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WARGAMES RULES 1685-1845

JULY 1979

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WARGAMES RULES 1685 TO 1845 INTRODUCTION

These rules are intended to replace those originally produced in January 1971 to cover the period 1750 to 1850. They are the latest of a number of experimental sets trying out new game mechanisms that we have been testing on or off for the last four years and incorporate new methods of play that are radically different to anything previously available.

The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules instead of the more recently fashionable simultaneous movement in accordance with detailed written orders. Its main advantages are that it saves the time spent order writing, eliminates disputes of the "If you do that, I do this" type, simplifies interactions between the two sides, places less strain on players honesty, and largely makes umpires redundant once players know the rules thoroughly. The special sequence of play we have devised eliminates the inherent disadvantages of more primitive alternate move as opposed to alternate play systems.

The more innovatory a set of rules is, the more unfamiliar it is going to be to the players. Please dont write in blaming us for departing from accepted methods; after all it WAS us that invented them. It is possible that in spite of our testing anomalies will start to rear their ugly heads as more and trickier players become involved. If so, they will be cleared up with one of our usual free amendment sheets. We are in any case happy to answer rule queries enclosing a stamped addressed envelope or international reply coupon. Our test games have made us confident that the new system is a winner and will probably become the wargaming standard. Let us know how you get on.

By adopting alternate play and an apparently simple "bang you're dead" combat system, we have been able to introduce a little more complexity elsewhere in the rules without overburdening the poor players brain too much. This includes a new method of choosing terrain based on actual battlefields, a command structure incorporating brigades, divisions and if you like corps, consideration of the personalities of individual generals, and a simple but very effective method of discouraging telepathic heroism and ensuring realistic conduct by units, including provision for differing national characteristics. Thenet effect is to

give the player the sort of variety in his games previously provided only by ancient wargarning.

We take the RESEARCH part of our name seriously, and it is because of this that you will find many of the basic assumptions in our former set have been changed. In particular, study of contemporary drill books in the Ministry of Defence library has convinced us that the movement rates specified by us (and universally copied by our competitors) were wildly out. This led to changes in ground and time scale that were ultimately of great benefit to the rules. We must also mention Brigadier B.P. Hughes whose two recent books made an excellent starting point for reconsidering the whole question of weapon lethality under combat conditions.

The extension of our period back to 1685 enables us to take in all Marlborough's battles, starting with Sedge moor, the Highland rebellions, and the early battles of Frederick the Great, in addition to the Seven Years War, War of American Independence, campaigns in India, French Revolutionary and Napoleonic Wars covered in the previous set. Although at first chary of such an extension, our research discovered no good technical, tactical or organisational reason against it. However, had we gone earlier than 1685 we would have had to contend with half armoured infantry and three quarter armoured cavalry, while to go later than 1845 sees the introduction of the Colt revolver by Texas Rangers in the Mexican War, of the Dreyse breechloading rifle by Prussia against Denmark and of the expanding bullet muzzle loading rifle, together with the replacement of rigid lines by thick skirmish formations, at first unofficial but later recognised by authority.

As for the beginner, do not be overawed by the size of this rule book and its apparent complexity. Start by reading right through it, but remember that all the basics are incorporated in the single. thick reminder sheet enclosed, so that you will only need to turn to the main rules when you need fuller explanation. You will find that after a while you can increasingly rely on your memory instead of even the reminder sheet. Try and keep it simple for your first few games, bringing in more troops and more ambitious tactics when you get the feel. The rules are designed so that actualhistorical tactics will be the ones that work best.

CONTENTS

Pages

Introduction

Method of play and' time, ground and troop scales

3

Troop types, basing, organisation and values

4

Choosing terrain and settrng up a battle

II

Weather, time of day and visibility

15 16.

Formations

Orders, command and control

17

Playing equipment,

17

Seq uence of play

18

Reaction tests

19

Steadiness and order

23

Movement

24

Shooting

32

Hand-to-hand combat

38

Casualties, damage to property and engineering

41

Prisoners and victory

44

Suggested wargames units for Marlburian, Seven Years and early Indian Wars

45

Bibliography

48

Miscellaneous information

48

2

METHOD OF PLAY AND TIME, GROUND AND TROOP SCALES

METHOD OF PLAY

These rules follow our very successful World War Two and Modern Armour sets in substituting alternate play for the more recently fashionable simultaneous movement in accordance with strict written' orders. This makes them simpler to play with,cheaper to produce, eliminates argument over troop interactions and makes umpiring largely unnecessary. Their sequencing system "avoids the disadvantages usually . associated with alternate play.

DUring each of a players turns, which we can "Bounds", he tests his troops reaction to special circumstances, shoots at targets exposed at any time during the immediately preeeeding enemy bound; moves any or all of his troops that he wishes and fights hand-to-hand. His opponents actions are limited to returning hand-to-hand blows and to certain moves in response to the first players moves or the lack of them. They then exchange roles for the next bound. The exact sequence is specified elsewhere.

TIME SCALE

Each bound call include action comparable with that possible in 80 seconds in real life. However, the bound overlaps both the preceeding and succeeding enemy bounds, so that one friendly plus one enemy bound also equals 80 seconds. As this, multiplied by the likely number of double bounds in a game, gives an unrealistic dura.tion fora real battle, we assume that each bound also includes a variable amount of delay. We therefore recommend assuming for campaign purposes that a pair of bounds represents half an hour.

GROUND SCALE

This varies with the size of figure used.

For 30mm, 25mm and 20mm figures, each inch measured on the table. represents 25 paces in real life and trnm represents I pace.

For l Smm, 12mm or9mm figures, an inch represents 50 paces and l mrn represents 2 paces. For 6mm or Srnm figures, an inch represents 100 paces andlmm represents 4 paces.

All distances in the text are quoted in the paces universally used as a unit in drill books of the era in preference to yards, metres and other local measures. A pace can. be taken as 2Y,t feet or O.75.rnetres ..

You should have little difficulty measuring distances on the table with an ordinary expanding.steel. tape after a-little practise, but if you do, it is fairly easy to make your own measuring rule as described later.

There is no objection to measuring distances before making decisions.

TROqP SCALES

Each infantry or cavalry figure represents the number of men who would occupy its frontage in normal formation after making due allowance for supernumeries and intervals between sub-units.

For regular infantry, this is 50 men, usually in three ranks with I pace frontage per file or in two ranks at 21 inches per file, but sometimes at the start of the era in four or five ranks at 3 feet per file;

For regular cavalry, it is 40 men with their horses, usually in three ranks stirrup to stirrup at the start of the era, but later in two ranks, and at least in theory, knee behind knee, so taking the same frontage after allowing for varying sub-unit intervals.

Irregular figures represent the same number of men as regular figures, but in less formal formation.

Staff, artillery or transport figures and their animal models, and elephants represent 5 in real life. Artillery piece models, except for those of jingals, zambuks or similar which represent 5, represent 2 real Iife pieces and their accompanying wagons. Model ammunition wagons need not therefore be provided, and have no significance in the game if they are.

TROOP TYPES, BASING, ORGANISATION AND VALVES.

TRAINING AND MORALE CLASSES

Troops are divided into two major and eight minor classes defining their training and morale.

The major division is into REGULAR and IRREGULAR.

This defines fighting methods rather than the manner of enlistment, though regulars are more likely than irregulars to be enlisted into units under appointed officers instead of fighting under local leaders, or to be paid, uniformed or drilled.

The crucial difference is that regulars in appropriate circumstances fight in formal continuous ranks and files, though some types may also fight dispersed as skirmishers, while irregulars who come together in bodies fight as individuals without any great dependence on their neighbours in the group. Regulars are not necessarily superior to irregulars. Both have their special virtures.

Line infantry are an obvious example of our regular class, while rebel highlanders of the 45 and red indians are equally obvious irregulars. Less obviously, American militia, in spite of being unpaid, little drilled and dressed in civilian clothes are poor quality regulars, while backwoodsmen remain high quality irregulars. Light cavalry, light infantry and highland regiments are all irregular at the start of the seven years war, but with the exception of cossacks are regular by the napoleonic wars.

Regulars are further divided into:

ELITE Well trained men belonging to a unit with a guard or grenadier title, including ad-hoc combinations of nominally separate grenadier companies, but not such companies when operating as part of a line unit. They are assumed to be very well drilled and to have an exceptionally good opinion of themselves. Troops with the right titles but not of the requisite quality, such as Neapolitan or Spanish grenadiers, do not belong in this class and 'must be fitted in elsewhere as seems appropriate.

VETERAN, Belonging to, a unit which has by special training or extensive campaigning become as competent or in 'some ways more so .than elites, and having acquired by success -in battle

, almost as good an opinion of themselves or a low opinion of their opponents, whether or " not this is ill fact justified.

TRAINED The great bulk of regular troops. Not- quite as competent or confident.

RAW Militia, recruits or otherwise badly trained or officered troops. Liable to fall into confusion during drill or into sudden panics during emergencies.

Irregulars are similarily divided into:

FANATICS' Inspired by religion to disregard personal danger, as for example Egyptian mamelukes or Indian ghazis.

SOLDIERS Belonging to a unit commanded by officers, paid, often uniformed, sometimes drilled to some extent, but fighting in irregular fashion. Examples include jagers, chasseurs, grenze, highlanders and mosthussars of the seven years war, cossacks, Indian artillery, rocketeers

"and' mercenary matchlock men,' and Texas rangers. '

WARRIORS Of lower than european cultural level, but with high fighting aptitude, equipped with their own personal weapons, and led by their own chieftains or elected leaders, as highland clansmen in the 45, red indians, backwoodsmen and Indian hillmen."

LEVIES Men not accustomed to fighting, but enlisted or conscripted to work, or who have been armed or armed themselves in an emergency or for political ends, such as pioneers, civilian artillery or transport drivers, Irish rebels, French revolutionary mobs or Spanish guerillas.

Some latitude may be allowed in fitting troops into classes, historical realism being the sole guide. For example, British troops in India had a great sense of their own superiority which showed in their battle behaviour, and so should probably be classed as veteran, while British officered Indian units should be classed as trained.

4

TROOP TYPES

In addition to their training and morale classes, troops are divided into types reflecting the equipment and method of fighting of their unit.

CUIRASSIERS. Regular heavy cavalry entitled cuirassiers, horse, chevaux leger or carabineers and wearing heavy steel breastplates. Note that not all troops with such titles are in fact so equipped, while some may wear their breastplates under their uniform coats.

HEA VY CA V ALR Y. Regular cavalry entitled cuirassiers, horse, chevaux leger or carabineers' but who do not have breastplates, or entitled grenadiers, dragoon guards or dragoons.

LIGHT CAVALRY. Regular cavalry entitled hussars, chasseurs, uhlans, lancers, light dragoons or marnelukes. Note that these titles originally belonged to irregular cavalry, Prussian types being treated as regular after 1745, others after J 765, or.after 1815 if serving in America.

IRREGULAR CAVALRY. European cavalry entitled hussars, chasseurs, uhlans or light dragoons before these changed from primarily skirmishing to primarily charging cavalry in imitation of von Winterfledt's Prussian innovations, and all asiatic, african or red indian horsemen. No distinction is made for the vary-

ing types of hand-to-hand weapons employed or between individual figures in partial armour or carrying shields and those lacking them. However, all irregulars are assumed to be individually superior to regulars in melee, and some substitute bows and arrows for the various firearms assumed to be carried by all other cavalry.

'LINE INFANTRY. Regular infantry, usually armed with smoothbore flintlock musket and bayonet and primarily trained to fight with concerted volleys from close order. A proportion of such a units men, depending on nationality and period, may also be capable of skirmishing. This does not make them light infantry by our definition unless combined into a unit fitting that definition. Some elite units can add grenades to their flintlocks up till 1740. Other units can have a proportion of their men armed with pike or matchlock instead of flintlocks up tillI 71 O.

LIGHT INFANTRY. Regular infantry whose entire unit is capable of. skirmishing with flintlock musket or rifle as well as fighting in close order, and who can advance in line as well as column at a quick step. This includes ad hoc units with light infantry titles formed by amalgamating the skirmishers of several line battalions, but does not include line battalions told off entirely to skirmish, as occasionally happened in French revolutionary armies. Light infantry units invariably have special titles such as

light infantry, rifles, chasseurs, jagers, fusileers, tirailleurs, voltigeurs or arquebusiers, but not all units with such titles in fact have a light infantry function. For example, British fusileers and French chasseurs of the guard are line, not light.

IRREGULAR CHARGING INFANTRY. Irregular infantry whose primary fighting technique is a charge to close quarters with sword and buckler, spear or javelins and shield, or Irish half pike. They may also carry flintlock or native matchlock muskets. Examples include highlanders of the 45 and the seven years war.

IRREGULAR SKIRMISHING INFANTRY. Irregular infantry whose prefered fighting technique is shooting from cover with rifle, flintlock or matchlock musket or bow, though they may also be capable of fighting hand-to-hand with sword, knife, hatchet, club or butt, Examples include jagers and grenze of the seven years war, red indians, backwoodsrnen and Afghan mercenary matchlock men.

ENGINEERS AND PIONEERS. Engineers are single officers, sometimes accompanied by a few assistants with special skills in construction and demolition, Pioneers are irregular infantry enlisted or conscripted for, or condemned to, work instead of fighting. They have little technical skill and can defend themselves after a fashion with their tools at close quarters.

MOUNTED INFANTRY. Troops primarily fighting on foot as infantry, but provided with riding animals to increase their mobility. Includes all camel mounted fighting men, but not dragoons, who in this era are cavalry. Irregular cavalry who take infantry up behind them are temporarily treated as mounted infantry.

WAR ELEPHANTRY. Elephants with drivers and up to three fighting men with bows or firearms and trained to fight at close quarters.

TRANSPORT. Wagons or pack animals witli one driver t~ each wagon or elephant or to every three other pack animals.

STAFF. General officers commanding an army, corps, division or brigade or assisting an army commander, together with their deputies, aides and orderlies, or equivalent native rulers or chiefs with entourage.

HORSE ARTILLERY. Medium or lighter guns or howitzers in horse draught, or rockets in horse draught or pack, with both drivers and crews mounted on horses.

FOOT ARTILLERY. Artillery pieces of any size in animal draught with crews marching on foot.

PACK ARTILLERY. Rockets, very light or light guns or howitzers carried disassembled on horse, mule or camel back, or heavy or lighter guns or howitzers similarily carried on elephant back.

MAN-HANDLED ARTILLERY. Rockets or artillery pieces of any size lacking draught or pack animals. ELEPHANT ARTILLERY. Very light gun carried ready to fire mounted on an elephants howdah.

Artillery are also classified by the weight of the piece.

VERY LlC:HT ARTILLERY includes the Asiatic Y:.pdr or .l pdr guns called jingals and zarnbuks, together With the slightly larger european amusettes. Minimum teams are two horses for horse artillery speeds, one horse for foot artillery, one horse, mule or camel for pack, two men for man-handled.

LIGHT ARTILLERY includes3pdrguns, British 4 2/5 inch and similar howitzers, and mortars up to 5Y:. inch calibre. Minimum teams are three horses for horse artillery speeds, two horses for foot artillery, three mules or camels for pack, two men for man-handled.

LIGHT MEDIUM ARTILLERY includes 4pdr, 6 pdr and British light 12pdr guns, and British light 5Y:. inch and l2pdr, French l2pdr, Russian I Opd r, Prussian 7pdr and similar howitzers. Minimum teams are foul' horses for horse artillery speeds, three horses for foot. artillery, two men for man-handled.

MEDIUM ARTILLERY includes Spdr, 9pdr and Prussian light l2pdr guns, and British heavy 5Y:. inch and 24pdr, French 6 inch, Russian 20pdr, Prussian 10pdr and similar howitzers. Minimum teams are eight horses for horse artillery speeds, four horses for foot artillery, four men for man-handled.

HEAVY ARTILLERY includes heavy British and Prussian and other heavy 12pdr guns, and 8 inch and similar howitzers. Minimum teams are six horses for foot artillery speed, five men for man-handled.

SIEGE ARTILLERY includes all guns of l6pdr and upwards, 10 inch and similar howitzers, and mortars larger than 5Y:. inch calibre. Minimum teams are ten horses for foot artillery speeds, six men for man-handled.

ROCKETS include both the original Indian variety and the Congreve rockets introduced by the Austrian army and British navy in ISOS but not USed in action by the British army tilllSl3. No launcher is required for ranges up to 1,000 paces, and Indian rocketeers did not use them. Lacking a launcher, minimum teams are two horses for horse artillery speeds, one horse, mule or camel for pack, two men for man-handled. With a launcher, minimum teams are four horses for horse artillery speeds, two

horses, mules or camels for pack, two men for man-handled.

Note that Prussian howitzers and those of some other nations were classified by the weight of an imaginary stone shot which was lighter than the shell normally fired. An elephant can replace eight horses, a pair of bullocks can replace a single horse, and a horse can replace a manin man-handling, though a man cannot replace a horse at faster paces.

Also note that where we refer to 'elephants', 'horses', 'men' etc. abovethis refers to models or figures.

6

BASING FIGURES

Figures must be fixed on rectangular bases of specific size cut from thin cardboard or similar material. Plasticard is not suitable,being too slippery to stand securely on model hills, as well as being much more expensive than the alternatives. Visual effect is enhanced by disguising these bases with scenic flock or plastic wood.

Ideally, most bases should have the number of figures needed to make up one of the combat elements which are an important feature of these rules, one element per unit being sub-divided into single figure

bases so that casualties can be removed. '

Regular infantry should have four figures to abase unless trained to skirmish. If so trained, they should be mounted two and two on half sized bases which can be left in contact as a close formation element or

moved apart to become two skirmishing elements. '

Regular cavalry and mounted infantry, pioneers, irregular charging infantry and anyirregular infantry mounted on camels should have three figures to a b ase,

Irregular skirmishing infantry on foot or mounted on horses and irregular cavalry should have two figures to a base.

Regular infantry or cavalry that mount or dismount exchange two three figure mounted elements for one four figure dismounted element, irregulars one two or three figure mounted element for one two or three figure dismounted element. This takes into account regulars need of horse holders and the irregulars substitution of hobbles and ties, except for camel mounted skirmishers wl~o must ensure a swift departure.

