Charge Pikes
Charge Pikes
Charge Pikes
Table of Contents
Introduction ....................................................................................................................................................................... 1 Game Scales ....................................................................................................................................................................... 1 Troop Types ....................................................................................................................................................................... 1 Mounting Figures............................................................................................................................................................... 2 Bases for Figures............................................................................................................................................................. 2 Units ................................................................................................................................................................................... 2 Morale Grades ................................................................................................................................................................... 2 Formations ......................................................................................................................................................................... 3 Infantry............................................................................................................................................................................ 3 Naked Foot, Pike-supported Foot, and Heavy-Armed Foot .............................................................................................. 3 Infantry Deployment ........................................................................................................................................................ 4 Mounted Formations........................................................................................................................................................ 6 Artillery Formations ........................................................................................................................................................ 6 Hits ..................................................................................................................................................................................... 6 Hits Against Pike and Shot Units ..................................................................................................................................... 6 Generals and Command .................................................................................................................................................... 6 Visibility ............................................................................................................................................................................. 6 Steadiness and Order......................................................................................................................................................... 6 Disorder .......................................................................................................................................................................... 7 Exhausted Units............................................................................................................................................................... 7 Recovering from Shaken or Disordered Status ................................................................................................................. 7 Morale States ..................................................................................................................................................................... 7 Turn Sequence ................................................................................................................................................................... 7 Initiative ............................................................................................................................................................................. 8 Movement........................................................................................................................................................................... 8 Moving Routing Units...................................................................................................................................................... 8 Moving Pursuing Units .................................................................................................................................................... 8 Charging ......................................................................................................................................................................... 8 Impetus ............................................................................................................................................................................ 9 Counter-Charging............................................................................................................................................................ 9 Evading ........................................................................................................................................................................... 9 Interpenetration............................................................................................................................................................... 9 Open and Protected Flanks.............................................................................................................................................. 9 Maneuvers and Formation Changes............................................................................................................................... 10 Skirmish Movement........................................................................................................................................................ 10 Recoil Moves ................................................................................................................................................................. 10 Movement Chart ............................................................................................................................................................ 11 Shooting............................................................................................................................................................................ 11 Basic Procedure ............................................................................................................................................................ 11 Timing of Fire................................................................................................................................................................ 12 Priority of Fire .............................................................................................................................................................. 12 Shooting Over or Through Other Units .......................................................................................................................... 12 Shooting Through Gaps ................................................................................................................................................. 12 Artillery Danger Zones .................................................................................................................................................. 12 Moving and Firing......................................................................................................................................................... 12 Shooting Table............................................................................................................................................................... 13 Combat ............................................................................................................................................................................. 13 Basic Procedure ............................................................................................................................................................ 13 Figures Eligible to Strike ............................................................................................................................................... 13 Cavalry Recoil............................................................................................................................................................... 14 Pike-Supported, Naked, and Heavy-Armed Foot ............................................................................................................ 14 Pistols in Combat........................................................................................................................................................... 14
Skirmishers and Gunners in Combat .............................................................................................................................. 14 Combat Table ................................................................................................................................................................ 14 Reaction Tests .................................................................................................................................................................. 15 Reaction to Rally From Rout.......................................................................................................................................... 15 Reaction to Halt Pursuit ................................................................................................................................................ 15 Panic Vs. Cavalry Charge.............................................................................................................................................. 15 Reaction to Charge or Countercharge to Contact .......................................................................................................... 16 Reaction to Stand Vs. Successful Charge (if stationary or evading)................................................................................ 16 Reaction vs. Shooting Hits ............................................................................................................................................. 16 Reaction Vs. Losing a Combat ....................................................................................................................................... 17 Reaction Vs. Friend Routing within 12(9)" ..................................................................................................................... 17 Terrain Effects................................................................................................................................................................. 17 Woods............................................................................................................................................................................ 17 Rough Ground ............................................................................................................................................................... 18 Hills............................................................................................................................................................................... 18 Fences, Walls, and Hedgerows....................................................................................................................................... 18 Streams.......................................................................................................................................................................... 18 Rivers ............................................................................................................................................................................ 18 Buildings ....................................................................................................................................................................... 18 Fieldworks ..................................................................................................................................................................... 19 Optional Rules.................................................................................................................................................................. 19 The Swedish Maneuver System....................................................................................................................................... 19 Firelocks........................................................................................................................................................................ 20 Forlorn Hopes ............................................................................................................................................................... 20 Volley Fire..................................................................................................................................................................... 20 Scottish Lancers............................................................................................................................................................. 20 Highlanders ................................................................................................................................................................... 21 Cost Chart ..................................................................................................................................................................... 21
Introduction
These rules are designed to recreate medium-sized battles in the English Civil War (1642-1651). The game mechanics are based strongly on the WRG 1685-1845 rules, but with important changes. The rules are organized into two sections. The first section lists the basic rules for the game. Then follows a section of optional and advanced rules. State clearly at the start of the game which optional rules you will be using. 15mm Scale Notation: The rules are primarily designed for 25mm scale figures. The corresponding 15mm scale distance or size follows the 25mm size in parentheses. For example, 6(4.5)" means use 6" with 25mm scale figures, or 4.5" with 15mm scale figures. In general, the 15mm distances are 3/4 of the 25mm distances.
