This document provides an overview of the rules of Rolling of the Drums
(ROTD)..
It does not give the reader enough information to play ROTD, but
provides
a quick introduction to the game and how it is played. After reading
this
document, the reader will eventually want to consult the Basic Rules
prior
to playing ROTD for the first time.
1. Strategic Map
ROTD is played on a strategic map of the eastern United States,
containing 140 columns
(labelled A0 through N9) and 120 rows (O0 through Z9). Each strategic
square
contains terrain, is part of a nation, and may contain a city, or
units.
Click to see a sample
strategic
map with units, or the full
strategic map without any. (The full strategic map may take some
time
to download.) Clicking on a map icon will reveal information about the
terrain, city, and/or units that are there.
2. Tactical Maps
Each strategic square on the ROTD has an associated tactical map which
shows details of the terrain in that square. Click to see a sample
tactical map. Each tactical map has 15 rows and 15 columns,
numbered
0 to 14. Each square on a tactical map has terrain and a defensive
rating
(0 to 4) and may contain units. Clicking on a unit icon will reveal the
identities of the units that are there.
3. Units
The basic unit in ROTD is the brigade. Each brigade has a nationality,
a service arm (infantry, cavalry, horse, field, or siege artillery,
or militia), and a number. For example, CS4CV is
the Confederate Fourth Cavalry Brigade. There are also army and
corps
headquarters units. Each brigade is rated for strength, artillery
batteries,
quality, morale, experience, fatigue, and supplies and ammunition. Each
brigade has a commander and a deputy commander; the deputy can send
orders
for the brigade if the commander does not.
4. Detection
Units can detect other units on the strategic map only if they are
within detection range. Army headquarters can see friendly units up to
5 squares away; other types of units can see friendly units up to 3
squares
away. Cavalry can see enemy units up to 3 squares away; other
units
can see enemy units only in the same or adjacent squares. On the
tactical
map, enemy units hidden behind other enemy units are not visible. A
player
can see only what his units can see; thus, what each player sees is
different,
and it is necessary to report what your units can see to your fellow
players.
5. Turn Sequence
ROTD runs in turns. Players send orders for each of their units each
turn. At the start of each turn, units receive supplies and ammunition
if they can. Then, movement occurs on tactical maps and battles are
fought
in four phases, then movement occurs on the strategic map in six
phases.
There are two exceptions to this sequence. First, the first phase of
strategic
movement comes in the middle of tactical movement, so that units in
adjacent
strategic squares can join a battle in progress. Second, after
strategic
movement there is a final phase of tactical movement so that units can
deploy prior to the start of the next turn. The full turn sequence is
thus:
6. Submitting Orders
Players send orders to ROTD using the orders
submission form. Players may submit orders on the form in any
combinations
they desire. If both the commander and the deputy send orders, the
commander's
are used; if a player sends more than one set of orders, the last set
received
is used.
7. Strategic Movement
Units can move across the strategic map, one square per phase of
strategic
movement. Infantry can move up to 3 strategic squares per turn, cavalry
can move up to 4. Units can move one extra square if they force march,
one less if they carry supplies with them, and one less if they are not
in
communications
with army headquarters. To move strategically, a
unit must have a clear path to the edge of its tactical map in the
direction
it wishes to move. Units can be ordered to halt on encountering the
enemy,
to pursue enemy units, or to march to the largest nearby battle. Units
can specify the tactical square in which they will enter the tactical
map
of their new strategic square.
8. Rail Movement
Units can move
by rail along friendly-controlled railroads, up to 40 squares per turn
(no diagonal movement allowed). They cannot make both a strategic move
and a rail move in the same turn.
9. Tactical Movement
Units can move across the tactical map, up to four squares per phase
of tactical movement (six squares for light and medium cavalry and
light artillery). Units specify a destination and, optionally, a
waypoint
to move through en route to the destination if they wish to approach
the
destination from a particular angle, or if they need to cross a river
or
mountain ridge at a ford or pass. If a unit enters a square containing
an enemy unit during its movement, a battle begins in that tactical
square,
and any unit that is in that square, or moves into it, joins the
battle.
Units can be ordered to engage the nearest enemy unit. They can also be
ordered to intercept the movement of enemy units, or to move to support
friendly troops fighting in nearby battle, or to move to the nearest
city, or river ford or mountain pass square.
10. Combat
Combat occurs in a firing segment and in some battles, a melee segment.
Each unit in
the battle may be ordered to fight in the front rank, second rank, or
rear
rank of the battle formation. In the firing phase, infantry in the
front
rank and artillery in the first two ranks fire at the enemy. In the
melee
phase, all units remaining in the battle after the firing phase fight
for
possession of the tactical square. The loser of the battle must retreat
to an adjacent tactical square, or be forced to surrender. Units that
take
casualties in either segment take morale checks, and may retreat to a
nearby
tactical square, or rout to an adjacent strategic square, or surrender
if their retreat or rout movement is blocked by enemy units.
11. Communications and Supply
To fight effectively, units must maintain lines of communication and
supply. Communications lines begin at an army headquarters, and run
through
corps headquarters to individual units. A corps HQ must be within 5
squares
of an army HQ to receive communications, and a unit must be within 2
squares
of a corps HQ to receive communications (it cannot receive
communications
directly from an army HQ). A unit located in a friendly-controlled city
can instead receive communications from that city. Supply lines begin
at
a city or corps headquarters which has supplies available, and run to
individual
units. A corps HQ must be within 8 squares of a city to draw supply
from
that city, and a unit must be within 2 squares of a corps HQ to draw
supplies
from that corps HQ. If the corps HQ is carrying supplies, it can supply
units from the supplies it is carrying as well as from a city. Units
located
in friendly-controlled cities can draw supply directly from the city if
there are supplies located in the city. Units not in supply will suffer
losses; units that can requisition supplies can reduce but not
eliminate
these losses. Units (except cavalry) that run out of ammunition cannot
fire and fight in melee at reduced strength. Units not in
communications
suffer a loss of strategic movement.