field test of version 1.0 about to begin
I was ruminating about my dissatisfaction with rules for the War of the League of Augsburg when it occurred to me that I have a word-processor and the ability to type (sort of). I then sat myself down and thought real hard about my impression of warfare before the advent of Marlborough (his impact seems to have completely overtaken the entire English wargaming community's view of the entire period 1688-1718). After I awoke from my nap the kernel of these rules was in my head, so I sat down and typed it. It seems to be working after a couple of tests. If you are interested in such things take a look and give them a try.
Please remember that this is a VERY early version of these rules that I have only begun testing. I would greatly appreciate feedback/input/criticism/condemnation as long as you can back up your thoughts with examples and data
I envision Foot being based in groups of six on 2x3" rectangles and Horse having a frontage of about an inch as the size of the figures permit. All measurements are intended for 28mm figures, I'm sure that you are bright enough to work out the changes for 15mm figures.
My theory is that you should roll a lot of dice, it averages out the odd bad roll and is more fun than turning the results of a battle on a single die-toss. All dice are standard d6.
Rules
for the War of the League of Augsburg
Basic
Organization: figures are organized into battalions of foot and
squadrons of cavalry.
Foot A
battalion of foot will be organized in either the French System of
the Dutch System. The French emphasized depth and firing by ranks,
while the Dutch attempted to get as many men on the firing line and
used platoon fire. The differing systems will be depicted on the
table as seen below.
French
System Dutch System
XXXOOXXX XXXXOFFOXXXX
XXXFFXXX XXXXXDDXXXXX
XXXDDXXX
O=
Officer F =Flagbearer D=Drummer
Horse
Cavalry are organized by the method of combat they preferred,
either the charge a la outrance or
the more reserved delivering of fire with pistols from a slow trot.
Pistol cavalry are depicted in two ranks of three models , while
Aggressive cavalry is depicted in a single rank of six models, see
below;
PISTOLEERS AGGRESSIVE
XXX XXXXXX
XXX
Dragoons
were still an unfortunate step-child in this era, they were mounted
on poor quality horses and often given lesser quality long arms for
dismounted work, yet they were often expected to perform as both
cavalry and infantry. They did not adopt close-order drill either
mounted or on foot and are thus considered Light troops in either
mode.
MOUNTED DISMOUNTED
X XX X X X
X X X X X X
XXXXXX
(horses)
Artillery
Only operated in one of two modes Limbered (an unusual sight on the battlefield in
this era) and Unlimbered and ready to fire
UNLIMBERED LIMBERED
X G X G XXXXX
X X X
These
formations will be organized into larger units; brigades for the foot
and regiments for the cavalry then placed under the command of a
Brigadier General.
MOVEMENT
Movement
of the battlefield will be conducted in line formation almost
exclusively. During this period there was little provision for rapid
formation changes or deploying to the flank. Manoeuvring was
conducted by forward wheel of the line. Troops may about-face and
move rearward at half speed, ending facing the direction they
travelled.
Troop
type Good Going Bad Going Obstacle
Infantry*
4” 3” -1”
Skirmishing
foot 6” 5” -1”
Dragoons,
mounted 8” 5” -2”
Pistol
Cavalry** 8” 3” -2”
Aggressive
Cavalry 10” 6” -2”
Commanders 12” 8” -1”
Limbered
Cannon 4” N/A N/A
Charging;
charging foot add 1d3”
Charging
Aggressive cavalry roll 2d6 and choose the highest,
Charging
Pistoleers roll 2d6 and choose the lowest
*
French System troops may move forward or backward by the depth of one
rank while firing
**
Pistol Cavalry may fire both ranks while in deep formation and then
retire the full depth of that formation.
