"One if by Land"

American War of Independence
1:10 Scale Rules

By Will McNally

Ground Scale 1"=15 yards
One Turn About five minutes
nfantry/cavalry figure 10 men
Artillery crew figure 5 men
Artillery piece 1 cannon
Each hit 1 figure KIA, WIA, etc.

DEPLOYMENT DEFINITIONS AND SPECIAL DEPLOYMENT RULES:

Close Order Line: Stands are deployed side by side in direct contact with each other, with a depth of exactly two stands. This formation may never be assumed by any unit characterized as "Militia," unless specifically authorized by the scenario.

Open Order Line: Stands are deployed side by side in direct contact with each other, with a maximum depth of one stand, This is the normal deployment for all militia infantry (usually 4th or 5th Class).

Column: Stands are deployed in direct contact with each other, with any frontage, and a depth of three or more stands. Only the front rank of stands may fire at a target.

Skirmish Order: Stands are separated by a minimum of one to a maximum of two stands width. This is the normal deployment for rifle-armed units and Indians. In addition, certain regular infantry formations such as Light infantry, Legion Infantry, and British Grenadiers may also skirmish if the scenario permits. American and Tory Militia may also skirmish if authorized by the scenario. Only Indians and cavalry may "Charge" while in skirmish formation.

Cavalry: Cavalry either operates in Close Order Line (depth of one stand), Column (any frontage, depth of two or more stands), or in Skirmish Order. Movement rates are the same for all formations.

Artillery: Artillery is either timbered or unlimbered.

Premeasurement: Premeasurement is allowed at any time.

SEQUENCE OF PLAY

Each brigade in a force has a playing card identifying it, which is placed into a deck. Each turn, the cards are drawn one at a time. As a brigade's card is drawn, all of its units go through the sequence of play outlined below.

OPTIONAL RULE ONE To reflect the better coordination of some higher level commanders in this war, the player's have the option of placing a playing card into the deck for a "division" or "wing" commander as well as any brigade commanders under his control. When the division commanders card is drawn, all units under his command (including units under his direct command) go through the turn sequence unless they have already had their brigade card drawn in that turn.

OPTIONAL RULE TWO In a smaller battle or to reflect the better coordination of some higher level commanders in this war, the player's have the option of placing a playing card into the deck for an "army" commander as well as any brigade or division commanders under his control. When the army commanders card is drawn, All units under his command (including units Linder his direct command) go through the turn sequence unless they have already had their brigade or division card drawn in that turn.

    1 All units wfth Panic Markers take Morale Test
    2 Charge Declarations
    3 Charging units move into contact
    4 All other units movement
    5 Firing
    6 Melee and compulsory routs

TROOP QUALITY

Every unit in the game has a Troop Quality (for identification purposes) that is also represented by a Morale Class, as noted on the chart below. Each Morale Class has an issociated Morale Number, which is the basic number needed to successfully pass a Morale Test when needed.

TROOP QUALITYMORALE CLASSMORALE NUMBER
Elite1st Class9
Veteran2nd Class8
Regular3rd Class7
Poor4th Class6
Wretched5th Class5

MOVEMENT

Movement is randomized due to the uneven nature of the terrain, vagaries of troops responding to voice commands, confusion on the battlefield, etc.

Other than units moving in Skirmish Order or Limbered, all other moving units must strictly obey the movement guidelines set forth below. Movement rates depend on the starting formation of the unit involved, with the exception that stands that are entering skirmish order move at the skirmish rate immediately when they form the skirmish order. The chart below summarizes the various movement rates and restrictions for units in the game.

MODIFIERS TO MOVEMENT

Cavalry Mounting or Dismounting. This will take 50% of movement in place. Each Two-Figure cavalry stand may dismount to a Two-Figure dismounted cavalry stand which may only use Skirmish Order and are armed with muskets.

Formation Changes: These take 100% of movement in place. The Command Stand stays stationary while the rest of the unit moves into the new formation. The following are considered to be formation changes:

    1. Infantry column changing to close order or open order line
    2. Infantry close order or open order line changing to column;
    3. Infantry skirmish order reforming into close order or open order line or a column;
    4. Cavalry skirmish order reforming into close order line or a column;
    5. Artillery limbering or unlimbering.

Going into skirmish order: There is NO cost for all or part of a unit going from close or open order into skirmish

Close order line to open order line: A close order infantry line expanding into an open order line while advancing can only do so by moving at 50% of normal movement for the turn. If done in place before advancing, treat as a formation change, allowing the deployment of the entire unit from close order to open order, with even numbers of stands deploying to either side of the front rank of stands. This maneuver may NOT be performed as part of a charge.

