Microbunker - Skirmish and Tactical Ruleset
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CHAPTER 16

Examples of Play

Examples of Play

15. EXAMPLES OF PLAY

This section provides detailed narrative examples of the core mechanics in action. Each example establishes a tactical situation and walks through the relevant rule interactions.


1. Staff Pips and Command Radius

Situation: A Brigadier General must maneuver their brigade across an open field, but one regiment has strayed far from the command staff, and another needs to push hard. Relevant Rules: Command Measurement, Staff Pips, Double-Time

Example: General Branch rolls a 2 for his Staff Pips this turn. * The 7th North Carolina is currently 6.0" away from Branch (Tier 2: Standard Courier Range). Branch spends 1 Pip to issue them a Double-Time order. They move their base 6.0" allowance, plus an additional 1D6 inches. * The 18th North Carolina is 14.0" away (Tier 3: Distant Courier Range). Branch has only 1 Pip remaining, but Tier 3 requires 2 Pips for special orders. The 18th is considered Out of Command. They may only execute a free, straight-ahead move and cannot deploy, wheel, or charge this turn.


2. Defensive Reactions & Opportunity Fire

Situation: A Confederate column attempts to march quickly past a deployed Union line, exposing its flank. The Union player interrupts their movement to punish the maneuver. Relevant Rules: Opportunity Fire, Flank Enfilade

Example: The 5th Virginia is in Road Column and begins a 12.0" march across the front of the 14th Brooklyn (who are un-activated and deployed in Line). * At the 3.0" mark of the march, the 5th Virginia crosses into the 14th Brooklyn's 45-degree firing arc. * The Union player halts the Confederate movement and declares Reaction 2: Opportunity Fire. * The 14th Brooklyn fires its volley. Because the 5th Virginia is in Road Column, the Brooklyn regiment claims the Flank Enfilade bonus (+1D6 bonus die). * After casualties and suppression are resolved, the 5th Virginia (if they did not fail a Discipline Check) may complete the remaining 9.0" of their march.


3. The Mechanics of the Assault

Situation: A Union regiment launches a bayonet charge against a defending Confederate line holding a stone wall. Relevant Rules: Assault Declaration, Closing Defensive Volley, Shock Melee

Example: The 2nd Wisconsin (Iron Brigade) declares an assault against the 26th North Carolina, who are defending a stone wall 8.0" away. * The Charge: The Union player spends 1 Staff Pip. The 2nd Wisconsin advances toward the wall. * The Interruption: At the 4.0" mark, the Confederate player halts the advance and declares Reaction 1: Closing Defensive Volley. They fire with a +1 bonus (Target in Open Ground) while claiming Heavy Cover (+2 Discipline) from the wall. * The Impact: The 2nd Wisconsin takes 1 casualty and a Disorder marker, but passes their Discipline check and survives the volley. They complete the final 4.0" of their charge, moving into base-to-base contact. * The Melee: Because the 26th North Carolina is defending an obstacle, the 2nd Wisconsin suffers a -1 modifier to their Shock resolution roll. Both sides roll 1D6 and apply their modifiers; the loser is driven back 4.0" and marked Hesitant.


4. Morale and the Rally Line

Situation: A brigade has taken severe casualties over several turns and approaches its breaking point. Relevant Rules: Brigade Morale Exhaustion, The Rally Line

Example: The Irish Brigade has lost 4 physical stands throughout the battle. The Union player tracks this by turning the casualty die on the Brigadier's base to 4. * During the next volley, the 69th New York loses another stand. The brigade's casualty die clicks over to 5 (its Exhaustion Threshold). * The entire Irish Brigade immediately becomes Faltering. * The Consequences: All regiments in the brigade are instantly marked Hesitant, halving their movement and preventing any further assault declarations. To recover, the Brigadier must fall back and establish a Rally Line, abandoning their offensive push to reorganize the men.