INTRODUCTION.
Remember when wargames rules were simple uncluttered things, no
funny dice with more than six sides or less than six numbers, regiments of models
that looked like a unit of soldiers instead of a corporal’s guard? If this appeals
then REGIMENTS is for you. Covering the period from Marlborough’s wars to
the end of the American Civil War (roughly 1700- 1870) the focus will be on the
regiment and its doings on the battlefield. Higher formations such as brigades
will appear (and indeed divisions for the truly power mad!) but the accent will be
on the REGIMENT. The basic rules hold for all sub-periods. Period specific
rules will be found in the appropriate section.
BASIC RULES.
ORGANISATIONS.
These should follow the historical prototype.
The basic building block is the company (if infantry) or troop (if cavalry) or
section (if artillery).
Infantry.
Depending upon time and place a regiment of infantry will consist of a
varying number of companies plus a regimental Headquarters. In some armies
regiments could group the companies into battalions of which 2-4 could form a
regiment. However for our purposes it will be largely assumed that the infantry
regiment will have only a single battalion. (Although there is nothing to stop
players building multi-battalion regiments if the original army had such.) While
there is no absolute rule here a Regiment should have a minimum of 4 companies
plus Headquarters. In terms of model soldiers a company should consist of not
less than 4 models and not more than 16. Once again the precise strength will
depend upon time and place.
Cavalry.
Cavalry regiments are organised in troops and squadrons. Two to four troops to
a squadron and two to five squadrons to a regiment. (Larger regiments did exist,
e.g. Seven Years War Prussian Hussar regiments could have up to 10 squadrons.)
Cavalry regiments will also have a regimental Headquarters. For gaming
purposes a Troop will consist of 3 to 8 models and a squadron of not more than 4
troops.
Artillery.
Artillery are usually organised in Batteries consisting of 2-6 sections. For our
purposes a section is one model gun and 3-6 crew. Each model gun SHOULD
have a limber to move it about the battlefield but this is not essential.. Every
Battery (i.e. grouping of more than one section) MUST have an officer in Battery
command. Horse artillery batteries MAY in addition have a mounted trumpeter.
Regimental Headquarters.
OFFICERS ,COLONELS etc.
Every Regiment will have a colonel represented, usually by a mounted officer
model.
In addition each infantry regiment will have one model officer on foot for every
company. (NCO and musician figures may also be used for this).
Infantry Regimental HQ will in addition consist of the unit standard bearer(s), a
drummer, perhaps a sapper or pioneer and a senior NCO or Drum Major.
Cavalry Regimental HQ should have a senior NCO and a Trumpeter.
Regimental standards if applicable, (most cavalry units carried standards in
each Squadron). Every cavalry Squadron will be commanded by an officer.
All the above in addition to the Colonel.
HQs should consist of not less than 2 and not more than 6 models in addition to
the Colonel.
Sample organisations, based upon historical prototypes will be found in the sub-
sections on specific periods.(When I write ‘em!)
In addition some troops are categorized as Irregulars. Specific note of these will
be in the period sub- sections.
THE GAME TURN.
Sequence of events in all Game Turns after the first..
1/. Units requiring them take Morale test.
2/. Make any moves and actions resulting from Morale tests.
3/. Units with First Fire orders now fire.
4/. Move all Normal Movement.
5/. Firing All units who wish to fire and who have not already done so may
now do so.
6/.Charged and Charging units take appropriate tests. IF they passed
morale test at 1/.
7/. Charging units now move charge bonus where applicable.
8/. Fight any melees and Hand to Hand combats.
9/. Make any forced moves as a result of 8 above.
10/. Write orders for next move.
11/. Declare any charges for next move..
WRITTEN ORDERS.
The following General Orders may be issued by placing the appropriate order
chit on the base of the COLONEL of the Regiment.
ASSAULT-the regiment will move at its best normal speed until within
Charge range of the enemy, or of the location to be Assaulted when it will
then Charge and attempt to force hand-to-hand combat.
Regiments with Assault orders take precedence in Charge Declarations.
Infantry may elect to Make their Assault UNLOADED and so may not
fire. Loaded units may only fire as a result of morale test.
Troops with ASSAULT orders may not change formation but may
counter charge if charged.
Artillery may never be issued with Assault Orders.
