With the Colours in the Late War

Being an Account of the Regiment's Adventures in the Recent Continental Unpleasantness


All dice are ordinary six-sided dice. Players alternate clicking the Forward March button. They will play until they can sound the All Clear (by clicking the button at the game's request, at the end of the group's action), then the next player gets a turn. Each segment of play is an engagement. The Objective is set up on the far end of the table. Player figures are officers who always are allowed to save on a 3-6 on one die when made casualty - each player gets one. If made a casualty, the player is out of the game. Player commands should be at least a dozen figures, including officer and standard bearer, with perhaps an artillery piece and crew. Commands of more than 24 figures should be split into two or more player commands. While one players makes his actions, another player (or a referee) runs the enemy.

When acting, figures may choose to move, shoot, charge, or fight. Friendly and enemy forces alternate making actions as a group until one side or the other is defeated. A normal move is 6 inches on foot, with artillery, or with gatling guns, or 12 inches mounted, and may involve any changes in direction or facing desired. Movement in rough terrain is at half speed.

Mounted soldiers may not shoot. Foot figures may shoot up to 12 inches, killing their target on a 6. You may not shoot at an enemy soldier who is in contact with a friendly one. If the target is in cover, they roll a die when they are shot (including by gatling guns and artillery, too) - on a 4-6 they survive. When artillery shoots, it may change facing up to 45 degrees. Draw a line 24 inches straight out from the muzzle of the gun. Any figure within 1 inch of the line must roll a die - on a 5 or 6 they are killed. Artillery must reload after firing, which requires two figures to make an action (count as a Move). Gatling guns may also change facing up to 45 degrees when firing. They will make every figure within an arc of 90 degrees centered on the direction the gun is pointing, and within 12 inches, roll a die - on a 5 or 6 they become a casualty. Before firing, the gatling gun must roll a die - on a 1 it will jam for the turn, and no one will be affected by the fire. Artillery, if loaded with cannister, will fire as if a gatling gun but without the roll to jam. At least one figure is required to fire artillery or a gatling gun. After moving, artillery and gatling guns must spend an action setting up (includes loading for artillery) before they can fire - they may change facing but not location.

Charging involves making a move (as normal) into contact with an enemy soldier. Roll a die, and on a 5 or 6 (for foot) or a 4-6 (for mounted) the enemy soldier is made a casualty. Fighting is the same as charging, except the soldiers will start in contact, so there is no movement.

Encounters with the enemy will take place at a distance of between 7 and 12 inches - roll a die and add 6 to it to determine the distance unless instructed otherwise. Enemy will appear to the front of the player's unit unless otherwise noted. Groups of 6 or more of the enemy may have a standard bearer and/or officer. Groups of 9 or more must have them if possible. If an enemy standard bearer is killed in a charge or in hand-to-hand combat, you have captured their colours. If, at the end of any engagement, you have lost your own colours to the enemy, the game is over for you - you are cashiered in disgrace.

When within 18 inches of an Objective, it may be scouted by clicking the Scout Objective button instead of the Forward March button (that player continues until the Objective Taken button is clicked, or their forces are defeated).

Players may join forces if they are close enough to support each other. Simply add the supporting soldiers to the acting player's force for that enagagement. When an engagement is finished, all involved players will share in the rewards.

Copyright (c) 2018 by Arofan Gregory. All rights reserved.