Miniatures Rules

John Company

The Conquest Of India, 1750-1860

By Chris Ferree & Patrick R. Wilson
© Chris Ferree & Patrick R. Wilson
Part 1



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

Unit Classification

All units in "John Company" belong to one of three categories of fighting men, Infantry, Cavalry, or Artillery. Units will be further defined by their organization and their battlefield tactics. Each of the three categories will be explained below:

Infantry: Are soldiers who move and fight on foot. They can be armed with hand to hand combat weapons or missile weapons that can be loaded and fired by one, or occasionally two men. Infantry is further divided into Regular and Irregular as specified below:

    Regular: May use the formations "Line," "Column," "Square," and "Skirmish". Regular Infantry may use Oblique Movement to change its direction of march. They may also attempt to break off pursuit of a defeated enemy.

    Irregular: Can only use "Mass" formation. All direction changes, except About Face, must be done by wheeling. Irregular Infantry may not voluntarily stop pursuit of a defeated enemy.

Cavalry: Are soldiers who move and fight mounted. They can be mounted on horses, camels, or elephants. Like the Infantry, Cavalry may be armed with a variety of close combat weapons and small arms. Cavalry is divided into Regular and Irregular categories, and further divided into Light and Heavy as described below:

    Regular-- May use the formations "Line," "Column," and "Skirmish".
    Regular Cavalry may use Oblique Movement to change its direction of march. They may also attempt to break off pursuit of a defeated enemy.
      Heavy Cavalry-- Are troops that operate in a compact group, whose main tactic is Close Combat. They Receive a +1 in Confrontation for being mounted and a +1 for being Heavy Cavalry.

      Light Cavalry-- Are troops that operate in a loose formation, whose main purpose is recognizance and pursuit. They receive a +1 in Confrontation for being mounted.

    Irregular-- Can only use "Mass" formation. All direction changes, except About Face, must be done by wheeling. Irregular Infantry may not voluntarily stop pursuit of a defeated enemy.

      Heavy Cavalry-- Are troops that operate in a compact group, whose main tactic is Close Combat. They Receive a +1 in Confrontation for being mounted and a +1 for being Heavy Cavalry.

      Light Cavalry-- Are troops that operate in a loose formation, whose main purpose is recognizance and pursuit. They receive a +1 in Confrontation for being mounted. Irregular Light Cavalry is subject to the "Caracole" rules.

Artillery: Are weapons with a crew of three or more men that propel a rather large projectile across the battlefield. Cannon, Howitzers, Mortars, and some Rockets are classified as artillery. Artillery is divided into Regular and Irregular. Artillery is further divided by its size and mode of transportation into Horse, Field, and Siege Artillery.

All artillery, including irregulars, can use the formations "Line" and "Column." Artillery may only use Wheeling, except when making an "About Face," to change its facing or direction of march.

    Regular-- May use all valid artillery orders for its type of gun. Some regular artillery may use the optional rule "Bombard Target."

    Irregular-- May use all valid artillery orders for its type of gun. Irregular Artillery is subject to a -3 modifier when firing their guns.

Horse Artillery: Is made up of lighter ordnance moved by horses. The entire crew is also mounted on horses. Horse Artillery may use the orders "Prolonge" and "Prolonge and Fire." When using the orders "Limber and Advance" or "Limber and Retire," Horse Artillery may make half of a normal move.

Field Artillery: Is made up of medium sized ordnance moved by oxen generally, though sometimes by horses or even elephants. Field Artillery may use the orders "Prolonge" and "Prolonge and Fire." When using the orders "Limber and Advance" or "Limber and Retire," Field Artillery may make half of a normal move.

Siege Artillery: Is made up of the heaviest ordnance moved by oxen, often assisted by elephants. It cannot "Prolonge" or "Prolonge and Fire." When using the orders "Limber and Advance," "Limber and Retire," or"Unlimber and Fire," the full move is spent limbering or unlimbering, the unit must wait until next turn to move or fire.

RESOLVE LEVELS

Resolve Level is the numerical rating of a units ability to engage in combat. It is based on such things as training, organization, leadership, logistical support, elan, and weapon quality. Below are the general guidelines for determining the Resolve Level for a given unit.

