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Horse, Musket and Mini Ball

Wargame rules.

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100% found this document useful (1 vote)
177 views30 pages

Horse, Musket and Mini Ball

Wargame rules.

Uploaded by

lowtech41
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Horse and Musket and Minie Ball

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Horse and Musket and Minie Ball

A Set of Miniature Rules for the Horse and Musket Period in 10mm
Table of Contents

Introduction .................................................................................................................................................. 3
Game Mechanics........................................................................................................................................... 3
Game Scales ....................................................................................................................... 3
Game Turn ......................................................................................................................... 5
Infantry, both Line and Light ..................................................................................................................... 6
Infantry Organization............................................................................................................ 6
Infantry Manoeuvre Formations .............................................................................................. 6
Cavalry, Both Heavy and Light................................................................................................................... 8
Cavalry Organization ............................................................................................................ 8
Cavalry Manoeuvre Formations .............................................................................................. 8
Changing Manoeuvre Formation................................................................................................................ 9
Other Units – Command and Logistics .................................................................................................... 10
Musketry Fire ............................................................................................................................................. 10
Line Infantry Fire ............................................................................................................... 10
Summary of Firing Procedure............................................................................................... 11
Light Infantry Fire.............................................................................................................. 11
Cavalry Charge Fire ........................................................................................................... 12
Heavy Cavalry Breakthrough ............................................................................................... 12
Defensive Charge Fire ........................................................................................................ 12
Melee Combat ............................................................................................................................................. 12
Artillery ....................................................................................................................................................... 13
Artillery Organization ......................................................................................................... 13
Artillery Manoeuvre Formations ........................................................................................... 13
Roundshot Artillery Ammunition .......................................................................................... 14
Shell Artillery Ammunition ................................................................................................. 15
Rifled Shell Artillery Ammunition ........................................................................................ 16
Canister Artillery Ammunition ............................................................................................. 16
Command And Control ............................................................................................................................. 17
Morale and Élan ......................................................................................................................................... 18
Terrain and Weather Effects..................................................................................................................... 20
Terrain Effects .................................................................................................................. 20
Visibility, Night and Cover .................................................................................................. 22
Line of Sight/Fire ............................................................................................................... 23
Engineers and Pioneers.............................................................................................................................. 23
Engineer Organization ........................................................................................................ 23
Field Defences .................................................................................................................. 24
Anti Personnel Obstacles ..................................................................................................... 25
Demolitions ...................................................................................................................... 26
Pontoon Bridge Building ..................................................................................................... 27
Campaigning............................................................................................................................................... 28
Designer Notes ............................................................................................................................................ 29

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Horse and Musket and Minie Ball

Introduction

These rules were derived from The War Game by Charles Grant and though not quite the same
they are inspired by the thought of this great man. The intention is to develop a fast fun set of rules with no
paperwork, readable in under an hour and of less than a mere 30 pages. I hope my small contribution
provides something you will enjoy.

Players will find that the emphasis had been placed on the American War of Independence and
American Civil War. This was done to get the particular troop types of that conflict vetted in these rules.
There is no reason why these rules cannot suffice for any European war of the same period.

A basic set of war game rules must provide a vehicle for troop movement, a procedure for
deciding combat and a method for accounting for the results of combat (casualties and routed units). Laid
over all this, the war gamer must be confounded with command and control issues and logistics problems.
All this must be done without unduly complicating the rule system and maintaining game playability and
realism.

You will require one three foot measuring tape, one 10 sided die and two 6 sided dice per player to
play this set of war game rules. You will need to make one artillery template as well. You will also require
a game table, which is discussed below and finally, miniatures, which is discussed throughout.

Game Mechanics

The game mechanics are how the game uses a number factors to simulate real events. These
factors include measurement, probability and representative ratios. The first step in creating a war-gaming
system is to set values in miniature to represent the real world norms. There must be some connection to
reality without making the game area required too large for the average war gamer.

Game Scales

The Table - War gaming is played on a table of some sort. You can use the dining room table
when it is not so employed or develop purpose built table in some location. Your table can be full time if
you have the space or maybe part time where you set it up for a battle or event. In these post modern days
many gamers do not have the space and use either a floor or join a war gaming club that shares their
historical interest. My table is full time and measures six by nine feet.

Ground Scale - The second ratio is the representation of the historical ground to the gaming
surface (your table or what have you). This is known as Ground Scale and is the relationship of the game
table in inches to actual ground in yards. In our game, ground scale is relative to the size of the game scale
and is given in the chart below.

Time Scale - The last ratio is the representation of the historical time to the game turn. This is
known as Time Scale. In our game, time scale is given in the chart below.

Time and Ground Scale


Measurement Game Scale
One Inch 20 Yards
One Turn 4 minutes

Troop Scale - The next part of war gaming is representing the actual historical troops and
campaigns in scale. Scale is done by creating a number of representative ratios of game to real life. In
particular, we need to think of three ratios; Game Board to Actual Ground, Game Turn to Actual Time and
Miniature Figure to Actual Soldier. This soldier representation is called “troop scale” and is the first of our
standard war game scales to be introduced.

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Troop scale is the representation of the historical troop strength to the number of miniature
models. Troop scale is related to number of men in a unit and is usually represented by stands of figures.
Stands are small bases with one or more figures mounted on them. Stands are the basic manoeuvre unit of
our game, while figures are the basic casualty-counting unit.

Troop Scale and Stand Size


Stand Size Unit Type Figures per Stand Real Men in Game Scale
1 x ½ inch Infantry 2 figures 40 men
1 x 1 inch Cavalry 2 figures 40 men
½ x ½ inch Dismounted Cavalry 1 figures 40 men
½ x ½ inch Artillery crewmen 20 men
½ x ½ inch Skirmishers 1 figure 20 men
½ x 1 inch Artillery Commander 1 Mounted Officer Battalion Commander
½ x ½ inch Brigade General 1 Foot General Brigade
1 mounted General
1 x 1 inch General Division/Corps/Army
1 mounted flagmen
Not Based Artillery 1 model 1 Section
1 x 2 inch Limber 1 model 2 Limber
1 x 2 inch Caisson 1 model 2 Caissons
1 x 2 inch Supply Wagon 1 model 2 wagons
1 x 3 inch Pontoon Wagon 1 model 2 wagons

Artillery Guns are not based so that they can be limbered and unlimbered. Players should consider
leaving a long edge on the basing at the rear of artillery limber bases to set the cannon on when it is
limbered to that limber.

Basing Units - Basing units must take in account the ease of player use and the need to account
for game statistics. Thus basing must let the player move his unit easily and provide a means to account for
casualties, movement, facing and morale.

Given above were the basic basing sizes, given below will be the addenda to that will be allowed
to make up a given unit. Certain of amount figures in a unit are considered to be skirmishers and thus
based like artillery crew. The following symbols legend is appropriate for use in this section

Symbols Legend
Foot Mounted

Private Private

Musician Musician

Regimental Regimental
Officer Officer

Standard Bearer Standard Bearer

General General

Wagon Horse

Limber Draft Horse

Cannon Base

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Game Turn

A Turn is the equivalent of one minute of real time for each player in each phase, thus a game turn
is four minutes of real time. At the beginning of the turn each player rolls a die with the highest roll
deciding who shall go first and be known as the first player.

Each turn is divided in phases that consist of the following:

Move Phase – During the movement phase the following actions are conducted in order, first
player first then the second player:

a. Change Formation;

b. Construct field works and complete demolition;

c. Move units that are moving this turn;

d. Move units that are moving and firing then move again; and

e. Make any charge movement. Finish this phase by conducting all initial routs that are the
result of charge.

Fire Phase – During the fire phase, fire combat is conducted in the following order:

a. Conduct Artillery fire, first player first then the second player; and

b. Both players conduct musketry fire for those units that have not used move and fire
according the musketry rule.

Melee Phase – Conduct all melees that were the result of movement. Finish this phase by
conducting all initial routs that are the result of melee.

Morale Phase – Check morale of units as necessary, first player first then the second player.
Finish this phase by conducting all initial routs that are the result of failed morale checks.

