Wednesday 26 September 2012

Wargame Rules

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God Will Know His Own







Knight and Crossbow era Wargame Rules 1096-1590(or 1789) then into the horse and Musket era.

Troop Definitions
Superior (s) -professional military elites recruited from a warrior caste, with the
best equipment for the era.
Ordinary- (o) -well armoured ordinance troops, retinue, semi-professional veterans
and well officered professionals.
Fast (f) -troops with good moral and at least some experience but lighter
armed than(o).
Inferior (i) -militia, levy or otherwise inexperienced troops.. Also troops of an inferior technology.

Scales- 1mm=1 metre 1 element=75 to 100 men, 1 round off play 1 to 10 minutes

Mounted -Heavy Cavalry(HC),Cavalry(Cv),Light
Cavalry(LC),Reiter(Re),Elephants(El)

Foot -Phalanx(Ph or Pk),Heavy Infantry(HI),Light
Infantry(LI),Bow(BW),Longbow(Lb),Crossbow(Xb),Shot(Sh),Light
Artillery(L.Art) ,Heavy Artillery(H.Art)

Heavy Cavalry (HC)-Heavily armoured charging cavalry, equipped with high saddles, using crouched heavy lances,good heavy swords,charging in cohesive squadrons etc,on good quality heavy horses.
(s)-Elite professional bodyguards, knightly orders or otherwise specially selected units equipped with plate armour on armoured horses.
(o)-well equipped knights and MAA
(i)-Burghers and other rich citizens equipped as knights, sergeants fighting separately
from there masters or Heavy Muslim or Byzantine lancer cavalry such as Egyptians
of the first crusade era, or pre Mongol invasion Russians.
(f)-Gentry,demi lancers,'archers' etc fighting as MAA. But lighter equipped.


Cavalry(Cv)-cavalry using mixed tactics, equipped for melee.-some may be trained
and supplied for long range archery tactics.(not(s),(x)or(f)).
(s)-well equipped professionals with good armour often with protection for horse,
good quality horses, bow and lance or mace and sword,scimitar or sabre, such as
Mameulks, Ghulums, Spahis of the porte, Mongol guards etc.
(o)-armoured eastern gentry.
(i)-poorly mounted such as on nags or ponies or camels if mounted infantry and/or
poorly equipped or poor moral. i.e. mounted infantry or African light cavalry.
(f)-fast moving well equipped experienced raiders i.e.-stradiots,Genetors,border
horse,Arabs.
(x)-warriors mounted on camels., as(o) vs Cv(x)(f) or LC, as (f) vs foot or shooting, and as (s) vs other mounted.

Reiter(Re/hr)-Armoured,officered,mixed tactics cavalry with pistols and heavy sword.
(s)-gentry,noblesse,burghers etc in high moral units equipped with 3/4 proofed armour
usually preffering the charge i.e. Hugenot millers.
(o)-highly disciplined Reiter-usually mercenaries trained to use the carollade, with at
least helmet and and breast plate.
(i)-15thC armoured mounted shot or poor quality.
(f)pistoleers not as well trained or equipped as (s) or (o), and the charge is there perfered tactic.

Light Cavalry(LC)-mounted skirmishers often mounted on ponies, equipped with
missile weapons.
(s)-professional or semi professional Mongols, and armoured medieval crossbowmen.
(o)-most tribal horse archers, unarmored mounted crossbowmen or arquebus
(i)-as (o) but poorly mounted or motivated or equipped.
(x)-light cavalry armed only with javelins, spears etc as (i) except no shooting.

Elephants(El)-troops mounted on elephants.
(s)-barded and armoured howdah and well equipped fighting crew.
(o)-other Asian elephants.
(i)-African elephants.(if they were ever used,in this period).
May be armed with swival guns etc count as Mu(i) or with firearms as Aq or Bows as Bw(o).
all shoot at minus one.Only shoot in one rank.May shoot over and be shot at over other troops.

Phalanx(Ph or Pk-if 15thC or 16thC and well enough trained)-troops fighting in
mutually supporting formation with a mixed armament some of whom may be missile
equipped, the formations protecting itself from missiles with skirmishers or shield
wall.
(s)Ph-elite bodyguard such as papal guard.
(s)-Pk-impetious well trained elite pike formations-such as Swiss between 1400-1525
(o)-Brabancon Mercenaries(Ph),Low country guildsmen(Ph or Pk),Scots retinue
and/or veteran or stiffened by nobles, gentry etc schillon (Ph),16thC Scots pike
stiffened by nobles etc(Pk),Swiss after 1524,16thC Spanish with
long pike(Pk).
(i)-militia formations with long spear(Ph),most other 16thC pike(Ph or Pk),trained/disaplined close
order Muslim infantry with longspear/large shields ushally with supporting archers etc(Ph).
(f)-Welsh retinues,16thC Spanish with short pike, brgands, Almugavars, Scots
lowland spear before circa 1140 (or 1280),14thC Swiss infantry. Only fight in up to 3 ranks.
(x)-Troops not equipped to european standards, ushally without swords or much steel equipment i.e.
Hawiian pikemen, Inca's/south-americians pikemen or very poorly trained and newly raised.
etc. as (i) except a basic factor of 2/2(instead of 3/3).
May only in upto 3 ranks. Count as 1/2 element equivelents.
Sh/Xb(f) may not fall back though pk(x) as a result of melee.
Heavy Infantry(HI)-armoured infantry armed with polarms and swords who prefer to
melee in close formation.
(s)-well disciplined dismounted MAA(in plate armours) who are often expected to fight dismounted.
Such as French HYW nobles or English MAA from the 14thC onwards,also
Vargangian Guard.
(o)-well armoured professional or semi-professionals.i.e.retinue Billmen or
Galloglaich.
(i)-well equipped feudal shield wall or militia billmen etc
(f)-i.e.Landsknecht or Swiss halberds.
(x)-Pavisers-count as (s) vs Bw,Lb,Xb and Xb and mounted shooting.(I) vs Art,sh,HI,(o) vs
all others. Move as (I)
Light Infantry(LI)-unarmoured or lightly armoured infantry not equipped for mass shooting, but for close combat
(s)-veteran nobles,gentry etc well equipped for fighting on foot including metal
armour and helmet.
(o)-professional or semi professional light infantary.
i.e.Bonnachts, Bidets,Dailami tribesmen ,Aztec suit wearers
(i)-tribal levy,peasants, kerns, American warriors, feudal levy not good enough for HI(i).
(f)-lightly armed charging swordsmen i.e. Ghazis, highland clansmen. or wildly fanatic such as 'Cuachic' in an Aztec army
(x)-fight as LI(s),except as HI(o) vs LI or HI(i) or HI(x).
i.e.Spanish sword and bucklermen/conquisters.

Bows(Bw)-massed bow armed infantry.
(s)-composite or longselfbow armed also prepared for close combat i.e. Janissaries,
highland gentry.
(o)composite or longselfbow armed-armoured or protected by sheild men i.e.select
Scandinavian bow armed levies, Sudanese slave troops, armoured mercenaries.
(i)-unarmoured archers and/or with poor quality bows i.e. Feudal levies or native
American archers.
(f)-experienced and/or disciplined skirmishers.
(x)- mixed formation of armoured spearmen with archers in well disaplined units. as Bw(o) but counting as (s) in close combat

Longbow(Lb)-massed well trained(at least at archery) troops armed with English style
longbow.
(s)-select English indentured mounted archers of the HYW, and English Calais troops,
also English royal guards.
(o)-English retinue longbowmen, French and Burgundian Ordnance longbow men.
(i)-Welsh and English militia archers, Picard longbow men,12th/13thC welsh
mercenary archers.
(f)-well disciplined and officered Welsh or 16thC English longbow men. Mostly
unarmoured good troops.
(x)-mixed formation Burgundian pike and longbow formations. Close combat as
(s),shot at as (o),shoot as Lb(i).

Crossbowmen(Xb)-mass crossbow armed units.
(s)-well disciplined and experienced mercenaries i.e.Genosese, or well disciplined
Italian militia with pavisers.
(o)-other mercenary or disciplined well armoured soldier/select militia,Low country
guildsmen.
(i)-militia crossbowmen.
(f)-Landsknecht, Swiss stuzen crossbow.i.e. unarmoured good quality troops.
(x)-well armoured and prepared for close combat i.e. 13thC guard crossbowmen,
Conquistors, as (s) but also count as heavy troops.

Shot(sh)-massed shot units,maybe hg(handgun),Aq(arquebusier) or Mu(heavy
musket).
(s)-prepared for close combat as well and highly motivated i.e. janissaries,
Conquistors.
(o)-armoured mercenaries or well disciplined select militia, also double armed shot.
(i)-militia or heavy musket-poorly trained heavy muskets count as aquebus.
Also ultra-light guns, swival guns etc.
(x)-pike and shot, do not add I too shooting, count as (s) in close combat.


Light Artillery(L.Art)
(s)-organ guns,ribaudequin,war carts etc.
(o)-light bombards.
(i)-giant crossbows, bolt shooters,etc
(f)-light field guns.

Heavy Artillery(H.Art)
(s)-16thC heavy siege artillery.
(o)-heavy/siege bombards.
(i)- Trebuchets or mangols
(f)-16thC field guns.
(x)-Ottoman heavy bommards, as (o) but in melee, as(s)

Special Moral- status- possiable for the following- may never be more than one catorgary.

Berserker; ie Viking bersekers or Aztec Cuachic shock troops.
Stuborn; Landsknecht, Swiss or religious order knights, Royal huscarls/ Vargangian Guard.
Muntuntious; never (s) troops, except possiable for artillery. i.e Welsh at Falkirk
Brittle;Never (s) troops, except possiable for artillery. Raw and inexpirenced troops
Unreliable; Raw , inexpierenced and not keen, also not very confident in own side.

Generals/Commands
Good small experienced armies and/or well disciplined armies i.e.English
HYW,Conquistors,Byzantines up to 1206, 13thC Mongols, French Ordannance, 16thC
Spanish, Religious Crusader Orders, Catalan Grand Company.
Normal-all others
Intert/inexperienced-CinC does not get free PiP move
Exceptional suboratate-an individual commander with authority and initiative
to take an exceptional lead on the battlefield i.e. Oliver Cromwell
decisive’ commander-ie- Joan of Arce/ Conquistor leaders/ Prince Rupurt
Regtiments- Permant formations within a command- by include Tericos and Legions etc.
They have a command stand- to measure command radios from-it has no pluses for combat etc.


Armies have a commander per 20-50 elements equivalent.
Armies with up to 160 e/e may have up to 4generals.
Armies with more than 160 e/e have a general per 40-50 e/e
Regiments etc (8-13)14 to 21 elements.



S
O
F
I
X

Hc
14
11
10
8
-
(o)(f)(i) that dismount as HI(s) +1
Cv
9
7
6
5
6

Re
12
9
7
6
(8)

Lc
5
4
-
3
3
6pts if Lc(s)with xbow/5pts if dismount as Hg(i)
El
20
16
-
14
-
swival guns+2,Bow or Firearms +1






Ph/Pk
6
5
5
4
3

HI
8
6
6
4
6

LI
5
4
3
2
6

Bw
6
5
4
3
6

Lb
9
7
6
4
6
Xb
6
5
5
4
7

Sh
7
5
5
4
4
+1 musket
L.Art
6
8
10
7
(10)

H.Art
20
15
15
14
16









Special Moral- status- points cost

Berserker +1 pt
Stuborn +1 if foot pt , +2 if mounted.pt
Muntionious – 1 pt [-0.5 if LI(i)]
Brittle –0.5 pts
Brittle –1 pt

Armies made up of only –LI (o)(f)(i),Bw(o)(i)(f),Pk(x), may have 50% extra points

Mounted Infantry(as cv(I)) 5pts or +1 whichever is most.

Good commander +20
Normal Commander +10 except if inert CinC ,9pts.
Exceptional subordinate +5
decisive’ commander +5
Regtiments +5 (small +4)

All bases 4cm wide. Depth El/Art 4cm deep,(other) Mounted 3cm deep,Foot 2cm
deep.

Element equivalents are EI=2elements
Lc(o)(i),Bw(f)(i),LI(f) or (i),pk(x)=1/2 element.
All others= 1 element.

DISMOUNTING
Hc(s) dismount as HI(s)
Hc(o),(i),(f) dismount as HI(o)
after 1300 English dismount as HI(s).
Re dismount as LI(s)
Cv (s) as LI(o) or Bw(s)(range 7") Cv(o) as LI(o) or if bow armed maybe Bw(o)
if with longbow Cv(o) will be Lb(i).If Cv(o) western european as HI(i).
Cv(i) as LI(i) or if bow armed maybe Bw(i) Cv(f) as LI(o)
Cv(x) as LI(f).
Lc(s) if crossbow armed Bw(o), otherwise
Lc(s) as Bw(f) or LI(i)
Lc(o)(i) as Bw(i) or Li(i)
Lc(x) as LI(i)
Lc if aquebus armed Hg(i).

SEQUENCE OF PLAY

Dice for initive each round-then the side that wins initive then moves one command
Then go throw the process below(except an element may only shoot once-in an emenies
Bound-[ from points 2),3) and 4)]then the other side does the same for one of their commands.
The command used each time should be decided randomly’
Except if a command is lead by a ‘decisive’ commander- in which case- once per round- that command may decide to go first-this must be done before rolling the dice to decide ramonly which command is going to move.

Or alternativly-

Play is by alternative bounds-dice for first move.
1)each command dices for initiative points (pips)
2)first make controlled moves. Then make impetuous moves and rout moves.
3)then carry out all shooting both sides may shoot, except artillery which may only fire in own turn.*
4)any elements in contact with enemy fight close combat*
*player whose turn it is chooses which order there own troops fight, then enemy
player chooses which order their troops fight.( if they haven't already shot)


 
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COMMAND POINTS

Good command control-best of 2 d6dice.
Other commands-one d6 dice

1pt to move group/hold impetious group or element
move single element in any direction
replace artillery crew-not if enemy are in contact(friendly foot must be within
three inches and clear route if enemy within 8")
dismount/mount single element.

+1 move into contact with enemy in a position where the moving element cannot
recoil without being destroyed.

1pt foot element to destroy uncrewed artillery (must start in contact)
2pt-mounted element to destroy uncrewed artillery (must start in contact)
+1pt command element Ko'd or out of range(24''-double though woods etc/out of
sight)
+1pt 2nd/3rd/4th march moves (march moves must be over 12'' from non routing enemy)
+1pt Landsknecht making 2nd march move
+1pt mounted 3rd march move.
+1pt shaken or broken group/element to move towards enemy troops(ignore
artillery/shaken ignore LI(i)-except if LI(i) themselves.
+1pt group mixed mounted and foot troops.
+1pt elephants with other mounted.
+1pt camels with non Arab horses.
+1pt group wheeling(not single element wide column),except 16thC Spanish foot,
Landsknecht,Swiss foot,Re(s)(x)
+1pt one 90 degree turn left or right,for foot group(not including heavy artillery)
+1pt one 180 degree turn for group(not including H.Art)
+1pt formation change(turns/form column/form line etc)except 16thC Spanish, Swiss
foot,Landsknecht, 13thC Mongol, 12thC Byzantine, Re, or completely Lc/Cv(f).
+1pt foot group move uphill into contact with foot.
+1pt (i)foot, elephant or artillery moving except if moving straight ahead
-1pt move etc includes CinC element or exceptional suboratate commander
2pts too give a command its own moral
5pts too rally a command to army moral.
1pt to break an element
-no(s)* troops except El or Lc/xb/ not applicable to Art
*also Xb(x)/Pk(o)
2pt to rally a broken element to army(or command moral)(3pips for El)


notes
interpenetration must be a single element move(but may be in column)
mounted troops may only mount or dismount once per game(except if Cv(i)/Lc(i)-
mounted infantry)
no troops may mount within 8inches of enemy
march stops within 12'' of the enemy(routers dont count-but may not end in contact
with router)

*180 degree turn Re(o),Cv(f),Bw(f), free group move
*1 or 2 x 180 degree turns Lc free group move.

2pts per turn to use enemy uncrewed artillery(own foot must be touching element-
and no enemy touching it.)

Regtiments
1pt to activate
Command radios 6” from command stand.
Then worse of 2D6 for command points
Minus 1 if Regtiment below 10 elements of command role.
Then move as above



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MORALE

Army morale
1/3 Ko'd=shaken
1/2 Ko'd=broken
allied contingents/armies/flank marchers have separate moral.

Heavy-heavy troops also have their own morale. They take whichever is best. Heavy
troops are-Hc,Re,Cv(s)(o),Ph,Pk,HI(s)(o)(i)(x),Sh(s),Xb(x) and Bw(s)

Also Hc(s),Re(s),Cv(s),Pk(s)(o),HI(s),Sh(s),Xb(x),Bw(s),Lb(s), if more than 10 elements in command
will also have it's own moral -is that would be higher, based on losses within there own command
(based on the above element classes-Hc(s),Re(s),Cv(s) etc).

Missile troops also have their own moral, they take whichever is worse. Missile
troops are Bw(s),Lb(s),Sh(s),Xb(x) count towards total but ignore bad results.

Individual commands may have there own moral if they're moral would be worse
than the army they belong too. This costs 2pips and all routed elements count as 50%
losses (but if killed when routed don't count any more than they already do, count
towards the lost total),to rally from this situation costs 5pips.(6pips to include any El).
As above for individual broken elements- count as losses at 50% of there value.

Army Morale – can be set at higher levels such as ½ and 2/3
Swiss and armies such as Spartacus, Hussite etc.

Regtiments- also have there own moral, if they fall below 2/3 strength, remaining element
Count as shaken.


MORAL EFFECTS
Shaken-mounted route at normal speed.
All troops receive-1 in melee or from there own shooting
More difficult too contact enemy
Impetious troops cease to be impetious

Broken-all troops route at +1''
All troops receive -2 in melee/ from own shooting

Notes for heavy morale at least 1/6 of element equivalents must be heavy troops.

Special Moral- status

Berserker;May only be Light Infantry, Such troops if they have good moral will receive, if fighting foot; –1 if losing close combat, and will receive +2 if drawing or winning. Such troops will hve have the same moral as any heavy troops in the army they are part of.will be Impetious and can not be held if nearest enemy is foot and within reach, in one impetious move.
Stuborn;such troops will never got below shaken- unless routed as part of an intitative move by controlling player.
Muntuntious; Such troops move and combat as shaken troops, unless enemy army goes to shaken moral moral before own armies main contingent. Will also count as a separate army, as non Muntionious troops, but my be in the same commands.
Brittle; If own army becomes shaken (or heavies- if such troops are heavies) before emeny army becomes shaken, such troops will move straight to broken moral..
Unreliable; Such enemy troops may be broken as if in own command- if no troops have become shaken on the side, of the army against the unreliable troops- such troops then will behave as if broken in own turn, untill rallied as normal.

Surrender

If Christian European verus Christian European post 1500 (post 1550 in the British isles) (except if nearest enemy is swiss before 1550) or american state. Or Muslim Arab/Berber/Ottoman etc verus Arab/Berber/Ottoman.Such troops may surrender. This does not apply to Landsknecht whos nearest enemy is Swiss.

The turn such troops become broken, if not held and within 8 inches of (non-broken)enemy except Cv(f)/LI(i), such troops will surrender- and be removed as prisioners.

Landsknecht verus Christian european post 1500, will surrender- if Pike elements have become shaken and nearest enemy has good moral, or if Landsknecht would have broken moral (except for being stubborn) and nearest enemy isn’t broken- except if nearest enemy is Swiss.
Swiss will do the same as landsknechts above, post 1550- except for inversing the words Landsknecht and swiis- in the above paraghaph above, if the Swiss would have been broken (but not if shaken).

HC verus Christian european or after 1100 Arab/Berber Muslim.
Heavy cavalry including if dismounted, will surrender – if they become broken while in contact with enemy or after a round of close combat, if already broken-if that enemy stays in contact, after a round of close combat. Except verus Art/LI(i).

Broken elements, that are surrounded, so that they can’t make a move away from enemy elements (that are facing towards the elelemt)- will surrender- unless held.- will surrender.





MOVEMENT

OPEN
ROUGH
BAD
ROAD
H.Art
1''
0''
-
3''
L.Art
2''
1''
-
4''
Ph/Pk/HI/Sh/Xb/Lb/Bw 3"
3''
2''
5''

LI/EL
4''
4''
3''
5''
Re/Hc
5''
4''
2''
7''
Cv
6''
4''
2''
8''
Lc
7''
4''
2''
8''





(f) foot
+1''
+1''


(f) mounted
+1''






+1'' routing except in bad going or if LI(f) or if on road or dismounted HC
Swiss/Landskecht Pk(s) or (o) move as (f) when more than 12” from enemy
Ford 3inch max
Lc 2 free 180 degree turns.
Cv(f),Re(o), one free 180 degree turn.

HI/Ph/pk contacting Lc may push these back, not having there move hampperd,if they( the foot), are moving straight ahead.

Notes-enemy contacted on flank/rear,-turn to face (enemy), supporting ranks turn if Pk
or Swiss foot,Landsknecht, Low country foot, Catalan Grand Company Almugavars Ph(f), Scots from 1275. All Ph
vs Lc or Cv(i)(f)
No troops may cross within 4cm of enemy front exposing flank or rear(except if
enemy broken)

IMPETUOUS TROOPS
Pk(s)
Hc(s)(o)(f)
HI(f)
LI(f)(s)-not if nearest enemy is Hc
Re(s)(f)
Troops cease being impetuous when shaken/broken
All non shaken/broken troops(except Art) whose nearest enemy is broken become impetuous.
Impetuous troops advance towards the nearest enemy until in melee or fighting as an overlapping element, if not kept uncontrolled.






SMALL ARMS MISSILE SHOOTING.

All troops may shoot in 2ranks except Re(o) may shoot in up to 3 ranks.
All shooting is directly ahead, or if no target, one base width either side of shooting
element, except missile units that have already been shoot at return fire if that enemy
is within arce.
Bw(o)/(x) may shoot over one rank of Ph(i)- if the Bw are directly behind in base contact (and both facing in the same direction)

2d6 12=k/o'd Art crew flee
11=push back Elephants rout. Art crew flee
10=push back Art crew flee./(s) pk/Ph ignore

+1
+1
Target Enfiled
+1
+1
Second supporting rank(and 3rd rank if Re(o))/ 3rd rank of mtd Bw /Lc instead


+1
Longbow (Lb)

+1
Lb (s)

+1
Shot (S)

+1
Xb/Lb(s)(o) vs Hc, El

+2
Xb/Lb/Bw/mtd bow* vs Cv, Lc, Re ( Lc(x) only +1 )

+1
Xb/Lb/Bw/mtd bow vs (f)

-1
Bw/Lb(i)(f)/mtd bow vs HI/Ph/Pk

+1
Target (i)

-1
Target (s) Hc/Cv/Re/HI/LI(x) (Mu(i)-ignore at 5” or less)

-1
Bw/mtd bow* vs LI(s), El(s)

-1
Target, foot in cover**(in perment fortification or wagon-2)

-1
Cv shooting

-2
Lc shooting

-1
Shaken

-2
broken



* Not if armed with Arquebus etc


**if in trenches etc and not shooting may keep heads down and not be a target. Must have roof cover to do this vs Bw(s)/(o)/Lb.


RANGES



Longbow

8
Crossbow

8
Shot-Handgun(14thC upto 1470)

4
Later Handgun

5
Aquebus

5
Musket(mu(i))

8
Mounted bow/inc Lc(x)

5
Bw(s)

8
Bw(o)

7
Bw(i)(f)

5
Re

3




Artillery Fire

Fir only in own round unless moved-(L.Art (f)(x) may move and fire as shot.)
Gunpowder artillery may have a second shot at a target 2 inches behind from the front of their first target. (not if target in marsh etc).


ARTILLERY RANGES

H.Art
L.Art
(s)
20
8
(o)
15
12
(i)
8
12
(f)
20
16
(x)
15
12


No troops (except Re(o)/Lc) may move and shoot except troops who did not shoot last shooting phase .who may make a move and shoot , but not more than 3'' if moving over 3"- only the front rank may shoot..Also troops who where in close combat may not shoot and move in the next bound.
Shot may not fire in their oppentents move, if moved in their own previous turn, except for one rank of non(i) Arquebus, or platoon fire trained flintlocks.
Troops that dismounted this turn may not shoot.

CLOSE COMBAT and ARTILLERY FIRE

D6 for both sides, unless.
Melee may be done on D8 for swiss Pike before 1525 , HI (s) Bad war Swiss or Landsknecht vs one another, Beserker morale, LI(F) or (s) , LB(s) or Bw(s)

Group with 1 pip spend on can also go to D8 if PK, BW (s), LB , HI, LI not covered above may also be D8

or 1pt for first group otherwise 2 pips- D10
a general (unless inept or cowardly- may add a pip to his group.



vs FOOT
vs MOUNTED
Hc
3
5
Re
4 (3 vs Art fire)
4
Cv
3
3
Lc
2
2
El
4
5



Pk/Ph
3
3
HI
4(5 vs Bw/Lb/Xb/Sh-just contacted) 4
LI
3
2
Sh
4
4
Xb
3
4
Bw
2
4
Lb
3
5



L.Art
4
4
H.Art
5 (4 vs Art )
5

SUPPORTING RANKS-only count in good going ,not if enemy carrying out a
breakthrough attack ,except vs Ph/Pk.
Ph/Pk(not vs LI/HI if already in contact and failed to push back)(must be same grade)
2nd rank +2 (Bw(o)/(f) may support Ph(I)but only +1/ +2 if just contacted)
3rd rank +1 (-1 off enemy Ph/Pk instead/ not if 2nd rank Bw)
4th rank of Pk vs HI,Ph +1
4th rank of Pk vs pk-1 off enemy
note Pk(f)cannot use a 4th rank.
HI with 2nd rank of HI vs mtd
LI (not (x))with 2nd rank of LI of same grade-frontally contacted by mounted
A single rank of Sh with a rank off Pk behind counts as Sh(s) in close combat.
A single rank of Bw(o) with a rear rank of LI(o) or Ph(i) count as Bw(s) in close combat- will fall back though LI/Ph(i)- if beaten and not destroyed.
A single rank of Lb(f) with a rear rank of HI(o)(s) will count as Lb(o) in close combat and will fall back though the HI if beaten and not destroyed.
Ph/Pk may only use 2nd rank if fighting over fortifications

HI(f)/AQ(f) count as (s) if supported by 2 ranks or more of Pk- must recoil through the pike. May be exchanged as part of a move by Pk to replace in close combat.



FACTORS
Hc if contact by Hc/Re/Cv(s)(o)(x),if self didn't move over half a move last turn
or weren't in close combat (including as supporting flank etc) -1*
Re if contacted by Re ,if self didn't move over 3" last turn
or weren't in close combat ( including as supporting flank etc) ,enemy element+1*
The two above also apply if the target element is hit in rear/flank
unless in close combat the previous turn (including as an overlap)
HC/Cv/Re vs Foot ,-who moved in own turn ,(except for push backs or rout moves) +1*(on contact)
OR HC/Cv/Re contacted by foot( except by follow up) +1*
* not if mounted shaken or broken/ not breakthough / must be in good going
LI vs mounted in bad or rough going +1
General +1
Foot, behind fortification +1
Poor moral(shaken) -1
Broken morale -2
Each flank or rear in contact with enemy front -1
Pk(s) vs Pk -1 to both sides
artillery hit in rear or flank or already in contact -2

Breakthrough move(destroyed enemy to front) +1
Breakthrough move in rough +1 in bad going +2
LI(f) or (x) breakthrough vs foot +1
Mounted breakthrough vs foot(in good going) +1
Mounted breakthrough (in good going) +1
HC breakthough (in good going) +1
Breakthrough vs Lb/Bw/Xb/Sh(in good going) +1

Kills (no grading below)
HI/LB/(o)/LI/XB(x)
may kill on 10
PK on a 12
BW(s) on a 9


GRADING
If beating (s)-1 (Art only receive this if beating Pk(s))
not applied to troop types against the same troop type (ie HC vs HC)
If (s) Art winning +1
(i) if losing -1
If beating (f) +1 (except Art)
If Foot uphill of Mounted +1

Below,-these factors prevent K/o's not push backs,
Foot +1 behind light river/stream/hedge etc
Foot in light terrain +2 i.e. marsh/orchard
Foot in heavy terrain +3 I.e. forest



RESULTS


If beaten but not doubled -if not stated pushed back

If doubled Destroyed unless stated otherwise below
Hc
K/o'd by LC,Re if beaten by 2pts,by Hc/Cv if beaten by 3pts,Flee vs El.
Re
Pushed back
Cv
Flee from RE,Sh,Xb
Lc
Flee from RE,Sh,Xb. If doubled flee from LI/HI/Ph/Pk
Ph/Pk
K/o'd by Hc/El.K/o'd by LI(x)(f) if beaten by 2pts,LI,RE,Cv if by 3pts. Or just contacted Lb or Bw.

HI
K/o'd by Hc or just contacted Lb/Bw, or by Cv/Re if beaten by 3pts. or El by 2pts
LI
K/o'd by Hc
Sh/Xb
K/o'd by Hc,Cv,Lc,El,LI,Lb,Bw. K/o'd by Re if beaten by 3pts. Flee(in good going)vs Xb/Sh/Ph/HI
Lb/Bw
K/o'd by mounted . Bw(i)(f) flee.
Art
Crew flee,destroyed if doubled by Art
El
Flee from Sh,Art,Re. k/o'd by Lc


Only one element destroyed per combat round
Foot not K/o'd by mounted if behind Fotifications etc (unless doubled)
Troops unable to recoil are destroyed.
Mounted losing to foot may always choose to rout a normal move back(after
recoiling) if in open good going.
Flee results only applicable in open good going, otherwise as recoil.

El/Hc/ must follow up in own round a base depth
Re(s) as above except vs Ph,Pk,HI.
Ph/Pk/LI(x)(f)(s) must follow up foot in own round a base depth
LI(i)/Ph(i/Cv(i)) must follow up if they destroy enemy to front.

El/Hc/Re/Cv(not(i))/Ph(not(i))/Pk/HI/LI(x)/Lc(s)(o)/Lb(s)/Sh(s)/Bw(s) may follow
up in any round a base depth
LI(o) may follow up if they destroy enemy to front.

Within 2'' of rear of K/o'd mtd-if not already contacted-foot rout, mounted recoil
Within 6'' of rear of El K/o'd-rout.

Foot may follow up and fight one extra round.
Elephants may follow up and fight two extra rounds.
Other mounted may follow up and fight three extra rounds.

Lb/Xb fall back though HI.Sh/Xb(f) may fall back though Pk.







Square/Hedgehog

Pk/Scot Ph post 1275/Low Country Ph/European Sh if bayonet equiped/
Sh-supported by Pk/halberd-Bill equipped HI(not dismounted HC)
These elments if they have a corner of the above troops elements touching there flank-
They will not count as out flanked upon that side.

Add diagram-here


17th or 18th CETTURY

Firelocks/flintlocks/improved musket as Sh(f) 6''range.
If with bayonet and trained Sh(o) or (s)
Re(x) Ironsides etc shoot in 2 ranks. as
Re(o),but no free turn.
Battalion guns as L.Art(f) but with none of the Art pip penalisions, range 12
Pike may only fight in upto 3 ranks.
movement pips;-+1 groop wheeling ignored by Swedish.
Swedish post 1680 move as (f) if further than 12” from enemy.
Also may move 4” if directly forward and into contact with enemy Infantry.
Also Prussian 1730 may form a square as part of a group move
Formation change.
Revolutionary French countthe same as platoon trained ,for fire and movement.
LI, may be armed with Muskets- they may fire 2 ranks,if they did not fire, for the previous 2 missle combat rounds (inc +1 as shot), otherwise, they may only shoot in one rank and do not get +1, or being shot. Points +1.

Skirmish Infantry- base depth 4cm- 4 to a base. Points as shot, +1 if Rifle or Jezzial.
fire as shot, except , in only one rank
Combat factors- 2 vs foot or mounted, 3 if if in rough or bad terrain.
Move as light infantry (o) , except may turn for free.
Enemy contacted on flank my Skirmish infantry may still recoil.
Destroyed- combat results as shot.
Range-9”if rifle/8” if jezzial/6” if flintlock etc/ 5 if arqubus etc
(s)- Trained Light infantry with flintlock.
(o)- trained light infantry with rifle, or irregular with Flintlock.
(i)- other skirmish infantry.

When shot at enemy get -1






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