Boardgames and Roleplaying:

Horse and Musket Campaign
Part IV

By Godfrey Bailey


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

8. Quick Battle System

a. Procedure. The following system can be used as an alternative to fighting out battles on the tabletop. Ideally it should be used in NPC vs. NPC combat or when armies of less than 250 points are engaged in battle. Both sides must consent to the use of the system in any situation.

To use the quick battle system first calculate the attackers' modifiers and then the defenders' modifiers. Add the two results together which will yield a positive or negative modifier to the die which is now rolled for the outcome of the battle. After the result of the battle is calculated deduct losses and go to the "Extricating A Defeated Army" table.

b. Battle Modifiers. Victory and defeat modifiers only apply for one season.

SituationAttackerDefender
25 to 50% of army elite or veteran-1+1
Over 50% of army elite or veteran-2+2
25 to 50% of army raw+1-1
Over 50% of army raw+2-2
Battle fought in woods or hills-+1
Battle fought in forest or mountains-+2
Army entrenched-+2
If it is raining+1-
If it is snowing+2-
Army on half rations+1-1
Army out of supply+2-2
Poor generalship+1-1
Good generalship-1+1
For each victory country has won-1+1
For each defeat country has suffered+1-1

c. Battle Results. Round off all ratios in favour of the defender. Odds of less than 1:4 are treated as 1:4 and odds of greater than 4:1 are treated as 4:1. Die results of less than -1 are treated as -1 and die results of greater than +12 are treated as +12.

Die1:41:31:22:31:13:22:13:14:1
-1SaQaLaMaDaDaDaDaD
0SSaQaLaMaDaDaDaD
1dQSSaQaLaMaDaDaD
2 - 3dLdQSSaQaLaMaDaD
4 - 5dMdLdQSSaQaLaMaD
6 - 7dDdMdLdQSSaQaLaM
8 - 9dDdDdMdLdQSSaQaL
10dDdDdDdMdLdQSSaQ
11dDdDdDdDdMdLdQSS
12dDdDdDdDdDdMdLdQS
aX = Attacker Wins
dX = Defender Wins
S = Stand Off.

ResultWinnerLoser
S Stand Off0404
Q Questionable0912
L Lesser1224
M Major0936
D Decisive0448

d. Battle Losses. No = Percentage of each troop quality lost. 20% of the above losses are captured by the enemy. Both commanders must be rolled for. On a 1 the general has been killed.

e. Fleet Engagements. The following is a quick battle system for naval engagements. First the fleet fighting value must be calculated.

ShipFighting Value
1st Rate6
3rd Rate4.5
Frigate2
Merchant1.5
Schooner2

Next, check the difference between each fleet's fighting value and roll for each fleet on the following "Fleet Engagement Chart" (FEC).

Die-3/-2-1/0+1/+2+3/+4+5/+6+7 or more
1 - 2NENENENENENE
3 - 4NENENENENED - 2
5 - 6NENENENED - 1D - 2
7 - 8NENENED - 1D - 2D - 3
9A - 2NED - 1D - 1D - 3SUNK
0D - 1D - 1D - 2D - 2SUNKSUNK
NE = No Effect
D - X = No of seasons must remain in friendly port.

Now check for specific fleet damage.

Damage RatingRepair CostShip SunkShip Captured
110%12
220%12 - 3
330%1 - 23 - 5
440%1 - 23 - 5

Captured ships must spend the same amount of times as the losing fleet in a friendly port and repair costs must be paid. -1 to the Sunk / Capture die for each sea traversed to a friendly port.

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© Copyright 1997 by Solo Wargamers Association.

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