Staff, engineer officer, and artillery crew figures should be on single figure bases:

An artillery piece and its crew together form a single element. This elements base is used only when unlimbered, so piece and crew are placed loose on top, rammer, bucket and some ammunition men in front of the piece, linstock, trail spike or sighting men to its rear. The limber, animals and, drivers form a separate element. Limber and wheel animals are fixed to a large base with room at the rear for the piece when it is limbered. Other artillery animals are mounted one to a base if elephants or pack animals, two to a base if draught horses or bullocks, a driver being included where appropriate.

A transport element can consist of a pack elephant and driver, three other pack animals and one driver, or a wagon with draught animals and driver, in each case on a single base.

Base sizes are: 30,25 or 20mm 15,12 or 9mm 6 or5mm
figures. figures. figures.
Cavalry or mounted infantry Frontage: 60mm 30mm 15mm
element. Depth: 40mm 20mm 12mm
Regular infantry or dismounted Frontage: 60mm 30mm 15mm
cavalry element in close order. Depth: 20mm l Omm 5mm
Regular infantry skirmishing Frontage: 30mm l Srnrn 7Yzmm
element. Depth: 20mm l Omrn 5mm
Irregular infantry or dismounted Frontage: 60mm 30mm 15mm
cavalry element. Depth: 30mm 15mm 7Yzmm
Unlirn bered artillery element. Frontage: 40mm 20mm 10mm
Depth: 60mm 30mm 15mm
Artillery piece, lim ber and Frontage: 40mm 20mm. l Ornrn
wheel horses or bullocks. Depth: 120mll1 60mm 30mm
Pair of artillery draught horses Frontage: 40mm 20mm IOmm
or bullocks or artillery pack Depth: 40mm 20mm 10mm
horse, mule or camel and driver.
Engineer officer or artillery Frontage: 15mm 7Y:.mm 33,4mm
crewman on foot. Depth: 20mm l Ornrn Smrn .
Staff officer or horse artillery Frontage: 20mm 10mm Smrn
crewman while mounted. Depth: 40mrn 20mm l2mm
Elephant model. Frontage: 40mm 20mm 10mm
Depth: 60mm 40mm 20mm
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Any spare space an a limber base should be left to, rear of the piece. The limbered base of an elephant, drawn piece should be enlarged by the difference in depth between an elephant and a pair of horses at the scale used, while a pair of horses harnessed in tandem Instead of side by side has its depth doubled, Similarly, a base far three pack animals and a driver is three times the depth of that far a single animal, while a transport wagons base should have the same frontage as a limber, but can be as deep as is necessary to, accommodate it and its team.

Regular figures should be positioned as evenly as possible along their bases. Irregulars look better if positioned a little raggedly. Single figure bases far casualty removal must always be an even sub-division

of the elemen ts frontage. . ' ,

The base sizes specified will accommodate all present types of commercial figure at the time af writing. If it should be found that newer figures will nat fit, there is no abjection to increasing base sizes by the minimum amount necessary to take them.

ORGANISING TROOPS INTO UNITS'

Elem:~ts and their figures must be combined into units, normally of infantry-battalion or cavalry regiment size, but with such options as half battalions, or even independent companies of riflemen or similar.

A units strength in figures depends on its real life strength in men, this being divided by 50 or 40 t9 give the number of Iiguresvusually somewhere between 12 and 20, depending an nationality, troop type, and whether up to strength-Elite and new troops are more likely to be up to strength than veterans. If you are refighting a historical battle, you will naturally use the actual returns of the day if you can get them, but if you are commencing a campaign we suggest starting with the full theoretical unit strengths and

allow them to fluctuate from battle to ba ttle as losses QCcur or drafts arrive from hQme.' -

Artillery are normally combined into tTQQPs, batteries or companies of 2 to, 4 model pieces plus crew, animals and drivers. Single models representing a pair of pieces can also, be used, especially as regimental accompanying pieces orin fortifications, while jingals or zambuks can be used in much larger groups.

It is same times necessary to, represent a gun and a howitzer by a single model. If so" this.is always a howitzer model and is treated as representing a pair of howitzers.

Although an artillery unit can get by with minimum crews of two gunner' figures and no, animals, in view of the relative cheapness under the rules of crew and animals-and the potential disasters risked; this is a false economy. Don't say we didn't warn you. '

A single war elephant model is treated as a separate unitin its own right.

Where appropriate, units should have a command element incorporating officer, n.c.o, standard bearer

or musician figures to enhance the visual effect. Such elements are treated for playing purposes as if composed of ordinary rank and file. Similarly, an irregular unit can be made up of mixed figures differing in weapons or equipment but assumed to, be homogenous far playing purposes, and a unit intended to, operate both mounted and dismounted should have duplicate figures that can be exchanged.

When assessing the proportion 0( a ,up its figures that ~hould be capable of skirmishing, do, not fan into the trapof considering only flank company men eligible. For exarnple-Prussians could deploy.up to a third of a line battalion as skirmishers from 1808 an, while French battalions of the revolutionary wars often deployed entirely as skirmishers.

A general,sone element escort is nat treated asaunit.

8

HIGHER GROUPINGS

Units of a regular army are combined into, larger groups commanded by general officers, Three or four battalions usually make up an infantry brigade, twa or three cavalry regiments a cavalry brigade, twa similar brigades and a battery a division, and twa or mare divisions a carps, though nat all brigades and batteries necessarily belong to, a division. In armies that use the infantry regiment as a tactical as wen as an administrative body, its battalions and ather components, though usually moving in company, are treated as directly under brigade.

Irregular armies have similar but less formal groupings, based an tribes, or an sub-division into, vanguard, wings, main body.iand possibly reserve. The men commanding these are treated as completely analogous to, regular generals.

ST AFF FIGURES

The commander-in-chief, his chief of staff or vizier and all generals commanding brigades, divisions or

carps and their irregular equivalents must be represented an the table by figures. These are usually mounted staff officer figures, but irregulars can alternatively use a charging or skirmishing infantry element, cavalry element or war elephant. These retain their normal fighting characteristics, but are distinguished by appropriate special figures. A regular commander-in-chief, but no, ather regular general, can similarly be depicted as ane figure of a cavalry element, the others representing his personal escort troop, or in a

caach otherwise treated as a wagon.

A regular commander-in-chief's influence overrides that of any of his subordinate generals. A chief of staff can override any divisional or brigades cornrnander but not a carps commander. A carps or divisional commander can override any ofhis awn subordinate generals. An irregular armies commander-in-chief

or his vizier can override-any of his subordinate generals, but the latter regard themselves as equals, none of wham can override another. The circumstances in which a general with overriding powers takes 'aver control of a unit or units are described later.

A general can exert a mild influence aver one of his units by merely being in sight of itand within a critical distance of it or of a subordinate general he is overriding. He cansometimes exert a much stranger influence by actually joining the unit. A general who, joins a unit must be positioned next to, its command element, shares the risks from shooting and hand-to-hand cam bat, and accompanies the unit in rout till

it rallies. ' '

The type of influence a general exerts depends an his character, which we categorise as RASH,BOLD or CAUTIOUS. In a historical refight, this can often be taken from the generals known historical character. Far instance, Marshal Ney would be rash, Wellington bald, and Kutuzov cautious. Otherwise, dice far the character of each general nat representing a player the first time during play that it needs to, be known. The significance of the scares depends Qn the armies nationality.

Spanish or Indian armies. Austrian, Dutch or Belgian. British, Prussian or Russian. Others.

1,2 or 3cautiaus, 4 bald,S or 6 rash. 1,2,3 or 4 cautious, 5 bald, 6 rash.

I or 2 cautious, 3, 4 or 5 bald, 6 rash. I, 2 or 3 cautious, 4 or 5 bald, 6 rash.

For campaigns, we suggest that all generals including those representing players should test and retain their characters far the whale campaign. However, to, prevent incompetents being dismissed tao, easily, we further suggest that each general should initially be given same sort of rating far political "pun" and a procedure invented to, take this into, account. In nan-campaign games, generals representing players are

bald. .. -

LIMITATIONS ON CHOICE OF TROOPS

In battles ather than historical refights or those deriving from a campaign, it is customary to, use twa armies ofequal fighting power, though aften of widely differing types and num bers of troops, This is made possible by allocating an arbitrary value to, each type, the armies then being chosen up to, a common total value.

In addition, armies must nat have troops, weapons or organisations nat used by their histarical prototypes, nor use permanent fortifications with aut their opponents prior consent, as the existence of these would be known to an invading farce which would either came prepared with a siege train or avoid the vicinity. They must have a proper chain of command specified in advance with realistic provision of subordinate generals.

9

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TROOP VALUES

Commander-in-chief figure. Subordinate general figure if:

Spanish or Indian

A ustrian, Dutch or Belgian British, Prussian or Russian Other nationality

Cuirassier figure

Other regular cavalry figure

Irregular cavalry figure in America from 1775 to 1815 Other irregular cavalry figure

Line infantry figure if: armed with pike or european matchlock armed with musket

armed with musket and hand grenades

armed with musket and capable of skirmishing

Light infantry figure if: armed with musket armed with rifle

Irregular infantry figure if: armed only for hand-to-hand combat

additionally armed with bow, matchlock or jezzail additionally or primarily armed with musket armed with rifle

Extra to mount an infantry figure:

On a horse on a came)

Very light artillery piece model Or rocket launcher model Light artillery piece model

Light medium artillery piece model Medium artillery piece model . Heavy artillery piece model

Siege artillery piece model

Extra for British artillery able to fire Shrapnel's spherical case from 1808

Horse artillery crew or rocketeer figure Other artillery.crew figure

Horse or foot artillery limber, driver and single or pair of draught horses or two oxen. Transport wagon, driver and one or two draught horses or two oxen.

Pair of draught horseswith onedriver. .

Pair of oxen without driver.

One artillery pack horse, mule or camel with driver.

Three transport pack horses, mules or camels with one driver.

War elephant fighting crew figure.

Elephant and driver, whether used as mount for a general, a war elephant, for elephant artillery, as an artillery or transport pack animal, or as an artillery draught animal, with or without limber.

Alteration in value of cavalry figures if classed as:

elite

veteran or soldier fanatic

raw or levies

Alteration in value of infantry, artillery crew or warelephant fighting crew figures, or of any items

above thatjnclude a driver, if classed as: elite or fanatic +2

veteran or soldier + I

ra w or levies -I

Engineer officer figure 20

Pioneer figures I

Boat model without ctew or pontoon including bridge decking. 10

Redoubt, battery, palisaded fort or similar field defences per 100 paces or part 100 paces of outer

trace. ' . . . 50

All artillery piece model and artillery ere"'; figure value~ over and above I~ of the total agreed army

value are doubled. For example, if the agreed value is 1,000 points and the artillery value calculated normally is 440, this is increased by 440-333 = 107 to 547.

10

Points 100 20 30 50 40

IS 10 48

8

3 4 5 5 6 9 2 3 4 8

+3 +2

10 20 25 30 40 50 10

20

5

3 5 2 I 2 3

5

10

+5 +2 +1 -2

CHOOSING TERRAIN AND SEITING UP A BATTLE

SIZE OF ARMY

The size of armies used in campaign battles will of course' be dictated by the events of the campaign. British National Convention armies are set at 1,000 points, allowing a decisive finish in two or three hours. 1,500 points is a more usual size in single friendly games which can last a full evening. If substantially larger forces are to be used, with more than one player on each side, we recommend that each pair of opponents should play on a separate table at their own speed, with agreed provision for moving troops from one table to the control of an ally on an adjacent table. Armies are chosen before seeing the terrain.

CHOOSING TERRAIN

If the terrain to be used has not been fixed by competition organisers or a campaign map, the following system can be used to provide variety without unfairness to either player. It is derived from analysis

of a large number of battle maps. The basic system covers battles in europe, but modifications are

included for those elsewhere. .

, .

Hills are divided into gentle hills, providing extra elevation for vision or shooting but not hindering movement, and difficult hills, which slow movement.

Difficult hills include:

PENINSULAR HILL Extends approximately 400 paces in from the table edge in a rough T shape, broadening from 200 paces wide at the edge to 450 paces along the top of the T. 50 paces high at the highest point, which is the join of the T. Smooth rounded crest.

FINGER HILL. Extends in from table edge, where it is 400 paces wide, for 300 paces, then splits into three fingers diverging to a maximum spread of 450 paces, the longest of which extends a further 150' paces in. 50 paces high at highest point, which is 150 paces in from the table edge. Smooth rounded. crest.

BROKEN RIDGE. Stands clear of the table edge, 450 paces long by 200 paces wide. 50paces high along most of its length, but with two25 pace high gentle saddles 75 paces wide. Rocky along crest and down one slope except where saddles cross, the other face being smooth.

WOODED RIDGE. Stands clear of the table edge, 450 paces long by 200 paces wide. SO paces high along most of its length, but with one 25 pace high gentle saddle 75 paces wide near the centre. Smooth rounded crest, but densely wooded along crest and on both slopes except up to and across saddle'.

STEEP KNOLL. Stands clear of the table edge, 200 paces indiameter and SO paces high at the centre. Bare, rounded crest but rocky slopes.

Gentle hills all stand clear of the table edge, have rounded crests and smooth slopes, and are a maximum of 25 paces high. They include:

LONG RIDGE. 450 paces long by 150 paces wide.

KIDNEY RIDGE. 300 paces long by I SO paces wide, with a slight bend in the middle. SHO RT RIDGE.. 200 paces long by 125 paces wide.

LOW KNOLL. 150 paces diameter.

Hills can be made from rigid foam plastic ceiling tiles stuck together "bread-and-butter'L'or cut from soft upholstery foam. Cut them so as to produce a rounded plan view, and continuous smooth slopes that figures will stand on, instead of leaving them as vertical sided contour blocks. The surface will need protecting with emulsion paint or something similar.

Watercourses are divided into fordable streams of less than 40 paces wide, and normallyunf'ordable wider rivers. Perrnissable watercourses include:

RIVER. Approximately 500 paces long, entering the table from the edge and leaving it across an adjacent

edge, thus cutting off one corner. .

STRAIGHT STREAM. 1,250 paces long and approximately straight, entering the table from one edge and either leaving it across an adjacent edge or joining another watercourse.

CROOKED STRE.AM. As straight' stream, but with an overall half way bend of-about 45°.

11

Short curved stream and river sections can be 'bought commercially and assembled 'into a sinuous length of the right size and shape or c,an be home made. Transparent plastic painted underneath in greens, blues and browns can be especially effective. Floquil make a special river paintwhich gives a good effect when

applied to an upper surface. "

Somewatercourses have' marshy banks:

MARSH. Approximately 200 paces long by 75 paces wide. Can be positioned under a stream section

to give a narrow marshy strip on each side, or on one side of a river section to give a single broader marsh.

Marshes are best made from a piece of roofing felt or similar material, suitably painted and embellished. Fibre glass resin is useful for simulating pools.

Built-up areas include: .

STRONG STONE BUILDING, A single large building surrounded by man-height stone walls or itself with a strong-stone wall, such as a convent, chateau, churc? or it farm such as La Haye Sainte.

FARM. Smaller and weaker dwelling house and at least one subsidiary building enclosed within a weak boundary wall or fence.

HAMLET. Group of two small houses. If along a road and separated by it from other such grotips,

becomes a section of a village or town. ' , '

Buildings canbe bought commercially or home made fromcard or similar materials. Farms of either type must besurrounded by ~, system of home fields demarcated by low walls, hedges or fences', and totalling between three and five times the built-up area.

Woods include:

LARGE WOOD. 250 to 400 paces long by 150 to 200 paces wide. SMALL WOOD. 150 to 200 paces long by 100 to 150 paces wide.

Woods are represented by commercial or home made tree models placed loosely on a base cut from roofing felt or similar material which defines the boundary. i" \\,ooded ridge is represented by placing

tree models onits crest, th~ edges of the hil!,then defining the wooded area. '

Other features allowed for include roads, bridges and fords. When a road intersects a watercourse other than at a bridge, a ford automatically exists.

Terrain featur~s should have irregular rather than syrnetrical outlines to provide a more natural appearance, Realistic terrain contributes as much or more to visual effect than well painted figures, so deserves as

much attention to detail and artistry.

When the time comes to choose terrain, the two sides each dice in turn for difficult hills, gentle hills, watercourses, marshes, built-up areas and woods. If the table used is not more than 2,500 paces wide

or 1,500 paces deep.ithey throw one dice each, if larger, two dice. Except when two or more of the two or four dice thrown far each class of feature have identical scores, each side positions the features picked by its own dice, but must do so within the half of the table nearest to the opponents. When two or more dice have identical scores, the score only counts once, the two sides dicing if necessary to see which of them positions the features picked, again within the opponents half of the table. Features

picked by a higher score are positioned first. ' ' '. '

When dicing fpr difficult hills, a score ers picks a peninsular hill, 5 a finger hiil, 4 a broke~ ridge, 3 a

wooded ridge, 2 a steep knoll, 1 nothing. "

When dicing for gentle hills, a score of 6 picks a long ridge, 5 a kidney ridge and a short ridge, 4 a kidney

ridge, 3 a short ndge,2 a low knoll, I nothing. .

Whendicing for watercourses, 6 picks a river, 5 a straight stream, 4 a crooked stream, 3,2 or I nothing. Watercourses must not be positioned on hills.

~en dicing to fin~ out whether a watercourse is marshy, 6 or 5 picks a marsh, 4,3,2 or 1 nothing.

\\ hen dicing for built-up areas, 6 picks a large stone building and a hamlet, 5 a farm and a hamlet

4 two hamlets, 3 a farm, 2 a hamlet, I nothing. ' When dicing for woods, 6 picks two small woods, '5 a large wood, 4 a small wood, 3,2 or I nothing. Each side can now lay up to 3,000 paces of roads or tracks, with or without bridges or roadside hedges, fences or low walls. If both sides wish to do so, they dice for priority. A road must start and end at a table edge or another road. A track can end at a built-up area. Unlike other features, they are not restricted to the other sides half of the table.

12

The system can be modified as follows if unsuitable for wars outside europe.

