Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
CREDITS
Game Design: Frank Chadwick & Greg Novak
Playtesting: The Volley & Bayonet Mailing List (Thanks, Guys!)
Useful Advice: Rich Bliss, Jeff Glasco, Tom Harris, John Holtz, Glenn Kidd, Keith McNelly,
Jim Nevling
Research Assistance: Giorgio Baratto, Fabrizio Dav, Bob Kalinowski, Mike Kirby, Diego
Lena, John Morgan, Mark Sieber, Martin Soilleux-Cardwell, Michael Welker
Basing Troops
Base Sizes...............................................5
Figures per Base (etc.)............................6
Visibility ................................................8
Command
Subordination .........................................10
Placement of Command Stands..............10
Effects of Command Control .................11
Movement
General Procedure ..................................12
Movement Allowances12
Movement and Facing ............................12
Formed Troops .......................................12
Poorly Trained and Militia Units............12
Unlimbered Artillery ..............................13
Other Stands ...........................................13
Movement of Artillery............................13
Manhandling Guns .................................13
Movement Through Friendly Units........13
Stationary................................................13
Recovery and Disorder ...........................14
Detaching Skirmishers.........................14
Combat
Combat Procedure.................................. 26
Order of Attacks..26
Multiple Defenders ................................ 26
Defensive Fire ........................................ 26
Number of Dice Rolled .......................... 27
Allocation of Combat Dice to Targets ... 27
Hit Numbers........................................... 27
Inf / Cav / Arty / March Col Hit #s27-28
Casualties ............................................... 28
Retreats
Retreat Path ............................................ 23
Blocking Terrain .................................... 24
Disordering Other Stands....................... 24
Retreating Skirmishers........................... 24
Blocking Cavalry ................................... 24
Advance ................................................. 25
Militia .................................................... 25
Skirmishers in Melee..............................31
Artillery in Melee ...................................31
Buildings
Towns and Villages 47
Movement .............................................. 47
Morale .................................................... 48
Combat................................................... 48
Skirmishers in Buildings........................ 48
Wooden Buildings and Catching Fire.... 48
Marsh ..................................................... 54
Broken Ground....................................... 54
Hills........................................................ 55
Roads (incl. Sunken Roads)................... 55
Cavalry Breakthrough
Breakthrough Options ............................39
Permanently Disordered Cavalry............39
Impetuous Cavalry..................................39
Breakthrough Charge Resolution ...........39
Breakthrough Morale Test......................39
Breakthrough Disorder ...........................40
Breakthrough in the Morale Phase .........40
Breakthrough in the Combat Phase ........40
Multiple Attacks.....................................40
Night57
Alternate Scales ............................... 58-63
Scale Units........................................ ..64
Battles............................................... 65-67
Pt II Historic Battles
Introduction.68-70
Battle of Krefeld..71-78
Battle of Prauge79-87
Special Units
Corps Troops ..........................................46
Small Divisions and Corps.....................46
BASICS
SCALE
The rules adopt a scale which allows almost any battle from the period to be played on a single
moderately sized gaming table.
Each inch on the playing surface represents 100 yards of actual ground.
Each game turn represents one hour of elapsed time.
Each strength point of infantry or cavalry represents 500 troops.
Each strength point of artillery represents 6 guns
The Alternate Scale rules (page 58) allow for fighting battles at smaller scales, either smaller
battles or interesting details of important large historic actions.
SEQUENCE OF PLAY
Each game turn consists of two identical player turns. In the first player turn, one side is the
attacker and the other is the defender, and in the second player turn these roles are reversed.
Each player turn consists of the following phases:
Command Determination: The attacker determines which of his units are in command and
which are not.
Movement: The attacker moves any or all of his un-routed units, as desired.
Rally: The attacker rallies any routed units in contact with corps or army commanders.
Morale Tests: Both sides test morale for units in contact with the enemy or within short range of
enemy firing units.
Combat: All combat is resolved in the order determined by the attacker.
Exhaustion: Both players check to see if any divisions have become exhausted during the turn.
If so remove any stationary markers from all stands of the division. Test for morale collapse on
all exhausted divisions.
ROSTER SHEETS
Each player will have a roster sheet which shows the morale and the number of hits each stand
can suffer before it is removed from play. Each strength point in the game at the largest scale
represents 500 men or 6 guns, but a game "hit" represents the loss of about half that number. In
other words a stand is removed from play when its casualties have reduced it to about 50% of its
original strength.
4
In general, massed cavalry stands and formed infantry stands take 2 or 3 hits, and artillery stands
take 1, 2 or 3 hits. Skirmish stands and linear cavalry stands always take only a single hit.
Command stands are never hit and remain in play so long as at least one of its subordinate stands
remains.
BASING TROOPS
All armies in the Age of Frederick (1745-1776) consisted of infantry, cavalry, and artillery.
Infantry habitually deployed and fought in line, and so is called Linear infantry in Volley and
Bayonet, and is mounted on linear bases (twice as wide as they are deep). Cavalry , on the other
hand, is usually mounted on massed bases (as deep and they are wide).
Base Sizes
There are seven types of stands in the game. These are linear infantry, linear cavalry, massed
cavalry, infantry skirmishers, cavalry skirmishers, artillery, and command stands. The standard
sizes for these bases are listed below, with the first number being the frontage and the second
number the depth.
Standard Base Sizes
Linear Infantry & Cavalry Stand
Massed Cavalry Stand
Skirmish Infantry Stand
Skirmish Cavalry Stand
Artillery Stand
Command Stand
3" x 1.5"
3" x 3"
1.5" x 1.5"
3" x 3"
1.5" x 3"
1.5" x 1.5"
In all cases the depth of the base can be increased as necessary to allow for the size of castings.
28 mm cavalry, for example, may need a 2 deep linear base.
Specialized light infantry stands may detach one or more skirmishers or break down completely
into skirmishers. Detached skirmishers do not represent the skirmishers thrown out to screen the
immediate front of a battalion, but rather are large detached bodies of light infantry, usually
about a battalion, sent to occupy particular features or stretches of ground. These detached
bodies could operate in extended or close formation and within the rules can be assumed to be
in either formation as appropriate to their task on the gaming table.
Cavalry is almost always deployed on massed stands, but its best to always model light cavalry
on linear bases and use a sabot to represent the massed base. Separate linear stands are used for
cavalry habitually deployed in small detachments or the occasional detached regiment. Also,
light cavalry can break down into separate skirmish stands, and its best to use linear stands on
sabots for this (as noted below).
Skirmish cavalry bases (sabots) have no figures on them, but instead are simply an easy way to
show that a linear cavalry base is in skirmish formation. Landscape the front and rear 3/4" strips
of the skirmish base but leave a space in the middle for a linear cavalry base. When the linear
cavalry stand goes into skirmish order, place it on the skirmish-size base.
Note that a massed cavalry stand that may skirmish is broken down into 2 or 3 skirmish stands.
Gamers may choose to have skirmisher stands made up for these units, or have linear stands on
skirmish bases to replace them.
Figures Per Base
The number of figures mounted on a stand is irrelevant, and so the rules may be used with any
scale figures desired without modification. The first playtest/demonstration of the rules was with
54 mm figures mounted four infantry or two cavalry to the massed formation base and single
figure skirmishers. It has been played extensively with figures ranging in scale from 54 mm (2-3
infantry and 1-2 cavalry per base) through 28 mm, 15 mm, 10 mm, 6 mm, and even to 2 mm.
The smaller scales allow players to turn the base into a virtual diorama.
Smaller Scale Figures
I prefer to use nice big figures, and when smaller figures are used I prefer to see them mounted
on standard bases, and I like the look of lots of soldiers in big massed formations. But some
folks have limited gaming space, and so may find it more convenient to used half scale or 2/3
scale bases and reduce the number of figures accordingly. This is particularly useful for the 6
mm figures now finding favor. Just remember to reduce all movement distances and ranges
accordingly. When playing with smaller scale figures, the depth of artillery bases may be
reduced to the same as their width.
Avoiding Remounting
Remounting figures for a new rules set is the bane of wargamers. You will want to try the rules
out without remounting your figures, and the easiest way to do it is with sabots. A sabot is a
piece of wood, card or plastic cut to the correct base size but without troops. As all other rules
use smaller bases, it is easy to arrange several stands of infantry or cavalry on the Volley and
Bayonet sabot and still leave room on the back for a unit identification label. Eventually, after
you fall completely in love with these rules (as you certainly will!), you can remount your troops
at your leisure, but in the meantime this is a very workable expedient, and one which was used in
playtesting of some of the larger battles.
VISIBILITY
A stand is only visible to another stand if an unblocked line of sight can be traced between the
two stands. A line of sight is a straight line between the two stands, traced from any point on the
stands as chosen by the player determining visibility. It is blocked if it passes through an
obstacle. Obstacles include woods, towns, and hills. In addition, depending on the scenario,
stone walls, embankments and other terrain may act as obstacles to line of sight (at the discretion
of the referee or by previous agreement among the players).
Stands which are not visible to an opponent may not be attacked. The referee may decide to hold
non-visible stands off the table at the start of a game and not place them on until enemy troops
can actually see them.
Towns and Villages
Stands in a town are visible from stands outside the area and can see outside the town, but line of
Woods
There are two types of woods in the game: orchards and forests. They have different movement
and combat effects, but their visibility effects are nearly the same. Whenever the term Woods is
used below, it applies equally to orchards and forests.
Stands outside woods may not trace line of sight through woods.
Stands in woods are visible from units outside the woods and can see outside the woods only if
they are on the edge of it. Otherwise they are invisible to units outside the woods and may not
see out themselves.
A line of sight between stands in the same orchards is not blocked if the stands are within 3
inches of each other. A line of sight between stands in the same forest is not blocked if the stands
are within 1 inch of each other .
Standing Crops
A unit cannot see through standing crops unless it is on a higher elevation than the crops. If the
unit is on a higher elevation than the crops, the crops are no longer a block to visibility.
Whenever an artillery unit, cavalry unit, or formed infantry unit passes through a field containing
standing crops, they are knocked down and have no further effect on visibility.
Broken Ground
Broken ground usually has no effect on visibility, but may at the umpires discretion. Some
nineteenth century vineyards relied on stands of trees with vines growing from and between
them, which would certainly block line of sight, as would taller hedgerows. Lower terraced
vineyards, low hedges, and simple uneven ground, on the other hand, would usually not do so.
Hills
Each hill is assumed to have a crest line, which runs down the center of the hill perpendicular to
the line of sight of a unit.
8
<<<DIAGRAM 14>>>
The elevation of the target, the observer, and any intervening obstacles determines whether the
line of sight is obstructed. Woods and buildings are each one elevation high. Hills are one
elevation per contour. If the target and observer are on the same level, an obstacle which rises
higher than that level blocks line of sight. If the observer and target are on different levels, the
following applies.
If the height of the obstacle is lower than or equals the height of both stands, the line of sight is
unblocked.
If the obstacle is higher than one of the stands, then the following applies: The minimum
requirement for passage of line of sight over an obstacle is that the stand on the higher elevation
must be at least one level higher than the obstacle, and that the obstacle be closer to the higher
stand than to the lower stand.
If the higher stand is at least two levels higher than the obstacle, the obstacle can be at any point
along the line of sight, as long as it is not within two inches of the lower stand.
For purposes of determining an obstacle, hills have a cumulative effect in that they are added to
any other obstacle found on top of them. Thus, if woods are found on top of a hill one contour
high, the obstacle would be treated as if it were two levels high.
Finally, crests of hills block line of sight when looking to or from a lower elevation, but not to
the same or higher elevation.
<<INCLUDE ELEVATION AND VISIBILITY DIAGRAM 15>>
COMMAND
Command determination takes place at the beginning of a player's turn. All command stands and
all units entering the table for the first time are automatically in command. All other units which
are within six inches (6") of a command stand to which they are subordinated are in command.
In addition, any unit of a division is in command if it is touching another unit of the division
which is itself in command. In this case, which is called command by contact, the unit in
command by contact must also end its turn in command by contact to the same commander.
Example
In the following diagram, the two stands of cavalry on the flanks are out of command control.
All other stands are in command. All stands are within the six-inch command radius of the
commander except for the infantry stand on the far left. As this stand is touching another stand
which is in command control, however, it also is in command.
<<INSERT COMMAND CONTROL EXAMPLE DIAGRAM HERE.>>
<<DIAGRAM 1>>
Subordination
A stand is subordinate to its own division commander, its own corps commander, and its army
commander. It is not subordinate to a different division or corps commander.
Any troops listed in a scenario as army troops may be commanded by the army commander or
any corps commander in the army.
Any troops listed in a scenario as corps troops may be commanded by the army commander, the
commander of the corps in which the troops are listed, and any division commander of that
corps.
Placement of Command Stands
Although command stands are usually marked with the identity of the actual unit commander,
command stands represent the units center of gravity for command control purposes rather than
the actual physical presence of a particular officer.
