Crossing The Deadly Ground
Crossing The Deadly Ground
Section A - INTRODUCTION
This is based on an older set of Rules by Larry Brom, which the Jackson Gamers called
the "Brom Standard Rules." Robert Whitfield and Larry Brom developed the ancestor to
this variant in 1984 after we refought the battle of Fredericksburg in 25mm scale, and the
Confederates were unable to stop the Yankees by firepower.
In these rules there is a "deadly ground" in front of an Infantry regiment (and to a lesser
degree, in front of an artillery battery). Any enemy unit in that ground WILL be fired at
until it is destroyed, or falls back or forces the units that are firing on it to withdraw.
Fire in this rules set is deadly. If one player persists in holding an exposed position, his
unit or units will be destroyed by fire in one turn. Players must grasp the concept (so dear
to the hearts of infantrymen) of bugging out if the fire-fight begins to go against them.
· Toy soldiers, painted to a high standard, for both the Union and the Rebels.
A tabletop, the battlefield, upon which have been arranged, hills, woods, and
villages.
A number of six sided dice, referred to as D6s and a few ten sided dice - D10s.
Rulers or tape measures to measure ranges and movement distances.
A love of gaming, history and fun.
Some blank index cards or cards of smaller size to create "Movement cards".
A 60 degree fire cone made of cardboard or a protractor to determine firing arcs.
Good companions and several hours to spare.
"I cannot think what has become of (General) Stuart. I ought to have heard from him
long before now. In the absence of reports from him, I am in ingnorance as to what we
have in front of us here. It may be the whole Federal army, or it may be only a
detachement. If it is the whole Federal force, we must fight a battle here." (Confederate)
General R. H. Anderson, recalling the words of General Robert E. Lee, July 1, 1863.
1. Prepare Random Move Cards for each Brigade. or Division on each side. These
consist of infantry and artillery. Separate battalions of artillery should also have a
card. Also, add one or two "Bonus" cards and an "officers" card for each army.
2. Shuffle all of these cards, for both sides, into one random deck - the "Move
Deck."
3. Troops may be deployed in any manner convenient to the players or the game-
master. Units in woods, towns, or behind hills can be kept off as "concealed". Up
to 1/3 of an Army can be off the table as "Reserves".
"The centurion...said...I am a man under authority, having soldiers under me: and I say
to this man, Go, and he goeth; and to another, Come, and he cometh; and to my servant,
Do this, and he doeth it."- The Bible, King James Version, Book of Matthew, Chapter 8,
verse 9.
The most important function of the game-master is to keep the game moving. He draws
the cards, announces the players who will move their troops and may impose any type of
penalties such as reduced movement, mandatory movement or forfeiture of movement.
The game-master is responsible for any needed rules interpretations. Even if they are
wrong, they must be obeyed during the game. They may be argued about AFTER the
game is over.
At all costs, the game-master must not allow the players to believe they they are his
equal. The game-master is the supreme being in the game and his decisions are law.
"My two divisions at that time were cut down to eight or nine thousand men...We felt at
every step the heavy stroke of fresh troops - the sturdy regular blow that tells a soldier
instantly that he has encountered reserves or reinforcements. - General James Longstreet
- CSA"
Up to 1/3 of an Army can retained be off of the table as "Reserves" to Enter, by Brigades
or divisions, on subsequent moves.
1. Announce the entry of reserves at the start of the turn and mark their proposed
entry point.
2. The reserves can then enter on the next turn when card is drawn.
3. Roll 10-sided die.
o 1, means that the reserves enter 24" to the left.
o 2, means that the reserves enter 12" to the left.
o 3,4,5, or 6 means that the reserves enter where marked.
o7, means that the reserves enter 12" to the right.
o8, means that the reserves enter 24" to the right.
o9, 10, means that the reserves do not enter this turn, try again on a
subsequent turn.
4. Move in one normal move from the entry point.
When the first turn starts, turn over top card of shuffled Random Card deck. That Brig./
Div. can move if Staff Officer passes Command Response (See Chart).
1. Turn over the top card of the Random Move Stack. That Brigade/Division, or
Battery can move if its Commander rolls the proper Command Response Die.
Keep turning cards until the stack has been run through. This completes the
Movement Phase of the game turn.
2. On a "bonus" card, that Commander-in-chief can move any brigade he chooses
even if it has already moved or attempted to move.