NORTH EASTERN AMERICA. Differs only in 'di~ing for woods. A score of 6 picks three large woods, 5 two large, 4 one large and one small, 3,2 or lone large.

SOUTHERN AFRICA. Watercourses become dry wadi. Marsh becomes thick bush. Strong stone building becomes fortified european farm. Hamlet ,becomes native kraal. Farm becomes nothing. Wooded ridge loses trees.

INDIAN PLAINS, Streams become dry wadi. Marsh becomes thick bush. Strong stone building becomes Moghul fort, hamlet becomes mud walled village. Farm becomes nothing. Wooded ridge loses trees. One of two small woods becomes water tank depicted as small un fordable lake.

EGYPT. Streams become dry wadi. Marsh, strong stone building and farm become nothing. Hamlet becomes mud walled village. Woods become patches of soft sand. Wooded ridge loses trees.

INDIAN HILLS. Watercourses become dry wadi. Marsh, strong stone building and farm become nothing. Hamlet becomes fortified village. All hills become rocky, but otherwise retain similar characteristics so that 'some overlook others. Wooded ridge loses trees. Woods dice become additional difficult hill dice.

SCOUTING

Each side now declares its scouting strength. Count three scouting points for each camel riding figure in desert terrain, two for each irregular cavalry, veteran regular light cavalry, African mounted inf'antry or American ranger or frontiersman figure, and one for each other regular light cavalry figure 'or African, Indian hillman or red indian irregular skirmishing infantry figure on his home ground.

If one side has 50% more scouting points than the other, it has outscouted them. If not, neither is outscouted.

DEPLOYMENT

Following scouting, the two armies deploy.

Troops must not be initially placed within 300 paces of the ta ble ends or of its centre line. This leaves a permitted deployment area between 300 and 600,paces deep and between 1,000 and 3,000 paces wide, depending on table size and ground scale.

First; all pontoon bridges; field works and other fortifications that would be visible from anywhere within the' opponents permitted deployment area are placed in position.

Next, if one side has been outscouted, ill its troops except any that are flank marching off-table or being kept off-table. in reserve must be deployed, and it must inform its opponents of any off-table flank march it is carrying out. It does not have tospecify the exact destination of such a flank march, or give any details of its composition except for stating whether horse, foot, guns or transport are each involved, It need not inform its opponents of any forced marching plans.

Sides that have not been outscouted now make sketch maps of their initial dispositions showing the initial positions of all on-table troops and destinations of those kept off-table. They then simultaneously deploy all their on-table troops, including those that would in theory be hidden by others or by terrain features. If space is limited, the positioning of the head of a unit column on the table edge is sufficient to show its

presence. It can move fully on next bound. "

Players must fully define all troops for their opponents as they are deployed On the table.

13

OFF-TABLE RESERVES AND FLANK MARCHES

Both sides can keep up to half their strength in-points off-table in reserve or flank marching,

Troops kept off-table in reserve can be called up by the player at the start of his third or any subsequent bound. He does so by .declaring the title of the unit or higher formation he is sending for, then dicing for its arrival. It carr arrive at any point he wishes on his original table edge within his permitted initial deployment area.

A side that has not outscouted its opponents can flank march troops off-table on its right flank only, A side that has outscouted opponents who have not declared a flank march of their own can flank march on both flanks.

The earliest that flank marchers can arrive on a table edge outside their initial deployment area but short of the centre line is at the start of their sides third bound if light or irregular cavalry, mounted infantry or horse artillery, at the start of the fourth if other cavalry, pack or elephant artillery, or elite, veteran

or non-levy irregular infantry, or at the start of the fifth if any other troops, except wagon transport and siege or bullock drawn artillery, who cannot arrive before the start of the sixth. Troops whose destination is a table edge beyond the centre line take one bound longer, but cannot arrive at a point within the enemies permitted initial deployment area. Destinations need not be specified more fully than above. Titles are declared and arrival diced for as troops become due,

A unit or higher formation normally has three chances to dice for arrival, when its title is declared, then at the start of each of the sides next two bounds. If it does arrive, it does so by a normal move measured from the table edge, so takes no part in reaction, shooting or hand-to-hand combat that bound. If it has not arrived after dicing for the last time, it will not arrive at all.

When units are combined into higher formations such as brigades or divisions, only the highest of these in direct chain of command need be declared or diced for. A formation moves at the speed of its slowest constituent unit, so is due when this would be. However, slower orfaster units can be detached to move independently if desired, but must then be declared and diced for individually. The part of the formation remaining with its commander can then be declared as "The main body of. .... ", The results of a die thrown

on behalf of several units obviously affect ail those units. .

To arrive, a unit or formation must score at least:

3 if accompanied by a regular formation commander.

4 if accompanied by an irregular formation commander or if a regular or irregular soldier class unit marching independently.

6 if either irregulars marching independently.

Formations led by rash commanders must throw one higher to arrive. Those led by cautious commanders must throw two higher, butare allowed two extra opportunities to dice for arrival, making five in all.

FORCED MARCHES

Units or formations can be forced marchedto the battlefield unless accompanied by a cautious commander. Rash formation commanders always forced march to the battlefield. The effect of forced marching in a non-campaign game is to allow off-table flank marchers to dice for arrival one bound earlier than usual, but at the risk of losing men through fatigue and straggling.

Dice on arrival for every three mounted infantry, regular cavalry or irregular charging infantry figures, for every four other infantry or cavalry figures or artillery figures lacking pieces, and for each artillery, elephantor transport element. Artillery, elephant and transport elements are lost complete with crew, drivers and animals of a I is scored, Other troops lose a figure through straggling f'or each dice scoring I if elite or veteran regulars, for each scoring 1, 2 or 3 if raw regulars or 'irregular levy; otherwise for each scoring I or 2,

14

WEATHER, TIME OF DAY AND VISIBlLlTY

WEATHER

Although our previous sets have rules have incorporated full systems for determining battle field weather, very little use has been made of these by players except in campaign battles outside the accepted campaigning season. We have therefore changed our approach in this set. All normal variations in weather likely to occur during the conventional campaigning season, usually April to December in europe, are taken into account by the normal dice involved in reaction tests, shooting and close combat. For example, if your cavalry do not charge when ordered to, you can rationalise that the stateof the ground may have affected the unit commanders decision, If your infantry fire fails to inflict casualties on charging cavalry,

it may be that their priming was damped by a sudden heavy shower or blown away by high winds. Troops making a tardy arrival on the table may have been delayed by swollen streams or muddy roads, and so on.

The main types of weather that we do. not consider are deep snow, prolonged heavy rain, and high winds, If you are organising a campaign, you will need to invent a system for determining whether anv of these interfere with any battles that may be fought outside the normal season. This will naturally have to depend on the real climate of the country in which the campaign is set. The effect of deep snow can be taken as the same as soft sand but with camels losing immunity and snow shoe or ski troops gaining it.Rivers may also freeze to permit various troops to cross. Prolonged rain may make rivers unfordable, sweep away bridges, especially damaged ones, and greatly hinder artillery movement off paved .roads. High winds can create dust storms in some climates, reducing visibility to night standards and preventing movement by

any but arabs, and prevent any seaborne operations.

TIME OF DAY

Most battles were fought entirely in daylight, but some started with a pre-dawn approach march or assault, some lasted till after dusk, and siege sorties were usually made under cover of darkness. The main effect of night is to reduce vision distance to a maximum of 100 paces except when looking at something within 50 paces of a burning object. All unillurninated sight'ings are therefor esurpr isesight ings. Troops making normal moves diceeach bound unless heading directly towards a light source,diverging 25 paces to the left if they score I or 2, right if 5 or 6. Troops encamped at night dice during their response phase to find out if their sentries have spotted enemy within 100 paces, Veteran regulars or irregularsoldiers need to score 3, 4, 5, or 6, raw regulars or irregular levy 5 or 6, other troops 4, 5 or 6. If they succeed, the unit forms up in good order and unshaken ready to receive attack. If Ii'ot, they are caught sleeping.

VISIBILITY

For a general to control a unit or .troops charge or shoo; at a target,it must be visible to them. 'In general, visibility on the table is limited only by line of sight, it being assumed that any smoke, clouds occasionally blow away to allow intermittent vision. However, there are a number of special cases which lirnit it further.

Visibility in woods is limited to 50 paces. Because the vegetation is thicker at the edges, troops inside the wood cannot be seen at all from outside unless they disclose their position by shooting. However, they can see just as far looking from the edge as they could in the open. The, wood itself is of course visible, so can be fired on by artillery even if the presence of enemy troops is only suspected.

Troops in buildings are treated as if in woods: Troops in built-up areas but not in buildings, in bush or within a wadi can be see at 300 paces. Other types of cover do not prevent the troops within or behind

them being seen. .

Troops immediately behind a hill crest can see over it without being seen, officers being assumed to have gone sufficiently far forward, but cannot shoot over it. Troops more than 300 paces beyond the crest of a gentle hill or the far edge of a wood art low ground can be seen from the crest of a difficult 'hill. but not from lower points, One difficult hill cannot overlook another. Troops on a gentle hill or theslopes of a difficult hill can see troops behind other troops or more than 100 paces beyond built-up areas but cannot see over woods. Generals can see or be seen by their own troops over other troops.

Fortifications can see into trench sections pointing directly at them.

15

FORMATIONS

COLUMN

A t least two elements in depth and as nearly as possible equal num bers of elements in each rank. Permitted to all troops.

LINE

A single rank of elements side by side. Can be bent at an angle to form one or more crochets. Permitted to . all troops except irregular skirmishing infantry.

SQUARE

Elements facing out on four near equal sides. Permitted only to troops on foot and transport.

SKIRMISHERS

A single rank of two figure foot elements. Regulars are normally on half size bases separated by. gaps of between 20 and 30 paces, irregulars. on full sized bases touching their neighbours, but alternative arrangements providing the same frontage per figure are acceptable, Permitted only to regular infantry trained to skirmish, irregular skirmishing infantry and dismounted irregular cavalry.

SKIRMISHERS AND SUPPORTS

Unit split into two bodies, that in advance being skirmishers, that in rear a column or line. Cavalry are allowed a single two or three figure element up to 150 paces in front of the main body, infantry any number of elements up to 100 paces in front of the main body. The main body is also called the supports. Permitted to all cavalry and to regular infantry units containing a proportion of figures trained to skirmish but not to' irregular skirmishing infantry.

Only the Skirmishing figures can shoot. The unit counts as a skirmishing target to elements shooting with small arms from nearer to the skirmishers than to the supports, as a main body target if other weapons or circumstances. Ranges are measured to the body being shot at. All casualties are taken from the main body, it being assumed that replacements are fed forward as required so that the number of figures entitled to skirmish is not reduced. The skirmishers represent the whole unit when reacting to first meeting opposition, otherwise only themselves. Any disabilities they. acquire do not carry through to the main body when they rejoin. The two bodies move at their own speeds.

OCCUPYING BUILT·UP AREAS

Units may also split up into several bodies when occupying built-up areas, some to occupy individual buildings, some to remain outside them. A Moghul fort can accommodate up t030 defending figures, a strong stone building up to 20, other buildings up to 5. An individual body represents the whole unit when reacting to first meeting opposition, otherwise only themselves. If it routs or evades it is treated as detached skirmishers and the next body of its own unit that it meets as supports. However, if the supports are occupying a building with insufficient room for both, it must carry on past them and rally normally.

DISTORTED FORMATION·S.

When figures are dropped back to avoid an obstacle or because they have insufficient space to deploy completely or troops move through difficult terrain, this is regarded as a distortion of the original formation rather than a different formation. The same applies to an even greater extent when troops evade, rout orpursue, so that although all trace of the original formation is apparently lost, it is still the one they are likely to reform in.

POSITIONING COMMAND ELEMENTS

A units command element should be the second from the right if in line, in the front rank of a column or the front face of a square, in thecentre of unsupported skirmishers or with skirmishers supports. A general accompanying a unit should be on the right of the unit command element or inside a square.

CHOICE OF FORMATION

Units manoeuvre best in column, so should be kept in that formation as long as possible. Picking the correct moment to deploy and leaving sufficient intervals between units to permit uncrampeddeployment and wheeling without leaving dangerous gaps is the prime talent required of a general in this era.

16

ORDERS, COMMAND AND CONTROL

ORDERS

One of the more important ways in which these rules differ from most others is that players do not have to take time writing detailed orders for each unit to govern its movements until changed. Instead, the only restrictions on the players choice of moves at any time are those provided by reaction tests. You will find that these adequately discourage the outbreaks of telephathic heroism that occur with more primitive rules,

We assume that unit and formation commanders more or less know their business and can usually be relied upon to make much the same sort of decisions as their superiors would if present, and that they

are in intermittent delayed contact with those superiors by means of messengers who are not represented on the table. If they act in an inappropriate way, this is because of the time laginvolved in transmitting orders to them, because their superiors are not aware of their precise situation, or because localeommanders very naturally give more weight to local conditions than those further up the chain of command, Who can see more of the larger picture. Do not assume that a unit that fails toaet as the player wishes is necessarily wrong, reaction tests often produce better decisions than an inexperienced player!

Although detailed orders for each unit are unnecessary, it does not follow that a more general plan is not a useful aid to clear thinking, or that players in multi-player or campaign games should not be given general instructions by their nominal superiors.

COMMAND

Units are said to be under the command of a general whether he commands them directly, as would be the case if they belong to his brigade, or indirectly, as would be the case if he commanded a division or corps of several brigades of which their own was one, or was the commander-in-chief. Conversely, they are not under the command of a general commanding a brigade or larger formation of which they are not part, although such a generals presence can still influence them in some circumstances.

The composition or command ofa formation cannot ~e changed during a game.

CONTROL

A'general directly commanding a unit is also in control of it if it is visible to him and within 300 paces.

A general commanding a unit indirectly is in control of it if it is visible to him and he is within 600 paces of a general who would otherwise control it, or if he himself has joined it and is accompanying it.

A general cannot control a unit he does not command unless he has joined it and it is not under the control of any of its commanding generals.

A general in rout loses control of his units until he rallies.

PLAYING EQUIPMENT

DICE

The dice used with these rules are the normal type marked I to 6, rather than one of the more exotic and expensive types. Ideally, there should be four of them, one of which is a distin~tive colour and is used for all single throws. We strongly recommend that opposing. players use the same dice.

MEASURING RULE

An expanding metric or inch rule is ideal if you are using 25rrim or Smm scale figures or jf you are reasonably quick at mental arithmetic. If not, you can make your own measure from a thin wooden lath, calibrating it in 25 pace steps up to 150 paces, from then on il11.00 pace steps.

MARKERS

These are not always strictly necessary but may be useful in keeping track of big games. Tiddly-winks are ideal. We suggest using red to. mark units that are forced to advance,:yellow for those forced to halt, black for shaken units, green for disordered, and blue marked with numbers as movement IOU.

MOVEMENT TRA YS

Some players make themselves small tin trays with slightly raised edges sized to take a battalion in

column for convenience in moving early in the game. " .

17

SEQUENCE OF PLAY

Each sides bounds alternate with the opposing sides bounds. Actions during each' bound are grouped into four phases, each of which must be in tun) completed before the next starts.

I. RESPONSE PHASE

The side Whose bound it is test units reaction in response to meeting opposition for the first time during the game, being charged, or to the players wish that they charge or countercharge or rally from rout or pursuit. Units that successfully tested to countercharge, evade or make an emergency formation change do so, those breaking as a result of the tests or that broke after shooting cor hand-to-hand combat during the opposing sides bound immediately preceding make initial rout moves, and units that have not rallied fro'm pursuit make pursuit moves.

The opposing side now move any of their units that made initial charge moves during their bound Immediately preceding, but are not yet in contact, straight forward until they either make contact or reach the limit of their final charge move. The victors in hand to hand combat in previous bound pursue initial rout moves.

2. SHOOTING PHASE

The side whose bound it is now shoot at targets presented at any time during their opponents bound immediately preceding. These can include troops which ended that bound out of sight or range or which charged into the shooters or their friends during that bound or this.

The opposing side now test the reaction of any units receiving hits or that are charging into contact, then make repulse .rnoves for any of the latter that fail to charge home. Their side does not shoot back.

3. HAND-TO-HAND COMBA T PHASE

Both sides now fight hand-to-hand in simultaneous opposed or unopposed combat or in unopposed pursuit against enemy currently in base contact. Units of either side that receive in total more hits than they inflict test their reaction and make any resulting repulse or pass through moves. Elements caught in flank or rear turn to face.

4. MANOEUVRE PHASE. The side whose bound it is now makes any initial charge or rally moves justified by earlier reaction tests, initial rout moves for units breaking after hand-to-hand combat, continued rout moves, and.any normal moves desired or made necessary by reaction tests for first meeting opposition or enemy shooting. Any general ridden over by routers now dices.

The opposing side does nothing.

It is then the opposing sides bound, so they repeat the same sequence, and so on.

This sequence is the most important single part of the rules. Rigid adherence to it will eliminate all the "if you do that I do this" controversies associated with simultaneous movement systems and will soon become second nature. Conversely, failure to observe it will lead to confusion.

18

REACTION TESTS

OCCASIONS FOR TESTING

Players wishes are sometimes overridden by the troopsown reaction to events and circumstances affecting them.

A unit must test its reaction at the start of its sides bound if any one of the following applies:

I. If the player wishes it to rally from continued rout.

2. If it is being charged by an enemy unit.

3. If the player wishes it to rally from pursuit.

4. If the player wishes it to charge or countercharge enemy not yet charging it.

5. If it has met opposition for the first time during the game and is raw, irregular, commanded by a rash or cautious general or has no general in, sight within 250 paces.

A unit must test its reaction immediately after the shootingphase of the opposing sides bound if:

6. It is charging enemy who it will strike unless it flinches before contact.

7. It has received any hits from the shooting.,

A unit must test reaction immediately after the hand-to-hand combat phase of either sides bound if:

8. It has suffered greater hand-to-hand combat figure lossesduring the bound than it has inflicted

on its opponents and has any opponents left at the time of testing.

A broken or routing unit call only test for No. I and cannot so test if N~. 2 also applies. If more than one of No.2 to No.5 applies, test for the lowest numbered only. If both NO.6 and No.7 apply, test for No.6 only.

