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WILL YOU GO TO FLANDERS?

15MM WARGAME RULES FOR 1701-1714


By Jim Brokaw
Will you go to Flanders, my Molly-o,
To see the chief commanders, my Molly-o,
You will see the bullets Ay,
And the soldier show they die,
And the ladies loudly cry--oh my Molly-o,
(fragment of a song from the campaign of 1706)
INTRODUCTION: GAME TACTICS
The overall strategy for winning this game is dictated by the command structure and the
major morale rules. or command purposes! armies are divided into arbitrary bloc"s of units
each commanded by a general. #nder the major morale rules when half of the units
commanded by one general are in serious morale trouble or are lost for the game (those
lost for the game count double)! then major morale fails for that bloc" of troops.
This puts the affected
units at a severe
disadvantage. The only
hope at this point for the
bro"en troops is that they
have fresh units which
will be able to mount one
last attac" and thereby
"noc" down the enemy$s
morale. %ence! the
overall strategy of the game is to try to brea" the major morale of part of the enemy army
leaving you with such an overwhelming advantage over the remaining enemy troops that
your opponent will concede the game.
&attles using this system and involving up to three generals per side will usually come to a
decisive result in three to five hours without any other victory conditions. 'ame time can be
reduced by decreasing the number of units commanded by each general.
ACKNOWLEDGMENTS: These r!es "r#$#%&'e( &s &% &(&)'&'#"% "* S'e+e ,&!!er-s
.The Wh#'es "* The#r E/es0. *#rs' )1!#she( #% The Courier #% 'he 70s2 O+er 'he/e&rs0
'here h&+e 1ee% 3&%/ 4h&%$es0 1' 5#'h"' S'e+e-s 4"%'r#1'#"%s0 'hese r!es 5"!(
%"' e6#s'2 S)e4#&! 'h&%7s &!s" $" '" D"$ 8"h%s"%0 M#7e 9r%"0 8"e R"1er's0 Ch47
D#47s"%0 M&r7 S3#'h0 &%( Er#4 9r$ess *"r 'he#r s$$es'#"%s &%( he!) #% )!&/'es'#%$2
(n order to implement this strategy you must ta"e aclvantage of both aspects of the game)
grand tactical and tactical. The grand tactical part of the game involves moving cards or
mar"ers representing multiple units. *uccess during grand tactical movement is based on
properly assessing the terrain. +ou must ascertain the enemy$s li"ely dispositions and how
you can ta"e advantage of them to gain a decisive concentration of force on one part of the
battlefield.
,ne battle-winning stratagem is to refuse one flan" of your army and concentrate troops on
the other flan". .ummy cards representing no troops can be used to either fi/ the enemy in
position or hide your own intentions.
,nce troops are close enough to see each other! figures replace the cards and tactical
movement begins. 0ll tactical movement normally ta"es place in lines1 columns are not
combat formations.
0 good deployment for first-time players is to set up your forces in two lines at least si/
inches apart with infantry and artillery in the first line and cavalry in the second line. This
avoids round shot bounce-through fire but still gives rear support. 0nother good deployment
is to have infantry in the center with cavalry on both flan"s a move to the rear and artillery
on the high ground. 2henever possible line infantry should be deployed in large bloc"s with
flan" support provided by elite or crac" infantry! artillery! or cavalry. 3ever commit infantry to
battle piecemeal.
.uring the 2ar of the *panish *uccession! infantry was usually valued for its fire power
and cavalry formed the offensive element of an army. The rules for melee and small arms
fire reflect this. (nfantry are very strong in terms of firepower but have a melee point value
per figure about half that of cavalry. 0s a result it ta"es a lot more infantry to get an
advantage in a melee. &ecause even a substantial advantage in melee points can easily be
negated by a bad die roll! infantry are almost always better off firing. The only time it ma"es
sense to initiate melee using infantry is if the enemy has already ta"en many casualties and
might fail morale upon being charged. (n contrast! cavalry have little or no firepower and a
high melee point value per figure. *ince it ta"es fewer cavalry to get a melee advantage!
save your cavalry for hand to hand fighting.
Thus game tactics should be as follows) once tactical movement begins advance your
infantry en mass and fire until the other side begins to wea"en! then throw in masses of
cavalry for the "noc"out blow. &ut be careful4 #nsupported cavalry thrown in too early will
be rapidly decimated by massed infantry volleys or close range artillery fire. (f this happens
your infantry will be dangerously e/posed if they should later get the worst in a fire iight.
2hile these general guidelines are applicable to all sides! there are some differences in
tactics. (n the area of cavalry tactics! 5arlborough and his landers allies use swords only.
This gives them a marginal advantage in shoc" value over rench and other cavalry who
fire their pistols before closing to melee. %owever! this advantage is 6uite limited because
historically commanders were concerned with maintaining orderly ran"s so there were no
all-out charges.
The rules do provide a charge move for cavalry! but there is none for infantry. (nstead! for
both there is a mandatory victory bonus move intended to simulate the possible loss of
control that could occur after a melee.
O:ERALL GAME SE;UENCE
(n this game there are two basic types of movement) grand tactical and tactical. 'rand
tactical movement ta"es place at the start of the game and is by cards normally
representing brigades. ,nce troops are close enough to each other and in sight! figures are
placed on the table and tactical movement begins. The overall se6uence of play is
1. 'rand tactical movement for units covered by cards
7. Troop set on for cards within 189 and in sight.
:. Tactical se6uence for troops set on the table in prior turns. ,nce all cards are
within 189 and in sight! then all troops move by tactical game rules only.