3. Simultaneously fire all standing artillery, mark casualties. Test morale if units
reach or exceed 50% losses. Units may fall back voluntarily if desired.
4. Simultaneously fire all moving artillery, mark casualties. Test morale if units
reach or exceed 50% losses. Units may fall back voluntarily if desired
5. Simultaneously fire all standing musketry, mark casualties. Test morale if units
reach or exceed 50% losses. Units may fall back voluntarily if desired
6. Simultaneously fire all moving musketry, mark casualties. Test morale if units
reach or exceed 50% losses. Units may fall back voluntarily if desired
7. All units are now considered standing except those attempting to enter close
combat (Attacking units). Move all attacking units a normal move towards their
targets. If they close to within 1” of target, stop there. All units (except attacking
units) with their target in range may fire again. Mark casualties and check morale.
Units that pass morale may fall back voluntarily if desired. REPEAT THIS STEP
UNTIL ALL ATTACKING UNITS HAVE CLOSED TO 1” FROM
ATTACKED UNITS AND ALL FIRE-FIGHTS HAVE TERMINATED
BECAUSE OF MORALE FAILURE OR VOLUNTARY FALL BACK.
8. Move all attacking units into CLOSE COMBAT if their morale allows.
9. Check the morale of all defending units if their attackers close with them. If they
stand, a CLOSE COMBAT occurs.
10. Fight all CLOSE COMBATS and determine results. Move any "routed" or
"Falling Back" units and resolve any Close combats that resulted from "Bonus"
moves.
11. Attempt to rally all "routed" units from the previous turn.
12. Determine each Armys' "Morale State" and act accordingly.
13. Re-shuffle Random Move Cards and commence next game turn.
"...their lines were formed with a precision and steadiness that extorted the admiration of
the witnesses of thet memorable scene." - (Federal) General Winfield Scott Hancock,
describing the (Confederate) attacking troops on July 3, 1863 at Gettysburg.
1. Legal Formations during a game are; Lines, Columns, and Rounted (Dis-ordered).
2. We do not allow squares, since the formation was so rare on the battlefield
3. Each unit has a certain percentage of skirmishers out there banging away. Forget
about them!
4. Units can change formations at the end of their move with no penalties.
5. Units can move through friendly units with no disruptions to either.
6. If Lines are deployed closer then 2" to each other (front to back) they are
considered "Column" targets.
7. A sample infantry regiment is shown below. More organizations and formations
are at the end of the rules.
1. Units charging which receive a HALT on morale due to fire may voluntarily fall
back or stay where they are (if infantry) and fire-fight. Resolve this fire-fight
before finishing any other charge procedures or morale tests.
2. Unit charging which do not close into close combat due to failure of the morale
test "to close" should be treated as above.
3. Dismounted cavalry are treated as infantry. Mounted cavalry maynot fire, but are
treated as infantry for the purposes of being shot to pieces if they halt in a charge.
4. Non-Target units firing on charging enemy units get only one volley to "assist"
their charged friends. No firefight with a unit charging somebody else.
5. Each fire-fight may be finished before going on to the next one. Only if there is a
fire-fight involving more than one unit on a side is there a need for making sure
that each unit fires at the same time as all others firing.
"The fire of infantry then has been the main reliance, and its fire has been terribly
destructive...At a short range (say two hundred yards) no troops can stand it more than a
few minutes." - Union General David H. Strother
1. All fire is by Regts., two ranks only, 60 degree cone to the front. Measuring is
from front center of each stand to the nearest point of the nearest stand. If the
front rank is in range, the back rank is also.
2. Elevated rearward units at least 3" behind another can fire overhead fire.
3. Infantry and Cavalry lines and deployed batteries take normal "hits" (see Firing
Chart). All other formations (enfiladed lines, columns, squares) add 1 to "hit"
numbers.
4. Units armed with muzzle loading weapons my roll one D6 per stand for firing.
Casualty stands armed with muzzle-lading weapons may not fire. (see Firing
Chart).
5. Units armed with repeating weapons may roll two D6 per stand for firing.
Casualty stands armed with repeating weapons may roll one D6 for fire.
"The duties of field artillery...are to support and cover the other arms; to keep the enemy
from approaching too near; hold him in check when he advances; and prevent him from
debouching at particular points." - General William Hardee CSA.
1. Artillery fire is by battery (all stands must be touching), direct line of sight, within
a 60'cone to the front.
