by Private Howard Whitehouse
52nd Foot
(deserted while drunk, 1813)
"About half-past four o'clock Lord Wellington came into the front of our position, and pulled off his hat; our army gave three cheers and advanced on the French who were ready to receive us —- it was like a long roll of drums without an interval —- at last the enemy gave way in all directions, and we completely beat them out of the field with dreadful carnage." Private John Green, 68th Foot at Salamanca 1812
Here is a short set of army-level rules for the Peninsular War. It is based on the assumption that if the details of combat are kept simple and abstract, if movement distances are fairly large and limited primarily by the presence of the enemy, and losses are considered in terms of loss of effectiveness (and in decent-sized chunks, to boot), then perhaps we can play a game that looks mainly at the decisions open to Napoleonic generals,
and still expect to complete the battle and get home before our coaches turn back into pumpkins.
I don't think it matters what scale of figures you use. The scales and one way of defining the playing pieces are based on the 'Napoleon's Battles' system, which I find adequate but a touch finicky over some details and overly generalised in others - no offence intended, of course. The die rolling for Leadership Points per division is essentially stolen from De
Bellis Antiquitatis. Don Featherstone's recent rules are an influence, as are Paddy Griffith's divisional and army level games from his overlooked classic 'Napoleonic Wargaming for Fun' and Andy Callan's "Dark Age Infantry Slog". There may be something I made up myself in there somewhere—-
Key Premise
The key premise is that each unit has a "CV" (Combat Value) between 2 and 8, which represents its worth in terms of morale and discipline as well as numerical strength. All combat, reaction and manoeuvre are based on this number, and as it falls the unit becomes less and less useful,
until it reaches Zero and disintegrates there and then. Infantry and foot artillery movement is predicated on the CV, and a hard-pressed brigade is likely to advance quite slowly though it can run away (sorry, make a tactical withdrawal) at top speed.
The essence of combat is that one side seeks to cause a CV loss to an opponent by rolling a D6 and scoring equal or less than its own current CV (a '1' always being a hit, a '6' a miss whatever modifiers apply). The recipient unit will hope to rally any CV loss at the beginning of its next turn, trusting in The meantime chat it can maintain good order (or at least not run away) on its reduced CV If clings get bad it may not only fail to with stand the enemy's fire / cold steel / impressive uniforms and manly bearing, but also be unable to rally its strength back when opportunity arises.
C'est la Guerre -— in general, good troops will deal heavy blows and accept some punishment but poor quality units will be unlikely either to hit hard or take losses. Really good troops will be able to suffer some loss of CV before any loss of effect takes place.
Movement is rapid in comparison with most rules sets, since I find a lot of 2" moves very tedious indeed. Often it will be possible to move from out of artillery range into contact in one turn. However, since the firing rules permit multiple shots by a threatened opponent, a player who decides to assault an artillery battery needs to realize he may be shot at three or even four times by that battery during the single turn it takes to advance against it. Ouch indeed —- The importance of generals and the choices open to them are of paramount concern.
Divisional commanders can choose to monitor the formation as a whole and allow the brigadiers
do Heir job as inspirers of men, or they can use their prestige and charisma (those that have any!) in attaching to a single unit (dine "hat-waving factor") while essentially abandoning the rest of their command. Most of the staff duties of carrying messages, allocating ammunition etc. is kept in abstract form in terms of Leadership Points (LPs).
This organization follows my own prejudices in so far as I can recognize OLD TROUSERS
French: The French have the best organizational structure and probably the better generals at a divisional level. Their drawbacks lie in the quarreling between generals who ought to know better, a declining quality of recruits and an overall sense of frustration among the veteran soldiers whose morale has always been raised by frequent success.
Their tactical system has ceased to confuse the enemy, and the British have developed an effective counter to it. French dragoons count as heavy cavalry in the Peninsula, the cuirassiers and carabiniers staying away (yes, I know there was a provisional regiment with Suchet). French organization varied at different times and areas, but in general it was something like this, based on the Army of Portugal of 1810-11:
G.O.C 2/3 Corps 2/3 divisions 2 brigades 2 regiments
Each corps would have a cavalry brigade, each division an artillery battery. For 'Old Trousers', then, a division would have 4 infantry formations, often quite small, in two brigades sometimes combining permanently, and an artillery battery, 5 LPs if moved independently. Britain: The British have a very small, fairly professional army of essentially Age of Reason type. It is the only European army which retains much of the character and quality of the Seven Years War, with the addition that it has learned to use skirmishers and a two-deep line. Its disadvantages are the silliness of its cavalry, its lack of heavy guns. and the dim-wittedness of many of its senior commanders (look at the Napoleonic campaigns in which Wellington did not command and see how well the British succeeded! And Wellington only had a half-dozen subordinates he could really trust).
