Furious Reason

18th Century Rules

by Charles Sharp


MOVEMENT OF UNITS

Die Roll Modifiers
Attached Leader+CP
Rear Support+1
Both Flanks Secure+1
Column Formation+1
Grenadier Class+1
Guard Class+2
Militia Class-1
Each 25% lost-1
Being Charged*-1
Enemy Unit in Charge Distance to Flank or Rear *-1
Skirmishers-1
Flag Lost/Cdr captured or killed
while attached to Unit
-1
*=Same enemy unit may cause both
deductions simultaneous


FORMATION CHANGE COST

Morale GradeDeployment Cost
Militia3/4 Move
Line1/2 Move
Grenadier1/4 Move
Guard1'/inf, 2"/cav
All Formation Changes Take one Deployment except the following, which require Two Deployments each to Complete:

  • All Uncadenced Deployments
  • Column to Line Right with Cadence
  • Line to Column Left with Cadence
Note that Costs are Cumulative:
Column to Line Right Uncadenced takes 4 Deployment Costs



MOVEMENT RATES

Unarmored
LightHorse orArmored
FormationInfantryCavalryDragoonsHorse
Line/Square8"16"14"12"
Column10"20"16"14"
Charge in Line10"24/20"22/18"20/16"
Charge in Column12"28/22"24/20"22/18"
Skirmish16"24"..
Rout/Evade4" + 1die14" + 2 dice14" + 1 die12" 1 die

ArtilleryFieldRoadProlong
Light Field/Horse14/16"18/28"10"
Medium Field/Horse12/14"17/24"6"
Heavy Field10"15"1"
Siege5"9"turn in place only


TERRIAN EFFECTS on MOVEMENT

Type of
Movement Effects
TerrainInfantryCavalryArtillery/Wagons
Light Woods3/4: Formed Units Disordered*1/2: Formed Units Disordered*Roads Only
All: May be concealed on edge, base width into woods
Heavy Woods1/2: Formed Units Disordered*1/2 (no charges) Formed Units Disordered*Roads Only
Low HillsNo Effect on Movement (EXCEPT Artillery Prolong = 1/2 up or down)
Steep HillsUp 1/2, Down No EffectUp OR Down 1/2Up OR Down 1/4
Marshes1/2xD10xWidth of Marsh=Cost in inchesRoads OnlyRoads Only
Linear Obstacles1/2xD10=Cost in inches1xD10=Cost in inches2xD10=Cost in inches
Artillery/Wagons cause base width permanent hole if move through
Shallow RiversAll: 1/2xD10xWidth of River=Cost in inches, may not shoot in or on turn of crossing
Deep RiversAll: At Bridge or Ford only



THE MANAEUVER TABLE
Die RollGood Order EffectsDie RollDisorder Effects
7 or move
Well Handled
Unit may move at Full Move Rate10 or more
Rally with Elan
Unit rallies in good order, may move at Full Move Rate
7,8,9
Rally
Unit rallies in good order, may move at 1/2
5,6
Tardy
Unit may move at 1/2 Full Move Rate5,6
Shaken
Unit rallies in good order but cannot move
3,4
Hold
Unit cannot move or change Formation3,4 WaveringUnit remains disordered and cannot move
1,2
Disengage
Unit Falls Back1,2
Broken
Unit Retreats
0 or less
Retire
Unit Retreats0 or less
Shattered
Unit loses one stand and Routs


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© Copyright 1997 Hal Thinglum
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