Horse
and Musket Wargames Rules
Last updated 10th February 2018
UNITS AND FORMATIONS
a) Close Order Infantry. Units consist of four bases each of four figures, and may adopt one of the following
formations:
1. Line. Comprising one rank of four bases.
2. Column. Comprising four ranks of one base.
b) Light Infantry. Units consist of four bases each of two figures. They deploy in
skirmish order (one rank of four bases).
c) Heavy Cavalry, Light Cavalry and Tribal
Cavalry. Units consist of four
bases each of two
figures.
They deploy in two ranks of two bases.
d) Artillery. Units consist of a gun and four crew on a
single base. Guns are either limbered (denoted by turning the barrel
away from the enemy) or deployed (barrel
facing the enemy).
UNIT GRADING
Units are classified according to their training and morale in the
following categories:
Elite which are superior to average and levy.
Average which are superior to levy.
Levy
Heavy Cavalry are classified one grade higher against infantry, so
that eg. Average heavy cavalry are considered equal to elite infantry and
superior to veteran infantry.
MOVEMENT UNITS
A series of
measuring sticks are used in this game. They are painted to be colour coded as
follows:
Very short
– yellow (5cm)
Short – green
(7.5cm)
Medium – blue
(12cm)
Long – red (18cm)
In addition
an artillery stick measuring 3 x long is painted red up to 1 x long of its
length and yellow for the rest of its length.
SEQUENCE OF PLAY
Each side follows this sequence every turn:
1. Roll for initiative
2. Rally units
3. Command sequence
4. Movement
5. Firing
6. Hand-to-hand combat.
1) Roll for initiative
At the beginning of
the turn both sides roll a d6 and add any army initiative modifiers. This decides
who will have the first turn in this round.
2)Rally units
1. A General may attempt to rally hits off any
unit that he is in base to base contact with, and which is out of range of
enemy fire. Roll a d3 and subtract that number of hits from the unit. A unit cannot
rally off a staggered marker or rally to below 1 hit. Generals may move into
place first in this phase, up to long.
3) Command sequence
At the beginning of
the players turn they roll a d6 for each of their commanding generals and look
at the following chart:
Type of general
|
1
|
2-4
|
5-6
|
Incompetent
|
No units in this
command may move this turn.
|
Half the units in
this command may move this turn.
|
All units in this
command may move this turn. May draw a card
|
Competent
|
Half the units in
this command may move this turn.
|
All units in this
command may move this turn.
|
All units in this
command may move this turn. May draw a card.
|
Gifted
|
All units in this
command may move this turn.
|
All units in this
command may move this turn. May draw a card.
|
All units in this
command may move this turn. May draw 2 cards.
|
A Brigade commander who has
been rallying a unit in the rallying phase deducts 1 from the dice roll to
account for being distracted from giving orders.
If the Commanding officer is
within medium of the Brigade commander, and he is not rallying a unit, add 1 to
the dice roll.
Units outside of long distance of a commander may move
but need to roll independently and are counted as incompetent with a negative 1
penalty.
Commanders may order any unit
within their command radius as long as that unit is not under the direct
influence of its own commander. Therefore, if a commander is killed, his units
may continue to operate under the command of another general.
4) Movement
Step One – declare charges
The Charge
Sequence
1. Test to charge. Roll a d6 for the unit and
consult the following table:
|
Elite
|
Average
|
Levy
|
Elite
Staggered
|
Average
Staggered
|
Levy
Staggered
|
Infantry
|
3+
|
4+
|
5+
|
4+
|
5+
|
-
|
Cavalry
|
2+
|
3+
|
4+
|
3+
|
4+
|
5+
|
If the unit scores the required
result it may charge.
2. Measure the distance between attackers and
defenders. If this exceeds
the attacker's eligible move, the charge does not take place and the rest of the sequence is ignored.
1. Only one unit may charge each face of a
defending unit (these being front, left
flank, right flank, and rear).
3. Defender’s fire. If a charge takes place against the front face of a
defending unit, then the latter may fire
against their assailants before contact. All fire is conducted as if at long range.
4. Countercharge. A cavalry unit may
countercharge provided it is not staggered.
5. If the attacker is staggered by defensive fire, it will
retire one full move immediately.
6. Light Infantry. Can not charge close order infantry frontally
or any cavalry.
7. Charging Artillery units. Artillery units may only be charged if the
target unit has no friendly Close Order Infantry
units within very
short.
