Old Dessauer

15mm Seven Years War
Miniatures Rules

By Wes Rogers

Introduction

These rules are meant to be used for Seven Years War games, set in Europe, played under "convention" conditions, that is, where the players have never seen the rules before, where there is a referee, where everyone is somewhat distracted and tired, and where the game must end in about 4 hours.

These rules are available in a 4-page PDF format (including a playsheet) from: http://www.angelfire.com/wa/rogerswhome. Drill down to them under the "Rules" link.

Game Scales: One figure represents 50 infantry or cavalry, or 5 gunners. One gun model represents two actual guns. One inch represents about 50 paces. The time scale is undefined.

Optional Rules

The rules are divided into basic and optional sections. In the charts which appear throughout the rules, the applicable optional rules have been embedded, for convenience. They appear in italics, and should be ignored unless that rule is being used. The optional rules in use must be declared at the start of the game.

Troop Types

Old Dessauer paints the Seven Years War era with a very broad brush, and includes only the most typical troop types. Troops may have one of three morale grades: Crack, regula , or poor. One grade must be assigned to each unit. All infantry in the basic rules are line troops who must operate in close order. There is an optional rule for light troops. Cavalry is rated as HgN, such as hussars, medium such as dragoons, or heavy, such as cuirassiers. Artillery: The rules use only field guns.

Stands and Mounting

A "stand" is three infantry figures, two cavalry figures, or one gun model plus up to 4 crew. Mount infantry at 3/8" frontage per figure, cavalry at 3/4", and guns at 1" per model (same basing as Warfare in the Age of Reason - why fight it?). Limber models are not needed, but may be used optionally-, they have no meaning in the game. You may take the term "stand" to mean simply "group of figures"; the rules do not depend on a particular physical grouping of the figures.

Units

Infantry and cavalry regiments are typically 12 figures. Gun batteries are usually 2-6 models.

Formations

Column: 1 stand wide.
Line: 2+ stands wide.
Square: A square, possible to infantry only.

Pre-Measuring

You may pre-measure distances at any time.

Turn Sequence

Each turn, a side will be either "active" or "passive". Trade active and passive roles each turn. Each turn:

    1)The active side rolls to rally eligible shaken units, then moves desired units, including charging units.
    2) The active side then does all shooting, and the passive side tests morale vs. shooting hits.
    3) Both sides then fight a round of combat and do pursuit moves, and the active side reforms eligible disordered units.

Steady Units

A unit is steady if in good order (not disordered) and in good morale.

Disordered Units

A unit becomes disordered:

    1) Due to poor terrain
    2) Due to maneuver
    3) If charging into/across an obstacle
    4) After one round of combat
    5) If a friend recoils through the unit.

A unit must stand for one active turn to reform from disorder. This is automatic.

Rallying Shaken Units

To rally from shaken status a unit must roll a die. Units in contact with the enemy may not-rally.

Test to Rally from Shaken (1 D6)

    Crack: 4-6
    Regular: 5-6
    Poor: 6
    No visible enemy units able to charge the unit: +2
    Attached general's leadership: +1 or +2
    Unit is out of command: -1

Shattered Units

A unit reduced to 1/4 strength is removed from play at the end of the turn.

Movement

Each turn, active units may be moved up to their movement allowance. Units in combat may not move, nor may squares. Passive units only move during the other side's turn if recoiling. Shaken units may not charge, but may move at half speed, and do normal evade moves.

Gun Movement: Manhandled guns move at line rate, limbered guns move at column rate. Once guns unlimber, they may not limber up again. In other respects, gun batteries maneuver like any other unit.

Square: Squares may not move.

Movement Table and Maneuver Summary

Zones of Control: A unit exerts a 1 " zone of control around itself. You may not move within 1" of an enemy unit unless charging that unit, or unless the unit you wish to bypass is in combat or being charged by another friendly unit.

Maneuver: To change formation and/or facing, rotate the front center stand of your unit to its new facing, then reform the other stands of the unit about it. A unit may change formation, than change facing 90 degrees or 180 degrees. Other possible maneuvers are to sidestep, oblique (forward only), or backstep; these are all done at half speed. A unit may form an "L" or conform itself to terrain features, such a unit may not move until it reforms into a normal line or column.

Moving Through Friends: You may move through a friendly unit at half speed. The other unit must stand still while you move through it. You may charge through a friend at half speed. If you end movement intermixed with a friend, both units are disordered.

