"Hark now! the drums beat up again."
Wargames Rules for the war of the Spanish Succession

by Tony Cullen (c)Copyright 2002

Dice
These rules use d6 and d20.

ORGANISATION
Base Sizes
6mm figure strips are glued to bases to form elements. The standard frontage for an element is 1". The depth varies.
Infantry3/8"
Horse3/4"
Field Artillery1"

Battalion guns have a frontage of 1/2" and a depth of 3/4".

Note: that all Infantry but British operate in regiment sized units in two ranks. Thus most of these infantry figures may be mounted on double depth bases, remembering to leave enough single elements for casualty removal.

Unit Organisation
Different nationalities units were formed and fought in different ways. This is represented by varying numbers of elements and their normal formations as follows:
TYPENATIONALITYTACTICS ELEMENTSBLOODEDDISTRESSED
FootBritishPF1 421
DutchPF282 4
Danish,
Prussian,
German,
Portuguese,
Spanish
RF824
French,
Bavarian,
Imperial
RF1035
IrishRF62 4
HorseBritish,
Dutch
S 412
OtherP 412

TACTICS
PF1=One ranks of Platoon Firing Infantry
PF2=Two ranks of Platoon Firing Infantry
RF=Two ranks of Rank Firing Infantry
S=Sword using cavalry
P=Pistol using cavalry

Unit Condition
Units may in several conditions, some are due to casualties and some due to situation. Those due to casualties are:

  • FRESH
  • BLOODED
  • DISTRESSED

The number of lost elements to a unit for it to become BLOODED or DISTRESSED is given in the table above.
And those due to situation are:
  • STEADY
  • DISORDERED
  • FALLING BACK
  • ROUTED

These conditions are the result of Morale.

SEQUENCE OF PLAY

  • 1. Command and Control
  • 2. Movement (1 brigade at a time, alternately)
    • i. Compulsory moves (and Morale Tests)
    • ii. Charges
    • iii. Morale Tests
    • iv. Other Movement
  • 3. Artillery Fire
  • 4. Small Arms fire
  • 5. Melee
  • 6. Morale Tests

COMMAND AND CONTROL
Each Brigade, or other manoeuvring formation, will have a Brigadier allocated to it. All units must remain within 12" of their Brigadier. If they become separated by involuntary movement etc. then any subsequent voluntary movement may only be used to "close the gap", and return to the Brigade.
Brigadiers are ranked as:
 Activation Roll
a.Excellent3
b.Good5
c.Average7
d.Weak9
e.Poor11

Brigade activation.
Each turn both CinCs will roll a dice to determine who goes first, (the highest goes first).
Alternately each side will then attempt to activate its Brigades until all Brigades have been moved. When attempting to activate a Brigade roll 1d20, if the score is equal for greater than the Brigadiers activation score the Brigade may move, otherwise it may not (other than compulsory movement).

COMPULSORY MOVES
Units which are FALLING BACK, ROUTED or Pursuing should be moved at this point. See movement table. Units will attempt to flow around friends. Any units within 6" of a ROUTED unit which has not tested due to that ROUTED unit before should take a Morale test.

CHARGES
Units in the active Brigade may declare charges.
Foot may not charge Horse.
No unit that is ROUTED, FALLING BACK or in pursuit may charge, and DISORDERED foot may not charge.

To see if a unit charges roll 1d20.
Foot require18+
S Horse require6+
P Horse require10+

This require figures is modified as follows:
 FootHorse
BLOODED+1+2
DISTRESSED+2+4
DISORDEREDn/p+4
Officer Attached-3-6
Pf formation Horsen/a-2

Charged units should take a morale test.
Charged Infantry Units, which pass their morale test may attempt to either fire or form Square.
They should roll 1d20, if they roll less than or equal twice distance charged by the attacker they have succeeded, failure results in no fire and a disordered square.
Charged Cavalry Units may either fire or countercharge (s and Pf formations only).
Units may elect to Fall Back, their condition is changed to FALL BACK and if contacted they will Rout.

MOVEMENT
All movement is in inches and governed by the throw of a d6.
MOVEMENTFootHorse ArtilleryOfficers
Charge Bonus+1+2 --
Movement1d61d6 x 2 -1d6 x 2
Move & Fire1d6 / 2- --
March Column1d6 x 21d6 x 3 1d6-
Routing1d6 x 21d6 x 3 --
Pursuit1d6 +11d6 +2 --

If in March Column and on a road a unit may roll 2 d6 and use the best result before applying the multiplier.

FORMATIONS
Foot: May be in LINE (single or double ranked depending on tactics), march column, or Square. No other formation is possible. Units defending walls, hedges or river banks may bend their line to match the defences.
Horse: S type horse will either be in march column or a 2 by 2 element formation.
P type horse may be in one of three formations;
March column;
Pc, Caracole formation, a column 1 element wide with at least an element wide gap to either side, or
Pf, Firearms charge, a 2 by 2 element formation symbolising the discharging of pistols prior to charging with the sword.

Forming Column, limbering Artillery and reforming line from square take 2 moves. All other formation changes take 1 move.

MANOEUVRE
Units may incline as they march, 1" to the flank for each 1" forward/backward. Or Units may wheel, pivoting on the outside man. Foot wheeling do so at half speed, or they may do so at full speed and become disordered, this must be decided BEFORE the dice are thrown. Disordered Units may only wheel at half speed.

Foot may not manoeuvre and Fire.

DISORDER
Units are disordered by losing in melee, by charging and failing to make contact, when rallying, crossing disordering terrain, if wheeling at full speed if infantry or by a Morale Test. Order may be recovered by passing a Control Test.

FALLING BACK
Units falling back do so facing the enemy a normal move. Units falling back will rout if contacted by the enemy.

ROUTED
Routing Units Flee to the rear at Rout Speed.

CASUALTIES
All casualties are taken as element loss. The casualty charts show the dice scores required to inflict element loss. Field Artillery can take four hits before the model is removed. For each hit a deployed field Artillery battery takes roll 1d20; a result of 4 or less means that the civilian drovers have deserted and the battery may no longer limber up.
Battalion guns are considered lost once the parent battalion becomes DISTRESSED.

Whenever a unit loses one or more elements it should take a Morale test.

ARTILLERY FIRE
Battalion guns are not fired independently, they only fire with their parent battalion and are thus dealt with in small arms fire.
Maximum range for Artillery is 36". Close range is less than 12". Field Artillery may be formed into batteries of 1, 2 or 3 gun models. Each battery may engage one target a move. Roll 1d20 and consult the following table for the number of hits.
 Dice Score Require for Casualties
Battery Size1 Element2 Elements
1 Gun18-
2 Guns14-
3 Guns1019

Modify the dice throw as follows:
Close Range (12")+2Target is deployed Artillery-2
Target in Column+2Target is in field fortifications-2
  Target is in Major Fortifications-5

SMALL ARMS FIRE
Maximum range for musketry is 6". Close range is 3". Pistols range is 2", however long range, i.e. not contacted, pistol fire is available only to units in Pc formation.
Pf & Pc Horse may fire when charging or when charged provide they are not DISORGANISED.
Pc Horse may fire in second or subsequent rounds of melee provided they are not DISORGANISED.
S Horse pistols are assumed to be factored in to their general Melee factors. When firing Horse consider ALL elements in the unit.
Foot may only fire front rank elements.
For each firing unit roll 1d20 and consult the following table:
SMALL ARMS FIREDice Score Require for Casualties
 1 Element2 Elements
1 musket element19-
2 musket elements18-
3 musket elements1523
4 musket elements1221
5 musket elements818
1 pistol element18-
2 pistol elements16-
3 pistol elements14-
4 pistol elements12-

