Furious Reason

or Fire and Fury
18th Century Rules
Version Date: 12/11/96

by Charles Sharp


Premises:

  1. Tactical Combat, despite the emphasis on rigid control and linear order, was a process of confusion and chaos. Any control actually exercised was fleeting and, once shots started flying, near-negliglble.
  2. A commander could exercise only the flimsiest of control from a distance. Given the general lackof orderly chains of command, trained staffs, couriers, and signals, the only way to have any hope ofInfluencing a tactical situation was to go there yourself..
  3. There are no new rules, virtually all the rules mechanisms In use have already been used somewhere. New rules consist of conscious or unconscious purloining of ideas from everyone who has gone before. I make the conscious choice to borrow everygood rule mechanism I can find. Therefore, these rules are a combination of a card system that I worked out by trial and error and error, the Fire & Fury maneuver and charge tables. and the Age of Reason modelers for tactical movement and combat: borrow from the best, I say.

Definitions and Abbreviations:
AOR - The Warfare in the Age of Reason rules by Tod Kershner
Commander - Any separate figure which can exercise Command Influence over a unit. The actual Command Figure represents both the "great man" himself and his immediate staff. The titles of commander used in this game are:

  • Brigade Commanders who each control 2 or more regiments of cavalry or 3 - 6 battalions of infantry, plus attached guns
  • Wing Commanders who control a major portion of an army, which is usually entirely infantry or cavalry, but may be a mixed force
  • Army Commanders who can control or influence any unit in the army

Each commander is given a Command Point (CP) or Charisma Rating of 1, 2, or (rarely) 3. This rating affects the Commander's ability to affect his units and the battlefield.
F&F - The Fire & Fury Rules by Rich Hasenauer
Facing - Each unit stand has a specific side which is the "front": this is its "Facing-. Unless the stand is Unambiguously presenting its flank or rear, it is considered to be Facing you.
Flank - The sides of a unit or unit stand. To have a shot or charge at a flank, your unit must start completely behind a straight line extended from the front edge of the stand perpendicular to its sides. A unit in Square has no Flanks.
Formed Unit - A formed unit is any infantry or mounted stand or group of stands that are meant to represent a battalion, squadron, company, or regiment of troops in a close formation. Skirmishers in skirmish order, artillery. or Command figures are NOT Formed Units: a single Disordered cavalry squadron IS a Formed Unit. Limbered artillery or wagons are not Formed Units, but they may block or impede movement like Formed Units.
Measure - All measurements of distance or range are made from the middle of the Facing edge of the flring/movlug Stand to the nearest edge of the Target stand. Measurements are NEVER made from a figure, always from/to a Stand.
Move - A "Move. by a unit is physical movement, no matter how smaU, OR any consulting of the Maneuver Table for that unit, even ff no physical movement takes place, OR any consulting of the Charge Combat Table by that unit Phase - A single element of activity during a Tum. Normally, each of the two op- posing sides win have two Activity Phases in a Turn.
Rear - You may charge or fire at the rear of a unit only ff your unit is facing It and behind a straight line extended from either side of the rear edge of the stand and perpendicular to the sides of the stand or stands. A unit in Square has no rear. Turn - A single element of "game time" which includes several phases.
Unit - Any group of one or more stands which is controlled by a slugle commander NOT represented by a separately-mounted figure. Units are required to maintain certain spatial relationships among their stands called Formations. The types of units used in this game are: Infantry Battalions Cavalry Regiments Artillery Batteries

In addition to certain movement and formations, each unit is rated for its Morale in one of four categories:

Militia = Grade 1
Line = Grade 2
Grenadier = Grade 3
Guard = Grade 4

Figures & Scales

Distance: As much as possible, the same distances and ranges used In AoR have been kept. However for those who demand exact measurements, one inch actually represents about 30 yards with 15mm figures and about 15-20 yards for 25mm figures. All the distances given in the tables charts are for 15mm figures. For 25mm, double all of the numbers given.
Time: I generally consider a Turn to be about 1/3 of an hour, but this is somewhat elastic. Units not affected by combat friction' could cover a turn's worth of movement In about 2-5 minutes. Consequently, I frequently speed up the preliminaries of games by allowing a double or triple move to contact, representing the hours required to get into position to fight.
Figures: There is no figure ratio in these rules. The Stand is what counts for all combat actions, and you can put as many or as few figures on a Stand as looks right to you. I consider a stand to represent about 100 foot or one squadron of 120-150 mounted men, and a single gun stand/model to represent about 4 actual pieces and their crews. The rules work best with stands and units as follows:
Type of unit Stand Frontage Unit Size
Infantry
15mm 3/4 to 1-1/4 inches 4 - 7 stands/bn
25mm 1-1/4 to 1-1/2 inches 4 - 7 stands/bn
Cavalry
15mm 1-1 /2 to 2-1 /2 inches 2 to 8 stands/regt
25mm 2-1/2 to 3 inches 2 to 8 stands/regt
Artillery same frontage as for cavalry 1 or more stands/battery

Battalion Guns: A great many infantry units included battalion or regimental guns. These rules treat such guns as another Infantry stand for fire purposes in the battalion. Therefore, you may either simply keep track of them on paper, which slightly underestimates the frontage of the unit with the guns, or mount a gun and 2 crewmen on the same size stand as the infantry. I confess I've been doing the latter, because they look neat and I spent seventeen years as an artilleryman and can always by use any excuse to paint up another gun. This does slightly exaggerate the frontage of the unit, so the method you use is at your discretion - Just be consistent on the same battlefield..

Markers: You will need some method to indicate units that are Disordered, Low on Ammunition, or have mandatory orders such as Fall Back, Retreat, or Rout. You may also want to keep track of units that have already fired or moved in the tum. Colored toothpicks, pipe cleaners, or cardboard counters all have their adherents, but I suggest keeping the battlefield realistic: use cotton sprayed with Iight brown ("dust") to mark units that are beating feet to the rear, white cotton to indicate firing or fired units, and some of the numerous casualty figures now available in all scales to indicate a routing or seriously disturbed outfit. This keeps the battlefield Looking Good. If you're not interested in that, you should probably be playing with cardboard...

The Rules:

1. Sequence of Play:

  • 1.Determine who moves first by drawing cards
  • 2.Conduct movement by Phases. Within each Phase the Phasing Player
    • a. Conduct Charges
      • Announce Charging Unit and Target
      • Determine Reactions to Charge
      • Conduct Fire on Chargers or by Chargers
      • Conduct Charge Combat
    • b. Conduct Regular Movement and Fire
    • c. Move Unattached Leadels
  • 3.Make Army Withdrawal (Morale) Checks as required.

