Schwartzter Adler

Seven Years War Wargame Rules

By Will McNally

Introduction

These rules have been written to give an easily playable game which reflects the style of European land warfare during the Eighteenth Century, particularly the Seven Years War. To simplify the game a standard size of unit is employed and only a few major formations are permitted. Figures are not removed but a simple record needs to be kept of the status of each unit.

A programme written in Basic for IBM PC's and compatibles is currently under test.

Scales, etc.

These rules assume that 25mm figures will be used, but they can be used for 15mm by using 2/3 the distances specified. The scales are flexible and can be adjusted to reflect the size of battle being fought provided the ratios are maintained.

Figure Scales 1 figure = 50 men 1 gun = 6 guns

Ground Scale 6" = 200 yards (20mm) 10cm (4") = 200 yards (15mm)

Time Scale 1 move = 10 minutes

The close order infantry units represented under the rules are equivalent to regiments of 1200 men. Open order units represent a battalion, of about 600 men, and cavalry about 3/4 squadrons or 400 men. A twelve gun battery is represented by an artillery unit, but regimental guns are only taken account of in an infantry units firing.

Strength Points

Each unit is depicted as having the same number of figures irrespective of its actual strength. However it is allocated a number of strength points depending on its actual strength.

Full strength units are rated as having 6 strength points. To represent under strength units reduce this by 1 point for each 20% under strength, so a 800 strong regiment will have 4 strength points. Units with less than 4 strength points should be combined whenever possible, and units with more than 8 strength points must be split.

Units whose strength points fall to zero or less are considered to have become ineffective and are removed from the table.

Guns

Although various types of guns are available, for most games it is simpler to just use medium guns. To convert from actual orders of battle:- Light = 3- 4 pdr, Medium = 69 pdr, Heavy = 12 pdr or heavier. Regimental Guns are not individually represented but units with them receive a firing bonus.

Units and bases

All units under these rules are composed of four identical bases of figures (except artillery and wagons). Each base measures 45mm x 45mm (20mm) and 30cm x 30cm (15mm). Artillery units are made up of two gun bases and two limber bases. Supply (wagon) units comprise two wagon bases.

The numbers of figures on each base depends on the type of unit:

Close Order Infantry 6 figures in two ranks (Line Infantry, Fusiliers, Grenadiers, Militia, Frei-Korps)
Open Order Infantry 3 scattered figures (Light Infantry, Jaegers, Grenz)
Cavalry 2 figures in one rank
Artillery piece 1 gun and 3 figures
Limbers 1 limber d 2 horses (or with 4 horses on a double sized base)
Wagons 1 wagon and 2 horses (on a double sized base)
Brigadier General 1 mounted figure
Senior General 1 mounted figure + 1 other

Generals

Generals are allocated on the basis of one brigadier general per 3 - 5 units, and one senior general per 2 - 4 brigadier generals. If there is more than one senior general one extra may be added as a C in C.

Formations

Only three formations are possible for infantry and cavalry, Line with all the bases in side to side contact, Mass with the bases in a 2x2 block and Column with the bases one behind the other.

Marking Unit Status

It may be useful to have markers to depict the current morale state of units. Either a small card with the appropriate status can be used or the following:

    Shaken Place a dead figure in front of the unit or reverse one of the bases.
    Routing Place two dead figures with the unit or reverse half of the bases.

Move Sequence

An alternate move sequence is used with one side moving and the other side firing.

(A)Test morale of all shaken and routing units of the moving player.
(B)Move all units that must rout or retire.
(C)Move all other units as player wishes, but not within 1_" of any enemy unit
(D)Any of the moving players units which have remained stationary may test to change formation
(E)The firing player may change the facing of any unit.
(F)Firing player fires units at any enemy unit within range and up to 450 to flank, and calculate the morale effect of fire.
(G)Any of the moving players units which are unshaken may charge any enemy unit directly to their front if it is within 3" for infantry or 6" for cavalry.
(H)Test the morale of the defending unit.
(I) Counter-charge, evade, or rout the defending unit as appropriate.
(J) Move the charging unit into contact with the defending unit if it stands, or its original position if it routs or evades.
(K)For units in contact calculate the effect of the melee and immediately rout or fall back any losers.

