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The Gatlings Jammed

The document provides information on scales, unit sizes, formations, and army lists for wargaming colonial battles. It discusses two scales (brigade and divisional), element sizes for infantry, cavalry, artillery, and generals. It also describes the types of infantry, cavalry, and artillery units; their strengths, morale, sizes, and costs. Finally, it includes sample army lists for the First Afghan War with unit types, strengths, morale, and weapons.

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0% found this document useful (0 votes)
165 views45 pages

The Gatlings Jammed

The document provides information on scales, unit sizes, formations, and army lists for wargaming colonial battles. It discusses two scales (brigade and divisional), element sizes for infantry, cavalry, artillery, and generals. It also describes the types of infantry, cavalry, and artillery units; their strengths, morale, sizes, and costs. Finally, it includes sample army lists for the First Afghan War with unit types, strengths, morale, and weapons.

Uploaded by

DM
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
You are on page 1/ 45

CHAPTER 1.

Scales, base sizes & dice

SCALE
These rules give players the flexibility to use two scales; either brigade level games, where each
unit represents a battalion, each general commands a brigade, and each army is composed of two
or more brigades; or the game can be played at a divisional level, where each unit represents a
regiment (or other group of three battalions), each general commands a division, and each army is
composed of two or more divisions. The brigade level game is suitable for smaller scale battles
such as colonial games, the divisional level can be used for larger scale European battles such as
those fought during the Franco-Prussian War.

The ground scale is roughly one inch to fifty yards at the brigade level and one centimetre to fifty
yards at the divisional level. There is no figure scale as such as there is no specified requirement
for the number of figures per element, however, at the brigade level a field strength infantry
battalion is represented by between four and six elements, so we can consider each element to
represent around a hundred men. At the divisional level, each unit represents a regiment of three
battalions and so a four to six element unit would represent about two to three thousand men.
Each artillery model represents two guns at the brigade level and six at the divisional. There is no
suggested time scale as wargaming time tends to be elastic.

The rules have been written using inches to describe distances and brigade generals to describe
generals that are subordinate to the commander in chief. Obviously when playing the game at the
divisional level, all distances described are measured in centimetres and all subordinate generals
are divisional generals.

ELEMENT SIZES
The actual element sizes and number of figures per base is not vital for the game, therefore there
is no need to re-base figures. As long as players use the same basing or if there are differences,
make allowances where necessary.

Suggested Element Sizes for 15mm Scale


It is suggested that infantry and cavalry bases should have the same frontage. A convenient size is
one inch square elements for close order and skirmish infantry, one inch by one and a half inch
depth for irregular infantry with three figures on a close order base, two on a skirmish and four to
five on an irregular element. Cavalry can be based on one and a half inch depth elements, with
perhaps two figures per element for close order and irregular cavalry and one for skirmish.
Artillery should be based according to the size of the model. Brigade generals should be
represented by single figures on a cavalry base, the CinC figure can be represented by two or
more figures on a larger base.

EQUIPMENT
The only dice required are six sided dice (d6), a good handful is recommended as 1d6 is required
to determine the effects of shooting or melee for each element in action. A selection of counters
are required, including casualty and unit markers which are included with the rules.

1
CHAPTER 2.
Troop types, formations, & ARMY LISTS
INFANTRY
There are three basic types of infantry covered by these rules; regular infantry, irregular infantry
and skirmish infantry. Regular infantry can fight in line; column or square, in some cases it can
deploy some or most of its companies as skirmishers or forward firing lines, it may even be able
to fight in loose or extended lines.
Irregular infantry are units usually represented by troops on deeper bases than regular infantry
and with perhaps more figures, these units fight in a less organised way but can fight in either line
or column, although they are unable to deploy skirmishers or employ an effective square.
Skirmish infantry are units that can only adopt a skirmish formation, they are usually represented
on bases with fewer figures than regular units. Skirmish units can only deploy in loose lines and
cannot use any of the other formations already mentioned.

CAVALRLY
For our period there are two types of cavalry and these are regular and irregular. Regular cavalry
are not further divided into light, medium or heavy cavalry because these distinctions have
effectively disappeared by now – all regular cavalry is expected to be able to charge the enemy or
provide skirmish cover as required. Regular cavalry can therefore fight formed or unformed,
unformed cavalry can only fight unformed.

ATILLERY

UNIT STRENGTH
The unit strength represents not only the number of troops in a unit but the number of troops
within the unit willing to put themselves in ‘harms way’. The unit strength is therefore used to
show how many hits the unit can take before an element is removed from the unit. Most regular
infantry, cavalry or artillery units will have a strength of four, meaning that they will lose an
element when they receive four hits. However, certain higher quality units can have a strength
five or even six if elite or guard units. One of the joys of fielding irregular units is that their
strength is randomly determined and this is not tested for until the unit first receives a hit. Usually
1d6 is rolled (minus two) which means that irregular units often have a strength of one. This does
not mean necessarily that the unit is made up of very few soldiers (i.e. one quarter the size of a
unit with strength four), it does mean that those troops in the unit are not particularly committed
and are likely to disappear from the battle very quickly.

UNIT MORALE
The unit morale represents the level of training that the unit has and will determine how easily the
unit can change formation. It also represents the unit’s enthusiasm and is used to determine
charge and other morale tests as well as melee. The higher the morale factor, the higher the
morale of the unit. Poor quality troops will typically have a morale of two or three, average troops
will have a morale of four, and good quality troops a morale of five.

2
UNIT SIZE
I have not been too prescriptive about unit sizes or figure basing as players are likely to already
have their own collections, however, in the games that I have played, five element regular
infantry units seem to work well, larger size units can be used for irregulars and smaller more
agile skirmish units are recommended.

UNIT COST
If players wish to attempt to point up equally balanced forces using a points system rather than
historical deployments then good luck! Units can be ‘costed’ using the following system,
although players should be aware that the scenario and terrain will also have an effect on the
balance of the game.
To determine the cost of the unit, take the unit strength (average of two for irregular tribal units)
and multiply by the unit’s morale factor, add to this the maximum range of their weapons, the
result is the cost of a single element of that type. There are no additional cost factors for cavalry.
Generals cost one hundred points each and for artillery, take the unit strength (which will be four)
and multiply this by the morale factor and then multiply this by the maximum number of dice
used to hit for that weapon. This score is then modified by the number of low ammo results it can
ignore. If the gun can ignore two low ammo results, the cost is doubled, ignore three and it is
trebled etc.

FORMATIONS
What follows is a description of the types of formations that units can use.

Line Formation

Regular infantry or cavalry deployed in line. This formation is ideal for making the most of the
unit’s firepower.

Column of Attack

Regular or irregular infantry deployed in column of attack. This type of formation can be used
when attempting to overwhelm an opponent by allowing more units to attack in a narrow
frontage.

Column of March

3
This formation can be used by regular and irregular units wishing to move quickly across terrain
where there isn’t the immediate threat of enemy troops.

Skirmish or Extended Line

This type of formation is used by regular units deployed into extended line or skirmish units. It
allows the unit to move easier across difficult terrain and makes the unit less vulnerable to
incoming fire.

Regular Line with Skirmish Screen

This formation shows a regular infantry unit deployed in line but with one element deployed as a
skirmish screen.

Regular Line with Forward Firing Line

This shows a regular infantry unit with two elements deployed as a forward firing line.

Battalion Square

The battalion square is used by infantry units to resist the immanent attack by enemy cavalry.
Each element is deployed so that it faces outwards.

4
Two Battalion Square

This formation shows two battalions formed into a square with an artillery piece deployed within
to fire from one corner.

ARMY LISTS FOR COLONIAL WARS

First Afghan War

Afghan Army Type Strength Morale Size Weapon


Tribal Warriors Irregular Infantry 1d6 – 2 3 4 – 10 Assorted: matchlock
muskets, Jezails, swords.
Tribal Warriors Skirmish Infantry 1d6 – 2 3 3–6 Assorted: matchlock
muskets, Jezails, swords.
Tribal Warriors Irregular Cavalry 1d6 – 2 3 4–6 Assorted: matchlock
muskets, Jezails, swords.
Tribal Warriors Skirmish Cavalry 1d6 – 2 3 3–6 Assorted: matchlock
muskets, Jezails, swords.
Ghazis/Baluchis Fanatic Irregular 1d6 – 1 4 3 – 10 Swords, Jezails.
Infantry
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

British Army Type Strength Morale Size Weapon


British Infantry Regular 5 5 4–6 Smoothbore Musket
British Rifles Regular 5 5 4-6 Percussion Musket
Indian Infantry Regular 4 4 3–6 Smoothbore Musket
British Cavalry Regular 5 5 2–4 Sword, carbine or lance
Indian Cavalry Irregular 4 4 4-6 Sword, carbine or lance
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

5
The Sikh War

Sikh Army Type Strength Morale Size Weapon


Sikh Infantry Regular 4 2-4 4-6 Flintlock Muskets
Gentry Cavalry Irregular 1d6 - 2 4 4–6 Assorted: matchlock
muskets, Jezails, swords.
Tribal Warriors Irregular Infantry 1d6 - 2 3 4– Assorted: matchlock
10 muskets, Jezails, swords.
Tribal Warriors Skirmish Infantry 1d6 - 2 3 3–6 Assorted: matchlock
muskets, Jezails, swords.
Akali Fanatic Irregular 1d6 – 1 4 3- Swords, Throwing Weapons,
Infantry 10 occasional Jezails.
Artillery Regular 4 5 1 Ultra-light guns mounted on
camels, light, medium or
heavy artillery.