ORGANI<ATION
Gr&%( T&4'#4&! Or$&%#=&'#"%: ;ach general commands two ad hoc brigades of cavalry
(each of two regiments)! two ad hoc brigades of infantry (one of four battalions! the other of
three battalions)! and one battery of field guns for a total of twelve units. 0n e/perienced
player can command up to two generals.
T&4'#4&! Or$&%#=&'#"%: Those wishing to organi<e their troops for this game only can
mount all infantry and cavalry into units of twelve figures (four bases of three figures! each
base 1=79 / 19 for infantry! 7=89 / 1 1=79 for cavalry.). Two mounted companies (each of two
bases) of small elite units such as the rench 5aison de >oi ma"e one ad hoc cavalry unit.
;ach infantry unit represents one battalion! each cavalry unit one regiment. rench infantry
regiments usually had two battalions and imperial 0ustrian regiments three or four
battalions. ;nglish and .utch infantry units usually had only one battalion per regiment.
;ach artillery battery has two guns (both either light or heavy) with four crewmen per gun
(base si<e 1 1=79 / 1 1=79) and two limbers each with two horses (base si<e :=?9 / 7 :=89).
Those
wishing a more historical flavor can use @at Aondray$s system for cavalry and infantry. That
system is the same e/cept 0nglo=.utch infantry battalions and 0ustrian horse have fifteen
figures while &ritish horse and dragoons have only nine figures.
0 much more significant difference is in the area of infantry fire doctrine. The .utch!
;nglish! and @russians use platoon firing - all others fire by ran". ire by ran" infantry get
improved hits the first time they fire but thereafter fire at a reduced rate. (n a prolonged fire
fight! platoon firing infantry will always have the advantage. ire by ran" commanders can
minimi<e this advantage by advancing and volleying at close range.
inally! a word about generals. 0 general can be "illed only if he is placed at ris". 0
conservative player will avoid this situation and only use his general to rally troops with bad
morale. 0 daring player will place his general where he can confer direct morale and melee
benefits to troops in battle.
GRAND TACTICAL MO:EMENT
9r#$&(e C&r(s: 0ll grand tactical movement is by brigade cards. There is one card for each
brigade! one card for each battery of field guns! and one dummy card for every twelve units.
2hile moving by cards! all units are in columns of march. Aards may not move through
each other.
The turn the troops are set on the table they deploy into their normal tactical formation
(usually a line). Aards are mar"ed on the face with an arrow indicating the direction of
facing! but are otherwise left blan". ,n the bac" the cards are mar"ed as to the type of
units! the formation that each individual unit is to have when deployed on the table (unit
formation)! and the arrangement of units relative to each other (brigade formation). 2here
no individual unit formation or brigade formation is stated it is assumed that both are lines.
#nless spacing is stated otherwise! the distance between units with a brigade formation of
line is 1=79 when set on the board. (f the brigade formation is a double line! the distance
between lines is 6 1=79. 2hen set on the distance between one unit and the ne/t may not
e/ceed 89. The center of the brigade formation is the center of the card1 the front of the card
is the front of the first unit(s) of the brigade.
&e sure to allow enough space between cards for the actual space the troops will ta"e
when set on the table. (f there is not enough space! the individual units retain the
designated unit formation and the e/tra units are placed 1=79 behind the other units to as
great a depth as necessary.
C&r( M"+e3e%': 0t the start of the game all cards are placed out of sight (if possible) off
table along the rear edge of the board. Aards may remain off the table as long as the player
desires. Aards may move off the table along the ends of the board. but may not enter
unless the enemy is more than 189 away from the point of entry. ,nce each turn each
brigade may move up to 179 or change brigade formation.
A(>s'3e%'s:
rough terrain (woods! streams! walls! hedgerows) -?9
to the flan" or more than ?B degrees from the front -?9
retrograde (to the rear facing the front) -?9
roads (brigade and unit formation can be line or column). C?9
Technically movement is by initiative. ;ach side rolls one die! high roll can move three
cards or ma"e the enemy move three cards. 0ll movement within each initiative is
se6uential. 0fter three cards have moved! roll again. Aontinue to roll until one side has
moved all of its cards. Then the other side moves the remainder of its cards. (f the initiative
winner as"s the enemy to move and he refuses! then the winner may move any of the rest
of his cards thereby concluding all grand tactical movement for that turn.
(0t the start of the game all cards are far apart and it ma"es little difference who moves
first. (n this case ma"e the first move or two simultaneously.)
Tr"") Se' O%: ;ach brigade will continue grand tactical movement until it comes within 189
of! and is in sight of! the enemy. Aards within 189 which are hidden by hills! woods! etc.
continue grand tactical movement until sighted. ,nly troops within ?9 of the edge of the
woods are visible to troops outside the woods.
0ny brigade that is moving at the time it is sighted within 189 can complete its move up to
179! but in no case closer than ?9 from the enemy. (f the enemy troops who sighted the
moving troops have not already moved that turn! they may not move. 0t the end of all grand
tactical movement for that turn! the cards for all visible hostile troops within 189 of each
other are removed and all figures they represent are placed on the table. Troops placed on
the board may not ta"e nommal tactical movement that turn e/cept in reaction to melee but
may fire as normal.
0ll troops covered by a card may voluntarily be uncovered and set on the table at the
conclusion of all grand tactical movement for any one turn and may fire that turn. 0 general
may be placed on the table within 179 of any troops under his command at any time the
player has the initiative.