The infantry, however, is marvelous. Being myself a dangerous Jacobin, I do not believe that Guards were necessarily better than veteran line troops in the field (though taller and cleaner!), nor that fusiliers and highlanders need special bonuses for having bigger hats. Dragoons and Dragoon Guards are, by this time, exactly the same thing. Don't let 'em tell you otherwise.
British organization was, initially, built solely on brigades with no divisional or corps structure. Wellington had reformed the army into divisions from 1809, though some independent brigades continued. British organization would typically look like this:
G.O.C. to 8 divisions, 3/4 brigades - usually Portuguese, with an artillery battery per division, cavalry in separate formations, either in a division or independent brigades. Portuguese: The Portuguese appear to have been a shambles at the start, but under Beresford's tutelage, become surrogate Britons, and very good too. The 'dragoons' remained weak light cavalry, however.
Spanish: The Spanish have been subjected to much Anglo-Saxon racism. The old army was generally very poorly led, and the cavalry abominable, but the artillery was excellent and, if the infantry was usually defeated, it was frequently related closely to the prior flight of the horsemen exposing their flanks. Of course, since the gunners always stuck it out to the end,
there weren't any for the next battle, but they couldn't retreat anyway due to a lack of draught animals - the volunteer "Junta" regiments were frequently very enthusiastic, and on one occasion one of these units charged and captured artillery of the Middle Guard.
It was wiped out soon after, of course, and nobody remembers it, but I say "let's be fair to the Spanish for once". Their generals, if not skilled, are frequently charismatic and definitely resolute in adversity. Nice Uniforms too. Pity about the cavalry!
Spanish organisation was improvised through most of the war, with OBs (from Oman's mammoth History of the Peninsular War) showing a divisional structure but no information on brigading of the listed regiments/battalions, and often two or more 'armies' with independent - read 'competing' GOCs coming together to fight the French. Scales: 1 inch = 100 yards, 1 turn = 30 minutes. There is no set figure scale. Basic units are brigades or regiments, depending on national custom, of 1,000 to 2,000 men, less for cavalry formations, and artillery batteries.
Organization: Playing pieces can be organized by stands, or not, into brigade sized units. Infantry and cavalry 'units' are made up of several stands grouped and acting together. I don't think that the internal organization of the brigades matters as long as consistency is maintained. I use: 1 stand of figures = 4-500 infantry, 3-400 cavalry, 1 battery of artillery,
4-8 guns. A brigade would usually have 3-5 stands. Figure stands can be any size that seems appropriate - I use the four-figure bases for "Napoleons' Battles", but there is no obligation to follow this model. In general a brigade in line would cover a frontage of 4-600 yards depending on the specific deployment.
The Peninsular armies on all sides tended to be scruffier and less elegantly organized than those that fought the big Central European campaigns. The basic unit in Old Trousers is, quite annoyingly, sometimes a brigade and sometimes a regiment - ie between a thousand and two thousand men in a gathering that the divisional commander - who is the most junior fellow
we'll be considering - would look on as the building blocks of his command.
A British Major General in charge of a division in 1812 would usually have two British brigades of foot, one Portuguese, and an artillery battery - 4 units in all, to command with his D6 LPs. A French General de Division would have either 2 single unit brigades and an artillery battery - 3 units to command, or 2 double regiment brigades plus the guns, 5 units.
Independent Brigades have no divisional commander.
Easy Rule allow each such brigade 1 LP per turn to move or rally, extra LPs from GOC only. More Interesting Rule: Roll a D6 per brigade to find out how many LPs it has for this turn; if you feel like it, designate Brigadiers as 'poor', 'average' and 'good'. Divisional Commanders: Need 'Skill Rating' and 'Morale Rating', which are not at all the same. Base this on historical research, or roll for them; French (but not allies)+1 on both. Spanish -1 Skill. British - just roll. For quick and simple games, you might count all divisional commanders as having rolled a 3 or 4 - i.e. average men, no LP modifier, +1 morale, rally on 1-3.