Command stands should be placed wherever is convenient for the player, provided the new
location is within the movement allowance of the command stand. If the presence of a command
stand would block the movement of either friendly or hostile troops, the owning player may
displace the command stand the minimum amount necessary to allow the movement to proceed
unhindered.
If a division commander is present with or near (within 3 inches of) one unit of a division when
it is destroyed, he may be moved immediately to the location of any surviving element of the
division, the same holding true for corps commanders. This movement is not limited by the
movement allowance of the commander.
If a division commander is present with or near (within 3 inches of) one unit of a division when
it is routed or forced to retreat from melee, he may move back with the stand or remain in place,
at the owning players option.
10
11
MOVEMENT
In the movement phase any and/or all units of the attacking player may move.
GENERAL PROCEDURE
Each unit may move up to its full movement allowance, unless limited by terrain or the effects of
command (described above).
Movement Allowances
Movement rates are as follows:
Type
Formed Infantry
Skirmish Infantry
Heavy Cavalry (& all Cavalry with Battalion Guns)
Medium and Light Cavalry
Siege Artillery
Other Foot Artillery
Horse Artillery
Commanders
Movement
12 inches
16 inches
20 inches
24 inches
12 inches
16 inches
24 inches
24 inches
Unlimbered Artillery: Unlimbered artillery is not allowed a free facing change, but may
pivot in place. See artillery movement and facing below.
Other Stands: Skirmishers, commanders, and limbered artillery may make as many
facing changes as desired during movement, all at no cost. Note, however, that poorly trained
skirmishers and militia skirmishers do not receive any free facing changes during movement.
Movement of Artillery
In general, artillery may only move while limbered, but may only fire while unlimbered. (But
see Manhandling Guns below.) Limbering and unlimbering each count as a facing change, and
while limbered artillery does not pay any penalty for facing changes while actually moving, it
does pay the facing change costs for limbering and unlimbering.
Normally this would allow an artillery unit to limber (its free facing change), move half, and
then unlimber (paying a half move to do so), or alternatively limber for free, move its full
movement allowance, and unlimber by becoming disordered. However, foot artillery may never
limber and unlimber in the same turn, even if it has sufficient movement to do so. Horse artillery
may limber and unlimber in the same turn (by paying whatever movement cost is required).
Note that artillery which does not move but which uses a free facing change to unlimber
becomes stationary, as it has not expended any movement.
Unlike infantry and cavalry, unlimbered artillery may not pivot in place as a free facing change.
Unlimbered artillery may change facing but doing so counts as movement and so loses (or
prevents) stationary status.
Manhandling Guns: A gun may be manhandled (or moved by prolong) 2 inches without
limbering. This consumes its entire movement. Guns may not be manhandled through any terrain
which requires a movement cost penalty, such as into broken ground, up a hill, or across a
stream.
Movement Through Friendly Units
All units may move freely through friendly units during movement without adverse effect.
Formed units which move through other friendly formed units during a retreat or a rout (see the
Morale rule later) may disorder the unit moved through. See the Morale and Disorder rule, for a
detailed explanation.
Stationary
An infantry or artillery unit which is not disordered or routed, is in command, and does not move
during a turn may be declared stationary at the end of movement. Stationary status is marked by
placing a "stationary" marker (usually a length of green pipe cleaner) behind the unit. The effects
of being stationary are covered in the combat rules below.
Once a stationary unit moves, remove the stationary status marker.
Note that a free facing change does not cost any movement and so may be made by a stationary
unit without removing its stationary status marker. Likewise a unit which makes no other
movement in a turn may make a free facing change and become stationary.
13
14
15
CHARGE MOVEMENT
CHARGES
Stands which move into contact with enemy stands (called charging) may not move obliquely
during their movement, may only make one facing change, and must make that facing change
only at the very start of their movement. A stand in march column (p. 18) must leave march
column before making any other movement if it is to move to contact.
Example: Allowed and prohibited charge moves are illustrated in the diagram below.
<<INSERT CHARGE MOVEMENT DIAGRAM HERE>>
<<DIAGRAM THREE>>
CHARGE RESTRICTIONS
Some stands are prohibited from moving into contact with enemy stands under some
circumstances. In general, a stand which is prohibited from moving into contact with an enemy
stand may not move closer than 1 inch to such a stand. Infantry skirmishers, for example, may
not move closer than 1 inch to any enemy stand.
No stand may move into contact with an enemy stand which it could not see at the start of its
movement. (However see Pursuit in Woods below) Stands which discover previously hidden
enemy stands during movement by moving into or over their position must stop one inch away
from them or at the point of visibility, whichever is closer, and halt movement at that point. See
the visibility and terrain rules above.
No stand may move into contact with an enemy stand occupying terrain which the moving stand
cannot enter. Cavalry, for example, may not move into contact with infantry occupying a town.
Some unit types are prohibited from moving into contact with specific types of enemy stands, as
detailed below.
Artillery: Artillery stands may never move into contact with any enemy troops.
Formed Infantry: Formed infantry may not move into contact with formed cavalry
stands (but may move into contact with cavalry skirmishers).
Infantry Skirmishers: Infantry skirmishers may never move into contact with any
enemy troops.
Formed Cavalry: Formed cavalry may move into contact with all enemy stands.
Cavalry Skirmishers: Cavalry skirmishers may move into contact with enemy
skirmishers, routed troops, and troops in march column, and may contact artillery in the flank or
rear, but may not move into contact with any other types of troops.
16
MARCH COLUMN
Units in march column move considerably faster, but at a penalty in combat.
MOVEMENT
Units in march column move at twice their normal speed across open country and three times
their normal speed on roads. (Each inch of movement expended allows the unit to move two
inches cross-country or three inches along a road.)
A unit which begins its move on a road and in march column may then turn as many times as it
wishes so long as it is on a road and facing down it. This unlimited ability to change direction
while moving along the road does not use up the stands free facing change. Note that units
using march column to move cross country must pay for facing changes normally.
Units in march column may not move obliquely.
FORMING AND REFORMING FROM MARCH COLUMN
It costs half of a unit's movement allowance to form march column and half of its movement
allowance to reform from march column into field formation. Troops which reform from march
column to field formation may face in any direction. Poorly trained troops which reform from
march column are faced in the direction of the march column.
COLUMN LENGTH
Units in march column are considerably longer than their base depth. This is shown by placing
3 long (and any desired width) march column markers behind the unit. These can be simple
squares of wood or tile, but if cotton is glued to the base and it is spray painted brown it gives a
good impression of road dust.
The number of road column markers added to each unit is shown below.
Units
Markers
Skirmish Infantry
1
Linear Infantry and Cavalry, Skirmish Cavalry
2
Massed Cavalry
3
Artillery Battalions
3
Artillery Batteries *
1
* An artillery battery is an artillery unit which begins the game with a single strength point.
<<INSERT COLUMN LENGTH ILLUSTRATION HERE>>
<<DIAGRAM FOUR>>
18
COMBAT
Units in march column may not conduct ranged fire and may not move into contact with the
enemy. Artillery units in march column which are meleed are automatically eliminated (at the
beginning of the combat phase). Infantry and cavalry stands in march column may conduct
defensive combat if meleed, but only with 1 die per stand (and with each march column marker
counting as a stand). However, a stand and its march column markers may never defend with
more dice than the stand itself has.
For example, a linear infantry stand normally has 2 melee dice. The stand itself and each of the
two march column markers may defend with a single die, but the total of melee dice rolled may
never exceed two, even if all three stands are attacked.
Any unit in march column which loses a melee and is forced back is no longer in march column.
TABLE ENTRY
Most units which enter the game during play are assumed to enter in march column. The
scenario notes will specify whether a unit enters in field formation or march column.
If several units enter the table on the same turn in march column and along the same road, the
owning player must specify their order of march. The first unit enters with its full movement
allowance available. The second unit enters having spent road movement equal to the length of
the first units road column. The third unit enters having spent road movement equal to the
length of the first two units road columns, etc.
For example, three massed infantry stands enter along the same road. Each massed stand has a
column length of 12 inches (the stand itself and three additional road column markers). The first
stand enters with all 16 inches of movement remaining. The second stand enters having spent 12
inches of road movement (the length of the first stands column), which would cost 4 inches of
its movement allowance, and so it has 12 inches of movement remaining. The third stand enters
having spent 24 inches of road movement (the length of the first two stands columns), which
costs 8 inches of its movement allowance, and so it has 8 inches of movement remaining.
Although these numbers may sound confusing, it is easy to understand if you simply visualize
the units stacked up in road column off of the board and beginning their movement from those
positions.
19
and Combat Rule. Any stand attacked from the rear is treated as not having secured flanks, even
if both flanks are secured as defined above.
5. Attacked from flank includes both melee and close range fire. In order for a unit to suffer the
morale modifier for close range fire to flank, the unit must also be in the firing arc of the enemy
unit.
6. A formed infantry stand or any stand in march column meleed from flank suffers the 2
morale modifier in place of, not in addition to, the normal 1 modifier for being attacked from
flank.
Army Commanders
An army commander (except monarchs) may be attached to any one unit of the army for
purposes of giving the unit a +1 morale bonus. If the unit suffers any casualties, though, roll a
die at the end of the combat phase. On a die roll of 6 the army commander has become a
casualty. Remove the army command stand from play for the rest of the game.
Effects of Failure
An undisordered unit which fails its morale test remains in contact and may still participate in
combat, but is disordered. Mark a disordered unit by placing a yellow temporary disorder
marker on it. For additional effects of disorder, see below. An already disordered unit which fails
its morale test routs. Place a red permanent disorder marker on it in addition to its yellow
temporary disorder marker.
Results of morale tests are all applied at the end of the morale phase. First place all disorder and
rout markers on units, then move all routing units in the order desired by the owning player.
Note that movement of the routing units may trigger additional routs.
DISORDER AND ROUT
Disorder is one of the central concepts of Volley & Bayonet. Disorder represents the loss of
cohesion a unit suffers as a result of difficult terrain, faltering morale, or defeat in combat.
Becoming Disordered
Stands may become disordered as a result of movement, morale, or combat.
A stand which moves through disordering terrain immediately becomes disordered. See the
terrain rules for a complete explanation of which terrain types disorder which troops. If a stand
contacts an enemy that is in towns or behind forts, the attacker is only disordered once it enters
that terrain after combat. It is not disordered while conducting combat.
A stand which fails a morale test suffers a disorder result. In addition, a unit which routs or is
forced to retreat through a friendly stand disorders that stand. (See below.)
A stand which loses a melee combat retreats and is disordered. In addition, a unit which retreats
from a lost melee and is forced to retreat through a friendly unit may disorder that unit. See the
Retreat rule later.
21
Types Of Disorder
There are two types of disorder - temporary and permanent. Temporary disorder is marked with
a yellow disorder marker while permanent disorder is marked with a red marker. In general any
un-disordered unit which suffers a disorder result receives a temporary (yellow) disorder marker.
If a unit which already has a temporary (yellow) disorder marker suffers an additional disorder
result it receives a permanent (red) disorder marker (and is routed, see below).
The simplest disorder markers are red and yellow pipe cleaners. More esthetically pleasing
markers are individual casualty stands with the stand edges painted red or yellow.
Effects of Disorder
All disordered units suffer a -1 modifier to their morale. All units receive a saving throw on all
casualties caused by a disordered unit.
In addition, any unit which is disordered and which receives an additional disorder result due to
morale or combat immediately routs.
A disordered unit which receives an additional disorder result due to voluntary movement
through disordering terrain does not rout and suffers no additional adverse effects. However, it
may not recover from disorder at the end of its movement that turn. (Note that a mandated retreat
or rout through such terrain does have adverse effects described below.) If the terrain would not
have caused an additional disorder the unit may recover at the end of the turn.
For example, an infantry stand which begins the turn disordered in a town and which moves out
into the open may not recover from disorder since the act of leaving the town causes an
additional disorder result.
Rout
Any disorder result due to a failed morale test or a lost melee suffered by a unit which was
already disordered causes the unit to rout. Routed artillery, linear cavalry, and skirmish units are
immediately eliminated. All other routed units immediately take one casualty, and move one full
move to the rear. If this additional casualty would eliminate the unit it is still moved to the rear
and is removed from play after completing its movement.
Units in march column which rout are no longer in march column, and move to the rear at their
normal movement rate, measuring from the former head of the column.
Routed units are marked by placing a red disorder marker on the unit in addition to the yellow
disorder marker.
Effects of Rout
Routed units remain routed until rallied. Routed units may not fire or move. If contacted by an
enemy stand while routed, they automatically rout again (suffering another casualty and moving
an additional move to the rear).
22
avoid contact with enemy stands; it may not vary it to avoid contact with difficult terrain or
friendly stands.
A retreating stand varies its movement by the minimum amount necessary to avoid contact with
enemy stands. A retreating stand may move directly across the ground occupied by enemy
infantry skirmishers by simply moving the skirmisher to one side or the other (as determined by
the player owning the skirmisher). A stand may make any detours necessary to avoid enemy
formed stands and cavalry skirmishers so long as there is at least a 4 inch gap between the
enemy stands. If there is less gap than this, the retreating stand is eliminated.
