Miniatures Rules

John Company

The Conquest Of India, 1750-1860

By Chris Ferree & Patrick R. Wilson
© Chris Ferree & Patrick R. Wilson
Part 3



These are long and very detailed rules, and have divided up into parts for ease of retrieval.--RL

Sequence Of Play

  1. Determine Number Of Orders--Draw one card from the Orders Deck for each General Officer stand. Beside the Officer's Generalship read the number of Orders he may give. Artillery Batteries are always Under Command. In Turn 1, all Units in both Armies have Orders so no cards are drawn.
  2. Place Order Counters--Players choose their Order counters, and place them face down behind Units.
  3. Declare Charges, Pursuits And Aim Guns--AII Units which have placed Charge or Pursue counters now reveal them and indicate their Targets. Defending Artillery Units must aim their guns (up to 30 degrees left or right) now or continue to aim as before. Aiming Guns over 30 degrees requires a Prolong or Prolong And Fire Order.
  4. Initiate Charges And Pursuits
    1. The Charging or Pursuing unit makes its Reaction test. If the test is passed proceed to step B. If the test is failed, follow the results of the test.
    2. Move each Charging Unit its full normal distance OR to a distance from the Enemy equal to the Charge Bonus which ever is shorter. Any direction changes must be made during this initial move.
    3. The Target rnay change his Orders, placing a new counter down for his Unit. If so, subtract "2" from its Reaction test (this includes Ordering a "Counter Charge").
    4. After all Charges have been launched, proceed to Step 5.
  5. Draw From The Unit Movement Deck--Turn up the top card. The Unit indicated reveals its Orders and attempts to carry them out as follows:
    1. Determine Events if necessary.
    2. Make Reaction test for the Unit.
    3. Carry out Unit Orders as determined by the Reaction test. All Movement, Musketry or Artillery Fire by the Unit is calculated now.
    4. When the Unit Movement Card for a Charging or Pursuing Unit (or its Target Unit) is drawn, then the Confrontation between the units is resolved.
    5. If the Unit was involved in a Confrontation prior to its card being drawn, it has made its move l;or this Turn, so draw the next Unit Movement Card.
    6. If the Unit has made a Mandatory Move prior to its card being drawn, and the Unit is eligible to Rally, now is the time to make the attempt. Otherwise, it has made its move for this Turn, so draw the next Unit Movement Card.
    7. Continue to draw Unit Movement Cards until all Units and General Officers have moved, held, or performed their actions, then shuffle the Movement Card Deck and return to Step 1.

Definitions Of Unit Orders

Following is the list of Orders permitted in the Basic Game, with definitions. All Orders. belong to one of four Types: Defensive, Advancing, Retiring, or Charging. The order type determines which row on the Reaction Table will be used for the Reaction Test.

Not all Orders may be performed by all troop types. The troop types that can use a specific order are listed with the order. If no troop types are listed, then all troop types can use the order.

Defensive Orders

    1. Hold--The Unit remains stationary in its current Formation. It may Fire at a Target to its front. Artillery Units may change facing up to 30 degrees during Step 3 of the Play Sequence and still Fire at targets within its 60 degrees arc on its new facing.
    2. Form Square--(Note: Regular Infantry Only) Squares are Close Order formations and use both the Reaction test Positive Modifier's #3 and #6. British Squares cannot move without new Orders to change Formation. Squares automatically have Defend Orders until they receive new Orders and change Formation.
    3. Unlimber & Fire--(Note: Horse/Field Artillery And Zambureks Only) The Battery does not move, but may Fire this Turn at any target within 30 degrees of its original facing. (Note: Like Infantry, Zambureks may only fire at 90 degrees to their side facing the Enemy.)
    4. Support-- The Unit so ordered will position itself at a distance from between one full and one half normal Move from the front rank behind and within 3" of the flank of the Unit to be Supported. The Supporting Unit(s) will move with the Supported Unit when it moves. If the Supporting unit is more than a normal Move behind the Supported unit at the end of the Turn, the Support Order is broken and the Unit will need to be given a new Order for the next turn.

