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Introduction: This is a game of warfare in 18 Century Europe using 25-30mm size model soldiers. Each model = 25 infantry, 20 cavalry, 8 artillerists, or 2 cannon. 1” on the game table represents 20 paces (50’) of actual distance. Time scale is undefined. Dice: 6-sided (D6). Measurements are in inches. Pre-measuring distances is Ok. Troops: Infantry, heavy cavalry (HC), medium cavalry (MC), light cavalry (LC), and light, medium, or heavy artillery. Typical Units are regiments of 24 infantry or cavalry, or batteries of 2-6 gun models, each with 4 crew models. Morale grades are A (best), B, C, or D (worst). The rules measure damage (hits) by removing one model per hit. Hits may be inflicted by the enemy or suffered due to morale failure. Units are in play until down to 25% strength (shattered). Formations: Column (1-4 infantry or 1-3 cavalry models wide), line (wider), or square. Artillery may be limbered or manhandled. Basing Figures: Mount infantry at 3/4” frontage and depth per figure in 2 ranks of figures, cavalry at 3/4” or 1” frontage X 2” depth per figure, and gun models on a 2” frontage. Gunners should be based individually. Other reasonable basing systems will also work. Turn Sequence and Movement: Decide who goes first, then alternate active/passive sides each turn. 1) Active side rallies shaken units, then moves, then fires. Passive makes retreats and removes shattered units. 2) Fight one round of combat (simultaneous hits). Make retreats and remove shattered units (passive side first).
Troop Type Infantry HC, MC
In Column 12 16
In Line or Skirmish 8 12
Troop Type Lt Cav Artillery
In Column or Limbered 20 12 / 8 / 6
In Line, Skirmish, Manh. 16 8/4/2
Squares: Move 4” (Grade D cannot move). Generals move 36” per turn. Artillery notation is light / medium / heavy.
Firing: The fire chart shows the chance to hit with various weapons at a given range. To fire, roll one die per 4 infantry or 2 crew models, rounding up a remainder of 3 infantry but no crew. Shaken units may not fire. Units may move half and fire. This includes artillery. The arc of fire is 22.5 to either side of each firing figure or gun model. Two ranks of infantry may shoot. Ballshot may shoot over obstacles on lower contours if the target is 2X as far as the obstacle and at least 4” behind it. Dense targets: Squares, lines enfiladed at 22.5 or less, and close-order units 3+ ranks deep. No shooting into a combat. Splitting fire is Ok if not all figures can hit the initial target. Hits on artillery remove gunner models. Firing Through Gaps: One die of fire is allowed per 2” of gap. This is total fire, not per unit. There is no pass -through fire. Fire test: If a unit suffers 2+ firing hits it must take a fire test. If it fails it must retreat, suffering 2 rout hits, or 4 rout hits if already shaken. Attack (Charge) Moves: To attack with a unit, move as much of its front into contact with the target as movement and spacing will allow. Attack moves are at 1.5X speed once the target is visible . The target need not be visible at the start of the turn. Artillery, shaken units, and units in square may not make attack moves. Cavalry may not attack a steady square. If the final contact angle is >= 45° the attacker counts as under flank/rear attack. A unit may wheel or oblique but not change formation/facing into contact. Flank/rear attacks must begin the turn at least partly behind the target’s frontage and end contacting the target’s flank or rear. Combat: To strike in combat, each unit adds up its combat points (CP) vs. the enemy. More CP = advantage, same = even, fewer = disadvantage. To hit, roll 1D6 per 4 infantry or per 2 crew or 3 cavalry in the unit’s front 2 ranks regardless of ac tual models in contact. Round up a remainder of 3 infantry or crew, or 2 cavalry. Squares count the face in contact plus the adjacent faces. Units under flank/rear attack still use their normal front ranks. If fighting several targets, divide the uni t’s dice as evenly as possible between all targets; the owning player may decide how to split remainder dice. If a unit suffers more hits than it inflicts, it loses and must retreat, suffering 4 rout hits. Units under flank/rear attack suffer 8 rout hits if they lose. Infantry losing to cavalry also suffers 1 “pursuit hit” per 3 cavalry that struck at it. If gunners lo se or tie a round of combat, or are under flank/rear attack, or are limbered, they are eliminated. If a shaken unit loses a combat it is eliminated. Defensive Fire: st Unlimbered artillery and steady passive infantry in line gets the defensive fire bonus on the 1 round of a combat unless rifles or under flank/rear attack. Base CP: HC = 5, MC = 4, LC or infantry = 3, crew/skirmishers = 0.