Blocking Terrain
Stands which are forced to rout or retreat through disordering terrain lose one additional strength
point. However stands may pass across bridges, out of towns, and up or down slopes without
penalty. Movement across a stream or ford does not cause a casualty; movement across a
marshy-banked stream does.
Stands never pay higher movement costs when retreating through difficult terrain; they retreat
the entire distance of their normal movement allowance.
Stands may not retreat across or through impassable terrain (such as an unfordable river). If there
is no other alternative to so doing the stand loses an additional strength point and stops upon first
contact with the impassable terrain.
Disordering Other Stands
Stands which retreat back through a formed friendly unit disorder the stand only if some part of
the retreating unit's base passes through two opposite sides of the other unit's base and if the first
point of contact between the stands is within the first half of the retreating unit's required retreat
distance.
A routing or disordered stand passing through a non-disordered stand will pass completely
through it and leave it disordered. A disordered stand retreating back through an already
disordered stand will carry the other stand back to the rear with it but will not rout it. A routing
stand passing back through an already disordered stand will rout it.
Troops either routed by a routing stand or carried back in disorder by a retiring stand move back
with the routing or retiring stand ahead of it and in a body. Stands farther to the rear through
which the retreating or routing stands pass are considered to be passed through by a single stand,
not multiple stands.
Retreating Skirmishers
Skirmishers forced to retreat through other friendly units, either friendly skirmishers or formed
troops, do not disorder them.
Blocking Cavalry
Retiring and routing infantry will retreat through and disorder friendly formed cavalry if the
cavalry is encountered in the first half of the infantrys retreat. Retiring and routing infantry in
the second half of its retreat stop as soon as they come in contact with friendly formed cavalry
and move no further to the rear, unless the friendly cavalry is in march column. If the friendly
cavalry is in march column, the retreating or routing infantry will pass through the cavalry and
continue moving to the rear.
24
Advance
If a defending stand routs due to a failed morale test, any attacking stands contacting the routed
stand may advance into the vacated ground and/or make a facing change. (Only one stand may
advance and hold the ground but all that were in contact with the routing stand may make facing
changes.)
MILITIA
Some stands are noted as being militia. All militia begins the game with a red permanent
disorder marker (and retains it throughout the game). This means that targets fired at by militia
always receive a saving throw for being fired at by disordered troops, and that any failed morale
test results in the militia stand routing. It also means that militia, since it is permanently
disordered, may never go stationary, and that it always receives the -1 morale penalty for
disorder.
Militia are also treated as poorly trained (PT), as explained on page 12 Poorly Trained Troops
and Militia, and are always treated as having No Elites (NE) for purposes of melee tie resolution,
as explained on page 30 Winning Melees.
25
COMBAT
There are two types of combat, ranged fire and melees. Melees consist of combat between two or
more hostile stands in physical contact, while ranged fire consists of combat between hostile
stands not in contact. All units (except command stands) may participate in melees, while only
infantry and artillery may normally conduct ranged fire. A few cavalry stands have ranged fire
capability as well: those with regimental artillery, termed battalion guns under the rules.
COMBAT PROCEDURE
Both types of combat are conducted in similar manners, with the exceptions noted later. In
general, the attacker decides which stands of the defender will be attacked during a turn and in
which order the attacks will be made.
Order Of Attacks
The attacker begins the combat phase by declaring which specific defending stands will be
attacked. He then announces the first enemy stand to be attacked, indicates all of his own units
which will attack it, and then resolves the combat. When all combat rolls (both melee and ranged
fire and the defensive fire from all attacking and defending stands), retreats, and advances from
that combat are done, he chooses another enemy stand to attack (from those designated at the
start of the phase), announces all of his own units which will attack it, and resolves the combat.
This continues until all designated defending stands have been attacked.
Each stand (of both the attacker and defender) attacks or fires defensively by rolling one or more
6-sided dice. Each die roll which is the correct hit number causes a casualty on the target unit.
Multiple Defenders
Usually a battle consists of one or more attackers firing and/or meleeing a single defending
stand. Occasionally it will consist of one attacker firing at or meleeing several defenders. For
example, a stand moves forward and contacts two enemy stands. In this case both defenders
must be attacked as a single melee battle, both may melee defensively, and the attacker must
split his melee dice as evenly as possible between the two defending stands.
Defensive Fire
All stands of the defender are allowed to fire at any enemy unit which attacked them, provided it
is within range and firing arc. A defending non-artillery unit may fire defensively against a
melee attacking unit from any direction. A defending artillery unit may only fire defensively in
melee against an attacking unit which is meleeing its front.
In addition, defending units not attacked may fire defensively at any enemy units which are
within their firing arc and which are in close range (but not long range) of the firing defending
unit. If this fire is directed at attackers which are participating in a melee it is resolved as part of
that battle. Otherwise this fire is conducted after all battles initiated by the attacking player have
been resolved.
Note that the term defensive fire includes defensive melee combat as well as ranged fire. The
term melees defensively is sometimes used for clarity, but in general all references to firing
defensively should be understood to include defensive melee combat as well.
26
Regardless of the result of the attack, the defending unit is allowed to conduct its defensive fire
(unless unable to due to range or firing arc limitations).
Each defending stand may only fire once in the player turn. Stands which are in melee contact
may only use their melee dice for defensive fire and the dice must be directed at the enemy
stands in contact (either all at one stand or divided among several).
Number of Dice Rolled
The number of dice rolled by a stand in attack and counterattack is determined by the stand type,
whether or not it is stationary, and whether it is engaged in ranged fire or melee combat. These
are summarized in the table below.
Unit
Infantry Skirmisher
Linear Infantry (early firelock drill)
Linear Infantry
Skirmish Cavalry
Linear Cavalry
Massed Cavalry
Artillery Battalion
Artillery Battery
Normal
Fire
1
2
2
NA
NA
NA
1
1*
Melee
1
2
2
2
2
4
1
1*
Stationary
Fire
Melee
NA
NA
3
3
4
4
NA
NA
NA
NA
NA
NA
2
2
1
1
28
2"
Battalion Guns (part of infantry stand)
4
Very Light Guns (1-2 pdrs)
3
6"
Light Guns (3-4 pdrs)
4"
8"
Field Guns (6-9 pdrs)
4"
10"
Heavy & Siege Guns (12 pdrs +)
4"
12"
In general, enemy units which are visible to firing units (see the Visibility rule on p. 8) may be
fired at. Some units which are visible, however, may not be in a units line of fire. Line of fire is
blocked by any friendly units and by any formed enemy units. Enemy commanders and enemy
skirmishers do not block line of fire.
Fire requires that a fire lane is open which is sufficiently wide to allow fire. A fire lane is
sufficiently wide if it is equal to the base frontage of the firing unit. In other words, a 1.5-inch
fire lane allows artillery and skirmishers to fire while a 3-inch fire lane allows all other units to
fire.
If a potential fire lane is blocked by standing crops (only), a unit may still fire provided only half
or less of the fire lane is so blocked.
A single firing lane can be used by multiple units to fire on the same target. (See illustration)
<<<ILLUSTRATION OF FIRING LANES>>>
<<<DIAGRAM SIX>>>
29
MELEE COMBAT
A melee takes place when two or more opposing stands are in contact.
Melee and Ranged Fire
Melees may be combined with ranged fire, provided all of the normal requirements of ranged
fire (firing arc, range, line of fire) are met. Both sides in a melee may add in supporting fire.
Attacking support fire is simply ranged fire directed at the defending unit being meleed. For the
defender supporting fire consists of fire at any unit conducting a melee attack on the defending
unit. Only defending units in close range of an attacking unit may fire defensively in support of
the melee defender. Attacking units at any range may fire in support.
Winning Melees
When both sides have fired all units involved in a melee (including any ranged fire units firing in
support of the melee) and conducted all saving throws, add up the actual total casualties suffered
by each side. Only casualties suffered by stands actually in contact count for this calculation.
The side which took the most casualties loses the melee while the side which took the least
casualties wins the melee.
When the same number of casualties are suffered by each side in a melee, the tie is always
broken with a die roll. Both sides roll a die and add their modified morale. If more than one unit
is involved in the melee add the highest modified morale for that side. In addition, add the
following to the die roll:
Status
Infantry with elites versus infantry with no elites
Flank-secured infantry versus non-lancer cavalry
Non-flank-secured infantry versus cavalry
Artillery versus cavalry
Supported Artillery versus infantry**
Modifier
+2
+2
2
2
+1
**Supported artillery is any artillery which has a stand of friendly formed non-disordered
infantry touching the back or either side of its base and facing the same direction as the artillery.
The high die roll wins. (Reroll in the event of a tie, and continue to reroll until a result is
achieved.)
The preceding notwithstanding, a side which is completely eliminated during the melee cannot
win the melee, even if its opponent took more casualties.
Advances
If the attacker wins, any and/or all attacking units involved in the melee (but not firing in support
of it) may advance to occupy the abandoned ground and/or make a free facing change.
Defending cavalry which wins a melee may exercise the same options. A victorious unit may not
advance to contact an enemy unit, and must stop a quarter inch away from it.
Retreats
The stand (or stands) of the losing side involved in the melee (but not those which simply
conducted ranged fire in support of the melee) are disordered and retreat half of their normal full
30
movement directly away from the closest enemy unit. Each stand ends its retreat facing the
enemy from which it retreated.
If already disordered, the unit routs and moves its full move away.
For a detailed description of retreats and their effects on other units see page 23.
Skirmishers In Melee
Whenever infantry skirmishers are meleed by formed infantry or cavalry skirmishers, the melee
is fought as with any other melee, but the final result (after casualties have been removed) is
handled slightly differently. If the infantry skirmisher is not eliminated, it falls back a half move
and does not suffer a disordered result, while the attacker is allowed to occupy the vacated
ground, make a free facing change, and is not disordered (even if it suffered more casualties than
it inflicted).
Infantry skirmishers which occupy a village, town, broken ground, or work melee normally. That
is to say it is possible for them to win the melee and hold their ground, forcing the attacking
troops back in disorder.
Whenever cavalry skirmishers fight other cavalry skirmishers or infantry skirmishers the melee
is resolved normally.
Artillery in Melee
Limbered artillery is automatically eliminated by melee contact (at the beginning of the phase).
Unsupported unlimbered artillery which loses a melee is eliminated if the attacker occupies the
ground originally held by the artillery unit by advancing at least one inch. If the attacker is
unable or unwilling to do so, the artillery unit may retreat (provided it still has remaining
strength points and is Unrouted).
Supported unlimbered artillery which loses a melee may retreat. Supported artillery is any
artillery which has a stand of friendly formed non-disordered infantry touching the back or side
of its base and facing in the same direction as the artillery.
31
Facing limits the ability of a unit to attack and may impose penalties on defenders for being
attacked from the flank.
FRONT ARC
A unit (of either the attacker or defender) may conduct ranged fire at an enemy unit which is
within range, visible, and inside of the unit's 90-degree arc of fire (see illustration below).
<<<FIRING ARC ILLUSTRATION>>>
<<<DIAGRAM SEVEN>>>
A unit may only melee attack an enemy unit if it is in contact at some point along the front face
of its base (including the front corners). A defending non-artillery unit may fire all of its dice
defensively against a melee attacking unit from any direction. A defending artillery unit may
only fire defensively in melee against an attacking unit which is meleeing its front.
A unit in a building has an all-around arc of fire but may only fire up to 1/4 of its fire dice
(rounding fractions up) from each face of the building. If firing from several faces of the
building it may never fire more than its total allowed number of fire dice. A unit in a building
still fires defensively with all allowed dice when meleed, even if meleed from only one
direction.)
FLANK ATTACKS
A unit suffers a morale penalty for being attacked in flank (by either melee or close range fire)
and a unit meleeing an enemy unit in flank enjoys a morale benefit. A unit is not flanked if
taking long range fire through its flank, but is flanked (and suffers the morale penalty) if taking
short range fire through its flank or when being meleed in flank. For purposes of this rule attacks
from the rear are considered flank attacks.
Note that although skirmishers and limbered artillery normally do not pay to make facing
changes, they still have flanks and so may suffer the penalties for being flanked.
In order for a unit to flank an enemy unit when meleeing, the center point of the front of the
attacking stand must be behind the front of the defending stand, and the front of the attacking
stand must be at a 45-degree angle or less with respect to the side of the defending stand. Since a
charging unit may not move obliquely or make any facing changes after it starts its movement,
there is an easy rule of thumb to determine whether a unit may conduct a melee flank attack. If
the center point of the attackers stand begins inside the 90 degree arc of fire of the defender, the
attacker cannot get to a flank attack position. If the center point of the attackers stand begins
outside the firing arc it can achieve a flank attack.
