BOARDGAMES AND ROLEPLAYING

Rules for Horse & Musket Campaigns
Part I

By Godfrey Bailey


This is the first installment in the series. Links to the other installments are at the bottom of this article.--RL

The following set of rules, though designed for figure gaming, can also be played purely as a boardgame. The non-player countries (NPC) and Quick Battle System cater for solitaire play with the solo player using the detailed rules for his country with all the other antagonists functioning with the NPC rules.

Before commencing the campaign, certain preparations must be made. Decide on the theatre of conflict and prepare a numbered hex map whose area will encompass the campaign area, keeping in mind that one hex represents an area of 25 miles by 25 miles. Now, draw in terrain features in the following order; sea, mountains, hills, hills and woods, rivers, fortresses, roads, bridges, forests and finally, woods. Next, coin up a set of counters for each side involved in the conflict as follows: Armies, Garrisons, Fleets, Barge Flotillas, Detachments, Engineer Units, Pontoon Trains, Siege Guns and Supply Trains. Use different coloured card for each faction. Now armed with the Quick Reference Sheet ([9] Charts & Tables), and Order Sheet (Horse & Musket Campaigns Order Sheet) and a ten-sided die (D10) you may commence your campaign.

Any comments (positive or negative) regarding the rules from any member who tries them out would be welcome. Until next time Remember!Conquer! or be Conquered!

Rules for Solitaire & Multi Player Horse & Musket Campaigns. 1. Introduction.

a. Scales.

    1 year = 4 seasons (Spring, Summer, Autumn and Winter)
    1 season = 12 weeks + 1 week (season interphase)
    1 move = 1 week
    1 hex = 25 miles
b. Starting Points. Each country starts with 3,000 points which may be converted into army points or used to buy equipment, supplies or ships which then must be allocated to any of that country's cities.

c. Game System. The campaign is played in moves. Orders must be written, each move stating hex, force type and route of march. Any siege operations must be declared. An order sheet is supplied for this purpose. A D10 is used throughout these rules.

d. Victory. To claim victory a country or alliance of countries must capture and hold all capital cities on the map. Each country starts with one 1st class Fortress (the Capital City), two 2nd class Fortresses and four 3rd class Fortresses.

e. Order of Play.

    1. Orders
    2. Weather
    3. NPC Defence Deployment
    4. Detachments
    5. Move
    6. NPC Defence Reaction
    7. NPC Invasion Deployment
    8. NPC Invasion Reaction
    9. NPC Contact Reaction
    10. Battle
    11. Siege
    12. Supply
    13. Desertion
2. Movement. a. March Rates. All armies of all nations have a movement points (MP) allowance of (four) 4. Detachments also have a movement allowance of (four) 4 but pay 1 MP to enter each hex regardless of terrain or weather modifiers. Siege guns and supply trains can only move along roads.

Modifiers
Each battle-1Rain-1
1/2 Rations-1Has Siege Gun/s-1
Snow-2Out of Supply-2

b. Terrain Costs
TypeCross CountryRoad
Open10.5
Hills or Woods 21
Hills and Woods 32
Forest and MountainsIMP3
No = Number of MP to enter hex.
Imp= Impassable.

Modifiers
Cross river at bridge+1
Cross river using pontoons+2

c. Weather. Roll for each country per move.
WinterSpring and AutumnSummer
1-2 Snow1-3 Rain 1-2 Rain
3-5 Rain

d. Barges. Barge flotillas may only be placed in cities adjacent to river hexsides. Only one barge flotilla may operate from one city and may only transport a maximum of 750 points worth of troops but can carry any amount of equipment or supplies.

An enemy army adjacent to a bridge hexside blocks the river to barge flotillas unless a friendly army is also adjacent to the bridge hexside. An army which is blocked whilst being transported must debark and contact is made with the opposing artny.

A barge flotilla has a MP allowance of 6. In rain -1 and in snow -2 to the basic movement. It costs l/4 MP to move 1 hexside downstream and l/2 MP to move 1 hexside upstream.

To be transported an army must begin the move in an hex adjacent to the barge flotilla's hexside. The only move allowed is to be transported that turn. On debarking an army may be placed in either hex adjacent to the river hexside containing the barge flotilla.

e. Minimum Move. An army may always move at least one hex regardless of modifiers to basic MP.

3. Consequences of Campaign and Battle.

a. Battle Casualties.
1/2Dead
1/4Lightly wounded (return immediately to army after battle
1/4Seriously wounded (return in season interphase and deploy in Capital City

b. Desertion.
Bivouacked Marching Losses (%)
Home 0.5
Allied Home1.0
Enemy Allied 1.5
Enemy 2
Modifiers
Rain in Summer+1Rain in Spring or Autumn+2
1/2 Rations+2Rain in Winter+3
Out of Supply+4Snow+4

There is no loss if the troops are in a city unless they run out of supplies in which case they count as bivouacked in the territory they currently occupy.

c. Prisoners. Prisoners are taken during battle and after siege. Troops can be surrendered at any time if a commander so wishes. Also, all seriously wounded and half the routed troops are captured by the victor of a battle. Prisoners can be exchanged at any time but cannot be used until after the next season interphase. Troops are re-deployed in the capital.

d. Extricating a Defeated Army. Roll and + or - the following:
Withdraw at night+2
Mountain or Forest hex+2
Withdraw 61-80% off table or Questionable+1
Every 2 Reserve Infantry Battalions of loser + +1
Each used Cavalry Regiment of winner-1
Each ReserveCavalry Regiment of winner + -2
Withdraw 81-100% off table or Stand Off+2
Each Reserve Cavalry Regiment of loser ++2
Hill or Wood hex+1
Withdraw 21-40% off table or Major -1
Withdraw 0-20% offtable or Decisive-2
+Randomiser for 1 of unit type is 1-4

ResultLoss (%)
+7 to +9None
+4 to +65
+2 to +310
+125
030
-150
-275
-3All
50% of the above losses are captured by the enemy. The remainder are presumed to have been dispersed or killed.

Action Following Defeat

+2 to +9:
Survivors must retreat down their supply line for 1 move. There is a 1-3 (on a D10) chance any accompanying supplies, siege guns, barge flotillas, pontoon trains or engineer units are captured by the enemy. A retreating army has the option of stopping at a friendly city or carrying out the full retreat. If there is no supply line, an army must retreat towards the nearest friendly city.

0 or +1:
As above but retreat is 2 moves and chance of capture is 1-5 (on a D10).

-1 or -2:
Survivors must retreat to the nearest friendly city and spend 1 move reorganising. Chance of capture is 1-8 (on a D10).

-3:
All equipment is automatically captured by the enemy.



e. Contact. A contact takes place when two opposing armies declare the same hex number on their order sheets when writing the army's route of march and they have both the same MP remaining at that point. Departure hexes are not taken into consideration and contact is automatic if it is a mutual destination hex regardless of MP remaining. When opposing armies contact each other in a hex three situations may arise:

(I) Both sides fight. After the battle situation (II) applies.

(II) One side retreats down supply line and other either follows or carries on with orders. The retreating army is caught if it has fewer MP remaining after contact than the pursuing army. If there is no supply line, retreat to nearest city by shortest route.

(III) Both sides continue with orders.

When a contact takes place both sides must declare the total strength in points of their respective armies and what equipment is accompanying them. Troop class must never be declared.

Other Installments


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© Copyright 1996 by Solo Wargamers Association.

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