These rules are intended to replace those originally produced in 1971 to cover the period 1750 to 1850. The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules. The more innovatory a set of rules is, the more unfamiliar it is going to be to the players.
These rules are intended to replace those originally produced in 1971 to cover the period 1750 to 1850. The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules. The more innovatory a set of rules is, the more unfamiliar it is going to be to the players.
These rules are intended to replace those originally produced in 1971 to cover the period 1750 to 1850. The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules. The more innovatory a set of rules is, the more unfamiliar it is going to be to the players.
WARGAMES RULES
1685-1845
GAMES RESEARCH GROUP APRIL 1977WARGAMES RULES 1685 TO 1845
INTRODUCTION
‘These rules are intended to replace those originally produced in January 1971 to cover the period 1750
to 1850. They are the latest of a number of experimental sets trying out new game mechanisms that we
have been testing on or off for the last four years and incorporate new methods of play that are radically
different to anything previously available.
‘The biggest innovation is the introduction of an alternate play system developed from that used in our
very successful World War Two and Modern Armour rules instead of the more recently fashionable
simultaneous movement in accordance with detailed written orders. Its main advantages are that it saves
the time spent order writing, eliminates disputes of the “If you do that, I do this” type, simplifies inter-
actions between the two sides, places less strain on players honesty, and largely makes umpires redundant
once players know the rules thoroughly, The special sequence of play we have devised eliminates the
inherent disadvantages of more primitive alternate move as opposed to alternate play systems.
‘The more innovatory a set of rules is, the more unfamiliar it is going to be to the players, Please dont write
in blaming us for departing from accepted methods; after all it WAS us that invented them. It is possible
that in spite of our testing anomalies will start to rear their ugly heads as more and trickier players become
involved. If so, they will be cleared up with one of our usual free amendment sheets. We are in any case
happy to answer rule queries enclosing a stamped addressed envelope or international reply coupon. Our
test games have made us confident that the new system is a winner and will probably become the war-
gaming standard, Let us know how you get on.
By adopting alternate play and an apparently simple “bang you're dead” combat system, we have been
able to introduce a little more complexity elsewhere in the rules without overburdening the poor players
brain too much. This includes a new method of choosing terrain based on actual battlefields, a command
structure incorporating brigades, divisions and if you like corps, consideration of the personalities of
individual generals, and a simple but very effective method of discouraging telepathic heroism and ensuring
realistic conduct by units, including provision for differing national characteristics. The net effect is to
give the player the sort of variety in his games previously provided only by ancient wargaming.
We take the RESEARCH part of our name seriously, and it is because of this that you will find many of
the basic assumptions in our former set have been changed, In particular, study of contemporary drill
books in the Ministry of Defence library has convinced us that the movement rates specified by us (and
universally copied by our competitots) were wildly out. This led to changes in ground and time scale that
‘were ultimately of great benefit to the rules, We must also mention Brigadier B.P. Hughes whose two
recent books made an excellent starting point for reconsidering the whole question of weapon lethality
under combat conditions.
‘The extension of our period back to 1685 enables us to take in all Marlborough’s battles, starting with
Sedgemoor, the Highland rebellions, and the early battles of Frederick the Great, in addition to the Seven
Years War, War of American Independence, campaigns in India, French Revolutionary and Napoleonic
Wars covered in the previous set, Although at first chary of such an extension, our research discovered no
good technical, tactical or organisational reason against it. However, had we gone earlier than 1685 we
would have had to contend with half armoured infantry and three quarter armoured cavalry, while to g0
later than 1845 sees the introduction of the Colt revolver by Texas Rangers in the Mexican War, of the
Dreyse breechioading rifle by Prussia against Denmark and of the expanding bullet muzzle loading rifle,
together with the replacement of rigid lines by thick skirmish formations, at first unofficial but later
recognised by authority.
As for the beginner, do not be overawed by the size of this rule book and its apparent complexity.
Start by reading right through it, but remember that all the basics are incorporated in the single thick
reminder sheet enclosed, so that you will only need to turn to the main rules when you need fuller
explanation, You will find that after a while you can increasingly rely on your memory instead of
even the reminder sheet. Try and keep it simple for your first few games, bringing in more troops and
more ambitious tactics when you get the feel. The rules are designed so that actual historical tactics
will be the ones that work best.CONTENTS
Introduction
Method of play and time, ground and troop scales
‘Troop types, basing, organisation and values
Choosing terrain and setting up a battle
Weather, time of day and visibility
Formations
Orders, command and control
Playing equipment
Sequence of play
Reaction tests
Steadiness and order
Movement
Shooting
Hand-to-hand combat
Casualties, damage to property and engineering
Prisoners and victory
Suggested wargames units for Marlburian, Seven Years and early Indian Wars
Bibliography
Miscellaneous information
Pages
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48METHOD OF PLAY AND TIME, GROUND AND TROOP SCALES
METHOD OF PLAY
‘These rules follow our very successful World War Two and Modern Armour sets in substituting alternate
play for the more recently fashionable simultaneous movement in accordance with strict written orders.
