ÐÏࡱá>þÿ vxþÿÿÿstuÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿì¥Á7 ð¿å‹bjbjUU .ö7|7|©‡;ÿÿÿÿÿÿljjjjjjj~ècècèc8 d$Dd\~ðÇ€¬e¬e4àeàeàeàeàeàeoÇqÇqÇqÇqÇqÇqÇ$pÉ Ë‚•Çjàeàeàeàeàe•ÇØojjàeàeªÇØoØoØoàeŠjàejàeoÇØoàeoÇØo¶ØoŽuž{À˜jjoÇàe e ௺­…}Á~jbècjjnÃHoÇÀÇ0ðÇ[ÃÌØoÌoÇØo~~jjjjÙ“HORSE, FOOT AND GUNS" QUICK PLAY ARMY LEVEL WARGAMES RULES FOR LARGE LAND BATTLES 1701-1914 INTRODUCTION These rules are primarily intended for games between two players each controlling a complete army against its historical opponents, using a minimum number of figures on a small table, and lasting about an hour, but can also be used for larger or multi-player games featuring big armies split into wings and/or combinations of allied armies. There will also be more detailed companion sets, initially "Tricorne & Musket" covering 1701-1790, "Shako and Bayonet" for 1791-1850, and "Kepi & Rifle" for 1851-1914. The series' inspirations are that no current rules can cope with more than one corps per player, the greater interest being shown in smaller model scales for which casualty removal is impractical, and the growing realisation that the methods of our quick play ancient set "De Bellis Antiquitatis" can be extended further than we had originally supposed. Our intent here is to provide the simplest possible set of wargames rules that retain the full feel and generalship requirements of 18th and 19th century battle at army level. Those wishing for more specific period texture with more detailed troop classification and attention paid to lower level formation and tactics will find these in the companion sets. HFG's simplicity makes it especially suitable as an introduction to wargaming the era for beginners and the young. At first sight, you may doubt the simplicity, which is more real than apparent, but bear in mind that while many troop types are catered for, no individual army will employ more than a few of them. The extended historical scope may cause raised eyebrows, but while many wars were between like systems, many others were not. Traditional musket lines fought French columns and skirmishers, Russian musket columns fought British and French Minie rifles in the Crimea, Prussian Dreyse needle guns fought Austrian minie in 1866 but were outranged by French Chassepot and machine guns in 1870, smoothbore and rifled artillery were partnered in more than one war, while at sea ironclads fought unarmoured steamers and wooden sail. Nevertheless, HFG is not intended for competition play unless with very rigid restrictions on period. Ideally, each player would then provide two historically opposed armies and offer the choice to his opponent. It is also not suitable for battles involving limited numbers of troops, such as most of those of the American War of Independence, nor for siege warfare. You should not assume that the differences between our perception of the realities of warfare during the era and received opinion are due to a lack of reading. Some formerly respected secondary sources have recently been discredited by modern research. "The Anatomy of Victory" and "Battle Tactics of Napoleon and his Enemies", both by Brent Nosworthy and "Forward into Battle" and "Rally Once Again" by Paddy Griffith provide good analysis, and many useful books by 18th and 19th century soldiers or theoreticians exist. Copyright (c) Phil Barker 1991, 1997, 2001. CONTENTS GAME PHILOSOPHY Page 2 PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES. 3 TROOP DEFINITIONS AND COST. 4 ORGANISING AN ARMY. 8 SETTING UP A BATTLE. 10 FIGHTING THE BATTLE. 14 HISTORICAL ARMY COMPOSITIONS. 23 MISCELLANEOUS INFORMATION. ? GAME PHILOSOPHY These rules are based on detailed analysis of a number of key battles for which a good sequence of events is available. This shows that, except for approach marches while out of contact, events are discrete initiatives and responses. This version is the result of testing against participants’ accounts of very many more battles In HFG, troops are assumed to attempt at all times to be in their preferred formation for their current situation. Whether they achieved this is sometimes shown by their combat results. For example, if infantry are destroyed by cavalry, they have probably failed to form square in time or flinched from the charge. The other rule sets in the series include a variety of formations and formation changing. Skirmishers integral to units are assumed to be present but invisible. Infantry elements represent the main body, but the range at which they fire may assume that the fire is actually coming from skirmishers posted in front. The forward edge of an element base does not represent the position of the front rank. Instead, the combined base depth between figures of opposing elements in base contact represents point blank range. Shooting ranges are those at which substantial casualties could be expected. Shooting is assumed to also occur at up to double that range, but to only put a brake on enemy movement by forbidding march moves in non-tactical formations such as column of route. Artillery ranges are those considered practical by contemporaries and were often limited by considerations of visibility and long range shot dispersion. Combat results are matched to the range or those recorded during confrontations between troops of those types in similar situations in real battles. Combat factors have been set to produce historical effects in conjunction with the combat outcome table and should not be judged in isolation. One innovation is a “Spent” result for cavalry that used up their mounts’ strength and the riders’ dash and cohesion but mostly survive, so that they are removed but do not count as lost. This encourages use rather than hoarding. At the other extreme, another innovation for the first time provides an adequate reason to reserve elite troops for the decisive moment of the battle. Conventional rule sets give the player far too much information. A real general does not know that a unit has just lost a certain number of men, or even its total losses until next day, if then. However, he will usually be in a position to see if a body is moving forward cheering, edging back looking over its collective shoulders, or has disintegrated. We provide players with that information and that only. Our command and movement system is arbitrary, but its results are very similar to those from elaborate systems incorporating written orders, transmission by a limited number of messengers or signals, and then testing interpretation by the recipient. In any case, as Clausewitz points out, confusion is the normal state in battle, good staff work merely reducing it to a barely acceptable level. The function of the command system in a wargame differs from that in a real battle in that it is not used to enable the general to manoeuvre his troops at all, but to prevent him doing so too freely! This we achieve. Some features of related rule sets are not applicable in this era and others were less or more important. For example, night marches were plentiful, but night attacks were rare and usually restricted to localised assaults on strong points, which is surprising considering the need towards the end of the era to overcome the defensive power of longer ranged firearms. Successful attacks taking advantage of morning mist were less rare, but invariably due to coincidence rather than planning. Indeed, on one occasion, the attacker actually waited for an hour in the hope that the mist that was to give him victory would clear! The effects of attacks also differ in this era, brigades attacked in both front and flank being more often repulsed or routed than destroyed. Naval co-operation was more common than previously, especially in America on coasts, great lakes and large rivers, though the feats of the Danish ironclad Rolf Kraki against the Prussians also deserve a mention. Off-table flank marches and decentralisation into semi-independent Corps were increasingly important from the Napoleonic Wars on. While treachery resulting in allies changing side in mid-battle did not occur, misunderstanding and lack of co-operation between allies was rife. PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES CHOICE OF FIGURE AND MODEL SCALE These rules are primarily intended for 15mm or smaller figures. 25mm can also be used if the ground scale is increased by 50% and its easier visibility may be helpful in public demonstration games. TROOP REPRESENTATION AND ARMY SIZE Figures are combined into elements, each of which consists of several figures or figure blocks fixed to a rectangular base of card or some similar material. All bases used by both sides must have the same frontage. Each element type has a cost in Army Points (AP) ranging from 1 to 50, intended to render opposed armies approximately equal in ability and encourage realistic proportions of elite troops, cavalry and artillery. Opposing armies must be historical contemporaries, or if fictional, of the same putative year. Each army consists of elements of an agreed total of AP and must include 1-5 staff elements and a logistics element. The first staff element represents the commanding general and any others his subordinate or allied wing or corps commanders. An allied general's force must have its own logistics element. A defending player can also use AP to add garrisoned strong points, provide field defences or conceal troops. A staff element represents a senior general together with his staff and escorts. A cavalry element represents a cavalry brigade of 10-12 squadrons (or up to about 1,500 men), or a commando (or about 500 men) of Mounted Rifles. A foot element represents a small infantry brigade of 2 very strong or 3-4 average battalions (or about 2,000 men), reducing to half a brigade (about 1,000 men) if Rifles after 1895, or a specialised skirmisher battalion. An artillery element represents 3 batteries of belonging to a corps or to the army reserve (or about 18 guns). A stronghold garrison represents several companies of foot. A naval element represents 1-2 ironclads, a single submersible or semi-submersible or 2-3 other vessels. The units represented by an element are assumed to always attempt to be in the appropriate formation. This will normally be single or multiple columns while moving out of contact, and lines, columns or squares, sometimes with advanced skirmisher screens, when in combat. PLAYING AREA AND GROUND SCALE The standard playing area is 1,200mm or 48 inches wide by 600mm or 24 inches deep. The 6 miles by 3 miles this represents is ample for even large historical battles, such as Waterloo or Gettysburg. Increasing the size may provide opportunities for interesting pre-battle road manoeuvre, or for paired battles such as Quatre Bras and Ligny or Gravelot– St.Privat, but at the possible cost of some inconvenience during play. All distances are quoted in paces (p) of 0.75 metres or 30 inches. An element's frontage represents 400 paces in real life, so this sets the ground scale at 10mm = 100p or 1 inch = 250p or 8 inches = 1 mile. Measure distances on the table with a card strip or similar marked at 200p intervals up to 800p, then at 400p pace intervals. Element base dimensions are significant multiples of 100p and this will often make use of a measure unnecessary. An infantry base with a handle instead of figures is useful for measuring gaps. Play is pleasanter if players do not try to position elements "just outside" a critical distance and specify separation distance on completing moves. TIME SCALE Play is in alternate bounds. These do not represent fixed arbitrary divisions of time, but initiatives and responses by the two sides. However, dividing known battle durations by the number of discrete phases that can be identified produces consistent enough results to define a bound as equivalent to an average of 10 minutes in real life. Except for march movement out of contact, which is assumed to be continuous and to have been during the previous enemy bound as well as your current bound, move distances are not a function of time available and theoretical speeds, but are based on typical moves in real battles. DICE One differently coloured ordinary 1 to 6 die is required for each staff element used. TROOP DEFINITIONS Troops are defined by battlefield behaviour as well as by their weapons. We distinguish only those troops thought by contemporaries to differ sufficiently to need different handling by their commanders or the enemy. Each type is identified by a name descriptive of its armament and fighting methods. However, be warned that these necessarily arbitrary names may contradict regimental titles, which were often deceptive and/or obsolete. For example, not all regiments with dragoon titles still practised dismounted fighting and many light infantry regiments came to differ from line regiments only in dress distinctions. Where a date range is specified (????) = before and including ???? and (????>) = only after ????. Staff elements can be a large Army HQ, a small Command Party, or a Native Potentate. Mounted elements can be Pistols, Cuirassiers, Heavy Cavalry, Dragoons, Light Cavalry, Repeaters, Mounted Rifles, Rifle Cavalry, Light Horse, Sipahis, or Elephantry. Foot elements can be Shot, Muskets, Bayonets, Light Infantry, Stoic Foot, Minie, BL, Rifles, Skirmishers, Savages, or a Stronghold. Artillery elements can be Smoothbore, Mixed, Rifled, or Portable. Naval elements can be Flotilla, Bombs, Sail, Steamer, or Ironclad. Logistics elements can be a non-moving Supply Base or a mobile defensible Laager. An Army HQ can sometimes be assisted by a non-moving Aeronauts element. A small number of elements can be additionally graded as ACTIVE if staff, as ELITE if mounted or foot, or as HORSE or HEAVY if artillery. Any number can be graded as LETHARGIC if staff or INFERIOR if not. ARMY HEADQUARTERS (HQ), representing the person, advisers, aides, staff, gallopers, escort, and sometimes kibitzing royalty, of an army commander who prefers to change position infrequently and relies on ample messengers to exert authority, such as Napoleon at Waterloo, Schwartzenburg at Leipzig, McClellan in the American Civil War or Moltke in 1870. COMMAND PARTY (CP), representing the person and small entourage of an army commander (AC) who prefers seeing for himself and personal communication to total reliance on messengers, such as Marlborough, Wellington or Raglan, or of a subordinate general (SG) or ally general (AG) commanding a wing of the army or a corps. NATIVE POTENTATE (NP), representing the ruler, vizier or other sole commander of an African or Asiatic native army, often mounted on an elephant, horse or camel or sitting on a portable throne or litter, together with his advisors, lackeys, fan bearers and bodyguard. PISTOLS, representing early 18th century cavalry who moved deliberately in close formation and often received enemy cavalry charges at the halt with a fire of pistols and/or carbines rather than counter-charging, such as the French until 1730 and the Austrians until 1773. This tactic was the best against Turkish sipahis, but less effective against European cavalry charging sword in hand. CUIRASSIERS, representing cavalry in steel plate armour corselet or half-corselet on big horses who charged sword in hand in close formation and, unless ELITE, at the trot, such as British cavalry under Marlborough, French Napoleonic cuirassiers, or if Elite, the Prussian cuirassiers when commanded by Seydlitz. 19th century experts disagreed as to whether the protection offered by a cuirass justified its extra weight and fatigue, though most agreed it made the wearer braver, especially when attacking foot. HEAVY CAVALRY, representing other cavalry brigades mounted on big horses and intended almost exclusively for the mounted charge and inefficient at other duties, such as 19th century British dragoon guards and heavy dragoons, French carabineers and horse grenadiers, or 19th century mixed Prussian brigades of galloping cuirassiers supported by dragoons or by uhlans. DRAGOONS, representing plainer, cheaper and/or worse mounted cavalry who could not only charge or carry out outpost duties mounted, but retained some ability to fight on foot, such as early 18th century and some later dragoons and early American Civil War cavalry. Not all troops with a dragoon title qualify. LIGHT CAVALRY (1747>), representing regular cavalry with theoretically smaller men mounted on light fast horses trained to charge in line, but also expected to perform the bulk of the army's mounted outpost, escort, scouting, screening and skirmishing duties, such as dashing romantic regiments of hussars, light dragoons, chasseurs or lancers, sometimes supported by duller and less fashionable dragoons. The first troops in this category were the Prussian hussars after their reorganisation by von Winterfeldt. REPEATERS (1863-1905), representing cavalry mostly armed with repeating magazine carbines as well as with sabre and revolver, and at least as likely to fight with most troopers dismounted as to fight entirely mounted, such as later Union cavalry of the American Civil War. MOUNTED RIFLES (1880>), representing sharpshooters or infantry with modern rifles riding ponies, mules or camels, such as Boers or regular camel corps, or cavalry whose carbines have been replaced by rifles to fight mostly on foot in a single firing line. They were very wary of cavalry who had swords. RIFLE CAVALRY (1905>), representing riders with modern rifles, but keeping (or if Australian scrounging) swords and combining dismounted fire with decisive mounted charges. LIGHT HORSE, representing those undisciplined irregular skirmishing horsemen or camel men who dominated the war of outposts, sought to engulf unwary enemy cavalry, but more often hovered in swarms around formed enemy than charged desperately to disaster, such as 18th century Austrian hussars, Russian Cossacks, Tartars, Maratha pindaris or marauding Bedouin. Also used for Light Cavalry present in small number for scouting, but not numerous enough to be formed into brigades, such as British, Loyalist and Rebel cavalry during the American War of Independence, and partisan rangers of the American Civil War. SIPAHIS, representing fiercer native cavalry charging wildly in loose swarms and superior to Europeans in a confused melee; such as Mamluks, Turkish Sipahis, Indian silhadars or Tuareg. ELEPHANTRY, representing elephants carrying an armed fighting crew. FIRELOCKS (1701-1749), representing infantry still using the French system of the late 17th century, though now often all armed with flintlock smoothbore musket and bayonet, such as the French themselves before 1749. They still formed 4-6 ranks deep with large intervals between ranks that had to be closed up to deploy, change direction or fire. They defended with rank fire, each rank stooping after it fired so that the next could fire over its heads, but were supposed to attack with sword or bayonet without firing. MUSKETS (1701-1860), representing infantry also armed with muzzle-loaded smoothbore musket and bayonet, but using the new Dutch drill, such as the Dutch and British from the start of our period, the French from 1750 and the Prussians and Austrians until 1807. They usually formed in 3 ranks with small intervals and marched in step and drilled in cadence, these greatly improving their ability to change formation or direction. Whether in attack or defence, they fought erect in rigid shoulder-to-shoulder lines, the ranks "locked on" by moving half a man width sideways so that all could fire simultaneously. Combat started with platoon fire, with each platoon volleying in its succession, but tended to degenerate into independent fire. At short range, their fire was often more deadly than the skirmishing fire or single volley and charge of the following type, though less decisive than the latter. Their bayonets were chiefly valuable for defence against charging cavalry, against whom there was only time for a single close range volley. BAYONETS (1701-1718 & 1776-1885), representing infantry armed and drilled until 1718 like those we class as Firelocks but with 1/3 still armed with Pikes, 1776-1850 like those we class as Muskets and after that like those we class as Minie, but differing from these in chiefly relying on the moral effect of a bayonet charge in line after a single volley amid ringing cheers or rebel yell, or of a rapid advance in column, such as Swedish 1701-1718, British 1776-1850, French 1792-1867, Prussian 1808-1864, Austrian 1808-1850 and 1864-1866 and American Civil War Confederates. Those like Muskets now preferred to form battalion squares when attacked by cavalry and relied for distant or more continuous fire on skirmishers thrown out in front, which are assumed to be present, though not depicted. Successful bayonet charges killed and wounded few enemy compared with more continuous shooting but were more decisive, since they left fleeing opponents in no doubt that they had lost. LIGHT INFANTRY (1700-1867), representing infantry brigades similar to those classed above as Bayonets, but entirely of men trained to move exceptionally fast and act independently, such as those of the Anglo-Portuguese Light Division of the Peninsular War and the 1809 Austrian light brigades combining 2 or 3 units of jager, grenze or similar foot with 1 of hussars. It does not include Prussian fusiliers, French Zouaves and Chasseurs de Pied of 1859 or Italian Bersaglieri, but only because these were brigaded with normal infantry rather than together. Not all troops with "light" titles actually had the requisite qualities. STOIC FOOT (1700-1915), representing infantry with muzzle-loaded smoothbore musket and bayonet and drilled as any of the types above, or (1890>) with rifles but still relying on dense formations and volley fire, who are more remarkable for endurance than for marksmanship or efficiency and whom "it is 6 times easier to kill than to defeat", such as regulars of the Sikh khalsa until 1849 and Russian line infantry. MINIE (1851-1867), representing infantry armed with muzzle-loaded expanding bullet rifles such as the Minie, Enfield, Springfield, Lorenz or Podewil, the theoretical range of which was not however achieved in war due to the unfamiliar problem of rage estimation, a short beaten zone and a lack of practise facilities. They fought erect or kneeling in a looser two-deep line using available cover and mostly relying on its own fire rather than on that of detached skirmishers. Examples include British Crimean War infantry and Union infantry of the American Civil War. BL (1848-1870), representing infantry armed with low velocity breech-loaded rifles, such as the Dreyse needle gun or Snider. As well as firing faster, these they could load and fire prone with reduced exposure to enemy fire, so fought in a thick swarm instead of in line or column. RIFLES (1867>), representing infantry armed with higher velocity breech-loaded or (1886>) magazine rifles, such as the Chassepot, Martini, Berdan or Lee-Metford, and fighting as a prone firing line backed by supports and reserve. A flatter trajectory and adjustable sights permitted long range volleying, and the increased firing rate of magazine rifles and aid by machine guns later allowed even more open formations. SKIRMISHERS, representing both the occasional specialist jager battalion employed by European armies during the early part of the period and the larger numbers of irregulars such as Austrian pandours, Indian najibs or jezailachis, wily Pathans and Afghan irregulars. SPEARMEN, representing undrilled native foot mainly relying on a fanatic charge with sword or spear, such as Dervish, or in the related rule sets, Highland Scots Jacobite rebels, Irish rebel pike men or Zulus. SMOOTHBORE ARTILLERY (1700-1868), representing entirely smoothbore artillery batteries allocated to a corps or its constituent divisions, or to a grouping of equivalent power centralised under the C-in-C's personal control as an artillery reserve for use in mass at a decisive point. It does not include light guns accompanying individual infantry battalions or regiments, which are instead assumed to be included in these. Each artillery element may include a minority of horse or heavy as well as field batteries, but some armies can also have 1-2 elements entirely of horse artillery, or have their reserve artillery entirely or predominantly of heavy guns. MIXED ARTILLERY (1857-1871), representing divisional and corps or reserve artillery with a mixture of often larger calibre but light smoothbore batteries and longer-ranged but less lethal rifled batteries (1857-1871), such as American Civil War artillery, or of rifled and mitralleuse batteries (1870), such as the French artillery of 1870. 