If several units of the same side have to test simultaneously, take them in order from right to left, the results being cumulative, so that if the first to test breaks, the second counts it as a broken friendly unit. Conversely, units to the right of such a test ignore its results for the time being, though they may have to

take them into account in later tests. Opponents testing for No.8 ignore each others results. . .

TEST PROCEDURE

Throw one dice. If the score exceeds the number of reaction points that apply, less any cancellations, the unit can carryon as the player desires. If not, it must instead act as specified in the sections following.

TESTING TO RALLY FROM ROUT Count reaction points for the following:

If elite regulars in rout. 3

If raw regularsor irregular levy in rout 6

If other regulars in rout, or soldier irregulars in rout. 4

If other irregulars in rout.' 5

If any hand-to-hand or shooting losses suffered 'during the enemy bound immediately preceding., 2

If currently mounted on or limbered up to elephants. 3

If accompanied in rout by a cautious general. I

Cancel reaction points for the following:

If any general is in the path of the rout trying to stop them. -I '

If there was no pursuit, the pursuers have rallied back or been charged, or if pursuit is now out of

sight. -2

If the test succeeds, the routers rally forward on reaching the general attempting to halt them, or if no general helped, at their present position,

If it fails, the rout continues. A general in the path of routing elephants is lost.

A cautious general in the path of other troops is swept away and joins the rout, a bold or rash general is flowed round by artillery or troops on foot, ridden over by others.

Dice for ridden over generals as if they had received a single hit.

19

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TESTING RESPONSE TO A CHARGE ON THE TESTERS' Count reaction points for the following:

If troops on foot who are being charged by cavalry and are 'neither in square orin or on the far side of

terrain that would normally disorder the chargers, 3

If skirmishers, 3

If irregular levy, 3

If ra w regulars, 2

If surprised, 2

If shaken, 2

If disordered. I

For each hit received from shooting during the enemy bound immediately preceding. I

For each friendly unit currently visible broken or in rout within 300 paces, I

If pursuing routing enemy. 2

If not currently under a generals controL I

Cancel reaction points for the following:

If elite or veteran regulars or irregular fanatics.

If cuirassiers responding to a cavalry charge. ,

If steady regular infantry in column or raw American infantry in field defences. If the chargers must enter or cross terrain that would normally disorder them.

-I

-I

-I

-2

If the test succeeds, the testers may either receive the charge halted or make any of the response moves such as countercharges; evades or emergency formation changes that are permitted to their type and class as the player desires.

If it fails, pursuers continue their pursuit without turning to face the chargers,detached bodies evade back to their supports, others break. These rout during both the response move and normal move .phases of the current bound, then during the normal move phase of their succeeding bounds.

TESTING TO RALLY FROM PURSUIT

Count reaction points for the following:

If cavalry.

If raw regulars or irregular levy.

If currently under control of a rash general or of none. If British cavalry,

3 I I I

Cancel reaction points for the following:

If veteran regulars.

H currently under the control of a cautious general.

If the test succeeds, pursuers may rally forward or rally back as the playerdesires.

If it fails, the pursuit continues. '

-I

-I

TESTING TO CHARGE OR COUNTERCHARGE ENEMY NOT CHARGING THE TESTERS Count reaction points for the following:

If cavalry testing to charge steady infantry in square or troops in or on the far side of terrain that

would normally disorder the chargers. 3

If regular infantry testing to charge steady regular infantry. 4

If irregular levies. 5

If skirmishers. 2

If irregulars with any enemy within 300 paces who are uphill of them all. 1

If disordered cavalry. I

If shaken. 3

,If testing to countercharge enemy charging friends or to charge friends pursuers. 3

If currently under the control of a cautious general or of none. I

Cancel reaction points for the following:

If elite regulars, irregular fanatics, or Prussian or Austrian heavy cavalry. -I

If cuirassiers, British light cavalry, Irish, Highland Scots or Gurkhas. -I

If at least partially behind the targets open flank before starting the charge. -2

If currently under the control of a rash general who is also accompanying, the u~it. -I

If the test succeeds, the charge or countercharge may proceed.

If it fails, the charge or countercharge cannot take place, but the testers can make any normal move later in the bound that does not end closer to the original target.

20

TESTING FOR FIRST MEETING WITH OPPOSITION

Troops are taken to have met opposition for the first time during the game if they were shot at during the enemy bound immediately preceding, are close enough to charge or be charged by an enemy unit, or if the player intends them to shoot later during the bound.

Count reaction points for the following:

If shot at with roundshot, common shell or shrapnel or by skirmishers. If shot at with cannister, rockets or massed small arms.

If surprised or Spanish.

If shaken.

For each friendly unit currently visible broken or in rout within 300 paces. If not currently under a generals controL '

Cancel reaction points for the following:

If currently under the control of a bold general,

2 2 3 I I

-I

If the test succeeds, the unit continues to act as the player wishes.

A unit under the control of a cautious general or of none that fails will halt, but can change direction or formation, or respond in all ways normally permitted to a charge directed against it, including counter-

charging. , ,,' .

A unit under the control of a bold or rash general that fails charges any enemy within reach if cavalry, advances to its mast effective range to fire on the nearest enemy if artillery, otherwise advances towards the nearest visible enemy. It can use any appropriate kind of move, make any direction or formation change not intended purely to reduce the distance moved, and can respond in all ways normally permitted to a charge directed against it or its friends" including evading.

Units that fail return to normal behaviour after three bounds or on being taken under the control of a general of the other inclination.

TESTING TO CHARGE HOME

Count reaction points for the following:

If cavalry testing to charge home on regular infantry in square.

If any troops charging enemy who are defending an obstacle or building. If shaken.

If disordered cavalry.

For each hit received from shooting during the current bound. If not currently under a generals controL

5 3 3 I I I

Cancel reaction points for the following:

If fanatic, elite or accompanied by any general, whether under his control or not. -I

If charging disordered or shaken troops. -2

If overlapping an open flank or striking an open flank or rear. -2

If the test succeeds, the chargers charge home.

If it fails, the chargers are repulsed shaken. Ifbeing countercharged, they are left in contact, but assumed to have flinched immediately before contactwas achieved, so count as shaken, disordered' and' stationary during the ensuing hand-to-hand combat. Cavalry charging a square are assumed to flow around it and are immediately moved 25 paces clear of its furthest edge. In all other cases, repulsed troops are immediately moved

25 paces back out of contact.

TESTING IN RESPONSE TO SHOOTING CASUALTIES Count reaction points for the following:

For each hit received from shooting during the current bound. If any figures lost to rocket hits.

If surprised.

If raw regulars or irregular levy.

If occupying a building or other cover which has been set on fire. If not currently under a generals control.

Cancel reaction points for the following:

If elite or veteran regulars, or soldier irregulars:

If Prussian, Russian or Austrian infantry in column:

If French infantry advancing in column.

If artillery, halted Russian infantry, or classed as a protected target. <;

-I

-I

-2

-'3

2 2 2 4 I

21

If the test succeeds, the unit continues to act as the player wishes.

If it fails, troops who advanced last bound must not advance next bound, troops who were halted at the end of last bound must retire shaken at least 25 paces next bound, troops who retired break. The'se rout during both the response move and normal move phases of the next bound, then during the normal move phase of their succeeding bounds. However, if at least half the hits on a unit were on skirmishers rather than their supports, only the skirmishing part of the unit is affected and any who break reform automatically on rejoining the supports. If an artillery unit has lower quality drivers who have withdrawn to its

rear, these test separately not counting as artillery. '

TESTING AFTER GETTING THE WORST OF HAND·TO·HAND COMBAT Count reaction points for the following:

If the testers received more hand-to-hand combat hits than they inflicted. If shaken.

If raw regulars or irregular levy.

6 3 1

Cancel reaction points for the following:

If charging into cavalry. -1

If charging into other troops. -4

If elite or veteran regulars, or soldier irregulars. -1

If the test succeeds, cavalry charging regular infantry are repulsed and immediately moved 25 paces back out of contact, cavalry charging other troops can choose to continue the combat or to immediately pass through their opponents until 25 paces clear of their rear base edge, others must continue the combat.

If it fails, the testers break. If it is their sides bound, they rout during its normal move phase, then during the normal move phase of their succeeding bounds. If it is not, they rout during both the response move and normal move phases of the next bound, then during the normal move phase of their succeeding bounds.

REACTION DEFINITIONS

British includes Engli~h, Scots, Welsh, Irish, American loyalists and'their Canadian descendants, but not French Canadians, other Arnericans.tHanoverians, Hessians, or men of the Kings German Legion, Chasseurs Britaniques and similar organisations.

A unit is surprised.ifenerny shoot or appear from in or behind terrain features that have previously concealed them within 100 paces.

Troops are behind another units flank if any of their figures are behind an imaginary line prolonging its front to a flank.

An open flank is the exposed side edge of an element that is not part of a square, is not t'he corner of a crochet, is not immediately beyond an obstacle extending beyond the side edge, and is not resting on an area of difficult terrain currently unoccupied by its enemies.

A unit is counted as charging if it has contacted opponents by an initial charge move during the immediately preceding bound or with a countercharge or final charge move during the current bound.

A unit is counted as advancing if it moves' as a body towards the enemy without halting prematurely. It is halted if it makes no movement as a body towards the enemy or not, if it makes a normal move that is not away from the enemy and is less than the full entitlement if on foot or is both less than the full entitlement and less than 50 paces if not, or if its charge is repulsed. It is retiring if it makes any move away from the enemy other than a repulse move'. A pass through move counts as an advance because it is made towards enemy although it ends with them to its rear.

Advance is als? used in another sense, that of a moveinent by infantry in the direction they are facing.

A unit moves as a body if all its figures move simultaneously in the same direction during part of the move rather than some only moving as part of a formation or direction change. ,

Troops of fictitious non-historical 'nations are' assumed to share the characteristics of the real nation they are most closely related to. Players cannot make up their own composite -characteristics as this would spoil our cunningly contrived balancing of advantages and disadvantages.,

22

STEADINESS AND ORDER

UNSTEADY TROOPS

Troops are considered steady if maintaining a precise rigid' formal formation. Some are thereforeinherentl; unsteady because they lack the training or because they are more effective if not in rigid formations. These include all skirmishers, irregulars and raw troops. Others become unsteady when disordered or Shaken.

DISORDERED TROOPS

Troops are considered disordered when there has been some physical interference with their normal formation. In the case of normally steady troops.this probably means that rigid formation has been disturbed or completely disrupted. In the case of other troops it is more likely to mean that they are actively

getting in each others way. There are two classes of disorder. '

The first class of disorder ceases automatically if the cause ceased before the start of the current bound. Possible causes are:

I. If deployment into line is incomplete due to lack of space, or if in movement debt.

2. Having crossed a minor linear obstacle such as a hedge, low wall, fence or stream other than by an undamaged bridge or marked ford.

3. Having mounted or dismounted from animals or disembarked from a boat.

4. Having been interpenetrated by f~iends other than routing elephants, or having interpenetrated friendly artillery.

5. If the unit has any non-Indian horses within 100 paces of elephants, any horses within 50 paces of routing elephants, or any non-Arab horses within 50 paces of camels, or if a mounted unit has received any hits from rockets or common shell or an elephant any hits at all during the current

bound. .'

The second class of disorder continues after the cause ceases until the unit rallies. Possible causes are:

6. Having been struck by charging enemy before completing a formation or direction change or in flank or rear or been caught sleeping.

7. Having crossed a major linear obstacle such as a man height wall, palisade, wadi or river other than by an undamaged bridge, marked ford or boats, or fighting to cross any defended obstacle, or

having crossed any obstacle with a final charge. .' ,

8. If moving or halted within a wood, bush, marsh, rocks, buildings or built-up areas, enclosed fortification or wadi, or fighting to gain entry to such an area.

9. Having been burst through by routing friendly or enemy elephants or passed through or been passed

through by enemy. '

10. If pursuing, routing, evading, repulsed before charging home or after hand-to-hand combat, if final

charge did not contact evaders or routers, or if infantry charging or pioneers working,

SHAKEN TROOPS

Troops are considered to be shaken when mentally disconcerted by some unexpected or unfavourable happening to such an extent that they are distracted from their duties. There are two classes of distraction.

The first class-of distraction continues after the cause ceases until the unit rallies, Possible causes are:

I. If broken, fighting or burst through by elephants, infantry charged while mounted, or if mounted final charge move crossed an undefended obstacle other than by an undamaged bridge or marked ford, or if caught sleeping.

, ,

2. If repulsed from charging home, forced to retire shaken by shooting, or evaded after being contacted by enemy initial charge move.

3. If regular infantry not in coverrin column, English or Lowland Scots, or controlled bya British general, who have a French infantry column advancing within 100 paces.

The second class of distraction is 'incurable. Possible causes are:

1. If raw regulars or irregular levy who have broken, cavalry broken by a mounted charge while dismounted, or other troops broken a second time during the game.

2. If an infantry or cavalry unit is reduced below half its original strength in figures. 23

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~ - - -------------------~-- ~- - ~ --

MOVEMENT

THEORETICAL BASIS

The move distances of regular troops are based on the distances real units would travel during the time represented by a bound at the speeds specified in contemporary drill books. Some compromises have been necessary because of differences in national practises or between different editions, but these are relatively minor. The move distances of irregular or unformed troops and animal transport are similarly based on reality.

Some moves are voluntary, others initiated' by enemy actions or reacriontests. All are assumed to be across easy terrain ,unless· otherwise specified;

BASIC MOVE DISTANCES

There are three types of voluntary moves. These in turn provide the basis for most other moves. The are:

Normal

Generals mounted on horses. Regular cuirassiers.

Other regular heavy cavalry.

Regular lancers.

Other regular light cavalry. Irregular cavalry.

Infantry mounted on horses; Infantry mounted on camels.

Infantry columns or skirmishers and light or irregular infantry lines advancing without shooting. Other infantry lines advancing without shooting. Infantry inclining or moving in square.

Infantry stepping back shooting or stepping sideways. Infantry columns or lines shooting and advancing. Infantry skirmishers shooting advancing.

Infantry evading, in rout or pursuing.

War, jingal or command elephants.

Horse artillery in draught.

Siege artillery in horse draught.

Other foot artillery in horse draught.

'Artillery in horse, mule, camel or elephant pack. Manhandled very light or light artillery or rockets. Manhandled light medium artillery.

Other manhandled artillery.

'Artillery crew on foot without their weapons.

Horse, mule or elephant pack transport.

Horse or mule drawn coach or wagon transport. Camel pack transport.

Bullock drawn artillery or wagon transport.

Boats travelling up or across stream or tide. Boats angled down stream or tide.

400 paces 300

300

300

300

400

300

200

150 lOa 50 25 50 25

ISO

200 500 100 ISO 200 125 lOa

50 150

150 100

75 50

300 400

Final Pursuit
charge
200 paces. 600 paces'
roo 400
200 500
100 600
200 600
200 600
50 350
50 250
75
50
25
50
200
50 400
500
IDa
400
200
200 350 450

NORMAL MOVES

These are moves not primarily intended to contact or escape 'enemy or reorganise. You need not use the full move entitlement if you do not wish to, but troops on foot who do not and others who move less than 50 paces will be taken to be halted at the end of the bound. A normal move cannot be used to advance nearer than 25 paces to an enemy,

Regular cavalry are assumed to trot, horse artillery and irregular cavalry to canter, field, pack and siege artillery to walk, regular infantry to march at slow or quick step according to their type and formation, ridden camels to rack and elephants to single foot. It may seem strange that horse artillery pulling heavy loads should move faster than regular light cavalry, but this is because horse teams rest while the guns are in action, so that their strength need not be husbanded to the same degree.

24

CHARGING

Any move of a unit as a body intended to bring it into contact with an enemy unit for hand-to-hand combat constitutes a charge. Each charge is declared as the reaction test for it is taken, so that each units reaction is tested before the next declares its charge. The target need not be in reach of the units initial charge move but must be in reach of its initial and final charge move added together.

1~ I

If a reaction test confirms a charge, or orders one that has not been declared, the initial cha rge move is made during the manoeuvre phase of the same bound. The initial charge move is the same length as a normal move, and must either be into contact with the target or into final charge move reach of it.

You need not use the full move if you do not wish to. If you do not, the unit is assumed to have waited before starting the charge rather than to be halted at the end of the bound. Any or all of the move can be used for direction or formation changing.

The opposing player tests the target units reaction to the charge during the response phase of his bound immediately following. This may result in it breaking, evading, continuing a pursuit, making an emergency formation change, co untercharging or receiving the charge at the halt. If your unit is not then in contact with the target, you may then immediately, make your final charge move before your opponent goes on

to his shooting phase.

The final charge move must normally be straight forward. It ends when contact is made with an enemy unit, or if no contact is made, as might be the case if the target evaded, when the limit of the move is reached. Its target must be the original or countercharging friends. The only formation change allowed is to drop flank figures back to pass through a gap or avoid contacting enemy other than the original target, these then remaining at the rear of the unit for the rest of the bound. The only direction changes allowed are to follow enemy who evade at an angle or to try to face any countercharging friends of the target unit.

Charges are assumed to start slowly, then accelerate to a faster pace, usually a gallop for cavalry and a run for infantry. Generals accompanying a unit move at the units speed. ArtilIeryand transport do not charge. Ramsey's famous R.H.A. charge at Fuentes de Onoro would be classed as an evade move under these rules.

COUNTERCHARGING

Only cavalry and irregular charging infantry can countercharge. They can do so only if the charging enemy have not made contact with their initial charge move, whether or not they themselves are the enemy target. Irregular troops can only countercharge if they themselves are the target. Regular cavalry can also countercharge enemy charging other friendly units. Troops cannot countercharge enemy units that are not charging, but can count as counter charging for hand-to-hand com bat purposes if they contact them accidentally during a legitimate countercharge.

A countercharge must be towards a charging unit but need not reach it. No formation changes are allowed, but direction can be changed by wheeling to face the charge if the available move and space permit. Countercharges are the same length as final charge moves and are assumed to have the same speed and impetus as charges. Conversely, units that an; contacted by an initial charge move are assumed to be caught halted.

