By Jim Brokaw
Will you go to Flanders, my Molly-o,
To see the chief commanders, my Molly-o,
You will see the bullets Ay,
And the soldier show they die,
And the ladies loudly cry--oh my Molly-o.,
(fragment of a song from the campaign of 1706)
INTRODUCTION: GAME TACTICSThe overall strategy for winning this game is dictated by the command structure and the major morale rules. For command purposes, armies are divided into arbitrary blocks of units each commanded by a general. Under the major morale rules when half of the units commanded by one general are in serious morale trouble or are lost for the game (those lost for the game count double), then major morale fails for that block of troops. This puts the affected units at a severe disadvantage. The only hope at this point for the broken troops is that they have fresh units which will be able to mount one last attack and thereby knock down the enemy's morale. Hence, the overall strategy of the game is to try to break the major morale of part of the enemy army leaving you with such an overwhelming advantage over the remaining enemy troops that your opponent will concede the game. Battles using this system and involving up to three generals per side will usually come to a decisive result in three to five hours without any other victory conditions. Game time can be reduced by decreasing the number of units commanded by each general. ACKNOWLEDGMENTS: These rules originated as an adaptation of Steve Haller's "The Whites of Their Eyes," first published in The Courier in the 70s. Over theyears, there have been many changes, but without Steve's contributions, these rules would not exist. Special thanks also go to Doug Johnson, Mike Bruno, Joe Roberts, Chuck Dickson, Mark Smith, and Eric Burgess for their suggestions and help in playtesting.
In order to implement this strategy you must take aclvantage of
both aspects of the game: grand tactical and tactical. The grand tactical
part of the game involves moving cards or markers representing multiple
units. Success during grand tactical movement is based on properly
assessing the terrain. You must ascertain the enemy's likely dispositions
and how you can take advantage of them to gain a decisive concentration
of force on one part of the battlefield.
One battle-winning stratagem is to refuse one flank of your army
and concentrate troops on the other flank. Dummy cards representing no
troops can be used to either fix the enemy in position or hide your own
intentions.
Once troops are close enough to see each other, figures replace
the cards and tactical movement begins. All tactical movement normally
takes place in lines; columns are not combat formations.
A good deployment for first-time players is to set up your
forces in two lines at least six inches apart with infantry and artillery in
the first line and cavalry in the second line. This avoids round shot
bounce-through fire but still gives rear support. Another good
deployment is to have infantry in the center with cavalry on both flanks
a move to the rear and artillery on the high ground. Whenever possible
line infantry should be deployed in large blocks with flank support
provided by elite or crack infantry, artillery, or cavalry. Never commit
infantry to battle piecemeal.
During the War of the Spanish Succession, infantry was usually
valued for its fire power and cavalry formed the offensive element of an
army. The rules for melee and small arms fire reflect this. Infantry are
very strong in terms of firepower but have a melee point value per figure
about half that of cavalry. As a result it takes a lot more infantry to get
an advantage in a melee. Because
even a substantial advantage in melee points can easily be negated by a
bad die roll, infantry are almost always better off firing. The only time it
makes sense to initiate melee using infantry is if the enemy has already
taken many casualties and might fail morale upon being charged. In
contrast, cavalry have little or no firepower and a high melee point value
per figure. Since it takes fewer cavalry to get a melee advantage, save
your cavalry for hand to hand fighting.
Thus game tactics should be as follows: once tactical movement
begins advance your infantry en mass and fire until the other side
begins to weaken, then throw in masses of cavalry for the knockout
blow. But be careful! Unsupported cavalry thrown in too early will
be rapidly decimated by massed infantry volleys or close range
artillery fire. If this happens your infantry will be dangerously
exposed if they should later get the worst in a fire iight.
While these general guidelines are applicable to all sides, there
are some differences in tactics. In the area of cavalry tactics,
Marlborough and his Flanders allies use swords only. This gives them a
marginal advantage in shock value over French and other cavalry who fire
their pistols before closing to melee. However, this advantage is quite
limited because historically commanders were concerned with
maintaining orderly ranks so there were no all-out charges.
The rules do provide a charge move for cavalry, but there is none for infantry. Instead, for both there is a mandatory victory bonus move intended to simulate the possible loss of control that could occur after a melee.