2. On level ground all fire is at foremost target unit.
3. Batteries on elevated terrain may fire at any enemy unit in their fire cone unless
masked by terrain or friendly unit.
4. Falling Back artillery takes guns with them (except in woods).
5. Routed batteries leave their guns in place.
6. Abandoned guns can only be manned by artillerymen. Can be moved by anyone,
friendly or enemy.
7. Batteries can pivot on their center without rolling Command Response for moving
and are not considered to have moved.
8. Artillery is divided into "Field artillery" (including so-called horse batteries) and
"Heavy artillery".
1. Field artillery may fire each turn whether it moves of not.
2. Heavy artillery may not move and fire. heavy artillery may only fire every
other turn.
9. RANGES:
Field Artillery: Cannister = 15" Shellfire = 54"
Heavy Artillery: Cannister = 18" Shellfire = 72"
"Don't you see your system feeds upon itself? You cannot fill the places of these men.
Your troops do wonders, but every time at a cost you cannot afford." - Colonel Arthur J.
Fremantle, A British Observer - speaking to Confederate officers after Gettysburg.
1. Are consolidated onto only one stand at owners choice, to his advantage.
2. This "Casualty stand", in an infantry unit, may occupy any place in the formation,
and may be moved to the rear of the infantry formation. It will not cause a line to
be considered a column, even if means that the formation becomes more than two
ranks deep.
3. A unit may only have one "Casualty" stand. When it is eliminated, a new stand
will become the "Casualty stand" when additional casualties are received.
4. Infantry stands with one or more casualties on them may not fire.
5. Takes two hits (each counted as a "Half" casualty) to "Kill" an artillery crew
figure.
6. Artillery stands with "half" casualties may fire and fight as normal, till a second
"half" casualty removes the figure.
7. Since artillery batteries roll a D6 per figure, not per stand, the remaining single
figure on an artillery stand which has taken a (full) casualty still "fires" as normal.
"Down at the extreme right, in the maddened whirl, I found the brave Sickel, his face
aflame, rallying his men with an appeal none could resist...By such appeal and offering,
this gallant regiment, forced back by by overpowering onset, straightened up into line
again..." - Brevet Brigadier General Joshua Lawrence Chamberlain
1. Roll 1 die and use Initial Morale Rating Chart to determine a units Basic Morale
when first having to check Morale.
2. When to check Morale
o At the end of any firing phase in which a unit's casualties reach or exceed
50%.
o When attempting to Close Into Combat.
o When attempting to Stand In Close Combat.
o When a unit loses a Close Combat.
o When a unit attempts to withdraw from Close Combat as attacker closes.
o Unit attempting to support a friendly unit within 4".
o Routed units trying to rally.
o Falling back unit, colliding with enemy, to see if fight or surrender.
To Check Morale - Add number rolled on 6-sided die to units' current Morale rating.
Morale Results
I may say that very few bayonets of any kind were actually used in battle, as far as my
observation extended. The one line, or the other usually gve way under the galling fire of
small arms, grape and cannister, before the bayonet could be brought into requisition.
The bristling points and the glitter of the bayonets were fearful to look upon, as they were
levelled in front of a charging line; but they were rarely reddented with blood. - General
John B Gordon, CSA
1. Attacker moves units towards target units and halts 1' away. Cannot fire, but takes
any defending fire. Infantry units may charge if within 36" of the target unit(s)
and Cavalry if within 48" of the target. The charging units must be able to see
their target or an officer within 24" of the charging unit must be able to see the
target. Units may charge a terrain feature, such as a woods, a town, "the far side
of the creek" or a fence. They will attempt to close on and fight any defenders of
such feature.
2. Attacker moves in normal moves. May take fire after each move. EXAMPLE:
Target is 22" inches away. Attacker moves one move (3 dice - 12") and takes fire
of defender. Attacker then moves another move (3 dice - 10") and takes fire of
defender. Attacker then moves a final time (3 dice with a result of 11" but stops at
1" from defender) and takes fire of defender.
3. Attacker attempts to Close Into Combat with a Morale roll. Each unit tests
separately. If the unit fails, It falls back.
4. If attacker closes, defender checks Morale and acts accordingly.
5. Each non-casualty stand in the unit gets one D6. Then add/subtract the following
extra dice.
o ADD One D6 for attached officer's bonus
o ADD Two D6s if behind defensive works or abatis
o ADD One D6 if unit is "Elite Veteran" troops
o LESS One D6 if unit is green troops or units falling back
o ADD One D6 if unit is cavalry making mounted charge
o HALVE dice if unit is attacked in rear.