In order to conduct flanking fire any part of the front of the firing stand must be behind an
imaginary line drawn extending the target unit's front to each side. (See illustrations below)
32
33
PROTECTED FLANKS
A formed (i.e. non-skirmish) infantry unit may protect its flank by closing up with another
friendly formed infantry unit. If a formed infantry unit is adjacent to another friendly formed
infantry unit and at right angles to it, the side of the base which forms an extension of the
neighboring unit's front is a protected flank. Attacks against this side of the base do not count as
flank attacks. Furthermore, an infantry stand may fire up to half of its dice (rounding fractions
up) through its protected flank.
Two isolated formed infantry units may protect each others flanks by forming back-to-back. In
this case neither unit has any flanks, and each unit may fire up to 1/4 of its dice (rounded up)
from each side of its base and 1/2 (rounded up) from its front.
An infantry stand with a protected flank still fires defensively with all dice when involved in a
melee, even if meleed from only one direction.
<<<PROTECTED FLANK ILLO HERE>>>
<<<DIAGRAM NINE>>>
34
SAVING THROWS
Not all hits necessarily cause a casualty. In some cases the target unit is entitled to make saving
throws to reduce the chance of an actual casualty being suffered. Whenever a saving throw is
made a roll of 1-3 fails (the hit does produce a casualty) while a 4-6 succeeds (the hit does not
produce a casualty).
CAUSES OF SAVING THROWS
The following conditions allow a unit to take a saving throw.
Buildings
All troops in wooden and stone buildings make a saving throw on each casualty from fire
(except from heavy or siege artillery) and from melee. (All troops defending in stone buildings
have additional advantages as explained in the Building rule.)
Forest
All infantry in forest make a saving throw on each casualty inflicted by fire (not melee).
Broken Ground
All infantry skirmishers in broken ground make a saving throw on each casualty inflicted by fire
(not melee).
Works
All troops in hasty works make a saving throw on each casualty inflicted by infantry and
skirmish fire (but not melee or artillery fire).
All troops in field works make a saving throw on all casualties from fire (unless inflicted by
siege artillery) and melee (if defending).
All troops in forts make a saving throw on all casualties from fire and melee (if defending).
Counterbattery
All artillery makes a saving throw on each casualty inflicted by enemy artillery (unless the
casualty was inflicted by heavy artillery, siege artillery, or by flanking fire). The fire from the
single die of battalion guns from some infantry and cavalry units does not count as artillery fire
for purposes of this rule.
Skirmishers
All skirmishers (except militia and poorly trained) make a saving throw on each casualty
inflicted by enemy fire (not melee). Skirmishers must have a full base width between them and
any friendly stand (other than command stands) to each flank to receive the saving throw.
Militia skirmishers and poorly trained (PT) skirmishers do not receive this saving throw.
35
Cavalry
All cavalry stands may make a saving throw on each casualty inflicted by enemy fire (not
melee). Whenever cavalry uses this saving throw, however, it must withdraw six inches directly
away from the firing enemy unit, whether or not the saving throw is successful. A separate six
inch withdrawal is made for each saving throw attempted.
If more than one enemy unit is firing the cavalry must withdraw in the direction which comes
closest to taking it farthest away from all of them. Cavalry skirmishers do not receive two saving
throws under this rule.
Cavalry Skirmishers
Defending cavalry skirmishers may trade attack dice for saving throw dice in melees. That is, the
skirmisher may counterattack with 2 dice (no saves), counterattack with 1 and save with 1, or
save with 2 dice and make no counterattacks. The cavalry skirmisher must withdraw 6 inches
per saving throw die used, and are disordered at the end of the combat (counting as having lost
the melee). If the skirmishers withdraw in this manner, their opponents automatically win the
melee, regardless of the ratio of casualties inflicted.
Disorder
All troops make a saving throw on any casualty inflicted by a disordered unit.
MULTIPLE SAVING THROWS
If a unit qualifies for more than one saving throw, multiple throws are made for each casualty.
For example, a skirmisher in dense woods is attacked by a disordered infantry stand using
ranged fire and 1 hit is scored on the skirmisher. The player who owns the skirmisher may make
three saving throws (one for skirmishing, one for dense woods, one for disordered attacker) and
if any one of the throws is a 4, 5, or 6 the hit does not produce a casualty.
Skirmishers in buildings sacrifice their skirmisher saving throw in exchange for the building
saving throw.
36
BATTALION GUNS
AND OTHER SPECIALIZED ARTILLERY
Battalion Guns
Stands in the game with battalion guns will be identified by the scenario or army list.
Stands with battalion guns receive one additional die for combat with a long range of 4 inches
and no close range. Infantry battalion guns may conduct ranged fire and melee combat; cavalry
battalion guns may only conduct ranged fire.
A stand which routs, immediately and permanently loses its battalion guns capability. A stand
which moves across a marshy banked stream (except at a ford), immediately and permanently
loses its battalion guns capability.
A formed infantry stand may enter and remain in forest, buildings, and works without effect on
its battalion guns and may use its battalion guns capability normally. The one die for battalion
guns may be fired from any face of a town and is not considered part of the 1/4 dice limit of the
unit.
Artillery hit by the fire of battalion guns does not receive a saving throw for being fired on by
artillery.
Artillery Batteries
Any artillery unit which begins the scenario with a single strength point is a battery. Batteries
receive only a single die for fire and melee. If the battery is not stationary then the target of the
fire receives a saving throw on hits caused by the battery. If the battery is stationary then the
target units do not receive a saving throw (aside from any normally due them because of terrain,
etc.)
Siege Artillery
Siege artillery may only fire when stationary.
High Angle Fire
Howitzers and mortars are sometimes used to deliver high angle fire. In most games, particularly
at the large scale covered by Volley, Bayonet, and Glory, high angle fire is below the grain of
the game. That is, most (if not all) conventional artillery units represented in the game are
assumed to contain some howitzers and the fire effects of such small numbers of high trajectory
pieces is ignored. If playing reduced scale battles (see Reduced Scale) they become more
important. Also these rules may be used, if desired, to cover the very rare pure howitzer units.
Howitzers are used exactly like conventional artillery and have the same ranges as conventional
artillery of the same weight. Thus when playing using the standard scale a heavy howitzer has a
close range of 4 inches and a long range of 12 inches. Howitzers may deliver conventional low
trajectory fire at any time. However, instead of delivering conventional fire, howitzers may
choose to employ high angle fire at any range. Mortars always use high angle fire.
37
High angle fire may be conducted over the heads of intervening units which would normally
block line of fire. The firing artillery unit must be able to see its target, however, and so high
angle fire may not be delivered over intervening terrain features, only intervening troops.
Troops behind simple linear works (walls, field works, etc.) receive no saving throws versus
high angle fire. Troops in woods, towns, villages, and forts still receive saving throws.
All high angle fire is conducted as if at long range (i.e. the hit number is always 6), regardless of
the actual range. As mortars may only conduct high angle fire they will only have a long range
listing.
38
CAVALRY BREAKTHROUGH
If a unit meleed by a formed cavalry unit routs, the victorious cavalry has achieved a
breakthrough. Note that a cavalry breakthrough may occur during the morale phase (if an already
disordered opponent fails its morale test and routs) or during the combat phase (if an already
disordered opponent loses the melee and thus routs). If a disordered stand loses its final strength
point in melee, it is routed (see the Casualties section of the Combat rule, p. 29) and the cavalry
achieves a breakthrough.
BREAKTHROUGH OPTIONS
Cavalry which has achieved a breakthrough may do one of three things: it may either occupy the
vacated ground and make a facing change, retire up to six inches toward the closest friendly
troops and make a facing change, or continue the charge.
Permanently Disordered cavalry
Permanently disordered cavalry may not continue the charge or fall back; it may only choose to
occupy the ground and make a facing change.
Impetuous Cavalry
Cavalry specifically identified in the Army Lists or scenario rules as Impetuous Cavalry does not
have a choice in conducting breakthrough movement. It must charge forward every time that it
has an opportunity to do so (unless it is already permanently disordered).
BREAKTHROUGH CHARGE RESOLUTION
If the unit continues the charge, the charging unit moves directly ahead toward the routing
opponent and ends the charge move in contact with the router, unless it encounters another
enemy stand first, in which case it ends its move at that point.
The charging unit may never move further from the point of breakthrough than its normal
movement allowance, so routing light and medium cavalry will be able to outdistance pursuing
heavy cavalry.
If the router was eliminated by combat, the charging unit moves up to half of its normal
movement forward and contacts any enemy unit directly ahead of it in that area.
Breakthrough Morale Test
Once the breakthrough cavalry encounters another enemy stand it must make an immediate
morale test, just as if encountering an enemy unit for the first time. If the stand encountered is
already routed, the cavalry does not have to test morale again.
39
Breakthrough Disorder
If the option to charge is taken, the charging cavalry automatically suffers a permanent disorder
result due to continuing the charge. If the cavalry already has a temporary disorder, it is removed
and replaced with a permanent disorder (it does not rout the cavalry).
This permanent disorder is suffered after all additional morale tests have been made but before
charge combat is resolved.
Breakthrough in The Morale Phase
If the breakthrough charge takes place in the morale phase, the unit contacted must then test
morale preparatory to a melee. If the stand contacted is already routed then it automatically routs
again. In any case if the opposing stand routs then the breakthrough process is repeated again.
Breakthrough in The Combat Phase
If the breakthrough charge takes place in the combat phase, the player owning the cavalry stand
must fight out all battles associated with the breakthrough cavalry before going on to the next
combat. If it contacts a stand already contacted by another friendly stand then the attacks of both
the charging cavalry and the other friendly stand (and any stands supporting the attack by fire)
are conducted at the same time. If it contacts a stand not already contacted by another friendly
stand then the enemy stand must make an immediate morale test.
Note that all defending enemy stands already in contact with other troops have tested morale and
so are not required to test again.
Multiple Attacks
Usually an enemy stand may only be attacked once in a single player turn (although several
enemy units may combine to launch the attack). In the case of a cavalry breakthrough, however,
it is possible for a stand which was already attacked by one or more enemy units to be attacked
again by the breakthrough cavalry.
40
COMBAT EXAMPLE
All units are assumed to have a morale of 5. White is attacking. All of the Gray units and both
White artillery units are stationary. All infantry stands have 3 strength points and battalion guns;
all cavalry and artillery stands have 2 strength points.
White Infantry 1 and White Cavalry 1 have charged Gray Infantry 2. White Infantry 2 has
charged Gray Artillery 1. The other stands are not in melee contact, although Gray Artillery 2
and White Artillery 2 are both within close range of each other. Gray Artillery 1 and White
Artillery 2 are also within close range of each other. Gray Infantry 1 is within long artillery
range of White Artillery 1.
<<<COMBAT EXAMPLE DIAGRAM>>>
<<<DIAGRAM ELEVEN>>>
MORALE PHASE
All units must test morale except for White Artillery 1, Gray Infantry 1, and Gray Infantry 3.
White Artillery 2 and Gray Artillery 2 test because they are within close artillery range. All
others check because they are in contact. (Some of the stands are both in contact and close
artillery range, but they still test only once.)
White Cavalry 1 and all three testing artillery units test using their unmodified base morale of 5.
White Infantry 1 adds 1 to its morale for charging an enemy unit in flank. White Infantry 2
subtracts 1 from its morale for charging guns from the front. Gray Infantry 2 subtracts 2 from its
morale for being charged in flank and an additional 1 for being charged by cavalry.
The morale die rolls and their results are as follows:
Unit
White Inf-1
White Inf-2
White Cav-1
White Art-2
Gray Art-1
Gray Art-2
Gray Inf-2
Base
5
5
5
5
5
5
5
Modified
+1=6
1=4
3=2
Roll Result
6
pass
5
disorder
4
pass
3
pass
2
pass
1
pass
6
disorder
COMBAT PHASE
The White player decides to simply run the attacks from his left to right, as he sees no possibility
that a victory in one of the two assaults will enable him to cut off the retreat of the other unit.
First Attack
The first attack is against Gray Infantry 1 by White Artillery 1. The white player rolls two dice
for sixes to hit (long range artillery fire). He rolls a 3 and a 5, causing no hits. Gray Infantry 1
could fire back at any unit which was within close range, but none are, as close range for
smoothbore muskets and battalion guns is melee contact. Failing this, Gray Infantry 1 may return
fire against any stand which fired at it, but White Artillery 1 is out of musket range, so there is
no return fire.
41
Second Attack
The second attack is on Gray Infantry 2. White Infantry 2 rolls three dice for sixes to hit (two
from the infantry and one for the battalion guns). It rolls 5, 4, and 3 for a total of no hits. White
Cavalry 1 rolls four dice for fives and sixes to hit, because it has cavalry shock. (It is not
disordered and its opponent is). It rolls 2, 1, 6, and 5, for two hits. The Gray player marks off
two boxes on his roster sheet.