In this game there are two basic types of movement: grand
tactical and tactical. Grand tactical movement takes place at the start of
the game and is by cards normally representing brigades. Once troops are
close enough to each other and in sight, figures are placed on the table
and tactical movement begins. The overall sequence of play is
Grand Tactical Organization: Each general commands two ad hoc brigades of cavalry (each of two regiments), two ad hoc brigades of infantry (one of four battalions, the other of three battalions), and one battery of field guns for a total of twelve units. An
experienced player can command up to two generals. Tactical Organization: Those wishing to organize their troops for this game only can mount all infantry and cavalry into
units of twelve figures (four bases of three figures, each base 1/2" x 1" for
infantry, 7/8" x 1 1/2" for cavalry.). Two mounted companies (each of
two bases) of small elite units such as the French Maison de Roi make
one ad hoc cavalry unit.
Each infantry unit represents one battalion, each cavalry unit
one regiment. French infantry regiments usually had two battalions and imperial Austrian regiments three or four battalions. English and Dutch infantry units usually had only one battalion per regiment.
Each artillery battery has two guns (both either light or heavy)
with four crewmen per gun (base size 1 1/2" x 1 1/2") and two
limbers each with two horses (base size 3/4" x 2 3/8").
Those wishing a more historical flavor can use Pat Condray's system for cavalry and infantry. That system is the same except Anglo/Dutch infantry battalions and Austrian horse have fifteen figures while British horse and dragoons have only nine figures.
A much more significant difference is in the area of infantry fire doctrine. The Dutch, English, and Prussians use platoon firing - all others fire by rank. Fire by rank infantry get improved hits the first time they fire but thereafter fire at a reduced rate. In a prolonged fire fight, platoon firing infantry will always have the advantage. Fire by rank commanders can minimize this advantage by advancing and volleying at close range.
Finally, a word about generals. A general can be killed only if he is placed at risk. A conservative player will avoid this situation and only use his general to rally troops with bad morale. A daring player will place his general where he can confer direct morale and melee benefits to troops in battle.
Brigade Cards: All grand tactical movement is by
brigade cards. There is one card for each brigade, one card for each
battery of field guns, and one dummy card for every twelve units. While
moving by cards, all units are in columns of march. Cards may not move
through each other.
The turn the troops are set on the table they deploy into their
normal tactical formation (usually a line). Cards are marked on the
face with an arrow indicating the direction of facing, but are
otherwise left blank. On the back the cards are marked as to the type
of units, the formation that each individual unit is to have when
deployed on the table (unit formation), and the arrangement of units
relative to each other (brigade formation). Where no individual unit
formation or brigade formation is stated it is assumed that both are
lines.
Unless spacing is stated otherwise, the distance between units
with a brigade formation of line is 1/2" when set on the board. If the
brigade formation is a double line, the distance between lines is 6 1/2".
When set on the distance between one unit and the next may not exceed 8". The center of the brigade formation is the center of the card; the front of the card is the front of the first unit(s) of the brigade.
Be sure to allow enough space between cards for the actual space
the troops will take when set on the table. If there is not enough space,
the individual units retain the designated unit formation and the extra
units are placed 1/2" behind the other units to as great a depth as
necessary.
Card Movement: At the start of the game all cards
are placed out of sight (if possible) off table along the rear edge of the
board. Cards may remain off the table as long as the player desires.
Cards may move off the table along the ends of the board. but may not
enter unless the enemy is more than 18" away from the point of entry.
Once each turn each brigade may move up to 12" or change brigade
formation.
Adjustments:
Technically movement is by initiative. Each side rolls one die, high roll can move three cards or make the enemy move three cards. All movement within each initiative is sequential. After three cards have moved, roll again. Continue to roll until one side has moved all of its
cards. Then the other side moves the remainder of its cards. If the initiative winner asks the enemy to move and he refuses, then the winner may move any of the rest of his cards thereby concluding all grand tactical movement for that turn.
(At the start of the game all cards are far apart and it makes
little difference who moves first. In this case make the first move or two
simultaneously.)
Troop Set On: Each brigade will continue grand
tactical movement until it comes within 18" of, and is in sight of, the
enemy. Cards within 18" which are hidden by hills, woods, etc. continue
grand tactical movement until sighted. Only troops within 4" of the edge
of the woods are visible to troops outside the woods.
