by Tony Cullen (c)Copyright 2002
ORGANISATION
Base Sizes
6mm figure strips are glued to bases to form elements. The standard frontage for an element is 1".
The depth varies.
| Infantry | 3/8"
| Horse | 3/4"
| Field Artillery | 1"
| |
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:
| TYPE | NATIONALITY | TACTICS | ELEMENTS | BLOODED | DISTRESSED
| Foot | British | PF1
| 4 | 2 | 1
| Dutch | PF2 | 8 | 2
| 4
| Danish, | Prussian, German, Portuguese, Spanish RF | 8 | 2 | 4
| French, | Bavarian, Imperial RF | 10 | 3 | 5
| Irish | RF | 6 | 2
| 4
| Horse | British, | Dutch S
| 4 | 1 | 2
| Other | P
| 4 | 1 | 2
| |
| 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:
SEQUENCE OF PLAY
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. | Excellent | 3
| b. | Good | 5
| c. | Average | 7
| d. | Weak | 9
| e. | Poor | 11
| | ||
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 require | 18+
| S Horse require | 6+
| P Horse require | 10+
| |
| Foot | Horse
| BLOODED | +1 | +2
| DISTRESSED | +2 | +4
| DISORDERED | n/p | +4
| Officer Attached | -3 | -6
| Pf formation Horse | n/a | -2
| |
MOVEMENT
All movement is in inches and governed by the throw of a d6.
| MOVEMENT | Foot | Horse | Artillery | Officers
| Charge Bonus | +1 | +2
| - | -
| Movement | 1d6 | 1d6 x 2
| - | 1d6 x 2
| Move & Fire | 1d6 / 2 | -
| - | -
| March Column | 1d6 x 2 | 1d6 x 3
| 1d6 | -
| Routing | 1d6 x 2 | 1d6 x 3
| - | -
| Pursuit | 1d6 +1 | 1d6 +2
| - | -
| |
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 Size | 1 Element | 2 Elements
| 1 Gun | 18 | -
| 2 Guns | 14 | -
| 3 Guns | 10 | 19
| | ||
| Close Range (12") | +2 | Target is deployed Artillery | -2
| Target in Column | +2 | Target 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 FIRE | Dice Score Require for Casualties
| | 1 Element | 2 Elements
| 1 musket element | 19 | -
| 2 musket elements | 18 | -
| 3 musket elements | 15 | 23
| 4 musket elements | 12 | 21
| 5 musket elements | 8 | 18
| 1 pistol element | 18 | -
| 2 pistol elements | 16 | -
| 3 pistol elements | 14 | -
| 4 pistol elements | 12 | -
| | |
| Close Range musket (3") | +2 | Firer DISORDERED | -3
| Firer has Battalion gun | +2 | Firer failed to charge this move | -2
| Target in column | +2 | Target in field fortifications | -2
| Platoon Firing | +2 | Target 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:
| Melee | Dice Score Required for Casualties
| | 1 Element | 2 Elements
| 1 Foot element | 18 | -
| 2 Foot elements | 14 | -
| 3 Foot elements | 12 | 22
| 4 Foot elements | 10 | 20
| 5 Foot elements | 8 | 18
| 1 Horse element | 12 | 22
| 2 Horse elements | 8 | 18
| | |
| Charging units |
| P vs Foot | +2 | Attacking Flank | +2
| S vs Foot | +3 | Attacking Rear | +4
| S vs Pf | +2 | Opponent falling back | +3
| S vs Pc | +3 | DISORDERED | -2
| Horse vs Stationary Horse | +2 | BLOODED | -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 SCORE | RESULT
| 12 or more | Okay
| 2 - 11 | DISORDERED
| -2 - 2 | FALL BACK and break off combat where possible.
| -3 or less | ROUTED
| | |
| DISORDERED | -2 | Hit difference | +/- ?
| BLOODED | -3 | Hit on Flank or Rear | -4
| DISTRESSED | -4 | Officer 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 Rout | 16 or more
| Rally from Pursuit | 10 or more
| Recover from Fall Back | 14 or more
| |
Modifiers
| | ROUT | PURSUIT | FALL BACK
| STEADY | 0 | -2 | +2
| BLOODED | -2 | +2 | -2
| DISTRESSED | -3 | +4 | -4
| In contact with enemy | -5 | -10 | -8
| Officer Attached | +2 | +4 | +4
| |
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 | +2 | SHAKEN | -2
| FRESH | +2 | BLOODED | -2
| STEADY | +2 | Losing in Melee | -2
| Each enemy routing within 6" | +2 | Attacked in flank/rear | -2
| Defending obstacle | +2 | DISTRESSED | -4
| Officer Attached | +2 | Each friend routing within 6" | -4
| |
MORALE TEST
| DICE SCORE | RESULT
| 11 or more | STEADY
| 7 - 10 | DISORDERED
| 0 - 6 | FALL BACK
| 0 or less | ROUTED
| | |