Ar'#!!er/ F#re: 0rtillery may fire at troops still represented by a card by noting the range on
the card. Dater! when those troops are first placed on the table determine the target unit!
then wor" out the casualties based on the range indicated before.
or ;/ample) (f the target brigade has : units! roll 1 die) 1=7 E unit 0 is the target! :=? E unit
& is the target! B=6 E unit A is the target. (f the brigade has ? units) 1 E unit 0! 7 E unit &! : E
unit A! ? E unit .! B=6 E roll again! etc.. 0rtillery will only fire at units that are visible. 0ll
target units are considered one base wide. (f casualties after saves would cause a morale
chec"! ta"e it in the position where the troops were finally placed on the table. 3o more
than one chec" is re6uired even if the unit too" numerous hits during card movement. Ta"e
the chec" before normal tactical movement.
Tr"") C&)&1#!#'#es Ch&r'
UNIT
TY?E MO:E FIRE MELEE
?OINTS SA:ES
Sh"r' Me(#3 L"%$
(nfantry 89 column
69 line
?9 s6uare 79 ?9 89 : B!6
Aavalry 1?9 column
109 line - ?9 - .ragoons) 6
%orse) 7
Auirassiers) 8 B!6
Dight 'uns ?9 move or
79 move and fire 179
109 grapeshot 189 :79 1 ?!B!6
%eavy 'uns :9 move
or fire 179
179 grapeshot 7?9 :69 1 ?!B!6
TACTICAL SE;UENCE OF ?LAY
12 M"+e3e%': Technically all tactical movement is by initiative. %owever! when first placed
on the table troops are often relatively far apart and it ma"es little difference who moves
first. (n these cases move all units simultaneously until they are close enough to interact
with each other (e.g.! infantry in mus"et range! cavalry charges).
rom then on all movement is by initiative. ;ach side rolls one die! high roll can move three
units or re6uire the opponent to move three units. 0ll movement within each initiative is
se6uential. 0fter three units have moved! roll again and continue to roll until one side has
moved all of its units. Then the other side moves the remainder of its troops.
(f the initiative winner as"s his opponent to move and he refuses! then the winner may
move any of the rest of his troops thereby concluding all movement for that turn.
@2 F#r#%$: .uring the Mo!ement period! certain units will tire or chec" morale as re6uired by
the melee rules. 0rtillery and infantry may also fire at units moving through their field of fire
()fire in passing). 0ll voluntary morale chec"s e/cept attempts to rally will also ta"e place at
this time as units attempt various actions.
A2 ALL O'her F#r#%$: 0ll field artillery fires first and simultaneously! then all infantry. 3o pre-
mea.suring distances. #nits may only fire once per turn.
42 Me!ee res"!'#"%2
52 M"r&!e 4he47s %"' &!re&(/ '&7e%: Ta"e non-voluntary morale chec"s first and
simultaneously then attempt to rally troops sha"en or routed during prior turns. Troops that
fail to rally move at this time. 0fter all normal morale chec"s are ta"en! chec" for death of
your general! and if he is "illed all troops under his command ta"e a special non-voluntary
morale chec".
UNIT TY?ES AND CA?A9ILITIES
Tr"") T/)es: Troops are divided for morale purposes as follows)
I%*&%'r/
E!#'e: &ritish! .utch! and rench guards.
Cr&47: &ritish and native .utch infantry! senior regiments of rench line! other
guard units.
L#%e: 0ll others.
or firing purposes! infantry is clivided between)
?LATOON FIRE: &ritish! .utch! and @russians
RANK FIRE: 0ll others.
C&+&!r/: is divided into three types) dragoons! horse! and cuirassiers. .ismounted
dragoons act in all respects li"e line infantry.
E!#'e: %ousehold and guard units of major powers.
Cr&47: 3ative &ritish and .utch troops! other guard units.
L#%e: 0ll others.
or firing purposes cavalry is divided into two types.
SWORDS ONLY: ;nglish and landers allies
?ISTOLS: rench and others use them before closing to melee.
Ar'#!!er/ is divided between light and heavy batteries. ;ach battery fires! melees! and
chec"s morale as one unit.
S&+#%$ Thr"5s: Aentral to the concept of casualties is the idea of saving throws.
2henever troops are engaged in combat! the number of casualties is determined first. The
player whose troops are ta"ing the hits rolls one die per casualty. (f a high enough number
is rolled! the figure is saved.
F(n melee reduce all saves by one. (ncrease saves by one where ca.sualties are due to fire
in passing or where troops suffering casualties are behind cover. (ncrease saves by two
where casualties are due to cavalry pistol fire. (;/ample) saving throws for infantry or
cavalry casualties in a melee are reduced from B!6 to 6.)
TACTICAL MO:EMENT
F"r3&'#"%s: 0ll infantry and cavalry move in close order (stands touching) in a column
(one base wide! each stand behind the other) or line (stands side by side two ran"s deep).
(nfantry may also form a s6uare.
Aavalry! while moving in a line and not in disorder! can close files and shrin" the frontage of
the unit by B0G to get by obstacles (there is a movement penalty)) and e/pand bac" to pull
frontage in one turn so long as the move does not end in a melee. 'uns in each battery
must be touching and facing in the same direction. Aavalry and artillery may not enter
buildings. #nits may not voluntarily move through each other at any time.
0djustments to movement)
I%*&%'r/:
move and fire -@.
retrogracle or sideways in line -@.
change formation! no move but may fire
about face -1.
rough terrain (crossing streams! woods! walls! or hedges) -@.
roads (must be in column) B@.
wheel! subtract the number of inches the outside man moves
C&+&!r/:
pistol cavalry charge B14.
sword cavalry charge B1C.
about face! retrograde or sideways -4.
rough terrain! cannot enter woods! other obstacles -4.
roads (must be in column) B@.
shrin" and e/pand frontage (can not charge) -4.
wheel! subtract the number of inches the outside man moves
change formation! the unit may not move or fire (This includes dragoons
dismounting and forming up as infantry. (f meleed the turn they mount or
dismount! dragoons are considered disordered.