Any brigade that is moving at the time it is sighted within 18"
can complete its move up to 12", but in no case closer than 4" from the
enemy. If the enemy troops who sighted the moving troops have not
already moved that turn, they may not move. At the end of all grand
tactical movement for that turn, the cards for all visible hostile troops
within 18" of each other are removed and all figures they represent are
placed on the table. Troops placed on the board may not take nommal
tactical movement that turn except in reaction to melee but may fire as
normal.
All troops covered by a card may voluntarily be uncovered and
set on the table at the conclusion of all grand tactical movement for any
one turn and may fire that turn. A general may be placed on the table
within 12" of any troops under his command at any time the player has
the initiative.
Artillery Fire: Artillery may fire at troops still
represented by a card by noting the range on the card. Later, when those
troops are first placed on the table determine the target unit, then work
out the casualties based on the range indicated before.
For Example: If the target brigade has 3 units, roll 1 die: 1/2 =
unit A is the target, 3/4 = unit B is the target, 5/6 = unit C is the target. If
the brigade has 4 units: 1 = unit A, 2 = unit B, 3 = unit C, 4 = unit D, 5/6 =
roll again, etc.. Artillery will only fire at units that are visible. All target
units are considered one base wide. If casualties after saves would cause
a morale check, take it in the position where the troops were finally
placed on the table. No more than one check is required even if the unit
took numerous hits during card movement. Take the check before normal
tactical movement.
1. Movement: Technically all tactical movement is by initiative. However, when first placed on the table troops are often relatively far apart and it makes little difference who moves first. In these cases move all units simultaneously until they are close enough to
interact with each other (e.g., infantry in musket range, cavalry charges).
From then on all movement is by initiative. Each side rolls one
die, high roll can move three units or require the opponent to move three
units. All movement within each initiative is sequential. After three units
have moved, roll again and continue to roll until one side has moved all of
its units. Then the other side moves the remainder of its troops.
If the initiative winner asks his opponent to move and he
refuses, then the winner may move any of the rest of his troops thereby
concluding all movement for that turn.
2. Firing: During the Movement period, certain
units will tire or check morale as required by the melee rules. Artillery
and infantry may also fire at units moving through their field of fire (:fire
in passing). All voluntary morale checks except attempts to rally will
also take place at this time as units attempt various actions.
3. ALL Other Firing: All field artillery fires first and
simultaneously, then all infantry. No pre-mea.suring distances. Units
may only fire once per turn.
4. Melee resolution.
5. Morale checks not already taken: Take
non-voluntary morale checks first and simultaneously then attempt to
rally troops shaken or routed during prior turns. Troops that fail to rally
move at this time. After all normal morale checks are taken, check for
death of your general, and if he is killed all troops under his command
take a special non-voluntary morale check.
Troop Types: Troops are divided for morale purposes as follows:
Infantry
For firing purposes, infantry is clivided between:
Cavalry: is divided into three types: dragoons, horse, and cuirassiers. Dismounted dragoons act in all respects like line infantry.
For firing purposes cavalry is divided into two types.
Artillery is divided between light and heavy batteries.
Each battery fires, melees, and checks morale as one unit.
Saving Throws: Central to the concept of casualties is
the idea of saving throws. Whenever troops are engaged in combat, the
number of casualties is determined first. The player whose troops are
taking the hits rolls one die per casualty. If a high enough number is
rolled, the figure is saved.
*In melee reduce all saves by one. Increase saves by one
where ca.sualties are due to fire in passing or where troops
suffering casualties are behind cover. Increase saves by two
where casualties are due to cavalry pistol fire. (Example: saving
throws for infantry or cavalry casualties in a melee are reduced
from 5,6 to 6.)
Formations: All infantry and cavalry move in close
order (stands touching) in a column (one base wide, each stand behind
the other) or line (stands side by side two ranks deep). Infantry may
also form a square.
Cavalry, while moving in a line and not in disorder, can close files and shrink the frontage of the unit by 50% to get by obstacles (there is a movement penalty:) and expand back to pull frontage in one turn so long as the move does not end in a melee. Guns in each battery
must be touching and facing in the same direction. Cavalry and artillery
may not enter buildings. Units may not voluntarily move through each
other at any time.