British Army Type Strength Morale Size Weapon


Foot Guard Regular 6 5 4–6 Percussion musket
Highland Infantry Regular 6 5 4-6 Smoothbore or percussion
musket
British Infantry Regular 5 5 4–6 Smoothbore or percussion
musket
British Rifles Regular 5 5 4-6 Percussion Musket
Indian Infantry Regular 4 4 3–6 Smoothbore Musket
British Cavalry Regular 5 5 4–6 Sword, carbine or lance
Indian Cavalry Irregular 4 4 4-6 Sword, carbine or lance
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

Second Afghan War


Afghan Army Type Strength Morale Size Weapon
Tribal Warriors Irregular Infantry 1d6 – 2 3 4– Assorted: matchlock
10 muskets, Jezails, swords.
Tribal Warriors Skirmish Infantry 1d6 – 2 3 3–6 Assorted: matchlock
muskets, Jezails, swords.
Tribal Warriors Irregular Cavalry 1d6 – 2 3 4–6 Assorted: matchlock
muskets, Jezails, swords.
Tribal Warriors Skirmish Cavalry 1d6 – 2 3 3–6 Assorted: matchlock
muskets, Jezails, swords.
Ghazis/Baluchis Fanatic Irregular 1d6 – 1 4 3– Swords, Jezails.
Infantry 10
Highland Guard Regular 4 4 4-6 Snider
Afghan Infantry Regular 3 3 4-6 Percussion Muskets or
Rifles
Afghan Cavalry Regular 3 3 4-6 Percussion Muskets or

6
Rifles
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

British Army Type Strength Morale Size Weapon


Foot Guard Regular 6 5 4–6 Martini-Henry
Highland Infantry Regular 6 5 4-6 Martini-Henry
British Infantry Regular 5 5 4–6 Martini-Henry
British Rifles Regular 5 5 4-6 Martini-Henry
Indian Infantry Regular 4 4 3–6 Percussion Musket
Ghurkha Skirmish 4 4 3-5 Percussion Musket
British Cavalry Regular 5 5 4–6 Sword, carbine or lance
Indian Cavalry Irregular 4 4 4-6 Sword, carbine or lance
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

ARMY LISTS FOR EUROPEAN WARS

Crimean War

Russian Army Type Strength Morale Size Weapon


Foot Guard Regular 5 4 4-6 Smoothbore or Minie
Infantry Regular 4 3 4-6 Smoothbore or Minie
Rifles Regular 4 4 4–6 Minie
Cuirassier Regular 4 4 4-6 Sword
Dragoon Regular 4 3 4-6 Carbine
Hussar Regular 4 3 4–6 Sword
Cossack Irregular 1d6 – 2 4 4–6 Lance
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

French Army Type Strength Morale Size Weapon


Infantry Regular 4 4 4–6 Minie
Zouaves Regular 4 5 4–6 Minie
Tirailleurs Regular 4 4 4-6 Minie
Cuirassier Regular 4 5 4-6 Sword
Dragoon Regular 4 4 4-6 Carbine
Lancer Regular 4 4 4–6 Lance
Hussar Regular 4 4 4–6 Sword
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

7
British Army Type Strength Morale Size Weapon
Foot Guard Regular 6 5 4–6 Minie
Highland Infantry Regular 6 5 4-6 Minie
Infantry Regular 5 5 4–6 Minie
Rifles Regular 5 5 4-6 Minie
Dragoon Regular 5 5 4–6 Carbine
Lancer Regular 5 5 4–6 Lance
Hussar Regular 5 5 4–6 Sword
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

Franco-Prussian War

French Army Type Strength Morale Size Weapon


Foot Guard Regular 5 5 4-6 Chassepot
Infantry Regular 4 4 4–6 Chassepot
Zouaves Regular 4 5 4–6 Chassepot
Tirailleurs Regular 4 4 4-6 Chassepot
Guard Cuirassier Regular 5 5 4-6 Sword
Guard Dragoon Regular 4 5 4-6 Chassepot Carbine
Guard Lancer Regular 4 5 4–6 Lance
Guard Chasseurs Regular 4 5 4–6 Chassepot Carbine
Cuirassier Regular 4 5 4-6 Sword
Dragoon Regular 4 4 4-6 Chassepot Carbine
Lancer Regular 4 4 4–6 Lance
Chasseurs Regular 4 4 4–6 Chassepot Carbine
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

Prussian Army Type Strength Morale Size Weapon


Foot Guard Regular 6 5 4-6 Dreyse
Grenadier Regular 5 5 4-6 Dreyse
Infantry Regular 5 4 4-6 Dreyse
Jager Regular 4 4 4–6 Dreyse
Guard Cuirassier Regular 5 5 4-6 Sword
Guard Dragoon Regular 4 5 4–6 Dreyse Carbine
Guard Hussar Regular 4 5 4-6 Sword
Guard Uhlan Regular 4 5 4-6 Lance
Cuirassier Regular 4 4 4-6 Sword
Dragoon Regular 4 3 4-6 Dreyse Carbine
Hussar Regular 4 3 4–6 Sword
Uhlan Irregular 4 4 4–6 Lance
Artillery Regular 4 4 1 Light, medium or heavy
artillery.

8
CHAPTER 4.
GAME SET UP & GAME TURN
GAME SET UP
At the beginning of each game players should –
A) Prepare armies.
B) Establish and define terrain and troop capacity of built up areas.
C) Establish the weather.
D) Establish game objective/s.
E) Rate CinC’s and brigade generals.
F) Write down brigade deployment.
G) Give each brigade an initial brigade order.
H) Begin Turn One.

At the start of the game each CinC writes down or draws on a sketch map his brigades
deployment. Brigades must have their own deployment area and should not over lap or intermix
with other brigades, though they may flow around artillery batteries or the odd isolated unit.
Players then deploy their brigades on the table top.

THE GAME TURN


Each game turn involves eight separate phases that are taken in the following order – these are
taken simultaneously or alternatively as shown. Players are advise to follow the correct phase
order to avoid any possible confusion later in the turn.

1. INITIATIVE – Simultaneous.
2. COMMAND – Alternate.
3. ALL COMPULSORY MOVES – Simultaneous.
4. CHARGE DECLARATIONS & CHARGES – Alternate.
5. NORMAL MOVES – Alternate.
6. FIRING – Alternate.
7. MELEES – Simultaneous.
8. ALL MORALE & PURSUIT TESTS – Simultaneous.

9. INITIATIVE
At the beginning of each turn both players roll 2d6 to establish who has the initiative. The highest
score wins (no draws – re-roll until there is a winner) and then has the choice to keep the
initiative or give it to his opponent. If the opponent is given the initiative he cannot refuse it.
The player with the initiative (called the ‘PHASING PLAYER’) will declare and deliver his
charges first, before his opponent, (called the ‘NON PHASING PLAYER’), move first and
finally fire first. This simply represents one side getting their act together before the other. The
advantage of possessing the initiative other than moving and firing first (bearing in mind that
casualties do not fire back) is that you are forcing the opponent to respond to your moves. The
advantage in giving the initiative away lies in the ability to establish a wait and see approach.

9
2. COMMAND (See Chapter 5)
 CinC’s issue orders to their brigades. The CinC may only change one brigade order per
turn. The phasing player changes his orders second (after his opponent).
 One brigade general per side may implement/attempt to implement brigade general
initiative.
 Wounded generals return at the beginning of this phase. They may receive new orders or
otherwise act as desired.
 Leaderless brigades are placed in command of a new general arrived within the brigade
area in the previous movement phase.
 Creating new brigades in battle rolls are made.

3. COMPULSORY MOVES (see Chapter 7)


All units in RETREAT, ROUT or PURSUIT now move. BROKEN BRIGADES also retire in this
phase. This movement is carried out prior to charges and normal movement (after all no orders
have to be given!) but these troops are still subject to charges, firing etc. in later phases. Units that
moved in the compulsory phase do not move again in reaction to later events (such as retreating
again as a result of an enemy charge).
Units that were successful in the previous melee phase may occupy any positions abandoned by
the enemy, such as villages, redoubts, woods etc, or wheel up to 45° as a bonus move in this
phase (they may still take normal movement after this).

RETREATING & ROUTING UNITS


Units retreating or routing as a result of last turns melee and morale phases are now moved back a
full retreat/rout move. If this is the first compulsory move, the first half of this move must be
straight back away from the direction of the enemy or towards cover. Any friendly units within
this distance will be interpenetrated and unformed.

CAVALRY PURSUITS
 All cavalry pursuits are carried out in the compulsory move phase.
 Pursuing cavalry is always classed as unformed.
 Broken Brigades.
 Brigades that failed their brigade morale test at the end of the last turn now retire eighteen
inches.

4. CHARGE DECLARATIONS & CHARGES (see Chapter 6)


The phasing player now announces all his units wishing to charge followed by his opponent’s
charge declarations. The phasing player then carries out all of his charges to their conclusion. The
non-phasing player then carries out all of his charges to their conclusion. Charges are carried out
ahead of normal movement.

UNCONTROLLED CAVALRY CHARGES


These are carried out in the charge phase using the normal charge procedure.

5. NORMAL MOVEMENT (see Chapter 7)


All units not involved in compulsory moves or charges may now move or make formation
changes. Units involved in the charge phase may take the remainder of any movement at this

10
point. Units that fired in the charge phase but did not move may still take their basic move in this
phase. All cavalry units required to retire behind their own lines now do so. The phasing player
moves first followed by the non-phasing player.

6. FIRING (see Chapter 9)


The phasing player carries out all his available firing, followed by the non-phasing player. Bases
that have been lost from units caused by the phasing players firing do not fire back. The phasing
player is getting in the first volleys.

7. MELEES & PURSUIT TESTS (see Chapter 11)


All units in melee now fight and resolve the melee; (the melee is assumed to have been going on
in one form or another throughout the turn). This phase is simultaneous. Follow-up and push-back
moves are carried out at the end of this phase. Any pursuit tests then follow. Units forced to
retreat or rout in this phase will affect the morale of other units in the morale phase. Units in
melee will test morale if they suffer casualties, this will provide the outcome of the melee.

10. MORALE (see Chapter 12)


Unit morale and brigade morale are carried out in this phase (unless hits were inflicted during
melee). Unit morale (i.e. the morale of individual battalions and cavalry regiments) is carried out
first. Finally, if applicable, brigade morale is tested, taking into account the results of unit morale
tests taken at the beginning of the phase.

11
CHAPTER 5.
COMMAND & CONTROL

THE CINC’S ROLE


The CinC is responsible for brigade deployment, issuing all brigades with initial battle orders and
changing brigade orders. He may order any unit within twelve inches to charge or counter-charge.
The CinC may also take over command of leaderless brigades, command new brigades created in
battle or lead a desperate charge.

THE CINC’S ABILITY


Players must grade their CinC’s as either excellent, average or poor. If not following historical
examples, roll 1d6 – a score of six means that the general is excellent, a score of one means the
general is poor, any other score means that the general is average. Excellent CinC’s have a
command factor of five, average generals have a command factor of four and poor generals have
a command factor of three.

BRIGADE GENERAL’S ROLE


Brigade generals order any unit in their own brigade within a twelve inch radius to charge or
counter-charge, position and manoeuvre all units in their brigade and attempt brigade general
initiative change of order rolls.

BRIGADE GENERAL ABILITY


Players must also grade their brigade generals in the same manner as CinC’s. This is purely an
optional rule and if both players are in agreement then roll1d6 per brigade general - a score of six
means that the brigade general is excellent, a score of one means the brigade general is poor, any
other score means that the general is average.

COMMAND RADIUS
 The CinC’s command radius for charge declaration and morale purposes is twelve inches.
 The CinC’s effective command radius for change of order purposes is twenty four inches.
 A brigade general’s command radius for charge declaration and morale purposes is
twelve inches.

BRIGADE ORDERS
One the CinC has issued a brigade an order, all units within the brigade must obey that order.
Groups or individual units within a brigade may not be given separate orders; unless an ADC or
the CinC takes direct command of the unit/s (by creating a new brigade in battle).
Players should write down each brigades order stating its objective or position it is to hold. The
actual order the brigade is under should be written first followed by objectives.

ASSAULT
This order is designed to bring the brigade into melee with the enemy and dislodge him from his
positions. The objective must be a recognised terrain feature (e.g. village, hill or woods) or a
specific and identifiable enemy brigade. Vague or very general orders, such as ‘assault the enemy
to the front’ are not acceptable. The order must be either written down or stated. Under this order
the brigade general may declare as many permissible infantry or cavalry charges as required.