    A Cavalry Unit (which has not already moved in the current turn) with Support Orders may Counter Charge an Enemy which is Charging the Supported Unit. It does so with a -2 to its Reaction Test for the Charge. If the Supported Unit is "Retiring" as a result of an Reaction Test, and there is an Enemy Unit within the Supporting Cavalry's Charge range, the Cavalry may Charge that Enemy. Supporting Cavalry Units have the option to advance and occupy the area vacated by the Supported Unit without Charging. If the Supporting Unit is Infantry, it may only Charge or Counter Charge other Infantry. Supporting Infantry may advance and occupy the area vacated by the Supported Unit without Charging. Supporting Artillery must use its "Prolonge" or "Prolonge & Fire" Movement Rate. Any Supporting Unit being Charged must either Counter Charge or adopt Defend Orders for that Turn. If a Supporting Unit does not move more than half its Movement Rate, it may Fire. Support Order Counters may remain in front of the Unit when new Counters are placed for the next Turn. Blank Counters (or none at all) mean the Support Order continues.

Advancing Orders

    5. Forward March--The Unit will advance within a 30 degrees arc of straight ahead. The Unit must move at least half of its Move Distance or to an indicated Terrain Feature (wall, building, tree line, etc.). The Unit cannot approach closer than 2" to an enemy Unit.
    6. Form Line-- (Any Regular Infantry or Regular Cavalry) The Unit forms line in Single rank of Stands, all adjacent stands touching, facing within 30 degrees of straight ahead. No other Movement or Fire is permitted.
    7. Form Column-- (Any Regular Infantry or Regular Cavalry) The Unit forms a column of stands, one or more wide, all adjacent stands touching, facing within 30 degrees of straight ahead. No other Movement or Fire is permitted.
    8. Form Skirmishers--(Note: Specified Units Only) The Unit forms a one or two stands deep line with four stands widths and depths between each. Fire is permitted at the end of the Turn. (See Skirmish rules, page 51)
    9. Form Open Order Line-- The Unit forms a one rank deep line with a stand's width between each stand. No other Movement or Fire allowed.
    10. Form Open Order Column-- As for Form Column, but with a stand's gap between Files and between Ranks.
    11. Deploy Right--Regular Units may Wheel by pivoting on the right end stand and swinging the left end stand in an arc to the right up to its full Move. Regular Units only may also Right Oblique at 30 degrees to 45 degrees, or they may Flank March directly 90 degrees right. A Flank March expends two inches for each inch moved, but the Unit may end the Turn facing in either direction. If a Unit moves 1/4 or less of its Movement Rate, it may still Fire. Irregular Units can only wheel. All Units Deploying Right must move at least 3"(actual distance) or 1/4 of its Normal Movement (whichever is less), or to an indicated Terrain Feature (wall building, tree line, etc.). The Unit cannot approach closer than 3" to an enemy Unit.
    12. Deploy Left--As for Deploy Right, above, But to the Left.
    13. Prolonge--(Note: Horse/Field Artillery Only) The Battery moves at its "Prolonge" rate and may change facing up to 90 degrees from straight ahead, but may not Fire.
    14. Prolonge & Fire--(Note: Horse/Field Artillery Only)_As for Prolonge, above, except the Battery moves at "Prolonge & Fire" Rate and may then Fire up to 30 degrees left or right of its facing.
    15. Advance & Fire--(Note: Infantry Only) The Unit must move within a 30 degrees arc of straight ahead, at least 3" (or to indicated Terrain Feature), or not closer than 3" from the Enemy, but not more than half its Normal Movement Rate, and Fire this Turn. Fire may be given before or after the move.
    16. Limber & Advance--(Note: Horse/Field Artillery And Zambureks ) The Battery moves half or less of its Movement Distance and may change facing up to 90 degrees from straight ahead. The battery is placed in the Limbered formation at the end of its move. No Fire is permitted.

Retire Orders

    17. Limber & Retire--(Note: Horse/Field Artillery And Zambureks Only) -The Unit will About Face and move up to 1/2 of its Movement Distance within 90 degrees, left or right, of straight back. The battery is placed in the Limbered formation at the end of its move. No Fire is permitted.
    18. To The Rear, March--The Unit will About Face and move up to 3/4 of its Movement Distance within 90 degrees, left or right, of straight back. Any direction change, after the about face, greater than 30 degrees must be done by Wheeling. The Unit may move up to half its Movement Distance and About Face again, looking back at the Enemy. In any event, the Unit may not Fire.
    19. Fire & Retire--(Any Infantry or Cavalry) -The Unit Fires and then moves away from its Target 1/4 of its Normal Movement Rate and stops, facing the Enemy. Or, the Unit may move up to half its Normal Movement Rate and stop with backs to the Enemy.

Attack Orders

    20. Charge--(Note: Forbidden To All Artillery And Zambureks) The Unit Moves its full normal distance OR to a distance from the Enemy equal to its Charge Bonus which ever is shorter. Any change in facing must be done in this part of the move. At this point the Attacker makes its Reaction test. This is done in step 2 of the Sequence Of Play. In step 4 of The Sequence Of Play, when either the charging units or the target units Movement Card is drawn, the Attacker then moves his Charge Bonus distance in a straight line until contact is made. The Confrontation is resolved at this time.
    Cavalry which is Charged may Counter Charge, but with the -2 modifier "Changing Orders" applied to its Reaction test. Infantry cannot Counter Charge Cavalry.
    21. Pursue--(Note: Forbidden To All Artillery And Zambureks) The Unit follows an Enemy who has suffered a Fall Back, Forced Back, or Rout as a result of Confrontation/Close Combat. The Unit uses its Normal Movement Rate and Charge Bonus. If the pursuing unit is able to catch the retiring unit a Confrontation will occur. If the retiring unit Fell Back, resolve the confrontation normally, if the fleeing unit suffered a Forced Back or Rout roll l Dice and remove that many stands from the fleeing unit.

MOVEMENT

The Movement Card Deck

Movement in battle is neither simultaneous or straight "move-counter move". There is insufficient time and control in combat to guarantee that Troops will move exactly when (not to mention where and how) you might wish them to. Therefore, in order to provide the necessary uncertainty by simple means, the Unit Movement Deck is provided.

The Unit Deck determines which Battalion, Regiment, Battery or General Officer will reveal and perform its Orders in the next Step. In this way, a British Infantry Battalion may move, then a Native Cavalry Regiment, and then a Sepoy Battalion, and so on. When a Unit's card is drawn, follow the normal Sequence Of Play (above) for it and all subsequent Units.

Movement Rate Tables
British Movement Table
Troop TypeLineColumn Skirmish
Order
Square Charge
Bonus
CloseOpenCloseopen
Infantry6"/8"7"/9"7"/9"8"/10"12"NA4"
Cavalry10"/12"12"/15"12"/15"16"/20"26"NA6"
ArtilleryLineColumnProlongProlong and fire
Horse12"/15"15"/18"8"4"
Field7"/9"9"/11"8"4"
Siege4"/5"5"/7"NANA
6lbr Congreve12"/15" 15"/18"NANA


Native Movement Table
Troop TypeLineColumn Skirmish
Order
Square Charge
Bonus
CloseOpenCloseopen
Regular Infantry5"6"6"7"9"3"4"
Irregular Infantry9" Mass only NANA4"
Regular Cavalry9"11"11"15"24"NA5"
Irregular Cavalry18" Mass only NANA5"
ArtilleryLineColumnProlongProlong and fire
Zambureks6"9"4"2"
Aspi (Horse)10"12"6"3"
Jinsi (Field)6"7"3"2"
Kalan (Siege)3"4"NA

On the Movement Rate Tables the Normal Movement Rate is given for all Formations. Charge Movement Bonuses are also listed. Artillery has no Charge rate. Siege/}Calan Artillery may not Prolonge, it may Limber for one Turn and Advance in the next, then Unlimber for one Turn and Fire in the next. Mortars are immobile once deployed on the battlefield, but may change facing.