Adjustments to movement:
Infantry:
Cavalry:
Artillery:
In general a unit will test non-voluntary morale only once per turn. If a unit attempts certain actions where a voluntary check is required it will take that check as well.
Exceptions:
Involuntary Checks: Passing a non-voluntary morale
check will not improve morale status, but failure may worsen status.
When a unit suffers casualties in a victorious melee, it never checks
morale. Check non-voluntary morale when:
Voluntary Checks: In order to perfomm certain actions a
unit must voluntarily check morale. If a unit fails a voluntary test, its
morale status does not change, but it cannot perfomm the attempted
action. When a unit with good morale attempts an action requiring a
voluntary check and fails the test, its attempt counts as its move for that
turn. Check voluntary morale when:
Morale Method: A roll of four or more on two D6 is required to pass.
Adjust cumulatively the required number as follows:
Flank And Rear Support: Flank support is friendly
infantry or artillery within 2" or friendly cavalry within 4". To count as
flank support for morale purposes the supporting unit must have good
morale and some part of the supporting unit must be within 45 Degrees
of the side of the testing unit.
To count as rear support the supporting unit must have good
morale, it must be within 10" of the supported unit, and the entire unit
must be within 45 Degtrees of the rear of the supported unit.
Severity: Units testing non-voluntary morale that fail to
achieve an adjusted die roll of four roll one die for severity. Die roll
result:
5,6 - Fatigued: halt disordered facing the enemy if in
melee. May not advance, initiate melee, fire, or react to melee next turn,
but may retreat. Fatigued units automatically rally during next turn's morale step without testing voluntary morale. 3,4 - Shaken: troops are disordered and retreat
one half move plus disorder bonus to rear facing the enemy. If a
general is within 4" during next turn's morale step, the unit will
automatically rally, otherwise it must test voluntary morale. 1,2 - Routed: troops are disordered retreat one full
move plus bonus. Face away from the enemy. Routed units must
test voluntary morale to rally. Retreats And Rallies: The involuntary retreat of
routed or shaken troops counts as next turn's move and those units
continue to move to the rear (at half or whole move plus disorder bonus)
once each turn during step four of the tactical sequence of play until they
rally. Units that fail to rally after two attempts continue to the rear and
are lost for the game. Troops that pass the test are deemed to have rallied
in the turn they test and are good for the next turn.
A unit may not rally (inclucling fatigued and shaken units that
would automatically rally) if it is requirecl to take a non-voluntary morale
test. Routed troops that are required to take a non-voluntary test need
not test since they cannot get any worse, but shaken and fatigued must
test and their status may worsen.
For routed troops the requirement that they take a
nonvoluntary test counts as an attempted rally. A shaken or fatigued unit
which wins a melee automatically and immediately rallies. Any unit
which rallies remains disordered until it hales for one turn.
Units retreating due to morale loss filter around other friendly
units so long as there is space between units equal to half the original
width of the retreating unit or one stand whichever is more. Otherwise,
the retreating unit filters through the friendly unit, the friendly unit is
disordered and tests morale.
Retreat Priorities: The direction of retreat for
shaken or routed troops follows these priorities: the unit must retreat
Perform the lowest numbered altemative that will not take the
loser toward later contact with enemy troops after breaking the initial
contact. If none can be performed without moving toward other enemy
troops, perform the lowest possible altemative while filtering around
enemy units. If the unit cannot retreat without filtering through enemy
units, it surrenders and is removed from the game.
Disorder: Troops that suffer an involuntary morale
loss, are retreated through by friendly troops, charge into melee but fail
to make contact, react to melee by attempting to form a square but fail
or are actually involved in a melee become disordered. Disordered troops
fire at half the normal rate. (Determine the number of hits by the regular
method and divide by two; for half hits roll one die, even round up, odd
round down.)
The melee value per figure of troops in disorder is reduced by
one. If they halt one turn they may reform and all penalties immediately
come off, so if a unit reforms during one initiative sequence and is
attacked in melee later in the same turn, it acts as normal. Gunners
returning to guns, troops leaving buildings, and dragoons mounting or
dismounting are considered disordered but only if meleed that turn.
Disorder Movement Bonus: While in disorder
troops retain their original fommation but are eligible for movement
bonuses as required under the morale and melee rules. These bonuses
only apply to units that are shaken or routed. The bonus for infantry
and artillery crews is one die X 1/2", one die X 1" for cavalry.