Gray Infantry 2 returns fire. Although it was stationary at the beginning of the turn, when it
failed its morale test and became disordered, it lost its stationary status, and so rolls only 3 dice
for sixes to hit (two for non-stationary infantry and one for the battalion guns). It divides its dice
and the gray player rolls 6 and 6 against the infantry and 6 and 6 against the cavalry, or a total of
two hits on each stand. However, since Gray Infantry 2 is disordered, both white units make
saving throws on the hits, with rolls of 4, 5, and 6 saving. The infantry rolls a 1 and 4 while the
cavalry rolls a 3 and 4. The infantry stand takes one hit and the cavalry takes one. The White
player marks these off of his roster sheet.
Both sides in the melee took two casualties, so the melee is tied and decided by a die roll. Both
sides roll a die and add the modified morale of their best single unit to the result. For White, this
will be Infantry 1, which has a modified morale of 6 (5 plus one for attacking the enemy ion
flank). For Gray, the only unit present is Gray Infantry 2, and it has a modified morale of 2 (5
minus 1 for being attacked from flank, and now also minus 1 for being disordered, and minus 1
for being charged by cavalry, since it is no longer stationary). In addition, Gray subtracts an
additional 2 from the melee tie breaker for being non-stationary infantry versus cavalry. (Note
that this is a modifier to the tie breaker roll, and is in addition to the melee effect.) This means
that no matter what Gray rolls, White will beat the roll and win the melee.
Since Gray loses the melee, Gray Infantry 2 would normally have to retreat half of its move and
be disordered. But since it is already disordered, it instead routs its full movement to the rear.
The additional casualty suffered for the rout is also the last remaining strength point of Gray
Infantry 2, and so it is removed from play, but not until after it completes its rout movement.
This is very important, as its route movement takes it through Gray Infantry 3. Since it first
encounters Gray Infantry 3 in the first half of its rout movement, and since it will pass through
two opposite sides of Gray Infantry 3, Gray Infantry 3 will be disordered. At the end of its rout
movement, Gray Infantry 1 is removed from play, as it has lost its third and final strength point.
White Infantry 1 occupies the ground vacated by the infantry and turns to face Gray Infantry 1,
anticipating a counterattack next turn.
Cavalry Breakthrough
Since Gray Infantry 2 routed from the melee, White Cavalry 1 has achieved a breakthrough
move. The White player must decide whether he will take this breakthrough before resolving any
other battles. He decides to take the breakthrough charge, and so moves White Cavalry 1 directly
along the retreat path taken by Gray Infantry 2, until it halts when it contacts Gray Infantry 3.
This battle is now resolved immediately.
Gray Infantry 3 is morale 5, but is -1 for disorder and -1 for being charged by cavalry, so has a
modified morale of 3. White Cavalry 1 is morale 5. Both sides roll a 4, with the result that White
passes but Gray fails, and thus routs to the rear, losing a strength point. White now also places a
permanent disorder marker on White Cavalry 1 for making the breakthrough charge. (Note that
this is done after the morale test.) White may not conduct an additional breakthrough (as the
42
cavalry unit is now disordered) and instead occupies the ground vacated by Gray and turns to
face the Gray artillery.
Third Attack
The third attack is against Gray Artillery 1. White Infantry 2 is in contact with it and, in addition,
White Artillery 2 is within short range and has a firing lane. White Artillery 2 could instead fire
at Gray Artillery 2, but elects to support the infantry assault instead.
White Infantry 2 rolls three dice for sixes to hit, and rolls 6, 5, and 4, for 1 hit. However, as
White Infantry 2 is disordered, Gray makes a saving throw, rolls a 6, and thus suffers no
casualties.
White Artillery 2 rolls two dice for fours, fives, and sixes to hit (artillery at close range), and
rolls a 4 and a 3 for one hit. Gray again is allowed a saving throw (for artillery fired on by
artillery), rolls a 5, and again suffers no casualties.
Gray Artillery 1 now fires at White Infantry 2. Since it is in contact, it must fire at the stand
charging it, and so could not fire at White Artillery 2. Gray rolls two dice for fours, fives, and
sixes to hit, rolls a 4 and a 3, and so puts one hit on White Infantry 2. As Gray suffered no
casualties and White suffered 1, Gray wins the melee. White Infantry 2 would normally retreat
and suffer a disorder, but since it is already disordered it instead routs its full move to the rear
and suffers an additional casualty. The White player marks this off on his roster sheet.
Gray Artillery Attacks
White has completed all of its attacks. Now Gray Artillery 2 is allowed to fire, since it is within
close range of White Artillery 2. It rolls two dice for fours, fives, and sixes to hit, rolls a 6 and a
5, causing two casualties. White is entitled to saving throws for these hits (artillery fired on by
artillery) and rolls a 5 and a 1, canceling one of the two hits. White records one casualty on
White Artillery 2 on his roster sheet. Since the fight between Gray Artillery 2 and White
Artillery 2 was not a melee, neither side is obligated to retreat or suffer a disorder result. Note
that even though White Artillery 2 fired in support of the melee between White Infantry 2 and
Gray Artillery 1, it was not itself in melee contact, and so hits scored on it do not influence the
outcome of the melee.
Final Positions
The following diagram shows the positions of most units at the conclusion of the turn. White
Infantry 2 and Gray Infantry 3 would actually be farther away (off the page), but is shown for
clarity. Gray Infantry 2 has been removed from play
43
44
45
Another way is to place a six sided die next to the division command stand as soon as a division
goes exhausted. Have the side of the die facing up show the number of casualties already
suffered this turn. If and when the division suffers more casualties, turn the die to show the
correct new total. At the end of the player turn the number showing is the number or less which
will cause collapse.
Mark collapsed divisions by placing a permanent disorder marker on or next to the division
command stand.
Effects of Collapse
If a morale collapse results, all units in the division are permanently disordered, any units which
were already disordered instead rout to the rear, and any units already routed are eliminated.
Units which have suffered one morale collapse are not immune to further collapses; if the same
division suffers casualties in a later turn it rolls again for collapse.
SPECIAL UNITS
Corps Troops
Units which are not part of a division (such as a corps cavalry brigade) have no effect on
division exhaustion and are not usually affected by it. However, if all of the divisions in a corps
are exhausted, all corps troops in the corps are considered exhausted as well. If all of the
divisions in a corps have collapsed, all corps troops in the corps are considered to have collapsed
as well.
Mark exhausted corps by placing a temporary disorder marker next to the corps command stand.
Mark collapsed corps by placing a permanent disorder marker next to the corps command stand.
Small Divisions and Corps
Corps which are not divided into divisions have a corps exhaustion level instead. Very small
divisions (2 strength points) are not subject to division exhaustion or collapse.
46
BUILDINGS
There are two types of buildings in the game towns and villages.
Each town is represented by a 6-inch by 4-inch base (made of wood, card, or plastic) on which a
3-inch by 3-inch open area has been drawn or surrounded by low walls. The remainder of the
base should have one or more buildings. Larger towns are represented by several adjacent town
blocks.
Each town block may hold either two linear infantry stands, or four infantry skirmishers, or a
combination of one linear stand and two skirmishers.
Each village is represented by a 3-inch by 2-inch base on which a 1.5-inch by 1.5-inch open area
has been drawn or surrounded by low walls. The remainder of the base should have one or more
buildings. Each village block may hold one infantry skirmisher stand.
<<<SHOW VILLAGE AND TOWN MAP TERRAIN SYMBOL>>>
Buildings blocks (both towns and smaller villages) may be either stone or wood. In western
European countries, most towns and villages would be stone during our period. Eastern
European (particularly Russian) villages and towns were mostly wood.
MOVEMENT
Towns
Infantry skirmishers and commanders may enter and move through towns without penalty. Other
units may move through towns without penalty if in march column.
Formed infantry not in march column may enter towns, but become disordered immediately
upon entering, immediately upon leaving, and immediately upon moving from one town block to
an adjacent one. Infantry not moving in a town may recover from disorder while in the town.
Infantry which charge a town are not disordered unless they advance into the town after combat.
Cavalry and artillery not in march column may pass through a town block (and be disordered).
They may stop in the town but remain disordered (may not recover while there) and have no
combat dice, either fire or melee, so long as they are in the town. Cavalry and artillery in towns
are assumed to be on the roads and side streets of the town, and thus block road movement
though it. They do not reduce the capacity of the town to hold infantry stands in its buildings.
Villages
Villages (and substantial farmsteads, which are also represented by village blocks) are small
enough that they do not block line of sight or movement. Cavalry, artillery, and infantry may
move through unoccupied villages without being disordered (in fact they open ranks slightly and
move around them) and may end their move with part of their base on the village. They simply
receive no benefit from the village terrain. Units may not move through a village which is
occupied by an enemy infantry skirmisher, however.
47
MORALE
All stands in buildings receive a +1 bonus for morale.
When multiple stands (either skirmishers or regimental bases) occupy the same town block, each
stand checks morale separately but are all considered to be a single unit for melee. That is, all
units in the building block may fire defensively at any units attacking any unit in the building
and all losses on both sides are compared to determine the winner. If the attacker wins all
surviving defending stands are ejected from the building. If the defender wins all attacking
stands are driven back in disorder.
COMBAT
The maximum number of fire and melee dice allowed to units defending a town block is equal to
the fire and melee dice of a single stationary massed infantry stand. For example, a linear
infantry stand has 2 fire and 2 melee dice (4 and 4 when stationary). A massed stand has 2 fire
and 4 melee dice (4 and 6 when stationary). A town can hold up to 2 linear stands, which, when
stationary, could generate 8 fire dice and 8 melee dice. The maximum allowed number of dice,
however, is 4 and 6.
If any or all of the defending stands have battalion guns, then the additional die or dice for those
guns may be fired.
The troops occupying a building block may fire one quarter of their total fire dice (rounding
fractions up) out of each face of the building in ranged fire, but may never fire more than their
total number of allowed dice in any turn. Units in buildings have no facing and are never
attacked in flank.
Stands in any type of buildings receive a saving throw on all melee hits and all ranged fire
except from heavy artillery and siege artillery. Stone buildings have the following additional
effects.
No small arms fire is allowed at stone buildings. All artillery fire is treated as if it was long range
fire for all purposes. Artillery units normally within close range may not fire at stone buildings
during the opponents player turn.
Skirmishers In Buildings
Skirmishers in buildings lose their saving throw versus fire for being skirmishers and instead are
treated as formed troops. That is, they are not required to retreat from a victorious melee. They
retain the saving throw for the building versus both fire and melee. Troops attacking them do not
receive a +1 morale modifier for attacking skirmishers.
Wooden Buildings and Fire
Roll a die once during the combat phase of each player turn in which artillery was fired against
the building block or in which a melee attack was conducted against the building block. On a roll
of 6 the building block catches fire. All troops occupying the building block retreat out of the
building block at the end of the combat phase and are disordered. No troops may enter the
building so long as it is on fire.
48
Roll a die at the start of each game turn (not player turn) following the turn in which the building
block caught fire except for the turn immediately following the one in which it caught fire. (In
other words, the fire will always burn for at least an hour.) A village fire goes out on a roll of 5
or 6, a town fire on a roll of 6. Once the fire is out remove the building block from the table, but
the former site of the village or town is now treated as an area of rough terrain.
49
VEGETATION
Vegetation includes natural vegetation (such as trees) and cultivated crops.
ORCHARD
<<<SHOW WOODS MAP TERRAIN SYMBOL>>>
Orchard includes true orchards as well as lightly wooded meadows and wood lots, where the
trees are widely spaced, there is little or no undergrowth, and most lower branches and dead
wood have been removed. They are usually represented on the gaming table by widely or evenly
spaced trees without lichen outline. The outside of the open woods should be delineated,
however, and if no formal delineation (such as fences, green yarn, or a light green felt cutout) is
provided, the outline is assumed to be straight lines connecting the outermost trees of the open
woods.
Movement
Skirmishers, and commanders move through orchards with no adverse effects.
Artillery and all formed troops pay double moving through orchards.
Formed cavalry, in addition to paying double moving through orchards, is disordered
immediately upon entering orchards, and may not recover from disorder while in orchards.
Combat
Skirmish infantry in orchard receives a saving throw from fire (but not melee).
FOREST
<<<SHOW WOODS TERRAIN SYMBOL>>>
In forest, trees are closer together than in orchards and there is considerable undergrowth. Forest
should be shown on the gaming table by a clearly outlined area, either using lichen or a dark
green felt cutout. Model trees should be added for decoration, but they should be easy to move
so as not to interfere with the placement of troops.
The battle maps included in the game have only a single version of the woods terrain pattern.
Whether the woods pattern represents Orchard or Forest is specified in the scenario notes.
Movement
Infantry skirmishers and commanders move normally through forest. All other stands pay double
movement when moving through forest. Artillery may not unlimber in forest.
Formed infantry and cavalry, in addition to paying double movement when moving through
forest, are disordered as soon as they enter forest.
Artillery may not unlimber in forest.
No stand of any type may recover from disorder in a forest.
50
Combat
All infantry in forest receives a saving throw from fire (but not melee).