Open order line to close order line: An open order infantry line contracting into a close order line while advancing can only do so by moving at 50% of normal movement for the turn. Stands on the outer edges of the formation will be placed into the second rank during the advance. If done in place before advancing, treat as a formation change, allowing the deployment of the entire unit from open order to close order, with stands being placed into the second rank evenly from both sides of the original formation, This maneuver may NOT be performed as part of a charge

Crossing a linear obstacle: Minus Two (2) inches from movement for each obstacle. These are defined as fences, walls, streams, etc.

About Face/Left or Right Face: Minus Two (2) inches from movement. May be executed at the beginning and end of movement (which would therefore cost Four (4) inches). A Left or Right Face is only executed by cavalry columns or cavalry lines, and is used to simulate the effect of sidestepping below. A cavalry line or column executing a single left or right face in the same turn must end its move in skirmish order formation. A close order cavalry line or column executing both a left and a right face in the same turn may end in the same close order line or column or in skirmish order.

Interpenetration/Wheeling/Oblique Movement/ Backstepping/Sidestepping/Movement Through Woods: All movement is executed at 50% speed (i.e. movement costs double to execute). Combinations of two or more conditions (e.g. interpenetration while wheeling or backstepping, wheeling in woods, etc.) cause movement to be executed at 25% speed (i.e. movement costs are four times as high) Backstepping and Sidestepping cannot be executed by an infantry column or a cavalry formation. The following chart summarizes the effects of interpenetration:

UNIT DEPLOYMENTMAY INTERPENETRATE WITHOUT ANY MOVEMENT PENALTY
Skirmish order infantryAll units types and deployments
Skirmish order cavalrySkirmish order cavalry or skirmish order infantry
Close/open order infantrySkirmish order infantry only
All othersMust pay interpenetration penalties

Militia Fallback: Plus Three (3) inches to movement. American Militia can execute a deliberate fallback move if declared during movement. The unit in question may stop falling back at any time, but must pass a Morale Test (with any modifiers) in order to stop falling back. If successful, the unit spends a turn doing a formation change to reform in place.

Light Infantry Move/Fire: All rifle-armed skirmish order infantry and Indians, and any Specialist Light Infantry (as identified by the scenario) may move up to One-half of their skirmish movement and then fire One-Half of their figures (rounded up) at any eligible target in range.

Rout Movement: Troops will continue to rout until behind or in cover or behind friendly troops that are not routing. They then must pass a Morale Test as normal to reform.

Charge Movement Only close or open order infantry, cavalry in any formation, and Indians are allowed are allowed this movement. Charge declarations must be made before rolling for moving (i.e. even though premeasurement is allowed, you cannot roll first and then announce your charge!!). You may charge through your own troops, paying interpenetration costs if applicable.

Special Rules Concerning Skirmish Order Troops

Skirmish order troop are subject to somespecial rules as follows:

1. They have no flanks or rears for Melee, Fire, or Morale Tests, and may fire with a 360, arc of fire, subject to the normal firing rules;

2. They may move freely in any direction up to the extent of their movement for the turn, and do not pay any terrain penalties for movement, wheeling, facing changes, etc.

3. If charged, they must take an immediate morale test. If successful, they may chose to evade the change or deliver a volley at Two Inch range against the attacker. If the unit has already moved in the turn, it evades by rolling its normal movement, then moving one-half that distance away from the charge. If the unit has not yet moved in the turn, it moves a full skirmish move away from the chargeSkirmishing formations failing to pass morale may not evade, and may or may not be able to fire as well depending on their Morale Class.. Skirmishing cavalry may automatically attempt to evade infantry in any formation, but must test like infantry if charged by enemy cavalry.

FIRE AND MELEE COMBAT

Both Fire and Melee combat are handled using the following:

COMBAT TABLE
Top: Modified Die Roll

Die result is number of figure casualties on the target unit Excess figure strengths over 30 figures roll again on the table for the excess. Multiple units firing at one target may combine fire (with all modifiers) or may fire individually (with individual modifiers). Multiple units in melee must combine their attack if the same Morale Class, but must attack individually if a different Morale Class (because of difference in their effectiveness in attacking.)

