Hal's 25MM
Seven Years War Rules

By Hal Thinglum



I. SEQUENCE OF PLAY

1. Announcement of Charges/lntended Charge Target and Declaration of Charge Target Intention

2. Movement Phase

A. Each side throws 1D6; high die moves first and moves number of brigades equal to difference between the high/low die throws. Keep throwing till all brigades are moved.

    a. Pre-melee Activities
      Attempts to close
      Attempts to hold
      Premelee firing range determination (note range attacker started)
      Premelee movement
      Premelee rout movement
    b. Check for command control
    c. Regular movement/mounted officer and courier movement

3. Firing

A. Artillery (remove casualties caused by artillery) - Morale checks (if necessary)

B. Small Arms (simultaneous)

    a. Determination of firing range for charged units
    b. Casualty determination for town fighting
    c. Risk to mounted officers for fire/melee if physically attached
    d. Morale checks, if necessary

4. Melee

5. Morale

    A. Attempts to recover from failed morale from last turn
    B. Morale checks from current turn
    C. Morale checks for under strength units
    D. Army withdraw Morale Check (less than 50% of force remaining)

6. Rout Movement

II. FIRING

A. SMALL ARMS FIRE

1. Procedure

a. Throw 1D6 per six figures; if less than six figures, throw 1D6. If the result is equal to, or less than the number of figures, throw as if there were six figures. If in excess, they do not fire. Same for melee purposes.
b. Deduct for range.

Type of FireShort (0-6") Medium (6-12") Long (12-18")
Regular Deduct 3Deduct 4Deduct 5
First VolleyDeduct 2Deduct 3Deduct 4
c. Determine saves - Throw 1D6 per hit; number in (-) saves figure.

    - Line infantry firing (6)
    - Target under cover/skirmished/mounted/artillery crew (5-6>
    - Firing unit moved; increase save by one number (i.e"5" becomes "6")
    - No saves for units in column

Firing Notes

Units have angle of fire of 45 degrees from either end of unit.
Firing is considered to be two ranks deep.
Firing is directed at nearest enemy threat.
Cavalry do not fire small arms.
Firing on cavalry: It takes two hits to remove one cavalryman. If odd number of hits. roll 1D6 and "4-6" removes figure: otherwise, no casualty and no carryover of hit.

All command stands are placed to the right of the unit when in line (when in column, it is placed second from the front) until such time as they deliver their first volley. It is then moved to the middle of the line (front of the column) to denote the fact that it has expended its first volley.
Firing into Charges: When a successful charge has been made and the target unit holds, it must roll 1D6 to determine at what range it fires.

RANGE

Firing Unit When Attacker starts From Long RangeAttacker Starts From Medium Range
Short Medium LongShortMedium
Grenadiers4-62-313-61-2
Line Inf.5-63-41-24-61-3
Light Inf.64-51-35-61-4

ARTILLERY FIRE

1. Procedure

    a. Declare target
    b. Determine range
    c. Roll 1D6 per gun
    d. Deduct for range
    e. Determine saves

ARTILLERY RANGES AND DEDUCTIONS

Short 0-12"Medium (12-24")Long (24-36")
Deduct 1Deduct 2Deduct 3

2. Saves

    a. No saves for firing into column.
    b. Target under cover/skirmished mounted/gunners (5-6)
    C. Light gun firing (6): (5-6 at long range)

3. Counter-battery fire - should not be encouraged!

    a. Declare target gun. b. Throw 1D6 per gun to hit (-1 modifier for light guns to 1D6).

    Counter-Battery Fire

      Range: 0-12": die throw: 4
      Range: 12-24": die throw: 5
      Range 24-36'': die throw: 6

    c. Throw 2D6 if hit is scored; throw of l 1-12" knocks out gun.
    d. Throw appropriate number of dice to determine casualties.

4. Artillery firing into towns

    a. Determine casualties as usual.
    b. Each town has point total of 25 (unless assigned elsewise by designer of scenario). Casualties are subtracted from town's total. When point total is reached, the town is considered to be destroyed/in flames and can not be occupied.

5. Artillery Notes

    a. A gun needs a minimum of two figures to fire/move.
    b. Batteries have a total of 10 figures, including artillery drivers; remove artillery drivers first when casualties occur.

