigades must consist of two or more artillery batteries.

7. Brigadier Points Cost. Points costing for brigadiers are now introduced. Each brigadier
must be graded and the appropriate points total applied:
Brigadier Points Costs:
Excellent Brigadier = 125. Standard Brigadier = 75. Poor Brigadier = 50.
(Points impact of Brigadier quality upon the C-in-C is now removed.)

8. Additional Staff Officers for Small Games. If playing a small game with say just two
brigades a side, add an additional Staff Officer per side to increase command flexibility.
Charges
1. Supports may only provide their support reroll once. If a supporting unit could
potentially provide support across two separate charges then the player must decide
which charge to participle in and therefore support. The unit cannot apply its support
reroll more than once.

2. Support rerolls are not compulsory - the player may choose whether to use a support
reroll or not.

3. Attacking a Flank or Rear in Melee. Any unit meleeing and attacking the enemy flank or
rear gains +2 CD.

Infantry Fire

1. Alter the Deadbeat Volley "7" result from 2 to 1.

2. Column or Double Line Deadbeat Volley. All Regiments in Column and all Small or
Standard Regiments in Double Line halve any casualties they inflict, e.g. a column
scoring a 8 on the Deadbeat Volley line causes 2 casualties, this would be halved to just
1 casualty. (See the Elephant Test requirements are still inflicted as per the chart).

3. Firing at Half Effect. Fire as normal but halve all casualties inflicted.

4. Recovering Fire Discipline. The unit only needs to remain stationary for the movement
phase, (not the full turn); therefore it may fire as normal in the fire phase immediately
after it has recovered FD.

5. Optional Rule: Large Regiments gain just 1 CD when firing at Long range.

Artillery Fire
1. Artillery Priority Targets. Artillery that has a Staff Officer/s on brigade attachment or
assault fire may ignore the target priority rules and choose targets of the player's choice.

2. Artillery Assault Fire. The assault fire tasking permits a maximum of two batteries to
assault fire from one brigade. Both batteries must be within support distance (5cms [3"])
of each other for both to assault fire. If the batteries are deployed over this distance
then only one battery, (of the player's choice) may assault fire. If players wish for more
batteries from the same brigade to use assault fire then an additional Assault fire tasking
can and must be applied to the brigade.
3. Artillery Assault Fire & Low on Ammunition. When firing two or more batteries from the
same brigade on assault fire any unmodified double one or double two will render one
of the batteries as Low on Ammunition.

4. Artillery Brigade Staff Officers. (Optional) Artillery brigades will generate a bespoke
Artillery Staff Officer. Players should use a separate coloured die when rolling for Staff
Officer availability to account for an artillery Staff Officer. The artillery Staff Officer,
when available, may only be used for the Artillery brigade and may not be assigned to
other brigades. If this Staff Officer is available the player is free to use as many other
additional Staff Officers as he sees fit towards the artillery brigade. However, if this Staff
Officer is not available then the artillery brigade may not receive any additional Staff
Officers. (I suggest that this rule is only used for games with at least 5 or more brigades.)

5. 12pdr Smoothbore artillery firing canister and on an Assault Fire order will gain 1 or 2
CDs for the canister AND 2CDs for the assault fire.

Skirmishers
1. Regiments in Skirmish Order Firing at Effective Range. Infantry regiments graded as
Regular or Green in skirmish order inflict casualties on each Double 5 or single 6 rolled.
(E.G. A 5 base regiment rolls 5 dice and scores 6, 5, 5, 4, 3 - this results in 2 casualties
being inflicted.) This rule does not apply to Sharpshooters or Elite and Veteran
regiments.
2. Skirmishers in Cover. When targeting enemy skirmishers in cover only apply a -1 CD
modifier to your firing skirmish unit. (Skirmisher targets do NOT gain a benefit for being
in skirmish and in cover.)

Morale
1. Units forced to take a See the Elephant test do so immediately, (including in a charge).

2. When firing at several units and you achieve a See the Elephant test, only one enemy
unit will take the test. This will either be the largest unit or the nearest unit, depending
on the circumstances. (If you're unable to decide throw a D6 - and the winner chooses!)

3. Units Whipped or Routed as a result of an adverse See the Elephant test apply the extra
casualties as a result of being whipped/routed as well.

4. Risk to General. If a general was attached to the lead unit in a losing charge, where the
lead unit was either whipped or routed or a general was attached in a losing melee, then
roll on the Risk to General Table.

Score RISK TO GENERAL - Roll 2D6


2-4 DISGRACE! Your general panics, falsely claims he's wounded and immediately
surrenders to the first man who will accept his sword, who happens to be an officer
belonging to his own regiment!

The brigade is taken over by the oldest officer in the regiment whose rather too keen
on whiskey libations - classed as a Poor Brigadier.
5-9 STEADY BOYS! Your general is unharmed!
10 - 12 UNSIGHTLY DEMISE! A stray Minnie ball greets your general's forehead in a most
unpleasant manner. The brigade is taken over by an ex-lawyer who joined up just last
week - classed as a Poor Brigadier.

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