Volley and Bayonet House Rules


Updated September 3, 2003
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Official Errata from Frank Chadwick

Two reasons for these house rules.

First, there are a couple of things in Volley and Bayonet that are missing as far as I am concerned. The rules below are not changes to the game, but additions; and they are additions that I also played in Napoleon's Battles, which was my Napoleonic game of choice in years gone by. So it's not like these are half-baked things that I pulled out of the air. They worked well for Napoleon's Battles, and so I am adapting them for use in Volley and Bayonet.

Second, well, I just never can seem to play a game the way it's written. Oh well.


The Command Rule

An attempt to add some way to simulate relative ability among the commanders. The actual command rule in Volley and Bayonet is, pretty much, "play multi-player games". Hmmm. Well, okay, that's one approach. But most of the time we (the people I play with) play one-on-one. So then there is really no way to simulate much of anything as far are command goes. This command rule is one way to simply and unobtrusively simulate relative ability, without any elaborate system of written orders or markings on maps.


The Block Movement Rule

This rule covers two not-really-related items: one, to make march movement a little easier by relieving the players of the need to lay out all those troops while they are trudging toward the sound of the guns, and two, to allow for a little deception, bluffing, scouting, and screening. Ever notice how no one seems to put out pickets and patrols in a wargame? You better do it if you are using this rule!


The Ammunition Rule

Just artillery ammunition, and not real "accurate" in that the number, type, and caliber of rounds are not accounted for. Instead, it's just a penalty for banging away at everything in sight. Eventually the army will run out, and then the individual batteries will start to get in trouble.