So you’ve heard about Pub Battles by Command Post Games, and you’re almost ready to take the plunge, but you still have no idea how the game works, what are the rules? In general terms, this is how the game works (some exceptions and details are ignored in this overview):
An Army has a General HQ, and several Corps HQ’s, and their unit blocks. The unit blocks generally represent divisions (infantry, cav, artillery) these can be militia, line, or elite.
Mounted and foot each have a movement stick divided into thirds. Units may move straight ahead or in enfilade up to a 45 degree angle. First facing change is free, the second costs a third. Moving into any terrain costs a third no matter how many terrain features you occupy, in other words, if you don’t move completely in clear terrain, you move 2/3. If you are required to retreat, you retreat a third, ignoring terrain.
If it does not move, artillery may bombard in the movement phase. All other units must move to contact with an enemy and resolve it in the combat phase. Combat is fought in rounds until the units are no longer in contact. Each round of combat is simultaneous, with three 6 sided dice, scoring hits on 4+. One hit flips a unit to spent, two makes it retreat, and three eliminates it.
Modifications to the die rolls are simple and intuitive, if you have the advantage you add 1, if you are at a disadvantage you subtract 1. If you are elite you ignore the first hit, militia count the first hit as two.
This is where it all happens. Each corps commander has a chit which is placed in a cup at the beginning of the turn. A chit is drawn and that commander moves, this is repeated until the cup is empty. Moving sooner or later in the turn isn’t always good or bad, it depends. I discuss this here. You aren’t necessarily stuck with the chit draw. Every HQ gets one chance per turn to alter the turn order, going earlier or later, and once per turn the army HQ can roll for a failed Corps HQ. After all chits have been drawn and all desired units moved (including those previously contacted), proceed to the combat phase
Most battles are one day affairs that last about eight 90 minute turns. A game, coincidentally, should last about 90 minutes, per day. Capturing a Baggage Train is an automatic win, as is eliminating 50% an enemy’s army.