Forlorn Hope Assault of a Fortress
in the Era of Gunpowder

The Rules

by Howard Whitehouse
photos by Lee H. Knight

THE RULES

FORLORN HOPE is best played by a number of players, each representing the commander of an assault column or a group of gallant defenders. It also plays well as a solo or two player game.

SCALE

Scale is largely irrelevent in this form of warfare; the concept of command control is reduced to the simple leadership of small squads of men, and the battle begins to take the form of a gigantic "skrimish action", where the behavior of individuals governs the course of events. This being the nature of things, one figure might portray one soldier or a hundred. Ground scale is important, and should be kept consistant with the level of the action. I generally use a scale of 1 man to 50 and 1 inch to 50 yards in order to refight an action like Badajos or Cuidad Rodrigo since the whole city and siege works can be shown on the table. A fight for an Indian hill-fort might call for a scale of 1 inch to 5 or 10 yards.

The basic unit of measurement in FORLORN HOPE is the AREA. Each section of the board is an 'area' in itself, be it citadel, fortress outwork, urban quarter or whatever. This division of the table must be made and agreed upon in advance and may be as arbitrary as you choose; an open plain might be divided according to distance from the fortress in dispute into: A. area within musket range; B. area within half-cannon shot, and C. area beyond that. All movement is from area to adjacent area, rather as in 'Diplomacy ". With the exception of artillery pieces, who must maintain a given facing, figures in an area are assumed to occupy all of it, and can thus move into any adjacent area, shoot into any adjacent area, and melee with enemies approaching from an adjacent area, without regard for where each figure actually stands or faces.

Some areas may be inaccessible from their neighbours, due to high walls, chasms or defensive works; others may take a move in crossing the obstacle, or require ladders or ropes. Barriers like this are likely to place the attackers at a disadvantage if they are manned by the defence.

In general, areas should be of comparable size, smaller areas denoting broken terrain and largerones for open ground. With my 15mm figures I use areas averaging 3" to6" across (see La Picurina scenario for examples).

METHOD OF PLAY

Turn Sequence:

    1. Dice throw for initiative between attack and defence. The higher moves his forces as required. No orders are written, leadership being of a "Follow Me" variety.
    2. Any previously hidden troops on either side now detected, are revealed.
    3. Artillery fire by the moving player.
    4. Small arms fire by the moving player.
    5. Melee between troops in contact.
    6. All "Bundled" troops retreat to adjacent area.

END OF FIRST PLAYER'S TURN: SECOND PLAYER MAY NOW MOVE.

MOVEMENT: TYPICAL SEQUENCE FOR AN ASSAULT

    TURN 1: Attackers leave covered positions on the glacis, and advance to the ditch (Q. Defenders redeploy forces and fire on the assault columns.

    TURN 2: Attackers advance to wet moat (D), and receive fire.

    TURN 3: Attackers cross moat (D), and move into interior ditch as far as the bastion or rampart walls. If there is a ravelin or similar outwork, it will be assaulted at this time. Receive fire.

    TURN 4: Attackers move into the breach, or place ladders for escalade of the walls. At the end of this turn attacker may place up to FIVE men, the "storming party", at the top of the breach, or TWO at the top of a ladder. Defenders will fire if they are not in melee contact with the enemy.

    TURN 5 ONWARDS: Close combat continues until -

      A The area chosen for the attack is cleared of defenders. Attackers may move into adjoining areas.
      B The attackers are thrown back; roll one D6
        1 immediate retreat to covered positions, taking only one turn.
        2,3,4 column pauses, roll again next turn
        5,6 heroically the column advances into the breach/up the ladders on its next turn.

OTHER MOVEMENT RULES

Since movement is alternate and first movement is dictated by dice each move, it is perfectly possible to move twice on occasion. If an area contains enemy troops, it is not possible to move out of that area except to retreat. Enemies effectively 'pin' troops sharing an area with them; this situation is usually resolved by the retreat or annihilation of one side. Note that should a turn end with one side alone occupying an area, it may be further 'pinned' by the arrival of fresh enemies before it has a chance to move itself. Life is truly a burden.