Fire Muskets Rifles Canister Ballshot Shell
Close 6: 12: 12/16/20: 20/24/32: 16-48:
Far 3-6 4-6 3-6 5-6 5-6 12: 24: 5-6 5-6
Shooting Modifiers Grade A/B/C/D: +2/+1/+0/-1 Firer moved or is in square: -1 Ballshot vs. dense target: +1 Vs. artillery or skirmishers: -1 Vs. soft / hard cover: -1/-2 Unit is disordered: -1 Need 7+ to hit? Roll a 6 then a 4-6
Rally from Shaken Score to pass, A/B/C/D: 1/2/3/5 Visible enemies able to charge you?: -3 General with unit: +1
Fire Test (2 or more hits) Score to pass, A/B/C/D: 0/1/2/4 Each 2 hits this turn: -1 Shaken: -2 General with unit: +1
Combat Point Modifiers Def. fire grade A-C/D: +2/+1 Per morale grade higher: +1 Under fl/rear attack, or shaken: -2 Attacking soft / hard cover: -1 / -2 st Vs. obstacle, 1 round only: -1 Disordered (inf / cav): -1 / -2 Cavalry vs. square: -4 Infantry vs. square: +1 General with unit: +1 Skirm in or attacking woods: +2 Combat: Scores to hit per die Advantage: 3-6 Even: 4-6 Disadvantage: 5-6 Disadvantage by 3+ CP: 6
Zone of Control: If a unit ends an attack move within 2” of the front of an enemy unit other than its target it must also attack that enemy. Measure out straight sideways from the enemy unit’s front corners. Units under attack or in combat, squares,
Space them at 2X frontage. shooting but no cover in combat. If a general is attached to a shattered unit he must make a retreat move. and not shaken. Guns with civilian limbers cannot limber again once unlimbered. A unit may change both facing and formation at the same time. Cover for troops in town blocks can vary so define it carefully at the start of the game. and become disordered. Visibility inside woods is also 6”. but must stay within 8” of their unit command model. If the unit is Grade A-B it costs ½ move. quarter speed if unsteady or Grade D. The attacker may attack each side of the block with figures = max. Their effects vary greatly. The unit being moved through must remain stationary that turn. not disordered. Visibility: Unlimited across open ground. Their cover effects can vary as with town blocks. garrison size. Rallying and Reforming: Shaken units must pass a rally test at the start of their turn to recover morale. Units cross bridges in one-stand-wide columns. Units that rally may act normally that turn but still need to reform if also disordered. Units within 1” of the edge of a wood are visible from outside at 6” range. or attacking disordering terrain. Hill Contours: Each contour = 50 feet of elevation. but at any dis tance if they fire. so define them carefully. If this is impossible he is captured and removed from play. in any number of ranks. Gentle hill slopes have no effect on movement.com/wargamerulesandtools 2 02/14/14 . Danger to Generals: If a general is with a unit that suffers 4 or more fire or combat hits. A line or square must reform back around its front center. Generals and Command: If a unit starts a turn with no general in 12” you must roll a 4 -6 on one die to move the unit (it may still evade). Units retreating off-table are shattered. shooting (usually no cover vs. Blocked by: Terrain (see below) and other units (including artillery and skirmishers). town blocks. If the unit is Grade D it becomes disordered. Cavalry may not attack town blocks. as is a unit that cannot retreat without breaking the approaching the enemy rule. and its civilian limbers vanish. Streams usually cost 2X width to cross and may be disordering terrain. Sidestep. but at half speed. Troops in this zone move like skirmishers. Attacking up a steep slope counts as vs. and are passable o nly to infantry. Irregular skirmishers such as Pandours may not form close order.5°: Half speed. Treat skirmishers in buildings or fieldworks as normal close-order troops. Skirmishers move free-form. Woods: Units within or attacking into woods become disordered. Forming and reforming from skirmish order is a type of formation change. Define a “disorder zone” behind or inside the works. obstacle on the first round. Active units may make voluntary retreats if not in combat. A unit must have 