Game Scales
One turn represents an undefined amount of time. 16-20 turns usually represents a full day of battle. One inch represents about 12(16) paces -- about 25(40) feet. One figure represents 25 actual men, usually standing in 3-4 ranks (half a file depth). One gunner represents about 5 men. One gun model represents two actual guns.
Troop Types
The rules use the following troop types: Pikemen: Musketeers: Skirmishers: Infantry armed with pikes, usually wearing some sort of body armor. Infantry armed with matchlock muskets. The basic rules ignore firelock muskets. Infantry with matchlocks, strung out in skirmish order. Generally, these are dismounted dragoons. Cavalry wearing full or 3/4 plate armor, using swords and pistols. Cavalry wearing less armor, usually a breastplate and helmet, using swords and pistols. Mounted musketeers. Dragoons are not considered true cavalry, and suffer penalties if they fight while mounted. Infantry who can man guns. These are usually based individually, or mounted around the gun model they serve, on its base. Command figures. Generals have no combat or shooting value. Usually they are mounted one or two figures on a base (two figures for C-in-C, one figure for a subgeneral). Guns are divided into light (up to 4# shot weight), field (up to 12# shot weight), and heavy (over 12# shot weight). Siege guns are treated as a type of heavy gun in these rules.
Gunners:
Generals:
Guns:
Wagons and Limbers: These are not "troop types", but are often present in the game. 04/18/02 1
Mounting Figures
Figures are mounted according to certain frontages per figure, in order to determine shooting and combat. You may group figures together onto bases of the appropriate width, if desired. The frontages below conform to the most popular frontages for this period. Figure Type Pikemen Musketeers Skirmishing Foot Any Mounted Troops Generals Gun Model Wagon, Limber Width per Figure (mm) 15 (10) 20 (13) 30 (20) 25 (20) 50 (30) 50 (30) 50 (30) Depth per Figure (mm) 20 (13) 20 (13) 30 (20) 50 (20) 50 (20) As needed As needed
Units
Figures in turn are grouped in to units. A unit represents one or more troops of cavalry, or a regiment of foot, or a battery of guns. Cavalry and dragoon units must all contain the same type of troops (e.g. all horse or all cuirassier). Foot units may both contain pike and/or musketeer figures -- usually both. Note that regiments in "real life" actually fought in three or four "grand divisions", each of 3-4 companies, which operated somewhat apart from one another. In the game, however, all the figures of a regiment must touch. Gun batteries may contain any mixture of gun types. All the figures in a unit must have the same morale grade.
Morale Grades
There are five morale grades in the rules, which represent a combination of training, enthusiasm, leadership, and state of equipment. In general, better-equipped units would have higher morale than poorly-equipped units (there are exceptions, of course). Grade A (elite) is the highest. These might be Cromwell's Ironsides, or possibly Newcastle's northern foot. Grade B (crack) is next. These might be most Royalist cavalry at the start of the war, for example. Grade C (line) are average-quality troops who have gotten proper training and equipment. Grade D (green) are newly-raised regular troops. Grade E (raw) are most militia units.
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Formations
Infantry
The rules take the viewpoint that mid-seventeenth-century warfare was basically linear, rather than columnar. A foot regiment would be divided into three or four "grand divisions:, each of 200-300 men. Each grand division would have a frontage of 60-70 paces, and a depth of perhaps 6-8 paces. This is clearly a linear formation:
The basic rules also assume that foot regiments use the Dutch System of maneuver. There is an optional rule for the Swedish System. The illustrations below show what a Dutch-system regiment of three grand divisions might look like in "real life". Note also that the musketeers in each grand division might well deploy forward of (the "horn battle") or behind their pike blocks.
However, this sort of complexity leads to a lot of problems in a wargame. The rules are content to recreate only the major effects of such a maneuver system, rather than to try to physically show every interaction of the pikes and muskets in the regiment. Therefore, we will simplify the appearance of the regiment, so that it appears as shown below; we represent the entire regiment as if it were one grand division:
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Naked Units: If a pike and shot unit has less than 1/3 of its figures pike-armed, it is considered "naked", and suffers severe penalties in combat and morale, especially if fighting cavalry. Pike-Supported Units: A pike and shot regiment is considered "pike supported" if at least 1/3 of its figures are pikemen. In this period, the pike played the same role as the bayonet in the Horse and Musket era which followed it. A foot unit without proper pike support is very vulnerable to cavalry attacks. A unit with proper pike support is (relatively) immune to cavalry attacks. Heavy-Armed Units: A unit with at least half its figures pike-armed is considered "heavy-armed", and gains an extra combat point when fighting.
Infantry Deployment
A foot unit may be deployed in one of three "legal" formations: March column, line of battle, and square. March Column: The unit is in a column up to 60(40)mm wide, with the figures at double depth. Such a unit moves at 2X normal speed. However, it may not charge or shoot, and becomes shaken at once if a visible enemy approaches within 12(9)". It is not generally used during a wargame, unless the table is very large. Line of Battle: The unit is formed up for battle, with its pike figures in the middle, and two equal "wings" of musketeers on either flank. The unit may be of any frontage or depth, although only two ranks of figures can strike or shoot. Furthermore, the musketeer wings may be of different depths from each other and from the central pike block (see illustration below). Square ("Stand of Pikes"): The unit is formed up with the pikes in a square facing outward all around, with the musketeers surrounding the pikes. A square may not move, and is generally a "last ditch" defensive formation.