ATTACK The regiment will move forward towards the enemy moving at
a minimum of half speed. Units with attack orders may change formation
as appropriate and may fire when appropriate for their troop type.
...AND HOLD. This order may be added to either of the two above if a
SPECIFIC LOCATION is to be assaulted or attacked. This location must
be written down.
SKIRMISH. Units with this order MUST be capable of functioning as
skirmishers.
Morale test.
Morale tests are taken at the beginning of each move by all units who require
them.
Otherwise only charged and charging units take any other morale tests.
Morale Grades.
Green 2
Tried. +/-1
Veteran. +/-2
Command Grades.
Cautious -1
Average 1
Steady +/-1
Rash +2
Method of testing.
For each unit requiring a test.
Roll 2 D6 and add/subtract the relevant factors. Add Morale Grade plus or
minus Command Follow the instructions for the relevant score.
Situation Factors
PLUS ONE
Testers are ELITE
Testing unit advancing or charging
Testing unit outnumbers visible enemy.
Own Colonel is visible to testers within 100 yds. (12 inches)
Visible enemy unit retreating (NOT enemy skirmishers)
In addition to above if testers are mounted cavalry.
Testers have ELAN.-counts only if tester are advancing or testing to charge
home or are mounted Cavalry..
PLUS or Minus according to player choice.
ONE –Testers in cover.
ONE- Testers have secure Flanks.
ONE-Testers have GRIT
MINUS ONE.
Testers under Artillery fire this turn or last (i.e. have been shot at weather
casualties caused or not)
Testers under small arms fires- as above
Each Command Casualty Suffered during the game.
Each 10% casualties suffered by any unit consisting of 2 or more companies or
troops.(or sections if artillery.)
Own Colonel Killed within sight (in addition to above)
Testers are in Skirmish order and nearest advancing enemy are cavalry or
infantry in close order.
Testers unformed.
MINUS 2
Green Troops attempting to rally
Green troops being charged.
Artillery crews suffering casualties from small arms fire this move or last.
Testers disordered.
Testers broken in addition to disordered
Result.
18 or more- Testing unit forgets orders and advances toward nearest enemy unit
until within charge reach then charges. Testers will not stop to fire but must
attempt to close with the enemy. May not test again until 2 moves have passed.
15-17-
As above but must test each move in attempt to Rally.
9-14-
Morale steady Carry on with orders.
8-7
Unit halts. May not move this turn. May fire. MUST test next turn.
6-5
Unit halts disordered. May not move this turn Must First fire in panic. But if
skirmishers may withdraw instead.
4
Unit “flinches” 3 inches backwards. Disordered. Gunners leave guns. Must test
next turn.
3
Unit retires disordered a full turn – Facing the enemy. Gunners leave guns.
Must test next turn.
2
Unit routs May test each turn it remains on table to rally. Unit broken and
disordered.
1
PANIC ROUT. Unit dissolves in panic no rallying. Colonel is invited into the
billiard room with pint of port and a loaded pistol…….
Rallying.
Units attempting to Rally take an ordinary morale test and must score 6 or
better. They are then considered broken and disordered. .
Recovering from disordered or broken status takes
2 turns if Veteran
3 turns if Tried
4 turns if Green
Troops with GRIT subtract one turn
ELITE units add one turn as they are ashamed of themselves!!
MOVEMENT.
MOVE DISTANCES.
Limbered Artillery
Foot 8 inches.
Horse 12 inches.
Heavy 6 inches.
Man handled guns.
Very light regimental guns. 6 inches.
Light Horse Artillery. 4 inches.
Foot Artillery 3 inches.
Heavy Guns 1 inch.
Bonus Movement.
Infantry in Line Charge bonus- 1D6 inches.
Infantry in Column Charge bonus 2+ 1D6 inches.
Infantry Skirmishers Evade bonus 2+1D6 inches.
Cavalry Charge bonus 2D6 inches.
Cavalry Pursuit bonus 2+2D6 inches.
Infantry rout bonus 2D6 inches.
Cavalry rout bonus 3D6 inches.
FIRING.
Firing occurs when one unit discharges it's weapons at another. All units
armed with missile weapons may fire.
No unit may fire more than once per Game Turn unless armed with
revolvers or breechloading rifles..
Unless as part of a Morale Test Result no unit may fire without orders.