Corps and Army commanders (there being very little consistency in command hierarchy amongst any of the Peninsular armies) are usually players - give 'em a 24" radius, LPs as rolled and a +2 for Morale. Alter this as necessary, but remember that wargamers who want to be given the advantages of Boney or the Duke will resent being given the characteristics of Cuesta.
If you really want to do this try - These officers may either:
Command the division: take a position among their units usually behind the front line, where it was easiest to administer the needs of the formation as a whole. This works out as follows:
WHAT ARMY AND CORPS COMMANDERS DOThese Generals may either:
THE FORCESCombat Values:
Poor: Most Spanish troops, some French allies - CV4 Fair: Most French infantry, most cavalry - CV5 Good: Most veterans, esp. Wellington's foot - CV6 Very Good: British lights & guards, Middle Guard - CV7 Superb: the Old Guard, just paid, on a full stomach - CV8 This is based on infantry units of 4-5 stands, cavalry of 3. Add 1 CV per stand over 3 cavalry, 5 infantry. Deduct 1 CV for each stand under 3 cavalry or 4 infantry. Artillery batteries are based on 6 guns; add 1 CV for 8 gun batteries, lose 1 for 4 gun batteries. If you don't use a stand system that fits this format, just go for something like (halve these numbers for cavalry): Really big units (2500 men+) +2
Small units (1000 -1500) -1 Really tiny units (under 1000) -2 Now argue with your friends how many small units can get into close combat with one big one. GAME SEQUENCEINITIATIVE. Roll each turn for initiative. Higher roll (Side A) goes first - yes, this does mean that sometimes you get to move second, then first, which always feels wonderful as your opponent snarls at your sweeping manoeuvres! MOVE GENERALS. Side A may move generals, and attach or detach as preferred. Generals move 36" per turn, but each attachment or detachment costs 12" - ie it takes time to leave a unit or find out what's going on with a new one. However, once a general is attached to a formation he moves again to accompany the unit when it moves. Replacement generals - usually the senior brigadier for a division, senior divisional commander for a corps - take up their posts at this time, and embarrassed gentlemen swept away in routs return to their command after one full turn away. ARMY and CORPS LEADERSHIP POINTS. Corps commanders and C in C's roll for LPs. These will be used to 'help out' divisions under their command who do not have enough LPs to control all their units. At least, that's the idea. They decide who will receive the benefit of their LPs prior to Point 4. They may also dedicate LPs to rally units isolated from their divisional commander but within the senior man's Command Radius (see Point Q. DIVISIONAL LEADERSHIP POINTS. Each division rolls a D6 (+/- modifiers) for LPs. These will be used to move units and to try to rally units who have lost CVs. Units beyond the general's Radius of Command cannot move or change formation; cavalry and horse artillery, being an exception to most things, however, can move half-distance if they roll their CV or less. Independent Brigades receive their LPs at the same time. ALLOCATE LPs FOR RALLIES & MOVEMENT. Divisional generals attached to units do not have to pay LPs to move or try to rally that unit: however, all other units under their command cost double LPs to operate. Movement costs 1 LP per unit, but if several units within a division are connected, facing the same way, and generally operating together as a column of assault, march column, or simply a long line, they can be moved as a single unit for 1 LP. This never applies to artillery, who always need their own LP to move; however, they can move, unlimber & fire all for that 1LP. They can fire for free if they don't move. What a bargain! ATTEMPT RALLIES. Roll Divisional CO's 'to Rally' number or less to regain one status at cost of 2 LP for front line units within 500 yds of the enemy, 1 LP if in reserve or more than 500 yds from the enemy. If general is attached to one unit, subtract 2 from the die roll, but add 2 to the score of any other unit under his command trying to rally ('cos 'ee ain't there, see—). Units can never rally more than 2 CV per turn, nor can they rally beyond starting CV. A unit that loses heavily over te course of a battle can only rally to 2 CV above it's lowest point - a unit that started at 6 CV, but goes down to 2, can only be rallied up to 4 maximum today. If you have the LPs you can try as many attempts to rally one unit as you like in any given turn - you just can't succeed more than twice (though repeated failure is allowed—) A unit that is outside the Command Radius of it's Divisional general can rally 1 CV if it rolls a '1' on a D6. Also, if a senior (Corps or Army) general chooses, he may try to rally the unit himself at a cost of 1 LP provided that it falls within his Command Radius. MOVE ALL UNITS FOR SIDE A. Each unit moves forward, stopping at each range limit for enemy fire. Halt on reaching the long range limit of any enemy able to fire. If already within long range, move up to short range. Yes, this does mean you may have to halt to receive fire more than once in a turn. And yes, if all goes well, you will be able to complete the full movement distance. MOVEMENT RATESINFANTRY