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The illustration below shows examples of "illegal" Dutch System formations. They are illegal because the pikes are not in a central block with two equal musketeer wings to either side. A unit in a formation such as these would be disordered, and could only move straight forward:
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Mounted Formations
Mounted troops really have only one formation, line of battle. You may arrange the figures as desired, as long as they all touch, and are facing the same way.
Artillery Formations
Artillery is either limbered or unlimbered.
Hits
In the rules, hits are denoted by an "H" after a 1D6 score. 2345H 6HH, for example, means 1 hit is scored on a roll of 2-5, and two hits on a 6, with a 1being a miss. Except for guns, each hit removes one enemy figure. When guns are hit by shooting, a second roll is made to determine the type of hit done (gun, crew, or limber) -- see shooting.
Visibility
In open ground, visibility is basically unlimited. Close-order units and unlimbered guns block sighting (we assume there is enough musket smoke drifting around to justify this, even for guns). Troops on higher contours can see over blocking units. There must be a 2(1.5)" gap to see between units. Woods and buildings are two contours high. Fieldworks also block sighting -- they are only one contour high, however. In some games, you may declare that areas of standing crops, vineyards, etc. also block sighting.
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Grade E troops, skirmishers, mounted dragoons, and skirmishers are never steady.
Disorder
A unit may become disordered under various circumstances: 1) 2) 3) 4) Due to terrain effects Due to maneuver Upon rallying from rout or pursuit After one round of combat with enemy units totaling at least half its strength.
Exhausted Units
When a unit has half or more of its figures, it is exhausted. An exhausted unit suffers penalties to morale and combat. An exhausted unit may charge, but has a small chance of charging successfully. It is possible for a unit to be both shaken and exhausted at the same time, but it does not suffer double penalties for this.
Morale States
Morale states (highest to lowest) are good, shaken, and routed. A unit in good morale carries on normally. A shaken unit may not charge, and suffers penalties to all its actions. A routed unit turns and runs from the game -- see moving routing and pursuing units.
Turn Sequence
Follow the sequence below each turn. Note that initial rout moves, initial pursuit moves, and recoil moves, are done at the end of the test when they occur. 1) Initiative: Each side rolls for initiative. The high-scoring side chooses to be Side A or Side B that turn. Both sides move unrallied routing and pursuing units a full rout or pursuit move. Both sides then test to see if off-table units return, and place them on the table edge if they return successfully. Movement: Side A announces charges and makes charge moves. Side B announces counter-charges when eligible, and make counter-charges simultaneously with charge moves. Side B also makes any evade moves in response to charges. Side A then makes all other moves. Side B then announces charges, with Side B responding, then makes normal moves. Foot units on both sides make panic tests vs. cavalry charges if necessary. Shooting: Both sides do all shooting (effects are simultaneous). Units on both sides then test to charge or countercharge to contact. Other units test vs. shooting hits if necessary. Combat: Both sides do one round of combat (effects are simultaneous). Losing units test reaction. Both sides then test reaction vs. friends who routed this turn, then test to rally eligible routers and pursuers.
2)
3)
4)
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Initiative
To roll initiative, each side rolls 1D6 (re-roll ties). The high-scoring side chooses to be Side A or Side B that turn. Roll for initiative each turn.
Movement
Moving Routing Units
When a unit routs, it turns directly away from the cause of the rout. Its initial rout move is half a full rout move long, and happens at once. This move must be in a straight line. If the unit encounters friends overlapping its frontage, it does a burst-through against them. If it encounters enemy units, it surrenders at once and is removed from play. Note that squares and units in hard cover or buildings never suffer burst-throughs. Continued rout moves take place in phase 1 of each turn, and are a full rout move long. The unit must swerve each turn up to 45 degrees, until it is facing back toward its on baseline. It may also swerve 45 degrees to avoid enemy units, but must bear as close as possible back to its baseline. During continued rout moves, the unit "flows around" friendly units which have at least a 1" gap to either side. In other cases, it does a burst-through against them. When a friend suffers a burst-thru, it becomes disordered. A routing unit may flow around impassable terrain if the terrain has a 1" gap overlapping the router's frontage; otherwise, it disperses and is removed from play.
Charging
In order to contact the enemy (voluntarily) and engage in combat, a unit must charge. In order to declare a charge, the target of the charge must be visible when the charge is declared, and must be reachable in a single charge move. Restrictions on Charging: Certain units are forbidden from charging: 1) 2) 3) 4) Infantry may not charge mounted troops. Gunners may not charge. Skirmishers may not charge close-order troops. Shaken units may not charge (but exhausted troops may still charge).
Maneuvering During a Charge Move: When a unit performs a charge move, it may wheel up to 45 degrees during its charge at no penalty. If it wheels farther than this, it becomes disordered and loses its impetus. A 04/18/02 8
charging unit may change frontage at the start of its charge move, but may not perform other maneuvers such as sidestepping or making oblique moves.