2. The Card Draw

There is no Turn Sequence as such in these rules. Instead, each side gets two (or oceasionally, three) Phases in which they conduct all charges, movement and fire. During the opposing sides' Phase youmay only React to his fire and charges upon your units. The sequence of the Phases is determined by a Card Draw, so that you may have two phases in a row, or move entirely before or after your opponent. The exact sequence of the Phases is partially random, in that the players control is limited and fleeting.

Procedure:

Take an ordinary deck of playing cards. Remove the Jokers, Aces and face cards and set them aside. Shuffle the remaining 36 cards. Allocate one color to each side. When a card of that sides' color is drawn, it is that side's Movement Phase. Each side gets two Movement Phases per turn. If a third or more cards for the same side come up before the other side gets two Phases, those cards are placed on the bottom of the deck, face up. When the turn is complete, an drawn cards are placed on the bottom of the deck, face up. When you have gone through the entire deck, reshuffle and start over.

Trumps

Before the game/battle begins, the senior commander on each side rolls a single D6 and adds his Commander's CP Rating (1, 2, or 3). He then takes that number of face cards/Aces of his side's color and places them in a pocket. These are his Trumps, and it is strongly suggested that he does not let his opponent know exactly how many of them he has.

Whenever a card of the opposing color is drawn, a player may elect to replace it with one of his own Trumps. This gives him a 50% chance of deciding when to move. You cannot "Overtrump" the other sides' trump, and you carmot Trump if your own side has already had all of its Movement Phases for the Turn.

Modifications

If one side is commanded by an Exceptional General (AoR Charisma Rating of 3), that side gets THREE Movement Phases in a turn, instead of two.

Time of Year and Location

The number of times you go through the deck depends on the time the battle started in the morning and the amount of daylight available. Before the battle begins, roll one D6 die and apply the following modifiers:

Time of Year. Northern Europe Mediterranean
January, February, December -3 -2
March, April, November -2 -1
May, September, October -1 -0
June, July, August -0 -0

Regardless of Modifiers, you always go through the deck at least once. When you have finished the last allowed "run" through the deck, night has fallen. Use the "Mediterranean. modifiers for North America south of Canada, India, China, or the Tropics.

Basic Movement Rules:

Movement Tables

Each unit may move ONCE in a tum.It is the Players choice in which Movement Phase to move a given unit, but it can only move voluntarily in ONE Phase per tum.

Each Unattached Leader may move once in EACH PHASE. The sequence within the phase allows the leader to detach from one unit at the end of its move, gallop over to another unit, and start the next phase attached to that unit. For more, see the separate section on Leaders.

Procedure:

Regular, non-charge-related movement and fire happen altogether. Move each unit separately. For each unit, consult the Maneuver Table and roll one D10 die. Apply the results to the unit. Only then move on to the next unit.

A unit may move without consulting the Maneuver Table if ALL of the following conditions apply:


1. The unit is in Good Order.
2. The unit has a Morale Grade of 2 or more (Line or better).
3. At all times during its movement, the unit is outside of small arms/medium artillery range of the nearest facing enemy unit.
4. At all times during its movement, the unit cannot be charged by any enemy unit because of distance or interventag friendly units or terrain.

There is also one-voluntary" order which does not require consulting the Maneuver Table. When a player wishes to withdraw a unit (or an army), he can give them a voluntary "Retreat" order. This is executed during the normal Movement Phase Just as if it were a normal move for the unit, except that there is no need to consult the Maneuver Table for it.

Fire and Movement take place at the same time. A unit that does not move in any way may still fire without consulting the Maneuver Table. The act of firing constitutes the unit's move for the tum: a unit may only fire or move voluntarily in one Phase during a Tum.

Reactions

An enemy unit, moving, firing, or charging in an enemy Movement Phase, may provoke a "Reaction" from a friendly unit. The possible reactions are as follows:
React to a Charge upon the unit: Fire on the Chargers, Evade, or attempt to Change Formation
React to Fire upon the Unit: Return Fire
React to a Charge on another Friendly Unit: Conduct "Pass Through" Fire

If a unit has already moved/fired in the turn, and in a subsequent enemy movement phase, something happens that demands a reaction from the unit, the unit is severely penalized. The unit cannot change formation or facing, except as part of a Mandatory Movement. If the unit fires on a charge, or attempts to respond to fire on itself, all the unit's Fire Points are halved, in addition to any other fire modifiers. (There will be times when "Gentlemen of France, fire first!" makes very good sense!)

Conventions and rules concerning Movement:

Each formed unit must be separated from the next by at least 1/2- to each flank if in line and 1 stand width or 1- (whichever is less) in all directions if in column. If you attempt to move in any way (including Formation Changes) without this minimum separation, all the units involved are Disordered. Unlimbered or Limbered Artillery does not count as a formed unit.

Whenever a unit has a Mandatory Order of Fall Back, Retreat, or Rout, its first 2" of movement is Uncontrolled. If it contacts any formed friendly unit in that first 2" of movement, it will push through the formed unit, Disordering it. In the case of a unit Routing, the Interpenetrated unit must immediately roll on the Disordered Effects column of the Maneuver Table to see if it Joins the Rout.

Mounted troops in line may adjust frontage. A mounted unit may change its front by 1 stand (squadron) Width for every quarter move, without reducing its movement distance. However, the number of changes per turn can be no greater than the Morale Level of the unit. In other words, a Line Unit (Morale Grade 2) could change its frontage by 2 stands without changing the total distance moved. The unit may change frontage during a charge, but if it does so during the last 5 - 10" before contact, the unit loses any Charge (Impetus) Bonus and may not use Mounted Fire.

Uncadenced Movement. Before the reinvention of marching cadence for infantry, all maneuvers by foot were much slower - not because they marched slower, but because formations had to stop constantly and readjust themselves after the smallest deviation from a straight line. Foot that is not marching in cadence (all foot before 1726, most foot up to the 1740s) has their formation change costs doubled and Wheels by the infantry formations are at Half Speed (count 2" for every 1" actually moved).

Formed infantry may NOT adjust any stands without penalty. Any adjustment, no matter how small, counts as a Formation Change with appropriate penalties in movement and activity. Therefore, if you change from column into line near a hedge. stream, or other friendly unit, better be certain that the unit has room, because any adjustment of stands to make room will cost you another Formation Change!

Disordered Movement. Unlike AoR movement is not 1/2 for disordered troops. If any thing they'll move faster than troops in good order, but after consulting the Maneuver Table, they may be moving rapidly to the rear!