Types Of Movement

Normal Movement

A Unit makes a Normal Move when it has been given an Advance or Retire type order and its Reaction test indicates that the unit may do so. The unit moves when its Movement Card is drawn during Step 6 of the Sequence of Play. All formation changes count as making a Normal Move, though calculating the movement distance is not necessary. To find the Maximum Normal Movement Rate, use the appropriate Movement Rate Table and follow this procedure:

  1. Cross index the Unit Type with its Formation to find the Normal Movement Rate.
  2. Apply the Movement results determined by the Reaction test as indicated on the Reaction Table (if any) to the Normal Movement Rate.
  3. Apply any reductions for direction changes.

The final result is the Unit's Maximum Normal Movement Rate in inches for this Turn. All Units ordered to Move must move the minimum distance for the Order it was given and obey any direction restrictions as well (see Orders pg. ??), but not necessarily move the entire distance.

Wheeling, Oblique Movement, Flank March, and About Face

Wheeling, Oblique Movement, Flank March, and About Face are the methods used to change a units facing, direction of march, or location other than by the 30 degrees allowed by "Forward March".

    Wheeling-- All units may wheel. To wheel the inside stand acts as a pivot around which the unit moves. The easiest way to do this is by using a steel tape measure, or other flexible measuring device. Bend it along the path taken by the outside edge of the outside stand, counting the inches needed to get to the desired location.

    Oblique Movement-- Only Regular units may make an oblique movement. An oblique may be used to move up to 45 degrees left or right of straight ahead and still retain the same facing. To move a unit obliquely, start with an end stand of the unit. Measuring from there, locate the end point of the units move and place the stand there. Move the remaining stands up to the moved stand, keeping their same position within the unit, formation, and facing as before the move.

    Flank March-- Only Regular units may flank march. A flank march is a movement parallel to the units facing. To make a flank march start with the end of the unit toward which the unit will move. Measure the distance from the outside edge of the stand, parallel to the units facing, to the point where the unit will end its move. Move the remaining stands to the moved stand, keeping their same position within the unit, formation, and facing as before the move.

    The penalty for flank marching is 2 inches for each 1 inch moved.

    About Face-- All units can about face. To about face turn each stand around to face the opposite direction while keeping its same location and position within the unit. An About Face takes 1/4 of the units movement to perform.

Charge Moves

A Unit ordered to Charge must observe the following Rules:

  1. In Step 4 of the Sequence Of Play, move the Charging Unit its full Normal Movement Distance (see Normal Move above) OR to a distance from the Enemy equal to the Charge Bonus which ever is shorter. If the Charging Unit changes facing, it must be done in this portion of the move. If, at the start of the Charge Sequence, the distance between the units is less than the Attacker's Charge Bonus, the Attacker does not move, but may change facing. If two Units Charge each other simultaneously, locate the point half way between the two units. Place each unit one half of the charge bonus distance from the point located along the units line of march. If the units have different charge bonus distances, use the longest.
  2. In step 5 of The Sequence Of Play When the Movement Card of either the Charging Unit OR its Target is drawn, the Attacker moves the remainder of his Charge distance to contact the Target (subject to Terrain Effects and Reaction test modifiers). This last distance MUST be in a straight line towards the Enemy.

Cavalry may Charge Entrenchments only if they are equivalent to Low or Medium Walls, or there are openings at least one Stand wide to pass through. Cavalry may never voluntarily Charge Towns/Villages or Units defending Buildings.

Mandatory Moves

These occur either as a result of a Reaction test or Confrontation/Close Combat. There are four Mandatory Moves as here defined.