Impetus
Impetus is a combat bonus given to units which charge "at speed" straight into the enemy. A unit with impetus gets a bonus to its combat points. Impetus Distance: Foot units must charge their final 2(1.5)" to contact in a straight line to have impetus. Mounted units must charge their final 4(3)" to contact in a straight line to have impetus. A unit may claim straight-ahead movement from the end of its previous move toward impetus in the current turn, if it just kept moving straight ahead the whole time. Restrictions on Impetus: Certain units do not have impetus when they charge: 1) 2) 3) 4) Exhausted or disordered units. Mounted dragoons. Mounted troops or "naked" foot charging steady pike-supported or heavy-armed foot frontally. Troops charging at or into or across disordering terrain lose impetus.
Counter-Charging
A countercharge is a charge made to meet an enemy charge. It is made as a simultaneous move, as soon as the target unit is aware of the enemy charge. Only true cavalry and heavy-armed foot units may countercharge. Heavy-armed foot may only countercharge in their own defense. Steady cavalry may countercharge in support of a friend. All the rules and restrictions of charging and impetus apply to countercharging. Foot, for example, cannot countercharge cavalry, because they could not do a normal charge against cavalry.
Evading
Skirmishers and gunners may evade a charge. Make the evade move after the enemy charges to contact. The enemy may then halt at that point if it has moved less than a full normal move, or continue its charge in a straight line into the next target in line. If it halts after making more than a full normal move, the charger is disordered. The evade move must be made away from the charge, at an angle of up to 45 degrees to either side of the line of the charge. The evading unit must move at least half a normal move, but may then halt if the enemy can no longer reach it.
Interpenetration
Interpenetration is when one unit moves through another. Unlimbered guns and skirmishers are not obstacles to interpenetration, and may be passed through freely. In other cases, one unit must stand still while the other moves through at half speed.
Changing Frontage
Retiring
Sidestepping
Oblique Movement (45 degree angle facing straight forward) Mounting and Dismounting Dragoons
Unlimbering Guns
Skirmish Movement
Skirmishers may move and face freely in any direction; they do not need to "maneuver". Note however that their movement is slower than might be expected (unless evading). This reflects the difficulties of command control for such units. There was no properly trained "light infantry" during this period.
Recoil Moves
A recoil move, as forced by combat or reaction results, must be straight back, except a swerve as small as possible of up 45 degrees is allowed to avoid other units. The recoiling unit remains facing forward. If a recoiling 04/18/02 10
unit cannot avoid an enemy unit, it panics and routs. A recoil move causes burst-throughs against friends if there are friends in the path of the recoil.
Movement Chart
Unit Type Movement Chart (Inches) Move 6(4.5) 4(3) 24(18) 12(9) 12(9) 12(9) 8(6)/6(4.5) 4(3)/2(1.5) 4(3) 6(4.5) Charge 8(6) 8(6) 24(18) 12(9) 16(12) 20(15) NA NA NA NA Rout/Evade/ Pursue 10(7.5) 10(7.5) 24(18) 24(18) 20(15) 24(18) NA NA NA NA
Close-order Foot Skirmishers or Gunners Generals Mounted Dragoons Cuirassiers Horse Light Guns (limbered/unlimbered) Field Guns (limbered/unlimbered) Heavy Guns (limbered) Wagons
Heavy guns may not move if unlimbered. They may rotate in place up to 45 degrees per turn, however. Rout, evasion, and pursuit movement does not apply to guns. In any of these situations, the gunners abandon their guns, and move like skirmishing infantry. March Column: Units in march column move at 2X normal speed. They may not charge or shoot, and are shaken if a visible enemy comes within 12(9)" of them.
Shooting
Basic Procedure
Dice per Figure: Each unit rolls one die per four firing figures, rounding up a remainder of three figures. Measure the range and arc of fire of each figure from its front middle. If part of a unit shoots, the entire unit counts as shooting. A unit may not split its fire unless some of the figures cannot hit the first target selected. The others may then shoot at another target as close as possible to the one first selected. Fire from a square or building may be directed independently by each face of the square or building. Arc of Fire: The arc of fire is 45 degrees to either side of each figure's front center. Ranks able to Shoot: Two ranks of foot figures may shoot. Four ranks of cavalry figures may shoot. A unit may always shoot in its own defense vs. a charge, if eligible to fire at all, unless it is suffering a "crashinto" effect from an enemy which was pursuing some other target. Dense targets are any close-order units in three or more ranks of figures with any part of the unit, or any close-order unit enfiladed at 22.5 degrees or less onto its flank. Guns are considered "close-order" targets. Normal targets are all other close-order targets, including guns -- limbered or unlimbered. Thus it is possible to enfilade guns.
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Timing of Fire
If the unit is stationary, it may shoot at any enemy units which passed through its "fire zone" (range and arc of fire) that turn. To shoot at an enemy which charged to contact with some other target, the enemy must have taken more than half a full move to reach its target. If the firing unit moved, it may only fire at targets still in its fire zone at the end of movement. A unit charging at the shooters may always be shot at by the target of the charge.
Priority of Fire
1) 2) 3) An enemy charging at the shooter. If a general is within 2(1.5)", any target desired. In other cases, the nearest target with the best chance to be hit.