Oblique Movement. This drill wasn't invented until 1745 in the Prussian Army, and later in other armies. If the Army Lists do not allow Oblique Movement for your Foot, then once in line, an infantry unit moves straight forward, backward, or wheels to face the direction of movement, with all the movement penalties associated with wheeling.

Formation Changes bv Units:
(See the Formation Change Charts)
Let's take the simple first.
You may use the Formation Change Rules from AoR almost unchanged, A Formation Change chart is included to do this. This keeps the Formation Changes relatively simple to accomplish. The major modifications to this basic system involve our attempts to reflect the differences between Cadenced and Uncadenced marching and formations, and the differences between the linear maneuvers of the Seven Year's War and the earlier infantry maneuver systems.

Speed of Formation Changes.

There are several factors affecting the speed with which a unit could change formation. The most important were the distance elements of the formation had to march to complete the change, and the speed with which they could both march and dress the ranks when they were done. The first of these is directly related to the type of Formation Change being attempted. The second relates directly to the Morale Grade of the unit. Therefore, on the Reference Sheets is a Formation Change Chart which summarizes the speeds of various formation changes. The other factors that contribute include:

(1) Cadence. Early in the eighteenth century infantry marched without cadence, and in "open" files, with up to 12 feet between ranks. This required constant "closing up" of the formation whenever it maneuvered, and slowed all unit maneuvers considerably.

(2) Drill. Some armies, notably the Prussian in peacetime, displayed an absolute mania for drilling the units, and. at least until casualties removed the expertise, could maneuver much faster and more expertly than their "normal" Morale might indicate. When developing specific scenarios, free to "manipulate" the Morale Grade for consulting the Maneuver Table or Formation Change Chart. For example, at Mollwitz (1741) I would allow all Prussian Infantry to Maneuver and Change formattion at one grade higher than their actual Morale.

Procedure: Consult the Formation Change Chart. This gives the movement cost for each formation Change for the Morale Grade of unit. Then consult the Formation Change Cost Chart. This gives the number of Formation Changes required to complete the Formation Change.

If a unit does not have enough Movement, or time to complete the Formation Change in a single Phase, the following apply:

  • If the unit completed less than half of the formation change, the unit remains in its original formation at the end of the phase, in its original Order.
  • If the unit could complete 1/2 or more, but not all of the Formation Change, then it ends the Phase in the new formation, Disordered.

A. Infantry maneuvers by Battalions. Yes, there were instances where separate companies of Grenadiers or dismounted dragoons (early in the century) were running around loose, but these were infrequent except in sieges. The battalion only has certain formations it can or did adopt on the battlefield in this period. They are Line, Square, or Column. The Napoleonic variations of columns with frontages of one, two, or more companies did not exist yet, so we do not have to deal with speeds and methods of forming them.

Forming Line from Column. This was the basic "deployment maneuver" of the infantry, lot that got them from the position of marching onto the battlefield into the primary combat formation of the infantry the (firing) line. There are three common ways of forming a line from a column. These are as follows:

(1) Forming Line to the Left (of the Column). This is the easiest. because the column is always led by the segment that takes the "post of honor" on the right of the Line. Each Stand "quarter wheels" (45 degree wheel) to the left, the line dresses, and all is in order, facing to the left of and parallel to the original line of march of the column. This was the most common Deployment in the first half the century.

(2) Forming One to the Right (of the Column). This is not nearly as fast as above. To get the leading element on the right of the line, that element immediately quarter wheels to the right and then each succeeding Stand must march past and quarter wheel in turn. The line ends up facing to the right of and parallel to the original column line of march, with the right of the line at the point where the column started turning. Before cadenced marching, this was particularly slow, because most units would have to wait until each segment or peloton had finished its wheel and dressed into place in the line before the next peloton could start its own wheel. This is, far and away the most time consuming of all the "deployments".

(3) Processional Deployment. This was a later development, in which each segment marches diagonally forward separately and simultaneously, so that the line is formed facing the same direction as the original column, and (usually) centered just ahead of the front of the column.

Deployment into Column from a Line was the reverse of the above methods:

(1) Form Column to the Right: each segment (Stand) oi the line wheels to the right so that the element on the right is at the head of the column (where it belongs) and the column is fac ing the right Rank of the original line.

(2) Form Column to the Left: the segment on the right (post of honor) has to wheel and march past all the rest of the unit to the left flank of the line, with each succeeding segment wheeling to follow it.

(3) Form Column on the Center: Right segment proceeds to the center of the line and (usually) slightly ahead of it, and the rest proceed individually to form up behind it.

Turning a line to face the opposite direction was not merely a matter of everyone doing an "about face" in place: the individual ranks and flies had to be in the same relationship to each other at the end, which required various forms of "countermarch. to accomplish. Luckily for us, most of these did not require excessive space beyond what the original line occupied, so can be represented simply with a Time requirement to accomplish.

Forming Souare could be done from either a column or a line. However, up to the middle of the century, the Square was not an "emergency" formation against cavalry. In Linear Warfare, in fact, the only time a square was used was when the infantry became isolated, or was abandoned by its own cavalry. At the beginning of the 18th century the "emergency formation. against cavalry suddenly charging the flank of a line was to "sleeve" the battalion. This originally meant that a small group of pikes placed at the end of the line faced the charge, and the rear rank of the line faced to the rear forming a sort of grossly elongated solid square. Without the pikes, this was a lot less useful, but still appears to have been the only emergency response. I represent this formation with one stand of the battalion faced to the rear and the end stand facing the charge. Such a formation cannot move, has no firepower to the flanks (only about 6 - 10 men are facing the flank with a clear shot), and only 1/4 of its total stands may fire to the rear (rounded down, but minimum of one). Against this formation the cavalry loses their bonus of + 1 "versus Foot Not in Square", but the - 2 for facing a Square is not applied.

B. Cavalry maneuvers by Squadrons (Stands). Thus, regardless of the size of the regiment, cavalry is either in a line of squadrons or a column of squadrons. ff cavalry is in a Wad column" using road movement, represent this by a column of squadrons with a squadron width between each stand. This represents a narrow column of 4's BUT this was rarely used in this period, except when traversing a defile or other narrow place. On the battlefield, the column of squadrons adequately represents the columns used.

Cavalry wheels at full speed and individual squadrons could move at speed into position, so any mounted formation change: column to line ahead, column to line to either flank, or line to column in any position, all take one Formation Change each.