Notes:
Any
troops except Skirmishing Foot that enter Bad Going become Unformed
and remain so while in that terrain
Buildings
are Bad Going
Obstacles
counting as Cover are Bad Going
Dismounted
Dragoons are Skirmishing Foot
SHOOTING
RANGES SHORT MEDIUM LONG
Musket
4” 8” 16”
Carbine
4” 6” –
Pistol
4” – –
Light
Cannon 8” 14” 30”
Field
Gun 8” 18” 40”
Heavy
Gun 8” 24” 60”
Shooting
Mechanics
Infantry
units get one d6 per two figures in the front rank (excluding
Pikemen)
Skirmish
units get 1d6 for every three figures (firing at the range of the
furthest figure)
Pistoleers
in deep formation get 1d6 per figure in the front rank, in a single
line they get 1d6 per two figures
Aggressive
cavalry get 1d6 for every three figures in the front rank
Cannons
get one die per figure
These
dice are your basic shooting pool. Troops firing from inside
buildings or area cover (but not earthworks or fortresses) have the
number of their firing dice cut in half
Modifiers
Add
or subtract dice for the following circumstances (all factors are
cumulative)
+3
First Volley (not cannon) -1 Raw troops
+2
Elite troops -2 Medium range
+6
Target is enfiladed -2 Unformed troops
+1 Grenadiers -3
Disordered troops
-3
Long range
Roll
all of the dice and total the value rolled, divide this number by
five, rounding down; the final value is the number of figures in the
target unit that have been hit.
SAVING
THROWS
Under
certain circumstances the hit figures are entitled to make a saving
throw, the circumstances are listed below;
Target
concealed (smoke, light brush, wooden buildings) saves on a 6
Target
is in skirmish order or a deployed gun crew saves on 5-6
Target
in cover (substantial building, light works, woods) saves on a 5-6
Target
in hard cover (substantial works, forts, heavy stone walls) saves on
4-6
Note; gunners or skirmishers in cover add a plus one
to the relevant die roll.
MELEE
Melee can only occur as a result of a deliberate
charge; i.e. troops moving with the expressed intention to enter
hand-to-hand combat. For our purposes that comes about as a result of
one of the following;
-An Ordered Charge
-A unit following up on an Ordered Charge that
encounters a new unit in its path.
-the highly unlikely event that an enemy unit recoils
into your front
Melee Procedure; Generating melee dice
- Attacker declares a Charge by placing a “CHARGE” chit behind his unit
- If the Defender is “Standing Ready” they may either counter-charge or shoot
- If the defender has “FIRE” they may shoot
- Defenders with other orders may take no action, but if changing formation they are disordered
- Attackers center is moved to contact the Defenders nearest figure
- The Defender moves to conform with the Attackers front
- All figures on both side fight generating melee dice as follows;
Cavalry vs foot 1figure =1d6
Cav vs Mounted 3figures=1d6 (but never less than
two)
Musketeers; 2 figures=1d6
Pike; 3figures=2d6
Skirmish, unformed, gunners 3 figures=1d6
NOTE In all cases numbers are rounded down
Add or subtract further dice as follows:
+2 Elite Unit -1 Unformed
+2 Charging -2 Crossing small obstacle
+2 Cav vs Musketeers -2 if Dragoons
+3 any vs Skirmishers -3 Crossing serious obstacle
+1 Countercharging -3 Disordered
+2 Heavy Cavalry -3 Mounted vs Pike
+1 Grenadiers -6 unit taken from flank or rear
+1 deeper formation
Melee Results This total number of dice is
your melee pool; roll them and add up the total score. Divide this
total score by 10. This is the total number of melee casualties, add
the number of casualties caused by the Defender's fire (if any). The
unit that generated the most hits is the winner. The loser falls back
d3 Normal moves and becomes Disordered and Unformed and must test
Morale in that state. The winner becomes Unformed. In the event of a
tie the Charging unit retires to its start point and both units
become Unformed, testing Morale for casualties.
-If the winner is Charging Infantry they can elect to
follow up 1d2 normal moves, or to stand in the ground held by the
loser.
-Winning Defending Infantry and Gunners always stand their
ground.
-Charging Cavalry MUST follow up one full normal move
and may follow up an additional move.
-Countercharging Cavalry may only follow up one move,
if they choose. Otherwise they rally in
place, or retire to their
starting location to rally.
MORALE
Morale tests are taken at the end of any STEP that
causes a unit to suffer casualties.