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Shooting Table
Type of Fire Steady Close-order Musketry Unsteady or Skirmishing Musketry Pistols Light Hail Shot Field Heavy (R1) Light Ball Shot Field Heavy (R1) Shooting Table (1D6 per 4 figures) Range Normal, SkirmishDense ers 45H 6HH 6H 6(4.5) 56H NIL 12 (9) 56H 6H 6(4.5) 6H NIL 12 (9) 6HH NIL 4 (3) 456H 6(4.5) 456H 56H 8 (6) 34H 56HH 8 (6) 56H 20(15) 56H NIL 40(30) 56HH 60(45) Soft Cover
56H 6H 6H NIL NIL 56H 6H 56H 56HH
Hard Cover
6H NIL 6H NIL NIL 6H 6H 6H 56H
Hits Against Dense Targets: Ballshot does double hits against dense targets. Other hits are normal. Hits Against Guns: Roll 1D6 for each hit done against a gun model: 1-3 = limber hit if present, else a plain miss. Two limber hits eliminates a limber model. 4-5 = gunner hit. 6= gunner hit if from small arms or hail shot, gunner + gun model lost if from ballshot. Reloading Guns: Heavy guns must reload 1 turn (R1) between shots. Hail Shot: A gun model should generally get only four rounds of hail shot during a game. Fire from a Square: Figures shooting out of a square are considered "unsteady" for shooting.
Combat
Basic Procedure
Striking in Combat: To strike in combat, each unit rolls one die per four infantry or mounted dragoons, and one die per two cavalry figures eligible to strike. Round up a final remainder of three infantry or mounted dragoons. Cavalry may not round up a 1-figure remainder. Impact and Melee: There are two types of combat, impact and melee. Impact is the first round of a combat, when one or both units involved have charged to contact. Other "continuing" rounds are melee rounds. It is possible for a unit to be fighting an impact round against one opponent, and a melee round against another. See page 9 for rules covering impetus. Combat Points: The Combat Chart lists the "combat points" each unit may count against its opponent. Each player adds up the relevant combat points for his units and compares them, for opposing units. If one unit has more combat points than the other, it will have a better chance to hit when it strikes. For example, if one unit has 3 points, and its target unit has 2, then the first unit has a 1-point advantage. Losing a Combat: If a unit as a whole suffers more hits than it inflicts, it has lost and must test reaction.
On an impact, a figure may only strike to its front. If a charger against its flank is not doing a true flank/rear charge, however, it may strike to that flank. A figure may strike all around during continuing rounds of a combat. A unit in combat may not turn figures to face the enemy, or bring up extra figures.
Cavalry Recoil
Cavalry which fails to inflict more hits than it receives must recoil 4(3)". If two cavalry units are fighting, and each inflicts 1 hit, for example, then both must recoil. If only one side recoils, the other side must follow up if cavalry, and able to advance.
Pistols in Combat
Cavalry may count their pistols in any one round of a combat, gaining one combat point for doing so. The entire unit must use its pistols -- you cannot claim to have some figures use them and not others. Reloading: Normally, cavalry pistol fire assumes that the horsemen have time to reload after firing, the same as other small arms. In combat, however, the men would not be able to do this. Therefore, the cavalry use their pistols, the unit must stand for one turn to let the men reload before they can be used again. The unit may reload at the same time it reforms or recovers its morale.
Combat Table
Combat Table Combat Points Cavalry with impetus, first impact: Others charging with impetus: Vs. enemy flank/rear: Per grade above enemy (2 max): Enemy shaken or routing: Cav vs. naked foot in the open: Heavy-armed foot: Cuirassiers: Cav vs. foot in the open, per foot unit's open flank: 04/18/02 3 1 2 1 2 3 1 1 1 Vs. foot unit in one rank, in the open: 1 Enemy is mounted dragoons: 1 In soft or hard cover: 1 or 3 Cavalry following up recoiling enemy unit: 1 Up steep slope, on impact: 1 Pistol-armed cav, on impact: 1 Pike-supported foot vs. naked foot: 1 14 Point Diff. 0 1 2 3 4+ Higher Lower (Cav-Cav) (Cav-Cav) 456H 456H (56H) (56H) 45H 6HH 456H (456H) (56H) 45H 6HH 56H (456H) (6H) 34H 56HH 56H (45H6HH) (6H) 23H456HH 6H (34H56HH) (NIL)
Reaction Tests
Morale is determined by taking reaction tests at various times during the turn. To take a reaction test, roll 1D6 for the unit, and modify it as listed for the test. If the final score is greater than 0, the unit passes. Otherwise it fails.
-2/-3/-4/-5 +1/-1 +2
-1/-1/-2/-3/-4 +1 +2 -3 -1 +2
+2/+1/+0/-1/-2 +1/-1 +2 -3 -1 -2
+2/+1/+0/-1/-2 +1/-1 -1 -1 -1 -1 +1
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+2/+1/+0/-1/-2 +1/-1 -1 -1 +1
Terrain Effects
The terrain types listed below are intended as general guidelines, and cover most of the terrain found in a wargame type battle. Any of these rules can be freely changed for a particular scenario.