THE SMELL OF BLACK POWDER

Infantry in a given area are assumed able to engage in a fire- or closecombat in any part of that area, regardless of facing. Troops who have moved this turn cannot fire.

ARTILLERY

Guns are assumed to have a set position, and take a whole turn to change their facing; they may only be moved along roads or rampart terreplein, or across open ground. Each model gunner represents one piece; thus a cannon model crewed by three figures represents three guns, and the gunners count as three gunners in melee.

Fire casualties are calculated by rolling one D6 for each figure firing.

Typeclose order
in open
Skirmishers entrenched or
fortified troops
MUSKETS
close range
(adjoining area)
5,5B,6K 5B,6K6K
MUSKETS
long range (2 areas
away but still in range)
5B,6K6K-
RIFLES5,6K5B,6K6K
CANISTER
all ranges
4B,5,6K5B,6K 6K
BALL5B,6K5B,6K6K
MORTAR/HOWITZER
min range 400 yds
5B,6K 6K5B,6K

RANGES:
musket, short one area or 75 yds
musket, long two or more areas up to 200 yds
rifle 3400 yds depending on type
canister 300 yds
ball, howitzer 1000-1500 yds

    SHOOTING FAICTORS
      poor light -1
      enfilade fire +1

A K means one figure is removed as a casualty; a B is a BUNDLE. The bundle is a key concept in FORLORN HOPE; a bundled figure is one that has fallen out of the ranks from fear, injury, or confusion. He is, in effect, a temporary casualty.

Bundled figures are placed in an area behind the one they occupied when they were fired upon, and may carry on as ordered during their next turn. A figure bundled during this turn's fire or melee phase will be made prisoner if unable to retreat to an area free of any enemy troops.

A NOTE ON THE FIRING RULES: these have been kept deliberately simple in order to focus attention onto close combat. Artillery fire has been calculated in terms of one gun in comparison with 50 infantry; alter scales by throwing 2 D6 per gun at 1:25 scale, 5 D6 in 1:10 scale, etc.

EN AVANT AVEC LA BAIONETTE

Close combat is central to the kind of action associated with assault warfare. In FORLORN HOPE a unit may engage in movement or fire combat only during its own turn, but may melee twice; once in its own turn and also in response to its opponent's melee phase.

CLOSE COMBAT METHOD

Each combatant on either side rolls one D6. To hit requires:

    at evens or disadvantage: 5B,6K
    at advantage of +1: 4,5B,6K
    at advantage of +2 or more: 3,4B,5,6K

MELEE FACTORS

    +1
      Good Troops
      Heroic Leader
      Defending Wall/House

    -1

      Poor Troops
      Climbing Ladders/Crossing Obstacles
      Attacked from two areas/Surprised

EXAMPLE: The grenadiers (+1 good troops) gallantly scaled the ladders (-1) as the garrison (+1 defending rampart) sought to throw them back. Since only two figures can climb a ladder each turn - four if unopposed - we have a combat between two grenadiers (+1-1=0) VERSUS four defenders (+1); thus the grenadiers roll 2 D6 hoping for 5s or 6s, the defenders roll 4 D6 requiring 4s, 5s, or 6s. If eitherof the grenadiers retains his position he is considered to have climbed the ladder, and is now on even terms with the defenders.

OVERLAP: if one side outnumbers the other, it is entitled to an overlap of one figure on either side of its opponent's frontage. If a unit is attacked from more than one side the limit is 3 attackers to 1 unfortunate defender.

THE FLOW OF THE MELEE

Since action in fortress or city warfare centers on the need to clear key positions, let us examine this combat. Assault on a breach follows this general sequence:

    Contesting a Breach
      Attackers reaching the breach contest it at evens if the breach is 'practicable', or at disadvantage if the breach is incomplete or covered with' chevaux de frise' or similar obstacles. Initially combat is between the 5 attackers of the storming party and the 7 defenders facing them (see "Turn 4" under MOVEMENT: A gap is considered 5 figures wide while the defenders can have 2 men overlap). Total the casualties of each side, both B and K; the losing side recoils.

      Thus, if the storming party inflicts 2 more casualties than it receives, it has pushed its way forward, and may bring 7 figures (the winning side can increase its frontage by the difference in figure losses - if they have enough in the area) against its possible 9 opponents (2 overlap). The opposition, of course, may not have 9 men - however an unlucky melee phase next turn may see the attackers driven back down the breach. The idea here is that the defenders try to enclose the enemy in pockets where it can outnumber the assailants, while they in turn try to 'break out'. If the attacker is completely repulsed he must test (see earlier) but if he retains even one poor fool in the breach, his men may advance again on their next turn.

      This kind of mindless thuggery goes on until one side is wiped out, runs away, or is directed to other activities by our wise and heroic commanders.

    Assaults on Buildings

      An area consisting of buildings may be effectively manned by one figure per half-inch of its perimeter, using 15mm figures. Each defender counts +1. Attackers are also limited to one figure per half-inch; while attempting entry of substantial buildings they count -1; crossing obstacles, but not otherwise. Melee as usual; if attackers win a round, and inflict twice the casualties (B&K) they enter the area, and count evens against defenders next melee phase. Once inside, melee continues until one side is victorious; either side may be reinforced, new arrivals having the same melee factors as their comrades. Defenders bundled in the first rounds (before attacker gains access) are not retreated, but remain where they are; however, once both sides are within the buildings, a bundled figure is retreated (doubtless hurled out of an upstairs window) in the usual manner.

      LADDERS left unattended by assault parties thrown back in melee may be broken by defenders for a roll of 5 or 6.

MINES, EXPLOSIONS, RAGING FIRES AND OTHER SHENANIGANS

Mines are great fun. The defence may have permanent mines under the covered way, while the besiegers may try to dig their own. No set of circumstances will be the same, but roll 1 D6:

    1 A dud - mine fails to explode
    2,3 Area partially destroyed; roll for each man: 5B, 6K
    4,5 Area destroyed, roll for each man: 3,4B,5,6K
    6 Too much powder! Destroys area and one adjacent area, CHOSEN BY OPPONENT: roll for each man: 3,4B,5,6K

Mines should be limited and arranged in advance. Engineer figures and sappers should be available in small numbers to operate such thing! Powder magazines might be blown by engineers for a roll of 6, fires started and put out for a 5 or 6. Doors vary from 5,6 break-down doors through 'wheel-up-a- cannon' old fort gates (5 or 6), to Vauban's massive fortified gates requiring engineer parties and 10+ with 2 dice.

SPECIAL TARGETS

Shooting at leaders, engineers, gunners, etc., is permitted only to artillery ball, rifles, and close range muskets; firers must be designated in advance, a 6 hits. In other circumstances, these figures will be hit last. OUR HEROIC LEADERS may roll to save when hit:

1 saved by my watch/picture of me old mother 2,3 a scratch, no action one turn 4,5 take me to the rear, boys; could this be curtains? "Kiss me, Hardy 6 instant dislocation of poor benighted soul from body

GENERAL APPEARANCE

FORLORN HOPE should be quick-paced and exciting. Players are expected to add/adjust/ignore rules as seems appropriate. Bundling figures wander around at the rear as stragglers. Dice should be hurled in huge quantities. Players concerned over the seemingly vague passage of time should consider that a brief, successful assault might take a few minutes, but that a continuing fight could 'bog down' for hours, particularly in buildings. After an assault a victorious attacker would be wholly unfit for further duty that day - recall the terrifying three-day 'binge' of Wellington's army after Badajos. These rules were originally devised to cover Wellington's campaigns in India and Europe, but would apply equally to:

    "A whiff of grapeshot"; Paris and the mob in 1793, 1830 or 1848;
    The ALAMO or CAMERONE; La Legion Etrangere in Algeria, 1832;
    Buonaparte at ACRE: The SIEGE OF DELHI; TICONDEROGA 1758;
    NAMUR,1692 & 1695; PRAGUE 1757; GIBRALTAR 1704; BELGRADE 1717
    "A CAPTAINCY TO THE FIRST ENSIGN INTO THE BREACH - DOUBLE RUM RATION FOR THE MEN"

More Forlorn Hope


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