Turn Sequence
Phase First Player Second Player
1. Change Formation/orders
2. Construct Field works
First Player Move Phase 3. Demolition
Conduct Defensive Fire
4. Move Units
5. Conduct fire and move
6. Conduct charges
1. Change Formation
2. Construct Field Works
3. Demolition
Second Player Move Phase Conduct Defensive Fire
4. Move Units
5. Conduct Fire and Move
6. Conduct Charges
First Player
Conduct Artillery Fire No Action Required
Artillery Fire Phase
Second Player
No Action Required Conduct Artillery Fire
Artillery Fire Phase
Joint
Conduct Musket Fire Conduct Musket Fire
Musket Fire Phase
Joint
Conduct Melee Conduct Melee
Melee Phase
Joint Conduct Morale Checks Conduct Morale Checks
Morale Phase Conduct Routs Conduct Routs

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Infantry, both Line and Light

The marching speed of 18th and 19th century infantry is said to be a 28 inch pace giving a marching
speed of 80 yards per minute. This may seem to be slow but it must not be overlooked that this pace is
carried out by long lines of marching infantry trying to keep formation.

This rate of 80 yards to the minute we shall take as the basis for the various moves our infantry
will make, and so we transfer it to the war games table. What better than that we adopt a distance of four
inches to represent infantry movement in line on the table.

Of course, infantry do not always move about in line on the war games table, indeed the formation
most often used is column. For this formation, we shall say that infantry move at four inches as the
formation is tighter and easier to move in.

All line infantry of the period used the advance – fire – close technique to one degree or another.
Thus, when in line infantry may advance two inches then fire then advance another two inches or they may
advance four inches without firing. Units that move and fire may not fire in the upcoming fire phase. Next
line infantry will make the final charge to close with the enemy. The charge is made at double time speed
over the last 100 yards of ground, thus a charge move is done at five inches and no firing may be done
during the charge. Charge moves cannot be made very frequently indeed only once every ten turns.

The second type of infantry of the period was light infantry that were formed as either a separate
corps of soldiers or were a company integral to the line infantry regiment. Whether Jaeger, Pandours,
American Indians, United States Sharpshooters, light infantry or free corps, these light troops fought
differently than the line infantry. These troops were expert marksmen and able to make use of cover and
do not expose themselves as much as line infantry. Light troops do not use any formation other than
skirmish in the attack and column to road march in. At all times, light infantry move at a six inch
movement distance.

Infantry Organization

18th century Infantry are organized into battalions of 20 figures; 1 Battalion Colonel, 1 Colour
Sergeant, 2 Subalterns and 12 Infantrymen, 2 grenadiers, 2 light infantrymen (eight companies of two
figures each). Infantry regiments consist of two battalions and a regimental headquarters of one Colonel,
one Drummer, and two Colour Sergeants. Infantry regiments in turn are organized into brigades of two
regiments plus a brigade commander on horseback.

19th century infantry was organized in two ways; regulars and volunteers. The regulars were
organized into regiments of three battalions (each battalion organized as 1 Battalion Colonel, 1 Colour
Sergeant, 2 Subalterns and 16 Infantrymen (eight companies of two figures each) and a regimental
headquarters of one Colonel, one Drummer, and two Colour Sergeants. The volunteers were organized into
regiments of ten companies. These volunteer regiments have a one Colonel, one Drummer, and one Colour
Sergeant, three Subalterns and twenty other ranks (ten companies of two figures). Brigades consist of four
infantry regiments.

Infantry Manoeuvre Formations

There are five basic manoeuvre formations that infantry units can use. Infantry must be in a
manoeuvre formation if they are to move and/or fire.

March Column Manoeuvre Formation - March column manoeuvre formation is the basic
formation for marching troops to take advantage of road movement. March column formation is longer
than it is wide. Troops in column may fire a maximum of two ranks in the unit to the front and none to the
flanks and rear. March column formation is always two figures wide to be able to fit on game board roads.

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Direction of Travel
For example; a regiment of 20 figures with be two figures wide by 10 figures deep in column
formation. Only the two front ranks of two figures each may fire.

Line Manoeuvre Formation - Line manoeuvre formation is the basic formation for firing troops
to take advantage of their fire combat power. Line formation is wider than it is long. Troops in line may
fire all figures in the unit to the front and none to the flanks and rear. Infantry may charge in line
formation.

Direction of Travel
For example; a regiment of 20 figures with be 10 figures wide by two figures deep in line
formation. Both ranks of 10 figures may fire.

Attack Column Manoeuvre Formation - Attack column manoeuvre formation was very popular
amongst the French (Napoleon make it famous). Basically, a cross between column and line it was wider
than column and thicker than line. Troops in attack column may fire a maximum of two ranks in the unit to
the front and none to the flanks and rear. Infantry may charge in attack column formation. Civil war
infantry only use this formation when attacking fortifications as part of a much larger Division or Corps
attack.

Direction of Travel

For example; a regiment of 20 figures with be four figures wide by five figures deep in attack
column formation. Only the two front ranks of four figures each may fire.

Skirmish Formation - Skirmish formation is an open order formation that is practiced only by
light troops. Basically, the light troops are deployed an open order line in front of the main infantry
formation to snipe at enemy troops and draw fire away from the main infantry body. Skirmish troops are
represented by single figure stands deployed 1 inch away from each other in loose lines forward of the
main infantry formation.

Direction of Travel

Note the distance between stands and the position of Signals and Command stands, infantry use
skirmish formation in front of the main body of infantry and in country not suited to close formations, such

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as woods. All Infantry and cavalry stands may skirmish. A skirmishing cavalry stands can be mounted or
dismounted. Indigenous troops such as guerrillas and natives always act as light infantry and may never
assume any formation other than skirmish.

Square Manoeuvre Formation - Square formation is a closed order formation that is practiced
only by infantry as a defence against cavalry. It was a rarely practiced formation during the American Civil
War and thus if used must take twice as long to execute. All figures face out and away from the center and
a unit may not move while in square formation.

Rout Formation - Rout formation is a formation imposed on a unit by the end results of failed
morale check and as such is not a manoeuvre formation. A unit in rout formation has its stands moved
away from each other and is not in any semblance of any other formation mentioned above. Units in rout
formation may not fire.

Cavalry, Both Heavy and Light

The pace of cavalry varies with the speed off the horse. Cavalry at the walk, in column formation,
move at 120 yards per minute or in war game terms six inches. The walk is used for long marches to
reduce wear on the horses; it is also used for cavalry to stay in support of infantry. Therefore, cavalry
move in line at a rate of 120 yards per minute or six inches in war game terms.

The next pace of cavalry is the trot. The trot is used to move cavalry around the battlefield in
support of the battle. The trot is conducted at 180 yards in column and 160 yards in line or in war game
terms, nine inches and eight inches, respectively. Light Cavalry can move a little faster during the trot, say,
ten and nine respectively. In the American Civil War Confederate cavalry move at light cavalry pace and
Federal Cavalry move at heavy cavalry pace.

The last pace is the charge, which is conducted at 220 yards or eleven inches. Charge moves
cannot be made very frequently indeed only once every ten turns.

Cavalry Organization

The cavalry were composed of Heavy Cavalry (Dragoons, Cuirassiers and Lifeguard) and Light
Cavalry (Hussars, Lancers, Cossacks, free corps and Light Dragoons). 18th century cavalry regiments
consist of 1 Colonel, 1 Colour Sergeant, 1 trumpeter, 2 Subalterns and 16 troopers (four squadrons of 4
figures). Cavalry brigades contain four regiments plus a mounted brigade commander.

19th century cavalry regiments were organized into 1 Colonel, 1 Colour Sergeant, 1
trumpeter/bugler, 3 Subalterns and 12 troopers (three battalions of 2 squadrons of two figures each).
Cavalry brigades contain four regiments plus a mounted brigade commander.

Cavalry Manoeuvre Formations

There are three basic manoeuvre formations that cavalry units can use. Cavalry must be in a
formation if they are to move and/or fire.

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March Column Manoeuvre Formation - March column manoeuvre formation is the basic
formation for marching troops to take advantage of road movement. March column formation is longer
than it is wide. March column formation is always two figures wide to be able to fit on roads.