Fire effect within a phase of the Game Turn is simultaneous, Fire Effect
within a whole Game Turn is NOT.
WEAPONS and RANGES.
SMALL ARMS.
Ranges are expressed as "Battlefield Effective" i.e. that distance at which
you are likely to do some damage. For much of the period combat took place at
ranges of 100 yards or less for small arms. Weapon categories are general rather
than specific. A date after a weapon category indicates that the weapon may
NOT be used BEFORE that year. Long range should only be used by the
hopeful.
WEAPON CATEGORIES.
Weapon short range medium range long range
Smoothbore Musket 0-6" 6"-12" 12"-24"
Specialist Rifles 0-6" 6"-24" 24"-36
KEY.
The number in each box is the number of figure casualties removed.
Also
C=1 Command Casualty. This is included in the total number of casualties.
I.e. 4C= 4 casualties of which 1 is the Command Casualty.
U = Unformed Unit loses formation and must remain stationary for 1 move to
regain it. 2 unformed= disordered
D= Disordered. Unit loses formation and must remain stationary for 2 moves to
regain it.
Neither U nor D results do not stop the unit moving or firing appropriate to its
orders BUT penalties are imposed.
Note that at long range casualties are halved – always rounding down.
There are no Command casualties at Long Range.
Artillery Fire.
ADD
6 Firing Rifled gun.
3 Firing Artillery piece is “Late” period.
1 Second or subsequent shot at same stationary target (up to a maximum
of 6).
1 Each Gun in a single battery firing as one unit at a single target.
2 Gunners are Veteran or Elite (and Yes they can be both if the historical
prototype was so.)
1 Gunners have Steady Command.
SUBTRACT.
1 Gunners are themselves under fire this move or last.
2 Target has moved this move
3 Gunners are Green.
3 Firing artillery piece is “Early”.
ADD
6 Firing Canister.
4 Firing Grapeshot.
2 Firing Shrapnel shell
3 Firing Roundshot frontally at a Column.
4 Firing Common shell at Buildings.
Firing at a column (other than with roundshot) or enfilading a line.
1 Firing at troops behind wooden fencing (but NOT palisades)
SUBTRACT.
Firing common shell at targets other than buildings.
Firing at Skirmishers with other than roundshot or shell.
Firing roundshot or shell at Skirmishers.
2 Firing at troops in woods or behind hedges.
3 Firing at troops behind low stone walls.
Firing at troops behind earthworks.
The modified dice score is then read off the Close order Firing results table that
is the number of casualties
Ranges and types of shot.
Shot Types Available.
Gun Type Max Canister Roundshot Common Shrapnel Grape
Range shell shell shot
Very 4 feet YES YES NO NO NO
light(E) ra
ng
e
1.5
fee
t
Light (E) 6Feet YES YES NO NO NO
ra
ng
e
1.5
fee
t
Med (E) 9 Feet YES 2 YES NO NO YES
feet
Hvy (E) 12 feet YES 3 YES NO NO YES
feet
V. Hvy (E) 12feet YES YES NO NO YES
3feet
Howitzers(E) As gun YES 2 NO YES NO NO
size but feet
min
range 3
feet
Mortars(E) Min 3 NO NO YES NO NO
feet
max 9
feet
Very 5 feet YES YES NO NO NO
light(M) ra
ng
e
1.5
fee
t
Light (M) 6 feet YES YES YES NO(but YES
ra YES if
British
ng after 1800
e2
fee
t
Med (M) 9 feet YES YES YES NO (but YES
range 2 YES if
feet British
after 1800
Hvy (M) 12 feet YES YES YES NO (but YES
YES if
British
after 1800
V. Hvy (M) 15feet YES YES YES NO (but YES
range 3 YES if
feet British
after 1800
Howitzers(M) 3 feet- 15 YES NO YES NO(but NO
feet ra YES if
British
ng after 1800
e
3 feet
Mortars(M) NO NO YES YES NO
Light (L) YES YES YES YES YES
Med (L) 15 feet YES YES YES YES YES
Hvy (L) YES YES YES YES YES
V. Hvy (L) YES YES YES YES YES
Howitzers(L) YES NO YES YES NO
Mortars(L) NO NO YES NO NO
Med Rifles NO YES YES YES NO
Hvy Rifles NO YES YES YES NO