Ar'#!!er/:
light guns may move through rough terrain (but may not fire)
heavy guns can not enter woods! may only cross streams at roads but may
cross walls and hedges at -@.
batteries in column on road B@.
batteries may rotate in position! counts as movement
MORALE
(n general a unit will test non-voluntary morale only once per turn. (f a unit attempts certain
actions where a voluntary chec" is re6uired it will ta"e that chec" as well.
E64e)'#"%s:
1. 2hen a unit is involved in a melee attempt! multiple chec"s of either "ind may
be re6uired prior to the final melee.
7. (f a general is "illed! a special non-voluntary chec" is ta"en by all troops under
his command.
I%+"!%'&r/ Che47s: @assing a non-voluntary morale chec" will not improve morale status!
but failure may worsen status. 2hen a unit suffers casualties in a victorious melee! it never
chec"s morale. Ahec" non-voluntary morale when)
unit ta"es first casualties (e/cept crac" and elite)
unifs casualties reach 7BG! B0G! and every casualty after B0G
unit loses melee
unit! e/cept elite! within ?9 of friendly routed troops any time as they flee
unit! e/cept elite! within ?9 of a friendly unit that surrenders or is annihilated
sha"en or routed troops filter through unit
-unit is receiving a charge
death of the general.
:"!%'&r/ Che47s: (n order to perfomm certain actions a unit must voluntarily chec"
morale. (f a unit fails a voluntary test! its morale status does not change! but it cannot
perfomm the attempted action. 2hen a unit with good morale attempts an action re6uiring a
voluntary chec" and fails the test! its attempt counts as its move for that turn. Ahec"
voluntary morale when)
unit attempts to charge
unit attempts to rally (only re6uired for routed units or sha"en units where no
general is with ?9)
unit attempts to move forward if it is more than 7?9 from its general
unit attempts to move forward after its general is "illed.
M"r&!e Me'h"(: 0 roll of four or more on two .6 is re6uired to pass. 0djust cumulatively
the re6uired number as follows)
'eneral within ?9 -7
Arac" unit -1
;lite unit -7
>ear support within 109 -1
&ehind cover or in a building -1
,riginal strength of 1B figures -1
atigued C1
*ha"en C7
>outed C:
Dost melee C7
;ach casualty C1
,riginal strength of H figures or artillery C1
0ttempting to move toward the enemy after general "illed C1
0ttempting to charge after general is "illed C7
5ajor 5orale bro"en C7
Aharge test after having been fired on C1
@er unsupported infantry flan" (not for rallies) C1
F!&%7 A%( Re&r S))"r': lan" support is friendly infantry or artillery within 79 or friendly
cavalry within ?9. To count as flan" support for morale purposes the supporting unit must
have good morale and some part of the supporting unit must be within ?B .egrees of the
side of the testing unit.
To count as rear support the supporting unit must have good morale! it must be within 109
of the supported unit! and the entire unit must be within ?B .egtrees of the rear of the
supported unit.
Se+er#'/: #nits testing non-voluntary morale that fail to achieve an adjusted die roll of four
roll one die for severity. .ie roll result)
50C - F&'#$e(: halt disordered facing the enemy if in melee. 5ay not advance!
initiate melee! fire! or react to melee ne/t turn! but may retreat. atigued units
automatically rally during ne/t turn$s morale step without testing voluntary
morale.
A04 - Sh&7e%: troops are disordered and retreat one half move plus disorder
bonus to rear facing the enemy. (f a general is within ?9 during ne/t turn$s
morale step! the unit will automatically rally! otherwise it must test voluntary
morale.
10@ - R"'e(: troops are disordered retreat one full move plus bonus. ace
away from the enemy. >outed units must test voluntary morale to rally.
Re're&'s A%( R&!!#es: The involuntary retreat of routed or sha"en troops counts as ne/t
turn$s move and those units continue to move to the rear (at half or whole move plus
disorder bonus) once each turn during step four of the tactical se6uence of play until they
rally. #nits that fail to rally after two attempts continue to the rear and are lost for the game.
Troops that pass the test are deemed to have rallied in the turn they test and are good for
the ne/t turn.
0 unit may not rally (inclucling fatigued and sha"en units that would automatically rally) if it
is re6uirecl to ta"e a non-voluntary morale test. >outed troops that are re6uired to ta"e a
non-voluntary test need not test since they cannot get any worse! but sha"en and fatigued
must test and their status may worsen.
or routed troops the re6uirement that they ta"e a nonvoluntary test counts as an
attempted rally. 0 sha"en or fatigued unit which wins a melee automatically and
immediately rallies. 0ny unit which rallies remains disordered until it hales for one turn.
#nits retreating due to morale loss filter around other friendly units so long as there is space
between units e6ual to half the original width of the retreating unit or one stand whichever is
more. ,therwise! the retreating unit filters through the friendly unit! the friendly unit is
disordered and tests morale.
Re're&' ?r#"r#'#es: The direction of retreat for sha"en or routed troops follows these
priorities) the unit must retreat
1. directly to the rear.
7. directly away from the enemy that caused the morale loss!
:. in the direction advanced from!
?. to the nearest friendly troops.