12
Requirements for Assault
Units may make formation changes, wheels, etc but at least half of all formed units must
charge or advance towards the enemy where possible. No formed units may voluntarily retire
or withdraw from the enemy once they are within charge range. Skirmishers, unformed units and
artillery are exempt from this.
Cavalry may choose not to advance towards or charge squares, artillery or skirmishers provided
there are other targets to advance towards or charge. If the only targets available are squares,
artillery or skirmishers then they must be advanced upon or charged.
Once the objective is taken the brigade will automatically assume Hold orders in the next
command phase. This does not replace either the CinC’s or brigade general initiative roll, it is in
addition to them.

Automatic Brigade General Initiative Options


 Brigade generals may change their orders to Hold if seriously repulsed (50% or more if
units retreating, routing or dispersed) or if infantry is threatened by cavalry.
 Cavalry brigade generals may issue a further assault order after the initial assault
objective has been completed.
The options described above take place in the next command phase and will replace the player’s
brigade general initiative roll for that turn, though only one option can ever be exercised per turn.
These brigade general initiative orders are automatically successful and do not require a 2d6 die
roll.

ENGAGE
This order brings an infantry or cavalry brigade into small arms range of the enemy. Brigades
consisting solely or artillery may deploy in artillery range. The objective must be enemy units in
or on a recognised terrain feature (e.g. village, hills or woods) or a specific and identifiable
enemy brigade. This order must be either written down or stated.

Requirements for Engage


The brigade must advance until at least one unit is within charge reach (if cavalry or musket/rifle
range if infantry). Pure artillery brigades must deploy within range of the enemy. The brigade
may then hold its ground or follow up a retiring enemy. Cavalry may fall back as long as a unit
remains in charge range. Infantry may not retire. There are no Automatic Brigade General
Initiative Options available.

Charge Restrictions
 Infantry may not declare charges on formed units unless declaring a counter-charge.
 Infantry may charge unformed or faltering units and skirmishers.
 Each cavalry brigade (or infantry brigade with inherent cavalry) may only declare one
cavalry charge per turn against formed enemy units.
 There is no restriction on declaring cavalry charges on unformed or faltering and enemy
skirmish units, nor are there any restrictions on declaring cavalry counter-charges.
 Skirmishers may charge enemy skirmishers.

13
SUPPORT
This order is used when a brigade is required to closely support a fellow brigade. The order must
state which brigade is to be supported and whether the brigade is to support from either the left or
the right flank or from the rear (it cannot offer support from the front). The brigade must
advance/move until it has reached its designated support position. The brigade will then advance,
hold or retire in concert with its assigned brigade. It may not move ahead of its assigned brigade
except through charges where the concerned units must fall back as soon as possible. The brigade
it is to support and the supporting position must be written down or stated.

Automatic Brigade General Initiative Options


If the supported brigade is broken or dispersed under brigade morale, the brigade general may
retire on the broken brigade or automatically switch to Hold orders in the next command phase
using brigade general initiative, this replaces the players brigade general initiative for that turn.

Charge Restrictions
As per Engage orders.

MOVE
The brigade moves to a new position. This new position must be a recognisable terrain feature or
in proximity to a friendly brigade. This order may be given as a form of retire order or to allow a
brigade to redeploy from its current position. The order must either be written down or stated.
Once in position the brigade will automatically assume Hold orders (this does not affect either the
CinC’s or brigade general initiative roll – it will happen as soon as the brigade arrives at its
destination).
There are no Automatic Brigade General Initiative Options available but if the brigade is attacked
by enemy infantry or cavalry it will immediately (without requiring any form of order change)
revert to Hold orders. If the attack is beaten off, a new Move order will have to be issued.
Charge restrictions
As per Hold orders.

HOLD
This order is given when the brigade is expected to defend and hold a specific area or terrain
feature, or is currently held in reserve. The order must be either written down or stated. The
brigade halts in its current position and may not advance or retire from that position. Units may
occupy any terrain features, change formation or position within the brigade area. Skirmishers
may advance ahead of the brigade position up to eight inches of the nearest formed unit or
general within the brigade. There are no Automatic Brigade General Initiative Options available.

Charge Restrictions
Units may not initiate charges though cavalry may counter-charge and declare opportunity
charges. After charging, cavalry units must fall back on the original brigade position as soon as
they are able to do so.

14
RETIRE
This order is only issued as a consequence of a loss of nerve or panic result and cannot be issued
by the CinC. All brigade units must retire at least one move back towards a friendly base edge.
Artillery must limber and retire, it may not manhandle. Stepping back is allowed.

CHANGING BRIGADE ORDERS


Brigade orders can only be changed by the CinC or a successful brigade general initiative roll.

CinC’s Changing Brigade Orders


The CinC may only change one order per turn. To do this the CinC player must place the new
order marker face down next to or underneath the current order, then roll 1d6.

Distance
The CinC’s effective command radius is twelve inches. Brigade generals within this distance are
assumed to be within easy messenger reach of the CinC and so have a good chance of receiving
and implementing their orders, however once outside the effective range, order implementation
becomes harder. All distances are measured from the CinC figure to the brigade general’s figure.
Brigade generals may not leave their brigades in order to be closer to the CinC. There is no fixed
rule as to where the brigade general must be within his brigade, but it would be a fairly obvious
infringement if the brigade general was suddenly placed twelve inches away from the nearest
brigade unit just to be closer to the CinC.

Procedure
The CinC player rolls 1d6. If the score is less than the CinC’s command factor, the order has been
changed successfully with immediate effect. If the score is equal to the CinC’s command factor,
the order will be changed next turn. If the CinC is over twelve inches from the brigade general,
the CinC’s initiative for the purpose of this test is reduced by one, it is reduced by another one if
the CinC commands a brigade. If the CinC is in base contact with the brigade general, the CinC
player rolls 2d6 when taking the test – and picks the best result.

BRIGADE GENERAL INITIATIVE


One brigade general per side may attempt to change his own order in the command phase. To do
this 1d6 is rolled. If the score is less than the brigade general’s command factor the order is
successfully implemented and the CinC’s original order is overridden. If the score is equal to the
brigade general’s initiative the order is changed next turn. If the die roll exceeds the brigade
general’s command factor, the new order is not implemented. If a six is rolled the brigade general
may lose his nerve. If the brigade general’s command factor is five, a score of six simply means
that the order has not been changed – initiative five general’s do not lose their nerve!
Brigade general’s may not attempt to change their brigade order in reaction to events that they
cannot see.
There are a number of Automatic Brigade General Initiative Options available depending upon
which order the brigade is currently under. (See Order Definitions).

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LOSE OF NERVE
Any brigade general that has failed to implement a more aggressive order (by rolling a six) will
lose his nerve and will instead implement an order that is one step less aggressive than the present
order, i.e. Engage would be replaced by Hold.

PANIC
Any brigade general that fails to implement a less aggressive order (by rolling a six) will panic.
This results in the brigade receiving an order that is two steps less aggressive than the present
order, e.g. if a brigade general wishes to change an Assault order to Engage, the actual order
received will be Hold.

ASSUMING COMMAND OF LEADERLESS BRIGADES


If a brigade general is mortally wounded/captured/flees the field the brigade must be taken over
by the CinC or an ADC if one is available. CinC’s and ADC’s will assume command of any
leaderless brigades in the next command phase after reaching the brigade area. If there is no ADC
and the CinC is already commanding a brigade, the leaderless brigade will immediately assume
Hold orders.

NOTES ON COMMAND & CONTROL


The command and control section is designed to give a simple and reasonably fast moving order
system while restricting the desire of wargamers to move every unit in any manner they want.
CinC’s will have to consider carefully the timing of assaults and be in the right place at the right
time (not easy!) to issue new orders. Players will soon realise that brigades will not always do as
you wish and if you rely too heavily on your brigade generals to use their own initiative, the
results may not be to your liking!

16
CHAPTER 6.
Charges

A charge is declared when a player wishes to dislodge the enemy from his current position
through a charge and melee – which includes the final advance upon the enemy, very close range
shooting and hand to hand combat.

CHARGE RESTRICTIONS
1. The brigade general must be within twelve inches of a unit before it may declare a charge
or counter-charge, unless cavalry which can counter-charge if over twelve inches from
their brigade general.
2. The unit must be formed (unless an uncontrolled cavalry charge). Unformed or faltering
units may not charge.
3. The unit must be within charge range (players may measure the range before declaring a
charge). Charge range is five inches for infantry and ten inches for cavalry.
4. The unit must be able to see the target before a charge can be declared (i.e. a line of sight
can be traced from the unit to its target).
5. Units may not execute a manoeuvre or change formation prior to charging or during the
charge move unless the unit has declared a counter-charge and is turning to face or
reacting to an opportunity charge.
6. Charges must be made in a straight line, though a deviation of up to 22° to either side is
allowed. Units may not carry out formation changes or any manoeuvre other than
charging straight ahead within the 22° arc during the charge move (except cavalry
manoeuvring to place itself in a position to counter-charge).
7. Units may not declare charges that would take them across the face an to within half a
charge move of formed enemy cavalry.
8. Units that have had charges declared against them must either stand (and fire) or counter-
charge. They may not declare their own charge on another target. Counter-charges must
still charge if their attackers fail to charge home.
9. Retreating units that are contacted will automatically rout. Routing units that are
contacted will disperse.
10. Any phasing players charging units that were forced to retreat or rout may not react or
take a second compulsory move in response to the non-phasing player’s charges.

INFANTRY CHARGES
 Infantry may not charge/counter-charge out of towns or villages.
 Infantry may not charge cavalry.
 Joint cavalry and infantry charges/melees against the same target are not allowed
unless one unit is charging a flank or rear. Therefore, a joint cavalry and infantry
charge is allowed if a cavalry unit is charging the flank while an infantry unit is
charges the enemy front.
 Squares may not charge.

CAVALRY CHARGES
 Cavalry must charge at least three inches in a straight line to claim the charge bonus.
 Cavalry (except skirmish cavalry) may not charge or pursue into or across difficult
terrain. Skirmishers may charge into difficult terrain but not built up areas.

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 Skirmish cavalry may not declare frontal charges on formed infantry, cavalry or artillery.
They may, however, declare frontal charges if such troops are unformed or faltering.
Skirmish cavalry may charge the flank or rear of formed infantry, cavalry or artillery
without penalty.
 Skirmishers (of any type) may declare charges on other skirmishers (apart from infantry
charging cavalry).

CHARGE PROCEDURE
1. The phasing player (with the initiative) declares charges.
2. The non-phasing player declares charges.
3. Units receiving a charge must now state their reaction, this must be one of the following:
counter-charge; stand and fire; manoeuvre and fire; or evade. Only units being charged
may move or change formation in response to a charge.
4. The phasing player tests to charge, the non-phasing player completes defensive
moves/firing, opportunity charges and counter-charges.