Direction of Travel

For example; a cavalry regiment of 16 figures with be two figures wide by eight figures deep in
column formation.

Line Manoeuvre Formation - Line manoeuvre formation is the basic formation for firing troops
to take advantage of their combat power. Line formation is wider than it is long. Troops in line may fire
all figures in the unit to the front and none to the flanks and rear. Cavalry must be in line formation to
make a charge.

Direction of Travel

For example; a cavalry regiment of 16 figures with be eight figures wide by two figures deep in
line formation. Only both ranks of 16 figures may fire.

Mount/Dismount - Cavalry may dismount, form line or skirmish and fire their carbines as
infantry. In order to mount or dismount, the cavalry unit must use their full movement allowance to
mount/dismount and they must dismount or mount in area not under fire leaving their horses with horse
holders. Dismounted cavalry act as light infantry and have all light infantry abilities while dismounted
including skirmishing.

Horse Holders - Only three of every four figures may dismount; the remainder is considered the
horse holders and must stay to the rear where the unit dismounted holding the empty mounts. The
Regimental command group can dismount or stay mounted at the owning players discretion.

If horse holders are dismounted, the mounts are considered to have run away and the cavalry unit
may not mount again in that scenario.

Rout Formation – Rout formation is a formation imposed on a unit by the end results of failed
morale check and as such is not a manoeuvre formation. A unit in rout formation has its stands moved
away from each other and is not in any semblance of any other formation mentioned above. Units in rout
formation may not fire.

Changing Manoeuvre Formation

Regardless of the formation or type of unit, the unit requires the use of movement allowance to
change formation. No fire may take place during a formation change. Units change formation at the
during the movement phase before or during other movement. Changing formation is achieved by making
drill movements; these movements are called Turns on the March and/or Change Facing.

Turns – Turns are changes in the direction of the unit’s formation while it is moving. Turns are
made during the movement phase and require twenty-five percent of the unit’s movement allowance for

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each forty-five degree change in direction. It is possible to move execute a turn and move the remaining
movement allowance.

Simply declare the direction of the turn measure the angle relative to the current direction and pay
the movement allowance penalty to turn. Finally place the unit in the same formation but facing the new
direction.

Turns can be one of; Right Oblique (right 45 degrees), Left Oblique (left 45 degrees), Right (right
90 degrees), Left (left 90 degrees) or About Turn (180 degrees). Regardless, each forty-five degrees cost
twenty-five percent of the unit movement allowance.

Face – Facing is the changing of direction of a unit that has not moved. Facing is used to bring a
unit from column into line and from line into column. Facing is completed in 90 degree increments and
requires the unit’s full movement allowance to complete.

Example; a Unit in line can be faced right by turning all stands 90 degrees to the right or left
then massaging the result by placing the unit’s stands into a neat column or line formation as
applicable.

The key difference between turns and facing movement is that in the turn, the formation may not
change, while during the face, the formation must change.

Other Units – Command and Logistics

General Officers, Supply trains, Pontoon trains and supply wagons are always in column
formation but move at the same rate of the unit they are attached to up to their maximum movement
allowance. To summarize find the movement chart below:

Movement Capability Chart


Light Light Heavy Foot Horse
Type General Infantry Wagon
Infantry Cavalry Cavalry Artillery Artillery
Line 8 6 4 8 9 0 0 8
Column 9 8 7 9 10 0 0 9
Double Time 0 7 5 0 0 0 0 0
Walk 7 0 0 7 6 6 6 6
Trot 0 0 See Above See Above 0 0 See Above
Charge 12 7 5 12 11 0 0 0

Musketry Fire

Moving across the battlefield is important in order to bring units into contact with one another so
that they can fire at each other and defeat the enemy. As far as firepower goes doing this period it was
relatively simple time as all sides used either the smooth bore or rifled musket in various calibers as
appropriate. Later rifled repeater rifles were available in numbers to the Federal American cavalry of the
Civil War.

As to effectiveness, the smooth bore was useful to 150 yards at best. The rifled musket has a
useful range of 300 yards. Carbines have a range of half their bore type. Repeaters have a range of 200
yards. Firing was done by volley for all but light infantry and skirmishers who fired independently.

Line Infantry Fire

In war game terms of one inch equalling 20 yards, smooth bore musket range is a maximum of 7
inches but in order to account for increased firepower at closer ranges we divide our musket range into 3
extremes; close – under 40 yards, normal 41 to 80 yards and extreme – 81 to 140 yards. Rifled weapons
have a range extreme of close – under 80 yards, normal 81 to 140 yards and extreme – 141 to 150 yards.

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With range determined we have to consider hit probability. Consider one battalion firing at
another, given the vulgarities of range and smooth bore accuracy not every shot will find a target. Thus the
musket effect will be a factor of the size of the target, the number of firers and the range of the musketry.
Thus, formed units of figures under a single commander will fire as a group at a group at a given range
extreme. For administrative purposes firers are divided into groups of six figures in a firing unit (for elite
units like grenadiers use four figures).

Range and fire groups we have discussed, accuracy will be a factor of fate, which will be
represented by a die. We will assign one die to each group of six figures firing.

Next the die or dice for the firing unit are thrown. The total of all dice is the number of figures the
target unit loses. This however is modified for range, first volley and cover. If this is the first time that unit
has fired at that target in that location, then it is considered a first volley which is much more inaccurate
than usual. If the firing unit is firing into the flank of the target unit then double the final casualty number
up to the number of figures in the maximum range of the firing unit.

There is a table at the end of the Firing procedure summary to account for these modifications.

Summary of Firing Procedure

Use the following procedure to fire:

a. Players announce who is firing at whom. Players throw one die to determine the order of firing
for each unit conducting musketry duel; with equal throws the volley is simultaneous;

b. The winning player throws one die for each firing group of six figures. The total is the
unmodified number of figures lost by the target;

c. Deductions for range, cover and volley are made on the following table:

Deductions For Musketry Fire


Range Smooth Bore Rifled Bore Repeater
In Ordinary Volley First Volley Ordinary Volley First Volley Ordinary Volley First Volley
Inches Open Cover Open Cover Open Cover Open Cover Open Cover Open Cover
0-2 2 3 1 3 1 2 0 1 0 1 0 0
3-5 3 4 2 3 2 3 1 2 1 2 2 1
6-8 4 5 3 4 3 4 2 3 2 3 3 2
9-10 0 0 0 0 4 5 3 4 3 4 4 4
11-13 0 0 0 0 5 6 4 5 0 0 0 0
14-15 0 0 0 0 6 7 5 6 0 0 0 0

d. The deductions are applied to the unmodified dice roll to get the final number of figures lost by
the target unit;

e. Next add the increased casualties for any flanking fire attempt for the final number of figures lost
by the target unit; and

f. If the firing was not simultaneous, the target unit may now fire its surviving figures at the firing
unit or another target as previously selected.

Light Infantry Fire

Light infantry fire independently per six figures at either a unit or a selected figure as applicable,
thus the following tables are used to determine casualties caused by light infantry and skirmisher fire.
There are five cases of light infantry fire and two cases of line infantry firing at light infantry.

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Light Infantry and Skirmisher Fire Chart


Die Roll to Kill at Range
Case
0 to 8 8 to 10 10 to 15
Light Infantry Versus Line Infantry and Cavalry 5 or 6 6 6
Light Infantry Versus Generals, Artillerymen or Pioneers 6
Light Infantry Versus Line Infantry and Cavalry under Cover 6
Light Infantry Versus Light Infantry in the Open 5 or 6 6 6
Light Infantry Versus Light Infantry under Cover 5 or 6 6
Line Infantry Versus Light Infantry in the Open 4, 5 or 6 5, 6 6
Line Infantry Versus Light Infantry under Cover 5 or 6 6 6

Cavalry Charge Fire

During a cavalry charge, the troopers discharge their pistols or shotguns just before crashing into
the infantry line. Thus at this moment in the game complete a fire procedure on the musketry chart at close
range, first volley with one die per twelve troopers and apply the results to the unit receiving the charge.
This Cavalry charge fire is conducted on the smooth bore chart regardless of year and unit.

