|
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.
[Return
to the Volley & Bayonet Page]
|