Morale Mechanics
Infantry roll 4d6 (or 1d6 for each multiple of six
figures, or portion thereof, in the original unit) Cavalry roll 2d6
per Squadron, choosing the best one, the total of this roll is
modified as follows;
Modifiers: modify the total score by the following
-2 Guards or Elites +2 fired upon from Enfilade
-1 Grenadiers +1 Unformed
-1 In light cover +3 Disordered
-2 in substantial cover +3 Foot Skirmishers not in
cover
-3 in fortifications +2 routing friend within 6”
Results: If the modified number is equal to or
less than the current number of figures in the unit it has passed the
test and carries on bravely. If the number is lower than the current
total consult the following:
Failed by Results
-1 move back d3” facing foe
-2 move back d6” facing foe
-3 move back d6” Orders Cancelled, facing away
become Unformed
-4 move back d6+3” Orders Cancelled, facing away
become Disordered
-5 rout away d3+2 Normal Moves, Orders Cancelled,
Disordered
-6 Shattered! Flee d3+2 Normal Moves, then
disperse in disgrace
Notes:
Any Unit which has not yet acted and has its “Orders
Cancelled” is changed to Stand Ready
Units that have taken fire while Charging and have
failed by one or two simply have the distance deducted from their
charge move, if they fail to make contact they will halt short of the
target and give fire at half effect.
Commanders may order a unit to Rally, if they do this
they may add Command Points to the die roll. However they must do
this during the Command Phase. They may also join the unit in person
and add their Command Number
COMMAND
PHASE
Organization; Battalions and Squadrons will be
organized into Brigades. Each Brigade will under the command of a
Brigadier General who is responsible to his Commander In Chief.
Brigadiers can only influence troops directly under their command,
the CinC may influence all the troops in the army. Brigadiers have a
Command Radius of their Command Number plus 4” while Commanders in
Chief have a Command Radius of twice their Command Number plus 16”.
Orders issued to units outside Command Radius cost double to
activate. Command Points may not be given to a Brigadier outside his
CinC's radius.
Method: At the start of each turn every
Brigadier will place an Order Chit face down behind each of his
units. This represents his plan of action for that turn. Once all of
the order chits have been placed on both sides (allow 3-5 minutes for
this) the CinC will roll a d3 and adds his Command Number, the result
is the number of Command Points he has available this turn. He will
then assign them to his Brigadiers.
Once all of the CinC points have been assigned each
Brigadiers rolls 1d3 then adds his own Command Number and any granted
to him from the CinC. This final number represents the total number
of Command Points the Brigadier has available to activate issued
Order Chits within his Brigade. Excess points may not be transferred
or returned up the chain of command.
The order in which Brigadiers may activate their units
is by the highest total number of Command Points available to the
Brigade. The player with the highest number may pass to the next
lowest number if he chooses. He may choose to act after that player
has completed his moves or pass again to the further lower number. In
all cases the highest player MUST act before the very lowest player
does. When the highest player acts he MUST activate all of the units
that he can that are within his command.
Brigadiers may choose to give Command Points to units as "Rally Points", these points allow that unit to positively modify its morale checks for the duration of that turn by the number of points assigned to it. At the end of the turn those points are removed. Once assigned the points may not be taken back or used by another unit.
ORDERS
Troops may be ordered to undertake ONE of the following
actions per turn. You will place an ORDER CHIT face down behind the
unit at the start of each Command Phase. It costs a Command Point to
act on the order. It costs two Command Points to act on an Order if
the unit in question is outside of Command Radius od its Brigadier.
When a Command Point is expended the chit is flipped over and the
unit completes its actions before the next unit is activated.