‘This makes them simpler to play with, cheaper to produce, eliminates argument over troop interactions
and makes umpiring largely unnecessary. Their sequencing system avoids the disadvantages usually
associated with alternate play.
During each of a players tums, which we call “Bounds”, he tests his troops reaction to special circum-
stances, shoots at targets exposed at any time during the immediately preceeding enemy bound, moves
any or all of his troops that he wishes and fights hand-to-hand. His opponents actions are limited to
returning hand-to-hand blows and to certain moves in response to the first players moves or the lack of
them, They then exchange roles for the next bound, The exact sequence is specified elsewhere.
TIME SCALE
Each bound can include action comparable with that possible in 80 seconds in real life. However, the
bound overlaps both the preceeding and succeeding enemy bounds, so that one friendly plus one enemy
bound also equals 80 seconds. As this, multiplied by the likely number of double bounds in a game,
gives an unrealistic duration for a real battle, we assume that each bound also includes a variable amount
of delay. We therefore recommend assuming for campaign purposes that a pair of bounds represents
half an hour,
GROUND SCALE
‘This varies with the size of figure used.
For 30mm, 25mm and 20mm figures, each inch measured on the table represents 25 paces in real life
and Imm represents | pace.
For 15mm, 12mm or 9mm figures, an inch represents 50 paces and Imm represents 2 paces.
For 6mm or Smm figures, an inch represents 100 paces and Imm represents 4 paces.
All distances in the text are quoted in the paces universally used as a unit in drill books of the era in
preference to yards, metres and other local measures, A pace can be taken as 2% feet or 0.75 metres,
You should have little difficulty measuring distances on the table with an ordinary expanding steel
tape after a little practise, but if you do, it is fairly easy to make your own measuring rule as described
later.
There is no objection to measuring distances before making decisions.
TROOP SCALES
Each infantry or cavalry figure represents the number of men who would occupy its frontage in normal
formation after making due allowance for supernumeries and intervals between sub-units,
For regular infantry, this is $0 men, usually in three ranks with 1 pace frontage per file or in two ranks
at 21 inches per file, but sometimes at the start of the era in four or five ranks at 3 feet per file,
For regular cavalry, it is 40 men with their horses, usually in three ranks stirrup to stirrup at the start
of the era, but later in two ranks, and at least in theory, knee behind knee, so taking the same frontage
after allowing for varying sub-unit intervals.
Irregular figures represent the same number of men as regular figures, but in less formal formation.
Staff, artillery or transport figures and their animal models, and elephants represent 5 in real life.
‘Attillery piece models, except for those of jingals, zambuks or similar which represent 5, represent 2
real life pieces and their accompanying wagons, Model ammunition wagons need not therefore be
provided, and have no significance in the game if they are.TROOP TYPES, BASING, ORGANISATION AND VALUES.
TRAINING AND MORALE CLASSES
Troops are divided into two major and eight minor classes defining their training and morale,
The major division is into REGULAR and IRREGULAR,
This defines fighting methods rather than the manner of enlistment, though regulars are more likely than
irregulars to be enlisted into units under appointed officers instead of fighting under local leaders, or to be
paid, uniformed or drilled.
‘The crucial difference is that regulars in appropriate circumstances fight in formal continuous ranks and files,
though some types may also fight dispersed as skirmishers, while irregulars who come together in bodies
fight as individuals without any great dependence on their neighbours in the group. Regulars are not
necessarily superior to irregulars. Both have their special virtures.
Line infantry are an obvious example of our regular class, while rebel highlanders of the 45 and red indians
are equally obvious irregulars. Less obviously, American militia, in spite of being unpaid, little drilled and
dressed in civilian clothes are poor quality regulars, while backwoodsmen remain high quality irregulars,
Light cavalry, light infantry and highland regiments are all irregular at the start of the seven years war, but
with the exception of cossacks are regular by the napoleonic wars.
Regulars are further divided into:
ELITE Well trained men belonging to a unit with a guard or grenadier title, including ad-hoc
combinations of nominally separate grenadier companies, but not such companies when
operating as part of a line unit. They are assumed to be very well drilled and to have an
exceptionally good opinion of themselves. Troops with the right titles but not of the
requisite quality, such as Neapolitan or Spanish grenadiers, do not belong in this class and
must be fitted in elsewhere as seems appropriate.