C. Artillery throughout the period only has one formation change: limber or unlimber. Unlimbered, it is presumed that the artillery is in firing position. Limbered artillery cannot fire. The amount of time required to make this change varies according to the Morale Grade of the Unit. If the artillery unit has enough movement left ( 1/2 move or more) it may fire in the same Phase that It unlimbers. Theoretically, an artillery unit with a high enough Morale Grade could move, unlimber, and fire in one Phase, or fire, limber up and move off in one Phase. When detached from the guns, limbers (or a marker representing them) should be at least 3" behind the guns, as they are a potential target.

Civilian Teams and Drivers for Limbers. If you are using civilian drivers (all armies before 1750), every time they are in the line of fire of enemy artillery and in range, even Whey are not the original target of the shot, roll on the Maneuver Table as ff they were Disordered Militia, to see if they Retreat or Rout off the field - taking their hired teams with them and stranding your guns.

5. Movement of Commanders:

Each separate Commander may move once during each friendly Movement Phase (Officers had relays of horses with them, and didn't have to keep formation).
Separate Commanders & Mounted Couriers move at the Light Cavalry All Out Charge Column Rate (28")
(If the commander is particularly old or feeble, you could restrict him to the Light Cavalry charge/Trot Column Rate (22").

There is NO "Command Radius", in these rules. For a Commander to influence a unit, he must be Attached to the unit at the moment the unit consults the requisite Table: Maneuver, Pursuit, or Charge Combat. In practice, this means that a commander attached to a unit at the beginning of the Movement Phase may influence that unit's movement, and as the unit moves off the commander detaches as soon as the unit starts moving. The Commander can then move, in the same Phase, as a separate commander, to Join another unit before the next Movement Phase. To influence a unit in Charge or Pursuit, on the other hand, the commander will have to be attached to the unit throughout the Phase. Commanders must accompany units in Mandatory Movement, if they were attached to the unit the Mandatory Movement order went into effect.

5. Mandatory Movement

Mandatory moves are moves that are required because of something that happened to the unit. Mandatory Moves are done immediately, whenever in the Turn the unit receives a Mandatory Movement Order (from consulting the Maneuver Table, Charge Combat Table, Pursuit Check, etc).

The Mandatory Moves:

EVADE. This is a "voluntary Mandatory" move. It is done ONLY in reaction to a charge on the unit. The unit electing to Evade moves directly away from the charging unit OR in the direction of nearest protection: a friendly unit in good order, fortifications, buildings, woods, AS LONG AS such movement starts by taking them further away from the charging enemy (in other words, no one is going to run cross the front or toward a charge looking for cover: evaders always start by running away). Evaders, like routing, fall back, or retreating units, receive a free initial "about face" to the rear. This automatically Disorders the unit for the duration of the movement. Assuming the evaders are not caught and butchered, in the first friendly movement phase of the next turn they may roll on the Maneuver Table and move normally; the Evade order only lasts for the turn in which they are charged.

FAIL BACK The unit moves at the full movement rate for its formation away from the nearest enemy unit for one Phase, then faces the nearest enemy in Good Order. Gunners may pull their guns with them.

RETREAT The unit moves at the full movement rate for its formation away from the nearest enemy unit for At Least one Phase or until outside small arms, or close artillery range of all enemy units. It may then face the nearest enemy unit, Disordered. Gunners abandon their guns in a retreat.

ROUT The unit becomes Disordered immedatley and moves at Rout Speed away from the nearest enemy and towards the friendly board edge (if the two are mutually exclusive, as when the enemy gets behind you, move away from the nearest enemy). The unit continues to move at Rout Speed. Disordered. until it is off the board or the order is changed (by "Rallying").

PURSUIT The unit charges the nearest enemy unit to its direct front. It will change facing up to 30 degrees to the right or left to charge an enemy unit ONLY if there is no target straight ahead. The unit will continue to Charge the enemy until the order is changed. If no enemy unit is within charge distance, the pursuing unit advances straight ahead one-half charge distance and stands Disordered. Pursuit orders never apply to artillery stands.

Mandatory Fall Back. Retreat. or Rout moves constitute the affected unit's move for the following Tum. The unit is considered to have already moved for that turn, and suffers all the penalties of having moved if it is forced to React. Mandatory or voluntary Pursuit moves allow one move during the following turn: the unit may "Rally Back", making a voluntary Fall Back during the first friendy Movement Phase of the turn following the Pursuit.

A unit with a mandatory Rout order in effect that is contacted by a charging enemy unit Surrenders all remaining stands and colors. If there is a commander attached to the unit, roll on the Fallen Leader Table to see if he is captured, killed, or gets away.


6. Charges and Charge Combat

Charge Combat Tables

Charges take place during regular Movement Phases and need not be declared before the Phase in which they occur. Charges are the first thing done in a Phase: no regular movement or firing may take place in the Phase before a Charge.

A unit being charged must react to the charge, usually by consulting the Maneuver Table or firing. Any Reaction constitutes the target unit's move for that entire Turn. (This is how "spool ing. attacks can wreck the enemy plans and pin his units)

Possible Reactions. Some are obvious, some not-so-obvious if you are not familiar with 18th Century tactics:

Infantry:

  • May fire at the charging unit ff facing it in line or square formation
  • May attempt to change facing
  • May attempt to change formation
Cavalry:
  • May attempt to counter-charge
  • May stand and use Mounted Fire against a charging unit
  • May attempt to change facing or formation before doing either of the above
  • May attempt to Evade (read: Run For It)
Artillery (gumners)
  • May fire at the charging unit ("Stand to their Guns")
  • May Evade (-Abandon the Guns")

May attempt to limber up and leave (-Bug Out")
Note: The last option is ONLY available ff you have militarized drivers and limber teams: in other words, not until the 1750s at the earliest.

Skirmishers
Must Evade a charging Formed unit, unless they are behind cover or an obstacle (examples: in a town. behind a wall or hedge, in fortfflcations, in a wood edge). They may attempt to fire at the charging unit before evading.