@erform the lowest numbered altemative that will not ta"e the loser toward later contact with
enemy troops after brea"ing the initial contact. (f none can be performed without moving
toward other enemy troops! perform the lowest possible altemative while filtering around
enemy units. (f the unit cannot retreat without filtering through enemy units! it surrenders
and is removed from the game.
D#s"r(er: Troops that suffer an involuntary morale loss! are retreated through by friendly
troops! charge into melee but fail to ma"e contact! react to melee by attempting to form a
s6uare but fail or are actually involved in a melee become disordered. .isordered troops
fire at half the normal rate. (.etermine the number of hits by the regular method and divide
by two1 for half hits roll one die! even round up! odd round down.)
The melee value per figure of troops in disorder is reduced by one. (f they halt one turn they
may reform and all penalties immediately come off! so if a unit reforms during one initiative
se6uence and is attac"ed in melee later in the same turn! it acts as normal. 'unners
returning to guns! troops leaving buildings! and dragoons mounting or dismounting are
considered disordered but only if meleed that turn.
D#s"r(er M"+e3e%' 9"%s: 2hile in disorder troops retain their original fommation but
are eligible for movement bonuses as re6uired under the morale and melee rules. These
bonuses only apply to units that are sha"en or routed. The bonus for infantry and artillery
crews is one die I 1=79! one die I 19 for cavalry.
ARTILLERY FIRE
T&r$e's: 0ll guns fire at visible targets (or parts of targets) within ?B .egrees of their front.
>ange is measured from the center of the battery. (f firing over fences! walls! edges of
woods that they are not touching! increase the target$s saving throws by one.
'uns outside woods can fire at targets in woods only if the troops are within ?9 of the edge.
The range for light guns in woods is ?9. %eavy guns may not enter woods. 2here a target is
partly concealed by cover! the battery may fire at only the part e/posed (no improved
saving throws if a hit is scored) or at the whole unit (all casualties get improved saving
throws).
2here the target is partly bloc"ed by a unit friendly to the artillery! the guns can only fire at
the number of bases not bloc"ed less one base. 'uns may fire round shot over friendly
troops only if there is a clear shot at the enemy(as where the guns are on a hill or visa
versa) and if the target is more than ?9 from the nearest friendly unit.
2here two or more units are within 1=79 of each other they form a single massed target.
*pread the casualties before saving throws among any units that form a massed target in
proportion to the number of figures each unit has.
,#'s "% 9#!(#%$s: Troops must leave a building hit twice by round shot from heavy guns
(three times by light guns). 0s a target a building rates the same as an infantry unit the
same width. Three shot hits by heavy guns (four by light guns) destroy a building and any
troops inside are casualties.
9"%4e Thr"$h F#re: >ound shot penetrates through the original target and may hit units
behind that are in the same line of sight.
%eavy guns penetrate 69 (starting from the front of the unit)! light guns ?9. #nits behind may
only be hit if the original target was hit and if the secondary target is otherwise eligible as a
target. @enetration of cover (walls! earthwor"s! and woods) counts as one ran" in reducing
how far a shot will carry.
%eavy guns penetrate up to four ran"s in one or more units (light guns three ran"s). #nits
behind the target can be hit as follows)
1 base behind the target re6uires a die roll of 1!7 to hit
7 bases behind the target re6uires a die roll of 1!7!:!? to hit
: or more bases! automatic hit.
Ar'#!!er/ F#re Me'h"(: >oll one die per battery to determine if there is a hit. The chances of
getting a hit are a function of the range and the width of the target. irst determine the
range based on the distance to the target and the type of gun firing)
RANGE
GUN
TY?E RANGE
L"%$ Me(#3 Sh"r'
Dight :79 189 179(109 grape)
%eavy :69 7?9 179(179 grape)
TO SCORE A ,IT D1&se( "% r&%$e &%( '&r$e' 5#('hE
TARGET WIDT,
D#% s'&%(sE RANGE
L"%$ Me(#3 Sh"r'
1 6 B!6 ?!B!6
7 B!6 ?!B!6 :!?!B!6
: ?!B!6 :!?!B!6 7!:!?!B!6
Troops shot at from the flan" by field guns are treated as being one stand wide for each two
ran"s of infantry or cavalry. They are as deep as the number of figures the unit is long. 0
s6uare is as wide as the number of bases on the face toward the gun and as deep as the
other face is long.
C&s&!'#es: ;ach hit inflicts the following casualties! followed by saving throws.
R"%( sh"'0 he&+/ $%s: 7 casualties for the first ran"! 1 for each e/tra ran"
up to : e/tra ran"s in 1 or more units
L#$h' $%s: 1 casualty for each ran"! up to : total ran"s
Gr&)esh"'0 he&+/ $%s: ? casualties
L#$h' $%s: : casualties
C"%'er 9&''er/ F#re: irst determine if a hit is scored by the normal method then ma"e an
e/tra roll for counter battery fire.
9&!! ,#': 2hen guns hit other guns with round shot roll one die)
1!7 - gun hit
:!? - horse team hit
B!6 - crew hit
(f a gun or team is hit roll one saving throw. (f the crew is hit! roll one saving throw per
casualty. The crew is considered two ran"s deep. ,ne unsaved gun hit on a battery
destroys one of the guns. 0 second unsaved hit annihilates the battery. ,nce four of the
crew and=or one of the guns is destroyed! the battery fires at half rate for the rest of the
game. (f one team ta"es one unsaved hit! all drivers run away and the battery moves at half
rate for the rest of the game. 0fter the drivers run away! hits on them are allocated to the
crew.
Gr&)e ,#': 2hen a battery ta"es hits due to grape! roll one die)
1!7!: - team is hit
?!B!6 - crew is hit
*aving throws are treated the same as for hits due to round shot.