6. Sum the total of the dice for each unit. Divide by 4. That number of enemy figures
is killed. If a fraction of 1, 2 or 3 is left over, this can be "confirmed" as a kill by
rolling that number or less on a D6. The side with the highest losses is the loser.
7. Loser of Close Combat checks Morale. A result of 6 or more means that the
defenders Fall Back. A result of less than 6 means that the loser routs.
8. Attacker trying to Close and target is gone, can:
o a. Occupy vacated position and reform or reface. Note that this is the
ONLY choice if the unit charged a terrain feature.
o b. Pursue moved target if distance allows.
o c. Attempt to Close on another target within 45 degree cone.
9. Defender can "support" any attacked unit within 4" by checking Morale and
acting accordingly.
10. All the stands of attacking units that Close get to fight and if any one stand of a
defending unit is contacted, the whole unit fights.
11. Multi-unit Combats are fought in the sequence that they made contact.
12. Casualty stands of a unit fight last and subtract 1 from their die for each casualty.
13. Mounted Staff Officers are the last to fight in any Close Combat.
14. When all Close Combats are resolved make all Morale adjustments, move losing
units to new locations, check Morale of any Units that lost their Staff, and then
take winners "Bonus Options".
o Hold position.
o Make non-combat tactical move of one normal move
o Attempt another Close Combat by passing Morale Check and rolling
variable move dice - announce intent first. (Defender can fire defensive
volley if not already fired that turn).
15. Defending unit - that has not moved - can attempt to pull away from an attacker.
Check morale if it fails, unit Routs.
16. Artillery batteries cannot support in Close Combat.
17. Infantry in towns, forts, behind walls etc. lose any bonuses if they move out to
support any Close Combats.
18. Units fight in close combat in the same order they are moved into it.
19. The formation that a unit may be in has no effect on fighting close combats.
1. There is an imaginary line parallel to, touching, and extending from the front rank
of the stands that make up an attacked unit. Any attacking unit beginning it’s
turn’s movement completely behind this line is making a rear/flank attack.
2. Attacker making a rear.flank attack need not check Morale to close.
3. Defender tests Morale with a Morale minus. If he fails the morale test, he Routs.
"A hoarse yell arose through the tumult on the left where the impetuous (Colonel) Sniper
had tried to carry the breastworks in the woods and now, badly cut up, his regiment was
falling back..." - Brevet Brigadier General Joshua Lawrence Chamberlain
1. Move directly to their rear a normal move distance plus one D6 in inches and do
not effect friendly rearward units. (take no terrain penalties). Involuntarily falling
back units must move the full distance called for by the movment dice.
2. If they collide with enemy units, the unit will test Morale with a Morale minus.
This is to see if they fight. If they do, they are disordered but they fight. If they
fail the morale test, they will surrender.
3. Unit which are voluntarily falling back may stop their fall back movement if they
move into a woods, behind a woods, behind a town, (NOT into a town), behind a
hill etc. Anything that is a block to fire may stop the fall back. Of course, the
falling back unit MAY move to the full extent of the fall back distance produced
by the movement dice.
4. A voluntarily falling back unit may stop it's fall back move at the rear of a stone
wall, similarly to above, even though a stone wall is not a block to fire. Unts often
rallied at hard cover such as that.
5. Falling Back units are in that state until their next normal move.
6. Artillery units in woods will abandon their guns if they fall back, otherwise,
artillery take their guns with them (use the "Move only" line on the Movement
table).
1. Move as Falling Back units above but they double the distance given by the move
dice.
2. When a unit routs due to fire, close combat, or attempting to stand in close
combat, any friendly units within 4" of the routing unit's original location, as well
as any unit passed through by the routing unit during the rout move, must test
morale. NOTE that if these units in turn rout, they will not trigger additional units
to test morale. The unit that rounted due to fire, close combat, or attempting to
stand in close combat is called the Primary routing unit. Units that routed because
of proximity to the Primary routing unit are called secondary routing units and do
not cause additional units to test morale.
3. Routed units that collide with organized enemy are captured.
4. Routed units that take casualties from fire test Morale. If they pass, they remain
routed in place. If not, they rout again with all implications.