Charge Combat Procedure:

a. Charging Unit declares the Unit object of the charge. The Charging Unit must be facing its target at the start of the Phase - no "round the comer" charges are allowed.

b. Charger rolls on the Maneuver Table to see if they advance at all and at what speed. Doctrine affects the speed of the charge REGARDLESS of the Maneuver Table. Army Lists will specify the doctrine of the armies for given time periods. and whether, for example, the cavalry charges at the Trot, All Out, or infantry slows down to fire while advancing or goes in "all out. with the bayonet.

c. If the Charger actually comes forward, after a Quarter Phase of movement, the target (de) unit may React. Roll on the Maneuver Table to see how fast they react, or if they are frozen in place with terror or receive a mandatory Fall Back or Retreat order before the charge even gets to them. In this case it then becomes a matter of phasing charge versus mandatory movement to see if the target gets caught from the rear by the chargers.

d. Resolve any fire against the charging unit. This can include Pass Through fire by defending units that are not the object of the charge. WARNING. A unit can only move or fire once per turn, so Pass Through fire will constitute the units entire move for the turn, unless subsequent enemy activity (charging them, for instance) forces them into a "hasty" reaction.

e. If the charge is not stopped by fire, resolve any firing by the charging unit. This comprises two possible types, since artillery does not charge. First, most mounted troops up until the 1740s attempted to fire while charging. This mounted fire does not cause any casualties to the defending unit. If effective (Close Range) it imposes a - 1 die roll modifier on the defender's Charge Combat die roll. Second Firing or Swedish 'Ga Pa' infantry fired during the advance to contact. The Swedes (1690 - 1715) come on at full speed and consult the Fire on a Charge/While Charging Table for range, then resolve their fire on the Fire Combat Table with a - 1 die roll modifier. Platoon Firing Foot advance at 1/2 Line speed, resolve range on the Fire on a Charge/While Charging Table and then resolve on the Fire Combat Table as regular musketry before attempting to close.

f. If the defender is not already under mandatory orders, and the charge not stopped by fire both sides roll on the Charge Combat Table and apply the results. For Charge Combat, count all stands in contact plus up to one stand overlapping on each flank, and up to two stands deep. The second stand behind counts only if it is facing the charge and the front stand is actually in contact with a charging stand (in other words, in a charge on your flank, only the end stand will count as defending, while the enemy could have up to three stands' frontage against it, plus one extra stand depth.

Pikes In the case of mixed units of "pike and shot" (mostly belonging to the very beginning the eighteenth century or earlier), if less than 1/2 the unit is pike armed, the pikes don't count for Charge Combat against foot, but any pikes in the unit will add the + 1 if facing mounted troops. a compromise to give some excuse for the pikes being there, while in keeping with one officer's observation that any man who shot a pike man should be "adjudged a murderer, for he hurt a poor defenseless fellow...'

Charge Impetus To receive any of the "Charging bonuses (Impetuous Foot charging, Cavalry Charging All Out or At the Trot) the charging unit must travel the last part of the charge in a straight line to the target.

The required minimum straight line distances are:
Infantry 1"
Cavalry Trotting 5"
Cavalry All Out (gallop-run) 10"

A mounted unit attempting to fire while mounted must also either move the required minimum distance in a straight line as above or remain motionless.

"Trophies of Wart When a unit loses a Charge Combat - that is, it gets a Mandatory Fall Back, Retreat, or Rout order as a result of contact with an enemy unit - there is a chance that it will lose "trophies" to the enemy unit. The most common trophy is a nag or standard. but, especially at the beginning of the eighteenth century. cavalry units attached just as much importance to things like decorated kettledrums as they did to the standards. The Trophies. refers to any such morale modifying material which might be captured.

Roll one D10 for the defeated unit. Subtract the unit's losses in stands. Double the number if the unit is in Rout. If the modified die result is One or less, the unit loses its standard. The unit morale is - 1 for the rest of the battle. Captured standards stay with the capturing unit, and may be recaptured in subsequent Charge Combat phases. If a unit is carrying captured flags, roll one DlO for its own standard and roll separately for each captured flag on hand. TheoreticaUy, a unit could lose its own nag while carrying off a captured standard from a previous combat! NOTE: even though virtually every unit (regiment or battalion) carried more than one flag, these rules, for convenience. assume only One Standard per unit. Therefore, you can only Capture a Standard from a unit once in a battle.

Fallen Leader Table
Die Roll Effects
0-4 Fatal Wound: Leader dies
5 Wounded: Can't Move for 2 turns
6 Wounded: Can't move for 3 turns
7 Fresh Wound: Can't Move for 1 turn
8 Horse Shot Out from Under
- (Melee Effect only)
9- 10 No-Effect
If attached to a unit defeated in Charge Combat Leader is Captured on a die roll of 5 to 8

Pursuit Check Roll one D10 die and add applicable numbers below. If total is+10, pursuit is Mandatory.
+1 Morale Grade 1
+3 Non-Light Cavalry
+5 Light Cavalry
+1 Irregulars
+1 Impetuous
- 1 Mounted Trotting
-1 Morale Grade 3
-2 Morale Grade 4
-? CP of attached Leader

Promotion Opportunities, or Falling Generals and Rising Colonels. Whenever a separate Commander is attached to a unit which takes casualties, either from Fire or Charge Combat, there is a possibility that the officer will become a casualty. If the firing unit rolls a natural 10 result on the firing die, consult the Fallen Leader Table immediately, roll, and apply the results. In Charge Combat, roll one D10 for each officer attached to a unit involved EVER IF the unit did not take a stand casualty in the Charge Combat. Add the total of any stands lost by the unit. If the result is a 10 or greater, consult the Fallen Leader Table.

Pursuit:

Whenever a Charging Mounted, Impetuous, and/or Irregular unit wins a Charge Combat. there is a possibility that they will go into a Mandatory Pursuit. Consult the Pursuit Table and roll 1xD10 die, applying the appropriate modifiers. Note that units that have not Charged or countercharged are NOT eligible to Pursue. Normally, infantry or dismounted cavalry will not pursue unless they are irregular or impetuous. Artillery never pursues.

A separate Commander attached to a unit which rolls a mandatory Pursuit must accompany the unit ("carried along") for one phase of pursuit. On any subsequent phase the commander may detach himself from the unit or remain attached and use his CP influence to try to rally the unit.

Firing & Fire Combat Tables

The Fire Combat Tables are right out of F&F with modifiers from AoR. Note that any mounted pistol fire is strictly a pre-melee weapon, and has no measurable range on the table. Mounted carbines are a defensive weapon, and stationary mounted carbine fire was used by Austrian cavalry against the Turkish cavalry and )with dire consequences to themselves) against other European cavalry on occasion.

Procedure:
Total up the number of firing stands or, in the case of artillery, the number of gunners.Apply the modifiers to the numbers of Firing Points. Roll 1x D10 for each unit firing and apply the Die Roll Modiflers. DO NOT confuse the Firing Point Modiflers with the Die Roll Modiflers: they are two separate and distinct animals. Apply the results to the target unit.

Fire is NOT combined among units. Weren't no fire control in this period, so each gun and unit fires separately. Only if a target covers the front of more than one unit can you combine the fire points of several units on a target. Units firing from the front and flank/rear on the same target fire separately. Guns not adjacent to each other can never combine fire points on a single target.