THE CHARGE MOVEMENT


1. Charging units move. For the charging unit, 1d6 is rolled, if the score is equal or less than
the unit’s morale, the unit approaches the distance rolled, in inches (double movement for
cavalry as usual), towards the intended target. Added to this movement is the unit’s basic
move (two inches for infantry, four for cavalry). If the distance moved is enough to bring
the charging unit into contact with the target unit, melee will be fought. If the die score
exceeds the unit’s morale factor, the unit fails to charge and can take no further actions
this turn.
2. Defenders fire. The defending unit can now fire if not contacted by the unit. If the
attacker has moved sufficiently to contact the defending unit, the defender must test to
stand before it can fire. If the defender passes the test to stand it can fire at the attacker at
effective range. Units that have attempted an emergency test to stand (either successfully
or unsuccessfully) cannot fire before the attacker makes contact.
3. Support fire. Units other than the unit receiving the charge may fire at the chargers at this
point provided they have no other priority target and no counter-charges have been
declared.
4. Failed charge. If the unit fails to charge, the unit remains in position and can take no
further actions that turn.
5. Defenders and counter-chargers test morale. If the attacker contacts the defending unit,
the defender must pass a morale check to stand or counter-charge. 1d6 is rolled, if the
score is equal or less than the units morale factor, it has successfully counter-charged if
cavalry and meets the attacker half way through its charge move. If the defending unit
Falters or becomes Unformed it fails to counter-charge and fights Unformed. If the
defending unit Retreats or Routs it immediately makes a basic move backwards. In some
cases the charging unit will still contact their target.
6. If the target unit Retreats, Routs or Evades. The charging unit will move the remainder of
their charge (if the distance rolled for during the charge exceeded the distance to the
defending unit in its original position) if this brings them into contact with the Retreating
Routing or Evading unit. If the distance is not sufficient to move the charging unit into
contact it will occupy the position recently vacated by the defending unit.
7. Skirmish screens. Units may charge through friendly skirmishers – simply place them to
the rear or on the flanks of the charging unit. Skirmishers in the path of an enemy charge

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must evade behind or to the flank of friendly units, or to the nearest cover. They may not
fire or take part in the melee.
8. Base to base contact. Once chargers come into base to base contact with their target they
remain fixed in that position until the melee phase. Once in contact they are considered to
engaging in the final stages of the charge and may not be fired upon, nor do they take
morale tests.

OPPORTUNITY CHARGES
This permits the player to declare a cavalry charge just before his opponent launches a charge in
order to intercept this charge. The player must state which unit he intends to intercept and
launches his charge first, in effect seizing the ‘local initiative’ and becoming the attacker. The
original charge now reverts to the defender and the charge is carried out as normal. If both players
order opportunity charges involving opposing units, the phasing player will have priority.

Restrictions
Opportunity charges are only applicable to cavalry. The CinC and each brigade general is allowed
to order one cavalry unit to opportunity charge per phase. Brigade generals may only order
opportunity charges from cavalry units within their own brigades.

Procedure
In order to launch an opportunity charge all the usual charge requirements must be met.
Opportunity charges may not be launched halfway through the opponents charge move. They
must be declared before the opponent launches his charge, so the unit attempting to opportunity
charge must be within charge reach at the start of the charge phase.

EVADING
Only artillery crews and skirmishers may evade.

Evade Procedure
1. Declare evades. Players announce any evades in response to charge declarations.
2. Chargers are moved to the half way point, evaders may then move their evade movement
making an about face or turn for free.
3. Evade movement. Evading units must evade away from the enemy, either straight back or
within a 22° arc or head straight for cover or friendly units, artillery crews may shelter
behind infantry lines or in squares. Evaders cannot make further manoeuvres or turns
during the evade move except to avoid interpenetrating friendly units or to avoid
difficult/sever terrain. Evading units need not take their full evade move.
4. Abandoning artillery. When artillery crews evade without their guns, leave a marker on
the model as a reminder that the guns have been abandoned. Enemy units passing through
the battery or remaining on its position will not constitute the loss of the guns.
5. Interpenetration. Artillery crews evading without their guns interpenetrate friendly units
as skirmishers.
6. Evaders caught by chargers. If the chargers can catch the evaders, they must test to
charge home – if successful they close to melee and the evaders are considered routed.
Chargers inflict damage in the usual way, evaders do not fight back. In the case of
skirmishers caught by close order units all those figures in contact are removed from play
and the remaining skirmishers rout. No melee takes place and the chargers may exercise
the usual options for carting on with the charge (see Charge Movement point 6).
7. Artillery (and crews) are considered unformed after an evade move.

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NOTES ON CHARGES
The loser of the initiative (the non-phasing player), although declaring his charges at the
beginning of the phase, may only carry them out after the phasing player charges, this represents
the phasing players officers issuing orders and getting their men into action while the non-phasing
players officers are still thinking about it! Units that have had charges declared against them may
not declare their own charge against a third party – they must either stand or counter-charge. The
enemy is advancing towards them and they must react to the immediate threat. The non-phasing
player must wait until the phasing player’s charges are completed before he can proceed with his
own charges, unless he declares opportunity charges. If any non-phasing players declared targets
are no longer in charge reach or arc after the phasing players charges then the charge is cancelled.

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CHAPTER 7.
movement

COMPULSORY MOVEMENT
The following units must move in the compulsory movement phase:

Retreating or Routing Units


Units retreating or routing as a result of last turns melee and morale phases are now moved back a
Full Move. If this is the units first compulsory move, the first half of the move must be straight
back away from the direction of the enemy or towards cover if foot threatened by cavalry. Any
friendly units contacted by these units will be interpenetrated and unformed. After this initial half
compulsory move, retreating or routing units may move to avoid other units.

Cavalry Pursuits
All cavalry pursuits are taken in the compulsory move phase. Pursuing cavalry are always classed
as unformed. Cavalry retiring to their own lines do not move in this phase.

Broken Brigades
Brigades that failed their brigade morale test at the end of the last turn now fall back eighteen
inches. When a brigade breaks it retires eighteen inches straight back or away from enemy units
(controlling player’s choice). The broken brigade does not interpenetrate other friendly units but
passes around them. However, if there is no room to pass around them, these friendly units must
be passed through and unformed. The brigade retires the specified distance regardless of terrain.
However, if there is impassable terrain to the rear, the brigade retires to that feature and halts. All
units are unformed after a brigade retirement. Artillery is considered limbered.

NORMAL MOVEMENT
1. This phase is alternate, the player with the initiative will have decided whether to move
first or allow the opponent to do so. The player with the initiative must move first, then
allow the opponent to move, then the player with the initiative can fire first. The player
with the initiative cannot choose to move second and fire first.
2. No unit may voluntarily move into base to base contact with an enemy unit during the
normal movement phase. Approaching units must halt at five inches of enemy units, any
further movement is determined by charges.
3. Units interpenetrated and unformed by retreating or routing units in the compulsory or
charge movement phase may attempt to reform in the movement phase.

Movement Procedure
All units have a Basic Move rate and a Move Dice, in most circumstances a unit is entitled to
both its basic move and a move dice. All infantry and limbered artillery units have a basic move
of two inches; cavalry have a basic move of four inches. In certain favourable situations, a 1d6
movement dice can be added to the basic move of infantry and limbered artillery or wagons, the
1d6 movement dice score will be doubled for cavalry. The score on the die rolls being the
additional inches the unit will move. The maximum that can be added with the Move Dice is the
unit’s morale factor.

Basic Move and Move Dice: This type of movement applies to units moving in line formation
and limbered artillery in open terrain and irregular or skirmish units in difficult terrain.

21
Full Move: This is the unit’s basic move distance plus move dice as if the maximum possible die
roll was made. This type of movement applies to units moving in column (unless crossing terrain
features), generals or units Evading, Retreating or Routing.

Move Dice only: This type of movement applies to units moving in square, units moving while
unformed, infantry, cavalry and limbered artillery units making an about face move or artillery
that have limbered/unlimbered this turn, or units crossing difficult or severe terrain or skirmishers
crossing severe terrain.

Basic Move only: This type of movement applies to infantry or cavalry units making a step back
move, or dressing the line, i.e. conforming to the frontage of a nearby friendly unit.

Half Basic Move only: Manhandled artillery can only move one inch.

Special Moves: This type of move is applied to certain units that posses a great familiarity with
the terrain they are fighting in, and to units that have a great unfamiliarity with the terrain (and
have not bothered to adequately scout). If on familiar terrain, any unit rolling a six for their
movement gains an additional basic move (if the controlling player wishes). A roll of six on
unfamiliar terrain means the unit fails to move at all that turn (and this failure to move cannot be
used to reform Unformed units).

Unit Marker Moves: Unit markers have a basic move of six inches, to this is added the score of
1d6 minus the number of the unit marker. Unit markers move at this rate across all passable
terrain but one inch is deducted from the movement of unit markers for each hill contour crossed
and each difficult terrain feature entered.

Movement of Generals
Generals may move either in the charge phase after charge declarations to accompanying a
charging unit or in the normal movement phase. Generals do not have to use their entire move if
accompanying a charge and can use the remaining move during the normal movement phase.

FORMATION CHANGES
Formation changes occur during normal movement. To determine whether unit’s successful
change formation, 1d6 is rolled – if the score is equal to or less than the unit’s morale factor, the
unit has changed its formation. If the score exceeded the unit’s morale factor – the unit has failed
to change its formation this turn, the formation change will automatically be completed during
next turns normal movement phase. Until that happens, the unit that fails to change their
formation will be considered Unformed.
Regular units can attempt emergency formation changes. These are formation changes that are
prompted by the approach of enemy units. If a charge is declared on a unit, the unit can attempt to
charge formation into a square for instance, or can attempt to form a line from column. In this
case, 1d6 is rolled for the unit, if the score is less than (and not equal) the units morale factor, the
unit has successfully changed formation before the charge contacts them. Note, the unit must still
take a test to stand. If the score is equal or more than the units morale factor, the unit becomes
unformed and must test to stand in this state.

DEPLOYING UNIT MARKERS


Unit markers represent the movement of bodies of troops that are hidden from the enemy. When
spotted by the enemy or when the controlling player wishes, these troops should be placed on the

22
table. When spotted, they should be placed at the point when spotted, when placed by the
controlling player they will be deployed during the controlling players normal movement phase.

 When deploying units from movement counters, only one unit can be placed on the table
deployed (i.e. in line, square, unlimbered etc), but two units can be placed in march
column or unlimbered.
 When deploying units that have been spotted by the enemy, if the unit marker moved that
turn, all units will be placed immediately, none of them can be deployed into line or
unlimbered etc. If the marker did not move that turn, all units are placed immediately and
one can be deployed into line or can be unlimbered etc.
 All units must be placed within three inches of the unit marker.
 Units cannot be placed within the charge range of enemy units, or in impassable terrain,
or within four inches of the table edge.
 Units that cannot be placed due to the above restrictions cannot be placed using that unit
marker.
 If all unit markers have been used and units remain to be placed on the table, these units
cannot be brought on and will not participate in the battle.