VETERAN _ Belonging to a unit which has by special training or extensive campaigning become as
‘competent or in some ways more so than elites, and having acquired by success in battle
almost as good an opinion of themselves or a low opinion of their opponents, whether or
not this is in fact justified,
TRAINED The great bulk of regular troops. Not quite as competent or confident.
RAW Militia, recruits or otherwise badly trained or officered troops. Liable to fall into confusion
during drill or into sudden panics during emergencies.
Irregulars are similarily divided into:
FANATICS _ Inspired by religion to disregard personal danger, as for example Egyptian mamelukes or
Indian ghazis
SOLDIERS _ Belonging to a unit commanded by officers, paid, often uniformed, sometimes drilled to
some extent, but fighting in irregular fashion. Examples include jagers, chasseurs, grenze,
highlanders and most hussars of the seven years war, cossacks, Indian artillery, rocketeers
and mercenary matchlock men, and Texas rangers.
WARRIORS Of lower than european cultural level, but with high fighting aptitude, equipped with their
own personal weapons, and led by their own chieftains or elected leaders, as highland
clansmen in the 45, red indians, backwoodsmen and Indian hillmen,
LEVIES Men not accustomed to fighting, but enlisted or conscripted to work, or who have been
armed or armed themselves in an emergency or for political ends, such as pioneers, civilian
artillery or transport drivers, Irish rebels, French revolutionary mobs or Spanish guerillas.
Some latitude may be allowed in fitting troops into classes, historical realism being the sole guide, For
example, British troops in India had a great sense of their own superiority which showed in their battle
behaviour, and so should probably be classed as veteran, while British officered Indian units should be
classed as trained.TROOP TYPES
In addition to their training and morale classes, troops are divided into types reflecting the equipment
and method of fighting of their unit.
CUIRASSIERS. Regular heavy cavalry entitled cuirassiers, horse, chevaux leger or carabineers and wear-
ing heavy steel breastplates. Note that not all troops with such titles are in fact so equipped, while some
may wear their breastplates under their uniform coats,
HEAVY CAVALRY. Regular cavalry entitled cuirassiers, horse, chevaux leger or carabineers but who do
not have breastplates, or entitled grenadiers, dragon guards or dragoons,
LIGHT CAVALRY. Regular cavalry entitled hussars, chasseurs, uhlans, lancers, light dragoons or mame-
lukes. Note that these titles originally belonged to irregular cavalry, Prussian types being treated as regular
after 1745, others after 1765, or after 1815 if serving in America.
IRREGULAR CAVALRY. European cavalry entitled hussars, chasseurs, ulans or light dragoons before
these changed from primarily skirmishing to primarily charging cavalry in imitation of von Winterfledt’s
Prussian innovations, and all asiatic, african or red indian horsemen. No distinction is made for the vary-
ing types of hand-to-hand weapons employed or between individual figures in partial armour or carrying
shields and those lacking them. However, all irregulars are assumed to be individually superior to regulars in
melee, and some substitute bows and arrows for the various firearms assumed to be carried by all other cavalry.
LINE INFANTRY. Regular infantry, usually armed with smoothbore flintlock musket and bayonet and
primarily trained to fight with concerted volleys from close order. A proportion of such a units men,
depending on nationality and period, may also be capable of skirmishing. This does not make them light
infantry by our definition unless combined into a unit fitting that definition, Some elite units can add
grenades to their flintlocks up till 1740, Other units can have a proportion of their men armed with pike
or matchlock instead of flintlocks up till 1710.
LIGHT INFANTRY. Regular infantry whose entire unit is capable of skirmishing with flintlock musket,
or rifle as well as fighting in close order, and who can advance in line as well as column at a quick step.
This includes ad hoc units with light infantry titles formed by amalgamating the skirmishers of several
line battalions, but does not include line battalions told off entirely to skirmish, as occasionally
happened in French revolutionary armies, Light infantry units invariably have special titles such as
light infantry, rifles, chasseurs, jagers, fusileers, tirailleurs, voltigeurs or arquebusiers, but not all units
with such titles in fact have a light infantry function, For example, British fusileers and French
chasseurs of the guard are line, not light,
IRREGULAR CHARGING INFANTRY. Irregular infantry whose primary fighting technique is a
charge to close quarters with sword and buckler, spear or javelins and shield, or Irish half pike. They
may also carry flintlock or native matchlock muskets, Examples include highlanders of the 45 and
the seven years war.
IRREGULAR SKIRMISHING INFANTRY. Irregular infantry whose prefered fighting technique is
shooting from cover with rifle, flintlock or matchlock musket or bow, though they may also be capable
of fighting hand-to-hand with sword, knife, hatchet, club or butt, Examples include jagers and grenze
of the seven years war, red indians, backwoodsmen and Afghan mercenary matchlock men,
ENGINEERS AND PIONEERS. Engineers are single officers, sometimes accompanied by a few
assistants with special skills in construction and demolition. Pioneers are irregular infantry enlisted or
conscripted for, or condemned to, work instead of fighting. They have little technical skill and can
defend themselves after a fashion with their tools at close quarters,MOUNTED INFANTRY. Troops primarily fighting on foot as infantry, but provided with riding animals
to increase their mobility. Includes all camel mounted fighting men, but not dragoons, who in this era
are cavalry. Irregular cavalry who take infantry up behind them are temporarily treated as mounted
infantry.