European Troops- Resolve Level 18-20-- Men of European decent organized and trained by European methods. These are the best trained, led, and supported units in India. They also have an innate understanding of the European military system which gives them a distinct advantage. European Troops are classified as Regular.

European Trained Native Troops- Resolve Level 15-18-- Native troops trained by European officers are the backbone of the Company's army as well as that of many of its enemies. European Trained Native Troops are classified as Regular.

Traditional Native Troops- Resolve Level 11-17-- In the armies of native rulers', from one half up to the whole force may be of this type. A British army prior to 1805 may have some cavalry of this type. If the unit is Infantry, its Resolve Level should be in the 11 to 15 range. If the unit is Cavalry, the 15 to 18 range is suitable. Traditional Native Troops are classified as Irregular.

Fanatical Native Troops- Resolve Level 20-- In most native armies, there is a small number of highly motivated militant religious zealots. Their main tactic was the suicide charge and their primary weapons were hand to hand combat weapons. Fanatical Native Troops are classified as Irregular.

Unit Size

To make an army manageable, it is divided up into smaller pieces. In "John Company" the smallest individual part of an army is a unit. A unit is a group of stands, all of the same type, that operate together. There are three general names used for units, based on their type. These are the infantry "Battalion", the cavalry "Regiment", and the artillery "Battery".

From 1757 on, Britain's army was continually growing. The size ofthe units, as well as the number of units steadily increased. Below are listed the guidelines for the size of the various types of units that may be encountered.

European Infantry- 4 to 18 stands-- Prior to 1800 the number of stands should come from the lower half of the range, from 4 to 11. After 1800 the upper half of the range may be used. Because of the distance from home and the climate in India, European units suffered greatly from attrition and full strength units are a rarity.

European Cavalry- 1 to 10 stands-- Prior to 1800, if any are used, the number of stands should come from the lower half of the range, from 1 to 4. After 1800 the upper half of the range may be used. Again, it is rare to have a full strength unit.

European Artillery- 1 to 6 Crew Stands and 1 Gun Model-- The Artillery was the best kept arm of the Company's army. Though detachments of I or 2 guns are common, the average size of a battery is 6 guns. Because each crew stand represents the crew for a single gun, field one crew stand for each gun in the battery.

European Trained Native Infantry- 12 to 18 stands-- Native units copied the organization of the European units. Because the supply of replacements is close by these units are more nearly kept up to strength. Prior to 1800, in both the Company's army and those of the Nawabs, unit size should range from 12 to 14 stands. After 1800, from 14 to 18 stands may be used.

European Trained Native Cavalry- 4 to 12 stands-- European style cavalry was never popular with the Indians. Perhaps this is because most cavalrymen were from the aristocracy and willing to submit to discipline. Prior to 1800, 4 to 8 stands should be used. After 1800, 8 to 12 stands would be appropriate.

European Trained Native Artillery- 1 to 12 Crew Stands and 1 Gun Model per 6 Crew Stands-- Prior to the Mutiny, only one battery in six of the Company's artillery was manned by native gunners. Excepting the Company's men, native gunners never achieved the level of skill that the Europeans enjoyed. Also some native ordnance was of dubious quality.

For Company artillery, up to 6 crew stands should be used. Any number within the above listed range is appropriate for native armies. When fielding artillery, one gun model should be used for each six crew stands or part there of.

Traditional Native Infantry- 10 + 1 Dice Stands-- These men come from a levy of the landowners property or tribal bands. Because of the different demands placed on landowners for men, and abuses of the levy system a variable number of stands will make up a unit.

Traditional Native Cavalry- 8 + 2 Dice Stands-- Cavalry is the mainstay of native armies. Landowners were required to field anywhere from ten to several thousand men. Avoiding this responsibility was a major pastime of the ruling class. This led to great variety in unit size.

Traditional Native Artillery- 2 Dice of Crew Stands and 1 Gun Model per 6 Crew Stands-- Availability and money are the limiting factors in determining the size of native batteries. Native leaders had to find guns they could buy. Many of these were worn out European surplus weapons.

Traditional Native Special Units- 2 + I Dice Stands-- This category includes Swivel Guns, Rocketeers, and Fanatics. These troops are fielded in small but variable numbers.

Stands

A stand is the smallest part of a "John Company" unit. The stands of soldiers represent about sixty men each. Officer's stands represent an undetermined number of men comprising the officer and his staff.

So long as opposing armies are mounted using the same system, any stand size will work. If a new army is being built, the following guidelines may be followed. The stand width for Infantry, Cavalry, and Artillery Crew should be the same. 3/4" to 1 " is a convenient size range for the stand width. The stand depth should be enough to hold the models comfortably. For Infantry and Artillery Crew a depth equal to the width is satisfactory. For Cavalry a depth three times the width works well. As for gun models, a width three times that of a crew stand or one big enough for the model will do nicely. Again, the stand depth should be enough to hold the models comfortably.

Brigades, Divisions, And Wings

To further promote the smooth operation ofthe army, it's units are organized into into Brigades and the Brigades into Divisions or Wings.

Brigades- 2 to 10 units-- Prior to 1800, British brigades could have up to 8 units. APter 1800 the usual size dropped to 3 sometimes 4 units. In native armies, the size of a brigade was generally larger with 5 to 10 units in a brigade. Note, the number of units listed above does not include artillery batteries.

Divisions- 2 to 4 Brigades-- In the British army, 2 Brigades formed a Division. Most native armies did not form Divisions at all.

Wings-- In the British army, if the size of the army warrants, wings of 2 or more Divisions may be formed. In native armies, Wings may be determined in two ways:

  1. If the army is under the control of a single ruler it can be divided into a Regular wing and an Irregular wing.
  2. If the army is a coalition, the troops of an individual ruler form a wing.

Command And Control

During Step 2 of each Turn, Players choose the Orders they wish to give from the Orders List. This is done by placing the matching Order Counter directly beside the intended Unit on the table. Be careful! "The Order Laid Is The Order Played."

How many Orders a General Officer may give that Turn depends on his Generalship. The worse the Officer, the fewer Orders he can successfully communicate to his Units. This is a measure of personal competence and "management skills" as well as the quality of his chosen Staffwho write and or deliver the Orders given. Frequently an Officer may not be able to give Orders to all the Units under his Command in one Turn. Therefore, blank Order Counters are placed for all Units not receiving Orders so that opposing Players cannot know which Units will be Without Orders. Artillery Batteries are independent Commands and may always be given Orders irrespective of the Generalship of the General Offcer next up in Command.

Duties Of Commanders

Brigade Commanders-- Give Orders to each unit in their Brigade. For example, he may order battalion "A" to "Forward March", battalion "B" to "Charge", and battalion "C" to "Support" battalion "B". A Brigade Commander may use his Leadership to influence a units Resolve or Rally Test.

Divisional Commanders-- Give orders to the Brigade Commanders within their Division. For example, he may order brigade "A" to attack the enemy left and brigade "B" to Hold its position. A Divisional Commander may use his Leadership to influence a units Resolve or Rally Test. He may also replace disabled Brigade Commanders in his chain of command.

C-in-C--The Commander-in-Chief of the Army. He makes the initial deployment of his Divisions. He gives orders to the Divisional Commanders of his army. These orders are similar to those given by Divisional Commanders except that they affect the entire Division. Once per Battle, he may also give one each of four General Orders to the Army as a whole: (1) Advance, (2) Retreat, (3) Open Fire, and (4) Cease Fire. A C-in-C may use his Leadership to influence a units Resolve or Rally Test.

Chain Of Command

As stated above, there are three ranks of officer. These ranks make up the Chain Of Command. At the top is the Commander-in-Chief, followed by the Divisional Commander, and lastly, by the Brigade Commander.

Orders are normally passed down the chain of command one rank at a time. However, officers may by-pass lower ranks. For each rank by-passed an additional order is used. For example, an order from the Commander-in-Chief to the Divisional Commander costs I order, to a Brigade Commander it costs 2 orders, and to a unit it costs him 3 orders. Non-Player Officers

The only duties that have to be fulfilled by the players are those of the Brigade Commanders. If necessary, a player may act as Brigade Commander for more than one Brigade, so that all units have a chance to receive orders. Even if there is no actual players for the Divisional Commanders and the Commander-in-Chief, their stands should still be fielded.