Artillery is automatically
eliminated in hand-to-hand combat.
8.
Close Order Infantry. These have the following restrictions:
1. They may never
charge Heavy Cavalry or Light Cavalry.
2. Other Close Order Infantry may only be charged if the attacker is
of equal or superior strength to the defender
at the time the charge is declared.
3. Light Infantry,
Dragoon and Tribal Cavalry units may
be charged without restrictions.
4. Units in Column only fight with the front element.
9. Move
the units into
contact. Resolve all fighting in the hand-to-hand combat phase.
Step Two – other movement
1. Measuring movement. All
movement is measured from the centre of the unit in a straight line, straight
ahead. The unit may pivot on its centre up to 45° either at the beginning or the end of a move.
2. Normal movement rates. A unit's type and formation affects its normal movement rate, which may be modified by
other factors.
Troop Type
|
Movement
Rate
Good Difficult
|
|
Close Order Infantry
|
Short
|
Very short
|
Light Infantry
|
Medium
|
Short
|
Heavy Cavalry
|
Long
|
Medium
|
Dragoons
|
Long
|
Medium
|
Light Cavalry
|
Long
|
Medium
|
Tribal Cavalry
|
Long
|
Long
|
Limbered Artillery
|
Medium
|
Short
|
Deployed Artillery
|
No Movement
(may pivot)
|
|
Wagons
|
Medium
|
Very Short
|
2. Turning and wheeling (infantry and cavalry units).
1. Units may turn up to 45° without penalty. Only one turn is
permitted per move.
2. If units turn more than 45°, this costs one move. Only one
turn is permitted per move.
3. About turns
(180°). Units may about turn at
the cost of one move
4. Units turn by
pivoting on their central point.
3.
Turning and wheeling (deployed artillery units). Artillery
may pivot in any direction for one move
4.
Retrograde movement. Units moving directly to their rear without about
turning 180° will move as if in difficult
terrain.
5.
Changing
formation.
1. Artillery takes one move to either limber or deploy and may not relimber or unlimber
again in the same turn unless horse artillery.
2. All other formation changes will
reduce movement range by one level eg short to very short. If the unit is
already at very short, it will not be able to move after changing formation.
6.
Moving
and Firing. Infantry units fire with a -1 modifier if they move.
7.
Terrain. This affects units in the ways stated below:
1. Hills. Do not
affect movement.
2. Rivers. It takes
one complete turn to cross a river.
The unit moves up to the river’s
edge on one turn, is placed in the river on the next turn, and may move out normally in the
last turn.
3. Fields with crops, Hedges and Fences. These
count as difficult going
4. Towns. Only Infantry may enter or leave a town, this counts
as difficult going. Any individual town
may only contain one unit.
5. Woods. Only Infantry or cavalry may enter. Treat as difficult
going.
8.
Interpenetration. Units may pass through each other if retreating.
If they do so both units will suffer one hit. Otherwise no interpenetration is
allowed.
9.
Deploying from march column into line. This is a free move where each
element in the march column faces right or left and becomes a line. This may be
done at the beginning or end of the movement phase and does not count as moving
for the firing phase.
10. Marching. Units in column formation get
a free move. Light infantry, light cavalry and tribal cavalry get no march
bonus.
5) Firing
1. Small
Arms.
1. The ranges of relevant weapons are listed below:
Weapon
|
Short range
|
Long Range
|
Rifle
|
Short
|
Long
|
Musket
|
Short
|
Medium
|
Carbine
|
Very short
|
Short
|
2. A unit may normally
fire with the following exception:
a. Units in column
never fire.
3.
Units may
fire at targets within 45° of their
frontal facing.
4. Roll 4d6 per unit. The chances of scoring a hit varies according
to the firing unit's formation as listed below:
Firing Unit's Formation
|
Score
Required
|
Close Order Infantry
|
4-6
|
Light Infantry
|
5-6
|
Light Cavalry and Tribal Cavalry
|
6
|
6. Subtract -1 for shooting at Long
range
7. Subtract -1 for shooting if the unit has moved.
8. Subtract -1 for shooting if the unit is staggered close order infantry.
9. After taking 6 hits
a unit is staggered. A unit that is staggered and takes a further 6 hits is
routed.
10. First Fire. The first time a Close Order Infantry unit (not of Levy
morale) shoots in the game it may re-reroll all misses.
2. Artillery.
1. Artillery units have two range bands: short range is the red area and long range is the yellow area. Both cannot be used in the same
turn.