Woods
Woods may be either light or heavy. If not already determined, roll the first time a unit tries to enter: On a 5-6, the woods are heavy. A unit inside a wood is visible from outside at a range of 8" or less, unless it reveals itself by shooting. A revealed unit is visible as if in the open until it retreats back into the woods. The unit must be within 1" of the edge to be seen from outside. A unit more than 1" inside a woods may not see out. Woods are disordering terrain which block impetus. Any unit entering or charging the edge of a woods becomes disordered upon contact with the edge of the woods. Woods give soft cover vs. shooting, but none in combat. Light Woods: Skirmishers move through light woods at full speed. Routing and pursuing infantry also move at full speed. All other troops move at half speed, and guns must be prolongued. Heavy Woods: Skirmishers move through heavy woods at half speed. Routing and pursuing infantry also move at half speed. Other infantry move through at 1/4 speed. Cavalry and guns may not enter or charge at heavy woods -- this is impassable terrain to them. If forced into heavy woods, they are disperse and eliminated from play as if they had routed off the table. Visibility and shooting range in heavy woods is 2". 04/18/02 17
Rough Ground
This is an area of heavy brush, rocks, scattered trees and stumps, etc. Any unit moving more than half speed in rough ground becomes disordered. Rough ground blocks impetus. Visibility and shooting is normal in rough ground, except that ballshot treats it like soft cover.
Hills
Hills may be either gentle or steep. Some may be gentle on one side, but steep on the other. Some may be declared impassable to certain types of troops. Hills have one or more crestlines running along them. Gentle hill slopes have no effects other than to block sighting past their crestlines. Steep hill slopes cut movement up or across them by half. In addition, cavalry and guns move downslope at half speed. Steep slopes also block charge impetus up or across them, and block it downslope for cavalry as well. A unit up or across a steep slope from cavalry is not "in the open". Peeking over Crestlines: A unit within 2(1.5)" of a crestline is assumed to send officers forward to look over the edge. This allows the unit to "peek over" the crest, and launch charges. Such a unit is itself visible as a charge target(because we assume the officers themselves are seen by the enemy); however, it may not be shot at.
Streams
Some streams may have steep banks that impose extra movement penalties. In general, however, all troops cross streams at half speed (1" extra cost minimum), and lose impetus if charging. A unit divided by a stream is disordered.
Rivers
Rivers are usually impassable, except at fords or bridges. Treat a ford like a stream in all respects. Units must cross bridges in columns up to 60(40)mm wide. The unit crosses at half speed, and is disordered while any part of it is on the bridge. Bridges do not prevent charges, but charging units lose impetus.
Buildings
Built-up areas are represented by "town blocks", usually a piece of felt with a house model placed on it. Only infantry may enter or attack a town block. Guns may start the game in a town block if the scenario allows, but may not leave it or move to another spot. At the start of the game, give each town block a maximum garrison size in figures, and decide the cover protection it will give vs. shooting and in combat. Town blocks are two hill contours high. Troops inside are visible the same as if in a woods. However, once it has been determined that the block is garrisoned, all troops inside are eligible targets; take hits proportionally between pikemen and musketeers inside. 04/18/02 18
Figures inside the block do not need to face any particular direction, and never have flanks or rear. They may shoot and fight in any direction, with some restrictions: Figures equal to half the garrison size may shoot out any side of the block. The entire garrison may fight to defend the block, but the figures must be allocated to specific enemy units attacking the block. A town block is disordering terrain. it costs nothing to enter a town block, but a full move to emerge, and the unit is disordered. Troops equal to the garrison size may attack each face of the town block. All the figures in a unit charging the block may fight regardless of depth or overlap. We assume that the block really represents a group of smaller buildings, and that the attackers and defenders are really broken into small semi-skirmish combats.
Fieldworks
Fieldworks are divided into light and heavy works. All fieldworks are impassable to cavalry and guns, and block impetus. Light works provide soft cover vs. shooting and combat. They usually cost 2(1.5)" to cross, and disorder units that cross them. They block sighting past them for troops on the same level, but have no effect for troops on a higher contour level. Heavy works take 4(3)" per rank to cross, and disorder units that cross them. They provide hard cover vs. shooting and combat. They are one contour high.
Optional Rules
The Swedish Maneuver System
The basic rules state that foot units use the "Dutch" maneuver system, as this was the most common during the English Civil War. A more flexible, but more difficult to learn, maneuver system also existed, the "Swedish" System. A Swedish System regiment has two basic forms of "line of battle": "Muskets forward" and "pikes forward". The illustration below lists what a Swedish System unit looks like in line of battle. It takes 4(3)" of movement for the regiment to change formation. This includes going into or out of square. In addition, the "pinning distance" for a formation change is 4(3)", not 6(4.5)". If the unit is charged from 4(3)" or more away, it may change from muskets forward to pikes forward (just place the musketeers behind the pikes), or from either formation into square. If the unit is in muskets forward, it may shoot normally, but takes up less frontage per regiment. If it must fight in this formation, it counts as "naked" foot. If the unit is in pikes forward formation, only the unblocked musketeers may shoot. The unit fights as if heavyarmed, however.
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Firelocks
If a unit is armed with firelocks, which are somewhat more efficient firearms, roll one die per three figures when it shoots, instead of one die per four figures, and round up a final remainder of two figures.
Forlorn Hopes
A forlorn hope is a small body of musketeers "drawn out" from the files of its parent regiment. Its job is to advance ahead of the regiment and draw the enemy's fire. It is not a "skirmish screen". Up to six figures may be formed into a forlorn hope at the start of the game, from each regiment. They must be placed 2(1.5)" ahead of the regiment, in close order, 2 ranks deep. They then advance ahead of the regiment. When the enemy shoots at the forlorn hope, the forlorn hope takes normal losses; however, the parent unit takes no morale tests for these hits. The forlorn hope may remain where it is until wiped out, or be drawn back to the parent unit at no cost, during the movement phase. The forlorn hope has the same morale state as its parent.