FIRING MODIFIERS TO DIE ROLL
Firing at 2 inch range (small arms only) +2
Firer is "Marksmen" (as per scenario) +2
Target is in column +2
Target is mounted cavalry +2
Fire on target's flank or rear +2
Firer is Poor (Morale Class 4) -2
Firer is Wretched (Morale Class 5) -4
Target is in light cover (woods, buildings, etc) -2
Target is in heavy cover (redoubt, etc.) -4
Target is skirmish order troops or behind them -4
Target is unlimbered artillery -4
Firing at 12-25 inch range (cannon only) -2
Firing at over 25 inches range (cannon only) -4 MELEE MODIFIERS TO DIE ROLL
Each Higher Class Quality +1
Opponent has panic marker +1
Attaching flank/rear +2
Bayonets/hatchets vs. none +1
Defending cover +1
Cavalry vs. non-cavalry +1
Attacked in flank/rear -4
Unit is routing -4

ARTILLERY FIREPOWER

    Light Gannon (3-4 lbr) 5 figures
    Medium cannon (6-9 lbr) 10 figures Heavy Cannon (12 lbr) 15 figures

FIRE COMBAT

Close and open order troops and artillery may only fire at targets to their immediate front or within 30 degrees of front (i.e. their "arc of fire,'), For a target to be eligible, the firing unit must be able to hit more than 50% of the back edge of any target stand by firing through its arc of fire . Skirmishing troops have a 360 degree arc of fire, so long as they do not fire through other troops, skirmish or otherwise. Close and open order infantry lines may fire up to two ranks of stands deep. Each close order or open order unit must shoot at a single target. Skirmish order stands may fire freely at as many targets as there are stands firing, but the fire of a single stand may not be split between targets. Multiple units firing at a single target may combine their fire (with all firing modifiers applying to the shot), or may fire individually, at the option of the player.

Weapon Ranges: Cavalry carbines have a Five (5) inch range. Muskets have a Seven (7) inch range. German Jaeger Rifles have a Ten (10) inch range. Long Rifles have a Twelve (112) iinch range. All artillery have a Forty (40) inch range.

NOTE: Each cannon stand counts as 5/10/15 figures firing depending on size, and fires individually without combining fire with any other cannon stan firing -at-the -same large"Le. -no-grand battery. effect). If firin at other artillery (counterbattery fire) and a casualty is caused, roll an additional 1d10. On a die roll of"9" or"O", the target capnon is -destroyed as well.

MELEE COMBAT

To cause a Melee, a unit must initiate a Charge. Charges must be declared by the attacker, and follow the following sequence:

1. Charge Declaration: The Attacker declares a Charge against one or more enemy units that could. be reached by the charging unit-using normal movement-plus charge movement, -after paying all terrain and movement modifiers;

2. Attacker Morale Test: The Attacker takes an immediate Morale Test, applying any modifiers. If it fails, the Attacker will fall back a full move based on its current formation, either backstepping for infantry or using "About Face" for cavalry, ending up facing the enemy. It may not move or fire or change formation for the rest of the turn, but may fire if charged by an enemy and a Morale Test is passed. The unit receives a Panic Marker.

3. Attacker Movement: If successful, the Attacker rolls for movement, marks thepotential limit of his movement with a marker of some kind, and then moves to within Two Inches of the nearest enemy target unit;

4. Defender Morale Test: The Defending unit must now take a Morale Test. If successful, the Defender may fire at the charging attacker at Two Inch Range with all eligible figures. (NOTE: If a 1st Class, 2nd Class, or 3rd Class infantry defender fails by "1", then One-Half of eligible figures may fire, rounding down ;

5. Second Attacker Morale Test: If the Attacker takes any casualty from the Defenders fire, they must take another Morale Test to close. If successful, they continue their charge. If they then come within Two Inches of another defending enemy unit, that enemy unit follows #4 above, and may also fire if successful. Any new casualty causes the Attacker to test again.

6. 1ST MELEE ROUND: Assuming the Attacker passes all Morale Tests, the attacking unit is moved into contact with all defenders. All front rank stands base-to-base contact with enemy stands fight, with an additional stand on each flank adding in as an overlap if any. (EXCEPTION: Stands in skirmish order and all Morale Class 4 and Morale Class 5 units do not get any flank overlap, with the exception of Indians). Rolls are made on the COMBAT TABLE Oust as if firing) with appropriate modifiers, and casualties are assessed against the units, who then proceed to the 2ND MELEE ROUND unless the Melee involved cavalry versus infantry;

7. 2ND MELEE ROUND: All surviving figures in each unit fight another round of melee as in 5 above.

8. DETERMINATION OF WINNER -OF-MELEE-- In order to win, the Attacker must cause all Defenders to ROUT. After Melee is over, the side taking more figure casualties automatically ROUTS and the winning side will take a normal Morale Test ifit took any casualties: If both sides suffered the same number of casualties, then both sides take a Morale Test. If the Attacker fails to cause all Defenders to ROUT, and the Attacker does not ROUT either, then the Attacker must retreat a full Column Move (rolling for distance as normal) away from the Defenders, and will end up in the same formation they started in, facing the Defenders. Their turn is ended and they may only fire if charged and they successfully pass a Morale Test as normal. They then must spend one full turn reforming in place, during which time they may fire and defend normally, but may not advance or charge again until reformed.