FEINT CHARGES

If his chargers are not in contact after initial charge and enemy response moves have been made, a player can choose to convert any charge not arising out ora compulsory advance into a feint by not using Ius final charge move. The feint chargers do not need to rally, so can charge again, respond to charges or make other moves next bound. A feint charge may not be made against a countercharging target.

This tactic can be used to pin infantry in square or clear away skirmishers.

25

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__ _. ._ ~ __ • _ ~:>t"f!.

1,1

1'1

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I"

EVADING

PURSUITS

A pursuit is an attempt to maintain hand-to-hand contact with routing 'enemy. It normally takes place durina your sides response phase and must be a follow up' of an enemy unit that was in contact prior to the other sides manoeuvre phase immediately preceding. Enemy making an initial rout move resulting from a reaction test for being charged or shooting casualties are not in such contact, so cannot be pursued, but can be charged instead. If such a charge contacts, pursuit moves can then be used to maintain contact.

Enemy making an initial rout move in their response phase following hand-to-hand contact in your

bound must also be pursued in this response phase. This is the only occasion when pursuit can be made

in the enemy response phase.' '

If contact is successfully maintained, there will be two unopposed hand-to-hand combats for each bound of pursuit, one during your sides bound, the either during the opposing sides. These unopposed' combats are often called pursuit hacks.

Artillery and transport never pursue. Regular infantry do not pursue mounted troops other than artillery or if in square. Any infantry can choose not to pursue if defending an obstacle, or building. In all other cases, units whose hand-to-hand opponents all break .must pursue their initial rout move. Any troops except regular infantry must also pursue continued rout moves.

Pursuit normally continues until stopped by a reaction test, permanently outdistanced, or until the routers leave the table, surrender or are all cut down. However, the pursuers have the option of ceasing pursuit at any time rather than cross an obstacle or the edge of any kind of difficult terrain, whether entering or leaving. They can also choose to follow off a unit that has left the table.

Pursuit moves are reduced by 25 paces for each direction change made, and by 50 paces for each time frontage is reduced to pass through a gap.

An evade move is an attempt to avoid contact with chargers. It is possible only to skirmishers, irregular cavalry in line, any cavalry or mounted infantry that have dismounted, horse artillery, artillerymen on foot without ,pieces or leaving them behind, and foot artillery horse teams with pieces unlimbered,

An evade move is the same length as a normal move for troops not contacted by an enemy initial charge move, Troops that are contacted by an enemy initial charge move deduct 50 paces if on foot or,200 paces if mounted. Evade moves include an initial turn directly away from the chargers for which no deduction is made. Any further change of direction, for example to avoid intercepting enemy or impassable terrain or to gain safe refuge, deducts 50 paces from the move. Reducing frontage to pass a gap deducts 25 paces.

Evade moves end when skirmishers reach their supports, when cavalry or mounted infantry on foot rejoin their mounts, or when any troops reach the limit of their possible move. A player can choose to end an evade move prematurely on crossing an obstacle, entering cover or passing behind steady friends.

Evaders .end facing away' from the chargers, so cannot defend themselves if recontacted by the final' charge move, Ifthey do escape being contacted they must spend the manoeuvre phase of the same bound rallying unless they are skirmishers that have rejoined their supports, in which case they are assumed to rally as they rejoin,

ROUTS

Units that have broken cannot shoot 'or, unless elephants, fight' hand-to-hand until rallied and must rout. The initial rout move is half the length of a pursuit move. Continued rout moves are the same length as a

pursuit move. . '

Units breaking as a result of hand-to-hand combat during their own sides bound make their initial rout move during the same bounds manoeuvre phase. All others make it during their current response phase if broken as a result of reaction tests taken during that phase, or' during their next response phase if broken as a result of shooting or hand-to-hand combat during their opponents bound. Continued rout moves are always made during the manoeuvre phase. Units making their initial rout 'move during a response phase also make a continued rout move during the same bounds mal'!0euvre phase.

RALL YING ON THE BATTLEFIELD

Rallying is the collecting together into' formation of a body of troops that has lost cohesion by being repulsed, breaking in rout, pursuing routers, charging or countering without contacting enemy, evading or crossing difficult terrain. It is achieved by individuals falling in on their standards or officers.

Elephants, troops rallying from rout and troops rallying after crossing difficult terrain always rally forward. Other troops rallying after being repulsed while charging or from hand-to-hand combat or who

have made a final charge move that did not contact the enemy rally back. Others can choose to rally .

either forward or back. Troops need not rally at their first opportunity if their player does not wish.

A reaction test is only required if rallying hom rout or pursuit.

Rallying takes place during manoeuvre phase, replacing all other activity by the ralliers during the phase. Troops rallying back form up a normal move back in the direction they have just come from. Those rallying forward form up in their present position. Routers and evaders face back towards the enemy they have been avoiding, others in the same direction as before rallying. Ralliers must form up either in their last previous formation or in line if there is room for it, column if there is not. Rallying is complete and order fully recovered at the end of the bound.

RALLYING OFF THE BATTLEFIELD

Any unit of which one figure crosses a table edge is taken off entirely. Unless it was in rout at the time, the player can dice for its return at the start of each of his sides next three bounds. If it left in rout,

he gets only one chance to dice, at the start of the third bound. A unit that has been followed off the table by enemy cannot dice to return unless the followers have already returned.

Troops who leave the table while charging or pursuing must score 6 to return if a rash general is accompanying the unit, 5 or 6 if irregular or raw regular troops with no general accompanying them, 4, 5 or 6 if other troops or circumstances. Troops who leave the table in any other way must score 6 to return ir'rilw regulars or irregular levy,S or 6 if other irregular troops, 4, 5 or 6 if other regulars.

Returning troops are assued to have rallied off the table, and can be in any formation their player desires except square. They enter the table with a normal move measured from the table edge, so take no part in reaction, shooting or hand-to-hand combat that bound. If direct access to the table is blocked by an enemy unit able to reach with an initial charge move, returnees can detour by the minimum distance necessary to avoid them. If blocked by friends, their arrival is delayed until the friends move. There

is no shooting or fighting off the table.

Initial rout moves are made directly away from the most 'pressing enemy threat, or if partially surrounded or blocked by, impassable terrain, straight through the gap. If there is no gap, the troops must surrender or be cut down unresisting in ensuing bounds. Continued rout moves must head for the units original table edge by the quickest route, which may not be the shortest, or if pursuers maintain contact, for terrain within reach that bound which will reduce the pursuers move to less than theirs. If no such 'routes are available because of interposing enemy or impassable obstacles, they instead head fot the nearest access-

able table edge. '

Elephants differ in that' they do not avoid friendly or hostile troops blocking their route but instead burst through them. Artillery pieces not already limbered or packed are abandoned by crews and drivers who then rout separately, the pieces being captured unharmed. Transport with no rout move specified is captured or destroyed together with its drivers as the capturing player chooses. The captors will however need a full bound doing nothing 'else to destroy it.

Continued rout moves are reduced by 50 paces for each direction change made, and by 100 paces if frontage is reduced to pass through a gap.

Routs continue until the fugitives ~ally, until the first figure leav~s the table without rallying, in which case the whole unitis removed and might not return, until all the fugitives have been cut downin the pursuit or the remainder surrender, or if detached skirmishers, when they reach their supports. Units cannot test reaction to rally from rout until they have completed one continued rout move. Routed skirmishers who have rejoined their support rally automatically immediately they do so.

26

27

REPULSE AND PASS THROUGH MOVES

These can only occur as the result of a reaction test and are made-immediately after during the same phase. Repulsed. units are moved 25 paces back OIl! of contact, unless they are cavalry who failed to charge home on a square, in.which case they are assumed to flow past to a position 25 paces clear of its far edge.

INCLINING, STEPPING SIDEWAYS, STEPPING BACKWARDS AND MOVING IN SQUARE

Inclining, stepping sideways and moving in square are possible only to non-raw regular infantry and prevent them from shooting. Stepping backwards is possible to all infantry and dismounted cavalry and does notprevent them from shooting. All four movements are restricted to normal moves and cannot he combined with formation changing.

Cavalry passing through opponents are moved to a position 2.5. paces clear of their far edge and neither party is allowed to charge the .. other during the bound immediately succeeding or without testing reaction afresh, The distances specified are not reduced in difficult terrain.

When inclining, each man takes short steps forward and to one side while still facing to the front, so that the unit as a whole moves 75 paces to one flank at the same time as it moves 75 paces forward.

ARTILLERY ACTION MOVES

An action move is a modified normal or evade move used by artillery in draught or pack. It starts or ends, but not both, with the weapons deployed in battery ready to fire, but they cannot fire during the same bound. The move is measured between the centre of the front edge of the deployed battery and the front edge of the leading animal team. No deductions are made for any changes of formation or direction necessitated, except that artillery making a combined evade and action move must deductas evaders when changing direction to avoid enemy or difficult terrain or when passing through a gap.

Although the time available for movement is r~duced by that needed for limbering or unlimbering, this is partly compensated by increased speed, a gallop for horse artillery, a trot with the gunners running alongside for foot artillery. The net effect is to reduce evade or normal moves by.I 00 paces. If this reduces them to zero, as in the case of siege artillery, the whole bound is needed to get into action alongside the foremost weapon at the start. of the bound or to come out of action without starting to move. Pack artillery differ from draught in that they need 'an extra complete bound halted to complete their. preparations and get

into action. There is no equivalent delay when pack. artillery come out of action.

Side stepping calls for short paces to one side in slow succession while continuing to face to the front.

Stepping back involves normal sized paces backward at normal speed, but only over short distances. Movement in square is slow because of the need for' frequent dressing or" the ranks.

DIRECTION CHANGES

Except for turning about and those cases in which a units change of direction results from unco-ordinated turns by individuals, as in evades, routs, pursuits and rallying back, all changes of direction by units are

made by wheeling. '

When artillery deploy in battery, the draught or pack animals are positioned directly to the rear of the pieces and 50 paces clear of their rear base edge.

Measure movement on the outer flank of a wheel, the inner flank either remaining halted asthe outer pivots arount it or stepping more slowly. Camel riders, irregular infantry, irregular artillery and raw regulars count double the actual distance spent wheeling, all others the actual distance. This is a slight

over simplification, as regular infantry in real life wheeled at a pace rather faster than quick-step. However, this may have been 'effectively reduced by the greater difficulty of keeping dressing on a battlefield instead of a parade ground.

'.

Turning about to face the unit as a whole in exactly the opposite direction ready to move-off" reduces moves by 50 paces for troops on foot, 150 paces for mounted troops.

Manhandled and elephant artillery are always ready for action, though they still cannot fire and move during the same bound .. However, this does not apply if animals are helping move pieces at manhandled speed. Any troops on foot can help manhandle. Riding animals cannot be used as they lack proper harness.

Turning 900 to convert a line into a column or vice versa, or to march to a flank, isnot allowed under these rules. The usual methods' of taking ground to a flank during the era were inclining or.stepping sideways. Because of the difficulty of wheeling lines, it is advisable to move and manoeuvre in column and deploy into line as late as possible.

MOUNTING, DISMOUNTING, EMBARKING AND DISEMBARKING

Cavalry and mounted infantry take a whole normal move to dismount, tell off horse holders and form

up. They move on foot at the speed of infantry of equivalent type and formation, and take half an evade or rout move or a whole normal move to mount at the place where they left the animals unless the enemy has occupied it, in which case they are assumed to be scattered beyond recovery during the game.

LAPPING ROUND IN OR REINFORCING MELEE

If the initial hand-to-hand combat following acharge continues as a melee, normal moves can be used to move rear rank elements of units already involved into their front ranks as reinforcements, or to lap round elements already overlapping the enemy as a prolongation of the front rank into contact with the enemy flank or rear. A unit can either reinforce with or lap round one element on each accessible flank per bound. Units not already involved can charge into contact with one of the protagonists in the usual way but count as charging not as reinforcing.

They take half a normal move to dis mount ready for each man to lead his own animal across rough terrain on foot and a whole normal move to rally mounted once the first emerges on the far side.

No deductions are made for mounting or dismounting by artillery crew or drivers.

INTERPENETRA TION OF FRIENDLY TROOPS'

Infantry take half an evade or rout move or the. whole of a normal move to embark in a boat, half a normal or initial charge move to disembark. Artillery are treated as if pack artillery making an action move.

At least a quarter of a boats occupants must be salt water sailors, Ameri'can indians.ibackwoodsmen or similarly trained boatmen, Salt water sailors are included in the same training and morale class as irregular soldiers. They count as artillerymen if manning such weapons, infantry if not.

Generals can pass through or join any formation.

Any troops can pass through stationary artillery in line from front 'to rear or vice versa exceptcavalry making a final charge move.

Any troops can pass through skirmishers in any circumstances.

Troops in rout can burst through any line, but except for elephants must flow r oundcolumnsor squares.

No other interpenetrations of friends are allowed. " . '.' I

Animals are not carried in small craft, but horses can be swum ashore'from larger vessels toa beach, or embarked or disembarked by.sling and hoist at a port. These are time consuming operations and fall outside the scope of these rules, which-do not envisage the use of boats containing more than 24 figures at the

most. '

INTERPENETRATION OF ENEMY TROOPS

Pursuing cavalry and irregular charging infantry may follow through routing opponents who have broken through a line or routing elephants who have burst through any formation. They may choose to engage· the burst through troops with up to two elements. They will count disordered but charging while the burst through troops will count disordered and stationery, unless burst through by elephants when they will be shaken and stationery.

28

29

If it seems that individual figures are moving further than' they should, this is because a faster pace Was often used for formation changing than that used far marching to the front. For example, good light cavalry would deploy from column at the canter, and infantry would use quick time, wheeling time, or sometimes, as when deploying as skirmishers, double time, This is especially.true of emergency formation

changes. '

You will do well to bear in mind that one of the most common mistakes among both wargamers and real generals of the era is to leave insufficient room between columns far them to deploy properly in line.

, ,

EMERGENCY FORMATION CHANGES IN RESPONSE TO CHARGES

Units that succeed-in a reaction test taken in response to an enemy charge directed at them but which has not yet contacted them are sometimes entitled to make emergency farmation changes. These are made as part of the response phase and prevent countercharging during that phase and normal-or initial charge moves and ather formation changing during the manaeuvre phase.

Elite regular 'cavalry can change from column into, a column of greater frontage or a line. British elite or veteran infantry of after 1790 can change from line to, square.

Any. regular infantry of after, 1790 except Austrians, Russians or raw troops can change from column to square.

Elite or veteran infantry in line can turn their rear rank about to, face a charge from the tear. The figures are actually left facing in the original direction, but alternate elements shoat to front and rear. The unit still counts for reaction and hand-to-hand combat purposes as charged in the rear.

Skirmishers Who evade. back to, 'their supports 'immediately take up the formation of the remai~der af the unit as theydo sa.

OTHER FORMATION CHANGES

Other formal farmation changes are made during the manoeuvre 'phase and replace part of aU of normal or initial charge moves.The deductions .rnade from basic moves vary as follows:

'. , Elite"

veteran or trained regulars

Raw or irregular troops

CROSSING DIFFICULT TERRAIN

Roads or tracks through woods, thick bush, marsh, racks or built up areas and bridges or marked stream fords are not difficult terrain to, troops marching along them in calumn. Roads or tracks on difficult hills count double the actual distance when moving upwards and prevent horsemen making final charge moves

whether moving upward or not. '"

Horsemen cannot move through bush, marsh, rocks or built-up areas or on difficult hills or mounted through dense woods if not on a road or hack. Soft sand counts four times the actual distance and prevents final charge moves. Open woods count twice the actual distance and do not prevent final charge moves. Gentle hills count double the actual distance if evading, rallying back or in raut but not for ather moves.

Camels and elephants differ from horses in that neither can pass through open or dense woods, camels are unaffected by soft sand and elephants are unaffected by bush.

All troops on foot count bush, marsh and soft sand as twice the 'actual distance. Regular skirmishers add' movement on difficult hills to these; and other regular infantry, dismaunted regular cavalry, regular or irregular artillerymen without pieces, and led horses or mules further add movement through open or dense woods, rocks and built-upareas, Artillerymen manhandling pieces differ in not being able to, pass through dense woods or marsh at all,

Artillery in animal draught and wheeled transport cannot move through open or dense woods, bush, marsh, rocks or on difficult hills. Soft sand counts four times the actual distance and raw or irregular traops routing across it abandon' pieces, vehicles and animals to, flee on foot. . ,

Hedges, low walls, fences, fordable streams and ather minar linear abstacles reduce basic, moves by 50 paces if manhandled artillery pieces, led horses, mules or camels, nan-draught elephants orrn ak ing a ' maunted final charge move, by 25 paces if any other troops on foot, by 100 paces if non-ra w light cavalry or irregular cavalry who are nat making a final charge move, by 200 paces for alI other troops or circumstances.

Man height walls, palisades and earthworks deduct 100 paces from infantry moves and are impassable to other troops.

Crossing a wadi reduces all foot movement and cavalry final charge moves by 50 paces, all mounted movement except cavalry final charge moves by 200 paces, and is impossible to wheels. Movement along inside a wadi is the same as for movement through dense woads except that half a crassing deduction is made

when entering or leaving. '

Entering or leaving a building deducts 50 paces from foot movement unless through a deliberately opened, blown down or knacked dawn door. Movement inside a building counts twice the actual distance. Move-

ment through a breach in a fortification is treated as mavement over rocks, '

Marked river fords and partly destroyed bridges count twice. the actual distance as long as any of the body are stili crossing, rivers fordable elsewhere four times.

The discovery as to, whether a river is fordable away from marked crossings or whether a wood is dense or open is made by dicing when the first figure reaches it, all players then being told. A score of 5 or 6 indicates that it is fordable ar open,

MOVEMENT DEBTS AND CREDITS

If deductions for farmation or direction changes or crossing a'bstacles 'exceed the move available, an

IOU far the surplus must be placed by the unit and paid off from its next manoeuvre phase-entitlement. Farmation or direction changers complete the change but are disordered until thedebt is paid. Obstacle' crossers walt on the near side until the debt is paid, 'then usethe remainder of the new move to cross.

Infantry or dismounted cavalry:

Column to, column af different frontage.

Calumn toar fram square. "

Column to or from line.

Line to or from square.