Artillery stands have a 30 degree arc of fire in the open: any repositioning of the guns counts as Movement. Guns in field works or protected battery positions may have a more restricted field of fire,depending on the scenario.

Cavalry attempting Mounted Carbine/Pistol Fire also have a 30 degree arc, since only the front rank is firing.

Infantry battalions have no oblique fire early in the century. They may fire at any target directly to their front, but they cannot "angle off" to any degree. Reason is simple: these were thick formations, sometimes up to 5 ranks, so any attempt to angle the fire through the front ranks will simply hit more of their own men and disrupt the entire firing unit. All of a battalion's stands may concentrate their fire on a target that is less than the firing unit's frontage without penalty. When the infantry adopts three-rank lines generally in the middle of the eighteenth century, it also develops a 30 degree arc of fire.. HOWEVER if over half the battalion's stands have to "angle" their fire to hit the target, apply a - l modifier to the Firing Table die roll: too many of the individuals will "blaze away" directly to their front in the thick of battle, reducing the effect of the battailon's fire. (This also encourages players to adopt the Historical Tactic of "lining up", battalions opposite each other for fire fights)

The artillery fire points seem excessive, but remember, there are few massed batteries until very late in the century. No two gun models may fire at the same target except under the following conditions:

The guns must be adjacent to each other.
A dedicated Command Figure is provided for the "battery".
Another point: since the artillery "companies" were almost entirely administrative organizations, batteries, right up to the end of the SYW, were strictly "ad hoc" formations. Therefore, if you do "mass" guns, it must be done before the battle begins, and once placed together, the artillery stands must remain together: If the battery breaks up during the battle, as for instance if some artillery stands have to Fall Back, it cannot be reformed.

Special and Ugly Things:

If, when rolling for Fire, the firing unit rolls a natural 10 on the Dl0 the following effects may occur:
Fallen Leader The player controlling the target unit robs again on the Fallen Leader
Table for each separate Commander attached to the target unit.
Low on Ammunition The firing unit Is marked Low on Ammunition
Artillery Hit If the firing unit Is Howitzers and the target unit is artillery, the Target
gunners must check Morale immediately. Regardless of Morale Check
outcome, the artillery unit is 1/2 normal Fire Points for the rest of the battle. (Gun/Ammunition explosion!)

8.Rally Attempts

You must roll on the ManeuverTable in the first eligible phase for any unit that is Disordered. This constitutes an attempt to rally or Reorder the unit. A separate Commander attached to the unit at the beginning of that phase may add his CP to the rally attempt.

When attempting to rally a Routing or Pursuing Unit, you can make as many attempts as the Morale Grade of the unit. In other words. l to 4 attempts. if you run out of attempts without rallying the unit, it continues running in one direction or the other until off the battlefield.. Units pursuing off the battlefield do not return during the same day of battle. but they do not count as lost for casualties in Army Withdrawal determination.

9. Army Withdrawal.

Army Withdrawal Army checks at 15% casualties and every turn thereafter that there are net positive modifiers. Army withdraws on a total modified score of 12 or more on 1xD10 die.

Die Roll Modifiers
Pluses Minuses
+1 Each friendly unit routed off the board -1 Each enemy flag or battery captured
+1 Each flag or battery captured by enemy -1 Each enemy unit currently in Rout on the Battlefield OR Routed off the Field
+1 Each friendly unit currently routing (on the battlefield) -1 Each Class 1 enemy leader captured
+1 Each Class 1 leader killed, captured, or left the field ? Value of geographical objectives lost
+ 1 25% losses
+ 2 Each Class 2 leader killed, captured. or left the field
+ 2 30% losses
+3 40% losses
+4 50% losses
+ ? Value of geographical objectives lost

I think this is one of the neatest things in AoR. and it adopts fairly well to a D10 die. For campaign games, which is what we've been using these rules for, the Army Withdrawal has to be modified slightly. Players really decide if, in campaign terms, it's worth the cost to keep fighting, so the Army Withdrawal represents an Army Morale Test instead. Here's how that works: The first time you fail Army Withdrawal, all units in your army take a - 1 die roll modifier whenever they consult the Maneuver Table, in addition to any other modifiers.

On any subsequent turn that your Die Roll Modifiers for Army Withdrawal go up, you must test again. On the second failure, in addition to the Maneuver Table penalty already imposed, your army's Mandatory Moves all become one step worse: Fall Backs become Retreats, Retreats become Routs, and a unit receiving a Rout result automatically Surrenders to the nearest enemy unit, ff there is one within 1/2 unimpeded Charge Distance away. Routing units that do not surrender Disperse, scattering over the countryside with no hope of rallying (remove the units from the table immediately, counting them as losses for Army Withdrawal).

We haven't had to go to a third failure yet, since the accumulated penalties of two failures have been enough to convince even our most suicidally aggressive players to toss it in.

Untested Extras:

1. Skirmishers

Since we have so far used these rules only for 1700-1725 era games, no skirmish fire or skirmishing units have shown up, but here are my ideas on the effects and capabilities of such units and such fire.

A skirmish stand is 1/2 the size of a regular stand. In other words, if a regular stand "breaks out" into skirmish order, it win form two stands. I plan on mounting 2 figures on each skirmish stand, in single rank about 1 - 1.5 inches wide (15mm figures). A skirmish stand can cover the front of three regular stands, which is actually a compromise, since skirmishers are in a single rank and spread out. I might extend this frontage after testing. Each skirmish stand is 1 Fire Point at all ranges, since they get no volley "shock effects at short range. Rules, you win notice, have no "Close Range". Rifled arms were so slow firing that they, too, have no Shock Effect from continuous volleys at short range. Skirmish fire has two special capabilities:

a. On a Fire Combat die roll of 10, the target unit goes down one Morale Grade for the rests of the battle whenever consulting the Maneuver, Fire Combat, Charge Combat Tables, or making a Formation Change. This represents the skirmishers concentrating on and bringing down an excessive percentage of the unit's officers and NCOs.

b. During any turn that a unit is within the small arms range of one or more skirmish stands, it changes formation as one Morale Grade worse than normal, Most of the Formation Changes in this period required an officer or NCO to mark pivot points for the unit, and these individuals are prime targets for the skirmishers.