Volley Fire
To use volley fire, each file of musketeers must "double-up", causing the last three or four men in the file to move up next to the first half of the file. They thus occupy the "lanes" normally left between files for rotation fire. A unit in this formation is said to be in "volley posture". It takes half a turn to move into or out of volley posture. This does not count as a formation change. Do not change the frontage of the musketeers in the unit when in volley posture, but mark the unit in some manner. A unit in volley posture becomes shaken if it performs any move than to move or charge straight forward. Volley posture is not a standard formation, and the men would not be trained to maneuver when out of their normal "places of dignity" in each file. When a unit in volley posture fires, roll twice the normal dice for shooting. The unit is then unloaded, and must spend a turn reloading before it can shoot again.
Scottish Lancers
If Scottish lance-armed cavalry is used in a game, give these troops 1 combat point on an impact, if they are moving forward at the time of impact -- whether they have impetus or not.
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Highlanders
Highlander units may be either "shock" units armed with various hand weapons -- but not pikes, or archer units. Highlanders should be mounted on a 20(13)mm frontage per figure. Highlanders move 6(4.5)" per turn, charge 12(9)", and rout or pursue at 12(9)" per turn. Highlanders always maneuver as if unsteady (wheel at half speed, etc.). Highland shock units fight enemy foot as if "heavy-armed", but are treated as "naked" for morale and combat purposes if encountering enemy cavalry. Highland archer units are always treated as if "naked" foot. Highlanders may move through rough ground (but not woods) as if it were open ground. Highlanders are by no means supermen, and most highlander bands should be Grade C, or even D if fighting outside their home clan areas. They are quite vulnerable to cavalry if caught in the open, and so are best used as they were historically -- in the highlands.
Cost Chart
The chart below can be used when purchasing units during campaigns, or to achieve (more or less) balanced forces in a one-off battle. Note that musketeers and pikemen cost the same. Infantry and Artillery Grade A: Grade B: Grade C: Grade D: Grade E: If Dragoon: If Gunner: Cavalry and Generals Grade A: 16 Grade B: 12 Grade C: 8 Grade D: 6 Grade E: 4 +4 +2 100 50
8 6 4 3 2
+2 If cuirassier: +2 If lancer:
Can use Swedish System: +1 Commander-in-Chief: Sub-General: Light gun: 40 Field gun: 70 Heavy gun: 100 Limber or wagon: 10
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Playsheets
Turn Sequence 1) Initiative: Initiative, move routers/pursuers, see if off-table units return. 2) Movement: Side A does charges, then normal moves. Side B does charges, then normal moves. Foot take panic tests. 3) Shooting: Both shoot. Test to complete charges or vs. shooting hits. 4) Combat: Fight combats, test morale, test to halt pursuit and vs. routing friends.
Type of maneuver Wheel Changing Frontage Full speed.. 1(3/4)" per figure of frontage changed for infantry, 2(1.5)" per figure of frontage changed for mounted troops. This costs 1 full move. Except for forming square, the unit becomes shaken if it changes formation or does an about face within 6(4.5)" of a non-routing enemy unit. Maneuver and Formation Change Chart Steady Grade A-C Troops Half speed 2(1.5)" per figure of frontage changed for infantry, 4(3)" per figure of frontage changed for mounted troops. This costs 2 full moves. Except for forming square, the unit becomes shaken if it changes formation or does an about face within 6(4.5)" of a non-routing enemy unit. The unit is shaken while in the midst of its formation change; place the unit in the new formation at once, however. Straight backward at 1/4 speed. One wing of a pike a pike and shot unit may also wheel backward at 1/4 speed. The unit becomes disordered if it retires. Straight sideways at 1/4 speed. The unit becomes disordered if it sidesteps. Obliquely forward at 1/4 speed. The unit becomes disordered if it does any oblique movement. Other Troops
Retiring
Straight backward at half speed. One wing of a pike a pike and shot unit may also wheel backward at half speed. Straight sideways at 1/4 speed. Obliquely forward at 1/4 speed.
Sidestepping Oblique Movement (45 degree angle facing straight forward) Mounting and Dismounting Dragoons Unlimbering Guns
It costs dragoons 1/2 turn to dismount, and a full turn to mount up again. 1/10 (rounded down to a 1-figure minimum) of the figures must be used a horse-holders. The horses must be represented somehow on the table. They may not move. If an enemy unit touches them, they are dispersed and removed from play at once. It costs 1/2 move to unlimber a light gun, and a full move to unlimber a field or heavy gun. Once the guns are unlimbered, remove the (civilian) limber models from pay. An unlimbered gun may not limber up again.