WHEELING
For units to wheel, the inside corner of the unit remains stationary while the outside corner of the
unit moves at its normal speed.

REFUSING A FLANK
Infantry units deployed in line formation may refuse a flank. Up to half of the unit may deploy
against one flank. This counts as a Formation Change. Units with a refused flank cannot move.
Units charging a refused flank claim the charging flank modifier and the target is classed as being
charged in the flank for morale and melee purposes.

FORMING REGIMENTAL AND BRIGADE SQUARES


To form a regimental or brigade square, all units must belong to the same brigade and be within
six inches of each other. Regimental or brigade squares cannot be formed within five inches of
formed enemy units. One formation change is required for the square to form.

 Once in regimental or brigade squares all units test morale as individual units.
 Casualties caused by enemy fire will be spread amongst all composite units with any odd
casualty going on the individual unit targeted.
 If the square is charged, only the unit actually being charged tests morale to stand.
 If in melee, only the units actually in base to base contact fight the melee. Casualties
inflicted in melee only apply to those units actually in base to base contact.
 If any one unit becomes Unformed (or Falters), the remaining units stay formed (unless
interpenetrated), but must wait for the unformed unit to reform before the square can
move. If one member unit of the square retreats or routs away, the square may reform
without those units. If remaining units are charged whilst any one unit is unformed, these
remaining formed units are classed as in line formation for melee purposes.

INTERPENETRATION
No interpenetration is allowed except:
 Skirmishers may move through friendly units without affecting either unit’s movement or
formation and vice versa.

23
 Regular units in line may pass through deployed artillery, but become unformed on the
completion of the move (not applied if charging). Units may not end their move within
the battery, failure to achieve the necessary distance means the unit has not
interpenetrated the unit and is moved one inch from it. Artillery may not undertake any
movement or firing during the turn in which it is passed through.
 Any retreating or routing unit that ends its initial compulsory move in the middle of
another friendly unit takes as much extra movement as necessary until it clears the unit.

MOVING INTO CHARGE RANGE


Unit’s that move into charge range of enemy unit’s must halt before they contact the enemy, even
if the move would be sufficient to contact the enemy. Unit’s must be halted four inches from
enemy units, further moves towards the enemy must be resolved by charge tests.

24
CHAPTER 8.
terrain

Terrain is classified into three distinct types – good, difficult and severe. All terrain features
must be classified at the beginning of the game.

GOOD TERRAIN
Assumed to be all terrain not classified as difficult or severe. This includes such terrain as open
ground and open fields, roads and tracks, gentle slopes and hills.

Effect
None, units move at their normal movement rate.

DIFFICULT TERRAIN
This will include all built up areas such as farms and villages. It also includes open woods,
orchards, shallow rivers and streams, and hills.

Effect
 All unit’s and generals use move dice only for movement. Skirmishers and retreating or
routing units are not affected by this terrain.
 Close order cavalry become unformed. They may not declare charges into or across such
terrain.
 Artillery may pass through while limbered but may not deploy (except battalion guns).
 Unit’s crossing hedges and walls use move dice only until all figures in the unit are clear
of the obstacle.

SEVERE TERRAIN
This includes features such as dense woods, marshes, passable but steep sided streams or
exceptionally steep and rugged high ground.

Effect
 Close order foot becomes unformed.
 Cavalry (any) and artillery may not enter such terrain (includes skirmisher cavalry and
battalion guns).

ROADS
There are no road bonuses included in these rules as they are aimed at battlefield situations where
units would not normally be marching in non-tactical (and vulnerable) formations such as column
of march.

FARMS, VILLAGES & TOWNS


Farms should consist of one terrain feature and would normally be classified as cover. Towns and
villages should be classified as cover if constructed from wood or buildings if made from stone.
To represent larger towns or villages, a number of such terrain features should be grouped
together, thus allowing attackers to capture several sections of a town while the defenders still
possess other sections.

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FORTIFIED BUILDINGS
These will be stoutly built stone buildings that will award a melee modifier to the defenders.
Extra rulings may be applied, for instance the attacking force may only melee with defenders at
gateways. Villages can be prepared for defence, this must be declared at the beginning of the
game and may not be ‘prepared’ during the course of the game.

HILL CONTOURS
Because of the likelihood of warfare in hilly regions during this period, I have thought it
necessary to apply a little more attention to this type of feature. By representing hills as a number
of flat irregular shapes of decreasing size placed on top of each other, players can represent in
detail the shape, height, and steepness of hills (by placing contours closer to each other).

 Units moving across hills will have ‘difficult terrain’ conditions applied.
 One inch is deducted from movement (including charges) for each hill contour crossed.

TROOP CAPACITY
Players must specify the troop capacity of each built-up area at the beginning of the game. As a
rough guide allow a maximum of forty figures to occupy small villages, farms and churches and a
maximum of eighty figures for each village area.

OCCUPYING & DEFENDING BUILT-UP AREAS


Once infantry reach the baseline of a built-up area it will then take a full move to occupy the area.
No more than half of the occupying troops may fire out of any one side of a built-up area.
However, this number may not exceed the amount of troops that can actually line that particular
side. Attacking units charging un-defended sides of a built-up area may not be fired on by the
defenders. If particular sides are not nominated, it is assumed that the defending troops are split
equally around all four sides.

COVER DEFINITIONS
Buildings
This grading should be limited to predominantly stone build towns and villages, stoutly built
farms and church buildings. It can also include permanent stone fortifications.

Cover
This includes stout hedgerows, walls, woods, orchards, small farms and farm buildings,
predominantly wooden villages or towns, redoubts and simple earth or wooden fortifications.

VISIBILITY
All units may see a maximum of six inches through open woods, orchards or similar blocking
terrain and half that through dense woods or built up areas.

LINE OF SIGHT
 As a general rule all hills and ridges are considered higher than trees and built-up areas.
Hillocks can be considered either the same height or higher than trees and built-up areas.
As no hill or ridge is ever the same I will not impose a ruling on dead ground behind or in
front of higher terrain. Players should however, clearly distinguish such areas (if any)
along with the exact position of crest lines, prior to the beginning of the game.

26
 Troops behind and within six inches of built-up areas and woods are considered to be in
dead ground.
 Retreating and routing troops can be ‘seen’ by all troops regardless of intervening units.

SPOTTING UNIT MARKERS


At the end of the normal move phase, players can attempt to spot enemy unit markers, any unit
marker that is within line of sight (as described above) of friendly units or generals and is no
more than forty inches away, can be spotted (ten inches at night).

Procedure
The player attempting to spot the unit marker rolls 1d6, if the score is equal or less than the unit
markers number, the unit has been spotted and the troops it represents must be placed (see chapter
7, Deploying Unit Markers).
Modifiers
The die score required to spot enemy troops is modified by minus one for each of the following
conditions:

 Observing from the general or units rear facing.


 Each obstructing terrain feature between observer and target (wall, hedge, scrub etc).
 Observing unit is unformed.
 Poor visibility (smoke, mist etc).
 Spotting is automatic in the open at twelve inches of six in cover (half at night).

Unit markers that are within ten inches are automatically revealed without requiring a die roll to
test for observation.

27
CHAPTER 9.
firing

FIRING PROCEDURE
Units fire once per move, this is either carried out in the charge phase in response to a charge or
in the fire phase. Roll 1d6 for each element in the unit that can fire and apply any suitable
modifiers. The basic score required to hit is one to two at effective range and one at long range.

EFFECTS OF FIRING
Each unit will have a different strength factor, usually three or four for regular troops and
anywhere between one and four for irregular tribal troops. The strength factor represents the
number of hits a unit can take before an element is lost. Therefore a regular unit with a strength of
four will lose an element when it suffers four hits. The hits do not all have to occur on one turn
but can accumulate over time, so players should keep a note of the cumulative hits inflicted on
their units. When an element is lost, a morale check is required.

Measuring the Range


Measure from the front edge of the element firing to the nearest point of the target; if ranges
differ apply the appropriate modifiers to firing elements at different ranges.

Weapon Characteristics
Smoothbore Musket (Brown Bess)
 Effective range: unit’s morale factor (in inches).
 Maximum range: six inches.
 Cannot move (with move dice)/change formation and fire.
 Shooting penalty incurred with basic move.

Superior Smoothbore Musket (Jezail)


 Effective range: 1½ unit’s morale factor (in inches).
 Maximum range: ten inches.
 Cannot move (with move dice)/change formation and fire.
 Shooting penalty incurred with basic move.

Percussion Musket (Minie)


 Effective range: 1½ unit’s morale factor (in inches).
 Maximum range: ten inches.
 Shooting penalty incurred with move dice/change formation.
 No shooting penalty incurred with basic move.

Rifled Muzzle Loading Rifle (Enfield)


 Effective range: double unit’s morale factor (in inches).
 Maximum range: sixteen inches.
 Shooting penalty incurred with move dice/change formation.
 No shooting penalty incurred with basic move.

Rifled Muzzle Loading Rifle (Snider, Dreyse)


 Effective range: double unit’s morale factor (in inches).

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 Maximum range: sixteen inches.
 Shooting penalty incurred with move dice/change formation.
 No shooting penalty incurred with basic move.
 Can employ ‘Rapid Fire’ if stationary that turn.

Rifled Muzzle Loading Rifle (Martini-Henry, Chassepot)


 Effective range: treble unit’s morale factor (in inches).
 Maximum range: twenty four inches.
 Shooting penalty incurred with move dice/change formation.
 No shooting penalty incurred with basic move.
 Can employ ‘Rapid Fire’ and make basic move.

Magazine Rifle (Lee-Metford/Enfield)


 Effective range: quadruple unit’s morale factor (in inches).
 Maximum range: twenty eight inches.
 No shooting penalty incurred with any movement.
 Can employ ‘Rapid Fire’ and make basic move.

Fire & Movement


Unit’s can move and fire in the same turn but may incur shooting penalties (see Weapon
Characteristics above). Artillery and cavalry cannot move and fire (but artillery can unlimber and
fire). Skirmishers can make a full move and fire, without shooting penalties, irrespective of
weapon type.

Angle of Fire
The angle of fire for close order units and artillery is 45° measured from the base edge. For
skirmishers it is 90°.

FIRE CONTROL
There are a number of different ways that units can deliver fire to their targets. This will depend
on a number of factors:

Volley Fire
This is the usual type of firing employed by formed regular troops. 1d6 is rolled for each element
firing, with any relevant modifiers applied.

Sniping
Only the best shots in the unit fire with this tactic, 1d6 is rolled for the entire unit, a score of one
or two will inflict a hit irrespective of any modifiers. The unit must be stationary and formed to
employ this tactic. Certain tribal units primarily armed with melee weapons can still snipe as they
may be armed with Jezails. Units that are low or out of ammo can continue to snipe.