Skirmishers who are charged by any non-skirmish unit MUST evade unless they are behind cover (walls, hedges, fortifications, in a wood line, etc).Note that an evading skirmish stand, when the time comes to try and stop his evade movement, will consult the ManeuverTable with a -1 for skirmish formation and, since the enemy unit may still be behind them, a -1 for Enemy Unit In Charge Distance In Flank or Rear. However, a skirmish stand that Is part of a formed unit (such as a "picquet. in the French Army, or the later Light Companies of the British) may automatically rally In good order by rejoining the rest of the formed unit. This reflects the fact that having a core of formed troops makes regaining formation and order much, much easier. It also means it would be prudent not to send the pickets too far from the parent battalion, or send an entire light battalion out in skirmish formation unless there are formed units behind it to provide some plus modifiers when the time comes to rally!

Final Notes:

This is rough and incomplete, because it's evolving constantly. The bulk of the testing so far has been in the earlier, 1700-1720 period, and doubtless there are numerous modifications that will have to be worked in to cover the entire Eighteenth Century adequately. If there is any question about the rules, consult the original Fire & Fury and Age of Reason, and if there is no answer there, toss a die.

If there is any question as to what a unit could legally do on the battlefield, such as a question on whether a unit is in or out of a 30 degree firing arc, I have a standard system that I recommend to all gainers: let the die decide. On the old Army principle that Good Troops will Make it Happen roll a die and add the morale grade of the unit which is attempting to act (move, fire, etc.). In the case of of Reason units in these rules, I'd use:

Morale Grade 1 - 1
Morale Grade 2 even
Morale Grade 3 + 1
Morale Grade 4 + 2

Roll a D 10 die, and ff the modified result is 6+, the unit Made it Happen. In other words, don't try anything fancy with militia, but the Guard Just might pull it off...

Doctrine Guidelines:
1. Cavalry - Types of Charges

  1. All Out in Good Order. Charges at All Out Rate with Full Impetus Bonus
  2. All Out in Disorder. Charges at All Out Rate with no effort to preserve Order Receives full Impetus Bonus (+2) but is Disordered at the end of the first Charge Movement Phase regardless of any other outcome of the charge.
  3. At the Trot with Ordered Impact. Charges at the Trot Rate with Trot (+ 1 ) Impetus Bonus.
  4. At the Trot with Fire. Charges at Trot Rate, attempts to fire during the charge. Regardless of the results of fire, receives NO Impetus Bonus of any kind.
2. Infantry - Types of Charges
  1. Cold Steel. Charges at full speed without firing.
  2. Platoon Firing. Charges at 1/2 line speed, firing during the charge
  3. Swedish "Ga Pa-. Charges at full speed, fires during the charge with -1 modifier.. Any of the Above may receive Impetus (+ 1 ) Bonus and may receive Impetuous Foot Bonus (+1), if appropriate to unit types and conditions.
3. Infantry - Movement/Drill Limitations.
  1. Open Files, No Cadence. All Formation Changes are slowed
  2. No Oblique Movement. No drill for sideways or slanted moves. Unit must wheel and face direction of forward movement or Change Formation to face entire unit (column or line) to the rear.
  3. No Oblique Fire.' Line formations too thick to fire effectively off to the side. All formed infantry fire must be perpendicular to the battalion front.

Applicatlon of Doctrine to Armies:

This is Is lieu of a set of "Army Lists" as such. Franlcly. between the Osprey books, Chandlers and Duffys works on the eighteenth century wars and armies, George Nafziger's copious orders of battle, and the pages of the Seven Years War Journal, I would hope that someone interested In spending lots of hours painting 18th century troops has sense enough to find out whether he should be painting Cuirasses on his Prussian heavy cavalry in 1708 before he gets around to basing the figures and playing with rules. This is simply a guideline as to how the troops/stands/units should act on the battlefield, based on the prevailing doctrine - what they were trained to do.

1700 - 1724 (War of the Spanish Succession. Great Northern War)
British & Dutch Allies: Infantry Platoon firing, Battalion Guns
No Cadence, No Oblique Move or Firing
Cavalry Charge at the Trot with Ordered Impact
French: Infantry Cold Steel, Impetuous
No Cadence, No Oblique Move or Flirting
Cavalry Charges EITHER All Out in Disorder or
At the Trot with Fire.
On initial Maneuver Table die roll to go forward in the Charge, if modified die total is 9 or more, go in
All Out in Disorder. Otherwise, At the Trot with Fire.
Swedes: Infantry "Ga Pa' Charge, Impetuous (1/3 pikes), Battalion Guns
No Cadence, No Oblique Move or Firing
Cavalry Charge All Out in Good Order
Russians: Infantry Cold Steel (1/4 pikes up to 1708), Battalion Guns
Cavalry Charge At the Trot with Fire

1741-1748 (War of the Austrian Succession)

Rules Points: Discussion and Background

Mounting Figures specifically for these rules: Personally, In 15mm I use a 3/4- wide x 1" deep stand for regular infantry, with four figures mounted on each, representing about 100 men in a 4- rank line. The average battalion field strength, from the figures Ice gathered from various eighteenth century sources, was from 300 to 700, so I paint up 4 to 7 stands per battalion, depending on the nationality. Cavalry I mount on Squadron stands, 1-1/2- wide x 1- deep with 3 figures. Almost everyone in combat ended up with squadrons of 120 - 160 men. Therefore, I have actually different figure ratios for my foot and horse, but the resulting stands look "right" to me, and I can recreate the relative frontages of the units, so Who Cares?. This is an aesthetic hobby: as long as the Stands look Good to You, He found that the rules work with battalions of 4 - 8 stands, cavalry squadrons that are about 33-50%, wider than each infantry stand, and artillery stands that are each about twice as wide as an infantry stand, BUT THE THESE ARE ONLY GUIDELINES.

No unit EVER went into combat with all the men it was supposed to have. Period. I spent five years as a First Sergeant in the US Army, and never had a morning report that matched our authorized strength or an actual count of "men on the ground- that matched the number assigned. Even ff a unit is precisely at full strength, the frontage those men take up can vary appreciably depending on the type of ground. the formation adopted, and the speed attempted by the unit and the men. Don't get hung up on trivia about frontages and figure ratios: it all varied from battle to battle and even from minute to minute.

Card Draw and Phase Sequences: If all the cards in a deck fell in precisely the correct sequence, a complete "run. through the deck would take three hours (9 turns) of game time. This will rarely happen, so at best you will get. in high summer, somewhat less than 18 hours of daylight. Fighting in northern Europe in winter, aside from all your other problems, gives you very little daylight in which to achieve anything. Trumps are VERY important: they give the player a semblance of control over when he moves. If you run out of Trumps when the enemy still retains some, you have probably lost control of the battle and should start looking at Retreat Routes.