The list of available orders are as follows:
S Stand Ready the unit will hold its ground ready
to shoot or countercharge as is appropriate
F Fire the unit will give fire when activated
C Charge the unit will charge and attempt to
engage the enemy in melee
M Move the unit will move forward
W Wheel the unit will wheel forward on one of
its corners
R Retire the unit will about-face and retire at
half speed
U Form-up the unit will recover from being
Unformed
Y Rally the unit will attempt to recover morale
T Formation the unit will change formation, note
that this unit will be Unformed until it completes its next Order
D Dismount Dismount
Dragoons or Unlimber Artillery
L Mount Up Mount up Dragoons or Limber Artillery
Units with Stand Ready orders are prepared for action
but holding their ground currently. They will either fire or
countercharge as best fits the situation. They will AUTOMATICALLY
return fire if fired upon from Medium or Short range by any weapons
aside from Artillery. If the Commanding Brigadier wishes that they
hold their fire they must take a Steadiness Check needing an eight or
higher to pass; roll 2d6 and modify as follows;
-1 prior casualties from fire
-1 per casualty inflicted by opposing unit this turn
+2 Elite troops
+1 Grenadiers
Units with Stand Ready or Fire orders that are reacting
to a charge upon themselves may attempt to hold fire and deliver a
devastating volley at point-blank range. A score of eight or higher
is needed to pass, roll 2d6 and modify as follows:
+2 Elite troops
+1 Grenadiers
-1 Raw troops
-1 Unformed
-2 Attacker started at Short range for your weapon
-3 Disordered
EVADING
Evading is a tiresome and scurrilous business, but the
truth is that some troops enter the field of battle with no
intentions of employing le arme blanche in an honorable
fashion. They intend to lurk and snipe, or scurry annoyingly around
the edge of the field of honor trying to pick off one of their
betters. This sorry fact must be addressed under the rules.
Gunners will always Evade unless holding works or an
obstacle. They will seek shelter behind the nearest friendly foot
within 6” if possible, otherwise they Evade as normal if they
cannot stop the enemy with fire.
Skirmishers are troops that have little, or no,
intention of entering hand to hand combat. They are not simply
allowed to retire from the advance of formed units; they are
REQUIRED to do so except under the most extraordinary of
circumstances.
Skirmishing Foot and Light Horse will fall back from
the advance of formed Foot or Horse keeping a distance of at least 4”
at all times. These light troops will absorb the fire of the formed
unit, removing casualties from the point nearest the center of the
firing unit. If the formed troops choose they may charge the
skirmishing troops forcing them to evade away (note this is the one
time that Foot may charge Horse) and stopping on the position of the
skirmishers with no need to rally. Alternately the formed troops may
choose to charge an enemy formed body behind the skirmishers as if
they were not there. In the this case the skirmishers will Evade away
to avoid contact, attempting to form up behind the unit that they
were screening.
The only circumstance which would allow skirmishing
Foot to stand is if they are holding buildings or an obstacle and
have been given Stand Ready or Fire orders. In this case they are
treated as a normal infantry unit but do not suffer the effects of
the ground.
Light Foot and Light Horse may charge their opposite
numbers, and Light Horse may charge Light Foot in good going.
Orders
In any and all circumstances Light Troops have the
option to change their Orders to “Evade”. If they have already
acted within this turn they may still evade but gain Unformed status
and will have to spend the next turn rallying.
Light Troops with Stand Ready Orders may choose to
execute those orders. If they do so they will act as any other unit,
taking all appropriate penalties and suffer any normal outcome.
Light Troops with Move orders may attempt to move out
of the way a Normal Move distance instead of Evading. If they choose
to do this but do not fully escape the Charging unit they will be
caught and will suffer the outcome without being able to Evade.
Measurement is not allowed under this circumstance.
Mechanics of Evading
Light Troops can always Evade. If charged by formed
troops that are less than 4” away the Light troops will flee a full
three normal moves. If the charging unit started outside 4” the
Light Troops may take a Steadiness Test, if passed they may choose
the number of full normal moves they want to use to avoid contact.
These moves must always be directly away from the charging units
direction of travel.
Steadiness Test, rolling 2d6, modify as below, total
needs to be eight or higher to pass
+2 Light Cavalry
+1 if infantry with bad going within one move to rear
-1 Infantry being charged by Cavalry
-1 if charged by opposing Light Troops
interesting concepts - I think all gamers want to be rules writers but few actually ever try. Well done
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