STANDING CROPS
Standing crops are only found in fields during June, July, and August. They are represented on
the gaming table by cutouts of brown or yellow felt, or tall grass mats (such as found on
welcome mats or astroturf). Pieces approximately three inches square are useful for removal
after formed troops have trampled them.
Standing crops affect only visibility; they have no other effect on movement or combat.
51
disordered as soon as they enter the stream and may not recover from disorder so long as they
remain in the stream. Infantry and cavalry stands which cross marshy streams (except at a ford)
lose their battalion gun capability (if they have any). All of the above penalties are in addition to
the normal movement cost to cross a stream.
Combat
Units which cross marshy streams and contact units defending the far bank do not receive an
additional disorder effect.
BRIDGES AND FORDS
<<<SHOW BRIDGES AND FORDS MAP TERRAIN SYMBOL>>>
Bridges are marked with model bridges crossing rivers and streams. Fords across rivers and
across marshy banked streams are marked with wagon tracks, low banks, or some other readily
identifiable indicator.
Bridges and fords are separate terrain types and their effects do not vary with the type of river or
stream they cross.
Movement
Units may cross at bridges without penalty if in march column. Units not in march column may
cross a bridge and either pay half of their movement allowance to do so or suffer a disorder
result, at the owning players option.
Fords allow units to cross a river or a marshy banked stream as if it were a normal stream. The
narrow fordable stretches of an otherwise unfordable river or an otherwise marshy banked
stream and the entire lengths of a fordable stream are treated identically for movement.
Combat
Units which cross a bridge or ford and contact an enemy unit whose front is facing and touching
(that is, defending the far bank of) the water barrier are disordered.
53
GROUND FEATURES
Ground features include marsh, swamp, broken ground, hills, and roads.
MARSH
<<<SHOW MARSH MAP TERRAIN SYMBOL>>>
Marshes are areas of soft wet ground which can be difficult for artillery and formed troops to
cross. This type of ground can be particularly troublesome since it is difficult to tell how soft it is
by visual inspection. Marsh should be shown on the game table by scattering a light, uneven
covering of very small pieces of lichen or some other terrain material over the marshy area
which can be delineated by a light colored felt cutout such as brown or blue.
Movement
Artillery may not cross a marsh. Marsh has no effect on infantry skirmishers or command stands.
Whenever cavalry or formed infantry enters marsh, it is immediately disordered and may not
recover from disorder so long as it remains in the marsh. In addition, all movement costs in the
marsh are quadrupled, which means that every inch moved in marsh costs four inches of
movement.
Combat
Marshes have no effect on combat.
BROKEN GROUND
<<<SHOW BROKEN GROUND TERRAIN SYMBOL>>>
Broken ground includes areas of very rocky ground, but most commonly represents areas of
vineyards, intensive hedgerows, small farmsteads, or other areas made difficult or uneven by
natural or man-made irregularities.
Movement
Artillery, cavalry, and formed infantry pay double cost when moving through broken ground.
Formed cavalry is disordered as soon as it enters broken ground and may not recover from
disorder until is leaves the broken ground. Skirmish cavalry is not disordered but pays the double
movement penalty. Skirmish infantry moves through broken ground normally.
Combat
Skirmish infantry in broken ground receive a saving throw from fire (but not melee). In addition,
skirmisher infantry attacked by cavalry in broken ground are not automatically eliminated.
Instead they fight a melee as if fighting enemy formed infantry. If they survive they must
withdraw, just as when fighting enemy formed infantry.
54
HILLS
<<<SHOW HILL MAP TERRAIN SYMBOL>>>
Hills are represented by cutouts of Styrofoam or other common scenic material. The height of
the hill on the game table is a matter of personal taste, but one inch is adequate for most scale
figures.
Movement
Formed infantry and formed cavalry pay no cost to climb or descend one hill contour. They pay
half their movement and are disordered if they climb two hill contours of the same hill in the
same turn or descend two hill contours of the same hill in the same turn. No penalty is paid for
climbing one contour and descending another.
Artillery stands pay half their movement to climb one hill contour, but pay no penalty to descend
a contour. Artillery stands may never climb or descend two contours of the same hill in the same
turn. Artillery moving along a road, even if not in march column, may climb or descend multiple
contours without penalty.
Skirmishers never pay a penalty to climb or descend hill contours.
Combat
Infantry and artillery stationary on a hill receive a +1 morale bonus if meleed by units which
began their move on lower ground. If the morale test is triggered only by close-range fire they
receive a +1 morale bonus if stationary and the firing unit is on lower ground.
ROADS
Movement
Stands in march column and moving along a road ignore all terrain through or across which the
road passes.
<<<SHOW SUNKEN ROAD TERRAIN SYMBOL>>>
Combat
Sunken roads are treated as field works (see below) for all purposes except they do not provide a
saving throw for melee losses inflicted by enemy infantry. They do provide a +1 to morale,
saving throws for all ranged fire except from siege guns, and saving throws from melee losses
inflicted by enemy cavalry.
55
WORKS
The game covers three types of works: hasty works, field works, and fortresses. These works
are scenario-specific "terrain," and cannot be constructed during the game.
HASTY WORKS
Hasty works are very light breastworks thrown up quickly, intended to provide some cover and
protection from small arms fire but not a serious impediment to movement or protection from
artillery fire.
Movement
Hasty works cause no movement penalty.
Combat
In addition to the +1 morale bonus for being behind works, infantry and artillery receive a saving
throw against small arms fire (but not artillery fire or melee attack). Low stone walls between
fields may be considered hasty works as well, if defined as such by the umpire or by mutual
agreement of the players.
FIELD WORKS
Field works are more substantial earthworks intended to provide proper protection against
enemy field artillery. They usually do not include major anti-infantry obstacles such as a ditch,
stakes, etc., although there may be a shallow ditch created by the removal of earth to form the
work itself. Also the presence of the work may cause the assaulting troops difficulty.
Movement
Field works disorder artillery and cavalry when they enter or leave the works. Note that entering
the works during an advance after melee counts as movement for purposes of disordering the
stand. Cavalry and artillery are not disordered when they enter or leave a work which is open to
the rear (assuming they enter from that direction).
Troops which melee a work must enter it after combat, provided they win and to the extent
possible. If multiple units attack the work, the attacker chooses which unit actually enters and
occupies the vacated space (and thus is disordered if cavalry).
Combat
In addition to the +1 morale bonus for being behind works, infantry and artillery receive a saving
throw against melee and all ranged fire except from siege guns.
FORTRESSES
Very elaborate fortresses of the Vauban type are unassailable by infantry unless a breach has
been created by siege artillery prior to the assault. This would not normally occur during a game,
but referees may wish to game out such an assault by assuming a breach has been created before
the beginning of the tabletop game. If so, troops are disordered when crossing the breach.
56
NIGHT
Occasionally, the first or last turn or two of a battle will be a night turn. Night turns are like any
other, with two exceptions.
First, the maximum visibility at night is four inches.
Second, no stand may recover from disorder at night.
57
ALTERNATE SCALES
The intent of Volley and Bayonet is to allow players to fight complete historical battles on a
single gaming table, and complete them in a single gaming session of reasonable duration. The
scale adopted as the basic scale throughout the rules allows this every battle fought during the
Age of Frederick.
However, there are a number of smaller battles which are of considerable interest, and often
historic significance, but which are too small to address using the standard scale. To do this, a
smaller scale is clearly needed. The basic mechanics of Volley and Bayonet will still serve to
fight out these actions with only minor modifications to the rules. Note that all movement rates,
and the radius of command, remain unchanged at all of the scales below.
Unit Commanders
Unit commanders are a new type of command stand introduced at the Battalion Scale and lower.
Unit commanders may be mounted separately or directly on any one stand of their unit.
(Regiment commanders at the Wing scale, and battalion commanders at the Division scale are
usually mounted on one stand of the regiment or battalion; brigade commanders at the battalion
scale are not.)
Unit commanders may not rally troops and have a command radius of only 3 inches for formed
troops. They have a command radius of 6 inches (the same as all other commanders) for
skirmishers.
If the stand containing the unit commander is destroyed, the commander is lost as well.
Skirmishers and Line of Fire
At the basic scale of the game, skirmishers cannot block musketry, because the musket ranges
are so short compared to the size of the unit stand. At some of the lower scales, the increased
range of musketry (and what the skirmish stands actually represent) makes this a possibility.
Musketry may not pass through a skirmish base, or the area one base width to either side of it,
and instead must be directed at the skirmish stand itself. Artillery fire may still pass through
skirmishers.
REGIMENT SCALE
The basic, or standard scale of Volley and Bayonet is called the Regiment Scale. It is so called
because an infantry stand usually represents a full-strength regiment of infantry.
The statistics of the regimental scale are as follows:
Ground: 100 yards per inch
Time: 1 hour per turn
Manpower: 500 men per strength point
Guns: 6 guns per strength point.
Exhaustion: By division
58
BATTALION SCALE
The next lowest level of the game is the Battalion Scale, so called because an infantry stand
usually represents a full-strength battalion of infantry. The statistics of the battalion scale are as
follows:
Ground: 50 yards per inch
Time: 30 minutes per turn
Manpower: 200 men per strength point
Guns: 4 guns per strength point.
Exhaustion: By division.
There are few differences in the rules from the basic game.
Ranged Combat
Multiply all weapon ranges and visibility distances by 2.
Commanders
Brigade commanders are added to the game. Brigade commanders are treated and mounted as
unit commanders. Only brigades which have three or more battalion stands receive a unit
commander.
Other commanders continue to function in the same way as at the Regiment scale.
Mounting
Infantry and cavalry are mounted exactly as they would be at the regimental scale: formed
infantry on linear bases and formed cavalry on massed bases. Battalion guns are still considered
to be integral to the infantry or cavalry stand.
Artillery
Two strength-point artillery stands at Battalion Scale are single batteries (approximately 8 guns)
but are treated as if they were Regimental Scale battalions. One strength point artillery stands at
the Battalion Scale (4 guns) are treated the same as Regimental Scale batteries.
Buildings
Villages are now represented by a single town block. Actual village blocks represent a group of
one or two isolated buildings. Towns are represented by two town blocks for each town block at
the Regiment scale. Major roads through the town are shown as open road areas.
WING SCALE
The next lowest level of the game is the Wing Scale, so called because an infantry stand usually
represents a wing, or half of a battalion. In some cases weak battalions are represented by a
single stand. The statistics of the wing scale are as follows:
Ground: 25 yards per inch
Time: 15 minutes per turn
Manpower: 80 men per strength point
Guns: 2 guns per strength point.
Exhaustion: By brigade.
Ranged Combat
Multiply all weapon ranges and visibility distances by 4.
59
Commanders
Regiment commanders are added to the game. Regiment commanders are treated and mounted
as unit commanders. Only regiments which have three or more stands receive a unit commander.
Brigade commanders function as do division commanders in the standard rules. (They may
command but not rally). Actual division commanders at this scale function as corps commanders
under the rules. (They may command and rally.) Actual corps commanders and above function
as army commanders under the rules. (They may command, rally, and attach themselves to a
stand to provide a +1 morale bonus.)
Mounting
All infantry and cavalry are mounted on linear stands. Battalion guns are now shown as separate
artillery units.
Artillery
All artillery stands begin each Wing Scale scenario with only one strength point and are treated
as though they were batteries at the Regimental Scale. This means that unlimbered artillery
stands always fire one die in combat. If the firing artillery is not stationary, the target receives a
saving throw on hits; if it is stationary, the target does not receive the saving throw.
Stands in close range of artillery at the wing scale are only required to test morale if they are
within close range of two adjacent artillery stands, and are on or within three inches of a line
drawn forward from the adjacent edges of the two stands. (In other words, a single stand of two
guns on its own does not trigger a morale test; only batteries of four or more guns massed
together do so.)
Each stand of light or very light artillery may be assigned to an infantry stand at the beginning of
the scenario, if desired. For the rest of the scenario, the artillery stand moves with its assigned
infantry stand at the same speed as the infantry, the guns being manhandled by men detached
from the infantry stand. The artillery stand must have the same facing as the infantry stand.
If the infantry stand enters any terrain impassable to artillery, the artillery stand is left behind and
may not move or fire for the balance of the scenario. (It is effectively lost for purposes of the
scenario, but is recovered for purposes of a campaign game.)
If the infantry stand enters melee, the artillery stand stops 1 inch short of contact, and may fire as
if it were within contact with its supporting infantry. It must move back into contact at its first
opportunity. If the infantry stand is forced back from melee, the artillery stand remains in place
until the infantry can rejoin it.
Artillery receives a saving throw from all fire, not just counterbattery fire. (Artillery does not
receive a saving throw from melee.)
Buildings
Farmsteads with outbuildings are represented by a single town block. Actual village blocks
represent a single isolated building or a cluster of smaller outbuildings.