Targets: All guns fire at visible targets (or parts of
targets) within 45 Degrees of their front. Range is measured from the
center of the battery. If firing over fences, walls, edges of woods that
they are not touching, increase the target's saving throws by one.
Guns outside woods can fire at targets in woods only if the troops are within 4" of the edge. The range for light guns in woods is 4".
Heavy guns may not enter woods. Where a target is partly concealed by
cover, the battery may fire at only the part exposed (no improved saving
throws if a hit is scored) or at the whole unit (all casualties get improved
saving throws).
Where the target is partly blocked by a unit friendly to the
artillery, the guns can only fire at the number of bases not blocked less
one base. Guns may fire round shot over friendly troops only if there is
a clear shot at the enemy(as where the guns are on a hill or visa versa)
and if the target is more than 4" from the nearest friendly unit.
Where two or more units are within 1/2" of each other they form
a single massed target. Spread the casualties before saving throws among
any units that form a massed target in proportion to the number of
figures each unit has.
Hits on Buildings: Troops must leave a building hit
twice by round shot from heavy guns (three times by light guns). As a
target a building rates the same as an infantry unit the same width. Three
shot hits by heavy guns (four by light guns) destroy a building and any
troops inside are casualties.
Bounce Through Fire: Round shot penetrates
through the original target and may hit units behind that are in the same
line of sight.
Heavy guns penetrate 6" (starting from the front of the unit),
light guns 4". Units behind may only be hit if the original target was hit
and if the secondary target is otherwise eligible as a target. Penetration of
cover (walls, earthworks, and woods) counts as one rank in reducing
how far a shot will carry.
Heavy guns penetrate up to four ranks in one or more units (light guns three ranks). Units behind the target can be hit as follows: Artillery Fire Method: Roll one die per battery to
determine if there is a hit. The chances of getting a hit are a function of
the range and the width of the target. First determine the range based on
the distance to the target and the type of gun firing:
RANGE
TO SCORE A HIT (based on range and target width)
Troops shot at from the flank by field guns are treated as being
one stand wide for each two ranks of infantry or cavalry. They are as
deep as the number of figures the unit is long. A square is as wide as the
number of bases on the face toward the gun and as deep as the other face
is long.
Casualties: Each hit inflicts the following casualties,
followed by saving throws.
Counter Battery Fire: First determine if a hit is
scored by the normal method then make an extra roll for counter
battery fire.
Ball Hit: When guns hit other guns with round shot
roll one die:
If a gun or team is hit roll one saving throw. If the crew is hit,
roll one saving throw per casualty. The crew is considered two ranks
deep. One unsaved gun hit on a battery destroys one of the guns. A
second unsaved hit annihilates the battery. Once four of the crew and/or
one of the guns is destroyed, the battery fires at half rate for the rest of
the game. If one team takes one unsaved hit, all drivers run away and the
battery moves at half rate for the rest of the game. After the drivers run
away, hits on them are allocated to the crew.
Grape Hit: When a battery takes hits due to
grape, roll one die:
Saving throws are treated the same as for hits due to round shot.
Hit by Musketry: When guns are fired at or meleed by infantry or cavalry, all casualties are inflicted on the crew only. Once four of the crew are killed after saves, the battery fires at half rate for the rest of the game.
Gunners that fail morale leave their guns behind. Gunners that
return to their guns cannot fire that turn and are disordered if meleed.
Next turn they are not disordered and fire at full effectiveness if they
still have good morale.
Spiking: Troops that have good morale and who are
in control of enemy guns at the end of any turn may spike the guns with
a roll of 4,5,6. To be in control the troops must be in contact with the
guns or have passed over the guns during the course of the turn. Spiked
guns count as annihilated.
Targets: All troops fire in one blast at one target within 45 Degrees of the front. If part of a target unit is beyond 45 Degrees(or out of range), the whole unit can fire at it, but only those bases within 45 Degrees (or in range) count in determining the number of volleys. Where the range of those parts of a unit that are in range varies, the total range of the unit is the average distance of each base in the front row to the nearest enemy troops. Troops blocked by friendly troops may withhold fire by those that are blocked and fire the rest of the unit so long as the unit is within 1" of the friendly unit in front.