III. MOVEMENT

Unit Type ILineField ColumnRoad ColumnSkirmish Rough TerrainFormation ChangeRout
Line Inf6"9"12"--1D6-1D6*a+1D6
Lt Inf6"9"12"12"-1D6*b-1D6*c+1D6
Hv Cav912"15"--1D6-1D6+2D6
Lt Cav12"15"18"18"-1D6*b-1D6+2D6
Artillery/Wagons -9"12"- -1D6-+1D6
Generals-21"---- -
Couriers-30"-----
*a Grenadiers (-1D6 then -3")
*b Deduction does not apply if in skirmish formation
*c Light Infantry (-1D6 then -3" if one-half of battalion in line

A. Movement Notes

    1. Formed units can not move through wooded areas.
    2. Push move for guns: Light guns 1D6-2"; Heavy guns 1D6 -4"
    3. All retrograde movement done while facing enemy is done at - 1D6. Cavalry can not perform such movement.
    4. Disorganized units move at - 1D6.
    5. Wheeling units measure from the outside of the unit.
    6. For formation changes. move at slowest of the two formation rates.
    7. Formation changes take place off the command stand.
    8. Charge movement bonus: +1D6, but unit can not fire.
    9. Facing qualifies as a formation change.
    10. Interpenetration: Formed units can move through other formed units but may do nothing else that turn. Skirmished units can pass through formed units and formed units through skirmished units without any penalties. Charging units passing through formed units are automatically disordered. as is the interpenetrated unit.

IV. MELEE A. Melee Procedure

1. Attacker must pass morale to charge. If unit fails morale, it is disorganized and does not move that turn. If successful - then 2 below

2. Defender must pass morale to hold. If unit holds morale, it must roll under failed morale chart.

3. Units are moved into physical contact if they have the necessary movement distance.

4. Each stand in contact, plus one stand on any side. throws a modified I D6 against the stand it is in contact with. The low die is subtracted from the high die and the difference is the number of casualties inflicted on the opposing stand. Leave the modified die in rear of each stand to denote stand casualtiesUse another die placed in the rear of the unit to denote unit casualties.

    a. In situations where one unit has more melee eligible stands than the other unit, each such stand throws a modified 1D6 and inflicts that many unanswered casualties.

5. No saves in melee

6. Melee Modifiers

    +1 Grenadiers vs non-Grenadiers
    +1 Formed vs non-formed
    +1 Attacking disorganized unit
    +1 Heavy vs Light Cavalry
    +1 Light Cavalry vs non-Grenadiers
    +1 Heavy Cavalry vs Grenadiers

7. Total up casualties for each side: total up melee dice throws. Subtract casualties from melee points; compare adjusted melee totals.

8. Loser goes directly to "Failed Morale Chart"; winner is disorganized.

9. Melee Notes

    a. Cavalry stands of three figures are consider equal to infantry stands of six figures.
    b. Units inflicting a single (I) point on horse units roll 1D6; roll of "4-6" equals casualty inflicted.
    c. Stands with less than six figures toss 1D6 and subtract thc number of missing figures trotn the modified die throw.
    d. Artillery crew throw 1D6 per six figures in melee situations.
    e. Flank/Rear Conditions: In order to quality for a flank rear attack, the attacking unit's frontage must bisect the frontage lines (two straight lines extended out from the flank/rear of the target unit) of the target unit. In such situations. it may prove advantageous to use "phased" movement (move each unit in thirds'' of their total allowable distance until they contact) to reduce the likelihood of problems.

V. MORALE

A. Morale Situations - Check morale when a unit:

I. Loses a stand ot figures or when a battery has lost over 50% ( 5 figures). A batter\ checks only one time as above.

    +2 Detending town
    +2 Attacking rear/flank
    +2 Attacking routed unit
    +2 Heavy Cavalry vs non-Grenadiers
    +2 Moving Cavalry vs stationary Cavalry

2. Attempts to close (anacker) or hold (defender) in potential melee situation.

3. Attempts to regain good morale (disorganized or rout condition).

B. Unit Morale Each unit has a base morale of 4. This number is modified as below.

2. Roll 2D6; units rolling below their modified morale number are considered to have failed morale and must roll under failed morale chart. C. Morale Modifiers

    +1 Each stand lost
    +1 Out of brigade command control (does not apply to light infantry/cavalry)
    +1 Unformed/Disorganized
    +2 In rout state
    +1 Light Inf/cav vs other cavalry
    +1 Each six artillery crew lost
    -2 Defending works
    -1 Brigade commander physically attached
    -1 Grenadiers
    -1 Heavy Cavalry vs other cavalry
    +3 Light cavalry attempting to close w/formed infantry
    +2 Heavy cavalry attempting to close w/formed infantry

D. Failed Morale Chart - When a unit fails morale, roll 2D6 with modifiers as below

Die ThrowOutcomeModifiers
1-4Rout-1 lost melee by 1-5 points
5-11Disorganized (see b)-2 lost melee by 6-10 points
12Automatic Recovery-3 lost melee by 11-15 point
--4 lost melee by 16-20 point

    a. Units losing 20 or more points surrender.
    b. It unit lost melee and is disorganized, it falls back 2D6. Roll 1D6 ("5-6" facing enemy; "1-4" backs to enemy

E. Special Morale Check - When a unit is down to two stands, roll 1D6. If they roll anything other than a "6" they are removed from the game.

Failed Morale Notes:

    1 . Disorganized units are denoted by assignment of a semi-prone casualty figure.
    2. Routed units are denoted by assignment of a dead prone figure. Units failing their first chance at recovering from a rout are given a second casualty figure to denote the fact they have only one more chance to recover from rout condition.
    3. Units in need of morale checks are denoted by assignment of falling casualty figure.
    4. Disorganized units tailing morale drop to rout status.
    5. Routed units are allowed two attempts at recovering morale. If they fail their second attempt at recovery, they are removed from the tabletop.

VI. COMMAND CONTROL

A. Each brigade has a mounted General in command. He has a command radius of 18" (consider to be any part of a unit 18" or less from the Brigade Commander.)

B. Units outside of command control must pass their morale if they wish to move. If they fail, must stand in place that turn. They can not move again until (a) they are withtin command or b) they pass their morale.

C. Risk to Attached Mounted Officers - Any mounted officer placing himself in physical contact with a unit which takes effective fire/suffers melee casualties, rolls 2D6 and a "12" results in him being made a casualty. From that point on, the brigade is considered to be out of brigade comnnand control for morale checks.

D. Each Comm;ander in Chief (CIC) has three mounted aides to serve as couriers. He can write messages which are carried by the couriers. The umpire rolls 2D6 each turn for each courier. A roll of "l2" means message is not delivered. Each Brigade Commander has one mounted aide to serve as a courier.

E. Brigades must follow orders until such time as their orders are changed and they are informed via superior officer/courier. At this time, they must be in physical contact.

F. Prior to the game, each player throws 1D6 and dependent upon the roll, may receive "chips"' which reflect their command abilities and increase/decrease their command control radius, movement distance, and ability to "affect" some events. The chips may not be given to other players for use.

    a. Procedure - Roll 1 D6 (+1 to Commander in Chief)
      Roll of "1" = 0 chips; command radius of 12"; -1D6 to movement, including courier. -1 for command control.
      Roll of "2-4" = 1 chip; no change to regular rules.
      Roll of "5-6" = 2 chips; command radius of 24"; +1D6 to movement, including courier; +1 for commend control.
    b. Chips can be used at any time prior to a game situation utilizing dice for units within command control radius of the mounted offcer. If he so desires, he can turn in a chip and receive a die which can then be used, after an "unfavorable" die roll, and rerolled (only one die). The second result is the final result.

VII. GENERAL NOTES

A. Regarding Towns - Towns are on "bases" of 11 " X 15" in size.

    1. Units are considered to be within defensive works while occupying a town; they are not considered unformed as such.
    2. Any part of the town base is considered to be built up.
    3. The maximum number of units which may occupy a town is one regiment/battalion of infantry and one battery.

B. When an army is reduced to less than 50% of its original units (a unit is considered an infantry battalion/regiment; cavalry regiment; or artillery battery), it must check for "army withdraw morale" every turn thereafter. The opposing CIC rolls 2D6 and modifies the die throw by his "command control" bonus (+1 or -1). This total must then be exceeded by the Army CIC checking; for "army withdraw morale" who may also modify his die throw. Bonus dice may be used at this time, but only those in possession of the CIC's.

C. Each turn equals approximately 30 minutes; One figure equals approximately 20 real soldiers.

VIII ORGANIZATION

A. Unit Sizes/Strand Sizes - These rules were written for 25mm figures.

    a. Line and Grenadiers - 37 figures including a mounted officer on six stands; command stand has mounted officer, foot officer, sergeant, standard bearer, drummer and two enlisted men 1 1/2" x 2 1/2", other enlisted are 1 1/2" x 2"
    b. Light Infantry - 24 figures on eight 3-man startds of 1" X 2".
    c. Cavalry - 2 4 figures in two squadrons; first squadron has officer, standard bearer and musician and nine enlisted men; second squadron, has officer, musician and ten enlisted men. Three figures per stand of 1 1/2" X 2 1/2".
    d. Artillery - Two guns per battery; each gun has four gunners and one limber with one or two horse limber horse w/rider or out-walker. Gun on stand of 2" X 2" w/four gunners; limber on stand of 1 3/4" X 4".
    e. In my organization. a battalion of infantry is referred to as a "regiment"; thus it has only a single battalion. I put from three to five battalions/regiments of infantry to a brigade and two regiments of horse to a brigade.

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© Copyright 1997 Hal Thinglum

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