Heavy Cavalry Breakthrough

Sometimes when heavy crash into an infantry line a breakthrough is achieved by sheer weight of
horseflesh pressing the line. This is a rare event but should be diced for; roll one die if a six is rolled there
has been a breakthrough. All figures whose bases touch the bases of the cavalry are considered casualties
and there is no need to roll for melee. In addition, the unit receiving the cavalry charge is split in half and
the cavalry unit is placed between the two halves. The receiving unit is also considered routed without
having to check morale.

Elite or veteran units receiving a charge get a –1 die roll modifier and militia or poor units
receiving a charge get a +1 die roll modifier.

Defensive Charge Fire

During a charge, the unit that is the target of a charge may fire defensively if it has not fired
already in the turn. Thus at this moment in the game complete a fire procedure on the musketry chart at
close range, first volley with one die per six figures and apply the results to the unit making the charge
before it advances into melee.

Melee Combat

A melee is a simulation of hand to hand combat. There is much that happens during hand to hand
combat but we shall keep it simple.

Once two units (one friendly and one enemy close together and touch bases) a melee is declared.
The total number of figures whose bases touch is totalled on each side. One die is assigned to each six
figures (one die for each four elite figures). The dice are thrown and the results are compared. The
difference in the results is the number of figures the side with the lower total dice roll loses to a maximum
of the figures whose bases touch enemy figure bases. There are modifications to the dice roll, as follows:

Melee Dice Modifier


Case Result on Dice Roll
General present in melee (base touching) Add 5 the side possessing
Attacking across a wall, fence or field works Deduct 4 from Attacker
Attacking Downhill Add 4 to Attacker
Versus Heavy Cavalry Add 8 to the Cavalry side
Versus Light Cavalry Add 4 to the Cavalry side

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Horse and Musket and Minie Ball

Post Melee, units involved in a melee that has been concluded must rest for two turns before
taking anymore offensive action. They may defend if attacked in melee normally.

Artillery

For the period in question, there are three types of field artillery; howitzers, rifled cannon and field
guns. Two types are smooth bore, the first is a short barrelled weapon with a high trajectory designed to
fire roundshot and shells. The third is a longer barrelled weapon with a flatter trajectory designed to fire
roundshot, shell and canister. The second is a rifled weapon designed to take advantage of the longer
ranges of rifled technology.

Artillery move at the rate of light infantry (special type of field artillery called horse artillery move
at the cavalry pace but may not charge). In order to move artillery must be limbered or towed by a special
wagon called a limber and horses. In order to fire artillery must be unlimbered or emplaced with crew in
attendance. It takes one turn to limber and unlimber. Whenever the number of crew per gun falls below
half the gun may fire only every second turn.

Artillery Organization

Within this war game all artillery are organized into batteries of two guns, two limbers and six
artillery crewmen (three per gun) and one officer. There is a special kind of artillery served by infantry is
often part of the regimental headquarters of an infantry regiment. These regimental gun platoons consist of
four artillery crewmen, one limber and light howitzer. Regimental guns did not exist after 1812. Artillery
battalions consist of two to 4 batteries and artillery brigades consist of four to 6 batteries.

Guns of the period were classed by weight of shot in pounds. During the period in question four,
six and eight pounders were the standard field guns, while four, six and twelve pounders were the standard
howitzers. Four pounders have a range of 400 yards, six pounders have a range of 500 yards and eight
pounders have a range of 600 yards, twelve pounders have a range of 1200 yards and rifled field artillery
have a range of 1800 yards, these are the effective ranges not the maximum range.

Howitzers have a range equivalent to three-quarters of the field gun of their weight of shot.
Howitzers may not fire Rifled shot or canister.

Artillery Manoeuvre Formations

There are two basic formations that artillery units can use; limbered and unlimbered. Artillery
must be in a formation if they are to move (limbered) and/or fire (unlimbered).

Limbered Manoeuvre Formation - Limbered formation is the basic formation for artillery to
take advantage of road movement. Artillery in limbered formation has their cannon hooked up to limbers
and ammunition stowed in wagons. Artillery may not fire in limbered formation but they may move in
column using road movement and cross-country movement.

Direction of Travel

Unlimbered Formation - Unlimbered formation is the basic formation for artillery to fire.
Artillery in unlimbered formation has their cannon emplaced and ready for firing with ammunition ready
and limbers sent to the rear. Unlimbered cannon may not move (Exception; four pounders with crew of
four maybe pushed 20 yards per turn that they do not fire).

Cannon may be adjusted to face another direction in a turn provided they do not fire, each turn
they may be moved 45 degrees from their current facing.

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Direction of Enemy

It is important to note that in this game all artillery fire is conducted one gun at a time not full
battery fire, so a battery may fire twice but both guns of the battery can only fire at the same target.

Roundshot Artillery Ammunition

Roundshot is a solid iron sphere that was driven down range with the intention of causing
casualties or destroying property by its mass. Thus, roundshot will cause casualties amongst the target it is
fired at and will cause casualties beyond the target until it comes to a stop. We thus need a measuring
device to determine where the roundshot will land once it travels beyond the target. Use the following
device:

X A B C

a b c a b c a b c

The stick is made of what-have-you and is 30 inches long. The coloured sections in Group A are
4 inches long, in Group B are 2 inches long and Group C are 1 inches long. Thus section X is 9 inches
long. A is called the Near Target group, B is called the Mid Target group and C is the Far Target group.

First, resolve the roundshot fire for the target actually shot at using the chart below. Roll for each
figure on the following table:

Roundshot Kill Chart


Group Die Roll to Kill
Near 4, 5, 6
Mid 5 or 6
Far 6

Thus having determined the target where the roundshot will land, lay out the measuring stick with
the left hand side of X section closest to target location and run the stick out in a straight line past the target
in line with the direction of fire.

If a roundshot is diced into the yellow section, it will bounce subsequently into the other two
yellow sections along the stick prior to coming to a stop. First, you must determine where a roundshot
firing at the target will land in the first group at that range. This is done with an targeting die roll; one or
two equals red, three or four equals yellow and 5 or six equals olive.

Next roll for the result for all figures under the rolled for colour in each section on the chart above.

Roundshot fired by howitzer at any range does not bounce and strikes only the modified aimed at
target. Use the shell template below to determine the target. Use the shell procedure below to determine
where the shot will land.

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Shell Artillery Ammunition

The shell is a roundshot that is hollow and filled with gunpowder. It has hole in one end for a
fuse. The fuse is cut to various lengths depending on distance to be travelled so that it explodes near or on
the ground. The concussion of the explosion is the main killing effect as there is little shrapnel effect from
the very thin shell. Thus, the radius of the explosion is the main killing ground.

The high angle trajectory of the shell combined with the natural effects of windage will cause a
deviation in the exact point the lands. This combined effect will cause a shell to fall short, left, right or
long of the purpose target.

This effect is highly variable do to the fact that there was no possible way to account for the
natural weather effects and the vulgarities of black powder. This template shows how this could happen:

Left

Under X Over

Right

In the template above X is the intended point of aim. To account for this we need to use another
template, one that follows this possible chance of round landing askew. Use the following template called
the shell burst indicator:

3 6 5
Direction of Fire from Gun

The template above is four inches in diameter with a two inch diameter inner circle. The template
is used by placing the six over intended target point. Next roll one die with the roll indicating where the
round will actually land; a one rolled on the die represents a dud or misfire and no further action is
required. Next adjust the six to the actual point of impact rolled.

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With the template adjusted to the new point of impact, all figures inside the inner circle are
considered to be in the burst radius of the shell explosion. Use the following table for each figure in the
inner circle of the template:

Shell Burst Kill Chart


Dice Roll Effect
1, 2, or 3 No Effect
4, 5, or 6 Casualty

Casualties are rolled for one figure at a time.

Rifled Shell Artillery Ammunition

The rifled shell is a conical shot that is hollow and filled with gunpowder. It has a hole in bottom
for a fuse. The fuse is cut to various lengths depending on distance travelled so that it explodes near or on
the ground. The concussion of the explosion is the main killing effect as there is little shrapnel effect from
the very thin shell. Thus, the radius of the explosion is the main killing ground.