CAVALRY & ARTLLERY
Formation changes (not including artillery unlimbering to go into action) are done before movement and cost 4" for French -drilled infantry, 6" cavalry and Anglo / Portuguese / Spanish infantry. The rest of the move is done in the new formation. Turns must be done by wheeling on the inside stand, but 'about facing' or 'moving at the incline' count as one formation change (e.g. a British unit wanting to move sideways would go its CV for its particular formation - 6"). Linear obstacles include walls, streams, ditches etc. Severe obstacles may be designated as "double effect" or worse - some things cannot be passed! Any unit except skirmishers counts -2 to CV for firing and dose combat while crossing rough terrain or linear obstacle and for the rest of the turn - so beware! This 'disorder' ends at the next rally phase for that side - provided they have cleared the difficult ground - and costs nothing to reform. Interpenetration: There are no limits on interpenetrating units of the same side as long as the nearest enemy is at least 6" away. This means that a faltering front line can fall back through a line of supports, but that the supports cannot pass through the front line unless it is more than 6" from the enemy's formed troops ( not skirmishers). "One should not manoeuvre in the presence of the enemy" - Napoleon. Artillery can unlimber after movement at a cost of guns 6" foot & heavy artillery, 4" horse artillery. Limbering up costs the same. If the movement allowance is equal or less than the cost of limbering or unlimbering, you can do one but not the other. Yes, if you've got the right artillery you can limber, move, unlimber and fire in one turn - you always wanted to, din'cha? A unit moving away from the enemy can always move its original maximum speed. The 2nd Voluntarios de Estremadura may not advance as fast as the Old Guard, but when they retreat... SIDE B FIRES:
Roll 1 D6 vs CV: pass and the target loses 1 CV. Modifiers
to die roll: (+ is bad for the shooter, - is good).
Target in Column or Square -1 Target in skirmish order +1 Firers in Column or Square +2 Firers are Artillery or Skirmishers shooting at long range +1 Optional modifiers: Target is limbered artillery -1 Target is unlimbered artillery +1 Ranges: (Short/Long)
Medium Artillery (8-9 lbs): 4"/12" Heavy Artillery (12 lbs+): 6"/15" Skirmishers: 1"/3" (rifles 4") Infantry Volleys: 1" (no long range) Cavalry firing is considered so trifling as to be ignored. REACTION: At this point Side A tests Reaction. Any unit that has suffered a CV loss must test. Optional rule - for a quicker game, don't test Reaction from fire for units whose current CV is 4 or more. This means they don't have to test every time they pass through a 'band of fire' as long as they have adequate morale. Roll 2 D6 vs CV. If general is attached, modify by his Morale Rating: Pass both - continue with orders. Pass one No advance: if a general is attached, he can order a withdrawal if desired, stand still in current position, otherwise. Fail both: retire 4" -12" player choice. The enemy will say you ran away, in any case. If CV reaches '0', run away immediately in abject terror and humiliation! This does not necessarily mean total destruction, merely sufficient disorder, exhaustion and demoralization to end its combat effectiveness for the day. If you wish, the unit can be presumed to regroup overnight and return to duty at 50% of its starting CV (rounding down odd numbers.) SIDE A FIRES - just like for Side B SIDE B TESTS REACTION - as for Side B SIDE A COMPLETES ALL MOVEMENT. Side A units which halted to take fire (Point 7) and passed reaction (Point 8) finishes it's movement. Some units may receive fire more than once, and have to test reaction more than once. Any Side A unit attempting to charge advances to 1" (being musket range) of target and tests 2 D6 vs CV. Note that if the Side A unit receives no losses other than the target of the charge's musketry, it will only test once, not twice. Whether it succeeds, or not then— TARGET OF CHARGE REACTS. Roll 2 D6 vs CV. This is a normal reaction test, where the unit may pass neither (run away!) pass one (hold position) or pass both (do whatever it wants). However, there is a second step: THE EMERGENCY RESPONSE. If you passed both dice on the reaction test, roll 2 D6 vs CV again. If you passed one, roll 1 D6 vs CV. For each of these you pass, you may do one of the following as you choose:
If you fail this Emergency Response, you just stand there like a fool! SUPPORT AND OPPORTURNITY CHARGES.