WAR ELEPHANTRY. Elephants with drivers and up to three fighting men with bows or firearms and
trained to fight at close quarters.
‘TRANSPORT. Wagons or pack animals with one driver to each wagon or elephant or to every three
other pack animals.
STAFF. General officers commanding an army, corps, division or brigade or assisting an army
commander, together with their deputies, aides and orderlies, or equivalent native rulers or chiefs with
entourage.
HORSE ARTILLERY. Medium or lighter guns or howitzers in horse draught, or rockets in horse draught
or pack, with both drivers and crews mounted on horses.
FOOT ARTILLERY. Artillery pieces of any size in animal draught with crews marching on foot.
PACK ARTILLERY. Rockets, very light or light guns or howitzers carried disassembled on horse, mule
or camel back, or heavy or lighter guns or howitzers similarily carried on elephant back.
MAN-HANDLED ARTILLERY. Rockets or artillery pieces of any size lacking draught or pack animals,
ELEPHANT ARTILLERY. Very light gun carried ready to fire mounted on an elephants howdah,
Artillery are also classified by the weight of the piece.
VERY LIGHT ARTILLERY includes the Asiatic pdr’ or Ipdr guns called jingals and zambuks,
together with the slightly larger european amusettes. Minimum teams are two horses for horse artillery
speeds, one horse for foot artillery, one horse, mule or camel for pack, two men for man-handled.
LIGHT ARTILLERY includes 3pdr guns, British 4 2/5 inch and similar howitzers, and mortars up to 5%
inch calibre. Minimum teams are three horses for horse artillery speeds, two horses for foot artillery,
three mules or camels for pack, two men for man-handled
LIGHT MEDIUM ARTILLERY includes 4pdr, 6 pdr and British light 12pdr guns, and British light 5%
inch and 12pdr, French 12pdr, Russian 10pdr, Prussian 7pdr and similar howitzers, Minimum teams are
four horses for horse artillery speeds, three horses for foot artillery, two men for manchandled.
MEDIUM ARTILLERY includes 8pdr, pdr and Prussian light 12pdr guns, and British heavy 5% inch
and 24pdr, French 6 inch, Russian 20pdr, Prussian 1Opdr and similar howitzers. Minimum teams are
eight horses for horse artillery speeds, four horses for foot artillery, four men for man-handled.
HEAVY ARTILLERY includes heavy British and Prussian and other heavy 12pdr guns, and 8 inch and
similar howitzers. Minimum teams are six horses for foot artillery speed, five men for man-handled,
SIEGE ARTILLERY includes all guns of 16pdr and upwards, 10 inch and similar howitzers, and mortars
larger than 5% inch calibre. Minimum teams are ten horses for foot artillery speeds, six men for
man-handled.
ROCKETS include both the original Indian variety and the Congreve rockets introduced by the Austrian
army and British navy in 1808 but not used in action by the British army till 1813. No launcher is
required for ranges up to 1,000 paces, and Indian rocketeers did not use them. Lacking a launcher,
minimum teams are two horses for horse artillery speeds, one horse, mule or camel for pack, two men
for man-handled, With a launcher, minimum teams are four horses for horse artillery speeds, two
horses, mules or eamels for pack, two men for man-handled.
Note that Prussian howitzers and those of some other nations were classified by the weight of an
imaginary stone shot which was lighter than the shell normally fired. An elephant can replace eight
horses, a pair of bullocks can replace a single horse, and a horse can replace a man in man-handling,
though a man cannot replace a horse at faster paces.
Also note that where we refer to ‘elephants’, ‘horses’, ‘men’ etc. above this refers to models or figures.BASING FIGURES
Figures must be fixed on rectangular bases of specific size cut from thin cardboard or similar material.
Plasticard is not suitable, being too slippery to stand securely on model hills, as well as being much more
expensive than the alternatives. Visual effect is enhanced by disguising these bases with scenic flock or
plastic wood.
Ideally, most bases should have the number of figures needed to make up one of the combat elements
which are an important feature of these rules, one element per unit being sub-divided into single figure
bases so that casualties can be removed.
Regular infantry should have four figures to a base unless trained to skirmish. If so trained, they should
be mounted two and two on half sized bases which can be left in contact as a close formation element or
moved apart to become two skirmishing elements,
Regular cavalry and mounted infantry, pioneers, irregular charging infantry and any irregular infantry
mounted on camels hould have three figures to a base.