Facing reversed rear rank of line to, front.

To or fram skirmishers upto 100 paces ahead.

Cavalry or mounted infantry:

Column to column of different frontage. Heavy cavalry column to or from line.

Light or irregular cavalry column to or from line. Mounted infantry column to or from line;

To or from skirmishers up to 150 paces ahead.

Artillery, transport or elephants: '

Column to or from line or column of different frontage except as part of an action move Or to or from square, ,

50 paces - 50

- 50

-100

50 o

-100

-200

-100

-300

-100

- 50

-100 paces

-100

-100

-150

- 50

-200 ':"300 -200

-300

~200

,-100

The centre element or elements of a line or the leading element or elements of a column become the

front face of a square and vice versa. '

The leading element or elements of a 'column can become either the centre elements or flank elements of a line facing in the same direction and vice versa. Alternatively, a column can also change to a line at right angles to the direction the column faces and vice versa, the front corner of the column correspond-

ing to the extreme flank of the, line. '

Skirmishers deploy autward as evenly as passible on both flanks, closing in to, the centre again when changing back if they have no, supports to rejoin. The deductions anly apply to the skirmishers supports if any, the skirmishers OWIJ mave being that stated on the left.

Adjusting frontage to evade, rout, pursue or make 'a final charge move through a gap, or 'reinforcing an engaged front rank or lapping round in melee are not regarded as formal formation changes put more as a distartian of the existing formation. The move deductions that all of them but dropping figures back in a final charge cause are given in the appropriate sectians.

No, formation changing is possible in dense woods, bush or marsh.

30

SHOOTING

FIELDS OF FIRE

THEORETICAL BASIS

Fire during this era was mainly either a simultaneous massed discharge of alarge number of individually inaccuratemissiles at a large solid target, as with musket volleys or artillery cannister, or else the successive discharge of a series of relatively accurate projectiles at a number of smaller targets dispersed

over an area or at a solid target at long range; as with rifles and artillery roundshot. The effect was almost invariably reduced by imponderables such as minor variations in terrain, the billowing clouds of smoke produced by black powder weapons, the excitement or nervousness of the shooters, and occasionally

also by wet or windy weather causing missfires, the need to conserve ammunition or overheating or fouling of pieces. It is therefore more realistic, as well as simpler for the players, to treat it statistically, allowing chance devices to provide variation instead of wading laboriously through a long list of factors

each time. ' '

Irregular cavalry using bows from horse back, war elephant crews and men using small arms from a tower

or similar can shoot all round them. '

~t~~ troops c~n normally shoot at targets directly in front of 'their elements base or within ~n angle of

:-2 y, to each SIde. HO",ever, If shooting from an embrasure, window, loophole or similar aperture, the angle IS measured from the sl,de of the aperture, not from the base. As many elements can fire from apertures in

a wall as can ?e fitted into the length of the wall and each have an aperture opposite them for their exclusive use. A wall with more than one tier of apertures can have two tiers of elements firing from them. Rear ranks of a column cannot shoot unless entitled toshoot overhead or all round.

This is not tosay that all relevant factors have not been taken into account by the rule writers. They have, and the range of casualties obtainable is, forthe first time in any set we know of, broadly consistent with those caused in real life. The necessary information was largely obtained from that compiled by MajorGeneral B.P. Hughes in his book "Firepower",supplemented where necessary by contemporary sources covering weapons he did not consider fully such as rifles, rockets, carbines, bows and native firearms.

If one figure of an ~lement can shoot or be shot at, then all its other figures can shoot or be shot at. When ,an element IS shooting through a narrow aperture, individuals can be assumed to come forward to shoot in turn or pass loaded weapons to others to use.

Ranges are measured from the nearest base edge of the shooting element to the nearest base edge of 'its target.

The maximum continuous rates of fire assumed correspond to one shot per 20 seconds for well trained musketry and artillery cannister, one per 30 seconds for unskilled musketry and artillery roundshot or shell, and one per 40 seconds for riflemen using patched ball. No distinction is made between differing types of firearms used by mounted men from the saddle, and regular cavalry are assumed to be equally inefficient with their carbines whether these are rifled or smoothbore. Military rifles are assumed to use unpatched ball cartridge when fire rate is more important than accuracy, and this, plus their greater stopping power, is .held to cancel out any greater accuracy of the American small bore hunting rifle. No special account is taken of, the Fergusson rifle used, in very small numbers during the American Warof Independence. Our bow category includes all types of crossbow and allows for an admixture of crude trade guns. Grenades are optional equipment for grenadiers up to 1740, but were rarely if every used in the field, A jezzail is an accurate very long barrelled eastern matchlock or flintlock.

CHANGING DIRECTION TO BRING FIELDS OF FIRE TO BEAR

Troops whose fields of fire prevent them shooting at their preferred target cannot change direction in time to shoot during their current bound as such changes must be made by, normal move wheels and normal movement follows, not preceeds, shooting. They can however attempt to wheel into a position that will

let them shoot during their next bound.

Artillery batte~ies must wheel as a whole, p~es~rving a straight front. So must cavalry and mounted infantry, except that a single eleme?t detached to skirmish by the former can wheel independently, pivoting on its ?wn flank. Infantry.skumlshers can all wheel independently by elements instead of keeping in line, Other infantry must keep 111 formation, but can wheel part of a line into one or two crochets.

METHOD

All shooting during a bound by a body of troops is combined into one and adjudicated after response moves and before hand-to-hand combat. Troops can shoot at targets presented within their field of fire at any time during the opponents immediately preceding bound, including enemy who ended that bound out of reach or who charged into the shooters OJ their friends during that bound or this. The opponents do not return fire until it is their own bound.

AMMUNITION

The ammunifi_on to be used by artillery should be specified before dicing. Guns normally fire roundshot, but h~ve ca?~lster ~s a short range alternative. The French tended to use heavy cannister at some ranges at which British arhll.ery would use roundshot but this in itself indicates that the effects were comparable ~t those ranges. HOWItzers and mortars normally fire-common shell, mainly valued for its effect on build- 1I1gs, bU,t .howltzers can, alS? use cannister, with less range but better effect than guns. Incendiary carcass ammunition was supplied 111 very small quantities for howitzers and mortars, but was not much better

than common shell for starting fires, so is not distinguished by the rules. '

British ~uns and howit7ers, including those supplied to the Portugese, have the further long range altern~t~ve of Shrapnel s s~hencal case after 1808.Congreve rockets inspired by the rockets used against the British 111 India by native ~rmies came into service with the British navy and Austrian army in the same year, but were not used 111 action by the British army until 1813. At short ranges rockets were laid ?n the ~round to be fired or even hurled by hand towards the enemy, but launchers on tripods or built II1to a limber ",ere nec.essary for ranges above 1,000 paces. Most of the stories of rocket inaccuracy concern rockets fired at high angles from launchers, often in unsuitable conditions over the protests of their operators.

Troops are divided for shooting into combat elements of four figures if regular infantry in close order

or dismounted regular cavalry, three figures if regular cavalry or infantry mounted, camelriders or irregular charging infantry, two figures if regular infantry deployed as skirmishers, irregular skirmishing infantry on foot or mounted on horses, rocketeers not using launchers, or irregular cavalry, one artillery piece model with minimum crew of two gunner figures, or one elephant model and crew. Odd infantry and cavalry figures are treated as a full element if only one figure short, otherwise are ignored. Artillery can instead regroup crew figures within their battery to keep a reduced number of elements firing.

Only gunner figures can help shoot.

The effect of heavier shot is taken to be an increase in effective range due to its better ballistic coefficient rather th~n an incre~se in hitting power which would already be adequate, even with the smallest pieces, ' ThIS apphes to canl1Jst~r as well as roundshot, as the best results were obtained by keeping to a standard number of sub-projectiles but increasing their individual weights with larger weapons. The greater effect

of the larger howitzers ~nd mortars, which would otherwise provide an exception, is taken to becancelled out by a lower rate of fire,

One dice is thrown for each element shooting, its-score in relation to the type of fire, range and target' type then giving the casualties, if any, inflicted by that element. Casualties are given in whole figures, rather than as more usually today in men or fractions of a figure. This simplifies play by eliminating book keeping and actually increases accuracy when simulating fire on artillery and structures such as buildings by making it easier to differentiate effects on men, animals and equipment. Any decrease in' accuracy in other respects is more apparent than real. For example, to have 49 men out of the 50 represented by a figure become casualties without this reducing its fire power is not very realistic either. We have therefore plumped on this occasion for simplicity and speed. Players will find that with' a little' practise they will remember the various scores needed, so will not have to consult the casualty table very often during play.

Troops using bows on foot can substitute fire arrows for a proportion of their normal ~issiles at any time. They can then attempt to set fire to cover as well as cause casualties.

32

33

" ~ ::'~

. ~

____ _ .~ __ _ ~1

Such shortages of ammunition in battle as are documented are usually temporary and local and so are in our opinion best simulated along with other factors by dice score variation rather than by book keeping. The only convincing argument We have heard for keeping ammunition expenditure records is that this tends to discourage long distance cannonading and encourage players to advance to decisive range. We believe that good players will do so anyway, and See no reason to slow the game down with record keeping merely to save bad players from the consequences of their mistakes. We do not therefore recommend

the keeping of ammunition records. However, if you wish to do so, a British gun should be able to fire

for fivebounds with cannister, ten with spherical case and for between thirty and fifty bounds with roundshot, a, howitzer for two bounds with cannister, fifteen with spherical case and ten with common shell, and infantry for fifteen to thirty bounds. Very few games can be expected to last this long.

OVERHEAD FIRE

Troops can shoot Over other friendly or enemy troops within their field of fire who are between them and their target in the following circumstances. This does not necessarily mean that the intervening friends are not to some extent endangered by such fire.

War elephants, jingal elephants and troops on ramparts, cliffs or similar vertical elevations can shoot at enemy troops over intervening friends at a lower level than the firers and be shot back at by the first

enemy rank. '

Foot or mounted archers can shoot over one figure of their own body.

. ,',

Artillery can fire roundshot , common shell or spherical case down from or up at hills over troops who are on lower ground than the target if firing up or the firing position, if firing down. Rockets can be Similarly fired provided that the range to the target is more than 1,000 paces.

Howitzers and mortars can fire common shell or spherical case over intervening, troops on the same level at conspicuous targets such as walls, breastworks, woods, buildings or 'earthworks which are also on the same level. They cannot fire over intervening troops on the same level at troops in the open on that level. Rocketscan be similarly fired providing that the range to.the target is more, than 1,000 paces.



No other overhead fire is allowed. Figures in woods cannot be claimed to shoot from trees, or those in

built-up areas to fire from upper story windows over friends in the open below.

DEAD GROUND

Artillery mounted on elephants, ramparts, cliffs or similar vertical elevations cannot be depressed sufficiently to fire at or accidently endanger targets within 100 paces and below.

Guns and howitzers positioned on steep hills cannot be depressed sufficiently to fire at or endanger targets below them on the hill or on the flat within 200 paces of the hill edge with cannister or roundshot. Similarly, if on the flat within 300 paces of a target ona steep hill or cliff top, they cannot elevate sufficiently to use such ammunition against it.

Common shell and spherical case, whether fired by howitzers, guns or mortars, cannot be fused to fire at any targets within 300 paces.

Targets beyond hills, or beyond woods, built-up areas or similar cover unless on hills, cannot be fired on. Troops within a wood can fire out normally from the edge or can fire at other troops within SOpaces inside the wood. If at the edge, they can be fired on with small arms by troops outside if they themselves fired during their own immediately preceeding bound, or by artillery in any Circumstances. If further within, they can 'be fired on from outside only by, rocketeers, common shell or howitzer spherical case;

34

DANGER ZONES AND OVERSHOOT TARGETS

The danger zone from small arms fire or roundshot extends from the corners of the firing elements nearest, base edge to those of the target element. That of cannister, common shell or shrapnel" extends 50 paces further on each side, while that of rockets extends 100 paces on each side of the target frontage. Substitute aperture corners if applicable.

The danger zone from roundshot not fired to or from a steep hill, rockets, cannister or small arms extends in length all the wayup to 100 paces beyond the targets range or to the first dead ground beyond the target if this is nearer. That of spherical case fired by guns has a central safe gap from 200 paces ranges to within 200 paces of the target, while that of roundshot fired to or from a steep hill common shell or howitzer spherical case has a safe gap from 100 paces range to within 100 paces of the target.

Any element with friends within its danger zone who are not protected by dead ground and which does not cause at least one enemy casualty with its fire must dice again to see if it causes any casualties to its friends. This is done by the usual shooting procedure, but the score needed may differ from that required to cause an enemy casualty because the range or target type is not the same. However if the friends are actually blocking the line of fire to thetarget troops or intermingled with them as in a meleeorpursued

rout, they must be treated as the primary target and the enemy dice for misses. '

Alternatively, the player can choose not to shoot with elements that would endanger friends.,

The same procedure is used when other enemy bodies are directly in the line of fire in that part of the danger zone directly beyond the primary enemy target. Such enemy are refered to as overshoot targets. Enemy nearer than the primary target or in the side extensions of the danger zone do not dice.

SHOOTING AND MOVING DURING THE SAME BOUND

Troops can 'intentionally both shoot and move only in the following circumstances. ' Shooting earlier during a bound does not of course prevent troops from routing! '

Cavalry, infantry or war elephants can shoot, then advance a normal move or make an initial charge move.

The moves can include direction changes but not formation changes. .

Infantry or skirmishing cavalry can shoot before retiring shakenor before a full normal move which can include a formation or direction change.

Figures that do not move when their unit changes formation are not prevented from shooting by the change if otherwise able to do so.

CHOICE OF TARGETS

When a body has more than one eligible target, its targets MUST'be chosen according tothe following priorities, which are quoted in order of importance.

I. Enemy charging the shooters body.

2. If the shooters are artillery, any .enemy body or mingled enemy and friends that the player

selects, except that to shoot at staff, their general must join the unit. " ,

3. The earliest enemy body to become available as a target during the enemy bound immediately preceeding,

4. The nearest enemy body.

RAPID TARGETS

All cavalry, horse artillery and staff making initial or final charge moves, feint charges"action moves or evade moves are classed as rapid .targets unless they either cross difficult terrain or change formation while within the firers field of fire and range.

PROTECTED TARGETS

All troops within permanent fortifications, earthworks, large stone buildings such as chateaux convents churches or courtyard farms, and Indian forts or hill villages are classed as protected targets in' respect of troops shooting from outside.

35

BASIC SHOOTING CASUALTY TABLE
COVERED TARGETS
.This category includes all troops who would otherwise be classed as protected targets who are being shot RANGE TARGET CLASSE[lAS,
TYPE OF FIRE: IN
'at from within their own defences, those inside lighter buildings or behind low walls, stout fences or ram- PACES RAPID DENSE NORMAL CLUMPED DISPERSED COVERED PRO-
parts, or among buildings, rocks, thick bush or woods unless on a path or road, and wooden bridges but UPTO, TECTED
not troops on bridges. Hand grenades 25 6HH 4H 56HH 45H 6HH 56HH 56H 5H 6HH 6HH
Mass musket fire by steady regular infantry, 100 345611 2345H 6HH 2345H 6HH 3456H 456H 56H 6H
DENSE TARGETS
200 456H 456H 56H
This category includes all infantry squares, infantry or cavalry columns, enfiladed infantry, cavalry or 456H 45H 6HH 45H 611H 456H 56H 6H
artillery lines, enfiladed artillery, elephant or transport columns and all troops restricted to natural defiles, Mass fire by unsteady crirregular infantry 100 456H
not already included in a previous target category. with muskets or by steady regular infantry 56H
with matchlocks. 200 561-1 56H
A line is enfiladed if the field of fire crosses it at an angle of less than 450• Bending part of the line in a 100 6H 56H 56H 56H 56H 56H 61-1
Skirmishing Iire by infantry with muskets.
crochet does not prevent the rest of the line being enfiladed. 200 6H 6H 6H
A column is enfiladed if the. field of fire crosses its line of march at an angle of less than 450• A column 100 6H 56H 56H 56H 56H 5~H 56H
Skirmishing or mass fire by infantry with fines
wheeling from one line of march to another can be enfiladed on either of them. 400 L6H 6H 6H
A defile is defined as a gap up to 75 paces wide between two natural obstacles. Examples include the Skirmishing or mass fire by an), troops using
firearms from horse, camel or elephant back, 50 56H 56H 56H 56H 6H 6H
'passage of a bridge, a road or path through a built-up area of: wood, or a gap between two steep hills or or pistols on foot.
cliffs. Movement to each side of the gap must either be impossible for the troops concerned, or else they Mass fire by dismounted regular cavalry with IVO 56H 456H 456H 56H 56H 6H 6B
must" have deliberately restricted themselves to the gap rather than accept the delay of moving in the more carbines or other shoulder ar~s.
difficult terrain to the sides. Troops do not count as being in a defile if they have accepted the penalties Mass fire with matchlocks by unsteady or 100
irregular infantrv.
and spread beyond it or if the gap is between bodies of troops rather than terrain features. ~nkf~~~~h~~g d~jrcl ~jth ~~z.lrail~ by irr:gular
300 6H S6H 61! 6H 6H SF 6H 6H
DISPERSED TARGETS Skirmishing or mass fire with haws by
~~er~~~rs on horse. camel or elephant back or 100
These include all skirmishing, evading, routing, pursuing, repulsed or rallying troops not already included
in a previous target category. Cannister from guns Very light SO
classed as: Ligtlt 250
NORMAL TARGETS Light-medium 300 5H 6HH 45611 456H 56H 5·6H 6H
This category includes all unenfiladed infantry or cavalry lines and unenfiladed artillery, transport and Medium 350
elephant columns not already included in a previous target category. Heavier 500
Roundshot at close Very light 300
CLUMPED TARGETS range from guns Light 550
classed as:
Clumped targets include all artillery, transport and elephant lines, single elephants, staff and boats not Ljglu-medium 650
6HH 5H 6HH 56H 56H 6H 56H 6H
'already included in a previous target category. Medium 700
Heavy 750 ---;;;0
MINIMISING RISK Siege 1.000
-All troops are assumed to have minimised risk by making appropriate use of natural cover too small to be Roundshot at long Very light 1,000 .. ,
range from guns Light 1,300
depicted by model terrain, For example, skirmishers may shelter behind isolated tree stumps and bushes, classed as:
while other troops take advantage of slight folds in the ground, or even kneel or lie down to reduce the Light-rnedlum 1,400 6H ·6H 6H ~ . 61l
effect of artillery fire. However, the effectiveness of the latter is over-rated, especially against rolling Medium 1,500
roundshot or airbursts, a slight hollow or foot high ridge being just as good. Heavy 1,600
Siege 1,750
As it is unusual for such cover to extend entirely across a units front, its effect has been averaged out Shrapnel's spherical case from British light- As long
medium or heavier guns from 1808 on. range for 6H 6H 6H 6H 6H
and is taken account of in the casualty scores. roundshot
Cannister hom Light 200
45H 6HH 3456H )456H 56H 56H 6H _
INTERPRETING THE CASUALTY TABLE howitzers classed as' Heavier 250
'Where a number or series of numbers precedes a capital H, these indicate those dice scores that cause a Common shell from Light 1,000
single hit. HH indicates two hits. Hits on infantry or cavalry are simulated by removing a figure, those on howitzers or mortars Light-medium 1.250
classed as:
transport, an element. Those on artillery, elephants, buildings, boats and staff may have different effects Medium ,. 1,500 6HH 6H , 6HH SF61!H 5F.6H
and must be diced for again. F indicates that no casualty has-occurred but that some types of target may Heavy .1,750 --
have caught fire and must be diced for. Siege 2,000 5F6HH
Shrapnel's spherical case from British As for
howitzers from 1808 on. cO~~;;lon 56H 56H 56H 6H 561,1 6H
lndian rock e ts I Any type ground fired 1,000 6H S6HH 56H 61l 6H SF6H 6H
throughout era and Congreve rockets fired
British and Austria 2,000 45F 6H SF 61-1
from 1808 on, if: from launcher.
36
37 ~ ~ J:;::

- - - ~-- . -- -

HAND-TO-HAND COMBAT

THEORETICAL BA~IS

. .