Firing

To shoot, roll 1 D6 per front-rank stand. Guns firing at a dense target roll 2 dice per stand. An infantry stand needs at least 2 figures to be able to shoot. A gun stand needs 2 gunners to shoot. Cavalry may not shoot. Charging units may not shoot. Shaken units may not shoot. Measure the range from the front center of each firing stand to the nearest point of the target. The arc of fire is 45 degrees to either side of each firing figure's front center. Most units "stop" the fire of enemy weapons, there is no "carry-through". However, enemy guns do not block shooting, a unit may fire through the guns if it wants, hitting a rearward target instead.

Overhead Fire: Guns may shoot overhead if on a higher elevation than the blocking unit. If shooting over friends, measure the distance from the gun to the far side of the friend. The target must be this much farther away to be an eligible target. Enemy units on lower elevations never block fire in this manner. A dense target is a unit two or more stands deep, or enfiladed at 22.50 onto its flank. A unit may shoot through a 2" or wider gap between units. One stand per 2" gap may shoot.

Firing into a Combat: You may not shoot at a unit in combat unless the unit has a "hanging flank" of at least 6 foot, 4 cavalry, or 2 guns not touching the enemy.

Fire after Movement: Infantry may move half speed and fire at a penalty. Guns may not move and shoot.

Firing Results: If a target unit fails morale vs. firing, it becomes shaken. It must also make one recoil move per two hits it suffered, rounded down. It suffers one rout hit per recoil move made. For example, if a unit suffers 3 shooting hits and fails its test, it becomes shaken, makes one recoil move, and suffers 1 rout hit.

Example of Fire: An 11-figure disordered line infantry unit in line fires. The target is 3 inches away. The unit rolls 4 dice (1 die per 3-figure "stand", rounding up the final remainder of two figures), needing a basic 5-6 per die to score a hit. Since the unit is disordered, it suffers a -1 penalty, so it needs 6's to hit. The unit gets really lucky and scores 2 hits on the target, which is a battalion of crack grenadiers.

The grenadiers must now test vs. the fire. They need a basic 1-6 to pass, -2 for two hits, so they need a 3-6 to pass. They score a 1, and fail, so they must make 1 recoil move (2"), becoming shaken, and suffer 1 additional rout hit.

Charging: To charge, move your men to contact the target unit. The target of the charge need not be visible at the start of the turn. The final 2" of an infantry charge must be straight forward. The final 4" of a cavalry charge must be straight forward. There are no countercharge moves (nor any combat bonuses for charging). Gunners and shaken units may not charge.

Evading: Gunners may evade an enemy charge, at infantry charge line rate. They abandon their guns.

Combat: Fight one round of combat each turn. Units may not break off combat, nor may they change frontage or facing once they make contact: there is no "wrapping around" or "turning to face". Roll 1D6 per eligible infantry or cavalry stand. Roll 1 D6 per six gun crew figures. A stand must be above half strength to strike in combat.

Defensive Fire: A passive infantry or artillery unit is assumed to make a defensive fire to repel a charge. A defensive fire is represented by adding combat points for the unit, rather than performing actual fire. Shaken units, units in combat, or those under flank/rear attack get no defensive fire.

Eligible Stands in Combat: Each unit fights using all the stands in its first two ranks, regardless of width. If a unit is under attack by multiple enemies, the unit divides its dice as evenly as possible among all enemy units. If a unit is attacked on the flank or rear, it still uses its front-rank stands, but strikes at a penalty. If a unit has been placed into an "L" or similar formation, count the entire "L". A unit in square strikes with the side in contact plus the two adjacent sides. Squares have no flanks or rear. If a unit is striking at an enemy it is pursuing, it scores double hits in the combat. All hits against gun crews are tripled.

Flank/Rear Attacks: To count as a flank or rear attack, the charger must begin the turn at least partly behind the target unit's flank. The target unit suffers a penalty as long as it is under the flank attack. A unit may not strike to its flank or rear the first round of a combat, the enemy gets a free strike.

Combat Results: If a unit suffers more hits than it inflicts in a given round of combat, it has lost. There is no test. The unit becomes shaken. It must make 1 recoil move per excess hit suffered, losing one rout hit per recoil move. For example, if a unit inflicts 3 hits but suffers 4 hits, it has lost. It becomes shaken at once. It makes 1 recoil move and suffers 1 rout hit.

