Christchurch Volley & Bayonet Guidelines


General:

These guidelines have been developed for events using the Volley & Bayonet Road to Glory scenario system and the Half Scale basing standard.

Army Lists:

Players or an event organiser should define a competition time period. 

Armies are limited to a nominal points value agreed by the players or defined by an event organiser. If when organising an army there are only two corps the third corps commander may be replaced by an additional 50 points of troops. 

In multi game events players are encouraged to provide additional lists for variety. These can be of the same or different nationality and year. This is to assist with ensuring historical matchups are achieved.

Scales & Table Dimensions:

Armies must comprise 6mm figures and based to the half scale standard which can be summarised as follows:

Stand Type Width Depth
Massed Infantry & Cavalry 1½"  1½"
Linear Infantry & Cavalry 1½" ¾"
Skirmish Infantry Detachments and Commanders ¾" ¾"
Skirmish Cavalry 1½" 1½"
Artillery ¾" 1½"
Towns and Villages Width Depth
Town sector 3" 2"
Village sector 1½"  1"

The basing of commanders is flexible and may comply with that in the original version of Volley & Bayonet. 

Other game scales are for clarity: 

Scales
Ground Scale 1" = 200 yards
One Turn Represents one hour of elapsed time.
One Strength Point 500 men or 6 guns

For games involving 3000 to 4000 points a table measuring 1200mm x 900mm is ideal.

Game Length:

Game length is determined after players have selected their deployment cards but before deployment. It is determined by rolling a D6 and consulting the following table. 

Die Roll Game Length
1-2 Seven turns
3-4 Eight turns
5 Nine turns
6 Ten Turns

Game length may further restricted by the actual game time. 

Additional Guidelines:

The following local guidelines for play will be used:

  • Skirmishers may be attached out to other divisions only prior to the game. Such skirmishers are permanently attached to their respective divisions. Once attached they can be used as individual skirmishers, reinforcing skirmishers or both as per the rules. The receiving and dispatching divisions have their exhaustion values recalculated with allowance made for morale. Because of this rule 13.1 in does not apply.
  • Artillery can not be manhandled, but may pivot on the stands centre.
  • Once Pre-Professional Artillery unlimbers, it may not re-limber (its transport having left the area) but may pivot on it's centre.
  • Revised victory conditions will be used. 

Victory Conditions:

The Road to Glory victory conditions are replaced with the following:

  • Halve the "Victory rating" of the selected card. Then add the following as the game progresses.
  • +1 when a division becomes exhausted.
  • +1 if a die roll multiplied by 100 is less than the points value of the division.
  • +1 if the division suffers a morale collapse.
  • +1 if the division suffers a second morale collapse in a subsequent turn.
  • +3 if your Line of Communication is held by a non exhausted enemy divisional at the end of the game.

The player with the lowest final score at the end of the game is the victor.

The die roll multiplied by 100 needs some explaining. If a 200 point division goes into exhaustion and the player rolls a 3 then the modified die roll of 3x100 is greater than the 200 point division so an extra victory penalty is not added to the player total. If the division was 350 points then the 300 score is less so the player receives a +1 a victory penalty.


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