The high angle trajectory of the shell combined with the natural effects of windage will cause a
deviation in the exact point the lands. This combined effect will cause a shell to fall short, left, right or
long of the purpose target. For rifled shells use the same template. Shells designed for rifled artillery are
more effective at killing so use the following template:

Shell Burst Kill Chart


Dice Roll Effect
1 or 2 No Effect
3, 4, 5, or 6 Casualty

Canister Artillery Ammunition

Canister is a shot of smaller balls grouped into a case or glued together with resin. When fired the
balls break apart and spread in a cone pattern out from the gun to attack all personnel within the cone
regardless which side they are on.

3 inches 4, 5, 6 kills 5, 6 kills 6 kills

3 inches 4 inches 6 inches

The template is used by placing the apex of the template at the barrel of the gun firing and
extending the template out in a straight line from the barrel. The figures that are found to be inside the
various sections of the template are rolled for on one die with the numbers inside the template
corresponding to the number on the die needed to kill.

Again the three sections of the template are named (in order) close, normal and long. Graphically,
it presented as follows:

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Canister Kill Chart
Section Die Roll to Kill
Close 4, 5, 6
Normal 5 or 6
Long 6

Rifled artillery are not as effective as smooth bore when firing canister. For rifled artillery use this
chart:

Rifled Canister Kill Chart


Section Die Roll to Kill
Close 5 or 6
Normal 6

Command And Control

Command and control is exercised by commanders of Armies, Corps, Commands (early war
Confederate term for Corps) Divisions and Brigades (which are the basic organizational formations above
unit level) by being given one of three basic orders - Attack, Defend or Reserve. The commander figure
must restrict himself to the normal command distance 150 yards of his units. Each of the basic orders has
the following effects on units under the command of a formation commander given that order.

Defend - The commander must deploy his units in a defensive posture around his location facing
the known enemy or enemy board edge. The commander may move to rally units, but must return to his
assigned position after completing this task. Units under defend orders can only move towards or change
face towards visible enemy when it comes within range of them.

Attack - A formation commander with attack orders will advance on a known enemy. The
commander must advance on a stated line of advance. Similarly when orders change it is often easier to
just state the 'line of advance', this system should make it difficult to abuse the knowledge of the enemies
plans. In fairness, this order must be written down and known to the umpire or be challengeable by the
opposing player. The commander must follow this line and must advance at least half his maximum
movement allowance along it each turn. The commander has the option of halting (one turn only) or
varying the speed of his advance, but not changing its direction. The formation may not react to non-
visible enemy.

Reserve - Formations in reserve may not move or fire at all and all units are assumed to be
limbered or in march column formation. They will suffer the penalties described above if 'caught' in such
formations by the enemy. The advantage of being in reserve is that such formations can automatically
change its orders and react to the commanding generals wishes. Normally a maximum of one in three
formations (minimum one) may start the game in reserve.

Changing Orders - Orders may only be changed by commanders to their own subordinates only
and in reaction to events that the formation commander or higher commander can see. Higher commanders
may only try to change one subordinate formations order each turn, if they are not in Reserve. Changing
orders is attempted at beginning of the movement phase. The command must roll his command value on
one die or less to change orders for a subordinate. The command value is probably best assigned based on
the abilities of the historical generals performance. Assign a die roll modifier in ranges of one to six (six
being the best and one being the worst) depending on the ability of the General Officer.

Messengers – Messengers are treated as cavalry except that they have no combat or morale
capability. A messenger figure should be indicated by writing messenger on the figure base or picking a
figure in a non-combat pose with no weapons in his hands.

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Messengers move in the movement phase from their headquarters General to lower echelon
commanders subordinate to that Headquarters by touching bases with these lower echelon commanders.
By this method, the orders changes described in Command and Control are delivered. If a messenger is
meleed with his messages maybe captured and read by the enemy. Messages can be intercepted, use this
chart any time a messenger is meleed with:

Messenger Combat Chart


Die Roll Result
1 Missed Him – messenger is step back and unaffected, he may continue on his route.
2-5 Turned Back – messenger is picked up and placed next the headquarters General who sent him. Messenger may try again next turn.
6 Captured – messenger is removed from table and the new order is revealed to enemy player

Morale and Élan

Next we come the morale. Morale is the sum total of the willingness of the soldiers of a unit to
fight. Morale is affected by a host of factors; however, in our game we shall consider the three most
important. Morale is affected in this game by; control, casualties and fate.

Control is the presence and effectiveness of leadership on the field of battle good leaders can keep
a unit fighting longer than bad and the death of leaders can quickly lead to panic among the fighting troops.
Thus we have to create a system to account for leadership presence. To this end we assign each leader a
point value of one for battalion and lesser officers and two for the regimental commander. In the volunteer
regiments, the regimental commander is worth three points and the three subalterns are worth one point
each.

This gives us a total of 8 points of leadership. We have to assume that troops expect to take some
casualties therefore we build in some leadership presence redundancy by requiring that leadership for
morale purposes is calculated at 6 points. Leadership is calculated positively on the number of officers left
not the number lost.

The second factor in our unit morale is casualties. With growing dead and wounded and no
success foreseeable at the soldier level, soldiers will become more and concerned with self-preservation
(especially when combined with leadership losses). This will be reflected by assigning a total to losses
amongst the units rank and file. Thus when one-sixth of the unit is lost deduct one point. When a quarter
of the other ranks or enlisted men are lost deduct 2 points.

When fifty percent of the other ranks are lost the unit must be retreated to the friendly player board
edge regardless of the state of the unit morale. There it may be combined with other fifty percent units to
form new units that may return to combat after four turns.

The last factor in morale is the unpredictable elements of luck, chance or fate. This is simulated
by a roll of the single die.

Now none of this makes sense until you establish a baseline morale index for units. This is what
we will now do. Taking a regular unit of good quality as the base unit and using the same range of number
as there is on two dice, we get the following:

Unit Morale Index


Élan Index
Militia 9
Poor 8
Green 7
Regular 6
Veteran 5
Elite 4

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To illustrate let us take the following examples. Then we will discuss repeated morale failure.

First, a regular unit in good order with two battalion officer casualties, one sixth of its other ranks
lost and a fate die roll of four.

The regular unit has a morale index of six. The officer casualties of battalion officers is 8 – 2 =
6 leadership points. One sixth of the other ranks lost equals –1 modifier and the fate roll is – 4,
thus:

Morale Index 6 –1 + 4 = 9

The result of nine is higher than the morale index of six; therefore, the unit passes its morale
check.

Second a green unit in good order with the regimental commander and two battalion officer
casualties, one sixth of its other ranks lost and a fate die roll of three.

The green unit has a morale index of seven. The officer casualties of the regimental
commander and battalion officers is 8- 2 – 2 = 4 leadership points. One sixth of the other ranks
lost equals –1 modifier and the fate roll is + 3, thus:

Morale Index 4 –1 + 3 = 6

The result of six is lower than the morale index of seven; therefore, the unit does not pass its
morale check.

Next, an elite unit in good order with the regimental commander and two battalion officer
casualties, one sixth of its other ranks lost and a fate die roll of three.

The elite unit has a morale index of four. The officer casualties of the regimental commander
and two battalion officers is 8- 2 – 2 = 4 leadership points. One sixth of the other ranks lost
equals –1 modifier and the fate roll is + 3, thus:

Morale Index 4 –1 + 3 = 6

The result of six is higher than the morale index of four; therefore, the unit passes its morale
check.

Finally, a regular unit in good order with the regimental commander and two battalion officer
casualties, one quarter of the other ranks lost and a fate die roll of four.

The regular unit has a morale index of six. The officer casualties of battalion officers is 8 – 4 =
4 leadership points. One quarter of the other ranks lost equals –2 modifier and the fate roll is –
4, thus:

Morale Index 4 –2 + 4 = 6

The result of six is equal to the morale index of six; therefore, the unit passes its morale check.

Probably the most important thing to note here that the better the unit quality the more casualties it
can sustain and the longer it can fight.

For units that fail a morale check they are turned about immediately and each movement phase
they must move to the maximum movement allowance possible to the friendly board edge, this is called a
rout. They may not be in any semblance of order and may not fire on the enemy.