2. Units may fire at any target within 45° of
their frontal facing.
3. Two dice are rolled for the first target hit at short
range and one die is rolled for all units hit at long range. The resulting number is always halved (any fractions should be rounded up).
4. For every shot
roll a die. A hit is scored on a roll of 4-6.
5. As with small arms
fire, a unit is staggered once it takes 6 hits and a staggered unit is routed
once it has taken a further 6 hits.
6. Firing at artillery. Artillery units enjoy a saving roll of 4-6 for each potential hit.
Firing path. Units must be able to trace an unblocked line from the centre
of the firing base to the target unit. If any part of a base’s firing path is
obscured by intervening terrain or units, it may not fire. Other bases in the
unit that have a clear firing path may fire.
3. Units in Cover. Any unit behind cover rolls a die for every hit
inflicted upon it. For every roll of 4-6 a saving roll has been achieved and the hit has no
effect.
4. Overhead fire. The only overhead fire allowed is to or from a higher
elevation on troops by artillery at long range.
5. Enfilade fire. Roll double the dice if firing
from behind the front edge of a line or at the head or tail of a march column.
6.
Generals. When a unit with a general
attached takes 3 or more hits in hand to hand combat or from firing, the
attacker rolls on a d6. On a roll of 6 the general becomes a casualty and is
removed.
6) Hand-to-Hand Combat
1. Hand-to-hand combat is taken in turns, the
charger rolls their attacks, and then the charged unit strikes back. All units fight with a basic 4d6.
2. Zero casualties. Artillery units never inflict casualties in
hand-to-hand combat. They may therefore never declare a charge.
3. Light Infantry under cover (in woods or a town) defends as if it is a Close Order Infantry unit.
4. No charge bonus is given for
combat in difficult terrain.
5. Scoring Hits. All cavalry and infantry units roll 4 d6. A hit is scored on a 4-6. Place a staggered
marker on the unit when 6 hits are reached, and remove the unit from play if
another 6 hits are taken.
6.
An additional number of dice are rolled if your unit is:
1. Charging (+2d6)
2. Fighting a staggered
opponent (+2d6)
3. A close order unit
attacking light infantry (+2d6)
4. A close order
mounted unit against light cavalry (+1d6)
5. Defending field
works (+2d6)
6. Attacking an enemy flank, rear, or close order troops in March Column. (+2d6)
7. On higher ground than their opponent. (+1d6)
8. Defending a riverbank, Ford or Bridge against
attackers who are crossing to engage them frontally. (+1d6)
9. General is attached to the unit
(+1d6)
10. Unit is superior to enemy
(+2d6)
11. Each supporting unit within very short of flank or rear, up to a
maximum of 3. (+1d6)
7.
Saving
Rolls.
1. Units (defending) in cover receive a saving roll of 4-6 for every
potential hit.
2. If a Close Order Infantry unit is
charged frontally by cavalry, it enjoys the benefit of a 4+ saving roll for every hit inflicted.
8. Retreat. After a round of hand-to-hand combat, the losing unit
must withdraw. It
must retreat a full move directly to the
rear, facing the enemy.
9. Blocked
Retreat. If any unit
blocks the route of retreat, the retreating unit interpenetrates it and ends its
retreat on the far side of the unit from the opponent that forced it to retreat. It is destroyed if it meets enemies. The blocking unit
takes 1 hit.
10. Ties. If a hand-to-hand combat results in a tied result, the
defending
unit usually retreats. The only
exception is when a Town or Fieldworks are
being defended; in this case the attacker retreats.
11. Generals. When
a unit with a general attached takes 3 or more hits in hand to hand combat or
from firing, the attacker rolls on a d6. On a roll of 6 the general becomes a
casualty and is removed.
7) Morale
·
Once a unit takes 6 hits,
it receives a staggered marker. A staggered marker cannot be rallied off, and
provides disadvantages to all units in hand to hand combat and close order
units in firing.
RULES CONVENTIONS
1. Movement.
a.
There are
no special restrictions for wheeling in close proximity to enemy units.
b.
Compulsory
actions are performed like normal moves and adhere to terrain restrictions.
c.
A unit
cannot move through a gap between two other units which is less than the unit’s current frontage wide.
2.
Shooting.
a. Shooting at units engaged in hand-to-hand
combat is never allowed.
b. Units must target the closest
enemy unless it is engaged in melee or obscured by friends.
3. Hand-to-hand Combat.
a.