Cover: All units must touch cover (walls, fences etc.)
or be at the edge of woods to fire clearly without increasing the target's
saving throws by one. To fire at targets in woods, the target must
be within 4" of the edge. Infantry fire range and artillery fire range in
woods is 4". Units partly behind cover apportion casualties suffered due
to enemy fire among stands (i.e. if a third of the unit is in the woods
then a third of the casualties get improved saves). Units may not fire
while they are in water and fire at half rate the turn they leave the water.
Infantry Fire: One hit is scored by each volley. To
determine the number of volleys for platoon firing infantry, count the
number of troops in the first two ranks and divide by three (round to the
nearest whole number of volleys). At short range add one volley, and at
long range subtract one volley. All hits are automatic.
The target rolls saving throws. Infantry that fires by rank follow the same method except that the first hme the unit fires during the game (or the first time it fires after having spent one turn at rest, i.e. without moving, firing. changing formation, or reforming from disorder or morale loss) add one volley. At all other times subtract one volley. Infantry columns may not fire while advancing but may fire one volley in any direction whilc in retreat. Fatigued, shaken, or routed units may not fire.
Cavalry Pistol Fire: When pistol firing cavalry advance into melee, they fire before making contact but do not otherwise fire. Determine the number of volleys by dividing the number of troops in the first two ranks by three (no short or long range). One hit is scored
for each volley. The target's saving throws are improved by two.
Fire In Passing: Instead of firing during step two of
the tactical sequence of play, artillery and infantry may fire during
tactical movement at targets moving through their field of fire (excluding
counter charging enemy cavalry) which will not end up within 45
Degrees of the front, which will move out of range to the rear, or which
will not be eligible as separate targets after movement is complete
because they are involved in a melee. Saves for targets of fire in passing
are increased by one. The range is the distance at which fire is first
possible (in range and in the arc of fire). If casualties would normally cause a morale check, that test is not taken until step 4 of the tactical sequence of play. If the unit taking the
casualties wins a melee, it does not test.
In the photo at right, British infantry face Bavarian cuirassiers. If the Bavarians charge the British cavalry, the British infantry may fire, but if the British cavalry charges and the Bavarian cavalry countercharges, no fire in passing is allowed. Likewise, if the Bavarians fall back to the rear, passing fire is not allowed. Photo and figures by author.
Combatants: A single unit may charge two or more
enemy units or multiple units may simultaneously or sequentially charge a
single defending unit. The actual melee is between those bases of enemy
units in actual contact up to two ranks deep plus an overlap of up to one
base up to two ranks deep. All bases of a single infantry unit in a square
defending against cavalry are involved. Those bases of an attacking unit in
a line not in actual contact at the moment of the original impact must
continue to move and will wrap around the defender up to 90 Degrees or possibly hit
other units. Troops that wrap around may place the last base (or bases
where the unit runs out of movement allowance) facing in the direction of
the original advance so as to refuse their flank to other enemy troops.
Fire In Passing: See the photo at right. French cavalry charges an enemy gun. The enemy infantry in the house may fire as the cavalry charges past. Photos and figures by the author.
Bases involved in a melee can only fire as allowed in the melee
sequence rules. Other bases of the same units can fire or be fired at, but are
bound by the morale results of the melee. Shots fired into troops engaged in
a melee inflict casualties on both sides in proportion to the number of
troops each side has involved.
If a unit approaches to within 1/2" of an enemy unit it must close
to contact if possible. If the defending unit has not yet moved and it is
contacted in melee, then it is pinned and can not move that turn. If a
defending infantry or cavalry unit has already moved that turn, it may still
react as described below. A defending artillery unit that has already moved
may only react if it moved the normal move and fire distance or less.
Flank And Rear Attacks: Flank and rear attacks are determined by where the attacker begins his attack, not where he winds up. To count as a flank attack (as opposed to a frontal attack) the entire attacking unit must launch its charge from beyond 45 Degrees of the front of the defending unit. To count as a rear attack the entire unit must start its charge within 45 Degrees of the rear of the defending unit. See illustration 4. All troops face the front except routed which face the rear.
P>In general units follow the straightest line when advancing into melee. Where the target of a charge is within 45 of the front, the charging unit may maneuver around friendly troops. Where the target of a charge is beyond 45, the unit may wheel and charge, but only if there is a straight unimpeded path to the enemy.