Towns and villages are represented by two or more town blocks, each representing a block or
half-block of the town. Roads and streets through the town should be represented as open areas
60
three inches wide, which allows stands of cavalry and artillery to deploy in and fight inside the
town (but not in the town blocks). Other open areas, such as town squares and courtyards, should
also be shown as areas three inches across or larger. Infantry may not move directly from one
town block to an adjacent connected one; they must move into the street (and suffer disorder)
and then move by street to a place adjacent to the other town block and then enter.
Regimental Integrity
At the Wing level, all stands of the same regiment which are touching at the end of movement
function as a single entity, and are called the united regiment. The united regiment tests morale
as a single entity, and the effects of the morale test apply to all stands of the united regiment. If
one stand of the united regiment is already disordered, the entire united regiment suffers the -1
modifier to its morale. If the united regiment fails the morale test, only the one stand already
disordered routs, and the rest are simply disordered.
The stands of the united regiment suffer casualties as a whole. Although each stand has a
separate roster sheet, all casualties on the united regiment are scored on the single weakest stand
of those which are united, until that stand is eliminated. Then all hits are scored on the next
weakest stand, and so on. The stand containing the Unit Commander is always the last stand in
the united regiment to be removed.
If one stand of a united regiment is fired at, all stands of the united regiment may return fire (but
only into their firing arc and only at enemy stands which fired at them).
Any stand of the regiment (except for skirmish stands) which is not touching the rest of the
regiment (and so is not functioning as part of a united regiment) suffers a -1 morale penalty. If
there is only a single stand remaining in the regiment, that stand counts as the united regiment,
and does not suffer the morale penalty. If there are only two stands in the regiment, one stand (of
the players choice, but determined at the start of the game) constitutes the united regiment if the
two stands are split, and does not suffer the morale penalty. The other stand, if split off from the
united regiment, does suffer the penalty.
Any stand which was part of the united regiment at the start of movement can continue as part of
the united regiment if it ends its movement still in contact with it. If it ends its movement no
longer in contact, it functions as a detachment (and suffers the -1 morale penalty). Any stand not
part of the united regiment at the start of movement may rejoin the regiment by ending its
movement touching the regiment. However, it costs half of the movement of both the detached
stand and the united regiment to reabsorb the detachment into the regiment.
Drill
There are two aspects of formation movement which are handled differently at the wing and
lower scales.
Interpenetration: The gaps between units (and the time to open and close ranks to allow
passage of a friendly force) are no longer assumed to allow easy passage of lines. If a friendly
formed stand interpenetrates another friendly formed stand, both stands are disordered.
Interpenetration consists of any part of the moving stand passing through two opposite sides of
the interpenetrated stand. For the purposes of this rule, limbered artillery counts as a formed unit.
Unlimbered artillery and all skirmishers do not count as formed units.
Facing Changes: At the higher scales, a facing change is always done on the center of the stand.
This is because each stand represents a number of separately maneuvering elements which
61
rearrange themselves within the general area occupied by the unit stand. At the lower levels,
however, a stand represents a single element which maneuvers on its own and as a whole. The
main effect of this is that the pivot point of the stand for purposes of facing changes is one of the
forward two corners (whichever the owning player desires) instead of the center.
The one exception to this is that a stand may turn 180 degrees around in place and is not required
to pivot on a corner.
<SHOW EXAMPLES OF FACING CHANGE>
DIAGRAM 13
DIVISION SCALE
The lowest level of the game is the Division Scale. Each infantry stand represents a quarter of a
battalion (one or two companies, depending on the nationality). In this period, such a unit was
called a division (not to be confused with the larger formations consisting of several regiments
and usually commanded by a lieutenant general) or sometimes a grand division. The statistics of
the division scale are as follows:
Ground: 12.5 yards per inch
Time: 10 minutes per turn
Manpower: 40 men per strength point
Guns: 1 gun per strength point.
Exhaustion: By brigade or regiment.
Ranged Combat
Multiply all weapon ranges and visibility distances by 8.
Commanders
Battalion commanders are added to the game. Battalion commanders are treated and mounted as
unit commanders. Only battalions which have three or more stands receive a unit commander.
Regiment and brigade commanders (mounted as separate command stands) function as do
division commanders in the standard rules. (They may command but not rally).
Division commanders at this scale function as corps commanders under the rules. (They may
command and rally.)
Actual corps commanders and above function as army commanders under the rules. (They may
command, rally, and attach themselves to a stand to provide a +1 morale bonus.)
Mounting
The same rules for mounting are used as at the wing scale.
Artillery
The same additional rules for artillery are used as at the wing scale.
Buildings
Farmsteads or groups of outbuildings are represented by a single town block. Each actual village
block represents a single isolated building.
62
Towns and villages are represented by two or more town blocks, each representing a block or
half-block of the town. Roads and streets through the town should be represented as open areas
three inches wide, which allows stands of cavalry and artillery to deploy in and fight inside the
town (but not in the town blocks). Other open areas, such as town squares and courtyards, should
also be shown as areas three inches across or larger. Infantry may not move directly from one
town block to an adjacent connected one; they must move into the street (and suffer disorder)
and then move to a place adjacent to the other town block and then enter.
Enclosures (such as churchyards or the courtyards of manor houses) are represented by walled
enclosures with the walls counting as works (or hasty works if the walls are in poor repair or
insubstantial). Park areas in towns may be represented by stretches of open woods.
Battalion Integrity
The same rules for regimental integrity are used as at the wing scale, except at the division scale
they apply to battalions, not regiments. Small regiments may be counted as a single battalion for
purposes of this rule.
Drill
The same rules for drill are used as at the wing scale.
Table
4 miles x 6 miles
2 miles x 3 miles
1 mile x 1.5 miles
0.5 miles x 0.75 miles
Once you look at the comparative battlefield sizes the different scales give you, the answer will
usually be obvious.
63
SCALE UNITS
Once you have an ideal scale, you will need to reduce the historic units to game units. Assuming
you have an order of battle to work from it is a simple (if sometimes tedious) job to convert the
various manpower strengths and gun counts to scale units. Along the way, however, you will
have to make some decisions.
What are the minimum and maximum strength points that you can put on a single stand?
Skirmishers and linear cavalry are easy: one strength point each. Artillery is also fairly easy:
three strength points maximum, but more commonly two.
The minimum number of strength points for a linear infantry stand is two. Its maximum is four
at the regiment/Battalion scales, and five at the Wing/Division scales.
The minimum number of strength points for a massed cavalry stand is 2 and the maximum
number is 3 at both regiment and battalion scale. Massed stands are not used below the battalion
scale.
Where to Break Stands
Whether a mass of men equaling 4 strength points should be represented by one stand or two
with fewer points each is the referees decision, but two general rules should serve as guides.
First, units which fought together should, if possible, be represented by a single stand. Second,
the poorer the troop quality the larger the average manpower strength of the stand, all other
things being equal. The army lists will provide some guidance using historical formations.
64
BATTLES
Battles are what Volley and Bayonet is all about. Although the original intent of the system is to
allow the refighting of historical battles, most groups will end up fighting staged non-historical
battles at least as often as historical refights, for several reasons.
Historical refights require a considerable amount of research, more so than a group may want to
invest in a casual game.
Additionally, for groups intimately familiar with the history of their favorite campaign, historical
refights may lack the sense of uncertainty that a staged battle has; players know how the general
course of a refight of Waterloo is likely to go. There may be genuine suspense as to whether
Picton will hold the ridge or whether Jerome will overrun Hougoumont or whether Blucher will
arrive in time, but theres not much question that these will be key incidents in the drama.
Also many groups like to fight campaigns, and we heartily commend that sentiment. Volley and
Bayonet is ideal for campaign game resolution due to its fast speed of play, but obviously battles
fought as part of a campaign game are non-historical, even if the forces involved are historically
based.
Finally, all historical gamers are intrigued by the question what if? Exploring historically
possible alternatives is one of the most intellectually interesting parts of wargaming, and that
means fighting battles which never happened, but which might have.
The comments on rating troops at various scales can help set up a historical battle and the point
system and army lists given later can assist in what-if battles. The following notes provide
additional direction.
Armies and Sides
The Seven Years War was characterized by formal pitched battles between roughly equal
armies. This is ideal for the wargamer, as it allows two friends with similarly sized armies to
fight games which bear a considerable resemblance to historical events.
The Army lists in the game have points for the units of all the armies, as well as guidelines on
how many commanders different armies typically had in the field. Using these lists, players can
build armies and rate their point values for a game. The two armies should be roughly the same
point value, but not exactly the same, as that tends to produce stalemates. So we recommend that
one side be the attacker, and be given 20% more points than the defender. So the defender might
have a 600 point army, while the attacker could put 720 points on the table to match it.
Which player is the attacker and defender determines which side moves first (the attacker) and
how much of the table each side has for its initial setup (see below).
65
The Battlefield
Photocopy all of the historical battle maps from this book (permission to make one photocopy
for personal use is hereby granted), and glue them to stiff card (or just photocopy them directly
onto card stock). Carefully cut them into square map tiles, along the grid lines printed on the
maps. Most of the historical maps consist of six map tiles, but a few consist of only four.
Once you have all of the map tiles cut out, shuffle them up and deal out six tiles to each player.
The Defender starts by laying down any one map tile. The Attacker then lays a tile down next to
it. The tile the attacker lays down must match up to one side of the tile already placed. Hills must
match up with hills, rivers must match rivers, and streams must either match streams or ponds.
(ponds can be freestanding). Woods and marshes do not have to line up.
The defender then places another tile, and the players alternate doing so until they have
constructed a three tile by four tile battlefield. Each tile placed must match the edges of each tile
it is placed adjacent to. If a player cannot place a tile (because none of his match those already in
play), he passes his turn, but draws two more tiles from the deck of unused tiles.
The configuration of the final battlefield must be three tiles across and two tiles wide, but there
are no constraints on where a tile is placed until there are three tiles in a row.
A tile with a full marsh edge must be placed so that the marsh edge forms one of the outside
edges of the finished battlefield. If there are not already three tiles in a line, the tile can be placed
anywhere, and its placement defines at least one outside edge. A full marsh edge may never be
placed against the edge of a tile already placed, even against an already placed full marsh edge.
Once the battlefield is assembled, the defender decides whether the wooded areas are forest or
orchard, whether the streams are marshy banked or not, and whether the buildings are stone or
wood. (All woods, streams, and buildings on the table will be the same type.)
SetUp
The two players set up at the same time, and may use a screen if desired. The defender picks
which side of the table he will defend, and sets up anywhere in the three map tiles on that half of
the table. The attacker sets up in the other three tiles, but not within eighteen inches of the edge
of the tables center line.
Game Length and Victory
Battles last for six turns plus the roll of a six-sided die (meaning they can last anywhere from
seven to twelve turns).
Usually, armies fought to drive off or damage the opponents army, and that was reflected both
by casualties suffered and how well one side was able to dominate the battlefield. Heres an
easy system for measuring those things, without requiring lots of calculations.
Each side receives one victory point for each enemy division exhausted during the battle. They
also receive an additional point for any division which is also destroyed (all stands gone from the
table at the end of the game). Russian infantry divisions, due to their considerable size, count
double points when exhausted or destroyed.
66
Each side receives one point for each map tile of the table it completely controls at the end of its
last turn. In other words, the attacker receives one point for each map tile he controls at the end
of the last attacker player turn, and then the defender receives one point for each map tile he
controls at the end of his own last player turn. To completely control a map tile, a player must be
the only side with a formed unit in the tile or have been the last side to have a formed unit in the
tile. Note that skirmishers do not affect control of map tiles for victory purposes.
The defender receives one point at the start of the game (just for being the defender), and in
addition receives 1 victory point for each extra division his opponent has. Russian infantry
divisions, due to their considerable size, count as two divisions each for this calculation.
At the end of the game, the attacker wins if he has more victory points than the defender. The
defender wins if he has the same number of points or more than the attacker.
67
Part II
Historic Battles
The scenarios are broken into three groups, each of which corresponds to a separate theater of
war: West, South, and East. Each of these also represents the operations against one of the three
principal belligerents arrayed against Frederick.
The Western Theater encompasses the watershed of the Wesser River. The scenarios depict the
key battles in the French struggle to turn Fredericks strategic deep right flank, and the actions of
the Allied Army of Observation to thwart them.
The Southern Theater includes all of Saxony and the Austro-Prussian borderlands between the
Elbe and Oder. The Prussian Army fought the Austrians and their German allies in this theater,
and it included some of the most bitter fighting of the war.
Finally, there was the East, including the Oder itself and Poland and East Prussia beyond it. This
was the front against which the Russian Army launched itself in repeated attacks, and came as
close as any of the anti-Prussian coalition to bringing Fredericks kingdom down.
WEST
W2. Krefeld - 23 June, 1758
SOUTH
S2. Prague - 6 May, 1757
All of these battles are fought using the Regiment Scale. Each roster strength point represents
500 men or 6 guns. Each inch on the playing surface represents 100 yards of actual ground. Each
turn is an hour of real time.
Each scenario includes a brief introduction, which places the battle into the context of the overall
campaign, followed by a general description of the battlefield and then the historical battle.