Irregular skirmishing infantry on foot or mounted on horses and irregular cavalry should have two
figures to a base.
Regular infantry or cavalry that mount or dismount exchange two three figure mounted elements for
one four figure dismounted element, irregulars one two or three figure mounted element for one two or
three figure dismounted element. This takes into account regulars need of horse holders and the
irregulars substitution of hobbles and ties, except for camel mounted skirmishers who must ensure a
swift departure
Staff, engineer officer, and artillery ci
ew figures should be on single figure bases.
‘An artillery piece and its crew together form a single clement. This elements base is used only when
unlimbered, so piece and crew are placed loose on top, rammer, bucket and some ammunition men in
front of the piece, linstock, trail spike or sighting men to its rear. The limber, animals and drivers form a
separate element. Limber and wheel animals are fixed to a large base with room at the rear for the piece
when it is limbered. Other artillery animals are mounted one to a base if elephants or pack animals, two
to a base if draught horses or bullocks, a driver being included where appropriate.
‘A transport element can consist of a pack elephant and driver, three other pack animals and one driver,
or a wagon with draught animals and driver, in each case on a single base.
Base sizes are: 30,25or20mm 15,120r9mm 6 or Smm
figures. figures. figures.
Cavalry or mounted infantry Frontage: 60mm 30mm 15mm
element. Depth: 40mm 20mm 12mm
Regular infantry or dismounted Frontage: 60mm 30mm 1Smm
cavalry element in close order. Depth: 20mm. 10mm Smm
Regular infantry skirmishing Frontage: 30mm 15mm Tamm
element. Depth: 20mm 10mm Smm
Irregular infantry or dismounted Frontage: 60mm 30mm 15mm
cavalry element. Depth: | 30mm 15mm 7mm,
Unlimbered artillery element. Frontage: 40mm 20mm 1omm
Depth: 60mm 30mm 15mm
Artillery piece, limber and Frontage: 40mm 20mm 10mm
wheel horses or bullocks. Depth: 120mm 60mm 30mm
Pair of artillery draught horses Frontage: 40mm 20mm 10mm
or bullocks or artillery pack Depth: 40mm 20mm 1omm
horse, mule or camel and driver.
Engineer officer or artillery Frontage: 15mm Tamm, 3%mm
crewman on foot. Depth: 20mm 10mm Smm
Staff officer or horse artillery ‘Frontage: 20mm 10mm Smm
erewman while mounted Depth: 40mm 20mm 12mm
Elephant model Frontage: 40mm 20mm 10mm
Depth: 60mm 40mm 20mmAny spare space on a limber base should be left to rear of the piece. The limbered base of an elephant
drawn piece should be enlarged by the difference in depth between an elephant and a pair of horses at
the scale used, while a pair of horses harnessed in tandem instead of side by side has its depth doubled,
Similarily, a base for three pack animals and a driver is three times the depth of that for a single animal,
while a transport wagons base should have the same frontage as a limber, but can be as deep as is
necessary to accommodate it and its team.
Regular figures should be positioned as evenly as possible along their bases, Irregulars look better if,
positioned a little raggedly. Single figure bases for casualty removal must always be an even sub-division
of the elements frontage.
The base sizes specified will accommodate all present types of commercial figure at the time of writing.
If it should be found that newer figures will not fit, there is no objection to increasing base sizes by the
minimum amount necessary to take them.
‘Changes in ground scale and the search for increased realism have unfortunately made it necessary to
alter some of the base sizes introduced in our previous rules for this era in 1971, We regret the necessity,
not least because we too have troops to rebase. However, infantry, irregular cavalry and most artillery
will be found to have the same frontages per figure and depths as before, while the element sizes selected
correspond to the most popular current multiple bases, minimising the problem as far as possible,
ORGANISING TROOPS INTO UNITS
Elements and their figures must be combined into units, normally of infantry battalion or cavalry
regiment size, but with such options as half battalions, or even independent companies of riflemen or
similar,
A units strength in figures depends on its real life strength in men, this being divided by 50 or 40 to give the
number of figures, usually somewhere between 12 and 20, depending on nationality, troop type, and
whether up to strength, Elite and new troops are more likely to be up to strength than veterans, If you
are refighting a historical battle, you will naturally use the actual returns of the day if you can get them,
but if you are commencing a campaign we suggest starting with the full theoretical uni: strengths and
allow them to fluctuate from battle to battle as losses occur or drafts arrive from home.
