19th Century

Wargame Rules


For wargames in the late 19th century, I would suggest a measureable rifle fire effect at 600-800 yards although greater ranges were sometimes used against formed troops. Borrowing from contemporary manuals and from the "Kriegspiels" of the period, the following rules are offered:

Moves: Move alternately, first player on right side of board is second player on left side. Since the move is theoretically simultaneous, counter moves by the second player may be made unless one of his units (4-6 bases of troops of a common battalion or cavalry regiment in formation) is contacted, i.e. within 11, melee distance of nearest attacking base. Infantry fire and artillery fire are then taken against targets no more than 30 degrees off the line of sight of firing units, melees and morale s

Infantry moves are:March, firing, 3" Road bonus 1" Quick March, 4" Column March 5" Charge, 6"

Cavalry movement (tactical): Walk 4", Manuevering Gallop 12" Trot 8", Full Gallop (Charge) 16"

On a gridded surface, these may be approximated down to distance units for convenience. The walk may be used for movement in any direction, trot up to 60 degrees turns, gallop only within 30 degrees of the direction faced at beginning of move.

Fire range and accuracy: (This may be adjusted to 6-8 squares or hexagons on 6 gridded board).

Close range (3-4-5-6 hits) 200 yds. represented as 12"
Medium range (5-6 hits) 400 yds. represented as 24"
Long range (6 hits) 600 yds. represented as 36"

An additional 200 yards may be allowed for chasseurs a pied, rifles regiments, jagers aid other special units.

Each base of three riflemen having a clear line of sight to the target rolls one die if it has moved 3", two if it has not moved. If the appropriate number appears on the die, one casualty is assessed against the unit identified as the target.

If the target is prone or skirmishing from cover to cover, use the hit table for the next longer range; if behind cover add 400 yards to range. Cavalry galloping in line or as forages over 400 yards away may be regarded as a difficult target and require a "confirm" roll.

A unit in line moving 4" (no greater speed may be used by a line except for 1 charge turn ending in contact) may drop back ill to fire if not "pinned."

Fire Effect on Morale: Troops receiving long range fire must roll a 4-5-6 to continue their advance without deploying and returning fire (which forces slower movement).

Troops in a tactical unit which receives hits must roll a 4- 5-6 on the die to prevent twice the number of casualties from either falling back to cover or (if a 3 is rolled) going to ground. Troops who go to ground while their unit is advancing will rejoin the unit within 2 turns if it carries its objective, or immediately if it breaks back past them. In the meantime, they do not fire because to do so might -reveal their location to the sergeant major.

If all survivors of a unit are involved in panic, they may be ridden down without a fight by cavalry. Retreat continues at charge speed until the unit is out of range or behind cover, or has friendly troops between it and the enemy.

If any survivors of a cavalry unit pass through the last rounds fired by an enemy unit, the enemy must roll for morale. If a 1-2 is rolled, three times the number of troopers run for the rear, 3-4, twice, 5, an equal number, 6, no harm done. This only applies to dismounted troops fighting in single line or skirmish order.

The same rule applies to infantry using the bayonet who reach charging distance of the defender.

Hand to Hand Combat: Using 1 point for line infantry and 2 points for line cavalry, add up the points if the rival units roll 3 dice for each unit, and compare scores, the larger winning. Flank attack (most of the attacking unit not in line of fire or charge of defending unit) adds 2 points to the score of the attacker for each base of the defending unit. An attack in rear adds 4 points per base. Troops in skirmish or forage orde are automatically beaten if hit by formed troops.

Artillery is rather more complicated and will be covered later.


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© Copyright 1968 by Pat Condray
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