1-2 elements can be entirely horse artillery. 1 element can be heavy artillery, such as in coastal defences. RIFLED ARTILLERY (1866>), representing divisional and corps or reserve artillery entirely of rifled batteries firing efficient point detonation explosive or shrapnel shells. 1 element can be entirely of horse artillery and/or 1 of heavy artillery of extended range. LIGHT ARTILLERY, representing man or pony-carried Chinese jingals, camel-mounted zamburaks and/or swarms of Indian rocketeers launching rockets by hand and their pack camels. FLOTILLA, representing a group of small craft effective only in close combat including both boarding craft such as galleys, cutting-out expeditions in ships’ boats, canoe fleets or war junks and also (1860>) spar- or (1876>) other torpedo boats. SAIL (>1868), representing substantial wooden broadside warships dependent entirely upon sail. STEAMER (1824>), representing similar wooden warships additionally provided with a steam engine driving paddle wheels or screw propeller, or unarmoured vessels powered only by steam. IRONCLAD (1855>), representing broadside or turret steam warships with sufficient iron or steel armour to provide substantial protection against artillery for armament, engines and flotation. SUBMARINE (1861) representing a single practical fully-submersible boat or partly-submersible “David”. SUPPLY BASE, representing the army's supplies, hospitals, stores and transport depots, counting as 5 element equivalents and positioned contiguous to a village or town on a coast, river, road or railway. It cannot be moved during a battle and is only feebly defended by its own personnel. Its function is to bolster morale, require protection and offer a target for enemy raiding parties. LAAGER, representing circled supply wagons such as those of a Boer army. Like a Supply Base, it counts as 5 element equivalents, but differs in being heavily defended and able to move freely. AERONAUTS (1794>), representing an observation balloon tethered at 1,000 feet and able to see 4 ½ miles in good weather (in practise with these rules the entire battlefield) plus its detachment and wagon, or (1910>) 1 or more aeroplanes, a canvas hangar, vehicles and ground crew. It can move, but can only operate if stationary, in good going, in good weather, in daylight and within the Army HQ’s easy command distance. When operating it provides scouting for the army commander. It can be attacked, but cannot fight back. Powered lighter-than-air airships were not used for tactical scouting over land and so are not covered. Troops graded as ELITE include guard cavalry, full brigades of guard infantry or grenadiers, and expert specialist skirmishers entirely armed with good rifles. Elite cavalry were used for decisive attacks, foot guards and grenadiers to press difficult assaults on villages or as a final reserve to tip a battle hanging in the balance. Not only is the cost increased, but also each element counts as 2 element equivalents. Troops graded as INFERIOR include all those cavalry or foot significantly deficient in some of the battle skills expected of their type, such as recently recruited volunteers, militia, landwehr, badly-trained reservists, badly-officered and neglected regulars, cavalry dispersed into regiments, squadrons or companies instead of formed into brigades or on bad or half-starved horses. This grading does not reflect on the men’s individual courage or mean that they will not fight well on occasion or be good value. Naval elements similarly graded are those too weakly armed or unseaworthy to lie in line of battle in open sea, such as sailing frigates, corvettes or brigs, steam frigates unless armed with large shell guns, river steamers and coastal or riverine Ironclads. Artillery is graded as HEAVY if heavy 12pdr or larger smoothbores or if 20pdr or larger rifled guns. Artillery is graded as HORSE if either smoothbores up to 6pdr or rifled guns up to 10pdr with gun crews carried on the limbers or riding the team’s off-side horses, or smoothbores up to light 12pdr or rifled guns up to 13pdr with crew riding separate mounts. DISMOUNTABLE TROOPS Dragoons, Repeaters, Mounted Rifles and Rifle Cavalry can fight either mounted or dismounted and so are classed as DISMOUNTABLE. Dismountable elements need not be duplicated in mounted and foot forms, but if not should have a mixture of mounted figures, dismounted figures and led horses. A dismountable element is always treated as mounted if it moves more than 600 paces without shooting and always as dismounted if shooting or entrenched. Otherwise, Dragoons are always mounted, Mounted Rifles always dismounted, Repeaters and Rifle Cavalry declared by their player before combat dicing. ORGANISING AN ARMY ELEMENT BASING An element consists of several figures fixed to a thin rectangular base of card or similar material. The size of this base is not critical provided that all land elements have the same frontage and both sides use the same conventions. However, some standardisation is needed if you are to play against other people’s armies, and the conventions specified below are the best that can be done to represent the true space occupied at the ground scale and minimise re-basing of existing armies. They are compatible with the other rule sets in this series. Naval and Aeronaut elements are represented by smaller models than other land elements, this being rationalised as the element being viewed from a greater distance. There are excellent ranges of 1/1200 ships for the American Civil War and of 1/2400 ships for other wars of our era. Element Frontage: 60mm if using 25mm figures and models. 20mm for 1/1200 naval. 40mm if using 15mm or smaller figures and models. 10mm for 1/2400 naval. Base depth if: No. of figures, guns or teams per element if: 25mm. Smaller. 25mm. 15mm. 6mm. 2mm blocks. Army HQ. 120mm 80mm 3-5> 5> 5> 2 Command party. 40mm 30mm 1-2 2-3 2-3 1 Native Potentate. 80mm 40mm 1> 1> 1> 1> Elephantry. 80mm 40mm 1 1 2 3 Pistols. 40mm 30mm 3-4 3-4 6-8 2 Cuirassiers, Heavy Cavalry, Dragoons, Light Cavalry, Sipahis. 40mm 30mm 3 6 2 Repeaters, Mounted Rifles, Rifle Cavalry. 60mm 40mm 3 6 2 Light Horse. 40mm 30mm 1-2 4 2 Firelocks, Muskets, Bayonets, Light Infantry. Stoic Foot, Minie. 30mm 20mm 4 8 2 BL, Rifles. 40mm 30mm 3 6 2 Skirmishers. 30mm 20mm 1-2 3 1 Spearmen. 60mm 40mm 6 6 2 Artillery in battery. 60mm 40mm 1 gun. 2 guns. 3 guns. Horse or heavy teams. 200mm 100mm 6 horses. 2 teams. 3 teams. Other teams. 160mm 80mm 4 horses. 2 teams. 3 teams. Flotilla. 120mm or 80mm 1-3 1-3 1-3 Sail, Steamer, Ironclad. Submarine. 120mm or 80mm 1 1 1 Laager, Supply Base. 120mm 80mm Aeronauts. 120mm 80mm A strong point garrison is represented by a single un-based figure or block to fit in among model buildings. Foot figures should be positioned on their base so that muzzles do not protrude beyond its front edge. The increased depth of Repeaters, Mounted Rifles, Rifle Cavalry, BL and Rifle elements is to suit the use of prone firing figures and also the increased tactical depth due to horse holders in rear and later 19c infantry organisation into separated firing line, supports and reserves. Ground scale considerations make it inconvenient to represent draft teams under these rules, so they are assumed to have been withdrawn out of sight into dead ground. However, they are used in the companion rule sets, so the basing for these is specified above. Although 6mm and 2mm blocks are intended for use without bases, our experience shows bases ARE needed and that using the same base sizes as 15mm figures is most realistic. 2mm blocks are in a variety of widths that can be selected or combined. Irregular Miniatures cast 6mm British Napoleonic infantry blocks as loose order, so substitute their Crimean blocks. Since they also do not distinguish heavy guns, substitute Renaissance sakers, but with contemporary horse teams and crew. Those 6mm cavalry or infantry blocks cast with slight gaps between figures can be easily cut and combined to fit a 40mm frontage. ELEMENT COLOUR CODING While uniform colours provide opponents with all the identification clues they are entitled to, the player controlling them, especially with the smallest figure scales, may need some aid. We recommend painting the rear edge of each base with a single colour indicating the nationality. Royal Blue = French, Black = Prussian, Light Grey = Austrian or Confederate, Dark Green = Russian, Light Green = Turkish, Irish Rebel or Afghan, Red = British, Hanoverian, Brunswick or revolutionaries, Orange = Netherlands and Nassau, Light Blue = Bavarian, Danish or United States, Yellow = Swedish, Saxon, Latin American or Sikh, White = Spanish, Mid-Brown = Portuguese or Belgian, Purple = Neapolitan or Indian Princely. Where 2 nations have the same colour, their dress will usually distinguish them. Troop grade can then be indicated by central dots of a contrasting colour Gold = Elite, Silver = Light Cavalry, Light Infantry or Horse Artillery, Mud = Inferior. ARMY SIZE Unless the battle is a campaign or scenario game, each side consists of troop elements up to an agreed total of army points (AP), normally between 50 and 500 AP. In all games each army is controlled by 1 to 5 staff elements, each with its own command. Each element must be part of one of these commands and, unless in the C-in-C’s command, cannot be transferred to another. No command except the C-in-C’s can include less than 6 elements. Armies that can have artillery must have 4-8 other elements per artillery element. NAVAL CONTINGENTS Naval forces in the army lists reflect the relative strength and ship types of opposed nations, but not usually overall numbers, since only small portions of fleets were likely to be involved in supporting land forces. Any naval element other than flotilla or submarine can be nominated as a flagship equivalent to a subordinate general controlling all naval elements, otherwise all naval elements are controlled by the C-in-C ELEMENT COST Cost in AP if: Basic. Active. Lethargic. Cost in AP if: Basic. Heavy. Horse. Inferior. Army HQ. 20 50 10 Smoothbore Arty. 8 12 15 - Command Party. 15 50 5 Mixed Artillery. 10 18 20 - Native Potentate. 10 50 5 Rifled Artillery. 12 20 25 - Flagship. +10 +50 +5 Light Artillery. 5 - - - Cost in AP if: Basic. Elite. Inferior. Pistols. 5 7 3 Cuirassiers. 6 8 4 Flotilla. 3 - - - Heavy Cavalry. 5 7 3 Sail. 6 - - 4 Dragoons. 4 5 2 Steamer. 8 - - 6 Light Cavalry. 5 6 3 Ironclad. 20 - - 15 Repeaters. 6 - 4 Mounted Rifles. 8 10 5 Supply Base. 0 Rifle Cavalry. 10 - 7 Laager. 5 Light Horse. 2 3 1 Sipahis. 3 5 2 Aeronauts. 50 Elephantry. 4 5 3 Firelocks. 2 4 1 Muskets. 3 5 2 Bayonets. 4 6 3 Light Infantry. 5 - - Stoic Foot. 3 4 2 Minie. 4 5 3 BL. 6 7 4 Rifles. 7 8 5 Skirmishers. 2 3 - Spearmen. 