Following the battle description is a set of notes to make running the battle in game terms
possible. These are mostly self-explanatory, and cover such things as definitions of various
terrain in game terms, victory conditions, setup instructions, etc.
A map is provided, divided into squares, which are referred to throughout the rules a map tiles.
Each of these represents 3600 yards by 3600 yards in the games nominal scale, of a three foot
by three foot section of table. As most of the maps are made up of six tiles, the standard table
size called for is six feet wide by nine feet deep. Players with slightly smaller available gaming
areas should just reduce the proportions slightly to fit their table, and trust that the course of
military history will not be entirely disrupted by such a minor change.
68
Finally, there is a detailed game order of battle, which will also serve as a game roster sheet, and
is intended to be photocopied by the players and used during the game. You have specific
permission to photocopy those pages for that purpose.
The order of battle is designed to give you as much information as possible about the armies.
Often game units are made up of several historic units, and wherever possible those historic units
are noted. The general format followed by these order of battle is as follows:
Armies are described at the top of the order of battle, along with the army commander and
deputy commander, if any. Corps are flush left, divisions are indented one tab, exhaustion levels
are indented two taps, the actual game units (each representing a single stand) and intended three
tabs, and component units of the game units are indented four tabs. All command echelons
higher than the game units are in standard type, all small component or included units of the
game units are in italic, and the game units themselves are in bold.
The game units are usually numbered. If they represent a specific numbered infantry or cavalry
regiment, they bear that number. If they are a brigade, (or part of a brigade), or an artillery unit
assembled for the battle, or some other ad hoc or named unit, they are assigned an arbitrary
number, such as Hanoverian infantry 1, Hessian infantry 2, Heavy Cavalry Brigade 3, etc. Where
the commanders name or unit designation is known, it is shown in brackets after the unit
designation. This numbering system is used solely to make it easier to label game units, and
avoid, to the extent possible, relabeling stands from one game to the next.
Types of units in the unit identification line are often abbreviated, as follows:
C
Cb
Ch
CL
D
F
Fr
G
Gar
Gz
H
HG
I
Jgr
L
M
U
Battalion
Corps
Regiment
69
So, for example, the designation FrC 3 stands for Free Corps 3, while the designation CR 1
stands for Cuirassier Regiment 1. The designation LC stands for Light Corps, while LDR stands
for Light Dragoon Regiment.
The information included in parentheses after the unit designation includes its morale number,
its training,level (PT = Poorly Trained), whether ot not it includes battalion guns (BG) or elite
troops (NE = No Elites), its weight (for artillery and cavalry), and any special characteristics,
such as skirmish ability, shock, or sharpshooter status.
The boxes to the right are the number of strength points in the unit. A box with an s in it
indicates a skirmish-capable strength point.
70
W-2 KREFELD
23 June, 1758
Frank Chadwick
The allied defeat at Hastenbeck prompted Cumberland to retreat north, and soon he had
abandoned all of Hanover except for a small strip of territory in the north. Hemmed in by
the French army, he agreed to the Convention of Kloster Zevern, which would have taken
Hanover out of the war and opened Fredericks western flank.
Fortunately for Fredericks cause, neither side was satisfied with the terms of the
agreement, and neither government ratified it. Within months, the Army of Observation
was again in the field against the French, but Cumberland had been recalled to England,
and the army was now led by Ferdinand of Brunswick, one of Fredericks most able
subordinates.
The French Army, which had been victorious at Hastenbeck, was now weakened by a lack
of supplies and by a number of detachments sent south. The crushing defeat of a French
Army (with some Imperial German troops as well) further depressed French morale, and
they began a retreat back to the west. By the winter of 1757, they were back across the
Rhine.
In the spring of 1758, Ferdinand followed up his advantage by crossing the Rhine and
invading the Rhineland. On June 23, he met the French, now under Clermont, near the
town of Krefeld.
The Battlefield
The battlefield at Krefeld is represented by the six map tiles labeled KR-1 through KR-6.
The long grain of the battlefield is east-west, with the outer edges of tiles KR-1,, 3, and 5
forming the northern map edge.
The most important features of the battlefield near Krefeld were the two water obstacles.
Both were artificial canals, steep-sided and deep, and were uncrossable except at bridges
and causeways. The main feature running west to east was called The Landwehr, while the
canal feeding off of it and running generally northwest to southeast was the Great Ditch.
The ground east of Krefeld itself was very swampy, and covered the right of the French
defensive position. Allied light troops tried to make their way through these bogs, but
without success.
The ground around Krefeld and the several smaller villages along the watercourses is very
broken up by numerous small farmsteads, walled fields, vineyards, and small woodlots.
These are represented as broken ground on the map, and their locations and density are
purely guesswork. (The Krefeld battlefield today is entirely built over.)
71
four battalions of Hanoverian infantry. Holstein then charged again and routed the french
cavalry.
The Erbprinz had formed his troops up again, after having waded the Great Ditch or
pushed forward through vineyards, and now linked up with Obergs troops (who crossed
at Am Stock, and perhaps even Mai, although that is less probable) and pushed east
toward Fischeln. As the retreating french units disordered the reserves sent to
counterattack, Clermont decided the battle was lost and began a general retreat. Some of
Spoerckens troops moved south from Krefeld. but too late to conduct an effective pursuit.
73
74
[ ][ ][ ]
[ ][ ]
[ ][ ]
[s]
[ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ]
[ ][ ][ ]
[ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ]
75
[ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ]
[ ][ ][ ]
[s]
[s]
[s]
[s]
ARMY TROOPS
Light Division1 (General Chabot)
Exhaustion [E] [E]
LC 3 Volontaires de Flandre (M4, NE, skirmisher)
LC 11 Legion Royale Foot (M4, NE, skirmisher)
LC 11 Legion Royale Horse (M4, Lt cav, SKO)
HR 58 Bercheny (M4, Lt cav, SKO)
HR 59 Turpin (M4, Lt cav, SKO)
76
[s]
[s]
[s]
[s]
[s]
[ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ]
[ ][ ]
78
[ ][ ]
S-2 PRAGUE
6 May, 1757
Frank Chadwick
Following the drawn battle at Lobositz, the Austrians had failed in their efforts to relieve
the Saxons at Pirna, and by the end of the 1756 campaign Frederick had removed one
army from the list of those opposed to him. In the spring of 1757, the bulk of the Prussian
army was divided into four field armies, deployed in a semicircle around Bohemia, in
Western Saxony, Eastern Saxony, Lusatia, and Silesia. These armies crossed the Bohemian
mountains along converging axes, and the Austrians had again been caught unprepared.
The Prussians out maneuvered or brushed aside Austrian covering detachments, and
concentrated against the main Austrian army under Charles and Field Marshal Browne
near the fortress city of Prague.
The Battlefield
The Moldau River screened the northern and western approaches to the city of Prague,
and so of necessity the battle was fought to the east of it. The long sides of the battlefield
map are north and south, with the edges of tiles PR-2, PR-4, and PR-6 forming the
northern edge. Immediately to the east of Prague was a long plateau, crowned by the Ziska
Berg. It extended further west in a series of smaller features of which the northern was
called the Tabor Berg and the southern the Homole Berg. These formed a naturally strong
defensive position for an army defending the eastern approached to prague, and was
rendered stronger still by the Rocketnitzer-Bach, a tributary stream of the Moldau which
covered the approaches to the high ground with marshy-banked streams studded with
deep ponds.
Schwerin recognized the need to push the Austrians out of their positions as quickly as
possible, and so by 10:00 he was throwing his leading troops at them. Schonaich's cavalry
moved south of Sterbohol and attacked the Austrian right wing horse, and that battle
seesawed back and forth for some time without wither side gaining clear advantage.
Further north, the leading Prussian infantry (the divisions of Winterfeld and Forcade)
assaulted the Austrian positions on the Homole Berg and were driven back with heavy
casualties, even throwing the second line (the divisions of Hautcharmoy and Lestwitz) into
disorder in places.
Browne pushed his advantage, and the Austrians marched down the slopes of the Homole
Berg to counterattack the Prussians and finish them off. At first they drove them back, but
then two unrelated events turned their success into disaster. In the north, the regiments of
Bevern's corps were finally coming into action, and some of them had worked their way
around behind the Austrian's northern flank, which had become exposed as the infantry
attacked to the west. At the same time, Zieten's division of reserve cavalry can made its
way south the the pond south of Sterbohol and fell on the flank of the Austrian cavalry
there, routing them.
With both flanks suddenly collapsing, the Austrian infantry began to retreat, and soon
broke up. Now it was the Prussian turn to push their advantage, and at this critical point
Field Marshal Browne fell mortally wounded, depriving the Austrians of their overall
commander. (Field Marshal Schwerin, on the Prussian side, had also been killed.) By
afternoon, the Prussians were rolling up the entire Austrian position, and by nightfall, a
battered and demoralized Austrian army had retreated into Prague and was surrounded.
or capture all of the Homole Berg and Tabor Berg, thus turning the Austrian position and
cutting the communications into Prague.
The Austrian player wins by exhausting six of the ten Prussian divisions.
If neither side gains their victory conditions, the game is a draw. If both sides gain their
victory conditions, it is also a draw, except that if the Prussians achieve any two of their
victory conditions, then they win even if the Austrians have exhausted six of their divisions.
Deployment: The two Austrian left wing corps may deploy anywhere on tile PR-1 and also
anywhere on tile PR-2 which is within 12 inches of the northern edge of tile PR-1.
The two Austrian right wing corps may deploy anywhere on tile PR-3 and also anywhere
on tile PR-4 which is within 12 inches of the northern edge of tile PR-3.
The Austrian reserve may deploy anywhere on the PR-1 tile.
The Prussians may deploy their troops within 12 inches of the north edge of the playing
surface, and deploy after viewing the Austrian deployment.
81
[ ][ ]
[ ][ ][ ]
[ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
LEFT WING CORPS - Field Marshal Schwerin (also serves as army commander)
Cavalry Division 2 (Lieutenant General Prinz Schonaich)
Exhaustion [E] [E] [E] [E] [E] [E]
Cuirassier Brigade 1 [Krochow] (M5, Heavy cavalry)
[ ][ ][
CR 1 Krochow, 12 Kyau
Cuirassier Brigade 2 [Blanckensee] (M6, Heavy cavalry)
[ ][ ][
CR 9 Prinz Schoenaich, 10 Gensd'arms
Dragoon Brigade 2 [Plettenberg] (M5, Medium cavalry)
[ ][ ][
DR 1 Normann, 4 Katte
Dragoon Brigade 3 [Wuerttemberg] (M5, Medium cavalry)
[ ][ ][
DR 2 Blankensee, 12 Wuerttemberg
Infantry Division 2 (Lieutenant General Winterfeldt)
Exhaustion [E] [E] [E] [E] [E] [E] [E] [E] [E] [E]
Heavy Artillery 2 (M5, Heavy)
Grenadier 4 [Amstell] (M6, BG, Shock)
GB 28 Burgsdorff (38/43), 6 Ploetz (6G/8G)
Grenadier 5 [Left, Manteuffel] (M6, BG, Shock)
GB 1 Kalden (3G/4G/DNG), 14 Moellendorf (9/10)
Grenadier 6 [Right, Manteuffel] (M6, BG, Shock)
GB 16 Woldau (12/39), 24 Ostenreich (29/31)
Grenadier 7 [Saldern] (M6, BG, Shock)
GB 2 Ingersleben (45/48/9G), 13 Alt-Billerbeck (8/46)
FR 40 Kreytzen (M5, BG, NE)
82
]
]
]
]
[ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
83
[
[ ][
[ ][
[
[
][
][
][
][
][
]
]
]
]
]
[ ][
[ ][ ][
[ ][ ][
[ ][ ][
]
]
]
]
][
][
][
][
][
][
]
]
]
]
]
]
[ ][
[ ][ ][
[ ][ ][
[ ][ ][
[ ][
[ ][
]
]
]
]
]
]
[
[
[
[
[
[
[
[
[
[
[
[
][
][
][
][
][
[
][
][
][
][
][
][
][
][
][
][
][
][
][
]
]
]
]
]
]
]
84
[s] [s]
[s] [s]
[s] [s]
[s] [s]
85
[ ][ ][ ]
[ ][ ]
[ ][ ][ ]
[ ][ ]
[ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[
[
[ ][
[ ][
[
][
][
][
][
][
]
]
]
]
]
[
[
[ ][
[ ][
][
][
][
][
]
]
]
]
[ ][ ]
86
[
[
[
[
[
][
][
][
][
][
][
][
][
][
]
]
]
]
]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
[
[
[ ][
[
[ ][
[
[ ][
][
][
][
][
][
][
][
]
]
]
]
]
]
]
[
[
[
[ ][
[
[ ][
[ ][
][
][
][
][
][
][
][
]
]
]
]
]
]
]
[ ][ ][ ]
[ ][ ][ ]
[ ][ ]
[ ][ ][ ]
[
[
[ ][
[
[ ][
][
][
][
][
][
]
]
]
]
]
87