Modify the dice roll as follows:
Close Range musket (3")+2Firer DISORDERED-3
Firer has Battalion gun+2Firer failed to charge this move-2
Target in column+2Target in field fortifications-2
Platoon Firing+2Target in Major fortifications-5

MELEE
Pre Melee
The first round of melee is precipitated by a charge. The Charging unit tests to see if it will charge.
The receiving unit will take a morale test, successful units may fire and/or countercharge OR Fall Back.
If a receiving unit elects to fire (but not countercharge in the case of Pf or Pc horse) and hits are inflicted the chargers must take a Resolve Test.
Combat will occur only if the Resolve test is passed. Note Pf/Pc Horse electing to fire and charge will not cause a Resolve test regardless of any firing hits caused.
Casualties lost due to pre combat fire should be removed immediately.

The Combat
For each unit in combat roll 1d10 and consult the following table:
MeleeDice Score Required for Casualties
 1 Element2 Elements
1 Foot element18-
2 Foot elements14-
3 Foot elements1222
4 Foot elements1020
5 Foot elements818
1 Horse element1222
2 Horse elements818

Modify the Dice roll as follows:
Charging units 
P vs Foot+2Attacking Flank+2
S vs Foot+3Attacking Rear+4
S vs Pf+2Opponent falling back+3
S vs Pc+3DISORDERED-2
Horse vs Stationary Horse+2BLOODED-2
 DISTRESSED-4
 Attacking Field Fortifications-4

Only the front rank elements of units may fight. One overlap on each flank may be included in the count of fighting elements. Units hit in the flank or rear cannot count overlaps.
In combat involving multiple units. Roll for each unit separately, but apply the cumulative hits when determining who should test first and the casualty difference.
Units may join an existing melee but may not count any charging bonuses. Pf Horse joining an existing melee may not fire.
Units hits in the flank or rear are automatically disordered and may not fire.

Post Melee
After a round of melee all units taking an element loss should be take a Morale Test. The losing units, i.e. that took the most hits should also take a Resolve test. If this loser passes this test, i.e. gets a result better than disordered, then all other units in the melee should take Resolve tests.

If a unit routs or falls back the winning units will pursue. Horse will continue pursuit until rallied, Foot may rally automatically after one move of pursuit. If a Foot unit pursues for over 3" it is disordered. A Horse unit pursuing is always disordered.

RESOLVE TEST
The testing unit rolls 1d20 modifies it and consults the following table:
RESOLVE TEST
DICE SCORERESULT
12 or moreOkay
2 - 11DISORDERED
-2 - 2FALL BACK and break off combat where possible.
-3 or lessROUTED

Dice modifiers are as follows:
DISORDERED-2Hit difference+/- ?
BLOODED-3Hit on Flank or Rear-4
DISTRESSED-4Officer Attached+2

RALLYING
Units requiring Rallying from Rout, Pursuit or Fall Back may test now, unless they began their rout, pursuit or Falling Back this move.
Roll 1 d20, modify the result and consult the table:
Rally from Rout16 or more
Rally from Pursuit10 or more
Recover from Fall Back14 or more

Modifiers
 ROUTPURSUITFALL BACK
STEADY0-2+2
BLOODED-2+2-2
DISTRESSED-3+4-4
In contact with enemy-5-10-8
Officer Attached+2+4+4

All units Rallying from any cause will be DISORDERED.

MORALE TESTS
To take a Morale Test roll 1d20, modify the roll and consult the results table. Modify the dice roll as follows:
Winning in Melee+2SHAKEN-2
FRESH+2BLOODED-2
STEADY+2Losing in Melee-2
Each enemy routing within 6"+2Attacked in flank/rear-2
Defending obstacle+2DISTRESSED-4
Officer Attached+2Each friend routing within 6"-4

MORALE TEST
DICE SCORERESULT
11 or moreSTEADY
7 - 10DISORDERED
0 - 6FALL BACK
0 or lessROUTED

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