,#' 1/ Ms7e'r/: 2hen guns are fired at or meleed by infantry or cavalry! all casualties are
inflicted on the crew only. ,nce four of the crew are "illed after saves! the battery fires at
half rate for the rest of the game.
'unners that fail morale leave their guns behind. 'unners that return to their guns cannot
fire that turn and are disordered if meleed. 3e/t turn they are not disordered and fire at full
effectiveness if they still have good morale.
S)#7#%$: Troops that have good morale and who are in control of enemy guns at the end of
any turn may spi"e the guns with a roll of ?!B!6. To be in control the troops must be in
contact with the guns or have passed over the guns during the course of the turn. *pi"ed
guns count as annihilated.
SMALL ARMS FIRE
T&r$e's: 0ll troops fire in one blast at one target within ?B .egrees of the front. (f part of a
target unit is beyond ?B .egrees(or out of range)! the whole unit can fire at it! but only those
bases within ?B .egrees (or in range) count in determining the number of volleys. 2here
the range of those parts of a unit that are in range varies! the total range of the unit is the
average distance of each base in the front row to the nearest enemy troops. Troops bloc"ed
by friendly troops may withhold fire by those that are bloc"ed and fire the rest of the unit so
long as the unit is within 19 of the friendly unit in front.
C"+er: 0ll units must touch cover (walls! fences etc.) or be at the edge of woods to fire
clearly without increasing the target$s saving throws by one. To fire at targets in woods! the
target must be within ?9 of the edge. (nfantry fire range and artillery fire range in woods is
?9. #nits partly behind cover apportion casualties suffered due to enemy fire among stands
(i.e. if a third of the unit is in the woods then a third of the casualties get improved saves).
#nits may not fire while they are in water and fire at half rate the turn they leave the water.
I%*&%'r/ F#re: ,ne hit is scored by each volley. To determine the number of volleys for
platoon firing infantry! count the number of troops in the first two ran"s and divide by three
(round to the nearest whole number of volleys). 0t short range add one volley! and at long
range subtract one volley. 0ll hits are automatic.
The target rolls saving throws. (nfantry that fires by ran" follow the same method e/cept
that the first hme the unit fires during the game (or the first time it fires after having spent
one turn at rest! i.e. without moving! firing. changing formation! or reforming from disorder
or morale loss) add one volley. 0t all other times subtract one volley. (nfantry columns may
not fire while advancing but may fire one volley in any direction whilc in retreat. atigued!
sha"en! or routed units may not fire.
C&+&!r/ ?#s'"! F#re: 2hen pistol firing cavalry advance into melee! they fire before ma"ing
contact but do not otherwise fire. .etermine the number of volleys by dividing the number of
troops in the first two ran"s by three (no short or long range). ,ne hit is scored for each
volley. The target$s saving throws are improved by two.
F#re I% ?&ss#%$: (nstead of firing during step two of the tactical se6uence of play! artillery
and infantry may fire during tactical movement at targets moving through their field of fire
(e/cluding counter charging enemy cavalry) which will not end up within ?B .egrees of the
front! which will move out of range to the rear! or which will not be eligible as separate
targets after movement is complete because they are involved in a melee. *aves for targets
of fire in passing are increased by one. The range is the distance at which fire is first
possible (in range and in the arc of fire). (f casualties would normally cause a morale chec"!
that test is not ta"en until step ? of the tactical se6uence of play. (f the unit ta"ing the
casualties wins a melee! it does not test.
I% 'he )h"'" &' r#$h'0
9r#'#sh #%*&%'r/ *&4e
9&+&r#&% 4#r&ss#ers2 I*
'he 9&+&r#&%s 4h&r$e
'he 9r#'#sh 4&+&!r/0 'he
9r#'#sh #%*&%'r/ 3&/ *#re0
1' #* 'he 9r#'#sh 4&+&!r/
4h&r$es &%( 'he
9&+&r#&% 4&+&!r/
4"%'er4h&r$es0 %" *#re #% )&ss#%$ #s &!!"5e(2 L#7e5#se0 #* 'he 9&+&r#&%s *&!! 1&47 '"
'he re&r0 )&ss#%$ *#re #s %"' &!!"5e(2 Photo and figures by author.
MELEE
C"31&'&%'s: 0 single unit may charge two or more enemy units or multiple units may
simultaneously or se6uentially charge a single defending unit. The actual melee is between
those bases of enemy units in actual contact up to two ran"s deep plus an overlap of up to
one base up to two ran"s deep. 0ll bases of a single infantry unit in a s6uare defending
against cavalry are involved. Those bases of an attac"ing unit in a line not in actual contact
at the moment of the original impact must continue to move and will wrap around the
defender up to H0 .egrees or possibly hit other units. Troops that wrap around may place
the last base (or bases where the unit runs out of movement allowance) facing in the
direction of the original advance so as to refuse their flan" to other enemy troops.
F#re I% ?&ss#%$: See 'he
)h"'" &' r#$h'2 Fre%4h
4&+&!r/ 4h&r$es &%
e%e3/ $%2 The e%e3/
#%*&%'r/ #% 'he h"se
3&/ *#re &s 'he 4&+&!r/
4h&r$es )&s'2 Photos
and figures by the
author.
&ases involved in a melee can only fire as allowed in the melee se6uence rules. ,ther
bases of the same units can fire or be fired at! but are bound by the morale results of the
melee. *hots fired into troops engaged in a melee inflict casualties on both sides in
proportion to the number of troops each side has involved.