MORALE AND MORALE TESTS

At several points in a game, units may be called upon to take a Morale Test Morale Tests are triggered whenever a unit receives a Panic Marker. Panic Markers are not cumulative and a unit will therefore never have more than one Panic Marker at a time. A unit rceives a panic marker whenever any of the following apply:

    A unit loses one or more casualties in a turn
    A friendly unit of equal/higher class ROUTS within 12 inches in view of unit
    A 4th or 5th Class unit is fired on by 6+ figures in a turn (calculated after halving), even i no casualty is suffered!
    A unit's commanding offer is killed during the turn (either brigade, division, or army)
    A unit is attempting a CHARGE (taken immediately before movement)
    A defending unit is being charged (taken immediately if Attacker passes above test)
    A unit takes a casualty during its CHARGE (taken immediately by Attacker)
    If a charging unit fails to make contact with target of charge by the end of its movement (exception: if the target of the charge is skirmish order troops evading the charge)
    if Attacker fails to pass its Morale Test after declaring a CHARGE
    Unit is skirmishers evading after being CHARGED
    Unit is ROUTING

TO PASS, A UNIT MUST ROLL A MODIFIED DIE ROLL LESS THAN OR EQUAL TO ITS MORALE NUMBER ON ONE 10-SIDED DIE

DIE ROLL MODIFIERS (minuses are good, not bad)
Unit has suffered 25% figure casualties +1
Unit has suffered 50% figure casualties +2
Unit has suffered 75% figure casualties +3
Commanding Officer with the unit -1
The unit is in cover -1
The unit is outflanked (non-routing enemy unit to flank or rear within small arms or charge range) with no blocking friendly unit +2
Equal class friendly unit seen routing Win 12 inches (unit must be even with or behind routing unit to see it) +1
Higher class friendly unit seen routing Win 12 inches (unit must be even with or behind routing unit to see it) +2
Open order infantry charged by cavalry +1
Skirmish infantry charged by cavalry +2
Skirmish inf. charged by close order infantry +1
Artillery charged by cavalry +1

MORALE RESULTS

IF THE MORALE TEST IS FAILED BY "1"

    1. The unit may not advance, but may withdraw or change formation in place;
    2. 1st, 2nd and 3rd Class units may fire One-Half Figures only (rounded up);
    3. 4th and 5th Class units may not fire at all;

IF THE MORALE TEST IS FAILED BY "2" OR MORE

    1. The unit immediately ROUTS away from the enemy, ending up in no formation at all;
    2. The unit receives a Panic Marker.
    3. If the unit rallies in the Morale Phase, it must spend one turn reforming in place, during which time it may fire OneHalf figures (rounded down) and defend normally if meleed;
    4. If the unit fails to pass its Morale Test while Routing, it will continue to ROUT.

RISK TO GENERALS

If a general is with a unit which suffers casualties, he must roll ldl 0 for each Two hits (rounded up) suffered by the unit. If a unit takes casualties at different times in a turn, the general must test each time new casualties are taken. Casualties suffered by a unit On a roll of "1", reroll:

    1 or 2 Light wound. General can only move 10 inches per turn
    3 or 4 Serious wound. General can only move 1 d6 inches per turn
    5 or 6 General is killed. All units under command receive Panic Marker

AMERICAN MIUTIA:

American militia infantry may never operate in a close order formation, but will always operate in open order, unless authorized by the scenario. They do not have bayonets as well. Militia armed with long rifles will always operate in skirmish order only, unless authorized by the scenario. Musket armed militia may operate in skirmish order if authorized by the scenario.

INDIANS:

Indian warbands will always assume skirmish formation, and will always test for charging and fighting in melee at one morale class higher than their stated morale class for a scenario. In addition, Indians will always test one morale class higher for all purposes while in woods, which means that they will test two classs higher for charging and melee in woods. Unlike other infantry, Indian warbands MAY charge while in skirmish formation AND get one stand (figure) overlap on each flank, meaning that they do not suffer the normal penalties for being skirmishers that come from the looser formation. They will, however, be considered hatchet-armed.

GERMAN INFANTRY:

Unless jaegers, fusiliers, dismounted dragoons, or otherwise authorized by the scenario, German infantry may only assume a close order formation at all times. (e.g. open order and skirmish order are not available to them)

FRENCH INFANTRY:

The French do not have any battalion level light troops. Light infantry stands from a French battalion may skirmish separately from their parent battaflon (no cost to detach), but the entire unit must take a formation change to recall its skirmishers.

BRITISH GRENADIERS:

May operate in skirmish formation if authorized by scenario.

Printed with the kind permission of the author, Will McNally, and taken from the following website: www.wargames.freeonline.co.uk/musket/sevenyearswas.htm. Sponsored by the Wrexham & District Wargames Club Home page.


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