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Each successive turn the player owning a routing unit may attempt to rally the unit by applying an
additional cumulative –1 rout modifier to the rally attempt to simulate panic.

Taking our green unit from above it is one turn later and the unit is routing. This unit had the
regimental commander and two battalion officer casualties, one sixth of its other ranks lost and this time a
fate roll of 2.

The green unit has a morale index of seven. The officer casualties of the regimental
commander and battalion officers is 8- 2 – 2 = 4 leadership points. One sixth of the other ranks
lost equals –1 modifier and the fate roll is + 2, first turn of routing adds an additional –1
penalty, thus:

Morale Index 4 –1 +2 -1 = 4

The result of four is lower than the morale index of seven; therefore, the unit does not pass its
morale check and continues to rout.

Next turn this green unit would test at a rout modifier of –2 and so on until it reached the rout
modifier of –4 when, if it failed, the unit is immediately removed from the board. So why the rout
modifier? Panic tends to cause panic and panic spreads rapidly. Once panic takes hold, it is very hard to
stop it. However there is one positive modifier to all this if a General Officer touches the base of a routing
unit he may add a +1 modifier to any morale check.

Morale Modifiers
Type Modifiers
Rout First Turn -1
Rout Second Turn -2
Rout Third Turn -3
Rout Fourth Turn -4
General Officer Present +1

Terrain and Weather Effects

Terrain is one of the most important factors in battle. The proper use of terrain in defending a
position can lead to success as the improper use can lead to drastic failure. Terrain affects not only the way
we fight but the movement of troops as well. A commander must know and understand the ground he is to
move over and how it will effect his movement and the type of equipment he can use.

Terrain adds or subtracts to the movement point allowance of a given unit by a percentage.
Different units have different movement capabilities based upon their historical type of movement
mechanism. Terrain rules reflect this historical factor. Terrain also affects intervisibility and cover that
units find themselves in.

Terrain Effects

Terrain affects movement in the following ways:

Road - Roads, both paved and dirt are considered open ground in combat purposes. Units in that
are limbered or in column formation may use their road bonus movement allowance on roads. During
periods of rain and mud all dirt roads should be considered open ground and do not receive road bonus to
move along a road. Any unit moving along a road for its full movement allowance gets a road bonus of
forty yards or 2 inches in movement rate.

Forest - Forest is all groupings of trees and is considered soft cover in combat. Forest is
considered a line of sight/fire obstacle, thus visibility is one-half the stated scenario visibility in a forest.

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Forest has no effect on personnel movement if skirmishing. Personnel in other formations reduce their
movement allowance by fifty percent.

There are two sub types of forest:

a. Forest with undergrowth – the best way to simulate undergrowth is to combine the
effects of Forest and Scrub into one. In effect, undergrowth is scrub inside a forest.

b. Orchard – an orchard is a forest where the trees are lined up in neat rows. There is no
undergrowth. The rows of trees provide natural lines of sight and fire, thus no reduction
on visibility is necessary. There is no protection from overhead sighting attempts.

Swamp - Swamps have soft, watery ground that affects movement while a figure is moving in it.
Swamps provide cover to infantry but not to cavalry. Swamps are not line of sight/fire obstacles. Cavalry,
Infantry and skirmishers pay fifty percent of their movement rate. Wheeled vehicles may not enter.

Hill - Hills are an obstacle to line of sight/fire, yet the occupation of hilltops can be a benefit to
line of sight/fire. Cavalry, Infantry and skirmishers pay twenty five percent of their movement rate.
Wheeled vehicles pay fifty percent of their movement allowance.

Scrub - Scrub provides an obstacle to line of sight for personnel figures only. Personnel must be
within twenty-five yards of one another to spot another figure. Cavalry, Infantry and skirmishers pay
twenty five percent of their movement rate. Wheeled vehicles pay fifty percent of their movement
allowance.

Field - Fields are similar to scrub in terms of height and cover advantages so use the scrub rule but
simulate fields. In the wintertime, fields are considered open ground.

Shallow Water - Shallow water obstacles consist of small streams that provide no cover.
Cavalry, Infantry and skirmishers pay twenty five percent of their movement rate. Wheeled vehicles pay
fifty percent of their movement allowance to enter and fifty percent to leave as well they pay fifty percent
to move across.

Deep Water - Deep-water obstacles have steep banks that act as a trench for personnel units only
as far as a cover is concerned. Movement-wise, cavalry, Infantry and skirmishers pay fifty percent of their
movement rate. Wheeled vehicles pay fifty percent of their movement allowance to enter and fifty percent
to leave as well they pay seventy five percent to move across. If deep water is specified in a scenario as
extra deep no one may enter deep water except by boat.

Open Ground - Flat open ground is free of contours and vegetation and provides no obstacle to
line of sight. All units using open ground move at the normal overland movement rate.

Buildings – Buildings perform an aesthetic function in the game and may not be entered into by
any game figures. Buildings do act as a line of sight/line of fire obstacle. Combat in towns is
implemented using skirmishers, as formed bodies would not work.

Walls/Fences – Walls/fences provide cover to figures who occupy a position directly behind it.
Walls are not a line of sight/fire to a figure directly behind it, but are a line of sight/fire obstacle to a figure
not behind the wall/fence, but attempting to sight pass the wall/fence. Walls/fences require fifty percent of
an infantry movement allowance to cross. Cavalry pay twenty five percent of their movement allowance.
Wheeled vehicles may not cross a wall/fence except at a gate.

Hedges – hedges provide cover to figures who occupy a position directly behind it. Hedges are
not a line of sight/fire to a figure directly behind it, but are a line of sight/fire obstacle to a figure not behind
the hedge, but attempting to sight pass the hedge. Hedges specified as high are considered a line of sight

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obstacle to all regardless of the distance a unit is from the hedge. Hedges require twenty-five percent of
infantry cavalry movement allowance to cross. Wheeled vehicles may not cross a wall.

Snow and Mud - Snow and mud on the ground adds its penalty for movement on all types of
ground including the roads (except for paved roads are not effected by mud). Therefore, snow and mud
doubles the movement points expended in a movement phase in all types of terrain (exception; paved roads
that are considered ploughed are not effected during periods in which snow is present on the ground or
falling). Falling snow, mist or rain reduces visibility ten percent, while fog reduces visibility by twenty-
five percent.

Terrain Effects Chart - Below is the Terrain Effects Chart, which details the various terrain
effects in brief for you to refer to, as you need it during your play of the game:

Terrain Effects
Terrain Effects Percentage Decrease on Movement Allowance and LOS
Terrain Type
Skirmishers Foot Horse Wheeled LOS Cover
Open Ground 0 0 0 0 No effect
Extra Deep Water No No No No No effect Yes
Deep Water 75% 75% 50% Note 2 No Effect Yes
Shallow Water 50% 50% 50% Note 1 No Effect
Scrub 25% 25% 25% 50% Blocks on same level Yes
Fields 25% 25% 25% 50% Blocks on same level Yes
Hill 25% 25% 25% 50% Blocks on same level
Swamp 50% 50% 50% No No Effect Yes
Forest 50% 50% 50% No Blocks on same level Yes
Road No Bonus Bonus Bonus No Effect
Buildings N/A N/A N/A N/A Blocks on same level Yes
Walls 50% 50% 25% No Yes
Hedges 25% 25% 25% No Yes
Double the penalty of other terrain but all units can
Snow and Mud Mud has no effect on pavement
movement 2 inches per turn.

Note 1 – 50% to enter or leave and 50% each turn while moving through.
Note 2 – Note 1 plus 75% each turn while moving through.

Bridge - Within the game, all bridges are considered roads for movement purposes. Bridges can
be destroyed by artillery or demolition attacks.