Artillery are normally combined into troops, batteries or companies of 2 to 4 model pieces plus crew,
animals and drivers. Single models representing a pair of pieces can also be used, especially as regimental
accompanying pices or in fortifications, while jingals or zambuks can be used in much larger groups,
It is sometimes necessary to represent a gun and a howitzer by a single model, If so, this is always a
howitzer model and is treated as representing a pair of howitzers,
Although an artillery unit can get by with minimum crews of two gunner figures and no animals, in
view of the relative cheapness under the rules of crew and animals and the potential disasters risked,
this is a false economy. Don’t say we didn’t warn you,
A single war elephant model is treated as a separate unit in its own right,
Where appropriate, units should have a command element incorporating officer, n,c.o, standard bearer
‘or musician figures to enhance the visual effect. Such elements are treated for playing purposes as if
composed of ordinary rank and file. Similarly, an irregular unit can be made up of mixed figures differing
in weapons or equipment but assumed to be homogenous for playing purposes, and a unit intended to
‘operate both mounted and dismounted should have duplicate figures that can be exchanged.
When assessing the proportion of a units figures that should be capable of skirmishing, do not fall into
the trap of considering only flank company men eligible. For example, Prussians could deploy up toa
third of a line battalion as skirmishers from 1808 on, while French battalions of the revolutionary
wars often deployed entirely as skirmishers,
A generals one element escort is not treated as a unit,HIGHER GROUPINGS
Units of a regular army are combined into larger groups commanded by general officers. Three or four
battalions usually make up an infantry brigade, two or three cavalry regiments a cavalry brigade, two
similar brigades and a battery a division, and two or more divisions a corps, though not all brigades and
batteries necessarily belong to a division. In armies that use the infantry regiment as a tactical as well as
an administrative body, its battalions and other components, though usually moving in company, are
treated as directly under brigade.
Irregular armies have similar but less formal groupings, based on tribes, or on sub-division into vanguard,
wings, main body, and possibly reserve, The men commanding these are treated as completely analogous
to regular generals.
STAFF FIGURES
‘The commander-in-chief, his chief of staff or vizier and all generals commanding brigades, divisions or
corps and their irregular equivalents must be represented on the table by figures. These are usually mounted
staff officer figures, but irregulars can alternatively use a charging or skirmishing infantry element, cavalry
element or war elephant. These retain their normal fighting characteristics, but are distinguished by
appropriate special figures, A regular commander-in-chief, but no other regular general, can similarly be
depicted as one figure of a cavalry element, the others representing his personal escort troop, or ina
coach otherwise treated as a wagon.
‘A regular commander-in-chief’s influence overrides that of any of his subordinate generals, A chief of
staff can override any divisional or brigades commander but not a corps commander. A corps or divisional
commander can override any of his own subordinate generals. An irregular armies commander-in-chief
or his vizier can override any of his subordinate generals, but the latter regard themselves as equals, none
of whom can override another. The circumstances in which a general with overriding powers takes over
control of a unit or units are described later.
‘A general can exert a mild influence over one of his units by merely being in sight of it and within a
ical distance of it or of a subordinate general he is overriding, He can sometimes exert a much stronger
influence by actually joining the unit. A general who joins a unit must be positioned next to its command
element, shares the risks from shooting and hand-to-hand combat, and accompanies the unit in rout till
it rallies,
‘The type of influence a general exerts depends on his character, which we categorise as RASH, BOLD or
CAUTIOUS. In a historical refight, this can often be taken from the generals known historical character.
For instance, Marshal Ney would be rash, Wellington bold, and Kutuzov cautious. Otherwise, dice for the
character of each general not representing a player the first time during play that it needs to be known.
‘The significance of the scores depends on the armies nationality.
Spanish or Indian armies. 1, 2 or 3 cautious, 4 bold, 5 or 6 rash.
‘Austrian, Dutch or Belgian. 1, 2, 3 or 4 cautious, 5 bold, 6 rash.
British, Prussian or Russian. 1 or 2 cautious, 3, 4 or 5 bold, 6 rash.
Others, I, 2 or 3 cautious, 4 or 5 bold, 6 rash,
For campaigns, we suggest that all generals including those representing players should test and retain
their characters for the whole campaign, However, to prevent incompetents being dismissed too easily,
we further suggest that each general should initially be given some sort of rating for political “pull” and
a procedure invented to take this into account. In non-campaign games, generals representing players are
bold.
LIMITATIONS ON CHOICE OF TROOPS
In battles other than historical refights or those deriving from a campaign, it is customary to use two
armies of equal fighting power, though often of widely differing types and numbers of troops. This is
made possible by allocating an arbitrary value to each type, the armies then being chosen up to a common
total value,
In addition, armies must not have troops, weapons or organisations not used by their historical proto-
types, nor use permanent fortifications without their opponents prior consent, as the existence of these
would be known to an invading force which would either come prepared with a siege train or avoid the
vicinity. They must have a proper chai, of command specified in advance with realistic provision of
subordinate generals.TROOP VALUES
‘Commander-in-chief figure.