  1. Fall Back-- A move away from the Enemy but still facing them, for a distance between one half and a full normal Move. The Unit may move into cover if known to be free of Enemies or is occupied by friendly troops, provided the cover can be entered this Turn and is farther from the Enemy than the Unit was at start of the Turn. The Unit may remain in its previous Formation (Square, Column, etc.)
  2. Forced Back-- A move away from the Enemy done in haste and confusion. The Unit must move its full Normal Movement Rate towards the nearest friendly Unit, unoccupied cover, or the Rear (and in that order of preference). If there are no friends or cover to the Rear, the Unit will move toward its base line/table edge. The Unit is Disordered and must end the Turn with backs to the Enemy. The Unit may attempt to Rally later.
  3. Rout-- A panicked retreat from the Enemy. The Unit must move its full Normal Movement Rate plus its Charge Bonus towards the nearest friendly Unit or cover to its Rear (and in that order of preference). If such friends or cover are equally within reach, the Routing Unit will head for friends even if this means Disordering the friendly units. If no friends or cover are within reach, the Unit will make for the nearest Friendly table edge. The Unit is Disordered with its back to the Enemy. Rally may be attempted later.
  4. Pursue-- When an Enemy Unit Falls Back, is Forced Back or Routed, as a result of Confrontation, the Victorious Unit may follow after it. This Pursuit may be Optional or Mandatory, depending on the Troop Type in question.
    1. Pursuit is optional for all Regular Infantry and, with a Pursue Order, may be continued indefinitely or discontinued at any time by attempting to Regain Control, failure meaning the Pursuit continues.
    2. Pursuit is Mandatory for all Cavalry and Irregular Infantry. Regular Cavalry may attempt to Regain Control after the first pursuit move, failure meaning a full Turn of Pursuit before trying again. Irregular Troops continue Pursuit until the Enemy is offthe playing area, utterly annihilated, or the pursuing unit fails a Reaction test. If Pursuing Irregulars follow Routed Units offthe table, they will not come back.

If a Unit making a Charge has movement distance remaining and wins in Confrontation, its Pursuit (if any) begins immediately and the full remaining move distance for that turn is used. Should a Pursuing Unit come into minimum Confrontation Range (2") of an other Enemy Unit, a new Confrontation may be initiated (the only circumstance where a Unit may make two or more Reaction tests in the same Turn). The Pursuing/Charging Unit is Disordered for this Reaction test. If the Pursuers Resolve Status is Steady or above, calculate the new Confrontation.

If a Charge results in Close Combat, Pursuit will begin in the next turn, no further movement is made by the charging unit or the target unit in the present turn.

Terrain Effects On Movement

Besides slowing Movement, the most costly effect of difficult Terrain is the Disorder it can cause. If the total loss to a Unit's Maximum Normal Movement Rate is one quarter or more, it is considered Disordered until it successfully Reforms.

Difficult Ground

Difficult ground is a terrain feature that has a texture or steepness that would slow the speed of passage over the feature. In games with a referee, difficult ground may be hidden and revealed only when entered by a unit. Otherwise, difficult ground should be located and identified prior to play. Examples of difflcult ground are: steep hills, soft sand, plowed fields, tall grass or crops, rocky ground, and swamps.

The penalty for crossing Difficult Ground is: 3 inches for each 1 inch crossed for all troops.

Light And Heavy Woods (Jungle)

Light Woods are a tree covered terrain feature with little undergrowth. Heavy Woods or Jungle, is a tree covered terrain feature with substantial undergrowth. In any game, a Woods terrain feature should be located prior to play. However, in games with a referee its classification (light or heavy) may be kept secret until the feature is entered by a unit.

The penalties for crossing a Woods terrain feature are:

    Light Woods--
      2 inches for each 1 inch crossed by any infantry
      3 inches for each 1 inch crossed by any cavalry or artillery.
    Heavy Woods--
      4 inches for each 1 inch crossed by any regular infantry.
      3 inches for each 1 inch crossed by any irregular infantry.
      Impassable to all cavalry and artillery.

Walls, Barricades, and Entrenchments

Walls and Barricades come in three general classes, determined by height. Any vertical obstacle that is up to 3 feet high is a Low Wall, 4 to 5 feet high is a Medium, and 6 feet or more is a High Wall. Ideally, they should be in vertical scale with the miniatures and, thus, obvious as to their Class. Failing that, any such Walls or Barricades must be correctly identified prior to play.