Notes:
(a) If a unit of the moving player routed during the preceding players charge or melee phase it is not tested for rallying this move, neither does it need to be moved.
(b) Units that have failed to change formation cannot charge.

Morale

A units basic morale is its current strength plus the following modifiers depending on unit type:

Grenadiers +2
Regulars +1
Green, Frei-Korps - 1
Militia - 1 or - 2
Wagons etc - 4

Testing shaken units

Roll 1d6 per unit, add +1 if a brigadier general is with the unit, or +2 if a senior general_ Results:

    4 or greater the unit will carry on as required.
    2 or 3 the unit will retire facing a full move.
    1 or less, the unit will retire facing away a full move and lose 1 strength point.

After testing a unit is no longer shaken, unless it cannot retire the required distance away from the nearest enemy. e.g. if enemy units or impassable obstacles are in the way.

Testing Routing Units

Roll 1d6 per unit, add +1 if a general is with the unit, or +2 if a senior general. Results:

    5 or greater the unit halts shaken
    2-4 the unit continues routing (*)
    1 or less the unit continues routing and also loses 1 strength point (*)

(*) Units reaching the edge of the table are not removed but remain there and lose 1 strength point instead.

Retiring units

Units retiring as a result of a morale test move immediately to their rear by the maximum movement possible with no deduction for passing through friendly units. If they have insufficient movement to move past a friendly unit or obstacle they stop just in front of it. Units "surrounded" by enemy units within 6" do not move but remain shaken.

Unlimbered artillery required to retire limber up. The net effect is to prevent them firing the next move.

Routing units

Routing units move directly away from the cause at rout speed towards the nearest friendly cover. This cover may be behind another friendly unit, into woods, buildings or off the friendly edge of the table. The routing unit may not move such that it reduces the distance to any visible enemy unit, i.e. The routing unit must be further away from any enemy unit at the end of the move than at the beginning. If it cannot move for this or any other reason such as impassable terrain it will test for surrender

When artillery routs the crew leaves the guns behind and but otherwise moves as above If an enemy unit contacts the guns while they are unmanned they are lost. If a wagon unit routs the wagons become immobilised for the rest of the game.

Units Surrendering

Units may surrender in the following situations
(a)Units charged in the rear which rout either from the charged test or melee.
(b)Already routing units which are successfully charged.
(c) Already routing units which are within 6" of any enemy unit and cannot move.

Roll 1 d6 for units in this position, if the score is 4 or higher then unit surrenders if foot, 5 or higher if mounted. Units that surrender are removed from the table.

Movement

The following defines the maximum movement allowed in a movement phase (C) all distances are given in inches (for 25mm figures).

Troop TypeLineColumnRout
Close Order Foot6912
Open Order Foot91215
Light Cavalry151821
Medium Cavalry121518
Heavy Cavalry91215
Generals or Couriers212121

Wheeled EquipmentLimberedDeployedRout
(Crew Only)
Light Guns9312
Medium Guns6212
Heavy Guns3112
Horse Artillery
Guns (light)
12318
Howitzers9312
Wagons6NANA

Effects of terrain as either a percentage of normal speed or proportion of a move

Terrain TypeC.O. FootO.O. FootMountedWheeled
Rough ground66%100%66%33%
Gentle Slopes66%100%66%33%
Steep Slopes33%66%33%NA
Open Woods66%100%33%66%
Dense Woods33%66%NANA
Swamps33%66%NANA
Fords66%66%66%33%
Crossing fences or walls1/21/211
Crossing streams1/21/212
Entering buildings1/21/2NANA
Leaving buildings11/2NANA