Subordinate general figure if: Spanish or Indian
‘Austrian, Dutch or Belgian
British, Prussian or Russian
Other nationality
Cuirassier figure
Other regular cavalry figure
Irregular cavalry figure in America from 1775 to 1815
Other irregular cavalry figure
Line infantry figure if: armed with pike or european matchlock
armed with musket
armed with musket and hand grenades
armed with musket and capable of skirmishing.
Light infantry figure if: armed with musket,
armed with rifle
Irregular infantry figure if: armed only for hand-to-hand combat
additionally armed with bow, matchlock or jezzail
additionally ot primarily armed with musket
armed with rifle
Extra to mount an
infantry figure: on a horse
ona camel
Very light artillery piece model or rocket launcher model
Light artillery piece model
Light medium artillery piece model
Medium artillery piece model
Heavy artillery piece model
Siege artillery piece model
Extra for British artillery able to fire Shrapnel’s spherical case from 1808
Horse artillery crew or rocketeer figure
Other artillery crew figure
Horse or foot artillery limber, driver and single or pair of draught horses or two oxen.
‘Transport wagon, driver and One or two draught horses or two oxen,
Pair of draught horses with one driver.
Pair of oxen without driver.
One artillery pack horse, mule or camel with driver.
‘Three transport pack horses, mules or camels with one driver,
War elephant fighting crew figure.
Elephant and driver, whether used as mount for a general, a war elephant, for elephant artillery,
asan artillery or transport pack animal, or as an artillery draught animal, with or without limber.
Alteration in value of cavalry figures if classed as: elite
veteran or soldier
fanatic
raw of levies
Alteration in value of infantry, artillery crew or war elephant fighting crew figures, or of any items
above that include a driver, if classed as: elite or fanatic
veteran or soldier
raw or levies
Engineer officer figure
Pioneer figures
Boat mode! without crew or pontoon including bridge decking.
Redoubt, battery, palisaded fort or similar field defences per 100 paces or part 100 paces of outer
trace,
All artillery piece model and artillery crew figure values over and above 4 of the total agreed army
value are doubled, For example, if the agreed value is 1,000 points and the artillery value calculated
normally is 440, this is increased by 440~333 = 107 to 547,
10
Points
100
20
30
50
40
15
45
n
41
2
+1
20
10
50.CHOOSING TERRAIN AND SETTING UP A BATTLE
SIZE OF ARMY
‘The size of armies used in campaign battles will of course be dictated by the events of the campaign,
British National Convention armies are set at 1,000 points, allowing a decisive finish in two or three
hours. 1,500 points is a more usual size in single friendly games which can last a full evening. If sub-
stantially larger forces are to be used, with more than one player on each side, we recommend that
each pair of opponents should play on a separate table at their own speed, with agreed provision for
moving troops from one table to the control of an ally on an adjacent table, Armies are chosen before
seeing the terrain,
CHOOSING TERRAIN
If the terrain to be used has not been fixed by competition organisers or a campaign.map, the following
system can be used to provide variety without unfairness to either player. It is derived from analysis,
of a large number of battle maps, The basic system covers battles in europe, but modifications are
included for those elsewhere,
ills are divided into gentle hills, providing extra elevation for vision or shooting but not hindering
movement, and difficult hills, which slow movement.
Difficult hills include:
PENINSULAR HILL Extends approximately 400 paces in from the table edge in a rough T shape,
broadening from 200 paces wide at the edge to 450 paces along the top of the T. 50 paces high at the
highest point, which is the join of the T. Smooth rounded crest.
FINGER HILL. Extends in from table edge, where it is 400 paces wide, for 300 paces, then splits into
three fingers diverging to a maximum spread of 450 paces, the longest of which extends a further 150
paces in, 50 paces high at highest point, which is 150 paces in from the table edge. Smooth rounded
crest.
BROKEN RIDGE. Stands clear of the table edge, 450 paces long by 200 paces wide, 50 paces high
along most of its length, but with two pace high gentle saddles 75 paces wide. Rocky along crest and
down one slope except where saddles cross, the other face being smooth.
WOODED RIDGE. Stands clear of the table edge, 450 paces long by 200 paces wide. 50 paces high
along most of its length, but with one 25 pace high gentle saddle 75 paces wide near the centre. Smooth
rounded crest, but densely wooded along crest and on both slopes except up to and across saddle.
STEEP KNOLL. Stands clear of the table edge, 200 paces in diameter and 50 paces high at the centre.
Bare, rounded crest but rocky slopes.
Gentle hills all stand clear of the table edge, have rounded crests and smooth slopes, and are a maximum.
of 25 paces high, They include
LONG RIDGE, 450 paces long by 150 paces wide,
KIDNEY RIDGE. 300 paces long by 150 paces wide, with a slight bend in the middle,
SHORT RIDGE. 200 paces long by 125 paces wide.
