Schwartzter Adler

Seven Years War Wargame Rules

by Dave Price and Gary Love

Special Rules

All Warhammer Ancient Battles (WAB) rules are in effect, with the following exceptions.

    Infiltrate. After setup is complete, the unit may be placed anywhere on the table. It must be placed out of line of sight and not within 10 inches of enemy units.

    Bayonet. Treat as spear. Troops without bayonets are assumed to have swords or other hand weapons.

    Tomahawk. Treat as hand weapon. Strength 4.

    Move and fire. Normally, musket/rifle-armed units must remain stationary to reload. This unit may reload while moving. Per WAB rules, no unit may march move and shoot.

    Platoon fire. Formed unit may fire 2 ranks when stationary.

    First volley. Unit may increase ballistic skill (BS) by +1, for its first volley of the game.

    Sniping. Once per turn, one figure from a rifle-armed unit may fire at an individual target, including an enemy officer. -1 to hit characters in units. May have different target than the rest of its unit.

    Mount/Dismount. Unit may dismount at beginning of movement phase and move on foot. Dismounted figures may mount but may not move. Horses fight in melee.

    Stubborn. Unit always uses base value for leadership tests, or the leadership value of the stubborn officer.

    Fear bayonet. Unit must take a fear test when charged by formed enemy unit with bayonet.

    Fear artillery. Unit must take a fear test after the shooting phase in which it took casualties from artillery.

    Fear cavalry. Unit must take a fear test when charged by cavalry.

    No attempt is made to create a points system.

    To allow for smaller units to be effective, the minimum unit size rules in WAB are changed from 5 figures to 3 figures.

Flank Companies

Flank companies of certain specified infantry units may detach from their parent battalion. When within 12" of the parent unit, the company may counter-charge, charge, or fire in support of the parent unit. Such a supporting unit must use the leadership value of the parent unit and take the results of any leadership, panic, and fear tests of the parent unit. However, the parent unit is not affected by any negative morale results taken on the detachment. Detachment and re-attachment are done by movement.

In a special form of detachment, European units may remove Grenadiers and Light Infantry companies from their parent battalions and form converged elite units. This is done before the start of the game. Converged battalions have higher morale. The parent battalions forfeit the advantages of using these companies as supporting detachments and are also more brittle in combat as they are now smaller. Companies formed into converged battalions may not rejoin their parent units.

    Combine the Light Infantry to form a single Light battalion.
    Combine the Grenadiers to form a single Grenadier battalion.
    Combine both the Lights and the Grenadiers into a single large elite battalion

Command

In the War of Independence, officers were frequently frustrated by the unwillingness of some of their units to obey orders, even when things were going well. Units designated at the start of a scenario as untrustworthy must roll a D6 in every movement phase, unless an officer has joined that unit.

On a "1", the unit may do nothing in the movement phase that turn. If the unit is currently routing, a "1" causes the unit to be permanently removed from the game. Subtract 1 from the die roll if the unit is within 3" of an enemy camp that is not garrisoned by the enemy.

A Brigade or Division Officer may be rated good, per scenario rules. This should include the occasional militia officer as well. If this is the case, units directly under his command do not take the test for being untrustworthy. Or a Brigade or Division Officer may be rated poor, per scenario rules. If this is the case, units directly under his command must deduct 1 from the die roll when taking the untrustworthy test. If this Officer is killed, his brigade/division will continue to operate as before: poor, good,or neither.

Officers

May be stubborn, per scenario rules.
Any unit within 12 inches of the General may use his leadership value when it takes a leadership test.
May have a horse.
Leadership benefit applies to units under his command only. These units within 12 inches of the Officer may use his leadership value when it takes a leadership test.
Pistol. Range 8". Strength 4 hit. +1 A S4 first round of melee.
Various melee weapons, strength 3.

LeaderMWSBSSTW IALd
Army General4/85544 3539
Div/Bgde Officer *4/85544 2538
Militia Leader*4/844442 427

Infantry

Infantry are divided into five classes.

1. Elites:
Foot Guards, Grenadiers, Delaware and Maryland Continentals after 1777
Platoon fire.
First volley.
Bayonet.
Musket. Range 24. Strength 4.
Detachment.
Guards are Stubborn.
Move and Fire (musket only).

2. Light Infantry
Jaegers, Light infantry, Continental Rifles, Rangers
Platoon fire.
First volley.
Bayonet (except rifles).
Light Infantry.
May Infiltrate if specified by scenario.
Musket. Range 24. Strength 4.
Detachment.
Move and Fire (musket only).
If armed with rifle, range 30", strength 4 hit. Fear bayonet

3. Line:
European Line, Highlanders, Fusiliers, Continental Line after 1777, Superior Militia such as exContinentals or Minute companies
Platoon fire.
First volley.
Bayonet (except rifles)
Musket. Range 24. Strength 4 hit.
Move and Fire (musket only).
If armed with rifle, range 30", strength 4 hit. Fear bayonet
May be untrustworthy.

4. Green:
Green Regulars, Continental Line before 1778, Militia
Platoon fire.
First volley.
Bayonet (except some militia).
Musket. Range 24. Strength 4 hit.
Fear bayonet, cavalry, artillery.
May be untrustworthy.

5. Irregulars:
Indians, Frontiersmen
Skirmish
May have bows or rifles (or a mixture).
If armed with rifle, range 30, strength 4 hit.
If armed with bow, range 24, strength 3 hit.
Fear bayonet, cavalry, artillery.
May have Tomahawk.
May Infiltrate if specified by scenario.
May be mounted, per scenario rule.
May be untrustworthy.

ClassMWSBS ST WIALd
1. Guards444331 418
2. Elites443331 417
3. Line433331 316
4. Green422331 215
5. Irregulars533331 315

Cavalry


Mount/Dismount.
Fear bayonet (when charging only).
Pistol. Range 8. Strength 4 hit. Various melee weapons, strength 3. +1A S4 first round of melee.
May have up to +1 rank bonus if charging or counter-charging.
Irregulars are light cavalry. See the other rules for Irregulars in the infantry section.

CavalryMWSBSSTW IALd
European Dragoons843331417
Continental Dragoons833331417
Irregulars833331315

Artillery


Cannon: for roundshot, treat as bolt shooter. Range 48". 12 lber: S6; 8-9lber: S5; 4-6 lber: S4. 1 wound per hit. At short range, throw 2D6 instead of 1 D6 per gun.
Howitzer, Mortar: treat as stone thrower. Range 48". Mortar: S5, Howitzer: S4. I wound per hit.
Cannon and Howitzers may use grape/cannister shot. Use the Warhammer triangular template. Any figure whose base is at least partly under the template may be wounded. Roll a D6 for each figure. On a 3-6, the figure receives one wound. If the figure is in cover, or in a unit behind another target unit, the figure receives a wound on a 4-6.
Crew: improvised melee weapons, strength 3.

CavalryMWSBSSTW IALd
European, Continentals4433314 18
Other crew433331316
Artillery piece----62-- -


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