Movement notes:
(a) Where NA is shown the troop type cannot move in that situation
(b) Deploying or limbering guns takes a whole move stationary.
(c) Retiring and maintaining the same facing is at normal speed less 3" for foot, 6" for mounted.
(d)Units may change facing up to 45° with no penalty, but more than that takes a whole move.
(e)Wheeling should be done around a 3" diameter circle, measuring the distance moved by the outermost base.
(f) If a wagon unit routs the wagons become immobilised for the rest of the game.
(g) Any non routing unit passing through another stationary unit deducts 3" for foot and 6" for mounted.

Formation Changes

Units changing formation remain stationary for the whole move and roll 1d6. If the modified score is greater than their discipline rating then the unit has changed formation but becomes shaken. The dice modifiers are

    Per strength point lost +1
    Enemy units within 24" +1
    Enemy units within 12" +2
    General with the unit - 1

A units basic discipline rating is 6 plus the following where applicable:
Prussian +1
French -1
Reicharmee -2
Well trained guards/grenadiers +11
Poorly trained militia etc. -1
maximum is 7 minimum is 4

Changing Facing

To allow for the effect of alternative movement the firing player may change the facing of any unit after movement in order to fire or receive a charge. It cannot do this if an enemy unit is within charge reach of its current facing.

To change facing the unit remains in its current formation and rotates up to 1800 around the centre point of the unit. If the desired rotation cannot be made due to either an obstacle or other units then the unit cannot change facing.

Road Bonus (optional)

Any unit in column that moves its full move distance along a road may add an additional 3" if does not pass within 24" of any enemy unit.

Firing

Units may fire at anything directly in front of a base and up to 45° to either side provided the whole of the target base is visible, in range and within angle of fire.

RangesShortMediumLong
All Muskets0"- 6"--
Rifles0"- 6"6"- 12"-
Light Guns0"-9"9"-18"18"- 27"
Medium Guns0"- 12"12"- 24"24"- 36"
Heavy Guns0"- 15"15"- 30"30"- 45"
Howitzers0"- 6"6"- 18"18"- 36"

To determine the effect of firing roll 2d6 and sum the scores and any of the following factors that may be relevant. If the result is between 7 and 11 then the target unit loses 1 strength point, and if it is 12 or greater it loses 2 strength points. The same result is then used to check the target units morale. Note that a targets morale can suffer even though it has not lost any strength points.

Firing factors
British and Prussian Close Order Infantry +1
Guns at short range (canister) +1
Militia -1
Guns at medium range -1
Guns at long range -2
Regimental artillery (per 2 guns) +1
Target is in woods or soft cover -1
Firing unit has 7 strength points +2
Target is in hard cover or buildings -2
Firing unit has 5 or 6 strength points... +1
Target is in solid cover -3
Firing unit has 1 or 2 strength points... -1
Firing unit has 3 bases firing -1
Firing unit has 2 bases firing -2
Firing unit has 1 base firing -3
Firing unit is shaken -1
Rifles at short range -1
Rifles at long range -2

Notes
(a) Canister can only be used when no friendly units are in the arc of fire.
(b) Overhead fire is only available to guns firing to or from higher ground and howitzers. Any intervening friendly unit must be at least 12" clear of both the firer and the target.
(c) When firing at targets beyond gaps the gap must be at least 1 base wide unless firing overhead

Example

A full strength Prussian infantry regiment (strength 6) in line fires a an enemy unit in a wood at 5". It is in short range for a musket which is up to 6". It rolls 2d6 and the score is 6, it adds +1, for having 5 6 strength points and 1 for being Prussian close order it fantry, then -1 for the target being in woods. The result is 7 so the target mitt loses1 strength point. The result is then used to check the morale effect of the fire.

Morale effect of fire

This is tested using the same result as that used to determine the effect of firing. If the modified score of the firing unit exceeds the target units basic morale, the target unit is shaken.

Example

Continuing the example above, if the target was a Hungarian Grenadier Regiment (it full strength (6 points), its basic morale would be 8= 6 + 2 for Grenadiers. With a firing result of 7 the Grenadiers morale is unchanged. 1f the target had been a weakened Infantry Regiment with 5 strength points, its basic morale would he 6 and the unit would have become shaken by the fire.

Risk to Generals

If a general is with any unit that suffers losses from fire throw 2d6
2 - 8 No effect
9 - 10 Suffers a light wound and moves at 1/2 speed
11 - 12 Dead.

If a general suffers a second light wound he is incapacitated and is removed from play If a general is killed all units in his chain of command within 18" are shaken.

Charging

After all firing is resolved any of the moving players infantry or cavalry units which arc unshaken may declare charges on any enemy units that are in charge reach. Charge reach is 3" for infantry and 6" for cavalry, but the target must be directly to the front of the charging unit.

Once all the charges have been declared test the morale of the charged units in the order decided by the moving player. As each charged unit is tested counter-charge. evade. or rout it as appropriate. After all charged units have been tested move any charging units that are not already in contact into contact with its target if it is still within charge reach, or its original position if it has routed or evaded out of charge reach. Then calculate the results of the melees.

Testing charged units

Roll 1d6 per unit, and add any of the following factors if they apply
Non Cavalry charged by Cavalry +2
Open Order Infantry or Artillery charged by Close Order +2
Charged in the rear +2
Charged in the flank +1
Uphill of chargers +1
Shaken +1
General with the unit -1
Behind an obstacle or in a building - 2
Cavalry only charged by Non Cavalry - 2
Close Order only charged by Open Order Infantry or artillery - 2
In a fortification - 3

If the modified score equals or exceeds the charged units basic morale it will rout immediately and lose 1 strength point. Units that pass may either stand, counter charge or evade (see next section). Already routing units may surrender, but otherwise they automatically rout and lose 1 strength point.

Counter charging and evading

Charged units which pass their morale test may counter charge or evade if they have not fired. Counter charging is only available to infantry and cavalry in the open who are being charged by an enemy unit to their front. The counter charging unit is moved into contact with the charging unit halfway between their positions. Alternatively Light Infantry and Light Cavalry may evade 3" and 6" respectively directly away from the enemy unit attempting to charge them. (Note that the enemy may still be able to contact them in their charge move).

Melee

Melee is resolved on an individual unit basis. Any unit that has either enemy units touching the front of any of its bases or has the front of any enemy bases contacting any of its bases must engage in melee.

Where multiple units are involved try to split it into separate smaller melees

Roll 1d6 for each unit involved in melee and add any of the following factors if they apply.

SituationCavalryInfantryOther
Unit is heavy cavalry+2--
Unit is medium cavalry+1--
Unit is charging or counter charging+2+1-
Unit is irregular-1-1-1
Unit is attacked in flank-1-1-1
Unit is charging over an obstacle
(stream, fence etc.)
- 4- 2- 4
Unit is charging uphill-1-1-1
Unit is charging a building- 4- 2- 4
Unit is attacked in the rear or evading- 2- 2- 2
Unit is in open order or artillery- 2- 2- 2
Unit is charging a fortification- 6 - 3- 6
Per additional enemy base
in frontal contact
-1-1-1
Per flank overlapped-1-1-1
Two or more bases deep (except light troops)+ 1+1-

Compare the modified score for every unit in melee with the modified scores for all of those units involved in melee with it. If the unit has a lower score then it has lost its melee. If the difference is 2 or more the losing unit will rout immediately and lose 2 strength points(*). If the difference is 1 point then the losing unit will retire 3", loses 1 strength point, and becomes shaken. If the scores are equal then all units involved will retire 3".

(*) If the losing unit is attempting to charge a building or fortification, or where the defender is immediately behind an obstacle the losing unit does not rout but retires 6" and is shaken, but still loses 2 strength points.

Risk to Generals

If a general is with any unit that routs from melee throw 2d6
2 - 7 No effect.
8-9 Suffers a light wound and moves at 1/2 speed.
10 Captured.
11 -12 Dead.

In any other cases if the general is with any unit that suffers losses from melee throw 2d6
2 - 8 No effect.
9 -10 Suffers a light wound and moves at 1/2 speed.
11 -12 Dead.

If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed or captured all units in his chain of command within 18" are shaken.

Terrain

Buildings

Buildings should cover an area of 4" x 4" which is sufficient to give a scenic edge and hold 1 unit. Units occupying buildings have no flank or rear and each base can fire or melee out of any side of the building it is in contact with. Isolated farms and hamlets should be represented by a single building, Villages by two or three, and towns by four or more.

Woods and Forests

Woods are not consistent and should be made up of a mixture of areas of dense and open woodland, rough and open ground consistent with the area being fought in. Troops can be detected and fired at the following ranges in wooded areas:

TypeDense
Woods
Open
Woods
Open Order Foot2"6"
Others4"12"

Rough Ground & Swamps

This represents areas of either difficult movement or where difficulty may be experienced maintaining formation. Typical areas include fields of crops and rocky or uneven ground. Swamps are areas of rough ground which are impassable to mounted or wheeled units.

Rivers and Streams

For simplicity streams are 2" wide and rivers are 6" wide. Rivers cannot be crossed except by fords or bridges.

Hills

Hills are not defined by their height but by the difficulty of ascending them. Most hills should have gentle slopes but depending on the geography some will have steep or impassable slopes. Other terrain features can be combined with hills and their effects on movement should be combined. Dense woods on steep slopes should be considered impassable to all troops except light infantry and rifles.

Roads

These are considered the same as open ground unless the optional road movement is used. Roads on hills can have a different slope than that of the surrounding ground. Where roads cross streams or rivers there must be either a bridge or ford. Roads and bridges are 2" wide.

Engineering (Optional)

Engineers

A engineer unit comprises 4 open order infantry bases with pioneers (replace one of the pioneers with an engineer officer). It is supported by the engineering train with two wagons on double sized bases one carrying explosives and the other engineering tools. An option is a pontoon train with two pontoon wagons on double sized bases.

Engineering Tools

1 wagon holds enough tools for 1 close order infantry unit. This enables them to dismantle 1 strength point every move or construct 1 strength point of fieldwork every other move.

Explosive Charges

1 wagon can hold 6 charges. The sequence is as follows: Spend 1 movement phase laying the charge, move away on the next movement phase, then test for effect on the firing phase following moving away. For effect roll 2d6, if it is greater than the targets' defence strength points it is destroyed. If more than 1 charge is used it takes 1 extra move to lay each charge and use one extra d6 per additional charge to determine the effect. If any unit is within 3" roll 2d6 for effect as if firing. Increase the distance by 1 " for each additional charge used.

Bridge Building

It takes an engineer unit with a pontoon train 1 move to cross 2" of river. Building a bridge requires 1 strength point of building materials per 1 " and it takes 3 moves per 2" to assemble. If the engineer unit is under strength roll 1d6 per move, if the score exceeds its current strength then it does not carry out any work this move. Fast flowing rivers take 1 extra move per 2" to cross.

Defence Values of Buildings and Fortifications

As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point. If troops are in the buildings use the same dice score to determine the damage to the building ignoring the deduction for cover. To equate with cover 2-4 strength points = soft cover, 5-8 strength points = hard cover, 9 or more = fortified. Therefore as building are damaged the cover they provide is reduced.

Strength Points:
Wooden Bridge (per 4") 4
Stone Bridge (per 4") 6
Wooden Buildings (per 4" face) 6
Stone Buildings (per 4" face) 12
Timber fieldwork (per 4") 6
Earth and Timber Redoubt (per 4") 10


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