And Gentlemen All
Version 2.5

Rules for the English Civil War

by David J. Black

1 INTRODUCTION

And Gentlemen All (AGA) is a set of simple rules for portraying the larger battles of the English Civil War. Command and control is incorporated into the movement, combat, and morale mechanics of the game.

2 GAME SCALES & EQUIPMENT

TIME SCALE: 1 game turn = approximately 15-30 minutes.
GROUND SCALE: 1 inch = 50 yards (2 inches = 50 yards for 25mm figures)
FIGURE SCALES: 1 stand of infantry is approximately 150-350 men. 1 stand of cavalry is approximately 100-250 men. 1 stand of artillery is approximately 2-4 pieces.
DICE: The game requires the use of ordinary six-sided dice (referred to as d6 in the rules).
ACTION PHASE CARDS: Each opposing side will need a set of Action Phase Cards comprising one each of the following: FIRE, MOVE/MELEE, RALLY, and PASS. These can be made from appropriately marked index cards, or regular playing cards can be used (King = Fire; Queen = Move/Melee; Jack = Rally; Ace = Pass).

While stands should all be of the same frontage, figures can be mounted in any manner desired in terms of stand depth, figure scale, and number of figures per stand. The rules have primarily been written with 15mm and smaller figures in mind. I use a standard 40mm x 20mm base for infantry stands, 40mm x 30mm bases for cavalry, and 40mm x 40mm bases for artillery stands. If using 25mm figures use the measurements in parentheses.

3 ORGANIZATION

Infantry is organised into regiments of 3 stands: 2 of musket and 1 of pike. Horse is organised into regiments of 2 stands each. Dragoons must be depicted as mounted and dismounted, each version of 2 stands each. Artillery is organised into units of 2 stands each, and while limbers are visually attractive, they are not required. All units are rated for their Fire Value and Melee Value based upon their unit type. In addition, all units are graded into three categories: Green, Regular, and Veteran. Artillery units may only be Green (the norm) or Regular, never Veteran. In general, the vast majority of units will be either green or regular.

A player's units should be entered onto the provided roster. The boxes for fire value and melee value should reflect the unit's final values after adjustment by its unit type and troop rating modifiers. The roster then serves as a handy aide-memoire for game play.

In the rules the term foot applies to all infantry units and dismounted dragoons. The term horse applies to all horse (which also includes cuirassiers), lancers, and mounted dragoons. The term artillery applies to light and heavy artillery.

Armies were normally organised into three or four commands: one centre, two wings, and (possibly) a reserve. The centre was usually the infantry and the wings comprised the horse plus any dragoons (or detached musketeers).

4 GAME TURN SEQUENCE

Each game turn is divided into discrete portions called "phases." These phases regulate the flow of the game and dictate the actions that players can perform during each game turn. The turn structure is divided into the following phases: An Initiative Phase and Action Phases 1 through 4.

Initiative Phase: Every game turn each player rolls 2d6 and subtracts one for each of his units that has been eliminated or is currently routed, the modified high scorer is Player A for this game turn. If necessary, re-roll all ties.

Action Phase 1: Each player secretly selects one action phase card (Fire, Move/Melee, Rally, or Pass) and places it face down on the playing surface. Players then reveal their card selection simultaneously. Player A then decides which player will perform his action card first. The player currently performing his action phase card is termed the phasing player and his opponent the non-phasing player.

Action Phases 2-4: As action phase 1.

5 USING THE ACTION PHASE CARDS

The action phase cards determine what actions a player's units can perform during a given game turn. At the beginning of every action phase, each player secretly selects an action phase card that has not been used during this game turn, and places it face down on the game table. Players then simultaneously reveal their respective selections. Player A then decides which player will perform his action phase card first. An action phase card may only be used once per game turn.

However, on any action phase in which both players play a PASS card, that game turn immediately ends . No other action phases are played out for that game turn, proceed to the next initiative phase. The cards and the actions permitted to be performed when played are listed below.

    PASS:
    The player's units perform no actions during this action phase.

    MOVE/MELEE:
    The player's units may move, and, if they start or end the action phase in contact with opposing units, conduct melee attacks. Units may change formation. Dragoons may mount or dismount. Units locked in melee may attempt a break-off move. Routed units make compulsory moves.

    FIRE:
    The player's units may fire at eligible enemy targets. Units locked in melee with enemy units may not fire.

    RALLY:
    The player may attempt to rally routed units. If a player has no units to rally, then his units perform no actions this action phase. A unit may only make one rally attempt per game turn.

