by Larry Iron
This (2nd edition) by the Wargames Research Group in England are very different from the first edition. The original set was based on a figure ratio of 1:15 and a ground scale of 1"=10 paces. The newer 2nd edition has a figure ratio of 1:50 for infantry and 1:40 for cavalry. The ground scale is 1"=25 paces. The only dice needed are normal six-sided. The base sizes are generally 60mm wide except for skirmishes which use 30mm wide bases and unlimbered artillery which is mounted on 40mm wide bases. Each base accomodates the number of figures which comprise one combat element. A regular infantry element has 4 figures, an irregular infantry one and a regular cavalry element has 3 figures. Several elements make up an infantry battalion or cavalry regiment. Several battalions make up a brigade. Troops are divided into regular and irregular. Regulars are further divided into elite, veteran, trained, and raw. Irregulars are divided into fanatics, soldiers, warriors, and levies. Generals are classed as catious, bold, or rash, depending on nationality and the die roll. The above classifications plus weapons and armor determine the point value of each figure, each side being allowed an equal number of points for their army. Prior to the battle, terrain is selected from a detailed system in the rules. Then each side discloses the number of scouting points it posesses based on the number of irregular cavalry, regular light cavalry, American rangers or frontiersmen, or Red Indian irregular skirmishing infantry. If one side has 50% more scouting points, then that side has outscouted the other. An outscouted player must deploy all of his troops first, and state if any flank marches are taking place. A non-outscouted player makes a sketch map. If neither player is outscouted then both deploy simultaneously after completing their sketch maps. The allowing of flank marches and off table reserves is very interesting. Players can attempt the same tactics used by Frederick the Great. No orders are written before the game nor after commencement as this is a move/counter-move system. It can get rather involved but is fully explained and actually works very well, but game time is doubled, since you don't move, fire, and melee simultaneously. The system is better suited to a one-on-one and not to a multi- commander situation. The non-moving player can get rather bored, watching his opponent. Each move begins with the response phase (morale), then shooting, hand-to- hand, and finally movement. One complete sequence is called a bound, both sides bounds are called a turn. The morale system (called reaction test) is simple, detailed, and very fast. This is the strong point of the rules. There is a seperate chart for each type of reaction test. This facilitates speed, since you go directly to the table which covers your morale situation. The average number of modifiers is six per table. A unit must test morale, by finding the appropriate modifiers, and a number, usually between 1 and 6, is obtained. The player rolls one die and if the die score is iess than the morale table score then the unit has failed morale. The reaction taken by the unit is spelled out with each different morale table. I wish they has a similar system for their ancient and pike and shot period rules. The terms used in the reaction tests are fully defined in the rules. The morale system was designed for Napoleonics, and when used for the 18th century, it allows the troops to break too easily. A modifier for the 18th century is suggested. Movement is given in paces, 1mm=1 pace. The movement rates do not make sense to me. Skirmishers are virtually immobile if they fire. In fact a line of close order troops can shoot and move twice as fast as a skirmish line doing the same! Also, artillery cannot prolong and fire in the same move. An interesting concept is the feint charge. A cavalry unit can make a feint charge in order to pin infantry in square or clear skirmishers away. Another interesting concept is the movement debt. If a unit crosses an obstacle but does not have enough movement left to completely clear it, the unit may make an IOU and deduct the debt from its next move. Shooting is based on the individual combat element firing. If an element is full strength or one figure short, it counts as a full element, otherwise it does not count for firing. The fire table is fairly detailed. There are seven classes of targets. One needs only the weapon, range, and target class. Go to the correct column and row, and one or more numbers are given. These are the numbers needed on a six-sided die to obtain a casualty of one figure. Sometimes a die roll will give a double hit causing two casualties. A die roll is made for each firing element. Cannister seems to be relatively ineffective as do rifles. There is a 400 yard range and a 100 yard range. The 100 yard should probably be extended to 100 yards. Rifles fire as two-figure elements when skirmishing, and as four-figure elements when in close order. Therefore, rifle fire is 1/2-effectiveness when in close order. This seems unrealistic. Melee is also based on individual elements fighting each other. It is fast and simple. One determines which element is at advantage, disadvantage, or equal terms (based on tactical circumstances). Then roll one die to determine if one or more figures are casualties. The appendix gives suggested units for the Marlburian and Seven Years' Wars (no Russians though). Also one reference card is provided. This card is very complete. One last thing, the rules allow any amount of measurement at any time during the same. So there is no argument about if you can measure or not. The Rules
7YW Rules Tricorne 7YW Rules Wargame Rules 1685-1845 7YW Rules Mitre, Mustache, and Musket 7YW Rules Frederick the Great 7YW Rules Ken Bunger Comments Back to Table of Contents -- Courier Vol. 2 #3 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1980 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |