Boardgames and Roleplaying:

Horse and Musket Campaign
Part III

By Godfrey Bailey


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

6. Seapower

a. Fleet Organisation. Ships are built at the rate of 100 points per season per port. A fleet may contain no more than twenty ships. Following is the maximum of each type allowed in a fleet:
ShipMax No.
1st Rate2
3rd Rate10
Frigate4
Merchant8
Schooner4

b. Weather. Roll for each sea per move.
WinterSpring and AutumnSummer
1-2 = Storm1 = Storm
2 = Calm
1-2 = Calm

No fleet actions are allowed if the weather is storm or calm except a trapped fleet may run the blockade and move out into the open sea if a storm is in progress. Roll for each ship in a storm and on a 1 it sinks.

c. Fleet Actions.

Blockade: Blockade an enemy port. If trapped fleet tries to escape, an engagement takes place with the blockading fleet getting a +2 on the FEC or if played on the table one ship will come on on move 1 followed by one other ship every 1D6+1 moves.

Engage: Fight a naval battle using the FEC or on the table.

Refit: Spend one season in a friendly port, pay 5% of fleet value and bring crews up to strength.

Rest: Spend one season in a friendly port and bring crew up to strength.

Sail: Move from one sea to another and then declare if fleet remains at sea or enters a friendly port.

Search: Search for an enemy fleet in the same sea. Roll less than or equal to the number of schooners and frigates in the fleet.

Transport: Must begin in the same port as the army to be embarked. Each merchant may carry 100 points and unlimited supplies and equipment. If the debarkation port is in the same sea this may be done in the same move. Troops may also be embarked and debarked at specific "landing hexes".

d. On Table Battle Outcome.
LossesSeasons in PortRepair Cost
00 - 5000
51 - 65110%
66 - 80220%
81 - 95330%
96 - 00Sunk0

e. Efficiency Ratings of Individual Ships.
Category3 points2 points1 point
Captain (D10)1-23-78-0
Loyalty3 seasons + at sea2nd season at seaFresh from rest
ServiceOver 1 YearRefitted or newAfter 1 season
TrainingNo battle1 battle2+ battles
DeterminationLose last battle No engagementWin last battle

7. Non-Player Countries (NPCs)

a. NPC Defence. If an NPC province is invaded, place one garrison counter in each city hex. Roll a die and place one army counter in the numbered hex rolled. Re-roll if a city hex comes up. Now roll for army counter reaction.
8 or moreMarch on nearest enemy in province
6 - 7Cut nearest enemy supply line in province
3 - 5Stand in place
1 - 2Withdraw to nearest city in province or disband
0 or lessDisband
Modifiers
Each victory in province+2
Each defeat in province-2
Good generalship+1
Poor generalship-1

b. NPC Invasion. Roll a die each move per country to see if an invasion will be attempted. A 1-2 is required modified by the situations below.
Modifiers
Target province invaded by another country-2
Per province already captured-1
Own province invaded+3
Winter+3

If the invasion die roll succeeds, place three counters in border hexes adjacent to the target province. Roll a die per army counter and move that counter to the rolled hex by the shortest route in terms of MPs. If MPs are the same, roll a randomiser to see route of counter. Re-roll if the hex is occupied by a friendly counter. If contact is made with an enemy army or city, check contact tables. If no contact is made, continue moving.

c. Army Counters. Only one of the three invasion counters represents an army. The other two are dummies. There is an equal chance of any one being the real army. When invading, a counter which disbanded or a dummy is permanently removed until the next invasion roll when all three army counters are re-deployed on the appropriate border. In defence, when a counter is disbanded, it is re-deployed in the appropriate phase until all cities in the province are captured by the enemy.

d. Army Contact. Roll a die needing a 5+ to fight - otherwise disband.
ModifiersAttackDefence
Each victory in province+1+1
Each defeat in province-1-1
Good generalship+1+1
Poor generalship-1-1
Entrenched0+2
Enemy entrenched-20
In hills or woods0+1
Enemy in hills or woods-10
In forest or mountains0+2
Enemy in forest or mountains-20
Odds of 4:1 or 3:1+2+2
Odds of 2:1 or 3:2+1+1
Odds of 2:3 or 1:2-1-1
Odds of 1:3 or 1:4-2-2

If a battle with an NPC army is to take place the force size must first be determined. Check army strength level and roll on the table below. A defeated NPC army is disbanded after the battle.
Provinces OwnedArmy Strength Level (ASL)
15
2 - 34
43
52
6 or more1

Army Size
DieASL 1ASL 2ASL 3ASL 4ASL 5
1 - 2550500450400350
3 - 4600550500450400
5 - 6650600550500450
7 - 8700650600550500
9 - 0750700650600550

Chance of Siege Guns
ASLIn Enemy Province
51 - 9
41 - 8
31 - 6
21 - 4
11 - 2

Number of Siege Guns
DieASL 5ASL 4ASL 3ASL 2ASL 1
1 - 232221
3 - 443221
5 - 653321
7 - 864332
9 - 075432

Each army will automatically be accompanied by one engineer unit and one pontoon train. Now troop quality must be diced for.
DieRawTrainedVeteran
101090
2102070
3152560
4203050
5204040
6404020
7503020
8602515
9702010
090100
No = % of army of that quality

Finally it must be known if an army which has not moved is entrenched or not.
Army SizeEntrenched
3501 - 9
4001 - 8
4501 - 7
5001 - 6
5501 - 5
6001 - 4
6501 - 3
7001 - 2
7501

Roll to find out the percentage of entrenched battalions and batteries in the army.
DiePercentage
1 - 230
3 - 440
550
660
770
880
990
0100

e. City Contact. If an NPC army has a 3:2 or greater odds advantage, it will automatically lay siege to an enemy city in the hex occupied. If the army falls below the required 3:2 odds during siege operations roll a die.
1 - 6It is reinforced up to previous 3:2 odds
7 - 0Disband

The chances of an NPC garrison sortying in any given situation is 1-3. The chance of an NPC besieging army assaulting during a siege is as follows. Roll once per move.
OddsDie
3:20
2:11 - 2
3:11 - 3
4:11 - 5
5:11 - 7

NPC Garrison Size
FortressPointsASL for Siege Guns
1st ClassD10 x 302
2nd ClassD10 x 203
3rd ClassD10 x 104

A besieging NPC force must roll to see how much supply they have stocked.
FortressWeeks Supply
1st Class3D10
2nd Class2D10
3rd Class1D10

f. NPC Detachments. The chance of a detachment, supply train, or moving equipment encountering an enemy NPC detachment after resolving the outcome of the contact. This die is rolled in provinces where main force NPC units are operating.

Once an MPC force has been scouted, roll per week to see if the composition changes thus cancelling the successful scout attempt.
NPC Force Change
1st Week1
2nd Week1 - 2
3rd Week1 - 5
4th Week1 - 7
5th WeekAuto

g. NPC Fleets. If a fleet enters or remains in a sea where there is an NPC port, a random NPC fleet is encountered on a 1. Roll for each NPC in the sea. If a 2 is rolled on the above die, one random ship is sunk by privateers. If an NPC fleet is defeated, do not roll for that particular NPC until the number of seasons that particular fleet must remain in port have elapsed.
Die1st Rate3rd RateFrigateSchooner
10100
2 - 30200
4 - 50311
6 - 70422
8 - 91533
02644

An NPC fleet carrying out a naval landing will have as many merchants as required to transport the invading army. Any loss to these will effect the present strength of the army.

Other Installments


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© Copyright 1996 by Solo Wargamers Association.

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