CLOSE COMBAT. Each unit involved rolls up to 4 dice number decided in advance by attacker - vs CV to inflict 1 CV loss on the enemy. This represents the intensity of the attack, from Reconnaissance in Force (1 Die) to Desperate Assault (4 Dice). However, attacking units whose CV is less than 4 cannot roll more dice than they have remaining CV - the men won't do it, and to allow it seems to encourage unlikely 'suicide attacks' by battered units in the hope that they will trade their own destruction for the chance to wipe out a stronger opponent.
CLOSE COMBATModifiers: Add or deduct from die roll; minuses are good! Cavalry vs Square +3 COMBAT RESULTS.
A victorious cavalry unit that does halt and regain composure may charge again on its next turn, or, if the enemy turn comes first, as an opportunity or support charge, COMPLETE THE TURN. Reverse the process, with Side B moving and side A reacting. THIS COMPLETES THE TURN SEQUENCE. RISK TO GENERALS.
Roll for the general becoming a casualty every time, and as soon as, the unit he accompanies takes a CV loss. This is especially important in cavalry combats which take place one die roll at a time. Easy Rule. A general who becomes a casualty is lost. His replacement appears 2 turns later, (ie one turn without any LP.s) roll his character, but deduct an extra '1' from the roll since he is clearly a mere underling. More Interesting Rule. Roll a 2 D6, each of two different colors, representing horse and rider. The higher is the casualty. If it is the rider, roll 1 D6 for our hapless victim.
2: Mortal Wound. Unit loses 1 CV. 3: Gravely wounded - carried to the rear. 4: Hurt - lose 1 Morale Rating and 1 Skill Rating. 5: Bloodied but unbowed - no effect 6: Saved by your brandy flask/Legion d'Honneur . A miracle! Add 1 CV for the unit he accompanies! If the horse is hit, roll on this table:
2: Horse stampedes 2 D6" in random direction. General considered out of action whole of next turn. If he passes though enemy unit, 50% chance of capture. 3-5: Horse dies. General gets another from a lackey. 6: Horse continues, bleeding: General poses heroically; add 1 to his Morale Factor for the rest of the game as the troops cheer! A general who is attached to a unit which dissolves on reaching a CV of '0' may return to the rest of his command after a delay of 1 full turn while he dusts off his uniform and covers his chagrin. SKIRMISHERS. In an army level game one might prefer to ignore skirmisher elements on the grounds that they are a minor nuisance and that generals did not concern themselves with the actions of mere voltigeurs. True enough, but the Peninsular battles were notable for Wellington's successful use of British light infantry and Portuguese Cacadores to counter the French tirailleurs. Besides, I read Johnny Kincaid's "Adventures in the Rifle Brigade" at the age of twelve and haven't been normal since, so I want the 95th and Black Bob Craufurd to have a proper showing! Easy Rule. ignore the skirmishers. More Interesting Rule. Assume that each infantry division has a skirmisher screen - portrayed by a handful of single figures of the right type - which is trained to cover the main body by harassing fire and bobbing from tussock to tree and vice versa. It has the sense not to get in the way of its own artillery batteries and does not need any LPs to move it - it goes with the forward parts of the parent formation. Spanish divisions have a skirmish screen with a CV of 1 The skirmish screens are treated as normal units in that when two skirmish screens meet, they trade fire until either one retires or the general tires of keeping his formed units waiting and pulls back his skirmisher (or indeed, just passes through them - same difference). In this case the opposing skirmishers can either shoot once at long range and retire their CV x 3" behind their own parent formation, or fire at close range and hope to stop the attack. If they don't, it could be nasty! Cavalry don't have skirmish screens (just a few vedettes etc). When cavalry attack an infantry skirmish screen, the skirmishers test morale vs CV, but can do no more than take a long range shot and hike it back behind the supports or into cover. RANDOMISED TROOP RATINGSThe quality of troops in action frequently had less to do with unit history and reputation than such mundane concerns as recent alcohol consumption, regularity of footwear issues, and whether they had eaten breakfast today. To add some variety to unit ratings, roll a D6 for each: Units marked '*' will usually not comprise whole brigades, being subsumed into larger line brigades, but may appear separately if using the Skirmisher optional rules. "Old Trousers", by the way, is what the British infantry called the French drum-beat known officially as the Pas de Charge. HOUSEKEEPING NOTESMany wargamers, including myself, dislike elaborate roster systems and paperwork in general. Here are some ideas to 'keep it simple'.
RANDOMIZED TROOP RATING CHART
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