Unit Type Close-order Foot Skirmishers or Gunners Generals Mounted Dragoons Cuirassiers Horse Light Guns (limbered/unlimbered) Field Guns (limbered/unlimbered) Heavy Guns (limbered) Wagons
Movement Chart (Inches) Move 6(4.5) 4(3) 24(18) 12(9) 12(9) 12(9) 8(6)/6(4.5) 4(3)/2(1.5) 4(3) 6(4.5)
Shooting Table (1 D6 per 4 figures or per gun, round up 3-figure remainder) Type of Fire Range Normal, Skirmishers Soft Cover Hard Cover Dense Steady Close-order 6 (4.5) 45H 6HH 6H 56H 6H Musketry 12 (9) 56H NIL 6H NIL Unsteady or Skirmishing Musketry All Mounted Fire Hail Shot Light Field Heavy (R1) Light Field Heavy (R1) 6 (4.5) 12 (9) 4 (3) 6( 4.5) 8 (6) 8 (6) 20 (15) 40 (30) 60 (45) 56H 6H 6HH 456H 456H 34H 56HH 56H 56H 56HH 6H NIL NIL 56H 6H NIL NIL 56H 6H 56H 56HH 6H NIL NIL 6H 6H 6H 56H
Ball Shot
NIL
Combat Table (1 die per 4 foot or dragoons, or 1 D6 per 2 cavalry. Round up 3-figure remainder) Combat Points Point Higher Diff. (Cav-Cav) Cavalry with impetus, first impact: 3 Vs. foot unit in one rank, 0 456H Others charging with impetus: 1 in the open: 1 (56H) Vs. enemy flank/rear: 2 Enemy is mounted dragoons: 1 1 45H 6HH Per grade above enemy (2 max): 1 In soft or hard cover: 1 or 3 (456H) Enemy shaken or routing: 2 Cavalry following up recoiling 2 45H 6HH Cav vs. naked foot in the open: 3 enemy unit: 1 (456H) Heavy-armed foot: 1 Up steep slope, on impact: 1 3 34H 56HH Cuirassiers: 1 Pistol-armed cav, on impact: 1 (45H6HH) Cav vs. foot in the open, Pike-supported foot vs. 4+ 23H456HH per foot unit's open flank: 1 naked foot: 1 (34H56HH)
Rally from Rout Grade A/B/C/D: General with Unit/No general in CR of Unit: No visible enemies within 12(9)": -2/-3/-4/-5 +1/-1 +2 Halt Pursuit or Return to the Table Grade A/B/C/D/E: General with Unit: Outdistanced, or obstacle: Royalist cavalry: Other mounted troops, or any exhausted unit: Testing to return to the table: Pass: Fail:
Lower (Cav-Cav) 456H (56H) 456H (56H) 56H (6H) 56H (6H) 6H (NIL)
-1/-1/-2/-3/-4 +1 +2 -3 -1 +2
Pass: Fail:
Unit halts, disordered. Unit may do a free about face. Unit keeps routing Foot Unit Panic Vs. Cavalry Charge
Unit halts, disordered. Unit may do a free about face. Unit keeps pursuing Charge/Countercharge to Contact
Grade A/B/C/D/E: General with Unit/No general in CR of Unit: Enemy cavalry has no impetus at time of contact: Foot unit is naked: Foot unit, per open flank: Shaken and/or exhausted:
+2/+1/+0/-1/-2 +1/-1 +2 -3 -1 -2
Grade A/B/C/D/E: +2/+1/+0/-1/-2 General with Unit/No general in CR of Unit: +1/-1 Vs. enemy flank/rear and/or vs. shaken or routing target: +4 Royalist cavalry: +2 Each 2 hits suffered this turn: -1 Exhausted: -2 Mtd chg'g stdy pike-supp foot frontally: -3 Mtd vs. obstacle/bad ground:: -2 Pass: Fail: Unit charges to contact Unit recoils 1/2, shaken. Reaction vs. Shooting Hits
Pass: Fail:
Unit carries on in current state. Unit routs at once. Stand vs. Successful Charge
Grade A/B/C/D/E: General with Unit/No general in CR of Unit: Each two shooting hits this phase: In square or hard cover: Shaken and/or exhausted: Charged on flank/rear: Surprised: Pass: Fail: Unit carries on in current state Unit routs at once Reaction vs. Losing a Combat Grade A/B/C/D/E: General with Unit/No general in CR of Unit: Outnumber enemy 2:1 / Outnumbered 2:1 (or more): Naked foot fighting cavalry in the open: Shaken and/or exhausted: Each 2 hits this round: Each successive round lost: Pass: Fail:
+2/+1/+0/-1/-2 +1/-1 -1 +2 -2 -2 -2
Grade A/B/C/D/E: General with Unit/No general in CR of Unit: Each two shooting hits this phase: Shot at from flank/rear: Shaken and/or exhausted: Hit by heavy artillery: In square or hard cover: Pass: Fail: Unit carries on in current state Unit drops one morale state
+2/+1/+0/-1/-2 +1/-1 -1 -1 -1 -1 +1
Reaction vs. Routing Friend in 12(9)" +1/+0/-1/-2/-3 +1/-1 +1/-1 -2 -2 -1 -1 Grade A/B/C/D/E: General with Unit/No general in CR of Unit: Each routing friend visible in 12(9)": Shaken and/or exhausted: In square or hard cover: +2/+1/+0/-1/-2 +1/-1 -1 -1 +1
Unit carries on, recoiling 2(1.5)" if not in square. Unit routs at once
Pass: Fail:
Unit carries on in current state Unit drops one morale state and recoils 4(3)"