1 3 - SETTING UP A BATTLE DECIDING ATTACKER AND DEFENDER The army commanders each dice and add their army’s aggression factor, which is based on its historical preference for tactical attack or defence and not on which nation is invading the other. The army with the larger total the attacker and that with the smaller is the defender. Equal scorers dice again. BATTLEFIELD TERRAIN Players must be able to provide a battlefield in case they become the defender. As generalship is definable as the skill with which generals adapt their troops movements to those of the enemy and to the battlefield, varied and realistic terrain is essential for interesting battles. Since the playing area is so small, we hope players will spend time and ingenuity on making their terrain as visually attractive as their troops. The battlefield is normally produced by placing separate terrain features of a type appropriate to the theatre of war on a flat board or cloth representing flat or slightly rolling good going. The types of terrain that are significant at army scale during this era often differ from those familiar from other scales and eras. Those selected appear on published maps of major historical battles. Linear features can be Waterways, Streams (or Gullies in dry conditions), Rivers, Roads or (from 1859) Railways. Area features can be BUA (Built Up Area), Hills, Woods, Marsh or Slow Going. Except for BUA, they must have curved edges. The features used must include a minimum of 2 Roads and 2 BUA and maxima of 1 each of Waterway, River and Railway, 4 features more than 1,000p across in any direction, 6 of any single type of feature and 20 features in total. The attacker can provide and place 1 of these features if he so wishes. All other features are provided and placed by the defender. Each short edge of the battlefield and each half of each long edge are numbered clockwise from 1 to 6. Features are now diced for and placed in the order in which they are listed below. If both defender and attacker wish to place features of the same type, the defender places first. WATERWAYS represent the sea or a large un-fordable and navigable river such as the Mississippi, lower Danube or Yiangtse/Hwangshi. A Waterway requires 1 positioning dice and extends 1,000p-2,000p inward from a side edge running to, from or along the edge section corresponding to its score. STREAMS represent minor rivers, streams, creeks or brooks, which, although easily fordable, are a significant obstacle due to steep or muddy banks or rocky bed. They are depicted as ¼ of an element base width across and flowing in (often reversing) gentle curves. A Stream requires 2 positioning dice and runs from one of the indicated edge sections to the other unless it meets a previously placed Waterway, Stream or River, which it joins instead. Its length cannot exceed 1 ½ times the straight-line distance between its ends. Movement along it is not possible. Troops starting to cross it off-road end their move when the rear base edge of a single element or the leading element of a column is half way across. Subsequent moves are normal distance for the surrounding terrain. RIVERS represent a single wider and mostly unfordable river, created by optionally upgrading 1 Stream that runs between battlefield edges by increasing its width to up to 2 element base width across. A River at least 1 element base width wide is navigable, but only by Flotilla elements. GULLIES represent a sunken dry or almost dry sunken streambed, gully, wadi, jhil or nullah. In dry climates, such as in India during the fighting season or the Crimea in summer, they are substituted for all Streams not already replaced with a River. They are treated as Streams, except that elements can be concealed in them and that they cannot be used together with Marsh. MARSHES can be up to 3,000p long but no more than 500p wide. A Marsh requires 1 positioning dice and must be placed both nearer to the indicated edge section than to any other and also either at the edge of a Waterway or under a Stream so that it protrudes on both sides of this. Marshes are impassable to Army HQ, artillery unless Portable and Laager, difficult going to all other troops. They cannot be used if any Gullies have been placed. HILLS must be between 500p and 3,000p across in every direction. A Hill requires 1 positioning dice and must be placed nearer to the indicated edge section than to any other. It can be difficult or gentle. Difficult Hills are steep and rocky or heavily vegetated and are difficult going. Gentle Hills are smooth bare or lightly treed or brushed good going. Gentle Hills whose minimum width is less than 1,000p and all Difficult Hills slope up to a central crest line. Other Gentle Hills slope up to a flat plateau starting 500p from the edge. All hills give a close combat advantage if all an element’s front edge is uphill of all of its opponent. Troops within 400 paces of the far side of the crest of a Gentle Hill can be fired on by artillery, though at much reduced effect, being reached only by ricochets, rolling round shot and shell, as were the British squares in nominally dead ground at Waterloo. Those foot classed as Bayonets or Minie can shoot over a Gentle Hill’s crest if within 200 paces to their front, being assumed to send skirmishers forward to that crest. ROADS must form a connected net. Some were now metalled, so a single turnpike or similar maintained good road can be depicted as a roughly 10-25mm wide strip coloured as paving, cobbles, gravel, pale brown packed dry earth or even (1820>) tarmac. Others are bad roads and should instead be depicted as earth with deep ruts, potholes and/or stretches of dark wet mud. Each road requires 2 positioning dice and must run from one indicated edge section to the other, except that if both scores are the same, it runs to the orthagonally opposite section. If one edge is a waterway it ends at a BUA touching that waterway. A road that intersects a river, stream or gully is assumed to cross it at a ford if no bridge is provided. A bridge can be destroyed by an element which declares that intention and remains in contact with it for 2 entire friendly bounds even if in combat. If a bad road reaches a good road it can either end there or continue on the far side. Elements may have to fight astride a road, so it is important that the terrain for half an element width on both sides should be identical so that it is obvious whether elements count as in good or other going for combat, though not for movement along the road. RAILWAYS (1859>) represent a single track of 2 iron rails laid on wooden sleepers bedded in gravel. This cannot cross a hill, but it can cross a marsh, pass through a wood or cross a river, stream or gully by a bridge, or cross a road. It requires 1 positioning dice and runs from the indicated edge section to that directly opposite. BUILT-UP-AREAS (BUA) must be 500p square. They are usually small villages or hamlets but can occasionally be sections of a larger village or town separated by roads, or, especially in America, a single farm and its fenced fields. They require 1 positioning dice. They must be closer to the indicated edge section than to any other. They can be astride a road or road junction. If so, troops leaving them must do so by road. Troops defending a BUA have a substantial advantage over attackers, but are bundled out quickly in disorder if they fail to hold. Although distant shooting from more than one source can be combined against it, assaults on each edge are treated as separate and simultaneous. When a BUA is set afire by artillery and smoke and flame markers placed, it does not become untenable, but its defensive value is reduced. WOODS represent areas thickly covered with mature trees. They must be between 500p and 3,000p across in every direction and are difficult going. They require 1 positioning dice and must be placed nearer to the indicated edge section than to any other. They give a substantial combat advantage to foot and dismounted defending them against enemy outside. Foot and dismounted getting the worst of a combat while within them can be driven back only slowly. Shooting in distant combat at or by troops in a Wood is possible only if they are within 100p inside its edge and their opponents are outside it. SLOW GOING is a catch-all term for terrain cover that hinders movement but not shooting, such as bush or jungle of low brush with occasional trees or sand hills, vineyards, hop gardens, olive groves, orchards, tall kaoliang millet, areas of small fields separated by substantial hedges or walls or irrigation channels, or paddy fields. An area of slow going must be between 500p and 3,000p across in every direction. It requires 1 positioning dice and must be closer to the indicated edge section than to any other. FLAT GOOD GOING is the remainder of the playing area surface still exposed after all terrain features have been placed and represents flat or slightly rolling good going. It should be shown as a reasonably uniform approximation of pasture, large cultivated fields or flat desert, but is still assumed to provide cover for skirmishing foot. EFFECT OF TERRAIN ON VISIBILITY We distinguish the terms KNOWN (to all elements of a command) and VISIBLE (to a specific element). Elements visible to any element are known to all elements of its command. An element must be visible to all elements shooting at it. Features and elements visible to Aeronauts are known to all the army’s non-allied commands. Aeronauts cannot operate at night or in bad weather. Terrain features beyond the crest of any intervening hill are visible only to Aeronauts. Troops beyond an intervening BUA, wood or the crest of a difficult hill, or more than 400p behind the crest of a gentle hill, are visible only to Aeronauts. Troops more than 100p inside a wood edge are not visible from outside and cannot themselves see out. Foot who shoot out from a BUA, wood or difficult hill are invisible beyond 400 paces after the introduction of smokeless powder in 1892. Troops in BUA or woods cannot shoot at enemy also in that feature. Artillery can shoot at troops in a BUA even if only the BUA is visible. Other elements can only shoot at visible enemy. CHOICE OF BATTLEFIELD EDGE After all terrain has been positioned, the players commanding each side dice for choice of battlefield edge, the attacking side adding 2 to its score. The side with the higher total chooses which long side will be its base edge. The other side takes the opposite long edge as its base edge. DEPLOYMENT ZONES The defender cannot initially have any elements further forward than 200p short of the centreline. The attacker cannot have any further forward than 200p short of the centreline if concealed or 1,200p if not. No element of either army can be deployed within 1,200p of a side edge unless naval or in a BUA or SP. OPTIONAL BATTLEFIELD PREPARATION After battlefield edge have been chosen, the defender can now use AP he has allocated to prepare the battlefield as permitted by his army list by garrisoning strong points, constructing fieldworks, building temporary bridges, mining waterways or concealing troops. The attacker can use AP only to build bridges or conceal troops, all AP allocated to other preparations being wasted. Types of preparation are: STRONG POINT up to 250p square, consisting of a strong stone building, such as a seminary, walled farm, chateau or other large house, or in India a walled garden/orchard such as a bagh or mango tope. Its garrison of 1 or more detached companies is represented by a single foot figure. Its walls aid defence but prevent escape. Cost 10 AP. Only 1 can be used, placed anywhere in the defender’s deployment zone. REDOUBT, representing open-backed earthwork redoubt/s protecting an artillery or foot element from shooting by enemy not directly to their rear. Prevents artillery moving or turning. Cost 5 AP. Up to 3 can be used, placed anywhere in the defender’s deployment zone except within 200p of a previously placed redoubt. Each model redoubt represents up to 4 real life redoubts. ENTRENCHMENT, representing 1,200p of straight trench or breastwork of earth and/or logs to protect foot or dismounted from shooting by enemy not directly to their flank or rear. Occupiers cannot turn unless they first move back or recoil. Costs 10 AP. Up to 3 can be used, placed anywhere in the defender’s deployment zone. EXPLOITABLE LINEAR FEATURE, up to 1,200p long, such as a railway embankment or cutting or a hedge-banked or sunken road. Provides the same protection as an entrenchment. Cost 0. Need not be specified in army list, but only 1 can be used and then only if diced for and 5 or 6 scored and placed anywhere on an existing railway or road in the defender’s deployment zone. Cannot be used by an army with a Dilatory C-in-C. CONCEALED POSITION, representing a hidden position in a BUA, wood or gully, on a difficult hill, or behind a BUA, wood or hill for 1 element or a group of up to 10 elements. The troops’ position and direction is recorded, and they are deployed only when they first move, shoot, or become visible to enemy. Cost 10 AP. Only 3 can be used by the defender or 2 by the attacker, placed in any such position within the side’s deployment zone. TEMPORARY BRIDGE, representing a pontoon or improvised bridge constructed immediately before the battle. Cost 5 AP. Only 1 can be used by each side, placed across a river within its deployment zone. NAVAL MINEFIELD, 400p square, representing an area of a Waterway which has been sown with command- or contact-detonated explosive mine/torpedoes/infernal devices. This cannot be entered by friendly naval. Each enemy naval element entering it must dice and is destroyed if it scores 1. Cost 20 AP. Only 1 can be used, placed anywhere in a Waterway within the side’s deployment zone. ARMY COMMAND STRUCTURES Troops must now be allocated to commands. It will obviously save playing time if this has been done in advance and this will normally be the case if the army is permanently organised in Corps. However, some adjustment of resource allocation once the terrain has been seen and a plan formulated is reasonable, though players should appreciate that the time available for victory can easily be frittered away by micro-management. A small army will usually be commanded in its entirety directly by the Army Commander. The extra PIPs provided by additional generals will rarely justify those generals’ cost. A larger army that intends to manoeuvre is best divided into commands for extra PIPS, though large native armies which rely on sheer numbers of troops or on field defences can make do without them and indeed may not be permitted them. If the Army Commander is using an HQ element, he will usually only retain a reserve of elite troops or artillery under his personal command and dole these out to the other commands when needful. If he is using a CP element, he may sometimes command a large proportion of the army directly, but this may hinder him moving to crucial points using his extra mobility. INITIAL ARMY DEPLOYMENT The two armies deploy troops initially on the battlefield within their permitted deployment zones in the following order: The defender deploys all troops that are visible from anywhere on the opponent’s battlefield edge. The attacker deploys all troops, whether so visible or not, that are not in a concealed position. The defender deploys all remaining troops that are not in a concealed position. Note that it is possible for a concealed attacker to start the battle in contact with the defender’s troops. This simulates the occasional battle in which the two sides blundered into each other in bad visibility. The defender can minimise the risk by using an outpost line of cavalry or light troops. DELAYED DEPLOYMENTS The Army Commander’s own command must always deploy at the start of the game. An Allied General’s command or (1795>) a Subordinate General’s command can either be deployed at the start of a game or be retained for later arrival along a road, or (1859>) a railway, specified in writing before initial deployment. Such a command arrives in their own side’s next bound after that in which the command’s unadjusted PIP score was 6. All elements to arrive in that bound must do so by railway or on road entering the battlefield on a side edge or on their own side’s base edge, measuring their move from where that road crosses the edge. Elements arriving in subsequent bounds move on in any formation from anywhere on that edge within 800p of that road. Any enemy element blocking arrival by a road is repulsed 400p. If both sides have specified arrival on the same side edge road, the second to arrive cannot do so until the first has been on table for at least 4 bounds and must then have a PIP score of 6. Any elements of the first that have not yet reached the battlefield are lost. Troops arriving by railway can deploy at any place on that railway. A maximum of 6 elements can deploy each bound. They cannot do so if there are any enemy in a position to fire on any part of that railway between the entry edge and the detraining point. DILATORY ALLIES If an Allied General’s command has a lower aggression factor than that of the Army Commander, it throws no PIP dice until the number of friendly bounds completed exceeds the difference. FIGHTING THE BATTLE SEQUENCE OF PLAY The attacker takes 1st bound, and then the two sides alternate bounds. During each side's bound: (1) It dices for player initiative points (PIP), and then uses these first for march movement, then for tactical movement by troops not prevented from moving by last bound's combat outcomes, and for rallying routed elements. A legal move cannot be taken back once made. Any un-rallied routers of both sides and those pursuers still in contact with these rout and pursue again. (2) All elements of both sides that are able to shoot in distant combat and have a valid target can shoot once each, then make or inflict outcome moves. The order of shooting is decided by the side whose bound it is until all its elements and any enemy replying to these have shot, then by the enemy. (3) All elements of both sides that are now in suitable contact with enemy fight in close combat and make or inflict outcome moves, in an order decided by the side whose bound it is. Elements whose pursuit contacts their original or fresh enemy immediately fight these and make or inflict outcome moves. Elements with enemy in front edge contact with their flank or rear edge can now turn to face unless also in contact to their front. PLAYER INITIATIVE POINT DICING The army commander simultaneously throws 1 differently coloured dice per command. A Lethargic general’s command deducts 1 from its score and an Active general’s command changes a score of 1 to a score of 6. If the army commander so wishes, he can now exchange his own score for that of a subordinate (but not an allied) general whose element is within the army commander’s easy command distance and whose score was lower. The easy command distance of a staff element is 2,400p if an Army HQ and 800p if not. PIPs cannot otherwise be transferred between commands. Any unused PIPs are lost. A command ceases to be diced for when all of its elements have left the battlefield. 1 PIP is used up to: Move a single element or a group of elements. 1 extra PIP is used up if: (a) The land element or group of land elements to be moved or rallied is not both within its general's easy command distance and line of sight, or he is in close combat or routing, or he is disabled or has been lost. (b) A tactical move by heavy artillery off-road, Stoic Foot, Inferior land troops, troops in entrenchments, an Army HQ, a Native Potentate or a Laager, or Aeronauts. (c) Marching a group that has already made 3 march moves this bound if entirely along good roads, or 2 if in wet weather entirely along roads any of which are bad, or 1 if entirely or partially off-road or naval. (d) Retiring an element within 1 base width distance (400p) of any enemy. 2 PIPs are used up to: (a) Transfer an element or group that is within the army commander's easy command distance from his command to another command. Search for a ford. Rally a routing element. WEATHER The type of weather is decided by the attacking C-in-C’s first unadjusted PIP score of the game. If this is 6, it is misty and continues so until the defending C-in-C has an unadjusted PIP score of 6. Until then, maximum visibility is 400p, Aeronauts cannot function, Naval other than Flotilla cannot move and off-road land movement cannot exceed slow going distance. If it is 1, the weather is wet and rain continues so until the defending C-in-C has an unadjusted PIP score of 1. Until then, maximum visibility is 1,200p and Aeronauts cannot function. Until he has a 2nd such score, Artillery and Laager cannot move more than slow going distance off-road. Movement on bad roads is hindered by mud for the whole game. TACTICAL, MARCH AND OUTCOME MOVES Tactical and March moves are voluntary moves by a single element or a group of elements in their own side's bound before combat that expend PIPs. A March move cannot end closer than 1,200p to known enemy. If in difficult going, it must be by road. An element can take part in either 1 or more March moves or 1 Tactical move. Outcome moves are compulsory or optional Press Forward, Charge, Recoil, Repulse, Rout and Pursuit moves made by single elements in both sides' bounds as result of combat and do not require PIPs. MOVING SINGLE ELEMENTS A tactical move by a single element can be in any directions, even diagonal or oblique, can pass through any gap as wide as its leading edge, and can end facing any way. It can therefore be used not only to advance, but also to retire, to expand a group's frontage, to pivot an artillery element to face in another direction, or to rally and turn a routed element. MOVING ELEMENTS TOGETHER AS A GROUP Elements are a group if either all facing in the same direction with each in both edge and corner contact with another, or in a 1 element wide column and in front or rear edge or corner contact with another element. Groups are temporary: if the whole of a group cannot move, some of its elements will probably be able to move as a smaller group or as individual elements. Conversely, a group or single element can move to join other elements and make its next move as a group including these. To move as a group, each element must start and/or end in a group and cannot exceed its maximum permitted move distance in that terrain. A group move must end in a 1 element wide column if leaving a BUA, or moving along a road, or following the bank of a river, or crossing a river, stream or gully or difficult going. The element that is to head the column moves forward by up to it’s full tactical move distance. Other elements move as if by single element moves. The nearest elements fall in behind the column. Other elements move to close up any resulting gaps. No element can end further to the rear than its previous position. All elements count as moving along a road if the head of the column does. It may take more than one move before the whole group is in column. A 1 element wide column can change direction only by reversing or by each element wheeling in turn at the same point. Wider groups can change direction only by: (a) One or more successive wheels, each pivoting on the inner front corner of the group and measuring move distance along the outer arc of the wheel. Sideways movement of up to half a base width to line up directly opposite enemy. This is the only side-ways or oblique movement permitted to a group and is not deducted from the move. TACTICAL AND MARCH MOVE DISTANCES A single element can always move from an overlap into close combat with the overlapped element’s flank. Otherwise, the maximum distance between the starting point of any front base corner of a single element or any element of a group and that corner’s final position is: If entirely along road or in good going. If at least partly off-road in: Slow going. Difficult going. Army HQ, NP, Elephantry, Pistols or Cuirassiers. 800p 400p 200p Heavy Cavalry or Sipahis. 1,200p 400p 200p Dragoons, Repeaters or Mounted Rifles. 1,200p 600p 400p Light Cavalry or Rifle Cavalry. 1,600p 800p 300p CP or Light Horse. 2,000p 800p 300p Firelocks, Muskets or Stoic Foot. 400p 200p 200p Light Infantry, Spearmen, Skirmishers. 800p 600p 600p Other foot. 600p 400p 400p Horse artillery. 1,200p 400p 200p Light artillery. 800p 400p 400p Other artillery (>1790). 400p 200p 200p (1790>). 600p 400p 200p Laager or Aeronauts. 400p 200p 0p CROSSING OR MOVING BY WATER Water features include Waterways, Rivers, and Streams and also Gullies, even if currently dry. A Waterway is unfordable and is always navigable by naval elements, which count it as difficult going if moving closer to the attacker’s base edge. A River, Stream or Gully can always be crossed at a road ford or bridge by a single element or a 1 element wide column, it being assumed that if there is no bridge there is a reliable ford or easy gully crossing. A River will usually also have fords elsewhere, but these must be searched for. To search for a ford, move an element up to the river edge using up 2 extra PIPs, and dice. Add 1 to the score if there is a BUA within 400p on the near side of the river or within 400p plus the width of the river on the far side, or 4 if both. Deduct 1 if there is an enemy Skirmisher element within 400p. If the total score is now: Less than 5: No ford exists within 1,200p, even if searched for again. At least 5: A 1 element wide ford is marked and the searching element is moved until its front edge touches the far bank. Rivers cannot be crossed where there is no such ford or bridge. A river at least 1 element width wide is navigable, but only by Flotilla elements. A Stream or Gully can be crossed off-road anywhere, but the initial move must end when the rear base edge of a single element or of the leading element of a column is half way across. Subsequent moves are normal. The maximum distance between the starting point of any front corner of a naval element moving on a navigable water feature and that corner’s final position is: Unless partly upstream. If partly upstream. Steamer or Ironclad. 2,000p 1,200p Submarines. 800p 400p Sail or Flotilla. 1,200p 800p MOVING THROUGH FRIENDLY TROOPS OR GAPS Mounted and artillery can always move through un-entrenched friendly foot facing in the same direction. Any troops can move through friendly artillery or friends manning redoubts facing in the same or opposite direction. Staff, Skirmishers and repulsed or routed elements can move through any friendly troop type facing in any direction. A Supply Base can only be passed through by single element moves. An interpenetrating element that cannot move completely clear ends immediately beyond the first element met. The smallest gap that can be entered or shot through between elements or terrain features is 1 element wide. This does not prevent an element moving sideways out of a column. A gap less than 1 element wide between friendly or enemy redoubts or entrenchments (including elements in them) or between these and a terrain feature can be moved through, the move ending when clear of the gap. TACTICAL MOVEMENT RESTRICTIONS DUE TO ENEMY PROXIMITY Unless making an outcome move: Only mounted elements can move closer than 200p to enemy that must shoot at them. A mounted or staff element cannot move more than 600p to contact an enemy element. Artillery, an Army HQ, a Laager, Aeronauts or Skirmishers cannot move into front edge contact with enemy. No element can move into front edge contact with an enemy element's flank or rear unless it starts entirely on that side of an imaginary line prolonging that base edge of the enemy element. (e) No element may cross the front of an enemy element that is within 1 base width distance (400p) or pass an occupied BUA or SP within 400p unless to retire directly to its own rear, or to move up to half an element width sideways and/or pivot to contact or line up opposite such an element's front. RESPONDING TO CONTACT WITH ENEMY An element moving into close combat with an enemy element or which is contacted by enemy who are pressing forward or pursuing must pivot and/or shift sideways to conform to that element, unless defending the edge of a terrain feature or a redoubt or entrenchment. A land element that is contacted by enemy only on its flank or rear edges turns immediately to conform if these enemy moved more than 400p, otherwise does not turn until after close combat. TYPES OF COMBAT Combat is either distant shooting or close combat. Distant shooting is limited to those troop types that shot effectively at long range. Close combat includes not only hand-to-hand combat with sword, lance, bayonet or pistol, but also musketry and canister at decisive range or at charging enemy. DISTANT SHOOTING Each element of a type that can and is not in close combat other than as an overlap can shoot at 1 enemy element that is a valid target. Foot and dismounted elements must shoot at a valid target in an enemy bound. Other shooting is voluntary. If more than 1 valid target is available to a single element, it shoots at that nearest the centre of its shooting edge. If more than 1 element shoots at a single enemy element, a 2nd or 3rd aids the primary shooter instead of its shooting being resolved separately. The primary shooter is that which the target element will shoot back at or if it will not, the closest. A target land element that can shoot back must do so or not shoot this bound. Troops in woods or BUA can only shoot outward from the edge. No element can shoot that made a march move this bound. An element is a valid target if known to the shooting element, in arc and range, it is not in frontal edge contact with enemy other than routers and (unless overhead shooting is permitted) no part of any element is between imaginary lines connecting 1 shooting edge corner to any corner of the target element and the other to an adjacent corner without crossing. The base edge shot from is the "shooting edge". This is the front edge if a land element or Flotilla, or any edge if other naval, a BUA garrison or an SP. A naval element’s, BUA garrison's, redoubt’s or SP's target is in arc if any part of the target element is between imaginary lines extending beyond the shooting edge through diagonally opposite corners of the shooter's base. Other shooters' targets are in arc if any part of the target element is within a ½ element base width (200p) of straight ahead of any part of the shooting edge. Troop types permitted to shoot and their maximum ranges (measured from the nearest point of the shooting edge to the nearest point of the target element) are: Artillery: 800p if Light, 1,600p if Smoothbore, 2,400p if Mixed, 3,600p if Rifled. 6,000p if heavy Rifled firing at troops who are in a BUA or on a hill, or at a logistics target. Naval: Unless Flotilla, 800p (<1850), 1,200p (1850-1858), 2,000p (1859-1886), 3,000p (1887-1905), 6,000p (1906>). Others: 200p if Firelocks, Muskets, Bayonets (>1790), Stoic Foot (<1890), dismounted Dragoons (>1863) or a Laager. 400p if Bayonets (1790>), Light Infantry, Minie, Skirmishers, dismounted Dragoons (1863>) or Repeaters or an SP garrison. 800p if Stoic Foot (1890>) or BL. 1,200p if Rifles, Mounted Rifles or Rifle Cavalry. The only shooting allowed over intervening terrain features or troops is: Bayonets, Minie, BL and Repeaters can shoot over a gentle or steep hill’s crest that is within 200p. Rifled Artillery after 1899 can shoot over a gentle hill’s crest or woods 400-800p distant or over entrenchments and foot occupying them. Any Artillery can shoot at enemy within 400p beyond a gentle hill’s crest or plateau near edge. Elements other than Skirmishers cannot be shot over except by naval to, or artillery to or from, a hill’s forward slope, crest or plateau. CLOSE COMBAT Close combat occurs when an element's front edge is in both edge and front corner-to-front corner base contact lined up with an enemy element or in contact with an enemy-held BUA or SP. An element in close combat with the flank or rear of an enemy element which is also fighting to its front, or which overlaps it, acts as a tactical factor instead of fighting itself. It acts as an overlap if either: Both right or both left front base corners touch and at least the nearest part of the overlapping elements front edge is not in contact with an enemy element. Both elements’ flank edges are in contact, even if the overlapping element is in contact with a friendly or enemy element to its front. Each then mutually overlaps the other. An element can overlap two enemy elements on opposite flanks or enemy elements exposed by its own frontal opponent having recoiled or been repulsed, routed or destroyed that bound. An element can only be overlapped once on each flank and cannot be both overlapped and contacted on the same edge. An SP or BUA can overlap but cannot be overlapped. Each element in close combat with one of its edges fights it separately and simultaneously. RESOLVING COMBATS Whether in close combat, shooting in distant combat or only shot at, both sides dice for each fighting element and unless routing add the combat factor below and any tactical factors that apply to its score. A command party in close combat also adds the combat value of a mounted or foot element contiguous to its rear and then uses that element’s tactical factors and outcomes. A dismountable element is always mounted if it moved more than 600p this bound without shooting and always dismounted if shooting or entrenched. Otherwise a Dragoons element is always mounted, a Mounted Rifles element is always dismounted and a Repeaters or Rifle Cavalry element's player chooses whether it is to be mounted or dismounted before dicing for its combat. Combat factors of: Against: Staff or Mounted. Dismounted or Foot. Other. Army HQ. +2 +2 +2 Command Party. +1 +1 +3 Native Potentate. +4 +2 +2 Cuirassiers. +4 +3 +3 Heavy Cavalry or mounted Rifle Cavalry. +4 +2 +3 Pistols. +3 +3 +3 Light Cavalry and mounted Dragoons or Repeaters. +2 +2 +3 Mounted Rifles when mounted. +1 +2 +3 SP garrison. +5 +4 +3 BL or Rifles and all dismounted except Dragoons. +4 +4 +4 Minie. +4 +3 +3 Bayonets, Light Infantry or Stoic Foot. +4 +2 +3 Muskets. +4 +3 +3 Firelocks. +3 +2 +3 Skirmishers. +1 +1 +4 Dragoons if dismounted. +1 +1 +3 Rifled or Heavy Artillery. +3 +4 +4 Smoothbore, Mixed or Light Artillery. +2 +3 +3 Elephantry. +5 +3 +2 Sipahis. +3 +2 +1 Spearmen. +2 +2 +1 Light Horse. +1 +1 +1 Sail or Steamer. +2 +3 +2 Flotilla. +1 +1 +1 Ironclad. +1 +2 +4 Submarine. - - +2 Aeronauts. +1 +1 +3 Laager. +5 +4 +2 Supply Base. +2 +1 +3 Tactical factors: +3 if shot at while protected in a redoubt or entrenchment. +2 if shot at by artillery from beyond a hill crest. +2 if foot or dismounted shot at or in close combat; and either in a BUA or SP not afire or on a difficult hill. +1 if shot at over troops of the shooters’ side other than Skirmishers. +1 if either uphill of opponent, or if foot or dismounted in a wood. - 1 for each flank overlapped by enemy in close combat, or each enemy element up to 2 aiding primary opponents’ shooting. - 1 if Rifles, BL, dismounted except Dragoons or artillery; and made a tactical or march move. - 1 if in close combat; and either in a river, stream or gully, or mounted themselves in slow or difficult going or fighting enemy who are in difficult going. - 1 if shot at from within 400p by, or in close combat against, either Smoothbore or Mixed Artillery or naval except Flotilla. - 2 if routers or mounted pursuers; and having just contacted new enemy mounted. - 2 if Sail, Steamer or Ironclad and firing from or shot at on front or rear shooting edge. - 2 if any enemy are in front edge contact with flank or rear edge, or if shot at from directly to flank. Grading factors: Compare your element’s current total before grading factors to that of its opponent, and then adjust it by: +1 if: ELITE and its current total is - Equal to its opponent’s if in close combat unless against a Skirmisher element. Less than its opponent’s if shot at. - 1 if: INFERIOR and its current total is - Equal to or less than its opponent’s if in close combat. Equal to or more than its opponent’s if shot at. COMBAT OUTCOME Now compare the final total of your element with that of its opponent, then make any immediate outcome move specified below. This depends on its type and that of the enemy element in front edge contact with it or shooting at it. The affected player can often choose between outcomes or vary the distance moved. Elements in distant combat that are shooting but not shot at by any enemy ignore all outcomes except charge or press forward. Elements in front edge contact with an enemy element's flank or rear recoil if that fighting it frontally is destroyed, routed, repulsed or recoiled, otherwise ignore all outcomes except spent. If its total is more than that of the enemy: Mounted. If in distant combat, charge to contact enemy within 600p directly to front. If in close combat, pursue 300p to 1,200p. Foot or dismounted. If in distant combat in own side’s bound against mounted, dismounted or foot, or if in close combat, press forward 200p or halt. Naval. Move into close combat with enemy already within 200p if desired. If its total is the same as that of the enemy: Mounted or staff. Repulsed 600p to 1,200p if in close combat unless Light Horse. Foot or dismounted. Press forward 200p or halt if in distant combat in own side’s bound against dismounted or foot. If not, halt. Naval. Submarine and opponent both destroyed if in close combat. If it’s total in distant combat is less than that of the enemy but more than half: Mounted or staff. Recoiled by artillery. Repulsed 600p to 1,200p by other troops. Foot or dismounted. If in a BUA, this is set afire by artillery or naval, but the troops are unaffected. Otherwise Dragoons or Repeaters are repulsed 600p to 1,200p, other dismounted, Rifles shot at from beyond 400p, Stoic Foot or BL halt, others recoil. Artillery if it’s total If in a redoubt or entrenchment, destroyed by artillery or naval. If not, repulsed is at least 2 less. 200p if in difficult or slow going, otherwise 800p if horse artillery, 400p if not. Naval. Repulsed 400p unless Ironclad or Submarine. If it’s total in close combat is less than that of the enemy but more than half: Mounted. Spent if fighting foot, artillery or routers, destroyed if routing or if Cuirassiers, Heavy Cavalry, Dragoons or Mounted Rifles fighting Sipahis or Light Horse, routed 1,200p if previously repulsed this bound. If not, repulsed 600p to 1,200p. Foot or staff. Destroyed if an SP garrison or by mounted in good going, routed 800p if in a BUA, recoiled if in a Wood, repulsed 400p if attacking a BUA or SP. If none of these, recoiled by Muskets or if Stoic Foot or Skirmishers, otherwise routed 800p by Bayonets or Light Infantry in an enemy bound, foot destroyed or mounted routed 1,200p by Spearmen. All others routed 800p if contacted in flank, repulsed 400p if not. Dismounted. Routed 1,200p if in a BUA, recoiled if in a wood, repulsed 400p if attacking BUA or SP. Repulsed 400p by Skirmishers or artillery, repulsed 800p by Spearmen, destroyed by mounted, routed 1,200p by others. Artillery. Rout 1,200p if Horse Artillery fighting foot in good going. If not, destroyed. Naval. Repulsed if Flotilla. Destroyed by Submarine or Flotilla. If it’s total is half or less than half that of the enemy: Staff. Destroyed if in close combat or Native Potentate. If not, recoil disabled. Mounted. Repulsed if Light Horse in close combat with Cuirassiers or with Heavy Cavalry. If not, destroyed. Skirmishers. Destroyed if in close combat in BUA or with mounted in good going or foot except Muskets. If not, routed 1,200p. Naval. Ironclads destroyed by Mixed or Rifled Heavy Artillery or Ironclad or Flotilla or if in close combat against Flotilla or Submarine. Others destroyed by Ironclad, Steamer, Sail or artillery or if in close combat against Flotilla or Submarines, repulsed 800p by other land troops. Others. BUA or SP set afire by artillery or naval. SP garrison destroyed if in close combat. Other land troops destroyed. Destroyed elements are removed. This represents artillery having lost too many men and horses to function effectively or retire safely, other troops' broken survivors dispersing, fleeing discarding weapons, surrendering as prisoners or being slaughtered by a savage pursuit, or a naval element's vessels blowing-up, sinking, running aground as wrecks or being taken or rammed. Spent elements have expended their mounts' strength and the riders' dash and cohesion but mostly survive, so are removed but do not count as lost. They reappear in the next period of a campaign. Disabled staff elements remain so until they next have an unadjusted PIP score of 6. This simulates the effects of confusion while a general recovers from injury or is being replaced by the next in command. A replacement cannot be Active or Lethargic. Halted elements do not make an outcome move this bound, but act normally in subsequent bounds. Recoiled elements have temporarily staggered back a short distance in response to casualties. The element moves back its own base depth to its rear, pushing back friends whom it cannot interpenetrate. If recoiled by the shooting of enemy directly to its rear, it first turns to face, otherwise remains facing in the same direction. Elements recoiling across a bridge recoil completely across to the far side. Repulsed elements have lost cohesion and are falling right back to reorganise. The element turns and moves directly to its former rear, then turns again to face the former direction at the end of its move. Routed elements turn 180 degrees and move either straight back to their rear or follows a road, river bank or terrain feature edge leading nearer to their original entry point, passing through all friendly elements they meet. Routers that reach a bridge or ford stop at the nearside. Elements passed through by routers immediately rout full tactical move distance unless defending a BUA or SP or the friends are Skirmishers or naval or the friends only are Inferior. The element moving furthest ends in front. Routers end their rout move facing in the direction they are moving and remain there until their army’s next bound. If they are not rallied in that bound, they are destroyed. A recoiling, repulsed or routing element that starts with an enemy front edge in close combat with its rear edge or that reaches enemy other than Skirmishers or terrain it cannot cross or avoid is destroyed. Enemy Skirmishers are burst through and turn to face the rear of the routers. Rallied elements turn 180 degrees instead of moving that bound. They act normally in subsequent bounds. Pressing forward is always straight ahead unless along a road or the element contacts enemy who are not obligated to conform. A foot or dismounted element both prolonging the front of (i.e. in both front corner to front corner and side edge contact with) and supporting the shooting of a friendly element that presses forward also presses forward. Elements pressing forward into close combat with enemy as a result of distant shooting fight them this bound. Elements pressing forward after close combat (unlike pursuers) do not fight again until next bound. Pursuing elements follow defeated opponents they started the bound in contact with, or if these were destroyed, move straight ahead. They need not enter slow or difficult going or leave the table. If they contact enemy, one side must conform in the usual way described in RESPONDING TO ENEMY CONTACT on P.16 and the combat is resolved immediately. Elements in frontal contact with an enemy element's flank or rear recoil if friends in close combat against its front are recoiled, repulsed, routed or destroyed and join those friends to prolong their front if they press forward or pursue. An element contacted only to flank or rear and not obligated to move turns immediately to face. When a Command Party has added the combat factor of an element contiguous to its rear, it is repulsed 600p to 1,200p if the latter becomes spent, otherwise both obey the latter’s outcome. If the outcome is charge to contact enemy, press forward or pursue the element behind follows the same distance. LOST ELEMENTS Destroyed troops are permanently lost. A routing element that has not left the battlefield counts as lost until it rallies. Troops that recoil, rout or are repulsed across its edge are counted as lost, but reappear in the next period of a campaign. A lost ELITE element counts as 2 element equivalents lost. If a Laager or Supply Base is lost, all other elements lost count as twice their normal number of element equivalents lost. DEFEATED COMMANDS A command that has lost 1/3 of the total of its original element equivalents plus any reinforcements transferred from the C-in-C’s command, or which has all its original elements lost or spent is defeated. Elements cannot be transferred to or from it. If allied, it retreats off its original battlefield edge. If subordinate, its elements cannot move further from their entry edge or nearer to the enemy base edge. All close combat scores of its mounted troops or of any of its troops fighting against mounted are reduced by –1. WINNING OR LOSING THE BATTLE The first side at the end of any bound to have its losses exceed ½ of its original element equivalents loses the battle. TACTICAL ADVICE "Carry your troops well on and attack the enemy vigorously" (Napoleon). "The use of cavalry demands boldness and ability: above all, it should not be handled with any miserly desire to keep it intact" (Napoleon). “Charges of cavalry are equally useful at the beginning, the middle and the end of a battle. They should be made always, if possible, on the flanks of the infantry, especially when this last is engaged in front.” (Napoleon) The way to protect your army from surprise by enemy cavalry is not to spread your own out as a screen, but to unite it and push boldly ahead to inhibit their actions. “It is with artillery that one makes war” (Napoleon). “One must have as much artillery as one’s enemy” (Napoleon). “The defensive-offensive is the strongest form, but the most difficult of execution” (Clausewitz). If you wish for a decisive result from a bayonet attack, do not return the defender’s shooting, since this may instead lead to a prolonged and expensive firefight. Many an attack has succeeded after its commander ordered the removal of flints/percussion caps. “The bayonet is a wise man; the bullet is a fool” (Suvorov). “Always mystify, mislead and surprise the enemy” (Stonewall Jackson). And to console the loser, “History…is indeed little more than a chronicle of the crimes, follies and misfortunes of mankind” (Gibbon). OPTIONAL PRELIMINARY MAP MOVEMENT Real battles were not mutually arranged, but were the consequence of previous movement by the opposing sides in attempting to apply their respective strategies. The deployment rules give some of the flavour of this, but this can be enhanced if you wish by a simple preliminary map campaign using the following system. More elaborate campaigns using real maps and third party umpires can be substituted, but will need more time, effort and organiser expertise. The two sides share a single stylised map. This is marked with road links between nodal points which are usually villages, but can also be road junctions, defiles or just arbitrary intermediary points. The distance between two adjacent nodes is called a STAGE, and is notionally 7.5 miles or 12 kilometres. Only major rivers are shown and in Europe are crossed by existing bridges. Each campaign day is split into three periods MORNING, AFTERNOON and NIGHT. Movement is simultaneous, to simulate the fact that generals usually heard of other actors' movements, but only after some delay. Each player writes down movement orders for each day before the previous set of moves is implemented on the common map, and before weather is diced for. The only reason for having weather in a war game is to cause inconvenience. It should not therefore being omitted because it is inconvenient! Dice at the end of each afternoon. A score of 1 indicates bad weather, which for our purposes is assumed to be prolonged heavy rain that turns poor roads to mud. Dice again at the start of each succeeding period, a score of 4 or more indicating that the rain stops, but that roads are still affected until the end of that period. Command parties, Dragoons, Light Cavalry, Light Infantry, Light Horse or Skirmishers march up to 3 stages in one period and up to 3 stages in total per day. Cuirassiers, Heavy Cavalry, Sipahis, other foot or HQ march up to 2 stages in one period and up to 3 stages in total per day. Artillery march 1 stage in one period and up to 2 stages in total per day. A march partly or entirely over bad roads and/or by night cannot exceed 1 stage. A march including artillery, and partly or entirely over bad roads in bad weather, takes two periods to travel 1 stage. 1 period of work is needed to construct infantry entrenchments or break down a bridge, 2 periods to construct artillery redoubts or repair a bridge, 3 periods to construct a bridge. Unless in rout, no more than 4 troop elements with or without an additional staff element can be marching on the same stage during the same period. Troops cannot march or work for more than 2 successive periods. A march starting or finishing at night must be followed by a rest period. In colonial warfare, we suggest that the native side moves only every second day, but then makes two days' moves, so as to provide an extra element of surprise. When opposing forces meet, they are transferred to the wargames table and a battle is fought. A side arriving first is always the defender, but not all the opposed troops will necessarily be on the battlefield at the start and if not they will continue to arrive. After 6 bounds by each side, another map period starts during which troops may start arriving from 1 stage away. Retreat to avoid battle is possible only if the retreating force has movement remaining and has no troops with a shorter tactical move than the shortest of the other force. Retreat from a battle once started is by a compulsory army rout of 1 or 2 stages. ARMY LISTS RUSSIA 1707-1709 SWEDISH – Ag: 4 1 x A-CP (Karl XII) @ 50AP or CP @ 15AP, 0-1 x Elite Bayonet (Guards) @ 6AP, 2-4 x Bayonet @ 4AP, 4-5 x Heavy Cavalry @ 5AP, 2-3 x Dragoons @ 4AP, 0-1 x Light Horse @ 2AP, 0-1 x Smoothbore Artillery @ 8AP, 0-4 x Inferior Firelocks (Rebel Cossacks) @ 1 AP, 1 x Laager @ 5AP. Max: 128AP. RUSSIAN – Ag: 1 1 x HQ @ 20AP, 0-2 x Elite Stoic Foot (Guards) @ 4AP, 15-16 x Inferior Stoic Foot @ 2AP, 4-5 x Dragoons @ 4AP, 1-2 x Smoothbore Artillery @ 8AP, 0-1 x Inferior Light Horse (Cossacks) @ 1AP, 0-3 x Redoubts @ 5AP, 0-1 x Entrenchment @ 10AP. Max: 127AP. Notes: The Swedes still armed 1/3 of their infantry with pikes until 1718 and relied on a charge with these and bayonets rather than on shooting, so are classed as Bayonets. The Russians retained pikes, at least against the Turks, until 1737, but used them only defensively and relied on shooting. Most Russian artillery was 2pdr and 3pdr regimental guns, so is included in the dragoon and infantry elements. Nearly all the Swedish artillery was left in the camp at Poltava so that it would not slow the attack. We are not certain whether the redoubts of Poltava might be better represented as strong points, but their collective garrison of 4,000 men and 16 guns suggests not. AMERICA 1775-1783 (75AP-150AP.) BRITISH – Ag: 3 0-1 x HQ @ 20AP, 1-2 x CP @ 15 AP, 1-2 x LH @ 2 AP, 1-2 x E-Bay (Guards & Grenadiers) @ 6AP, 0-1 x LI @ 5AP, 2-6 x Bay @ 4AP, 1-2 x Musk (Hessians) @ 3AP, 0-2 x Sk (Jager & Rangers) @ 2AP, 1-2 x SBArt @ 8AP, 0-1 x Flot @ 3AP, 0-2 x Sail @ 6AP, 0-2 x I-Sail @ 4AP. Only before 1780: 0-2 x Conceal @ 10AP, 0-1 x SP @ 10AP, Only from 1780: 0-2 x Redoubts @ 5AP, 0-1 x entrenchments @ 10 AP. PATRIOT – Ag: 2 0-1 x HQ @ 20AP, 1-2 x CP @ 15AP, 4-6 x Musk (Continentals) @ 3 AP, 2-8 x I-Musk (Militia) @ 2AP, 0-2 x LH @ 2AP, 0-1 E-Sk @ 3AP, 1-2 Sk @ 2AP, 1-2 x SBArt @ 8AP, 0-1 x Hvy-SBArt @ 12AP, 0-1 x Redoubt @ 5AP, 1 x Flot @ 3AP. Only from 1780: 0-2 x LI @ 5AP. French allies: 1x CP @ 15AP, 2-4 x Musk @ 3 AP, 1 x Sk (Legion), 1x SBArt @ 8 AP, 1-3 x Sail @ 6AP. INDIA 1778-1805 (50AP-100AP) MAHRATTA – Ag: 2 1 x NP @ 10AP (or CP @ 15AP if European mercenary general), Rathors 0-1 x E-Sip @ 5AP, other Rajputs 0-2 x Sip @ 3AP, Pindaris 4-8 x I-LH @ 1AP, Regular cavalry 0-1 x I-LC @ 3AP, Regular foot 0-6 x Musk @ 3AP, Regular artillery 0-1 x SBArt @ 8AP, Native guns 0-1 x Hvy-SBArt @ 12AP, Rocketeers 1 x PortArt @ 5AP, Najibs 1-3 x Sk @ 2AP, other Native foot 1-3 x Sav @ 1AP, 0-1 x SP @ 10AP. BRITISH 1 x CP @ 15AP, Regular cavalry 0-1 x LC @ 5AP, Irregular cavalry 1xE-Sip @ 5AP, British foot 0-1x E-Bay @ 6AP, Sepoys 4-8 x Bay @ 4 AP, Artillery 0-1 x Hor-SBArt @ 15AP, 1-2 x SBArt @ 8AP, Najibs 0-2 x Sk @ 2AP. SPAIN AND PORTUGAL 1808-1814 (100AP-250AP) ANGLO-PORTUGUESE – Ag: 1 Wellesley/Wellington 1 x A-CP @ 30 AP, Hill (1812>) 1 x A-CP @ 30AP, Graham (1812>) 1x CP @ 15AP, 0-4 x HC @ 5AP, 1-4 x LC @ 5AP, 0-1 x I-HC (Port) @ 3AP, 1 x E-Bay @ 6AP, 1-2 x E-LI @ 6AP, 12-16 x Bay @ 4AP, 0-5 x Bay (Port) @ 4AP, 0-4 x I-Musk (Spanish) @ 2AP, 2 x E-Sk (Rifles) @ 3AP, 0-3 x Sk (Port Cacadores) @ 2AP, 0-1 x Hor-SBArt @ 15AP, 1-2 x SBArt @ 8AP, 0-3 x SBArt (Port) @ 8AP, 0-1 x LH (Partida) @ 2AP, 0-7 x I-Sk (Partida) @ 1AP, 0-3 x Conceal @ 10AP, 0-1 x Sail @ 6AP. SPANISH – Ag: 0 1 x L-HQ @ 10AP, 0-2 x I-HC @ 3AP, 1-2 I-LC @ 3AP, 6-12 x I-Musk @ 2AP, 0-1 x Hor-SBArt @ 15AP, 1-2 x SBArt @ 8AP, 0-3 entrench @ 10AP, 1 x Redoubt @ 5AP. FRENCH – Ag: 3 1 x HQ @ 20AP, 0-1 x E-LC @ 6AP, 0-8 x E-Bay (Young Guard) @ 6AP, 0-5 x Dr @ 4AP, 0-2 x LC @ 5AP, 0-1 x Hor-SBArt @ 15AP, 0-1 x Hvy-SBArt @ 12AP, 0-1 x Conceal @ 10AP. 2-4 Corps ea: 1 x CP @ 15AP, 3-6 x Bay @ 4AP, 1 x LC @ 5AP, 1 x SBArt @ 8AP. SCHLESWIG-HOLSTEIN 1849 DANISH – Ag: 2 0-1 x Sail @ 6AP. CRIMEA 1854-56 (160AP-200AP) BRITISH – Ag: 2 Raglan 1 x CP @ 15AP, 0-1 x HC @ 5AP, 1 x LC @ 5AP, 1 x E-Mini @ 5AP, 0-2 x LI @ 5AP, 3-7 x Mini @ 4AP, 1-2 x E-Sk @ 3AP, 0-1 x Hor-SBArt @ 15AP, 2-3 x SBArt @ 8AP, 0-1 x Hvy-SBArt @ 12AP, 1-10 x I-Musk (Turks) @ 2AP, 0-1 I-LH (Bashi-Bazooks) @ 1AP, 0-1 redoubts @ 5AP, 0-1 x Steam @ 8AP, 0-1 x Sail @ 6AP, 0-1 x I-Steam @ 6AP, 0-1 x Flot @ 3AP. Sardinians (1855-56) 0-1 x LC @ 5AP, 0-6 x Bay @ 4AP, 0-1 SBArt @ 8AP. FRENCH – Ag: 2 Canrobert 1 x CP @ 15AP, 0-1 x E-LH @ 3AP or LC @ 5AP, 0-1 x E-Bay @ 6AP, 2-8 x Bay @ 4AP, 0-1 x Hor-SBArt @ 15AP, 1-3 x SBArt @ 8AP, 0-10 x I-Musk (Turks) @ 2AP, 0-1 x Steam @ 8AP, 0-2 x Sail @ 6AP, (1855-6), 0-1 x I-Iron @ 15AP. TURKS – Ag: 1 1xCP @ 15AP, 1-3 x I-LC @ 3AP, 8-24 x I-Musk @ 2AP, 2-6 x SBArt @ 8AP, 0-3 x entrench @ 10AP, 1 x I-Steam @ 6AP, 0-2 x I-Sail @ 4AP. RUSSIAN – Ag: 3 1x L-HQ @ 10AP, 3-4 x L-CP @ 5AP, 0-2 x LC @ 5AP, 0-2 x LH (Cossacks) @ 2AP, 15-27 x Stoic @ 3AP, 3-4 x Sk @ 2AP, 1-3 x SBArt@ 8AP, 0-1 Hvy-SBArt @ 12AP, 0-3 redoubts @ 5AP, 0-1 x I-Steam @ 6AP, 0-1 Sail @ 6AP. ITALY 1859 (330AP-430AP) FRENCH Emperor 1 x HQ @ 20AP, Guards 1 x E-Cur @ 6AP, 1 x E-HC @ 7AP, 1 x E-LC @ 6AP, 4 x E-Bay @ 6AP, 1x Hor-MxdArt @ 20AP, 1 x MxdArt @ 10AP. Max: 93 AP. 2-6 corps ea 0-1 CP @ 15AP, 1-2 x LC @ 5AP, 4-6 x Bay @ 4AP, 2x MxdArt @ 10AP. Max: 59 AP. Max: 203-439 AP. PIEDMONTESE King 1 x CP @ 15AP, 2 x E-HC @ 7AP, 2 x E-Bay @ 6AP, 8 x Bay @ 4AP, 1x Hor-SBArt @ 20AP, 5 x SBArt @ 8AP, 1 x Hvy-SBArt @ 12AP. Max: 136 AP. AUSTRIAN: Emperor 1 x L-HQ @ 10AP, 4 x LC @ 5AP (Dragoons, Hussars, Uhlans – Cuirassiers not sent), 1 x Hor-SBArt @ 20AP. Max: 60 AP. 5-8 corps ea 0-1 L-CP @ 5AP, 4-5 x Mini @ 4AP, 1 x E-Sk @ 3AP (Jager), 1 x SBArt @ 6AP. Max: 46 AP. Max: 245-378 AP. AMERICA 1861 EAST UNION McDowell 1 x HQ @ 20 AP, 15-18 x I-Mini @ 3AP, 0-1 x Hor-MxdArt @ 20AP, 1-2 x MxdArt @ 10AP, 0-1 x I-Drag @ 2AP. Max: 111 AP. CONFEDERATE Beauregard 1 x CP @ 15AP, Johnston 0-1 x CP @ 15AP, 0-1 x Drag @ 4AP, 10-15 x Bay @ 4AP, 1-2 x SBArt @ 8AP. Max: 110 AP. AMERICA 1862 EAST UNION 1 x L-HQ @ 10AP, 3-6 x CP @ 15AP, 18-45 x Mini @ 4AP, 1-5 x I-Drag @ 2AP, 0-1 x Hor-MxdArt @ 20AP, 16-20 x MxdArt @ 10AP, 0-1 x Hvy-Mxd @ 18AP, 0-1 x I-Iclad @ 15AP, 0-2 x Steam @ 8AP, 0-2 x I-Sail @ 4AP, 0-1 x Aero @ 15AP. Max: 574 AP. CONFEDERATE 1 x HQ @ 20AP (Johnston) or A-HQ @ 50AP Lee), 1 x A-CP @ 30AP (Jackson) or CP @ 15AP, 3-5 x CP @ 15AP, 12-18 x Bay @ 4AP, 1-2 x Drag @ 4AP, 4-8 x MxdArt @ 10AP, 0-1 x Hvy-MxdArt @ 18AP, 1 x I-Iclad @ 15AP, 0-1 x I-Steam @ 6AP, 0-2 x redoubt @ 5AP, 0-1 x entrench @ 10AP, 0-3 x conceal @ 10AP. Max: 393 AP. AMERICA 1862 WEST UNION 1 x HQ @ 20AP, 3-6 x CP @ 15AP, 10-16 x Mini @ 4AP, 0-1 x E-Sk @ 3AP, 0-1 x I-Drag @ 2AP, 3-5 x MxdArt @ 10AP, 0-1 x Hvy-MxdArt @ 18AP, 1-2 x I-Steam @ 6AP, 0-3 x I-Iclad @ 15AP. Max: 304 AP. CONFEDERATE 1 x L-HQ @ 10AP, 3-4 x CP @ 15AP, 13-16 x Bay @ 4AP, 0-1 x LH @ 2AP, 3-4 x SBArt @ 8AP, 0-2 x Hvy-MxdArt @ 18AP, 0-2 x Redoubt @ 5AP, 0-1 x Entrench @ 10AP, 0-3 x Conceal @ 10AP, 0-2 x I-Steam @ 6AP, 0-1 x I-Iclad @ 15AP, 0-1 x Minefield @ 20AP. Max: 291 AP. AMERICA WEST 1863-65 UNION 1 x HQ @ 20AP, 4-5 x CP @ 15AP, 27-43 x Mini @ 4AP, 0-1 E-Sk @ 3AP, 1-2 x Drag @ 4AP before 1865, then 2-5 x Repeat @ 6AP, 0-1 x Hor-MxdArt @ 20AP, 12-14 x MxdArt @ 10AP, 0-1 x Hvy-MxdArt @ 18AP, 0-1 Entrench @ 10AP. Max: 488 AP. CONFEDERATE 1 x HQ @ 20AP, 2-3 x CP @ 15AP, 16-26 x Bay @ 4AP, 2-4 Drag @ 4AP, 3-4 x SBArt @ 8AP, 0-2 x MxdArt @ 10AP, 0-2 x Redoubt @ 5AP, 0-3 x Entrench @ 10AP. Max: 277 AP. AMERICA EAST 1863-65 UNION 1 x HQ @ 20AP, 0-1 x A-CP @ 30AP (Sheridan), 3-5 x CP @ 15AP, 38-50 x Mini @ 4AP, 0-1 x E-Sk @ 3AP, 1-7 x I-Drag @ 3AP before July 1863, then Repeat @ 6AP, 3-6 x Hor-MxdArt @ 20AP, 10-17 x MxdArt @ 10AP, 0-3 x Hvy-MxdArt @ 18AP, 0-1 Aero @ 50AP. 0-1 x Ironclad @ 20AP, 0-3 x I-Ironclad @ 15AP. Max: 794AP. CONFEDERATE 1 x A-HQ @ 50AP, 2-4 x CP @ 15AP, 28-35 Bay @ 4AP, 2-7 x Drag @ 4AP, 0-1 x LH @ 2AP, 0-2 x Hor-MxdArt @ 20AP, 11-14 x MxdArt @ 10AP, 0-1 x Hvy-MxdArt @ 18AP, 0-2 x Redoubt @ 5AP, 0-3 x Entrench @ 10AP, 0-3 x Conceal @ 10AP, 0-1 x I-Ironclad @ 15AP, 0-1 x I-Steamer @ 6AP, 0-1 x I-Submarine @ 10AP, 0-1 x Minefield @ 20AP. Max: 540AP. SCHLESWIG-HOLSTEIN 1864 DANISH – Ag: 1 1-2 x I-Ironclad @ 15AP, 1-2 x Steamer @ 8AP, 2-3 x I-Steamer @ 6AP, 0-1 x Flotilla (G) @ 3AP. PRUSSIAN – Ag: 4 26 Bn in flat-bottomed boats, 0-2 x I-Steamer @ 6AP, 0-2 x Flotilla (G) @ 3 AP. AUSTRIAN – Ag: 2 x Steamer @ 8AP, 0-2 x Ironclad @ 20AP, 0-2 x I-Steamer @ 6AP. ITALY 1866 ITALY - Ag: 4 12 Divs under Mamora, 8 under Cialdin (Lethargic), ? Garibaldi (Active.) Lethargic admiral. 0-4 x Ironclads @ 20AP, 0-4 x I- Steamer @ 8AP. AUSTRIA – Ag: 2 Active admiral. 0-3 x Ironclads @ 20AP, 0-1 Steamer @ 8AP, 0-3 x I-Steamer @ 6AP. TURKS allied to AUSTRIA – Ag: 0 18,000 + 2,000 Bashi-bazouks. 1-2 x Steamers, 0-1 x I-Steamers. FRANCO-PRUSSIAN 1870 FRANCE – Ag: 2 0-4 x Ironclad @ 20AP, 0-3 x I-Steamer @ 6AP. PRUSSIA – Ag: 4 0-2 x Ironclad @ 20AP, 0-1 x I-Ironclad @ 15AP, 0-1 x I-Steamer @ 6AP. TURKEY 1877 RUSSIAN - Ag: 4 x Heavy Rifled Artillery @ 20AP, 0-1 x Redoubt @ 5AP, 0-2 x I-Ironclad @ 15AP, 0-3 x Steamer @ 8AP, 0-3 x I-Steamer @ 6AP, 0-2 x Flotilla (T) @ 3AP, 1 x Minefield @ 20AP. TURKISH – Ag: 1 x Ironclad @ 20AP, 0-2 x I-Ironclad (small monitors) @ 15AP, 0-3 x Steamer @ 8AP. INDO-CHINA 1884-85 FRENCH – Ag: 4 0-1 x Ironclad @ 20AP, 0-2 x Steamer @ 8AP, 0-1 x I-Steamer @ 6AP, 0-1 x Flotilla (T) @ 3AP. CHINESE - Ag: 1 0-1 x Steamer @ 8AP, 0-4 x I-Steamer @ 6AP, 0-3 x Flotilla @ 3AP (Junks), 0-2 x Flotilla (T) @ 3AP. SOUTH AFRICA 1900 BRITISH – Ag: 3 230-338AP 1 x HQ @ 20AP, 1-3 x I-Repeater @ 4AP, 1-2 x I-Mounted Rifles @ 5AP, 24-38 x Rifles @ 7AP, 0-2 x H–Rifled Artillery @ 25AP, 2-5 x Rifled Artillery @ 12AP, 0-1 x Aeronauts @ 50AP. Total 221-488 BOER – Ag: 1 215-279AP 1 x CP @ 15AP or A-CP @ 30AP, 14-26 x E-Mounted Rifles @ 10AP, 1-2 x H–Rifled Artillery @ 25AP, 1 x Laager @ 5AP, 0-3 x entrenchment @ 10AP, 0-3 x concealed position @ 10 AP. Total 157-253. SIBERIA 1904-5 RUSSIAN 1 x L-HQ @ 10AP, 1 x Aeronauts @ 50AP, 0-3 x Heavy Rifled Artillery @ 20AP, 0-3 x redoubt @ 5AP, 0-3 x entrenchment @ 10 AP, 0-1 x concealed position, 0-2 x Ironclad @ 20AP, 0-2 x Inferior Ironclad @ 15AP, 0-1 x Flotilla @ 3AP. 0-1 x Cavalry Corp, of 1x L-CP @ 5AP, 0-2 x Dragoons) @ 4AP, 12-16 x I-Dragoons (Cossacks) @ 2AP, 2-3 x Horse Rifled Artillery @ 25AP. 0-6 x European Corps, each 1 x L-CP @ 5AP, 12 x I-Stoic Foot @ 2 AP, 6 x Rifled Artillery @ 12AP. 2-7 x Siberian Corps, each 1x L-CP @ 5AP, 4 x Stoic Foot @ 3AP, 1 x Horse Rifled Artillery @ 25AP. JAPANESE 1 x HQ @ 20AP, 3-4 x CP @ 15AP, 1-2 x I-Repeaters @ 4AP, 2-12 x Elite Rifles (Guard) @ 8AP, 46-144 x Rifles @ 7AP, 2 x Rifled Artillery @ 12AP per 12 Elite Rifles and Rifles, 1-2 x Heavy Rifled Artillery @ 20AP, 0-3 x concealed positions @ 10AP, 0-3 x Ironclads @ 20 AP, 0-3 x Flotilla @ 3AP. The next version, probably in late February, will have greatly expanded and corrected army lists. So far, I have mainly been concentrating on late 19c where most testing is needed, but as well as filling in the gaps still remaining here, I hope to now move on to Marlburian, 7 Years War and Napoleonic. The terrain section will also be expanded. Suggestions, comments and criticisms to me are very welcome. Do not assume that everything from net discussion groups will necessarily be forwarded to me. My thanks to all those that have provided input so far. Phil Barker.  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