5. Routed units attacked in Close Combat automatically rout again and immediately
incur one D6 of casualties). The attacker gets no bonus move for attacking such
units, but does receive the +1 increase to his morale level for causing a unit to
rout.
6. At end of next game turn attempt to Rally routed units. If not,leave the table if
they had lost at least one stand of casualties. If not, they stand in place, routed,
testing morale each turn till rallied.
7. Units that leave the table due to routs may not return during the game.
8. If a staff officer reaches the routed unit, his morale bonus may count during to aid
in Rally attempt. If the attempt is unsuccesful and the unit leave the battlefield,
the officer goes with the unit.
Rules section R - CAVALRY
"...these cavalry fights are miserable affairs. Neither party has any idea of seriously
charging with the saber. They approach each other with consdierable boldness, until they
get to within about forty hards, and then, at the very moment when a dash is
neccessary,...they hesitate, halt, and commence a desultory fire with carbines and
revolvers." - Colonel Arthur J. Fremantle, A British Observer.
1. Standing Cavalry (didn't move on their last move attempt) fight Close Combat
minus 1 on their die.
2. There are no infantry squares in this game.
3. Can mount or dismount in place or move up to 1/2 their move distance and still
mount/dismount.
4. Only dismounted Cavalry can fire. Mounted fire is included in the close combat
of cavalry.
5. Dis-mounted Cavalry fight in Close Combat as Infantry. Mounted Cavalry against
towns, forts, etc. fights minus 1 from Combat die roll.
6. Cavalry MAY fire on a turn in which it dismounted provided it did NOT move.
7. Cavalry may not mount or dismount if command control die roll failed.
1. All woods, towns, bridges, walls, etc. are considered ground level terrain. Hills
are the only elevations.
2. To see or fire over an obstacle - woods, towns, troop formations, etc. one must be
on a forward slope (hills should be 'so marked) and the target must be 12' or more
beyond said obstacle. (See Graph).
3. Troops in woods, towns, or behind fences, walls, and hedges are considered "in
cover" for firing purposes.
4. Falling back units that move across a fence, wall or hedge may end their fall back
at that point. This does not apply to routing units.
5. All hills cause movement penalties and units on opposite sides of the "crest-line"
cannot be seen or fired upon.
"As...the troops of both armies have been occupied principally in struggling through
thickets and fighting for position, todays work has not been much of a test of strength." -
General Grant, at the close of the first day of the Battle of the Wilderness.
1. If troops are in woods for any part of the turn, they take a movement penalty.
2. Troops moving in woods will be disordered unless they voluntarily move 3" or
less.
3. Troops at edge can fire into or out of and can be fired upon.
4. Troops within cannot be seen until viewer is at the edge. (Visibility and firing
range inside woods is 6")
5. No artillery can move through woods, but it can be deployed at the edge at the
start of the game, visible and capable of being fired upon (is in cover) and firing.
If, however the crew ever falls back due to morale the guns must stand
abandoned.
6. Artillery moving through woods on a road may unlimber and go into action on the
road, however only one section (one stand, gun plus 2 gunners) may fire down the
road.
Barksdale received the assignment (to defend the town of Fredericksburg) gladly, posting
most of his men in stout brick houses whose rear walls, looking out upon the river, they
loopholed so as to draw their beads with a minimum of distraction in the form of return
fire from the men they would be dropping when the time came. - Shelby Foote - in volume
2 of his book 'The Civil War - A Narrative' - describing the defense of Fredericksburg
Virginia by Barksdale's Mississippi brigade.
MOVEMENT CHART
TYPE LINE COLUMN ROAD WOODS, HILLS WATER
Infantry 2 Dice 3 Dice 4 Dice Lose low die Lose High Die
Militia Infantry 2 Dice 3 Dice 4 Dice Lose high die Lose High Die
Milita Cavalry 3 Dice 4 Dice 5 Dice Lose high die Lose high die
Veteram Cavalry 4 Dice 5 Dice 6 Dice Lose high die Lose low die
Mounted Staff 6 Dice, No bonuses, No terrain penalty
Field Artillery Movement only = 3 dice Move &: fire = 2 Dice
Artillery: Woods = not allowed, Hills, walls = lose high die, Water = lose low die
Milita Artillery: Woods = not allowed, Hills, walls = lose high die,
Water = lose high die, cannot move and fire
FIRING CHART
FIRING UNIT FORMATIONS IN OPEN FORMATIONS IN COVER ARTILLERY IN OPEN ARTILLERY IN COVER
INFANTRY FIRE: Roll 1 six-sided die for each firing stand. Above numbers "hit" and
inflict 1 casualty on the target unit. Add 1 to the above "hit" numbers when firing on
Columns, Squares, and Enfiladed lines. Stands with casualties on them may not fire.
