Le Kriegspiel a la Griffith

Horse and Musket Rules

by Paul Koch

Movement is nominally simultaneous. However each player completes movement on one half (right or left) of his side of the board before he can start moving troops on the other half. ie: both players are simultaneously moving troops on his own right or left.

Choice of sides on which to move first is decided by die roll, high die choses. After all movement is complete, all units in range, beginning with artillery may fire. One die is cast per base of infantry to determine hits. Casualties are noted on the roster. Only survivers counting in melee. Only front bases may fire unless firing at or from a hill. Elevation imparts a 2" increase in range up to 2 contours for artillery solid shot but only 1 for canister and musketry. Units in defended buildings are assumed to pass loaded muskets to troops at windows etc. so that all may fire in given direction.

ROSTER

Each unit is given a letter grade A for elites, B for line etc, each hit subtracts a decimal fraction from this grade with the grade declining a letter for each 1.0

MOVEMENT

Moves in a turn
Enter/leave house
Mount/dismount
Limber/unlimber -2"
Lie down/stand
Fire (rifle = 2 turns)
Art. may move, etc and still fire or as follows:

UnitOpenRoughObstacles
Inf. line5"4"2"
Inf. Column7"5"2"
Square/gun by hand1"--
Skirmishers8"6"3"
Guns/vehicles4"2"-
Hrs Art./hvy cav10"8"2"
Lt.cav/staff12"10"4"
Couriers14"12"8"

Roads add 2"

Rough = slopes, ploughed, crop lands, open woods, stream, creek, village
Obstacles = thick woods, hedge, wall etc.
Small river = 4 turns (not vehicles)
Big river = couriers only, drawn for 0

Bunching - units within 2" of each other (rear/side;

Skirmishing - rally with a 9 beyond 16" of main body

Disorganized - prone, bunching, changing formation, crossing obstacles, skirmishing beyond support distance (16")

FACING RESTRICTIONS

Units in column may face up to 90° 60° for attack column. Units in line may face up 30 degrees. Units charging may face up 30° in the first half of their move, which is increased by 50%. Infilade and flank attacks are greater than 600 to target frontage. In all wheeling movement the use of the RAFM WHEEL'M is recommended.

Unit RangesMax.Effective
Horse arty.30"8"
Field arty.40"8"
Heavy arty.50"8"
Musketry8"2"
Rifles16"4"
Carbines4"1"

ARTILLERY FIRETarget: max/effective
Firing byColumnLineCover
Field A/B0.3/0.60.2/0.40.1/0.2
Field C/D0.2/0.40.1/0.2-/0.1
Field E/F0.1/0.2-/0.1-/0.1
Horse A/B0.2/0.40.1/0.2-/0.1
Horse C/D0.1/0.2-/0.1-/0.1
Horse E/F-/0.1-/0.1-/
Heavy A/B0.5/1.00.3/0.60.2/0.4
Heavy C/D0.3/0.60.2/0.40.1/0.2
Heavy E/F0.2/0.40.1/0.20.1/0.1
(- = deduct 0.1 for roll of 7/8/9)

Buildings = fire at 9
Enfilade - target upgrade one place line to column etc.
Hard Cover - half effect
Individuals - killed for 0, wounded 1/2

MUSKETRY 0.5 status loss if die equals or exceeds:

FirerTarget: Formed/openIn cover etc.
Max.Eff. RangeMax.Effective
Formed A/B95-7
Formed C/D96-8
Formed E/F-8-9
Skirmishing A/B8496
Skirmishing C/D95-7
Skirmishing E/F-8-9
Shaken/disorganized-8-9

MELEE SEQUENCE

1. Skirmishers fall back vs. formed unit (unsupported may be ridden down by cavalry)
2. Other stop at 1"
3. Add basic unit scores
4. Add or deduct factors
5. Claim forfeit
6. Dice for chance effect
7. Find winner and losses
8. Does cavalry pursue?

BASIC COMBAT SCORES
UnitAB C D E F
Battery432100
Battalion543210
Heavy cav.654321
Light cav.543210

ADJUSTMENT TO COMBAT SCORE

Add one:

    Attacker
    Div CO present Cover
    Armored cavalry
    Higher ground
    Lancers

Add two:

    Hard cover
    First charge of the day (CAV ONLY)

Deduct one:

    Units which meleed last turn
    Defender not in line v. infantry
    Cav. v. inf column
    Cav. frontal attack on on inf/art line

Deduct two:

    Cav. on foot

Deduct three:

    Cav. v. square
    Unit in column of route

FORFEIT

A unit that has the lower score may forfeit the contest and accept a loss of one status grade. He fights and looses anyway his loss is double what he rolls.

EFFECT OF CHANCE
Die roll
0 - no change
1 - add 25%
2 - add 50%
3-6 - add 100%
7 - add 150%
8 - add 200%
9 - add 400%
Defender wins all draws

Loser withdraws 1 move shaken
0-1 lose 2 points
2-3 lose 1.5 points
4-5 lose 1 point
6-7 lose 0.5 points
8-9 lose nothing
(less 1 from die if different brigade in support: less 2 if no support)

Winner: advance 2" no loss, cavalry test to pursue

MORALE TESTS
Within 8" of the enemy
Unit tries to pass through
"F" unit moves past
Cav. flank or rear attack; inf. rear attack
Div. CO hit within 8"
Cav. which wins melee & may pursue

Roll die: fail test for score equal to or less than

    1 status A
    2 status B
    3 status C
    4 status D

    Rally: roll 8,9 each turn before movement

LEADERS

Leaders may be graded by roll for skill in attack, defense, initiative and morale as follows:

ROLLATTACKDEFENSEINITIATIVEMORALE
0-2-2-2-1
1,2-1-1-1-1
3,60000
7,8+1+1+1+1
9+2 +2+2+2

EACH CHARACTERISTICS OF THE GENERAL IS ROLLED SEPARATELY.

Results mean when rolling in melee, turn initiative,or morale rally.

CHANCE

Before each turn consult the chance procedures outlines in C.S.Grant's PROGRAMED WARGAME SCENARIOS.

TROOP QUALITY

    A = Elites and guards
    B = Good quality line
    C = Low grade line, levy and militia
    D = Irregulars
    E = Permanently Shaken or temporarily shaken
    F = Broken, must withdraw, surrender if meleed


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© Copyright 2002 Hal Thinglum
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