Non-player officers stands may be used to perform their regular duties under the following restrictions: Commander-in-Chief-- Shall stay behind the middle unit in his army at a distance of at least 6 inches. He may move from this location to Rally a unit, to deliver an order to a unit, as the result of an Event, or to lead a General Advance of the entire army. After the completion of the task, the Commander-in-Chief returns to his position behind the army. Divisional Commander-- Shall stay behind the middle unit in his division at a distance of at least 4 inches. He may move from this location to Rally a unit, to deliver an order to a unit, or as the result of an Event. After the completion of the task, the Divisional Commander returns to his position behind the division. Number Of Orders-- Non-player officers are assumed to give orders through the chain of command and any left over orders could be used to by-pass the lower ranks. To determine the number of orders that may be used for by-passing the lower ranks, follow the procedure below:

    Commander-in-Chief-- Subtract the number of Divisions in the army from the number of orders allotted to the Commander:in-Chief. The result is the number of orders that he can use to by-pass the lower ranks.

    Divisional Commander-- Subtract the number of Brigades in his Division from the number of orders allotted to the Divisional Commander. The result is the number of orders that he can use to by-pass the lower ranks.

    For example, a Divisional Commander has two brigades in his command. His Orders Card allows him 4 orders. Subtracting 2 (brigades) from 4 (orders) leaves 2 orders. He has just enough orders to by-pass a Brigade Commander and give an order to a single unit.

Determining Generalship And Leadership
GENERALSHIP AND LEADERSHIP TABLE
Die RollGENERALSHIPLEADERSHIP
COMMANDER in CHIEFBRIGADE or DIVISIONAL COMMANDER ALL OFFICERS
1WitlessWitlessPoltroon
2LacklusterLacklusterDithering
3 CompetentLacklusterCautious
4CompetentCompetentConfident
5ReliableCompetentInspiring
6GeniusReliableHeroic

Prior to play, Generalship and Leadership should be determined for each Officer. To do this roll a dice and cross-reference the result with the officers rank to determine his Generalship. Roll a second time cross-referencing the Leadership column to determine his Leadership.

Generalship And Order Counters

The number of Orders a General can give in a Turn depends on his Generalship. To determine the number of Orders during Step I of the Sequence of Play, each Player draws a card from the Orders Deck and the number listed next to his Generalship is the number of Orders he can give in the turn. Not all Orders must be used in a Turn. A General might save one or two as Emergency Orders (see below), but under no circumstances may unused Orders be saved in one Turn to be used in another!

Emergency Orders
EMERGENCY ORDERS TABLE
GENERALSHIPDice Roll
Witless1
Lackluster2
Competent3
Reliable4
Genius5

If a General Officer is in base-to-base contact with a Unit under his direct line of command which has not yet made its Reaction Test this Turn, he may give it an Order if it otherwise did not already have one, or give it a new one to meet a surprise. Unless the Officer has retained one or more of the Orders allowed him for that Turn, he could not otherwise give a new or different Order as there would be insuffcient time or Staff remaining after the first Orders have been put into the "pipe". However, because he is on the scene, a General might respond quickly enough to circumstances to give one more Order from the saddle than his Generalship would normally allow. The Player rolls a dice and if the result is less than or equal to the Officer's Emergency Order Roll, he may give that one Unit, and only that Unit, a new Order immediately.

Command Radius
COMMAND RADIUS TABLE
GENERALSHIPCOMMAND RADIUS
Witless5"
Competent8"
Reliable11"
Genius15"

The maximum distance a Unit may be from its General Officer and still receive Orders, varies with his Generalship and the effects of terrain.

Command Radius is measured from the edge of the General Officer's stand edge to the nearest stand edge of the Unit. A Unit within the Command Radius turns up its Order Counter when its Movement Card is drawn and then makes its Reaction Test accordingly. Units outside the Command Radius are Without Orders until the following Turn when the Order automatically arrives. The Order Counter remains face down until then and its Reaction Test is taken on the "Without Orders" row of the Reaction Table.

Terrain Effects on movement are applied as if the Order was actually moving to the Unit. Impassable Terrain includes designated rivers, Heavy Forest (Jungle), burning towns/buildings, and within 6" of Enemy Units. The Command Radius may be deviously measured, but not exceeded.

John Company Rules:


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© Copyright 1996 Hal Thinglum

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