2” clear of friends or negating terrain to its direct front to exert a ZOC. Many will give soft cover vs. A column may form line back on its center or out to either flank. ballshot). Wheeling: Units wheel about one front corner like opening a door. Active-side cavalry may do a voluntary retreat out of combat with infantry. Limbering and unlimbering costs a full move. Changing formation and/or facing: It takes a full move for a steady Grade C-D unit to change formation and/or facing. Obstacles: These are low walls. The attacker may occupy the block if all the defenders are forced out. Steady Units: A unit is steady if in close order. Units retreat out of town blocks in column. they may evade up to that many inches. They may still reform from disorder if they fail. due to maneuver penalties. it becomes shaken. Roads: A column or limbered gun on a road may move at 1. Troops inside may fire out with one figure per inch of block frontage. Steep slopes cut movement by half (skirmishers move normally) and disorder cavalry. Pass through a friend: Half speed or both units become disordered. Disorder: A unit is disordered upon crossing. Unsteady units wheel at half speed. Example: To pass safely through a friend 1” deep your unit must subtract 2” from its move. Skirmishers never count as disordered. Bending or unbending a line is allowed but is a type of formation change. etc. Squares form column when they retreat. hedgerows. Fieldworks: Typical works cost 2” to cross. and 6” for ballshot fire . They usually cost 2” to cross. Units may only cross rivers at bridges or fords. A bent line may not move. Skirmishers move normally in woods. A disordered unit must stand for a full active turn to reform. If attacked. Skirmishers form up with their unit command model in the front center.Musket and Saber 25mm: Mid-18th Century Wargame Rules by Wes Rogers artillery. A unit under attack from opposite sides (“bookended”) cannot retreat and is eliminated. Woods give soft cover vs. It costs nothing to enter a block but half a move to emerge. fieldworks and impassable terrain negate or exert no ZOC. If the unit is already disordered. You may not split units among blocks. by any path that does not go through impassable terrain or within 2” of an enemy unit unless a friendly unit is closer to the path you are tracing. entering. A line may wheel about its center at ½ speed. In combat the entire garrison fights. It may face the enemy or about face. Skirmishers (and gunners) may evade enemy charges: Roll 1D6 for infantry or 2D6 for cavalry. already-disordered units become shaken. http://www. Measure the distance from the general's head to the head of the nearest model in the unit. streams. Skirmishers may not attack steady closeorder troops frontally and must evade close-order attacks unless in woods. Troops attacking fieldworks become disordered. However skirmishers and retreating units may move freely through friends. Each 1” of woods = 1” for rifles. at no extra cost. skirmishers. it does not move when reforming. Woods are impassable to cavalry and artillery except along roads. or oblique forward at more than 22. Crestlines block line of sight unless the sighting unit is on a higher level or touching a crestline on the same level. If the enemy contacts an evading unit the evaders are shattered and the attacker may continue his charge. Retreating artillery abandons its guns. 2” for musket fire.5X speed Town Blocks: Blocks usually hold 24-48 figures and are 1-2 contours high. dividing its dice among all attacking units.scribd. suffering 1 rout hit and becoming shaken. and are disordered.5 arc to either side of that line. or after its nd 2 combat hit in the same turn. backstep. fences. Skirmishers: Light infantry and light cavalry units may spread out into skirmish order. It enters shaken morale status. he is killed on a 1D6 1. Other troops move at half speed. Units in or attacking blocks become disordered. Retreat Moves: A retreating unit must move 8-30” away from the direction of the attack or fire within a 22. 4” for canister fire.