Any
contact, even with a unit’s corner, brings on a hand-to-hand combat in which
all of each unit’s bases fight.
b.
A retreat from hand-to-hand combat must be directly to
the rear with no deviation.
4. Retreat. There is no deviation to the direction and distance
moved. If the unit meets impassable terrain it is eliminated. Passable terrain
modifies movement of the retreat as per normal movement.
SPECIAL RULES
1.
Capture the Colours. During the 18th
Century the number of enemy colours captured, along with artillery pieces,
began to become a measure of victory. To lose one was considered a disgrace.
This special rule only applies to Close Order Infantry and Heavy Cavalry units.
If one of these units is destroyed in hand-to-hand combat the victor may roll a
die and if a 6 is scored the colours are captured. If a unit retires from hand
to hand combat the victor may roll two dice and capture the colours on a roll
of 12. Colours can be recaptured once they have been lost using identical
rules. Captured colours count as victory points at the end of a game.
2. Woods. Where both units are inside firing is limited to very
short
and to fire out or to be fired upon the unit must be within very short of the wood’s edge. Units must be entirely within the wood to
receive the benefit of cover from firing. Cavalry may not attack units c\\
3. Towns. Towns possess four sides and
units may fire and perform defensive fire from any of the sides with all their
bases. Units defend towns on all sides counting these as their front edge and
defend with all their bases. Cavalry
may not attack units occupying towns.
4. Fieldworks. Only Infantry may enter or leave fieldworks and it takes a complete turn for them to do so. A maximum of one
unit may occupy a section of fieldworks which is two bases wide. Troops
occupying and attacking fieldworks adopt a consolidated frontage of two bases.
Units may fire and perform defensive fire from fieldworks with all their bases
and count as in cover for shooting and hand-to-hand
combat. Units defend with all their
bases and fight with one extra
dice per base in hand-to-hand combat. Cavalry may not attack units occupying fieldworks. Fieldwork sections breached by artillery lose their
fortification status i.e. extra dice. Any section hit by artillery is breached
on a 6 result rolled on one D6.
Command and Control for opposition
in solo games
1. Deployment by Brigade:
Infantry – 1 =
left flank
2 = right flank
3,4,5 = centre
6 = reserve
Cavalry
- 1-2 = left flank
3-4 = right flank
5 = centre
6 = reserve
2. Tactical Stance by Brigade
1-2 Defensive; 3-4
cautious; 5-6 Aggressive
+1 to die roll if
Prussian
Defensive general’s priorities:
1. Hold position
2. Maintain cohesion
of support within Brigade.
3. Counterattack if
successful in defending position on a die roll of 5-6.
Cautious general’s priorities:
1. manoeuvre so as to
hold a strong defensive line for the army.
2. Maintain cohesion
within the Brigade and with neighbouring brigades.
3. Counterattack if
successful in driving off enemy attack on a die roll of 2-6.
Aggressive general’s priorities:
1. Manoeuvre into a
position to attack opponents.
2. Maintain cohesion
of support within Brigade.
3. Seek support of
other brigades if defeated in combat and act in support of their stance from
then on.
Seven
Years War Army Lists 1756-63
PRUSSIAN
ARMY
Command: Above average
Unit Type Number per army
Guard Infantry (Close Order Infantry, Elite) 0-1
Grenadiers (Close Order Infantry, Elite) 0-2
Musketeers (Close Order Infantry,
Average) 2-4
Fusiliers (Close Order Infantry, Average) 1-2
Freikorps (Light Infantry, Levy) 0-2
Jaegers (Light Infantry, Average, Rifles) 0-1
Cuirassiers (Heavy Cavalry, Elite) 1-3
Dragoons (Heavy Cavalry, Average) 1-3
Hussars (Light Cavalry, Average, Carbines) 0-2
Artillery (Average) 1-4
Special Rules
·
Discipline: Prussian foot can
change formation with no movement penalty.
·
Initiative: The Prussian player adds +1 to all initiative rolls.
AUSTRIAN ARMY
Command: Average
Unit Type Number
per army
Grenadiers (Close Order Infantry, Elite) 0-3
Fusiliers (Close Order
Infantry, Average) 2-8
Grenzers (Light Infantry, Average) 1-4
Cuirassiers (Heavy Cavalry, Average) 1-3
Dragoons (Heavy Cavalry, Average) 1-3
Hussars (Light Cavalry, Average, Carbines) 1-2
Artillery (Average) 1-4
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