This section is based on an extension of Major-General Hughes methods into the sphere <if close combat, which involved analysing a large number ofactions during the American, Napoleonic and Sikh wars, and upon the theories of a number of near contemporary military theoreticians, the most valuable of whom were Nolan, Du Picq, De Saxe and Jomini. As a result, casualties under these rules will be found to correspond quite closely to those inflicted in real life. As with shooting, we have allowed the dice to care of much or the variation found in real life, rather than bog the player down in a morass of complications.

All weapons have been taken into account instead of just those normally regarded as primary equipment, so that infantry combat effect includes the use of point blank musketry, butts and officers swords or spontoons as well as bayonets, that of sabre cavalry includes the use of pistol, carbine or blunderbus, lancers are assumed on 'occasion to use sabre or pistol, and artillery are envisaged using their gun tools as well as their side arms. Native irregulars are assumedto be equipped according to each mans individual choice and financial status, and we suggest that players mix their figures to represent this,

We Cover cavalry versus cavalry combat in rather more detail than other"tor~s of hand-to-iland combat

in order to encourage cunning in manoeuvre.' .

METHOD

Hand-to-hand combat between bodies' which have troops in physical contactis adjudicated immediately after all shooting has been adjudicated. Unless one side is unopposed, as it might be after charging an enemy in flank or rear or while conducting a pursuit, both sides fight,regardless of which players bound the combat is taking place in.

A combat that lasts into it second bound is called a melee.

Troops are divided for close combat purposes into elements, just as they are for shooting. These similarly consist of four figures if regular close order infantry or dismounted cavalry, three if regular cavalry or' infantry mounted, irregular charging infantry of camel riders or pioneers, two if infantry skirmishers on foot or mounted, irregular cavalryor rocketeers without launchers ..

The crew of an artillery piece model count as a single element even if more than the minimum crew of two figures are present, it being assumed that. some are blocked by the piece; The extra figures doof course help by_ absorbing casualties. A draught or pack team including at least two animals and their drivers similarly count as an element for close combat, but a wagon ora transport or artillery elephant does not. A war elephant and its crew count as a single element for close combat, as also does a general mounted on an. elephant or based with an escort, but.not a single officer.

Odd figures of any kindare treated' as a "full element if only one figure short,otherwise are ignored. Artillery crew' figures can regroup within their battery to fight more effectively without this counting as

movement. . .. ~

Mounting anddismounting do not affect element size.

One ordinary die numbered 1,2,3,4,5,6 is thrown for each element fighting, its score in relation to the elements type; that of its opponents and the tactical situation then giving the casualties, if any; inflicted by the element As with shooting, casualties are given in figures rather than in men or fractions of a figure, and players will find that with a little practise they will quickly memorise the various scores and will not need to consult the casualty table very often during play.

Units that receive more hits than they inflict must test their reaction. Others continue fighting next bound unless they are cavalry who failed to break infantry, in which case they are repulsed and must be immediately moved 25 paces back out of contact.

38

FIGHTING ARCS

Artillery piece crews, rocketeers, draught or pack team drivers and escorted generals who are not accompanying an infantry or cavalry unit can fight against enemy attacking them on any of the elementsbase edges, but cannot initiate such fighting. Unbroken war elephants can fight to all sides in this way but can also initiate fighting to their front. Other types of unbroken elephant, wagon drivers and civilians do not fight at all.

Other troops, including broken elephants of any type including those that do not normally fight, can only fight bodies in contact with partof their elements front base edge. Pioneers are limited to self defence, others can initiate fighting.

OVERLAPS

When an element partly overlaps an 'enemy formation, the whole of the element is 'usually assumed to

fight. It is therefore legitimate to move troops into contact in such a way thattwo friendly elements contact one enemy element. It is not necessary to line up opposing formations exactly opposite each other. It is therefore also possible for two opposed formations possessing the same number of front rank elements to overlap each other on opposite flanks. However, the move USed to arrive at such a position must be a

legal one, with all necessary direction changes accounted for in detail, . .

TROOPS IN SQUARE OR WITHIN BUILDINGS OR DEFENCES

Only one element can count when charging a square or in attacking or defending a door or breach or in .

escalading with a scaling ladder or-trying to prevent such an escalade. .' '. .

CHANGING DIRECTION IN COMBAT

Anelement already fighting frontally cannot be side stepped to a flank or turned to face its flank or rear without being broken. An element which is in contactonly with enemy attacking its flank or rear edges can turn to face immediately after the first fighting and will then be able to fight frontally next bound.

CHOICE OF TARGETS

An element in contact with one enemy elements front edge and anothers side or rear edge must always fight the element presenting its front. A routing elephant must always fight friends or enemy barring its direct route and always breaks through unless killed. The troops it meets do not have to test reaction before or after contact. In all other circumstances, an element capable of fighting more than one enemy is assumed to fight that which it has the greatest length of edge in contact with. However.ian element in contact with an unescorted general figure as well as an enemy combat element which scores more than

one hit on the latter always coupts one hit as on the general. .

TACTICAL DEFINITIONS

The definitions of charging and open flanks are already included as reaction definitions -. An element has reinforced a melee if it has moved into contact during the current or the immediately preceding bound with an enemy unit which other elements of its own unit fought earlier last bound.

An element counts as upslope of its opponents if it is currently higher up a slope or if'it is charging from a starting point that was higher up a slope and has not climbed a slope since the start of the charge.

Mounted troops includes all men currently mounted on horses, camels or elephants. Men ~~rried .in or. on vehicles or in charge of pack animals other than elephants or who have dismounted from horses OF camels count as foot. .

39

CALCULATING ADVANTAGE

It is necessary to establish whether troops involved in hand-to-hand combat have some tactical or technical advantage over their opponents. This is done, by counting the number of advantage points from the following list that each side is entitled to, bearing in mind that some apply to all the elements of a body, others only to some elements.

Circumstances:

Points:

I. If cuirassiers charging, other heavy cavalry charging any cavalry except cuirassiers or lancers, lancers charging any troops except cuirassiers, regular cavalry charging irregular

troops, or war or routing elephant. 3

2. If other troops charging, (H an element reinforcing a melee. 2

3. If element is fighting against opponents open flank or rear or overlaps stationary opponents on an open flank, or if opponents are skirmishers, artillery, transport, pioneers, or in process

of mounting or dismounting. 2

4. If cavalry who are upslope of cavalry opponents. I

5. If cuirassiers receiving frontal mounted charge at halt, any heavy cavalry except cuirassiers in melee against cavalry, or if any troops in melee against lancers.

6. If steady infantry element including at least one pike armed figure.

7. If cavalry defending an obstacle covering elements whole front, or who are charging disordered

opponents. ' .

8. If troops on foot defending obstacle covering elements whole front. 3

9. If troops on foot defending a .building or fortification, or if regular infantry ,in square

fighting mounted or irregular opponents. 5

10. If regular infantry in colu~1J1 fighting cavalry: 2

I I. If opponents are shaken troops on foot or routing mounted troups. 2

12. If opponents are shaken mounted troops or routing foot. 5

13. If elite or fanatics charging or being charged. I

14. If veteran cavalry in melee with elite or (rained caval~y,or veteran foot charging, being charged

by, or in melee with trained troops. I

15. If fighting against raw regulars or irregular levy. 2

Elements that have more advantage points than their opponents count as advantaged in the casualty table below, thosethat have less than their opponents as disadvantaged. Opponents are taken to be the troops that the element is fighting against. It is therefore possible for an element to have an advantage against enemy to its front but simultaneously have another enemy claiming advantage against its flank or rear.

INTERPRETING THE CASUALTY TABLE

Numbers preceeding a. capital H indicate the scores needed for a single hit, HH two hits, and so on. Most hits remove a figure, but those on artillery.ielephants arid staff may have different effects, so must be diced for again.

BASIC HAND-TO-HAND COMBAT CASUALTY TABLE

TYPE OF COMBAT AT DISADV ANT AGE ON EQUAL TERMS WITH ADVANTAGE
Mounted against mounted 6H 56H 456H
Mounted against foot 6HH 456HHH 23HH 456HHH
Foot against mounted No hits 6H 56H
Foot against foot 6H 456H 34H 56HH 40

CASUAL TIES, DAMAGE TO PROPERTY AND ENGINEERING

CASUALTIES TO ARTILLERY .OTHER THAN JINGAL ELEPHANTS

Dice for each hit. A score of 6 eliminates an artillery piece model and a crew figure if the hit is from roundshot, common shell or rocket, only a crew figure if from other weapons. A score of4 or 5 eliminates a crew figure, while a score of I, 2 or 3 eliminates a draught or pack elephant model with its driver, a pair of other draught animals and a driver, or one other pack animal and a driver. Disregard hits on models or figures that are not in fact present, i.e. pieces if Indian rocketeers, or animals if manhandled battalion guns. A piece can be spiked by a crew figure in one bound with no other activity. Other figures lack the necessary .tools,

CASUALTIES TO WAR, JINGAL OR COMMAND ELEPHANTS

Roundshot hits always eliminate one elephant model complete with crew and equipment. Dice for each·· hit from other weapons. A score of 5 or 6 eliminates, other scores count as a hit for reaction purposes only. If two elephants each an independent unit are shot at together as a column target, any hits are on the first.

CASUALTIES TO STAFF

Dice when an elephant mounted generals elephant is eliminated orwhen any hit is scored on other generals figures. A score of 6 indicates that the general is incapacitated and (hat the chain of command is broken. Remove the figure. A score of 4 or 5 indicates that temporary confusion has been caused by the death of the generals mount or of one of his senior subordinates. The figure loses all influence on reaction until the end of the following bound. If based together with escort figures, these canstill fight. Other scares indicate that the hit was onan unimportant subordinate or animal, and has no practical effect on command. An elephant mounted general who has survived the loss of his mount can continue on foot orhave a horsed figure substituted.

A staff figure that is not accompanying a unit is treated as any other target. If accompanying a unit, the' staff figure is treated as a primary target for one element, the unit asan overshoot, target for that element and the primary target for all other elements shooting at the unit. Any hits on the staff figure count as hits' on the unit for reaction purposes, even if there is no actual effect in other ways .. Elimination of a general

figure also eliminates escort figures based with it as a fighting element. .

CASUALJ:IES TO ENGINEERS

Engineer figures are treated in the same way as staff officers except that they are eliminated by a score of· 4,5 or 6 if attempting to blow in a door or during the bound in which they move to it, 5 or 6 if otherwise working or supervising work, or by a 6 at other times. Lesser scores have no effect unless ana unit they are accompanying. .

DAMAGE AND CASUALTIES TO BOATS

Dice for each hit. If it is from spherical. case, cannister or small arms other than bows, a score of 6 indicates that the boat is leaking and will be lost with all its passengers and crew unless beached next bound, 5 that

a crucial crew figure has been lost, reducing maximum move by 50 paces next bound only, 1,2,3 or 4

that some other figure is lost. If the fire is from rouridshot, common shell or rockets, a.score of 5 or 6 indicates that the boat sinks immediately with the loss of all passengers and crew, 4 that it is leaking and will be lost with all hands unless beached next bound, 2 or 3 that masts, sails, cars or rudder have been damaged enough to reduce maximum move permanently to 50 paces less than it was at the start of the bound, I that two figures have been lost. Bows count as other small arms except that they cannot cause leaks. B~ached boats can be destroyed by a single figure in one bound with no other activity.

Stone bridges can only be destroyed by an engineer figure who needs ten bounds with nothing else todo. ThIS IS In fact much too short on a strict time scale, but has about the right relationship with the normal

of the game. The first player attempting to cross after demolition dices to find out whether it is A Score of 6 indicates that the remains are passable by infantry only and cause them delay.

bridges can be set on fire by troops holding one end of them. One or more figures take a full

no other activity and must dice for success, a score of 5 ore being needed. The attempt can. be twice, but must be given up after three failures by the two sides. They can also be set on fire by

hit by bows, common shell or rockets followed by a score of 5 or 6, provided that three failures by method have not established the bridges non-inflarnability. However, if the player does not - . his bows to burn the bridge, he can instead ignore F hits, as he presumably would not use fire arrows circumstances. The same choice does not exist with common shellor rockets.

41

- -,

.,,_-- -_"._-

Wooden bridges can also be broken by H hits from common shell. A hit from a siege mortar or siege howitzer always breaks the bridge completely, but other hits must be diced for, a score of 6 breaking it completely; 5 leaving it passable by infantry and led animals only, causing them delay, and 4 leaving it passable without delays by any troops except elephants, vehicles, artillery in draught and manhandled medium or heavier artillery, all of which are unable to cross. Other hits or scores do not damage the bridge.

Pontoon bridges can also be broken by roundshot. Dice again for each hit. A score of 5 or 6 indicates

a break. They can also be broken by floating large objects down on to them, these moving 200 paces each bound of the player launching them. Dice when a collision occurs. A score of 6 is needed for a tree to break a pontoon bridge, 3, 4, 5 or 6 for a riverside building such as a wooden mill.

When a pontoon bridge breaks, the loose end or ends will swing down stream. Engineers can attempt to

row or towthem back up stream and replace the sunken section. Other wooden or stone bridges which have had gaps blown in them by engineers or common shell can have the gaps bridged sufficiently to allow infantry to cross with delay after an engineer figure and a pioneer element have worked on it for three bounds, but only if there is a building within 200 paces to provide material. The building is then considered to have been demolished. A double gap cannot be repaired in this way.

Each element firing on a bridge as a covered target also shoots at troops on that part of it as a dense target, dicing as for separate shots. A body of troops which is crossing a bridge section at the moment that it is broken is assumed to have passed beyond it and suffers no extra casualties.

DAMAGE AND ALTERATIONS TO LIGHT BUILDINGS

A player whose.troops shoot at a building with bows can elect to disregard F hits if he does not wish to set it on fire. 'All other F hits automatically start fires. Troops inside a burning building must leave it during their next two bounds or, be eliminated.

The third H hit by light or heavier roundshot or rockets, second by common shell other than from siege howitzers or siege mortars, or-any by common shell from siege howitzers or siege mortars, on troops inside a light building destroy the protection provided by the building and convert them into a dense target while they remain within.

A building can be set on fire by one or more figures within it who take a full bound with no other activity to do so, They must dice for success, needing a score of 3,4,5 or 6. The attempt cannot be repeated if it fails, the assumption being that a light or suitable combustibles aremot available. Two pioneer elements

or one with an engineer take. two bounds with no other activity to demolish a light building or tip it

into an adjacent river. This cannot be done if it is being defended ~

Troops occupying a light building take two bounds with no other activity to loophole all walls for small arms. Troops charging a light building are slightly delayed by battering the door or entering windows. They

cannot force entry through a wall with no windows or doors, even if loopholed or enter a defended window.

DAMAGE AND ALTERATIONS TO STRONG STONE BUILDINGS

Large stone buildings such as convents, chateaux, churches or courtyard farms retain their full protective value until troops within them have received five hits from siege gun roundshot. Troops inside the.n become a covered target, and the building can be set fire to by bows, common shell or rockets as If a covered target.

Troops within a stone building can attempt to set fire to it in the same way as for lighter buildings except that the score required ,becomes 5 or 6. Stone buildings cannot be demolished or used to provide bridge repair material.

The thick walls of the buildings themselves 'cannot be loopholed, but thinner man height curtain walls can, defending troops preparing their own frontage in two bounds with no other activity.

A door can be blown down by an engineer figure taking one complete bound with no other activity but he must survive any enemy shooting during their immediately following bound. It can also be knocked down by a heavy roundshot hit or three hits from smaller roundshot, Shots must be from within cannister range and the aim declared. They do not cause casualties.

42

DAMAGE TO EARTHWORKS AND FORMAL FORTIFICATIONS

These take too long to seriously damage to come within the time scale of a single game, but wargamers planning a campaign that may include sieges should note that between 5,000 and 20,000 shots at ranges between 300 and 400 paces by guns between l6pdr and '32pdr would be needed, depending on guns,

range and fortress strength. The rate of fire in such operations averaged 10 to 20 shots per hour, depending on the size of gun. Battering was impractical after dark, but mortars could fire into the interior. Mud brick could be as difficult to defeat as stone and needed roughly one howitzer to two guns to blow away the brick dust that otherwise deadened impact. An armies pioneers could dig between 100 and 200 paces of

, approach trenches in 24 hours, the main limit being the number that could be accommodated at the sap heac

DAMAGE TO WOODS

Individual trees can be chopped down by, a pioneer element in two bounds with no other activity or by other irregular foot in three bounds, either to fall into a river to drift against a bridge, or to block movement along a road or path with an obstacle. It takes twice as long to clear such a blockage.