6 MOVEMENT

Units which begin the phase in contact with enemy units may perform a break-off move if eligible (see below).

Formations: There are only two formations for all unit types: Deployed and March Column. Deployed infantry is depicted by placing one stand of pike flanked on either side by one stand of muskets. Optionally, musket heavy foot may be depicted with 3 stands of muskets and pike heavy foot may have an additional pike stand placed behind the first. Deployed horse, dragoon, and artillery units have their stands placed next to each other in a line 2 stands wide. Units in march column have the stands of the unit placed one after another in a column.

Units may change formation on a Move/Melee card. Artillery may not move if changing formation, but may freely change their facing as a result of the formation change. Foot and horse units may move a maximum of 1/2 their deployed basic movement rate either before or after changing formation (but no manoeuvres are then allowed). Dragoons may mount or dismount which counts as a formation change.

BASIC MOVEMENT RATES
Unit TypeDeployedMarch
Column
Foot6 (9)12(18)
Horse9 (14)18 (28)
Light Artillery2 (3)12 (18)
Heavy ArtilleryNA12 (18)

Difficult Terrain: Difficult terrain should be defined at the start of each scenario, and may include woods, streams, hedges, fields, built-up areas (villages and towns), marsh, steep slopes, etc. Movement through difficult terrain is at half speed (i.e. it takes 2" worth of the unit's movement allowance to move 1" forward) unless the unit is in march column on a road. Horse may not move through a built-up area or woods in deployed formation.

Manoeuvres: All units in march column may freely wheel or turn up to 90° with no movement reduction. Deployed foot may wheel once up to 45° and move 1/2 of their basic movement rate. Deployed foot may turn 90°, but may then not move. Deployed foot may drift up to 1" (2") left or right when moving forward without changing facing. A unit may not change formation and manoeuvre.

Deployed horse may make one free wheel up to 45° at no cost to their movement allowance. Deployed horse may turn up to 90° and then move 1/2 of their basic movement rate. Deployed horse may drift up to 1" (2") left or right when moving forward without changing facing.

Deployed heavy artillery may not move. Deployed light artillery may turn up to 45°, but may not then move.

Moving through other units: No unit may ever move through a friendly or enemy unit. Units must either move around friendly units or halt upon contact.

Break-Off Moves: Horse may break-off from any enemy unit in frontal contact. Foot may break-off from enemy foot and artillery in frontal contact. Foot may not break-off from horse in contact. Artillery may never break-off from units in contact with it. A unit may not move into contact with the same or another enemy unit as a result of a break-off move. A unit may not change formation when performing a break-off move. A unit which breaks-off moves straight back equal to its normal movement rate (modified for terrain) unless forced to halt due to other units or an impassable terrain feature. It ends the move with its original facing and formation.

Rout Moves: A unit which routs turns its back to the enemy and moves directly away one full move using its deployed basic movement rate. Dragoons that rout use their mounted movement rate. Routed units move towards their army's starting table-edge each time the owning player uses a Move/Melee Card until the unit is rallied or routs off the table (and is then considered destroyed). A unit takes one shock point for each rout move it makes. Routed units have no formation and can freely manoeuvre around other units and between units as long as there is at least a 1 inch gap. If no gap exists and a friendly unit is contacted that unit also routs. If no gap exists and an enemy unit is contacted the routed unit is destroyed.

Pursuit Moves: Any foot or horse unit whose melee opponent routs or falls back as a result of a morale test may make a pursuit move. Infantry may always choose to pursue or not to pursue. Horse must take a pursuit check if they choose not to pursue. Parliamentarian horse will pursue on a roll of 6 on a d6. Royalist horse will pursue on a roll of 4-6 on a d6. A unit which takes a pursuit check and fails takes one shock point, but does not have to test morale for doing so.

Pursuit moves are made immediately after the routing or falling back unit moves. A pursuit move is made at the basic movement rate of the current formation the unit is in. A unit which involuntarily pursues an opponent continues doing so until contact is broken, the pursued unit is destroyed, or it follows the pursued unit off the table. Units which pursue off-table are lost for the remainder of the battle.

7 FIRE COMBAT

Units may fire at enemy targets in range, clear line of sight, and within a 45° arc of their front. Artillery may only fire when in deployed formation.