WEAPON RANGES
Rifled Musket Range is 24" Sharpshooters 30" Carbine Range is 15"
Shot/Shell range is = 54" CANNISTER = 15"
ARTILLERY Fire: Roll 1 die for each gunner on each artillery stand (each gunner
represents one gun of the battery) of the battery that is firing. Discard "mis-fire" numbers
(see below).
Roll remaining dice again, hit as above, for Infantry Fire. Guns firing cannister take no
Mis-fire roll (see below).
AN EXAMPLE: The 150th Ohio light artillery fires on the 99th Florida infantry. The
range is too long for cannister. The battery consists of three stands each with two
artillerists and a gun. There are six artillerists total so six D6 are rolled. The results are
1,3,3,3,4,5. The result of 1 is a “mis-fire” number so that die is discarded, and the other 5
are rolled again. The results this time are 1,2,3,5,6. The numbers that “hit” are 4-6, so
there are two hits (2 figures removed) from the 99th Florida.
Note that if the Florida boys had been in column, 3-6 would have hit, and there would
have been 3 figures removed instead of 2.
1. Enfilade fire takes place when a line drawn at right angles to the center stand of a
firing unit will pass through the length of an infantry or cavalry line. Treat the
enfiladed target unit as being a column for purposes of taking casualties.
2. Deployed artillery batteries may not be enfiladed.
1. At the start of the game, the game-master can set a time limit such as: "We will
fight 10 turns." or "We will fight till 4pm." At that time the game stops and the
victory conditions are consulted to see who has won.
2. Both Armies fight on until -due to "Routs" and "Retirements" - one Army
dissolves.
3. One player voluntarily withdraws concedes that it is apparent that his forces have
lost, or have no chance of winning.
1. At the start of the game, the game-master can victory conditions such as: "The
Federals must occupy the town of Cotillion and have at least three regiments
across Sudsy Creek." or "The Confederates must get thiet supply wagons to safety
over the pass. The Yankees must capture at least half of the wagons for a minor
victory and two-thirds of them for a major victory." There is no limit to what a
good game-master can devise as victory conditions.
2. If no other victory contions are established, the army which has the lowest
percentage of casuaties may win the game. If neither army has more than 50%
remaining, it is a Phyrric victory. If one army has double the casualties, expressed
as a percentage, of the winner, then the victory is an Overwhelming one. If one
army beats the other by 5% or less, the game is a stalemate.
"General, do you not think our troops are very much in the condition of a lump of sugar
thoroughly soaked with water, but yet preserving its original shape, though ready to
dissolve? Would it not be judicious to get away with what we have?" - Thomas Jordan -
Brigadier General CSA - speaking to fellow General P.G.T. Beauregard, during the
latter part of the Battle of Shiloh, April 7, 1862.
At the end of each Game turn each Commander will calculate his Army's' Effectiveness -
and subsequent Morale State - and act accordingly. Effectiveness is computed by
dividing the number of "fresh units" (those units which have not yet lost a stand due to
casualties) in ones' Army by the total number of units in the army. The resultant
percentage number is the Army Effectiveness percentage.
There is no penalty for this organization, it takes hits and fires just the same as the
battle line above, but it can hold twice the frontage. It delivers only half the fire
power per stand's width however, so it may have difficulty in holding that
frontage against a multi-unit attack.
OO OO OO OO OO OO
OO OO OO OO OO OO
A sample infantry regiment in "Assault Column", using Larry Brom's old
Organization
OOOO OOOO
OOOO OOOO
OOOO OOOO
Only the first two stands (NOT) the first two ranks can fire out of this formation.
It takes casualties as a column, instead of a line, but it moves better and is easier
to move in and out of tight spots. It is the formation of choice for attacks into
close combat in which the maximum amount of men are pushed against a
minimum frontage of the enemy.
OOOO
OOOO
OOOO
OOOO
OOOO
OOOO
This is the formation for marching down a road or moving through a very
constricted spot. It may not fire at all. It may not be used to attack into close
combat.
I I I
OO OO OO
I I
OO OO