Woods catch fire if common shell or rockets score an F hit. They cannot be set fire to in other ways. Troops within the wood must leave it during their next four bounds or be eliminated.

SIMULATING FIRES

Players should have a supply of cotton woold coloured red and brown with water based paint or similar.

REDISTRIBUTING ARTILLERY CREW OR ANIMALS AFTER CASUALTIES

Although casualties are 'in theory caused during the targets bound immediately preceding, there is no retrospective reduction of that bounds movement because of animal casualties, except that if it is decided to abandon a piece rather than share out animals to keep it moving, it is abandoned half way through the zone of fire.

No animal movement can be made during the bound in which a player actually redistributes animals. Cutting loose animal casualties is not regarded as a redistribution and does not affect movement unless the reduced number available reduces the move of the piece and its battery from horse to foot artillery speed or from foot to manhandled speed. Routing artillery do not stop to redistribute animals but instead abandon pieces reduced below the minimum team for full speed.

A crew figure cannot assist in firing a piece during the bound in which he moves to it. Driver or other nonartillery crew figures cannot assist in firing, but any figures on foot can help manhandle pieces.

SELECTING FIGURES AS CASUALTIES

Infantry and cavalry casualties are taken from the unit as a whole, rather than from individual elements

as with artillery, or as whole elements as with other troops. Individual figures are removed first; then brought back as "small change" when it becomesnecessary to remove a whole element. The first element' to be removed from an infantry unit is that representing the grenadier company. The last is the command element. When part of a unit is deployed as skirmishers, shooting casualties are taken from the supports rather than from the skirmishers, it being assumed that replacements ate fed forward. However,hand-tohand casualties on skirmishers caught by a 'charge are taken on the skirmishers and result in a permanent' loss of skirmishing strength. '

CONSTRUCTING FIELD DEFENCES

Like siegework, this takes too long to come within tire scope of a game, However, an army including an engineer officer is allowed works totalling up to 500 paces of outer trace constructed in advance for each pioneerelement in the army. These must be included in the points total of the army and their points are

lost if the enemy gainspossession of them. . -

43

PRISONERS AND VICTORY

PRISONERS

Any body of troops can be honourably surrendered at any lime their player wishes. Remember, that General Cambronne's alleged remarkto the contrary, even the Old Guard surrendered in the end! The motive for the player .10 do so under these rules is that troops still count partially towards his sides final

victory points if prisoners, but would not if cut down. '

The opposing player must always accept the surrender, and immediately takes the prisonersfrom the table. He need not provide guards for them from his troops on the table. He cannot deliberately massacre prisoners, as this would be' opposed to the spirit of the times. However, in some circumstances there is a chance that a massacre will occur despite his theoretical disapproval, and this must then be settled by dicing. The circumstances in which a massacre may occur, and the scores indicating that it has, are as

follows: '

(a) If the captors are red indians not currently under the control of a general of european

descent, or are Spanish or Portugese guerillas. ' 3,4,5 or 6

(b) If the captors are red indians currently under the control of a French general, or are

Irish rebels or Cossacks. 4,5 or 6

(c) If thecaptors are'Poles, Russians who have captured Poles or Asiatics, or British that

have captured English, Irish or Highland Scots rebels. 5 or 6

(d) If the 'captors are American loyalists who have captured American patriots or vice versa,

or belong to the army of an asiatic ruler. 6

The scores required are reduced by I if the other side has perpetrated any massacres during the course of a game or campaign, and by 2 if the surrender takes place inside 'a building, built-up area or fortification successfully stormed by the captors.

WINNERS AND LOSERS

If neither side has conceded when the time has come to end the game, play the next bound as far as the end of the' hand-to-hand combat phase 'including any reaction tests arising out of it, but do not go on to the manoeuvre phase.

Count up each sides remaining points, " ' ,

Do not count troops that have been removedas casualties, or any fortifications that the enemy has penetrated and which have not been fully recovered.

Count any Russian', Red Indian or Asiatic prisoners held by the other side at quarter value. Count any other prisoners held by the enemy, any of your troops that, have not yet been rallied from rout and any of your troops that have left the table and have not yet succeeded in dicing to return at half value.

Count all other troops on the table or that would return during the current bounds manoeuvre phase and all captured transport and unspiked.artillery pieces at full value unless you conceded, in which case' count

it at half value. '

Add any objective points that have previously been agreed for the control of specific terrain features. A feature is defined as under control if a friendly force is occupying it or blocking direct enemy access to it and no enemy is capable of charging that force during the next enemy bound. If an enemy is able to charge it during the next enemy bound, the blocking or occupying force may claim half the points, the enemy none. A side that concedes the game also concedes full control of all objectives.

If oneside now has I Q% of its original points more than its opponent, it has won. If not, the result is a draw. National Convention games now often distinguish between a winning and a losing draw.

An altern~t;ve method to provide 'continuity of interest for asmall group of players in lieu of'a full scale campaign is for each to add his remaining points after a game to his opponents losses, then to carry this forward as a running total. This will give an incentive for cunning retreats or tactful surrenders after an unlucky encounter, and will ensure that the player who fights successful fierce battles is not at a disadvantage compared with those who specialise in indecisive skirmishing.

44

SUGGESTED WARGAMES UNITS FOR MARLBURIAN, SEVEN YEARS AND EARL Y INDIAN WARS

\

We hope that the following lists will seiYe'toattract attention to some of the important wars that

currently take a back seat to Napoleonics but in our opinion deserve better. ' ,

MARLBURIAN BRITISH

Regiment of horse.. 9 trained cuirassiers @ 15 points= 135 points, or 8 veteran @ 17 points= 136 points. Regiment of dragoons. 12 trained heavy cavalry @ 10 points or 10 veteran @ 12 points= 120 points. Battalion of foot guards. 22 elite line infantry @ 6 points = 132 points.

Composite battalion of grenadiers. Elite line infantry additionally armed with hand grenades. Up to 1/12

number of other infantry in army or 20, which ever is least, @ 7 points = tip to 140 points. '

Battalion of foot. 16 trained line infantry @ 4 points= 64 points, or 12 veteran@ 5 polnts= 60 points.

(Grenadiers assumedto be detached).' .

Accompanying artillery. I light gun @ 20 points, 3 gunners @ 5 points, no limber but with 2 horses in tandem and levy drivers @ I point= 36 points.

Artillery battery. 5 light medium guns @ 25 points, 15 gunners @ 5 points,S limbers each with 3 horses

in tandem and levy drivers @ 3 points = 215 points. '

MARLBURIAN FRENCH

Regiment of Maison or Gendarmerie. 15 elite cuirassiers @ 20 points = 300 points. Regiment of Chevaux Leger. 14 trained cuirassiers @ 15 points= 210 points.

Regiment of Hussars. 20 irregular soldier cavalry @ 10 points= 200 points. (No more than one regiment in a wargames arrny.)

Regiment of Dragoons. 17trained heavy cavalry @ 10 points = 170 points, or 17 raw at 8 points= 136 points'. (Dragoons were greatly increased during the war.) ,

Battalion of Gardes Francais. 12 elite line infantry @ 6 points = 72 points.

Battalion of foot. 12 trained infantry @ 4 points = 48 points, or 12 raw @3 points:' 36: points.

Artillery battery. 2 light medium guns @ 25 points, 9 gunners @ 5 points, 2 limbers each with 3 horses

in tandem and levy drivers @ 3 points= 51 points, or 5 medium guns @30 points,:24 gunners,@ 5 points, 5 limbers each with 5 horses in tandem and levy drivers @ 4 points= 290 points.

SEVEN YEARS WAR BRITISH

Regiment of dragoon guards or dragoons. 9 trained heavy cavalry @ IO points = 90 points, Regiment of light dragoons. 8 irregular soldier cavalry @ 10 points = 80 points.

Composite battalion of grenadiers. Elite line infantry. Up to 1/8 of other line infantry in army or 16, whichever is smaller, @ 6 points = up to 96.

Battalion of foot. 16 trained lin~ infantry @ 4 points= 64 points,

Highland battalion. 12 irregular charging soldier infantry additionally armed .with muskets @ 5 points '" 60 points.

Chasseurs. 6 irregular skirmishing soldier infantry with muskets @5 points= 30 points. (Only one such unit.)

Accompanying artillery. 1 light medium gun @ 25 points,4 gunners @ 5 points" I limber with 3 horses

in tandem and levy drivers @ 3 points= 4,8, points. '

Artillery battery. 5 'heavy guns @ 40 points, 16 gunners @ 5 points, 5 limbers each with 7 horse~ in

tandem and levy drivers @ 5 points = 315 points. .

45

SEVEN YEARS WAR FRENCH

Regiment of Maison or Gendarmerie. 12 elite cuirassiersC 20 points = 240 points, or heavy cavalry @ 15 points = 180 points.

Regiment of Cuirassiers du Roi. 12 veteran cuirassiers@ 17 points = 214 points. Regiment of Chevaux Leger.J2. veteran heavy cavalry @ 12 points= 144 points. Regiment of dragoons. 20 trained heavy cavalry @ 10 points = 200 points.

Regiment of hussars. 16 irregular soldier cavalry@ io points =160 points.

Battalion of Gardes Francais. 14 elite line infantry @ 6 points';' 84 points.

Battaliorrof oneof four old regiments of foot. 14 trained line infantry@ 4 points = 56 points.

Battalion of other foot regiment. 14 raw line infantry @3 points = 42 points.

Accompanying artillery. I light medium gun @25 points, 5 gunners @ 5 points, I limber with 3 horses

in tandem and levy drivers @ 3 points = 53 points. " ,

Artillery battery. , 3 medium guns @30 points, 15 gunners @ 5 points, 3 limbers each with 5 horses in tandem and levy drivers@ 4 points = I 77· points, or 3'heavy guns @40 points, 15 gunners @ 5 points,

3 limbers each with 7 horses in tandem and levy drivers @ 5 points = 210 points.

Grassins Legion. Batt~lion of 12 irregular 'skirmishing soidier infantry @ 5 points and, sq uadion of 8 .

irregular soldier cavalry @ 10 points = 140 points. '

SEVEN YEARS WAR PRUSSIAN

Garde du Corps. 15 elite cui~a'ssiers @ 20 points = 300 points.

Regiment of cuirassiers. 21 veteran cuirassiers @'17 points = 357 points.

Bayreuth 'Dragoons. 42 veteran heavy cavalry @ 12 points = 504 points. Regiment of other dragoons. 21 trained heavy cavalry @ 10 points ,= 210 points. Regiment of hussars. 30 trained light cavalry @ 10 points = 300 points. Regiment of Bosniaken. 30 raw lancers @ 8 points = 240 points. Regiment-Garde, 22 elite line infantry @ 6 points = 132 points.

Battalion of grena"diets_' 14 elite li~e inr'antry '@6 points ~ 84' points, or 21 = 126 points. Battalion of musk'eieers. 14 veteran line infantry @ 5 points = 70 points.

Battalio'~ of fusileers;'14 trained li~e infantry @4 points= 56points.

Feldjagers. 4 irregular skirmishing soldier infantry: with .rifles @ 8 points = up to 128 points. Accompanying a;tillery. I light medium gun or h;witz~r @ 25 points, 3 gunners@ 5 points, I limber with 3 horses in tandem and levy drivers @ 3 points = 43 points.

Artillery battery. 5 heavy guns@ 40 points, 27' gunners ts' 5points, 5,limbers each with 7 horses in tandem and levydrivers @ 5 points = 360 points. Medium howitzers @ 30 points with 5 horse 3 point teams can be

substituted for some guns. ,

Free batt~licin. 4to '14 irregular skirmishing levy infantry with.muskets @.3 points = up to 42 points.

46

SEVEN YEARS WAR AUSTRIAN

Composite regiment of carabiniers. Elite cuirassiers', Up' to 1{5 number of other cuirassiers in army or 27,

whichever is least, @ 20 points = up to 540 points. '

Regiment of cuirassiers. 27 trained cuirassiers @ 15 points = 405 points.

Composite regiment of horse grenadiers. Elite heavy cavalry, Up to lIS number of dragoons in army or 24, whichever is least, @ 15 points = up to 360 points,

Regiment of dragoons. 24 trained heavy cavalry @ 10 points = 240 points. Regiment of hussars. 30 irregular soldier cavalry @ 10 points = 300 points.

Composite battalion of grenadiers. Elite line infantry. Up to It. number of other line infantry in army or 16, whichever is least, @ 6 points= up to 96 points.

Battalion of fusileers, 16 trained line infantry @ 4 points': 64 points.

Battalion of grenze. 14 irregular soldier skirmishing infantry @ 4= 56 points. (The skirmishers supplied by her grenze battalions gave Austria a huge advantage in that respect over her rivals.)

Accompanying artillery. I light gun @ 20 points, 2, gunners @ 5 points, I .limber with 2 horses in tandem

with levy driver@ 2' points = 32 points.' ,

Artillery battery. 4 heavy gu~s,2 light medium howitzers, 26 gunners, 4 limbers with 7 and 2 with 3 horses in tandem with levy drivers @ 5 or 3 points = 366 points.

INDIAN ARMIES

British European battalion. Up to 16 veteran line infantry @ 5 points '" up to 80 points, French European battalion. Up to 14 trained line infantry@4 points = up to 56 points.

European artillery battery. 3 light 'guns @ 20 points, 10 gunners @ 5 points, 3 limbers each with 3 pairs

of bullocks and military drivers @ 5 points= 125 points. '

British-trained sepoy battalion. Up to 16 trained line infantry'@ 4 points"; up to 64 points.

French or Princes sepoy battalion. 14 raw lin~ infant~y @ 3 points =' 42 ~oi~ts. " .

Mercenary cavalry. 8 irregular soldier cavalry with jezzails @ 10 points = 80 points.,

Mercenary jezzailachis. 12 irregular soldier skirmishing infant~y with jezzail @ 4 points =48 'points.

Princes cavalry band. Up to 25 irregular warrior cavalry with jezzail or bow @. 8 points = up to 200 points.

Ghazi infantry band. Up to 20 irregular fanatic charging infantry'armed for hand-to-h~nd combat only@

4 points = up to 80 points. '

Princes infantry band. Up to 20 irregular levy charging infantry with crude matchlock (riot jezzaiI) in' addition @ 2 points = up to 40 points,

Rocketeers. 10 irregular warrior rocketeers @ 20 points '= 200 points.

Zarnbuk battery. 5 very light guns @ ]0 points, 10 raw regular gunners @ 4 points, 5 pack camels with warrior drivers@ 2 points = 100 points. ' " "',' , ': '

Zam zarna battery. 2 siege guns @ 50 points, 5 raw regular gunners @ 4 points, 2 liI~bers each with 10

pair of bullocks with levy drivers @ 2 points = 124 points. ", " "

Elephant carrying Prince @ 110 points, very light gun and 2 warrior crew @ 30 points, or 3 fighting men With bow or matchlock @ 25 points.

47'

0::1

L H

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BIBLIOGRAPHY

Many of the books we have used for our research are likely to be unavailable to readers Jacking access to first class reference or university libraries. However, a number of very good secondary sources have recently appeared which taken together give a clear and detailed picture of the era. The most important for general coverage are marked".

B.P. Hughes.

F. Myatt.

J. Keegan.

D. Chandler.

C. Duffy.

- .

Firepower"

British Smoothbore Artillery.

o a

The Soldiers Trade"

The Face of Battle'

The Art of Warfare in the Age of Marlborough' Marlborough as Military Commander.

The Campaigns of Napoleon.

The Army of Frederick the Great. Fire and Stone*

Borodino.

J. Weller.

P. Longworth. The Art of Victory-The life and achievements of Generalissimo Suvorov.

U. Pericoli.

P. Paret,

P. Mason.

Wellington in India. Wellington in the Peninsular. Wellington at Waterloo.

The Armies at Waterloo.

Yorck and the Era of Pruss ian Reform 1807·1815

A Matter of Honour-An account of the Indian army,

See also many publications by Almark and Osprey covering uniforms and organisations of various national armies and the larger uniform books by L. and F. Funken, especially their latest "L'uniforme et les armes des soldats de la guerre en dentelle 1700·1800."

If you have any difficulty obtaining any of the above from local booksellers, we suggest you contact Bivouac Books Ltd., 104 Kilburn Square, London NW6. Tel. 01·328 1492.

In case you have got a suitable library, the most important of the rare books mentioned earlier are:

A.du Picq. Battle Studies.

L. Nolan. Cavalry: Its History and Tactics. (1854).

Colonel von Ehwald. A Treatise Upon the Duties of Light Troops. (1803) ·Baron de Jornini. Summary of the Art of War. (1836, trans. 1879.)

F. Soady. Lessons of War as Taught by the Great Masters. (1870).

MISCELLANEOUS INFORMA TION

There are a number of monthly magazines catering for wargamers and military modellers available from bookshops and model shops. These are.,

Military Modelling Airfix Magazine Miniature Wargames

The advertisements and reviews in these make an entirely satisfactory way of finding out about figure manufacturers, stockists and postal suppliers. In addition, the following addresses may be useful to wargamers in America and Australasia:

USA: 'Wargames', 1410 Promenade Bank Centre, Richardson, Texas 75080.

USA: Coulter-Bennett Ltd, i2158 Hamlin Street, North Hollywood, California 91606.

USA: The Armory, 4145 Amos Avenue, Menlo Industrial Park, Baltimore, MD 21215.

AUSTRALIA: "Battlefield", 50 Clissold Parade, Carnpsie, N.S.W. 2194.

If you want information on any of our other products or have a rule query write to Wargames Research Group, 35 Long Street, Devizes, Wiltshire. Query letters should leave space for reply after each question on the same sheet and be accompanied by a stamped addressed envelope or international postal reply coupons.

48

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