Visibility, Night and Cover

Visibility - Conditions of weather, dust and smoke can provide a different ability to view the
battlefield by two different observers. This rule is intended to reflect that fog of war and as such is
important to conduct of the game but may slow the game down a bit. To get the best benefit from the fog
of war players should roll for visibility. This roll can be done more often in situations where snow or rain
is present. This visibility chart reflects the changing weather conditions of the fog of battle; using one six
sided dice roll on the following chart to determine visibility throughout the scenario:

Visibility Range Chart


Dice Visibility Range
Roll Unaided Aided
1 50 90
2-3 40 85
4-5 30 75
6 20 65

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Unaided visibility means only via human eye or open gun sight. Aided means telescopes, and
other aids as indicated in the scenario. All leaders are considered to have telescopes and know how to use
them. Unaided night vision range is one-quarter the range rolled on the visibility table. Wind, falling
snow, mist, dust or rain effect range of unaided night vision. Roll for visibility at the beginning of each
game turn or by agreement of the players using two six sided dice.

Night - Night games and turns include some special rules. Visibility is reduced to half if a moon
is present and one quarter if no moon is present. All combats are resolved with at half casualties. If the
unit fires another unit that it hears due to movement outside the maximum visibility range, the combat is
resolved at one-quarter casualties.

All units can use only half of their movement allowance on all terrain except on roads. Units can
use their full movement allowance on roads. Mounting/Dismounting, Limbering/Unlimbering take twice
as long. Morale is checked with an additional –1 modifier.

Cover – Cover can be a hard thing to deal with in a miniature war game simply because the player
is not at the eye level of his figures. For game purposes, a figure is defined as being in one of four possible
cover conditions:

a. In cover – a figure is considered in cover if the figure is surrounded by a cover that


blocks the line of sight/fire to and from the figure in all directions. A figure in cover may
move and not be spotted unless the figure moves from the cover, moves to the edge of the
cover (less than 25 meters of the edge) or an enemy figure moves to within 25 meters of
the figure. For additional focus on in cover see the concealment rule;

b. Obstructed by cover – a figure is obstructed by cover if the figure is next to cover (the
figure’s base touches the cover) and has cover between the figure and the traced line of
sight/fire. A figure obstructed in one direction may or may not be un-obstructed in
another direction. A figure obstructed by cover is spotted when the figure fires or moves;

c. Not obstructed by cover – a figure in open ground is not obstructed by cover and can be
seen and spotted always (exception of smoke and visibility rules); and

d. Full Cover – a figure is completely surrounded by cover and cannot be seen or affected
by fire unless specified otherwise in the rules.

Line of Sight/Fire

Terrain effects whether units can see one another or not. Players use a straight edge (such as a
wooden dowel) to check line of sight/fire. Ensure that the edge is very straight.

If an eligible terrain feature is in the way and neither the spotter nor the target are next to the
terrain feature, the line of sight/fire is blocked and that unit may not see or fire at that target. Eligible
terrain includes forests, buildings, streambeds and hills.

Terrain such as hedges and walls only affect line of sight/fire if the unit is using them as cover (is
considered next to or within twenty-five yards of them).

Engineers and Pioneers

Engineer operations are an important consideration in war and never covered in sufficient detail by
most war game rule sets. This section will go some way towards redressing that imbalance.

Engineer Organization

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Engineer regiments are organized like infantry except that they are bigger and more resistance to
attrition. Regular Army engineer regiments are as regular infantry regiments. Volunteer engineer
regiments were organized as per the volunteer infantry regiments.

All infantry and cavalry regiments in the 18th and 19th centuries had a number of pioneers present.
Pioneers are capable of doing limited engineering tasks such as demolition and supervision of field works
construction.

Field Defences

Breastworks - In its widest non-technical sense the term breastwork was commonly used to refer
to any protective embankment arranged for a musket armament that provided cover to the level of the
chest. This could include field works with ditch and trench used as cover for infantry.

Breastworks are considered cover for units manning the firing step and no cover for units through
the open rear.

Lunette - In field fortification a lunette was a detached fieldwork open at the gorge traced with
two faces forming a salient angle and two flanks adjoining the faces. Lunettes were employed in much the
same fashion as redans; as advanced works or elements within a line with intervals.

Lunettes are considered cover for units manning the firing step and full cover for units on the
fortified ground and no cover for units through the open rear.

Redan - A redan was a simple fieldwork consisting of two faces joined to form a salient angle.
This basic trace could be modified in several ways to produce elements that could project columns of fire
across ground in front of the salient. Two or more redans could be joined together to form double or triple
redans. Redans are considered cover for units manning the firing step and full cover for units on the
fortified ground and no cover for units through the open rear.

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Fortifications Chart
Fortification Cover Fortified Ground Special Rule
Breastwork Hard N/A No cover through rear
Trench Hard Yes Full cover if not firing from within.
Lunette Hard Yes No cover through rear
Redan Hard Yes No cover through rear

Anti Personnel Obstacles

Entanglement - An obstacle placed before the ditch of a fortification consisting of strong vines or
wires stretched between tree stumps or small pickets. Its purpose was to trip the leading ranks of an
attacking body of troops or slow their march as they attempted to pass over the obstacle, breaking the
momentum of the attack and destroying its ensemble.

Units cannot do formation movement through areas with abatis and skirmishers must move at fifty
percent of their normal movement pace.

Abatis - An obstacle composed of felled trees stripped of their leaves and smaller branches with
remaining branches sharpened into points. Trees were placed side-by-side and staked down with the
sharpened branches pointing toward approaches to the protected fieldwork.

Usually positioned on the engaged side of field works within close musket range of the parapet. Its
purpose, like other obstacles exterior to the ditch, was to break an assaulting body of troops' momentum
and hold them up under close musket fire delivered from the parapet.

Units cannot do formation movement through areas with entanglement and skirmishers must move
at fifty percent of their normal movement pace. Four infantry figures can remove abatis in five turns
provided nobody fires at them. Abatis may also be removed by the demolition procedure discussed below.

Chevaux-de-frise - A Cheval-de-frise was a non-static obstacle consisting of a horizontal beam 9


to 12 feet long and 1 foot in diameter pierced by two diagonal rows of sharpened lances that were about 2
inches in diameter and 10 feet long. Eye bolts or hooks and chains were attached to the ends of the beams
to allow several cheval-de-frise to be bound together to form a chevaux-de-frise.

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Since this type of obstacle was free standing and could be moved about it was considered suitable
for blocking roadways and closing the entrances to temporary fortifications. All units must move around a
Chevaux-de-frise, they cannot move through it. Four infantry figures can remove Chevaux-de-frise in five
turns provided nobody fires at them. Chevaux-de-frise may also be removed by the demolition procedure
discussed below.

Slanted Palisade - A second type of cheval-de-frise described by some sources was constructed
using a stout sharpened timber or palisade to which one or more legs were attached to fix it in an upright
position inclined toward the direction of an expected attack.

All units must move around a slanted palisade, they cannot move through it. Slanted palisade may
also be removed by the demolition procedure discussed below.

Fascine - Fascines are bundles of wood poles that can be dropped into a ditch or made man moat
to allow figures to cross the obstacle. In effect, the fascine is a causeway across the obstacle.

Fascine procedure is simple. The wagon or troops carrying the fascine drives up to the obstacle to
be breached and stops all movement. At the beginning of the next turn the fascine is considered to be in
place and maybe used.

Fascine is considered open ground unless improved by the use of an earthmover. Improved
fascines are considered roads. Fascines are considered to be the width of the widest friendly unit. Fascine
may also be removed by the demolition procedure discussed below.

Obstacles Chart
Effect On Movement
Obstacle Notes
Formation Cover Provided
Entanglement No No Cover
Abatis No Soft
Cheval-de-frise Yes No Cover Can be moved by 2 stands.
Slant Palisade Yes Hard
Small Picket No No Cover
Fascine Yes No Cover Functions as causeway of ditch.

Demolitions

Demolitions - Players may use engineer units to destroy bridges, blocks, and fortifications.
Basically, any infantry figures said to be engineers or pioneers by the scenario are considered to have
explosives as part of their kit.

Procedure - Using a minimum of two engineer figures, follow the procedure outlined in the
paragraphs below. The engineer figures move next to or on the object to be destroyed. Both figures must
be next to each other.

On the next turn the engineer figures move off to a safe distance.

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On the third turn a die is rolled (provided at least one engineer figure has made it to cover). A
four, five, or six means the demolition attempt was successful and the object is removed or destroyed. A
one, two, or three means the procedure must be repeated.