FIRE COMBAT TABLE
Unit TypePoint BlankEffectiveLong
Foot0-1 (0-2) 1-4 (2-8)4-6 (8-12)
Horse0-1 (0-2)1-2 (2-4)2-3 (4-6)
Light Artillery0-2 (0-4)2-8 (4-16)8-16 (16-32)
Heav Artillery0-2 (0-4)2-12 (4-24)12-24 (24-48)

The firing player rolls 1d6, adding or subtracting any applicable situational modifiers to his die roll. The target player rolls 1d6, adding his unit's Troop Rating modifier and any applicable situational modifiers. A roll may only be adjusted downward to a score of 1, there is no upper limit. Rolls are then compared. If the target scores equal to, or more than, the firer there is no effect. If the firing player scores more, each point in the difference in scores is the number of shock points (SPs) inflicted to the target. If any SPs are inflicted the target must take a morale test at the end of the current action phase.

    Situational Modifiers (add all that apply)

    Firer's Die Roll Modifiers
    +2 Firing into Target's Flank
    -1 Target is Dismounted Dragoons
    -1 Target is Cuirassier Horse
    +1 Point Blank Range
    -2 Long Range
    -3 Firer in March Column
    +2 Target in March Column
    +/- Unit Type
    +/- Troop Rating

    Target's Die Roll Modifier
    +0 Green
    +1 Regular or Veteran
    +2 In Light Cover (woods, hedges)
    +3 In Medium Cover (buildings, stone walls)
    +4 In Heavy Cover (earthwork, fortification)

Example: A unit of regular (+1) balanced foot (+0) fires at a unit of regular (+1) pike heavy foot at effective range (+0). The firer scores a 5 + 1 = 6. The target scores a 3 + 1 = 4. The target suffers 2 shock points.

8 MELEE COMBAT

Units in contact with enemy to their front may conduct melee combat on a Move/Melee card. A unit which moves into contact and then performs melee is assumed to have charged. A unit may only attack one enemy unit (of its choice) it is in contact with, but suffers a negative modifier for being in contact with more than one enemy unit. A unit may be attacked by any number of enemy units in contact with, and eligible, to attack it. Such a defending unit suffers a negative modifier to each defense roll it makes that phase.

Each player rolls 1d6, adding or subtracting any situational modifiers that apply to their unit to the die roll. A roll may only be adjusted downward to a score of 1, there is no upper limit. The modified scores are then compared. If the attacker scores more, each point in the difference in scores is the number of shock points inflicted to the defender. If the defender scores more, each point in the difference in scores is the number of shock points inflicted to the attacker. The losing unit must take a morale test at the end of the current action phase.

If the scores are equal there is no effect and the two units remain in contact (locked in melee). Units may then make break-off moves if eligible or melee upon the use of the Move/Melee card in subsequent action phases.

    Situational Modifiers (add all that apply)

    Attacker's Die Roll Modifiers
    +2 Horse charging or pursuing (but not if frontally charging foot)
    +1 Foot charging/pursuing enemy foot or artillery
    -2 In contact with more than one foot or horse unit
    -4 Contacted in Flank'
    -3 Contacted in Rear
    -4 In March Column
    -2 Horse frontally charging foot
    -1 Fighting Cuirassier Horse
    +/- Unit Type
    +/- Troop Rating

    Defender's Die Roll Modifiers
    +2 Foot defending obstacle/barrier (walls, hedges, ditch, in woods)
    +3 Foot defending earthwork, fortification,or built-up area
    -2 In contact with more than one enemy foot or horse unit
    -4 Contacted in Flank
    -3 Contacted in Rear
    -4 In March Column
    -4 Routed
    -1 Fighting Cuirassier Horse
    +/- Unit Type
    +/- Troop Rating

A unit contacted in Flank and Rear applies the negative modifier for Flank contact only (but also applies the additional modifier for being in contact with more than one enemy unit and any other applicable modifiers).

Example: A veteran (+2) balanced foot unit (+0) charges (+1) a regular (+1) musket heavy foot unit (-1). The attacker scores a 4 + 2 + 1 = 7. The defender scores a 6 + 1 - 1 = 6. The defending unit suffers I shock point.

9 MORALE

Morale Tests: Any unit taking shock points (SPs) from fire combat or melee combat during a phase must take a morale test. Tests are made for all units (phasing and non-phasing player) required to do so at the end of the current player's action phase. The player taking the test rolls 1d6 and adds the total number of shock points suffered so far by the unit during the game, plus or minus the troop rating modifier and any situational modifiers. Any results are immediately applied to the unit. Unit's which pursue do so immediately as well.