Overall Melee Process: In general, the melee process
consists of a premelee sequence, the melee itself, and a follow-up. The
premelee sequence has four basic steps.
Pre-melee Sequence
1. The unit declaring the charge tests voluntary morale. If it passes,
the unit charges. If it fails, the unit cannot move that turn. Infantry may
not fire and charge, but pistol cavalry will fire during their charge if the
defender does not retreat more than 4". Pistol range ( in the sense of the
distance from the target at which pistol fire occurs ) is one die X 1" if the
target is infantry, one die X 2" if
the target is cavalry. Reduce the roll by one if the firer is crack, by two if
the firer is elite (but in neither case to less than one).
If the starting distance before any movement by the defender is less
than the distance rolled, the starting distance is used as the range. Fire
given at a distance beyond the normal capability of the weapon has no
effect.
2. If the attacker passes his morale check and will have enough
movement distance to come within 2" of the defender, then the defender
takes a non-voluntary morale check for each of his unit(s). The only time
the defender does not test morale is if he is already involved in a melee in
which case he stands and takes the charge without reacting.
Units that before the charge have impaired morale (fatigued,
shaken, or routed) have special rules. Routed units do not test. Shaken or
fatigued units test and may worsen status. None may move away from
the charge and none may react.
3. If the defender had good morale before the charge and passes
morale, he stands. In addition, if the charge was originated from the
front, he must react to the charge. Infantry reacts by firing, attempting to
form a square, or fixing bayonets (doing nothing); artillery fires; cavalry
counter charges 3" (or half the distance to the enemy whichever is less),
and if it is pistol cavalry, it fires as well.
The defender's reaction movement occurs immediately upon passing morale, after which the attacker begins his advance to the point(s) of any direct or reaction fire (taken sequentially) and then on to melee if possible. Infantry attempting to form a square roll for range as if
firing pistols. In order to form a square the distance rolled must be less than or equal to the attacker's starting distance. If the attacking cavalry starts it's charge beyond 8", then the attacker's starting distance is assumed to be 8" ( i.e., a roll of four or less is required to form a square).
Infantry that attempt to form a square but fail become disordered. The range for reaction fire is determined by the same method as pistol fire. If casualties taken by the attacker would normally cause a morale check, take it immediately.
If passed the charge continues, if failed the charge halts at the point of fire, the charging unit is disordered, but there are no other negative morale effects. The point of fire for determining where a charge is halted is normally the same as the range rolled, but in certain instances the two will not be the same: where the starting distance before or after any reaction movement is less than the distance rolled, the point of fire is the attacker's original position. If a charging unit lacks the movement distance to come into contact with the defender, the attacker is disordered and there is no melee. If the defender has not already moved or fired, he may do so later in the turn.
4. If the defender has good morale before the charge and fails his morale check, he takes a severity check. If fatigued, the unit retreats 3". If shaken or routed, the unit retreaus the amount required for shaken or routed troops in disorder plus 3". Gunners abandon guns. If the defender routs, any friends (except elite) within 4" as he flees must check morale
immediately.
If any of these units rout, this may cause still other units to test. A unit which sees multiple routs will only test once during each melee attempt. After all movement by the defender is complete, the attacker moves forward to the point where the melee would have occurred or the
point where he runs out of movement allowance whichever is less. He then rolls for a victory bonus move (infantry, one die X 2", cavalry, one die X 1").
Each unit rolls its bonus separately. The attacker must take the
full bonus, and if this brings him into contact with the original defender or
other enemy troops (as where the original defender filtered around or
through troops behind), a melee may still be fought. In the latter case the
other enemy troops (second defenders) become the defender and go
through the same sequence as the original defender. (If they tested morale
already, this counts as their non-voluntary morale test under step two. If
they have not already tested morale as part of this melee sequence, they
do so now. If the second defenders
have already passed morale or now pass morale, they react to the charge
if it is from their front. If they fail morale, they roll for severity). No
matter who wins the melee or if the defender fails morale, there are no
further victory bonus moves and any other contact between the original
defender and the second defender will not necessitate further morale
checks by them.
Melee Method: Each side determines its melee
points: take the point value per figure and adjust as below then multiply
by the number of figures in the first two ranks of the bases involved.