Combat Points and Modifiers to Combat Points

    Heavy cavalry: 4
    Medium cavalry: 3
    Light cavalry: 2
    Infantry: 2
    Gunners: 0
    Each morale grade above the enemy: +1
    Steady inf. def. Fire (poor/regular/crack):+2/+3/+4
    Steady atty. def. Fire (poor/regular/crack):+1/+2/+3
    All disordered def. fire (poor/regular/crack):+0/+1/+2
    Grenadiers, 1 st round of combat: +1
    Vs.cover: -1
    Disordered: -1
    Under flank/rear attack: -2
    Shaken: -2
    Cavalry vs. a square: -3

No Defensive Fire If...
Shaken, in a continuing combat, under flank/rear attack

Scores to Hit in Combat
Pursuing / Striking at gun crews: 2X hits / 3X hits
At advantage / Even / At disadvantage: 4-6 15-6 / 6

Combat Results

Make 1 recoil move per excess hit suffered, shaken. Enemy may pursue in most cases (see rules).
Attached general's leadership: Ignore 1 or 2 hits
Rout Hits: 1 rout hit per recoil move.

Variable Defensive Fire Points
Infantry (poor/regular/crack): 1D6-3/1D6-2/1D6-1
Artillery (poor/regular/crack): 1D6-4/1D6-3/1D6-2

Variable Scores to Hit in Combat
Beat Enemy ByHigher Hits OnLower Hits On
0 points (even fight) 5-65-6
1 point4-65-6
2 points3-66
3 or more points2-66

Recoil Moves: When a unit loses a round of combat, or fails a shooting test, it must recoil. A unit retreats 2" per recoil move, facing the enemy, shaken. It recoils along a line directly away from the cause of the failure, within a 450 angle to either side of that line. It needs a 2" gap to recoil between enemy units, or it is eliminated. It needs a 1" gap to recoil between friendly units, or the friendly units are disordered. A unit may recoil farther than required, up to 18" maximum.

Rout Hits: When a unit is forced to recoil, it suffers extra hits, representing the effects of confusion and fatigue, known as "rout hits". A unit suffers 1 rout hit per recoil move it must make.

Pursuit Moves: If your unit is in combat, and all of its enemies recoil, you may choose to pursue one of the recoiling units. You may pursue more than one if you don't need to break your unit apart. You may pursue as far as the enemy recoils. Another round of combat is fought next turn. If the enemy recoiled through a friend, or through a gap between friends that was less than half the width of the pursuing unit, the pursuing unit charges into the new target(s), and a normal combat round is fought the same turn, with all parties disordered. If you were fighting several enemies, you must pursue the one you rolled the most dice against. Some units do not pursue: Gunners and shaken units never pursue. Infantry never pursues cavalry. Heavy or medium cavalry never pursue light cavalry. If a unit is shattered as a result of its rout hits, you may choose to pursue to the point where it shatters.

Example of Combat: A unit of 8 crack Prussian cuirassiers (4 stands) charges frontally into a steady unit of 18 Austrian regular musketeers (6 stands). The cuirassiers are heavy cavalry, so they get a basic 4 combat points, plus 1 for being 1 grade above the enemy, for 5 total. The Austrians get a basic 2 combat points, plus 3 for steady regular defensive fire = 5 points, so this is an even combat. Each side needs a 5-6 to hit. The cavalry rolls 4 dice, scoring 2 hits. The infantry rolls 6 dice, but only scores 1 hit, so they have lost. They automatically become shaken and make 1 recoil move, suffering 1 additional rout hit. The cavalry may elect to follow up with a pursuit move. On the next combat round, they will have advantage, and will score double hits against the infantry.

Terrain Effects

Woods Only infantry may enter, moving at half speed, disordered. er vs. shooting but not combat. Visibility 4". Troops seen at 4" unless they fire, then seen normally.

Steep slope, All troops move at half speed and are disordered. Infantry or guns on

Rough hills may claim cover vs. cavalry.

Streams, Usually cost double distance to cross and disorder chargers. Cover Obstacles effects vary.

Town Treat as cover. Only infantry may attack or enter towns. Troops inside

Blocks may fire out any side with up to half the garrison size. All troops inside may fight. Attackers may attack each side with up to 1.5X the garrison size, count all stands, not just the front ranks. Typical garrison size is 12 figures. Typical block size is 3" X 5".