Rapid Fire
Certain firearms (see Weapon Characteristics above) allow units to fire twice in a turn. Units that
are normally eligible to fire, test for firing twice rather than once (2d6 is rolled per element rather
than one). The second firing must be directed at the same target as the first firing.

Skirmish Firing
This will be employed by single skirmish figures deployed as a screen in front of the parent unit.
1d6 is rolled to hit, if the score is less than the number of skirmish figures in the screen, then a hit

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has been inflicted on the target. A maximum of one hit can be inflicted irrespective of the number
of figures firing. No shooting modifiers of any type are applied to this type of firing.
This can also be employed by regular units that have entirely deployed as skirmishers (when all
unit elements are separated). In this case, 1d6 is rolled to hit for each firing element, all suitable
shooting modifiers are applied.

Irregular Fire
This type of firing is employed by irregular tribal units and units that only fight in skirmish
formations. Only half the number of elements can fire can fire (1d6 is rolled for every two
elements).

Forward Firing Line


This type of firing is employed by single figures deployed as a forward firing line in front of the
parent unit. 1d6 is rolled to hit, if the score equals or is less than the number of figures firing, a hit
is inflicted. If six figures are firing then one hit is automatic. If more than six are firing, then
another d6 can be rolled, the score required to hit being the number of figures that exceed the first
six in the firing line. Therefore, if a firing line is made up of eight figures, this would represent
one automatic hit for the first six figures and another die roll requiring a one or two to hit.

SHOOTING MODIFIERS
Certain situations will increase or decrease the chances to hit. The basic score required to hit with
small arms is one or two at effective range and one at long range. The score required to hit is
increased by one in the following situations:

 Target is close order/limbered artillery


 Enfilading fire
 Shooters – Excellent
 Canister

The score required to hit is increased by two if the following situation occurs:

 Artillery versus target is in square


The score required to hit is decreased by one if any of the following situations occur:

 Target is in cover
 Target is skirmishing or has a skirmish screen
 Shooter moved (if applicable)
 Shooters – Rapid Fire
 Shooters – Poor
 Counter battery fire
 Firer has low ammo
The score required to hit is reduced by two if the following situation occurs:

 Target is in buildings

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Easy Shots
If the shooting modifiers increase the chance to hit to six, the shooting unit will still only hit on a
score of five or less, but will gain an additional d6 to hit. If the chance to hit is increased to seven
the unit gains two additional d6 to hit (requiring a five or less to score a hit).

Difficult Shots
If the shooting modifiers reduce the chance to hit to zero, the shooting unit will only hit on a
score of one, and will roll one less d6 to hit.

FIRING AT SKIRMISH SCREENS


When firing at units protected by skirmish screens, the attacking player must declare whether the
target will be the skirmish screen or the parent unit. If the target is the parent unit, the shooting is
determined in the usual way, but the first hit will be inflicted on the skirmish screen, any
remaining will be inflicted on the parent unit. If the skirmish screen is itself targeted, there will be
no hits allowed on the parent unit. Each hit on a skirmish screen removes one skirmish figure
from play.

FIRING AT FORWARD FIRING LINES


These will act as skirmish screens if the parent unit is the target. If the firing line itself is the
target, it does not count as skirmishers but it doesn’t count as close order either – so no shooting
modifiers will be applied when firing at it.

ARTILLERY FIRING PROCEDURE


Declare the target and ammunition to be used (case or shot etc), measure the range to the target
and roll a number of d6 depending on the type of gun and the range. The basic score required to
inflict a hit is one or two. The greater the range to the target, the less d6 will be rolled to hit.

Ultra Light Guns: This includes 1 to 3pdr guns. 1d6 is rolled to hit.
Light Guns: This includes 4 to 7pdr guns. 2d6 are rolled to hit.
Medium Guns: This includes 9 to 12pdr guns. 3d6 are rolled to hit.
Heavy Guns: This includes 18 to 24pdr guns. 4d6 are rolled to hit.
Siege Guns: This includes 32pdr guns (or heavier). 5d6 are rolled to hit.

Smoothbore Artillery
The effectiveness of smoothbore artillery rapidly decreases over range. When rolling to hit, the
number of dice used is reduced by one if the target is over ten inches away and reduced by
another one if over twenty inches away (etc).

Rifled Artillery
Rifled artillery is far more effective at longer ranges than smoothbore artillery. Consequently the
reduction in d6 rolled to hit occurs every twenty inches rather than every ten. Therefore, when
firing at targets over twenty inches away – the number of d6 rolled to hit is reduced by one, when
firing at targets over forty inches away the number of d6 rolled is reduced by two (etc).

Breech Loading Artillery


This type of weapon has a higher rate of fire, is generally lighter and easier to use than muzzle
loading artillery.

Canister or Case Shot

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Canister or case shot is fired over shorter distances. The range is one inch per dice rolled for that
type of weapon, for instance three inches for medium guns, plus one inch per morale factor of the
crew.

FIRE & MOVEMENT


Heavy artillery cannot move and fire or unlimber and fire in the same turn. Medium artillery
cannot move and fire but can unlimber and fire in the same turn. Light artillery cannot move and
fire unless being manhandled, and can unlimber and fire in the same turn. Ultra-light guns can
move, unlimber and fire in the same turn. All moving and firing artillery will incur a shooting
penalty. Muzzle loading guns can only fire once per turn. Heavy breech-loading guns count as
mediums for the purpose of fire and movement, and mediums and lights count as light. Breech
loading medium (or lighter) guns can fire twice per turn if stationary in this and the previous turn.
The first shot fires before the opponent fires, the second shot after the opponent has fired.

FIRING OVERHEAD
Artillery may fire overhead if clearly uphill or if the target is on a higher elevation. Artillery
firing overhead may not engage enemy units frontally if friendly units are within four inches of
the target front. Also artillery may only fire overhead if friendly troops are at least four inches
away from the front of the firing battery. Canister and case shot may not be fired overhead.

FRIENDLY TROOPS BLOCKING LINE OF SIGHT


In order to fire through gaps between friendly units there must be a gap equivalent to the width of
the battery to fire through. Troops obscuring the frontage will prevent the battery from firing.
Artillery may not fire canister or shrapnel shot if friendly troops are within the firing arc.

FIRING THROUGH ENEMY SKIRMISH SCREENS


When firing canister or case shot at close order units screened by skirmishers, this fire will pass
through the skirmish screen and casualties will be worked out on any close order units behind in
the usual way, however, the first casualty caused will always go on the skirmish screen. Round
shot and shrapnel shot will pass through a screen without any effect on the skirmishers and will
inflict any casualties on the close order unit behind in the normal way (unless the skirmishers are
the intended target).

LOSS OF CREW
When four figures have been lost from a battery, the artillery crew are removed from play.

AMMUNITION SUPPLY
When firing small-arms or artillery, there is a risk that units will run out of ammunition. Each
double six rolled when firing will indicate a low ammunition result. Each brigade will be able
sustain a certain number of low ammunition results before firing performance begins to be
affected. A well supplied brigade can ignore three low ammo results before the effects of low
ammo are applied. Subsequent low ammo results will increase the effects.

First Low Ammo Result


The first low ammo result that is applied to a brigade (after it has ignored one or more) will mean
that all units outside of command range of the brigade general will suffer low ammo shooting
modifiers.

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Second Low Ammo Result
Units outside of command range of the brigade general are out of ammo and cannot fire, units
inside command range can fire but with low ammo modifier.

Third Low Ammo Result


All units in the brigade are out of ammo and cannot fire.

Small Arms and Artillery Supply


Out of ammunition die rolls from artillery and small arms fire must be recorded separately. It is
possible for a brigade to run out of artillery ammunition and still have adequate supply of small
arms ammunition. A well supplied brigade that can ignore three low ammunition results can
ignore three results from small arms fire and three from artillery fire.

HEROES
Heroes often emerge at times of great difficulty, and their heroic actions are long remembered.
When firing is being conducted, if a double one is rolled, an heroic figure has emerged from the
unit, this brave soul heroically and with no regard for personal safety will lead deadly and
accurate fire at the enemy. All subsequent firing from this unit will gain an extra d6 to hit.
Heroes that are fired on or are in combat will be at risk. If a unit with an attached hero comes
under fire or is in combat, a score of double one rolled by the attacker (when determining
shooting) will cause the hero to be killed (gloriously). However, the hit that kills the hero is not
transferred to the unit, in other words he takes the hit rather than the unit.

If heroes are attached to artillery batteries that run out of ammo, they can gather material to fire
improvised canister shot and continue firing each turn that the hero is alive. In this situation, the
extra d6 is not used in firing. Only smoothbore guns can fire this type of shot.
Units can have only one hero attached to them at a time, but other heroes can emerge after the
death of an earlier hero. A hero that arises from firing will only apply the extra dice to firing and
not other tests such as melee.

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CHAPTER 10.
SKIRMISHERS
For the purposes of the game, there are two types of infantry skirmishers. There is the skirmish
screen which consists of individually based figures that have been deployed from a regular unit,
and there is the skirmish unit that only operates as skirmishers.

FORMATION OF SKIRMISH SCREENS


To form a skirmish screen, up to two elements from a regular infantry unit are removed and
replaced by single figures which are placed up to one inch per morale factor in front of the parent
unit. Each battalion deploying skirmishers requires a full move to do so. The number of single
skirmish figures that each element can be converted into is one per strength point of the parent
unit. Therefore, a strength four unit can deploy four figures. Players can deploy up to two
elements per unit and can deploy half elements as well. In this case, the half element remains in
play but receives two ‘hits’.

FORMATION OF FORWARD FIRING LINES


Regular infantry units can employ a forward firing line. This is a number of individual figures
placed in front of the parent unit (with the usual skirmish restrictions on range). Instead of
skirmishing, these figures present an ordered firing line operating in front of the parent unit. This
enables the unit to fire with reasonable effectiveness while keeping the main body is held in
reserve.

BATTALIONS REFORMING INTO CLOSE ORDER


In order for a battalion to reform into close order, 1d6 is rolled, if the score is equal or less than
the unit’s morale factor it has managed to reform. If the score is not achieved the recall order has
failed and the unit remains in skirmish order, however, the player may try again in subsequent
turns. The recall order will only work if the skirmishers are within one inch (per morale factor) of
parent unit.

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CHAPTER 11.
melee
Melee only takes place when units have been moved into base to base contact as a result of a
charge move. Melee represents not only hand to hand fighting but also the final stages of a charge
including very close range volleys and the final advance upon the enemy.

PROCEDURE
Each side rolls 1d6 for each base of the unit in contact and adds or subtracts appropriate modifiers
to the unit’s morale factor. The score required to hit is equal or less than the units modified
morale factor. Each d6 that registers a hit is a hit inflicted on the opposing unit. Any unit that
suffers a hit in melee must test for morale, even if they inflicted more hits than their opponent.

EFFECTS OF MELEE
The strength factor of a unit represents the number of hits the unit can take before an element is
lost. Therefore a regular unit with strength four will lose an element when it suffers four hits. The
hits do not all have to occur on one turn but can accumulate over time, so players should keep a
note of the cumulative hits inflicted on their units.

DETERMINING THE WINNER


The unit that inflicts the most hits on the opponent is the winner. However, if either side suffers
any hits in melee, it must take a morale test.

FIGURES ELIGIBLE TO FIGHT


All bases in the unit count as fighting. As long as part of the unit is in contact all the figures in the
unit are eligible. This includes all rear ranks, as long as they are in base to base contact. Bases
that overlap the side of units are also considered part of the combat. 1d6 should be rolled for each
single overlapping base, to see if a hit is socred.

MULTIPLE UNIT MELEES


In melees with two or more units on one side each unit still has its own dice rolls and adds or
subtracts all appropriate modifiers, the effects of any morale tests that arise from a multiple melee
are applied to the individual units concerned.

REINFORCING MELEES
 Units may reinforce melees in subsequent melee phases as long as they are able to
contact the enemy.
 Reinforcing units may not pass through other friendly units to achieve base to base
contact with enemy units.
 Exception a) Cavalry in a single rank may reinforce a melee through a single rank of
engaged friendly cavalry. The reinforcing cavalry unit will enter the melee unformed and
may not claim the charging modifier.
 Exception b) Infantry may reinforce a friendly unit in melee in a built up area by passing
through the engaged friendly unit, providing base to base contact can be achieved with
the enemy unit. The reinforcing unit will enter melee unformed.
 Reinforcing a melee is considered a ‘charge’ and carried out in the charge phase. The
player must declare the intention to reinforce the melee at the beginning of the phase.
Reinforcing units must first pass their ‘charge home’ morale test. If the unit moves

35
sufficient distance it moves into contact. The defending unit takes no morale test as it is
already in melee.
 Reinforcing units do not count the charge modifier but are classed as formed (except
when interpenetrating other units).

ATTACKING & DEFENDING BUILT-UP AREAS


 If the defenders retreat or rout before an attackers charge, the attacking unit may enter
and occupy the built-up area using the charge move. The occupying unit will be
unformed by this move.
 Infantry units defending built-up areas that are forced to retreat or rout must continue the
initial retreat/rout move until clear of the built up area.
 Defending infantry may not charge or counter-charge out of a built-up area.

IRREGULAR CAVALRY CHARGING INTO DIFFICULT TERRAIN


Irregular cavalry is the only type of cavalry unit that can charge into difficult terrain due to their
loose formation (but not built-up areas), and they don’t gain a charge bonus when charging in
difficult terrain.

MELEE MODIFIERS
To score a hit, the player must roll equal or less than their morale factor. Different conditions will
modify the factor for the purpose of the melee.

Increase the unit’s morale factor by one in the following situations:


 Pushed the opponent back in the previous combat.
 Unit charging into contact (first round only).
 Unit in column or square.

Increase the unit’s morale factor by two in the following situations:


 Lance armed cavalry charging into contact (do not apply the previous charge modifier).
 Fanatics charging into contact (do not apply the previous charge modifier).
 Opponent retreating.

Decrease the unit’s morale factor by one in the following situations:


 Opponent is in cover.
 Opponent is uphill.
 Opponent has a higher strength.
 Irregular unit versus formed unit.
 Own unit halted.

Decrease the unit’s morale factor by two in the following situations:


 Opponent is in buildings.
 Opponent’s strength is double or more.
 Own unit unformed or faltering.

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Easy Hits
If the melee modifiers increase the chance to hit to six, the unit will still only hit on a score of five
or less, but will gain an additional d6 to hit. If the chance to hit is increased to seven the unit
gains two additional d6 to hit (requiring a five or less to score a hit).

Difficult Hits
If the melee modifiers reduce the chance to hit to zero, the shooting unit will only hit on a score
of one, and will roll one less d6 to hit.

MORALE IN COMBAT
All units in combat that suffer a hit must test for morale. 1d6 is rolled for each unit that suffers
hits, if the score equals or is less than the unit’s morale factor; the unit passes the morale test. The
morale factor will be modified under certain conditions.
Count the morale as one grade lower if the following situations occur:
 Outside of generals command range.
 Friendly units retreating or routing within twelve inches.
 Unit has suffered ¼ casualties (one grade lower for each quarter casualties suffered).
 Unit is irregular (unless Fanatic in first round)
 Unit is Unformed, Faltering or Retreating.
 Unit is out of ammo.
Count the morale as one grade higher if the following situations occur:
 The unit has won the melee (inflicted the most casualties).
 Unit is in column or square formation.
 Unit is in cover or buildings.
 Fanatics in first round of melee.
If neither side suffers casualties, or both sides suffer casualties and pass their respective morale
tests – the combat continues next turn. If one side fails their morale test, the amount that the test
is failed by will determine the results.

 Morale test failed by one or two: Unit pushed back.


 Morale test failed by three or four: Unit retreats.
 Morale test failed by five or more: Unit routs.
If both sides fail their morale test, the side that ‘lost’ the combat (suffered the most casualties)
will have the effects of the morale test applied, while the winner ignores any morale effects. If
both sides inflicted the same number of casualties and both failed morale – the results of the
morale failure will be applied as normal.

FOLLOWING-UP
The winning unit follows up the unit it has just pushed back in melee thus remaining in base to
base contact. Both units are now unformed as they have fought a round of melee. The follow-up
and push back movement takes place immediately after the conclusion of the melee.

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PUSHED-BACK INTO FRIENDLY UNITS
Units that are pushed back will move back six inches and will push back and unform any friendly
units within six inches that lie behind them. Such units do not count as part of the melee and
cannot fight.

CONTACTING FRESH ENEMY UNITS


The follow-up move may bring winning units into base to base contact with new enemy units.
This is permissible as the follow up is considered a continuing charge and melee situation. If
following up troops contact fresh enemy units these join the melee. The follow up/push back will
halt on contacting these new troops. Units contacted by following up troops may not fire or
manoeuvre before contact.

PROHIBITED FOLLOW-UP
Foot never follow-up cavalry. Artillery does not follow up at all.

RETREAT INSTEAD OF PUSH-BACK


Infantry and artillery will retreat if pushed back by cavalry. Artillery retreat if pushed back by any
troops. Retreating units continue to retreat if pushed-back. In these cases simply treat push-backs
as retreats.

UNFORMED THROUGH MELEE


All units become unformed after one round of melee. Infantry squares are never unformed
through melee with cavalry unless broken.

RETREATING UNITS THAT WIN A MELEE


Considered as rallied but do not follow-up or pursue.

PURSUING CAVALRY VERSUS RETREATING OR ROUTING UNITS


If at any stage during the compulsory or pursuit move a retreating/routing unit passes through
other friendly units thereby unforming them, the pursuing cavalry will engage the new unit. No
morale checks are required by either side, just move the cavalry straight into contact (the
unformed unit may not move or fire), the retreaters/routers will be ignored.

SKIRMISHERS CAUGHT BY CAVALRY PURSUING RETREATING OR


ROUTING UNITS
If at any stage during the compulsory/pursuit move a retreating or routing unit passes through
friendly skirmishers the pursuing cavalry will engage the skirmishers (the skirmishers may not
evade, move or fire), the retreaters/routers will be ignored. Those skirmishers in contact are
ridden down and removed from play (no melee takes place as skirmishers have been caught by
close order troops). The pursuing cavalry halts at this point and then conducts a further pursuit
test in the following morale phase.

BONUS MOVES AFTER MELEE


Winning infantry may occupy the defenders position, this includes redoubts or built up areas,
using a bonus move, which is taken in the compulsory phase. Winning infantry must occupy
built-up areas they have won in melee with at least one unit. Alternately, winning infantry and
cavalry may take a bonus wheel up to 45° before reforming.

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PURSUIT TEST
If cavalry units inflict a retreat or rout result on an opponent in combat, the must test to pursue,
1d6 is rolled for the cavalry unit:

 Score exceeds morale. Pursue unit it has just defeated. If not possible unit carries out an
uncontrolled charge towards the nearest enemy unit within a 45° arc. If no targets are
available, unit is Blown.
 Score equals morale. Horses Blown, the unit is unformed and retires at full move speed to
behind its own lines (and outside of enemy effective artillery range and charge reach),
where it may reform.
 Score less than morale. Unformed, the unit may either stand and reform or retire and
reform.
 Score two less than morale. Superb Discipline! The unit remains formed and may act as
desired next turn. If the unit pursued last turn or is already unformed, then may stand and
reform or retire and reform.
If the enemy has been dispersed or is now in cover or out of charge reach, the pursuing unit
carries out an uncontrolled charge towards the nearest enemy unit within a 45° arc instead. If
there is no enemy within this arc they must retire to their own lines to reform. Cavalry required to
pursue that have targets in sight with arc but are out of charge reach still carry out a full move
towards the nearest enemy unit. They then halt unformed at the end of the pursuit move and must
take a further pursuit test in the next morale phase. Only if no enemy units are within the 45° arc,
or the only available targets are in cover, does the cavalry then retire to its own lines. Cavalry
may not pursue onto difficult terrain (except irregular cavalry). The pursuit will halt on reaching
the terrain obstacle and the cavalry will retire to their own lines in the next movement phase. No
melee takes place. All pursuits are carried out in the following compulsory movement phase.

UNCONTROLLED CHARGE
This only applies to cavalry that achieves a Pursue but is unable to pursue the unit it has just
defeated in melee. The unit is classed as unformed and must charge the nearest enemy unit within
a 45° arc. This is carried out using the usual charge procedure in the charge phase.

HEROES
Many a hero has emerged from the heat of combat. If a double one is rolled during melee, a hero
has emerged within the unit whose personal bravery has inspired the troops and will gain the unit
an extra d6 in subsequent rounds of combat.

Heroes that are fired on or are in combat will be at risk. If a unit with an attached hero comes
under fire or is in combat, a score of double one rolled by the attacker (when determining
shooting) will cause the hero to be killed (gloriously). However, the hit that kills the hero is not
transferred to the unit, in other words he takes the hit rather than the unit.
Units can have only one hero attached to them at a time, but other heroes can emerge after the
death of an earlier hero. A hero that arises from a melee will only apply the extra dice to melee
and not other tests such as shooting.

39
CHAPTER 12.
Morale
This chapter covers Unit Morale, which effects the individual battalions, cavalry regiments and
batteries, and Brigade Morale which affects the entire brigade, Unit Morale Tests are taken first,
then Brigade Morale Tests.

UNIT MORALE
Unit morale is tested for under the following conditions:
1. To charge home or counter-charge.
2. Being charged by enemy troops that have passed their ‘to charge home’ test.
3. When the unit loses a base.
4. Fired in rear by enemy close order infantry or artillery at effective range.
5. Friends routing within twelve inches.
6. Rallying from retreat or rout (including units broken in the charge phase).
Units may not attempt to rally if within charge reach of formed enemy units or if in melee. All
unit morale tests in this phase are simultaneous. Therefore if the first unit to test routs, this does
not necessitate all fellow units within twelve inches testing, nor does this affect the morale of
other units in this phase. This rout will only affect other units in the next turn’s morale phase.
However, units breaking in the unit morale test will affect the brigade morale test.