Each side multiplies it's total melee points by the roll on one die; higher
product wins.
Adjustments(cumulative):
* Note: If the defender in the second round is the original loser, the melee point adjustments marked (*) no longer apply.
Units with troops partly behind cover get +1 only for those troops who are protected by cover. Troops who are routed, whose melee point value per figure is reduced to less than one or who are outnumbered by more than six to one in total melee points before the die roll automatically lose the melee and inflict no casualties on their attackers.
Melee Casualties: The loser loses 33% of all figures
involved (followed by saving throws, all saves in melees are reduced by
one). The winner loses 15% or the loser's total before saves, whichever is
less. If the winner attacked from the flank, he loses only 10% (5% if
from the rear). Cavalry defeating infantry not in a square lose 10% (5%
flank or rear). Round casualties to the nearest whole number. Both the
winner and the loser are disordered. The loser retreats 3" facing the
enemy and rolls for morale (gunners abandon guns).
Melee Follow-up: Each winner takes a separate
victory bonus move from the point of the melee. Squares and field
artillery do not roll for a bonus if victorious. The direction of the victory
bonus move in a front to front melee is straight ahead. If the victor is on
the flank or rear, he follows the loser without penalty for change of
facing. If the defender is in a square, loses the melee, and fails morale, the
square is broken and the unit moves like a line and loses its +2 melee
point adjustment.
Where the loser passes his morale check at the end of the melee,
fails to retreat far enough, or there are other troops behind him, the
winner with a high enough roll may come into further contact with
enemy troops, in which case there will be another round of melee. If the
defender in the second round is the original loser, the melee point
adjustments marked (*) no longer apply. Others apply as appropriate. If
the defender is not the original loser then the defender goes through the
same melee sequence as the original defender. No victory bonus move is
allowed for the winner of the second round.
Generals: If a general is within 4" of an enemy unit, an infantry or artillery target, or a melee, roll two dice. A roll of 11 or 12 kills the general (no saves), and all troops under his command must check non-voluntary morale that turn and voluntary morale any turn during which the unit attempts to advance for the rest of the game. A general may move up to 16" once each turn but only when his side has the initiative or at the end of all other movement. He may choose to charge with a unit. All troops under a general's command must remain within 24" of the general in order to advance without testing voluntary morale.
Major Morale: In the absence of other victory conditions, when 50% of all units commanded by one general are either already lost for the game (annihilated, surrendered, or failed to rally after two attempts) or are routed or shaken, then major morale immediately
fails. This can happen at any point during a turn.
Units lost for the game count double in detemmining the 50% level. Once major morale fails then all troops commanded by that general which are then shaken (or which later become shaken) automatically go to rout, and all routed troops may not be rallied for the rest of the game.
Routed troops which have already suffered large numbers of casualties, but which have not been totally annihilated, are not counted as lost for the game until two turns have gone by.
Buildings: Only whole units of infantry may enter
buildings (2" of movement required). A building will hold only one unit.
Troops may be forced from a structure by artillery fire or morale loss.
Troops must leave a building hit twice by round shot from heavy guns
(three times by light guns). As a target a building rates the same as an
infantry unit the same width. Three shot hits by heavy guns (four by
light guns) destroy a building and any troops inside are casualties.
Troops defending in a building get a -1 in morale checks and a +2 in melee
points. Saving throws are improved by one except when a building is
destroyed. Then saves are reduced by one. Troops leaving a building
cannot fire or initiate a melee that turn. They will form up in a line or
column within 2" of the building. If they are meleed that turn, they
cannot react and are considered disordered.
Fast Play Initiative For Large Games: In order to
speed up initiative movement in cases where there are four or more
generals to each side change initiative movement as follows: For grand
tactical movement the side with the initiative can move a total number of
cards (or make the enemy move a total number of carcls) equal to the
number of generals on that side. In other words, if the moving side has
four generals it may move any four brigade cards irrespective of which
particular general's command the cards are part of. For tactical movement
the side with the initiative can move (or make the enemy move) two
individual units commanded by each general. In other words, if the
moving side has five generals it must move two units commanded by
each general (ten total units).
Note: A cheat sheet is available for a self-addressed, stamped envelope (legal size). Send the SASE to: The Courier, Flanders Cheat Sheet, P.O. Box 1878, Brockton, MA 02403.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |