Why, These are Regulars!
Battle of Chippawa (1814)

Fast Play Rules for Students

by Matt Fritz

Turn Sequence:
1. US Move
2. US Shoot
3. British Move
4. British Shoot
5. Charges
6. Melees

Formations:
There are only two formations for regular infantry - line and column. The names of these formations can be very confusing for the students. At school, when they are told to "get in line" they line up one behind the other, in what we call column formation. With the kids I call the formations "firing line" (like a firing squad), and "marching column." Lines may be single or double rank, and may bend. Columns are single company. Units may change formation at the start or end of their movement, but can only change formation once per turn. Dragoons stay in line formation at all times. Militia and Native Warriors are always in line formation (actually a loose skirmish formation, but we'll represent it with line formation). Cannons don't have formations.

Movement:
Militia and Natvie Warriors move 6". Regular Infantry can move 6" if they are in line formation or 12" if they are in column formation. Dragoons and Commanders may move 12". Cannons can move 12" but may not fire on a turn when it was moved. A cannon which has moved and cannot fire should point away from the enemy. Cannons can pivot in place during movement and still fire. Units may not move within 1" of an enemy unit except when charging.

Movement Table
Unit TypeLineColumnCharge
Regular Infantry6"12"6"
Militia, Native Warriors6"-6"
Cavalry12"-12"
Cannon*12"-
Commander12"
*Cannons cannot shoot if they move

Fire:
Infantry that are in line formation and artillery that didn't move this turn may fire. Range is measured from the center of a unit to the nearest part of the target unit. Units may only fire to the front and may not fire through narrow gaps between friendly units. Roll one die per infantry base or four dice per cannon. The chart indicates the number needed for a hit. Remove one base for each hit rolled by the firing unit. It takes three hits in the same turn to remove a cannon. Note that you only use the 1" firing column when shooting at a charging unit. If a unit is reduced to a single surviving base then the last base is immediately removed. Units in column are good targets. Roll two extra dice when shooting at columns.

Shooting Table
Shooting1"6"12"
Infantry5-66-
Cannon4-65-66
If the target is in column - add two dice

Charges:
Both sides may charge during the charge phase. If it matters the British charge first. Cavalry can charge 12", infantry can charge 6". Cannons do not charge. A unit may not declare a charge unless it is in line formation and can reach an enemy unit.. A player may measure to see if a unit is within charge range. One enemy unit must be chosen as the target of the charge. A unit that wishes to charge must first pass a morale check. If the unit fails moral nothing happens, it cannot charge this turn. If the unit passes its morale check then the target must pass a morale check. If the target fails it loses one base and immediately retreats 12", the charging unit is moved into the position vacated by the retreating target unit. If artillery is the target and it fails morale it is eliminated. If the target passes the morale check it has the option of firing at the chargers or counter charging. If the unit counter charges the two units meet in the middle and fight a melee. If the target decides to fire at the chargers it does so at a range of 1". If the charging unit survives the fire it moves into contact with the target and they fight a melee.

Morale Checks:
If a unit has to take a morale check Roll one die and add any modifiers. If the roll is less than or equal to the number of bases (plus a commander if one is present), then it has passed. If the role is greater then it fails. Cannons pass on a roll of four.

Morale Die Roll Modifiers

Grenadiers, Light Infantry -1
Dragoons -1
Militia +1
Native Warriors not in woods +1

Melee:
If a charging unit contacts an enemy unit there will be a melee. Each side rolls a die and applies the modifiers. High roll wins. The loser removes a stand and retreats 12". If the roll is a tie each side removes a stand and rolls again.

Melee Die Roll Modifiers

More stands than opponent +1
Hitting the flank or rear +1
Commander leading charge +1
Militia, Cannon, or Column Formation -1
Native Warriors in woods +1
Grenadier, Lights, Dragoon +1

Commanders:
A Commander may join or leave one of his units during movement. This unit gets a +1 bonus on all melee rolls and the officer counts as a base when testing morale. Every time a unit with an attached commander is completely eliminated by enemy fire (last base removed), or is engaged in a melee (win or lose) roll one die. If the roll is a 6 the commander is a casualty and is removed from play. This is the only way a commander can be eliminated.

The Woods:
During the battle the commanders used their militia, native warriors, and light infantry for skirmishing in the woods. If units of this type are in the woods and are shot at by an enemy unit outside the woods they get saving throws. Roll 1D6 for each hit, ignore the hit if the saving roll is a 4 - 6. There are no saves against fire from within the woods. Cannons and cavalry are not allowed into the woods. Regular infantry may not use column formation in the woods.

Useful Resources:
Redcoats & Grey Jackets by Donald Graves, great book about Chippawa, many useful illustrations
The Perfect Captain web site has a set of rules for the War of 1812 called "Cousin Jonathan," and a Chippawa scenario with a map and order of battle.
"Battle of Chippawa" by Richard Barbuto, Lone Warrior #115


Why, These are Regulars! Battle of Chippawa (1814)


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© Copyright 2004 by Matt Fritz.
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