(f a unit approaches to within 1=79 of an enemy unit it must close to contact if possible. (f the
defending unit has not yet moved and it is contacted in melee! then it is pinned and can not
move that turn. (f a defending infantry or cavalry unit has already moved that turn! it may
still react as described below. 0 defending artillery unit that has already moved may only
react if it moved the normal move and fire distance or less.
F!&%7 A%( Re&r A''&47s: lan" and rear attac"s are determined by where the attac"er
begins his attac"! not where he winds up. To count as a flan" attac" (as opposed to a
frontal attac") the entire attac"ing unit must launch its charge from beyond ?B .egrees of
the front of the defending unit. To count as a rear attac" the entire unit must start its charge
within ?B .egrees of the rear of the defending unit. *ee illustration ?. 0ll troops face the
front e/cept routed which face the rear. @J(n general units follow the straightest line when
advancing into melee. 2here the target of a charge is within ?B of the front! the charging
unit may maneuver around friendly troops. 2here the target of a charge is beyond ?B! the
unit may wheel and charge! but only if there is a straight unimpeded path to the enemy.
O+er&!! Me!ee ?r"4ess: (n general! the melee process consists of a premelee se6uence!
the melee itself! and a follow-up. The premelee se6uence has four basic steps.
1. The attac"er tests voluntary morale.
7. The defender tests non-voluntary morale.
:. (f the defender passes morale and the charge was from the front! he reacts
?. (f the defender fails morale! he retreats and the attac"er ta"es a victory bonus
move. 0fter the premelee se6uence is complete! if any opposing troops are in
contact! a melee is fought. 0fter the melee! the loser retreats and rolls for
morale. The winner ta"es a victory bonus move if one has not already been
ta"en in step four above.
?re-3e!ee SeFe%4e
1. The unit declaring the charge tests voluntary morale. (f it passes! the unit charges. (f it
fails! the unit cannot move that turn. (nfantry may not fire and charge! but pistol cavalry will
fire during their charge if the defender does not retreat more than ?9. @istol range ( in the
sense of the distance from the target at which pistol fire occurs ) is one die I 19 if the target
is infantry! one die I 79 if the target is cavalry. >educe the roll by one if the firer is crac"! by
two if the firer is elite (but in neither case to less than one).
(f the starting distance before any movement by the defender is less than the distance
rolled! the starting distance is used as the range. ire given at a distance beyond the
normal capability of the weapon has no effect.
7. (f the attac"er passes his morale chec" and will have enough movement distance to
come within 79 of the defender! then the defender ta"es a non-voluntary morale chec" for
each of his unit(s). The only time the defender does not test morale is if he is already
involved in a melee in which case he stands and ta"es the charge without reacting.
#nits that before the charge have impaired morale (fatigued! sha"en! or routed) have
special rules. >outed units do not test. *ha"en or fatigued units test and may worsen
status. 3one may move away from the charge and none may react.
:. (f the defender had good morale before the charge and passes morale! he stands. (n
addition! if the charge was originated from the front! he must react to the charge. (nfantry
reacts by firing! attempting to form a s6uare! or fi/ing bayonets (doing nothing)1 artillery
fires1 cavalry counter charges :9 (or half the distance to the enemy whichever is less)! and if
it is pistol cavalry! it fires as well.
The defender$s reaction movement occurs immediately upon passing morale! after which
the attac"er begins his advance to the point(s) of any direct or reaction fire (ta"en
se6uentially) and then on to melee if possible. (nfantry attempting to form a s6uare roll for
range as if firing pistols. (n order to form a s6uare the distance rolled must be less than or
e6ual to the attac"er$s starting distance. (f the attac"ing cavalry starts it$s charge beyond 89!
then the attac"er$s starting distance is assumed to be 89 ( i.e.! a roll of four or less is
re6uired to form a s6uare).
(nfantry that attempt to form a s6uare but fail become disordered. The range for reaction fire
is determined by the same method as pistol fire. (f casualties ta"en by the attac"er would
normally cause a morale chec"! ta"e it immediately.
(f passed the charge continues! if failed the charge halts at the point of fire! the charging
unit is disordered! but there are no other negative morale effects. The point of fire for
determining where a charge is halted is normally the same as the range rolled! but in
certain instances the two will not be the same) where the starting distance before or after
any reaction movement is less than the distance rolled! the point of fire is the attac"er$s
original position. (f a charging unit lac"s the movement distance to come into contact with
the defender! the attac"er is disordered and there is no melee. (f the defender has not
already moved or fired! he may do so later in the turn.
?. (f the defender has good morale before the charge and fails his morale chec"! he ta"es a
severity chec". (f fatigued! the unit retreats :9. (f sha"en or routed! the unit retreaus the
amount re6uired for sha"en or routed troops in disorder plus :9. 'unners abandon guns. (f
the defender routs! any friends (e/cept elite) within ?9 as he flees must chec" morale
immediately.
(f any of these units rout! this may cause still other units to test. 0 unit which sees multiple
routs will only test once during each melee attempt. 0fter all movement by the defender is
complete! the attac"er moves forward to the point where the melee would have occurred or
the point where he runs out of movement allowance whichever is less. %e then rolls for a
victory bonus move (infantry! one die I 79! cavalry! one die I 19).
;ach unit rolls its bonus separately. The attac"er must ta"e the full bonus! and if this brings
him into contact with the original defender or other enemy troops (as where the original
defender filtered around or through troops behind)! a melee may still be fought. (n the latter
case the other enemy troops (second defenders) become the defender and go through the
same se6uence as the original defender. ((f they tested morale already! this counts as their
non-voluntary morale test under step two. (f they have not already tested morale as part of
this melee se6uence! they do so now. (f the second defenders have already passed morale
or now pass morale! they react to the charge if it is from their front. (f they fail morale! they
roll for severity). 3o matter who wins the melee or if the defender fails morale! there are no
further victory bonus moves and any other contact between the original defender and the
second defender will not necessitate further morale chec"s by them.
Me!ee Me'h"(: ;ach side determines its melee points) ta"e the point value per figure and
adjust as below then multiply by the number of figures in the first two ran"s of the bases
involved. ;ach side multiplies it$s total melee points by the roll on one die1 higher product
wins.
A(>s'3e%'sD43!&'#+eE:
C1 defending on a hill or 1=79 behind a stream
C1 general is within ?9
C1 crac"
C7 elite
C1 defending behind walls or in woods
C7 infantry defending in s6uare vs. cavalry
C7 defending in buildings
-1 pistol cavalry vs. sword cavalry in frontal melee where sword cavalry is
advancing.F
-1 defending from the flan"F
-7 defending from the rearF
-1 sha"en
-1 defending in second round where lost the first round
-1 infantry fired in reaction to chargeF
-1 disordered
* "ote# $f the defender in the second round is the original loser, the melee %oint ad&ustments
marked '() no longer a%%ly
#nits with troops partly behind cover get C1 only for those troops who are protected by
cover. Troops who are routed! whose melee point value per figure is reduced to less than
one or who are outnumbered by more than si/ to one in total melee points before the die
roll automatically lose the melee and inflict no casualties on their attac"ers.
Me!ee C&s&!'#es: The loser loses ::G of all figures involved (followed by saving throws!
all saves in melees are reduced by one). The winner loses 1BG or the loser$s total before
saves! whichever is less. (f the winner attac"ed from the flan"! he loses only 10G (BG if
from the rear). Aavalry defeating infantry not in a s6uare lose 10G (BG flan" or rear).
>ound casualties to the nearest whole number. &oth the winner and the loser are
disordered. The loser retreats :9 facing the enemy and rolls for morale (gunners abandon
guns).
Me!ee F"!!"5-): ;ach winner ta"es a separate victory bonus move from the point of the
melee. *6uares and field artillery do not roll for a bonus if victorious. The direction of the
victory bonus move in a front to front melee is straight ahead. (f the victor is on the flan" or
rear! he follows the loser without penalty for change of facing. (f the defender is in a s6uare!
loses the melee! and fails morale! the s6uare is bro"en and the unit moves li"e a line and
loses its C7 melee point adjustment.
2here the loser passes his morale chec" at the end of the melee! fails to retreat far
enough! or there are other troops behind him! the winner with a high enough roll may come
into further contact with enemy troops! in which case there will be another round of melee. (f
the defender in the second round is the original loser! the melee point adjustments mar"ed
(F) no longer apply. ,thers apply as appropriate. (f the defender is not the original loser then
the defender goes through the same melee se6uence as the original defender. 3o victory
bonus move is allowed for the winner of the second round.
S?ECIAL RULES
Ge%er&!s: (f a general is within ?9 of an enemy unit! an infantry or artillery target! or a
melee! roll two dice. 0 roll of 11 or 17 "ills the general (no saves)! and all troops under his
command must chec" non-voluntary morale that turn and voluntary morale any turn during
which the unit attempts to advance for the rest of the game. 0 general may move up to 169
once each turn but only when his side has the initiative or at the end of all other movement.
%e may choose to charge with a unit. 0ll troops under a general$s command must remain
within 7?9 of the general in order to advance without testing voluntary morale.
M&>"r M"r&!e: (n the absence of other victory conditions! when B0G of all units
commanded by one general are either already lost for the game (annihilated! surrendered!
or failed to rally after two attempts) or are routed or sha"en! then major morale immediately
fails. This can happen at any point during a turn.
#nits lost for the game count double in detemmining the B0G level. ,nce major morale fails
then all troops commanded by that general which are then sha"en (or which later become
sha"en) automatically go to rout! and all routed troops may not be rallied for the rest of the
game. >outed troops which have already suffered large numbers of casualties! but which
have not been totally annihilated! are not counted as lost for the game until two turns have
gone by.
9#!(#%$s: ,nly whole units of infantry may enter buildings (79 of movement re6uired). 0
building will hold only one unit. Troops may be forced from a structure by artillery fire or
morale loss. Troops must leave a building hit twice by round shot from heavy guns (three
times by light guns). 0s a target a building rates the same as an infantry unit the same
width. Three shot hits by heavy guns (four by light guns) destroy a building and any troops
inside are casualties. Troops defending in a building get a -1 in morale chec"s and a C7 in
melee points. *aving throws are improved by one e/cept when a building is destroyed.
Then saves are reduced by one. Troops leaving a building cannot fire or initiate a melee
that turn. They will form up in a line or column within 79 of the building. (f they are meleed
that turn! they cannot react and are considered disordered.
F&s' ?!&/ I%#'#&'#+e F"r L&r$e G&3es: (n order to speed up initiative movement in cases
where there are four or more generals to each side change initiative movement as follows)
or grand tactical movement the side with the initiative can move a total number of cards
(or ma"e the enemy move a total number of carcls) e6ual to the number of generals on that
side. (n other words! if the moving side has four generals it may move any four brigade
cards irrespective of which particular general$s command the cards are part of. or tactical
movement the side with the initiative can move (or ma"e the enemy move) two individual
units commanded by each general. (n other words! if the moving side has five generals it
must move two units commanded by each general (ten total units).

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