19th Century

Wargame Rules

by Pat Condray


Reprint from Volume I No. 2

Note: Seems slightly different between the two versions...--RL

Fire Effect

Fire effect for this period is not to be regarded as the number of shots, but as the fire effect of a number of figures for a period of time. It may be considered as a relatively large number of shots fired rapidly, or fewer fired carefully. Either way fire may either be en mass, in which case it is computed by multiplying the number of "shots" (firing man-moves) by the score of the die and dividing by 10, or by rolling a die for individuals and counting as effective a 4 or 6. Fire effect is halved at close range by cover for the man fired upon, or by long range. The term "long range" applies to different types of troops at different distances. At long range no effective fire may be executed against protected troops.

Range:

Although weapons fired effectively at ranges greater than 600 yards, and some tactical manuals of the 1870-1914 era claimed that fire under 400 yards was less effective than fire at 800 yds. or greater because of nervousness of the defense the statistics used usually compare the effect, for example, of sniping at the Prussian Guard after it had gone to ground and taken cover near St. Privat at a distance of 400 yards as opposed to the loss suffered by company columns in the open to the fire of all arms at 800 to 1100 yards. For our purposes the firefight will be judged only up to the range of 600 yards.

RangesCloseLong
Jager, Chasseur400 yds.600 yds. (700 by agreement)
Line Infantry300 yds. 600 yds.
Militia200 yds. 600 yds.

Rifle armed cavalry count as the corresponding type of infantry when dismounted, carbine armed troops fire only to the range of 400 yds. maximum, but are considered in the same class as foot troops for close range.

Jager/Chasseur/Sharpshooter troops firing at ranges under 300 yds. are effective with a 4-5-6 or may fire in groups with a firing group of 8 per die.

Artillery

Effective field ranges of artillery ranged over 2,000 yds. for a part of this period, but will be considered up to 1,800 for practical purposes, 1,000 for smooth bore weapons, howitzers normally assessed at 2/3rds the equivalent cannon range. Heavy weapons may extend up to 2,000 or more as agreed upon.

Ranges

    Point-Blank: 600 yds.
    Short: 600-900 yds. (2-4-6)
    Medium: 900-1,500 yds. (4-6)
    Long: 1,500 + yds. (6 only)

At point blank range a hit, meaning the landing of a shell in the general region of the enemy force fired upon, is taken for granted. At longer ranges the die must score as indicated in parentheses on the Range table. Once a hit is scored the die is rolled to determine effect:

    Number of figures out of action = die score
      minus 1 if troops are in column
      minus 2 if troops are in line
      minus 3 if troops are in open order
      minus 4 if behind cover

    To put a cannon in the open out of action a 6 must be rolled on the "effect" die

It may be agreed upon that troops in prone position in the open improve their survival factor (number subtracted from killing die) by 1 for both cannon and rifle fire. Added effect may also be assessed in the case of larger (Siege and heavy naval guns) weapons and mortars. Brush or other obstructions which would tend to make aim at an individual soldier difficult or deflect small arms fire count as cover for purposes of small arms fire, but are of no use against cannon if the fire is directed at the appropriate position.

Machine Guns

If used machine guns of Montigay or Gatling types must roll an even number on the die to hit from 300-600 yds., but within 300 yds. they are presumed to strike the vicinity of the enemy. Effect is computed with 2 dies, each treated as a cannon hit, except that rifle fire cover will count against machine guns. Long range fire may be assessed up to 900 yds. with a "6" only being required to hit and 1 point added to survivability factor per die.

Rate of fire

If the rifles are muzzle leading fire is executed on the players own move only. If the rifles are breech leading fire is executed only both halves of the moves except against a charge delivered from within 200 yds. with the bayonet in which the attacker choses not to fire. It may be agreed that to assess some fire in the latter case fire will be assessed against the person executing the charge as though he were at long range.

Movement

(Abstracted and modified from the Prussian Kridgspiel)*

Infantry: March 150 yds. Advancing firing 100 yds. Quick March 180 yds. Charge (Last bound, ending in contact) 200 yds.

Jagers or specially designated light troops may move at march rate and fire, and it may be agreed that troops on a road move at quick march, which can also be executed in the open field by troops in column, the road, however, may be regarded as adding 33 yds. to the move.

Cavalry: Walk 150 yds., Trot 180 yds., Gallop = up to 200-300 yds.

    Heavy Cavalry: 400 yds. for any 2 of 10 moves
    Medium Cavalry: 400 yds. for any 2 of 16 moves
    Light Cavalry: 500 yds. for any 2 of 6 moves

Artillery: Foot artillery may gallop I of 10 moves, executed slow trot of 200 up to 2 of 10 moves. Horse artillery may move as heavy cavalry. .
For each limbering or unlimbering operation 1/3rd of a move is penalized against the guns moving.

Hand to Hand Combat

Each type of cavalry has 2 powers, shock, and melee; the former is a fixed ratio of casualties inflicted, the latter a factor to be multiplied by die score.

TypeShock Melee
Lancer1 for 31 point
Cuirassier42 points
Dragoon51.5
Light Horse51
Infantry (formed)-1

Troops out of formation, as skirmishers, or taken in flank are reduced by 1/2. The shock effect of -cavalry is increased 1 per group (i.e. 2 for 3 lancers, 5 light horse, etc.) against infantry not in square. When forragers meet skirmishers the skirmishers are counted as reduced to 1/2 but not the forragers. Gunners are counted as skirmishers against cavalry, as though formed when against infantry.

Morale

After each execution of fire the party loosing troops must roll a 4-5- 6 for each regiment. The rolls 1-2-3 2 men will break for the rear for each casualty suffered, and troops within 200 yds. may be added if the regiment has lost over 1/3rd in one volley. Militia must roll a 6 or 5-6 depending upon class, while special troops counting for higher morale value, such as grenadiers may be given 3-4-5-6 to keep coming. Once out of danger broken troops must be checked, then roll 4-5-6 before returning to the fight. Militia troops must also roll a 5-6 or 6 to face a charge of formed regulars. Broken troops are counted in melee as though formed, but instead of the winner loosing 1/2 of the losers losses, and the looser 1/2 of his effectives, the loss is only assessed against the broken or unorganized troops. Flight must continue for a full move after combat.

* Movement may be doubled and/or executed simultaneously by both sides if desired, but if the game is so altered the rate of fire must be adjusted in proportion.


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© Copyright 1970 by Pat Condray
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