Exceptional Generals are Just that: Bloody Geniuses might be a better description. These are people like John Churchill. Duke of Marlborough, Marshal Maurice de Saxe, or Frederick II der Grosse of Prussia. It is virtually impossible to adequately recreate authentic military genius in a game when neither side is played by a military genius, but giving one side a 50% better chance of choosing when to move units comes close: use this VERY sparingly, because coupled with extra Trump cards, it can be devastating.

Movement: The movement rates are right out of AoR, with the addition of Trotting Speed for the charges of horse, and converting Rout/Evade speeds to the use of a D10 die for consistency.

You could move everybody as soon as the first friendly Movement Phase came up, but the virtues of sequenced movement are tied to tactics. Since charges in the same phase take place BEFORE regular fire and movement, you must use both phases in the turn to properly prepare and attack. If, in the first movement phase, your artillery fires at an enemy unit and disorders it, then in the next movement phase another unit can charge that disordered unit. Casualties inflicted in the first phase count in the Charge Table for the rest of the turn. Think about that. Of course, your beautiful tactical combination may come apart due to the card draw or rolls on the maneuver table, but thars the usual "friction of war."

The artillery movement distances are all changed from either AoR or F&F, because I discovered that right up to the middle of the century there were very few limbered guns anywhere on the battlefield. "Prolong", a term which later came to mean gunners dragging the piece, in the early eighteenth century meant any unlimbered movement of the guns, including hauling them behind a horse or two with a simple drag rope and harness (a single horse harness was, in fact, one of the usual methods for keeping the Battalion or Regimental guns up with the troops). The Light Guns could actually keep up with or even outdistance marching infantry this way, but heavier pieces were ready immobile.

Furthermore, having hauled or pulled a few large military trailers through German mud, I applied my experience to Prolong on a Slope. Keeping a ton of metal from running away from you downhill is even harder than dragging it uphill, and wiri slow you down,lust as much.

Up until the 1750s the drivers and artillery teams were mostly hired civilians and their own teams hired for the campaign. Whenever these reluctant warriors come under any kind of fire, there is a good chance they, and the limber teams, leave the field - effectively stranding the guns if the army has to leave the field as well. The changeover to "militarized" transport services did not take place until the early 1750s in the Austrian and Russian service, and not until the campaign of 1760 in the Prussian Army.

Cavalry Formations: The problem of Cavalry "intervals" is a knotty one, at least to me. For most of the eighteenth century, it was customary for cavalry formations to leave interva'is between the squadrons in line, so that a line formation actually would be represented by a series of stands up to a stand width apart. Charges as well as regularmoves were made in this formation, and it was only from the late 1740s on that the Prussian cavalry started to charge in long, unbroken lines on a regular basis. I have not directly addressed this in these rules yet, but here are my thoughts. There would be two types of cavalry Line Formations: Open and Closed.

The Closed is the "en haile" ("like a wall"), solid line. stands are side-by-side and touching. Lines can be any length BUT the entire line must be under one commander. In other words, If there is more than one cavalry regiment represented, the brigade commander has to be attached to the formation at all times, and if more than one brigade, a Wing or Army commander (or Division, If you are that late in the century) will have to control it. A closed line gets the maximum concentration of stands in the charge, but has the following restrictions:

  1. It moves at the speed of the slowest cavalry in the line
  2. It wheels at half speed ( 1 n of measured movement on the outside edge of the wheel deducts 2" from the allowed Movement Distance)
  3. To reform the Line into a column requires 1`VO Formation Changes: this is the only Formation Change allowed. From the column (or series of regimental columns) the units may then reform into an Open Line
  4. If the Line formation wins a melee and takes a Pursuit Check. each unit in the line checks separately: (It is almost impossible to keep such a line together alter - unless you've got a Seydlitz handy!l
  5. If the line falls back or retreats/routs, it can "break up" into regimental lines after the first 3" of movement to the rear, in order to avoid friendly units. Any formed unit contacted before that, or that cannot be avoided by the regimental lines, will be disordered and, in the case of a routing line, win have to check on the Maneuver Table as a Disordered unit to see ff theyJoin the rout.

The Open Line is a line of Squadrons, each squadron stand at least 1" apart. This formation, obviously, does not get the same number of stands-per-frontage as the Closed Line BUT it has the following characteristics:

  1. It maneuvers and each squadron wheels at full speed, and may reform into separate columns normally.
  2. If it is engaged in a Standing Melee, a second Open Line may charge into the melee from behind the first line and receive a Charge ("Impetus") Bonus in the Charge Combat (the new squadrons are charging into the Intervals between the original squadrons).
  3. As long as all the units are in the same formation and moving or charging in the same direction. a commander may attach to one squadron in the line and affect the entire formation. For instance, several regiments from the same brigade may all receive the Commander's Bonus from their brigade commander as long as they are ail part of the same Open Line formation and he is attached to the center front or right front squadron.

Cadence for Infantry; I don't have all the precise dates when all infantry began using cadenced movement, but here are the ones I do have, for guidelines:

Prussian: 1730s (after the publication of Regulation of 1726)
French: 1750 (first Regulation specifying cadence, that of 1750)
British: Before 1745 ('movements to drumbeat' in 1743)
Austrian: By 1749 Regulation, but not before 1741.

As Army Lists are compiled, well try to nail down the precise dates for ending the restrictions placed on units moving "without cadence".

Charge Combat:

Some of the contemplated Charge Combat Modifiers:
Impetuous Infantry are those units or nations who believed in hand-to-hand or bayonet fighting. In the eighteenth century. this includes the following:

  1. Highland Scots throughout the century, including Highlanders in Government Service ("gallant forty-twa"). Highland Clans, you will note, Will count modifiers for both Impetuous and being armed with Swords - and this was written before "Braveheart." came out!
  2. French throughout the century. No matter how poorly drilled or led, the French commanders at all levels always believed in the "spirit of the bayonet".
  3. Turkish infantry throughout the period.
  4. Swedes. Bavarians, and Danes from 1700 to 1715. The Swedes were frothing maniacs when it came to the attack, while the Bavarians were considered the most and aggressive of the Germans, and the Danish Paid Troops in both Austrian (Imperial) and Sea Powers (British/Dutch) service in the War of the Spanish Succession were considered assault troops and used as such.

Firing:

The Tacoma Mob at first thought the small arms fire pretty ineffective, Then units started get- ting into Close Range, and battalions began to shred like confetti. That, in a nutshell, is my view of the 18th Century Fire Fight: units which stay out at 150-200 yards from the enemy will spend a long time potting off without hurting or getting hurt, Once units start blazing away at each other "up close and personal. within 100 paces, the decision comes pretty quickly, for good or ill.


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