UNIT MORALE PROCEDURE


Each unit required to test rolls 1d6 and must score equal or less than the unit’s morale factor to
pass the test and continue with their orders. The morale factor will be modified by the following
situations.

Count the morale as one grade lower if the following situations occur:
 Outside of generals command range.
 Friendly units retreating or routing within twelve inches.
 Unit has suffered ¼ casualties (one grade lower for each quarter casualties suffered).
 Unit is Unformed, Faltering or Retreating.
 Being charged in flank or rear.
 Unit out of ammo.
Count the morale as one grade higher if the following situations occur:
 The unit has won the melee (inflicted the most casualties).
 Unit is in column or square formation.
 Unit is in cover or buildings.
 Testing to charge flank/rear/unformed/skirmishers.

UNIT MORALE RESULTS


The morale results that arise from units in melee are handled in the previous section. For units
that are testing for morale in all other situations, the following results apply.

 Morale test failed by one: Unit is Halted.


 Morale test failed by two: Unit is Unformed.
 Morale test failed by three: Unit Falters.
 Morale test failed by four: Unit Retreats.

40
 Morale test failed by five: Unit Routs.
 Morale test failed by six: Unit Disperses.

Units that are already suffering from the effects of morale that fail another result will suffer a
worse result than what they are suffering now, for instance; a Halted unit that fails its morale test
by one will become Unformed. An unformed unit that fails its morale test by two will Retreat.

UNIT MORALE DEFINITIONS

Halted
Units must halt in their current position for the rest of the turn, they remain formed and can fire
and/or manoeuvre.

Unformed
The unit has temporarily lost cohesion and order. Once a unit is unformed it may not claim any
formation modifiers, it simply fights as unformed. Unformed units will become formed when
they have spent an entire turn stationary and not firing.
 Unformed units may not declare charges (unless an uncontrolled cavalry charge) or
counter-charge.
 Unformed units may only fire if charged or fired upon.
 Unformed units move using the move dice only unless unformed or blown cavalry
retiring to own lines which is carried out at full move rates.
 Units unformed after winning a melee must reform into their original formation.
 Units unformed as a result of pursuing, retiring to own lines, rallying from retreat or rout
or brigade retirement may reform in any facing or formation.

Falter
The unit has lost formation and discipline. Men are starting to leave the ranks and officers are
unable to issue effective orders.
 Units halt and become unformed. May fire only if charged. May not counter-charge or
manoeuvre.
 Faltering units may not move in any manner until reformed.
 Faltering units rally automatically from falter after spending one complete movement
phase to reform without having moved or fired. Faltering units may not reform and
change formation in the same turn.

Retreat
Units retreat facing the enemy and move directly away from their enemy or back towards their
own lines (or towards cover if infantry threatened by cavalry). The unit makes a full move back
and will interpenetrate friendly units if contacting them up to half way through the move (not
applicable to squares). From then on they avoid other units.
 Units retreat maintaining their original formation during the first half of the initial retreat
move, thereafter in ‘column of mob’. If fired on they are classed as being in column.
 Infantry units defending built up areas that are forced to retreat from an enemy charge
must continue the initial retreat until clear of the built-up area, extra compulsory
movement is taken if necessary.
 Retreating units are automatically unformed, may not fire but may fight back in melee. If
they manage to win a melee they automatically rally but do not follow-up or take pursuit
tests if cavalry.

41
 Artillery forced to retreat or rout as a result of melee or an enemy charge must make an
additional test against the unit’s morale factor. 1d6 is rolled, if the score is less than the
artilleries morale factor, the guns have been limbered and moved. If the score is equal to
the units morale factor, heavy artillery has not been limbered but other types have. If the
score is one more than morale factor then light artillery has been limbered but others have
not. If more than this is scored then the guns have not been limbered and have been lost.
Rout
Units act as in retreat except that they have their backs to the enemy and do not fight back in
melee. Attacking units simply inflict casualties without suffering any back. If fired upon, routers
are classed as being in column. Routers may only make one attempt to rally, if they fail they
disperse. Every time a unit routs or disperses within twelve inches of fellow brigade units, a
brigade morale check must be taken.

Dispersal Point
Once any unit is reduced to half its original strength it reaches its dispersal point. Any adverse
result such as falter, retreat or rout means the unit immediately disperses. A successful morale
result means the unit may carry on as normal and does not test again for dispersal. Units in melee
reduced to the dispersal point use the melee morale test to check for dispersal.

Automatic Dispersal Point


Any unit reduced to 25% or less strength will immediately disperse.

Disperse
The unit disintegrates into a fleeing mob and is removed from play. Every time a unit disperses
within twelve inches of fellow brigade units, a brigade morale test must be taken.

Exception
Skirmish units and skirmish screens do not initiate a brigade morale test if they disperse.

Surrendering
Any unit subject to a compulsory move (push-back, retreat or rout) that is surrounded or the first
half of the initial retreat move takes them into contact with enemy units will surrender and is
removed from play. This will be classed as a rout for all morale purposes.

BRIGADE MORALE TEST


Brigade morale is tested for under the following circumstances:
1. The brigade general is mortally wounded, captured or flees the field.
2. Any brigade unit routing or dispersing after melee or morale tests within twelve inches of
fellow brigade units (unless routing skirmishers).
3. All brigade units are retreating, routing or dispersed.
4. All brigades test if the CinC is mortally wounded, captured or flees the field.

Units that routed as a result of charges but rallied in the following unit morale test do not initiate
a brigade morale test.

PROCEDURE
When testing for brigade morale, 1d6 is rolled and compared to the brigade morale factor. If the
score equals or is less than the brigade morale, the morale test has been passed. If the score
exceeds morale factor, the test has failed. Certain battlefield conditions will affect the morale test.

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Increase the brigade morale factor by one if:
 Enemy units are retreating or routing within twelve inches of any brigade unit.
 Over half of brigade units are in cover or buildings.

Decrease the brigade morale factor by one:


 If one quarter of brigade units retreating/routing or dispersed (cumulative for each quarter
thus affected).

BRIGADE MORALE RESULTS


The morale results that arise from units in melee are handled in the previous section. For units
that are testing for morale in all other situations, the following results apply.

 Morale test failed by one: Brigade is Halted.


 Morale test failed by two: Brigade Breaks.
 Morale test failed by three: Mass Panic.

BRIGADE MORALE DEFINITIONS

Brigade Halted
All units in the brigade become Halted.

Brigade Breaks
 The brigade must retire eighteen inches in the next compulsory movement phase. The
brigade retires straight back or away from the enemy (controlling player’s choice). The
broken brigade does not interpenetrate other friendly units but passes around them, unless
there is no room to move round in which case units will be interpenetrated.
 The brigade must retire regardless of the terrain to their rear, unless there is impassable
terrain behind them, in which case the brigade halts on meeting the terrain edge.
 All units are unformed but automatically rally when they have completed the retire move.
 Units deployed further than eighteen inches behind the bulk of the brigade remain in
position (e.g. artillery).
 All units retiring become unformed (except retreating or routing units). Faltering units
suffer no extra adverse effects and retire with the brigade. Artillery retires limbered (there
is no movement penalty for limbering).
 Retreating and routing units disperse and are removed from play.
 The brigade immediately assumes Hold orders.

Mass Panic
The brigade breaks in a shameful manner and flees the field. All units are removed from play.
Regardless of the results diced for, Guard units or brigades are never subject to massed panic
(apply the Brigade Breaks result instead).

HEROES
There is no greater test for a hero than when his comrades are faltering and someone has to take a
stand to avert disaster. When morale is being tested for (or charge tests/tests to stand), if a one is
rolled, the controlling player can roll another d6, if another one is scored - an heroic figure has

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emerged from the unit. When all others are beginning to waver, this brave soul stands firm and
rallies the troops. From then on, all subsequent morale tests made by this unit will gain an extra
d6 (the controlling player takes the most favourable result)t.
Heroes that are fired on or are in combat will be at risk. If a unit with an attached hero comes
under fire or is in combat, a score of double one rolled by the attacker (when determining
shooting) will cause the hero to be killed (gloriously). However, the hit that kills the hero is not
transferred to the unit, in other words he takes the hit rather than the unit.
Units can have only one hero attached to them at a time, but other heroes can emerge after the
death of an earlier hero. A hero that arises from a morale test will only apply the extra dice to
morale and not other tests such as melee or firing.

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Sequence Phase
1 Initiative Simultaneous
2 Command Alternate
3 All Compulsory Moves Simultaneous
4 Charge Declarations & Charges Alternate
5 Normal Moves Alternate
6 Firing Alternate
7 Melees Simultaneous
8 All Morale & Pursuit Tests Simultaneous

Shooting Modifier Factor Shooting Modifier Factor


Target is close order/limbered art/enfilade +1 Target in cover/skirmishing/skirmish screen -1
Excellent shooters +1 Shooter moved (if applicable) -1
Canister +1 Rapid fire -1
Artillery versus square formation +2 Poor shooters -1
Counter-battery fire -1
Target in buildings -2
Firer has low ammo

Melee Modifier Factor Melee Modifier Factor


Pushed back opponent in previous +1 Opponent in cover -1
Unit charging into contact +1 Opponent uphill -1
Unit in column or square +1 Opponent has higher strength -1
Lance armed cavalry charging +2 Irregular versus formed -1
Opponent retreating +2 Own unit halted -1
Fanatics charging into contact +2 Opponent in buildings -2
Opponents strength is double -2
Own unit unformed or faltering -2

Melee Morale Modifier Factor Melee Morale Modifier Factor


Won the last round of melee +1 Outside of generals command range -1
Unit in column or square formation +1 Friendly units retreating within 12” -1
Unit is in cover or buildings +1 Unit has suffered ¼ casualties -1
Fanatic in first round of melee +1 Unformed/Faltering/Retreating -1
Unit out of ammo -1
Unit is irregular (unless Fanatic) -1

Melee Morale Results Factor


Morale test failed by one to two Unit pushed back
Morale test failed by three to four Unit retreats
Morale test failed by five to six Unit routs
.
Unit Morale Modifier Factor Unit Morale Modifier Factor
Won the last round of melee +1 Outside of generals command range -1
Unit in column or square formation +1 Friendly units retreating within 12” -1
Unit is in cover or buildings +1 Unit has suffered ¼ casualties -1
Charging flank/rear/unformed/skirmish +1 Unformed/Faltering/Retreating -1
Fanatic testing to charge +1 Being charged in flank or rear -1
Unit out of ammo -1
Unit Morale Results Factor
Morale test failed by one Halted
Morale test failed by two Unformed
Morale test failed by three Falters
Morale test failed by four Retreats
Morale test failed by five Routs
Morale test failed by six Disperses

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