    MORALE TABLE
    Score Result
    6 or less OK
    7-10 Halt
    11-13 Fall Back
    14-15 Rout
    16 or more Destroyed

Situational Modifiers (add all that apply)
-2 Foot in earthworks or fortifications
+3 Enemy foot or horse behind flank and within 4" (6")
+2 Army demoralised
+/- Troop Rating

Example: A regular (-1) unit with 4 shock points tests morale. The player rolls a 5 + 4 - I = 8. The unit suffers a halt result and may not move or initiate melee on the owning player's next Move/Melee Card.

    OK: The unit functions normally.

    Halt: The unit may not move or initiate melee on the player's next Move/Melee Card.

    Fall Back: The unit is immediately moved back one full move (modified by terrain), retaining its original facing and orientation. If a friendly unit is contacted during the fall back that unit must fall back as well. The distance for the 2nd unit's fall back being the amount required for the 151 unit to satisfy falling back one full move. Enemy foot or horse in contact may pursue.

    Rout: The unit breaks and runs. Enemy foot or horse in contact may pursue. Artillery that routs is automatically destroyed. A unit takes an additional SP for each rout move it makes.

    Destroyed: The unit is removed from play.

Rallying Routed Units: To rally a routed foot or horse unit the owning player rolls 2d6 and adds or subtracts the unit's troop rating modifier for morale tests. If the modified score is 6 or less the unit rallies. A rallied unit may be placed in any formation and facing desired. A rallied unit retains any SPs that have been inflicted on it. A routed unit in contact with an enemy unit may not be rallied.

10 ARMY MORALE

Each force will have an army morale number equal to two thirds of the total number of foot and horse/dragoon regiments in the army. Artillery does not count and dragoons should only be counted once. Each time a foot or horse unit (but not artillery) routs or is destroyed counts as a loss. Note that it is possible for a unit to rout, rally, and be routed again, and therefore count as two (or more) losses. Once an army has sustained El losses (rounding up any fractions) from its starting morale number it is considered demoralised.

Example: A player's army consists of 20 foot regiments and 10 horse/dragoon regiments. The player's army morale number will be 20 (20 + 10 = 30, El of 30 = 20) and once it sustains 7 losses (0 of 20) the army will be demoralised.

Any unit in a demoralised army must take a morale test (with all normal modifiers) if it tries to move towards the enemy or move into contact with enemy units. Results of these tests are immediately applied. Firing does not require a test. At some point a player will have no choice but to try and extricate his forces from the battle to avoid complete destruction (especially if the game is part of a campaign). Once an army sustains 1/2 losses from its morale number it is considered shattered and all units flee from the field in panic.

Alternatively, players may calculate the morale number for each command, and the effects of losses and demoralisation is then applied separately to each command. However, once an army as a whole sustains '/2 losses from the combined command morale numbers it is still shattered and all units flee the battlefield.

11 DESIGNER'S NOTES

And Gentlemen All was designed to be a relatively simple and quick playing set of rules for recreating the larger battles of the English Civil War. The rules are based upon the premise that once armies were deployed for battle it was difficult for a commander to effect major changes to that deployment. So, units in march column are easy to move and manoeuvre, but vulnerable if attacked. Conversely, deployed units are more difficult to move, but are ready for battle.

The Action Phase Cards are there because I have come to loathe fixed game turn sequences. It also represents the effects of command and control as generals/commanders rush to some point to try and rally a faltering line or direct a particular portion of the battle at a critical moment. It also adds an element of the fog of war as one is never quite sure what card your opponent will play. The turn ending on two Pass cards represents those moments in battle where there is a temporary lull in the fighting as both sides wait for the other to do something.

The use of shock points, instead of stand removal, represents physical casualties, disorder of formation, emotional/mental stress, battle confusion, and the cumulative effects of fatigue. It also allows historical events to happen, such as a green, untried, unit holding firm or dissolving at the first volley. Overall, it shows the degradation of a unit's combat effectiveness over time as a result of casualties and combat fatigue. Victors in melee take no casualties, it being assumed that their morale from the victory has risen enough to offset the short-term effects of any casualties from the melee. Also, most casualties in melee were inflicted once one side broke and ran. Contemporary accounts often note the low casualties suffered by victors of a melee.

The army morale numbers can give a low threshold for demoralization. I think this is historically justified given the relatively low casualty rates for ECW battles. If you disagree, simply increase the number until you are satisfied.

If using 25mm figures, you will notice that the movement rates are at a 1.5 scale increase and not double the 15mm rates. This is by design and to allow for a little more manoeuvre on a standard sized table.

© David J. Black


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