Low Walls cost Close Order Infantry 4" to cross and Troops in Mass 3". Medium Walls cost and additional 2", and High Walls an additional 4" for all formations.

Cavalry may jump Low Walls for a 5" loss and Medium walls for a 9" loss. In either case, the Unit is Disordered upon reaching the other side. If the Unit has jumped a Medium Wall, roll I dice and if a "1" or "2" is rolled, that many Stands are removed as Casualties in the attempt.

Artillery cannot cross a Wall or Barricade unless an opening as wide atleast as wide as a crew base is present.

Water Hazards

Generally speaking, these may be described in four classes: Swamps, Nullahs, Streams, and Rivers. In the first instance, any Movement through or across automatically causes Disorder. In the other cases, there is a much wider range of possibilities. The type of hazard should be identified prior to play.

  • Nullahs should be from 1" to 3" wide. The penalty for crossing a nullah should be determined by rolling 1 dice and subtracting that amount from the Unit's Movement Rate.
  • Streams should be 3" to 6" wide with 2 dice being rolled for the movement penalty.
  • Fordable River should be from 6" to 12" wide with anything from 3 to 4 dice used. The choice of number of dice should be determined prior to play.

Units crossing or ending a Turn in water cannot Fire in the same Tum and are Disordered. Artillery can not Prolonge across a water hazard, nor can it Unlimber in the same turn that it crosses one.

Towns And Villages

A Town or Village is defined as two or more miniature buildings on the game table top, within 4" of at least one other building model. All Troops Types lose 2" for each 1 " of buildings passed through. This movement effect begins whenever a Unit moves within 2" of the nearest building and for as long as it is within 2" of it or any other building. Movement through a Town/Village is a cause of Disorder unless the Unit is following a road.

Movement of General Officers

When a General Officers Movement Card is drawn, the indicated officer may move. Mounted officers (on horseback, Camel, or elephant) can move up to 24 inches, officers on foot may move 12 inches. Officers movement is subject to Terrain Effects, but there is no penalty for direction changes.

It costs a General Officer 5 inches of movement to attach (He must be in base-to-base contact with the front rank) or detach himself from a unit. Once attached, Officers move at the speed of the Unit. General Officers never cause Disorder when they Interpenetrate Units. The officer attached to a unit will move with that unit even if he has moved previously in the turn. This applies to Compulsory moves as well as Normal Moves and Charge Moves. If the Unit leaves the table, the attached officer must go also. If a Mandatory Move continues into a second Turn, he may detach himself from the Unit when it moves again or his Movement Card is drawn. If the Officer is moved offthe table, he may return to the table at the point where he left on the following turn. Officers returning from off the table can only move at half rate on the turn they return. Officers attempting to Rally Units cannot detach themselves in the same turn if the unit fails to rally.

Interpenetration

One of the most basic skills of Generalship is simply "traffic control", for the best plan in the world is useless if one or more Units try to occupy the same space at the same time. The resulting Disorder could prove disastrous, therefore, the following rules of the road must be observed.

  1. Regular Infantry can be interpenetrated by Regular and Irregular Infantry making a Normal Move or moving during step 4 of the Sequence Of Play (Charge Initiation), if the interpenetrated Unit has Hold Orders for this Turn. Stationary Units cannot Reforrn or Rally when being interpenetrated.
  2. Regular Infantry Defending or stationary can be interpenetrated by Regular Cavalry only if both Units are in Open Order.
  3. Skirmishers may pass through Close or Open Order Infantry or Cavalry, and vice versa, without either Unit being Disordered.
  4. Units Interpenetrated as a result of Mandatory Moves, even if by "friends", are Disordered, as are the Units making the Mandatory Moves.
  5. If a unit would end its turn occupying the same ground as another unit, the moving unit must stop before interpenatration is made. The moving unit will be Disordered.
  6. All other cases result in BOTH parties being immediately Disordered.

John Company Rules:


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© Copyright 1996 Hal Thinglum

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