Roads A column spending its entire turn on a road moves at 2X speed, but may not charge. Optional Rules

Generals:

To enhance player "identification" with their troops, you may include generals in your battles. Generals represent brigadiers. There were no "divisions" or "corps" in Eighteenth Century armies. All generals therefore act the same. Generals move 14" per turn.

Leadership: Give each general a leadership rating of +0, +1, or +2. You may roll a die: 1-2 = +0, 3-5 = +1, 6 = +2. If the general is attached to a unit, add this value to the unit's performance, as shown on the playsheet.

Attaching and Detaching: A general may only be attached to one unit at a time. Generals attach and detach during active movement.

Command Radius: You may also give a general a command radius (CR) to simulate the effects of command control. A typical radius would be 4", but could be larger or smaller depending on the general's energy and skill. Units outside of CR must roll a 4-6 to charge or change formation/facing. Wheeling is still allowed for such "out of command" units. A unit out of command also suffers penalties as shown on the playsheet.

Danger to Generals: Generals may be killed in combat. If a unit with an attached general suffers two or more hits from firing or combat, roll a die: On a "I'the general is eliminated.

Movement and Drill: To simulate better drill among crack units, and worse drill among poor units, let crack troops move 2" faster, and poor troops move 2" slower (unless recoiling). This does not affect skirmishers.

Light Infantry: These are Pandours, Grenzers, freicorps infantry, etc. They are assumed to be low-quality troops really only good in broken terrain, who habitually use skirmishing tactics. Most light troops are poor morale, but some, such as schotzen or j5ger, may be rated as regular.

Movement: Light infantry always skirmish, at 2X normal frontage per figure. Each stand moves freely and independently, at 4" rate per turn. They move the same in all terrain types, and pay no terrain penalties. A skirmishing stand may never move more than 4" from the command stand of its unit.

Evading: Skirmishers may fall back freely in front of advancing or charging line infantry, staying 1" away. They may also fall back freely in front of cavalry if in woods or rough ground. These fallbacks do not count against their movement next turn. To evade enemy cavalry in the open, the skirmishers must roll a 4-6, or they are caught surprised, overrun, and eliminated when the cavalry moves over them. The cavalry need not be charging. Skirmishers may not approach within 1" of formed troops. Skirmishers may move freely through friends, and vice versa. Skirmishers do not cause disorder when they recoil through friends.

Firing: Skirmishers issue normal fire. Skirmishers suffer no penalty for "disordered" when they shoot.

As Targets of Fire: Skirmishing troops may always claim cover vs. fire, even if in the open.

Screening from Fire: Skirmishers "block" small arms fire, but not artillery fire. Guns may choose to shoot through them to hit a rearward target.

In Combat: Skirmishing infantry may never charge at formed troops, or at artillery, but fight enemy mishers normally. Normally, if they are contacted by formed troops, each stand contacted is simply eliminated. Skirmishers get no defensive fire.

If in Town Blocks: Skirmishers in town blocks and some types of cover may be treated as line infantry, not skirmishers, while inside.

If in broken terrain: You may allow skirmishers to defend against (but not charge) formed troops if in woods or rough ground-, in this case, treat the skirmishers as disordered infantry who get no defensive fire.

Voluntary Fallback: If a unit has a general within 2", you may choose to pull it back out of danger instead of making a normal move. This is called a voluntary fallback. You may pull the unit back as far as you like, using the same rules as if making a normal recoil move, however, each "segment" of the fallback is 6", not 2". The unit becomes shaken, and suffers one rout hit per segment (or part thereof) past the first. You may not do a voluntary fallback out of combat.

Regimental Guns: These represent 2-gun sections of 3# guns, directly attached to infantry regiments. A regt. gun has a parent unit, and must always touch the parent. A regt. gun has a 2-figure crew. This means one hit will remove it from play. It has a 4" range and hits on a 4-6. Regt. guns may manhandle 4" per turn. One enemy stand per unit may target the gun during shooting. They take no part in combat, nor can they be hit in combat. They can only be destroyed by shooting, Regimental guns may shift freely from spot to spot within their parent unit during movement, but may not fire that turn.

Variable Defensive Fires: Instead of set combat points for defensive fires, roll a die to get variability: Crack: 1 D6-1. Regular: 1 D6-2. Poor: 1 D6-3. Guns: -1 on the die score

Variable Chance to Hit in Combat: Instead of a set "advantage-even-disadvantage" chance to hit, use the variable chances to hit shown on the playsheet. The chance to hit the enemy goes up or down depending on the point difference between the stands involved.


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