LOW KNOLL. 150
Hills can be made from rigid foam plastic ceiling tiles stuck together “bread-and-butter”, or cut from soft
upholstery foam, Cut them so as to produce a rounded plan view, and continuous smooth slopes that
figures will stand on, instead of leaving them as vertical sided contour blocks. The surface will need
protecting with emulsion paint or something similar
Watercourses are divided into fordable streams of less than 40 paces wide, and normally unfordable wider
rivers, Permissable watercourses include:
RIVER. Approximately $00 paces long, entering the table from the edge and leaving it across an adjacent
edge, thus cutting off one corner.
STRAIGHT STREAM, 1,250 paces long and approximately straight, entering the table from one edge and
either leaving it across an adjacent edge or joining another watercourse.
CROOKED STREAM. As straight stream, but with an overall half way bend of about 45°.
s diameter.
iShort curved stream and river sections can be bought commercially and assembled into a sinuous length
of the right size and shape or can be home made, Transparent plastic painted underneath in greens, blues
and browns can be especially effective, Floquil make a special river paint which gives a good effect when
applied to an upper surface.
Some watercourses have marshy banks:
MARSH. Approximately 200 paces long by 75 paces wide, Can be positioned under a stream section
to give a narrow marshy strip on each side, or on one side of a river section to give a single broader marsh,
Marshes are best made from a piece of roofing felt or similar material, suitably painted and embellished,
Fibre glass resin is useful for simulating pools.
Built-up areas include:
STRONG STONE BUILDING. A single large building surrounded by man-height stone walls or itself
with a strong stone wall, such as a convent, chateau, church or a farm such as La Haye Sainte,
FARM. Smaller and weaker dwelling house and at least one subsiduary building enclosed within a weak
boundary wall or fence.
HAMLET. Group of two small houses. If along a road and separated by it from other such groups,
becomes a section of a village or town,
Buildings can be bought commercially or home made from card or similar materials, Farms of either
type must be surrounded by a system of home fields demarcated by low walls, hedges or fences, and
totalling between three and five times the built-up area,
Woods include:
LARGE WOOD. 250 to 400 paces long by 150 to 200 paces wide,
SMALL WOOD. 150 to 200 paces long by 100 to 150 paces wide.
‘Woods are represented by commercial or home made tree models placed loosely on a base cut from
roofing felt or similar material which defines the boundary. A wooded ridge is represented by placing
tree models on its crest, the edges of the hill then defining the wooded area,
Other features allowed for include roads, bridges and fords, When a road intersects a watercourse other
than at a bridge, a ford automatically exists,
Terrain features should have irregular rather than symetrical outlines to provide a more natural appearance,
Realistic terrain contributes as much or more to visual effect than well painted figures, so deserves as
much attention to detail and artistry.
When the time comes to choose terrain, the two sides each dice in turn for difficult hills, gentle hills,
watercourses, marshes, built-up areas and woods. If the table used is not more than 2,500 paces wide
or 1,500 paces deep, they throw one dice each, if larger, two dice. Except when two or more of the
two or four dice thrown for each class of feature have identical scores, each side positions the features
picked by its own dice, but must do so within the half of the table nearest to the opporents, When two
or mote dice have identical scores, the score only counts once, the two sides dicing if necessary to see
which of them positions the features picked, again within the opponents half of the table, Features
picked by a higher score are positioned first.
When dicing for difficult hills, a score of 6 picks a peninsular hill, 5 a finger hill, 4a broken ridge, 3.
wooded ridge, 2 a steep knoll, 1 nothing,
When dicing for gentle hills, a score of 6 picks a long ridge, 5 a kidney ridge and a short ridge, 4 a kidney
ridge, 3 a short ridge, 2 a low knoll, | nothing.
When dicing for watercourses, 6 picks a river, 5 a straight stream, 4 a crooked stream, 3,2 or | nothing.
Watercourses must not be positioned on hills,
When dicing to find out whether a watercourse is marshy, 6 or 5 picks a marsh, 4,3,2 or 1 nothing.
When dicing for built-up areas, 6 picks a large stone building and a hamlet, 5 a farm anda hamlet,
4 two hamlets, 3 a farm, 2a hamlet, 1 nothing.
When dicing for woods, 6 picks two small woods, 5 a large wood, 4a small wood, 3,2 or 1 nothing.
Each side can now lay up to 3,000 paces of roads or tracks, with or without bridges or roadside hedges,
fences or low walls. If both sides wish to do so, they dice for priority. A road must start and end at a
table edge or another road, A track can end at a built-up area. Unlike other features, they are not
restricted to the other sides half of the table
12