Demolition Chart
Action Die Roll
Success 4, 5, 6
Failure 1, 2, 3

As a game aid make a half inch square block of wood, paint it red and use it as the demolition
charge after the engineers have placed it. Demolition charges, once placed, may be captured in accordance
with the captured weapons rule and used against their owners by opposing engineer units.

Pontoon Bridge Building

A wagon pontoon bridge is a floating bridge made up of floating pontoons and a bridge deck of
wood. The bridge deck can be built up of a wood frame or be of semi modular construction that is bolt
together. Pontoon bridges are carried dismantled on wagons. This convoy of wagons is called a “Bridge
Train”. At a minimum, a bridge train contains a bridge deck of eight units of measurement in length, two
pontoons, two bridge ramps and one boat. Each two of these items is carried on a separate wagon, so a
total of three wagons are required to transport the bridge. In addition to the bridge, a minimum of one boat
and eight engineer personnel figures are required to complete the construction of a wagon pontoon bridge.

Procedure – the procedure of building a wagon pontoon bridge is as follows:

Turn 1 – Map recce is conducted. The player who wishes to build the bridge picks
possible locations by looking at the map board.

Turn 2 – Site Recce is conducted. The Bridge Train command group figures are moved
to the proposed bridge building site. This part may take longer if the command group is
far away from the bridge site.

Turn 3 – The Bridge Train is moved to the site and backed up to the spot were the bridge
is to be built. The engineer personnel figures are unloaded. All movement stops once
this happens.

Turn 4 - All bridge parts are unloaded beside the site of the bridge building.

Turn 5 – All wagons are moved off the site to a holding area and the boat is launched.

Turn 6 – The near shore pontoon is emplaced.

Turn 7 – The near shore ramp is raised to the near shore pontoon. Maximum point of
building is the top of the near shore ramp.

Turn 8 – The far shore pontoon is emplaced.

Turn 9 – The bridge deck is emplaced. Wagons may now drive up to the end of the near
shore ramp. Maximum point of building is the middle of the bridge deck.

Turn 10 – The far shore ramp is raised. Wagons may now drive to the middle of the
bridge. Maximum point of building is the top of the far shore ramp.

Turn 11 – The pontoon bridge is completed and wagons may use it normally.

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During the building process the engineer personnel figures are placed at the maximum point of
building. An erected pontoon bridge sits on the water so all boat traffic is cut off from proceeding up or
down river pass the erected bridge. Pontoon bridges may hold all types of animal and personnel traffic.
Pontoon bridges are one-way traffic only, thus all traffic must be off the bridge before traffic going the
opposite way can use the bridge.

Campaigning

Sooner or later every war gamer will want to do a campaign. Campaigning is much more fun than
single battles as players become less likely to waste their troops just to win. These rules will provide the
basic framework to design a campaign and make it realistic. Basically, a campaign is the movement of
troops on a map and fighting the battles in miniature when opposing sides collide. By imposing limits on
the number troops players can join battle with it is possible to have forces in a campaign far in excess of the
figures the players actually own. There are five elements needed to design and run a campaign. These
elements are campaign map, troop data, troop start locations, campaign movement rules and
reinforcement/replacement schedule.

The Map - The map is the element that the campaign is plotted on. The map can be a real
historical map for a historical campaign or it can be factious. The size is determined by your own tastes.
The map should be detailed enough to show urban areas, farms, fences, fields, streams, wood lines, roads,
railways, bridges and fords. In order to use the map it will have to be girded in some manner to regulate
movement. We will look to our rules for the method.

We use one inch to equal 20 yards in the rules. Thus we will use multiples of ten, with a one inch
map grid equalling 200 yards. In this map grid, a 10 by 10 inch map is 2000 by 2000 yards, a 100 by 100
inch is 200,000 by 200,000 yards. As you can see it would take a pretty huge map to cover a Corps sized
campaign. We will compromise with a map scale of one inch equalling 1000 yards or 10 by 10 equalling
10,000 by 10,000 yards and campaign map of 100 by 100 inches equating to 1,000,000 by 1,000,000 yards
(about 500 by 500 miles).

Next we have to consider the composition of opposing forces. Where they are and how they move
and what are their strengths. There are three things that must be considered; troop data, campaign
movement rates, campaign time, campaign rules and initial starting positions. Troop data requires ledger or
spread sheet to keep track of the unit élan and morale index, the number of figures in the unit after each
battle, the number of battle casualties recovered after the battle, the number of figures reinforcing the unit
at any given time and the current formation to which the unit is assigned. You can also, for fun, keep track
of the number of battles where the unit was successfully engaged. After ten successful engagements
increase the unit élan value by one level.

Campaign Movement - Campaign movement is regulated by the use of the map grid. The basic
movement rate of an army of this period is fifteen miles per day that is about 30 1000 yard grids.
Regardless of the type of unit this is the maximum daily movement rate, (remember an army or a corps or a
division is a composite of artillery, infantry, cavalry and supply trains). The one exception is cavalry, when
travelling alone or with horse artillery, cavalry may move a maximum of 20 miles per day (about 40 1000
yard grids) for four days maximum (this is considered a scouting mission or raid) after which the horses are
considered winded and the cavalry must travel at the first rate.

Rail movement is done at four times the rate of road movement, however, to load and unload units
from a train takes a half day. So units using rail movement to the maximum rate will not unload on the
same day. Units using three-quarters their rail movement rate will be able to load but not move. Units
using half their rail movement rate will be able to load and move half their road rate. Units using one
quarter their rail movement rate will be able to unload and move their road movement rate.

Campaign Turn - Next we consider campaign time that is moved ahead by turns. A turn is equal
to a day and half a turn is day and half is night. The player who attacks an opposing side gets to decide
whether he is attacking in the day or the night. Now on to the rules of campaigning, Given the 500 by

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500 mile size of the map, a campaign should not go on for more than 4 months (120 campaign turns or
21600 game turns).

Forced Battle - First, anytime opposing forces are in squares opposite each other, battle must be
fought. Regardless of the size of the forces, they are considered to have seen one another and must fight.
After the battle is started players can decide whether they will re-enforce the initial forces on the game
board or not. If they choose not to re-enforce they may dis-engage after nine game turns and the battle is
considered ended.

Battlefield Reinforcement - In order to add troops to a battle use the following reinforcement
guidelines. For each 1000 yard grid square away the reinforcing unit is, it is delayed by one game turn on
the game board. Each time the player moves a unit on the campaign map by one grid not in the direct route
to the location of the battle is an additional delay of one game turn.

Recovery - After a battle each unit may recover twenty five percent of their casualties (these are
considered malingers and lightly wounded) immediately the next day.

Replacements - Each unit in the field may receive replacements to the tune of ten percent of total
current unit losses in equipment (artillery guns) and personnel at the end of each week. The unit winning a
battle may capture any guns that are left behind their lines by the enemy and exchange these for any lesser
quality guns they may have.

Ammunition – The following stats are necessary should you wish to include ammunition. It
takes two days to resupply a unit with ammunition.

Ammunition Supply
Type of Ammunition
Unit Type
Turns of Fire Shell Shot Canister
Musketry
Infantry 20 N/A N/A N/A
Cavalry 20 N/A N/A N/A
Artillery
Howitzer N/A 10 10 0
Cannon N/A 5 10 5
Rifled Gun N/A 15 0 5

Starting Positions – Use the historical starting positions were possible otherwise start at oppose
ends of the map.

Militia – Each city can raise a full (1000 man) infantry regiment of militia and a full six pounder
smooth bore battery of artillery.

Designer Notes

Well, not much room left to wax poetic without using another full page, so here goes. This not to
say that this was blind effort, rather I read everything I could lay hands on about civil war weapons and
tactics. Armed with this knowledge, I went through 17 rule sets on the American Civil War and 3 on the
Seven Years War.

I think the artillery effect is real nice and realistic once you understand it. Players will note that
there is sufficient data and weapon simulation to play the Napoleonic period as well as the American
Revolution, Seven years Wars, French Indians Wars and Wars of succession.

Thanks and enjoy.

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