It costs 1 CP to cause an in-command unit to perform any of the following actions: Make an attack move (normal-speed or charge-speed). Rivers. If a unit is within an enemy’s unit’s frontal zone. or sidestep. but get +1 combat point at all times You may give a warrior or Spahi unit a “headlong charge” order. The unit immediately advances every turn at charge -speed attack move rate toward the nearest visible enemy.scribd. Fanatics get +1 combat point and +1 on fire tests until they lose a round of combat or fail a fire test. grade A/B/C/D: : 16/12/8/6 Regular light infantry: +4 Medium. wheel forward. To be in one rank there must be no models in the second rank. A unit has a frontal zone extending out 6” from its front corners at a 45° angle. town blocks. close-order “warrior” infantry units.Musket and Saber 25mm: Mid-18th Century Wargame Rules by Wes Rogers Optional Rules Howitzers: Howitzers fire canister like light guns. go into or reform from skirmish order. Fanatics may not be Grade D. Otherwise a unit must fire at the nearest eligible target. fieldworks. Take a line from the front center of the firing unit to the nearest point of the target. woods. heavy guns: 12”. Ballshot Carrythrough: This rule allows ballshot to bounce through the first target. A breakthrough move may not be used to reform or change formation/facing. it becomes shaken if it performs a formati on/facing change. If no enemy unit is in reach. or saved up. change formation/facing. if still eligible. 2-4 = 2 CP. backstep. units in square. Cavalry Breakthrough: If all of a steady cavalry unit’s combat opponents retreat. grade A/B/C/D: 25/20/15/12 Light gun: 50 Irregular: -1 Heavy. Infantry Cavalry Artillery and Command Basic cost. These units may not shoot.5° or less safely. crestlines. CP may not be transferred. or that it fired at on its last turn. hitting any rearward units in the line of the shot. Values are per figure or per gun model. Any new units the extended line crosses are also targets. It may only move forward. Blocks on fire must be evacuated the next turn or the defenders are eliminated. or echelon forward at 22. Some irregular units may be fanatics. or limber or unlimber a battery. Priority of Fire: In the basic rules units may fire at any eligible target as desired by their player. it does not move. Carrythrough distances are: Light guns: 4”. They then fight at their normal value. Warriors and Spahis maneuver and shoot as if grade D and get no defensive fire bonus. if the first is in 1 rank. not 12”. The headlong charge order may not be stopped except by a morale failure. and fire plunging down two or more contours stops carrythrough. Irregulars: Irregulars may be either skirmishers as described in the basic rules. making contact if possible. 6 = 4 CP. Cavalry reinforcing a combat: You may attack with a second cavalry unit behind the first. A unit may always fire at a unit that fired at it last turn. units in town blocks. Shaken units. it no longer suffers the movement penalty if more than 6 figures wide. it may make an attack move to contact an eligible. or “Spahi” light cavalry units. To restrict this use this priority: If a general is attached to the unit or within 2” and unattached. and running across its front at 6” distance. grade A/B/C/D: 8/6/4/3 Light. Carrythrough hits do not themselves trigger a fire test but do cou nt into other fire tests. This triggers an immediate combat round with all the units involved. Command distance to irregular units is 6”.com/wargamerulesandtools 3 02/14/14 . Skirmishers and unlimbered guns do exert a pinning effect. roll per each 2 hits. Only two total ranks may attack. Units in fieldworks or town blocks are immune unless they come into the open. grade A/B/C/D: 30/25/20/15 Medium gun: 75 Irregular fanatics: +2 Irregular (must be light): -3 Heavy gun: 100 Irregulars with heavy weapons: +1 Irregular fanatics: +6 Civilian limber: 10 Rifle-armed (must be light infantry): +2 Irregulars if grade B: +6 Military limber: 20 Irregulars if grade B: +2 Irregulars may not be grade A General: 100 Irregulars may not be grade A http://www. Shell catches town blocks on fire on a 1D6 score of 6. 5 = 3 CP. pooled. high obstacles. Town blocks and fieldworks generally give little or no cover from shell. Skirmishers are immune unless they reform into close order. Command Points (CP): At the start of the game roll a die for each general: 1 = 1CP. If the target unit is out of the general’s CR it cost s 2CP. The unit suffers one rout hit per turn due to straggling and confusion. visible enemy unit in reach. Some warrior units may be armed with heavy weapons. Warriors move at half speed when in a formation more than 6 figures wide. Pinning: Use this rule to reflect the danger involved when trying to maneuver when close to the enemy. The general gets this many CP per turn. then extend it for the listed number of inches. and limbered guns have no pinning effect on the enemy. medium guns: 8”. grade A/B/C/D: 20/15/12/10 Gunner. Cost Chart: Use this chart to build armies by point value. They may fire shell freely over obstacles as long as the target is visible to the crew and not within 2” of a friendly unit. Treat this as an attack by two units. If warriors. Spahis may evade charges. Out-of-command units that fail their command roll are immobile in any case. it may fire at any eligib le target.
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