or shrapnel they may fire at targets that are blocked by an intervening obstacle. To do this Breech loading rifles and carbines have a
both the target and the firer must be at least 8”
greater rate of fire than normal muskets.
away from the intervening obstacle.
Various nations had different tactics and doctrines for using their new, improved small
This fire will incur the -1 hindrance modifier arms capability but these rules have
The Turn Order
Highest side chooses to move first or second Both sides, simultaneous
Both sides, simultaneous
Both sides, simultaneous Both sides, simultaneous
Both sides, side which won the initiative decides which order Check for Army or Force Break Point, attach and detach leaders
Movement Distances Retiring Due to Melee or Morale Routing Due to Melee or Morale Flee From Charge
Charge distances are the same as normal movement distances Infantry /
Artillery Fire Table Range (Number of D6 rolled) Type
Small Arms and Artillery Fire Modifiers
Target is skirmishers or deployed artillery Infantry charged by cavalry
Artillery that have taken 1 or more hits Firing unit has moved
Firing unit is unsteady
Target in light cover Target in heavy cover
Target is more than 1 stand deep or limbered artillery or in square or firing down the flank Hindrance between target and firer
Base to hit number is 4+ on a D6. A roll of 6 always hits (or use optional rules) -1
Target is at long range -1
Optional rule
Opponent is defending linear obstacle, in building or uphill of you You are in deeper formation than the enemy
You are unsteady
Veteran morale class
Cavalry receiving a charge at the halt
Shock troops charging against non-shock troops
Base to hit number is 4+ on a D6. A roll of 6 will always hit and 1 will always miss.
Horse mounted fighting against camel mounted -1
Foot vs. mounted -1
Morale Table Green 5, Regular 4, Veteran 3
Occupying Buildings
For each stand the unit has lost so far this battle For each commander attached to the unit
Morale die roll modifiers that apply to all morale and rally tests
Morale die roll modifiers that are only applied to a morale test during a charge Charging against enemy flank
+1 -1
+1 (or optional rules)
+1 Charging against enemy rear or formed charging against unformed +2 Small Arms Fire Table
Range Optional Movement and Firing 4”
As artillery - see period specific rules
These few pages briefly outline the way that
Turn 1
the Rank & File rules work, this is a very
simple example to show how the basic We join the first turn just after the movement mechanics fit together. For the sake of phase - all of the Austrian battalions have simplicity the example does not use any of the advanced their full movement distance. It is optional, advanced or period specific rules. now time to go onto the firing phase - this is simultaneous so it doesn't matter who fires first but for the purposes of this example we will always roll for the Prussians before the Austrians.
The Prussian artillery fires directly ahead at unit (C), it is at medium range (up to 16”) and so will use 2D6, requiring a 4 or better on each dice to cause a casualty. Rolling 5,6 the The forces used are Seven Years War Austrians are marked with 2 hits. Unit (3) has Prussians (Blue) and Austrians (White). All no targets within its maximum 12” range so troops are regular morale class armed with may not fire. Unit (2) fires straight ahead with smoothbore muskets, the artillery are one dice per stand at unit (C), because of the -medium foot. The commanders have the 1 modifier for firing at long range it needs to basic +1 morale modifier and the Austrian roll 5 or better. Rolling 2,2,4,5,5 it causes 2 units have 6 stands each while the Prussian more hits on the Austrian unit which must now
have 5. remove a stand and have the extra hit
Inches
0 24
marked. The 'lost' stand is placed behind the
Turn 2
unit as a reminder that it may still fire and also
that unit (C) will require a morale test. Finally Nobody is within range to declare a charge so for the Prussians unit (1) fires and causes a there is no charge declaration phase.
single casualty to unit (A). Likewise there are no troops that need to rally so this phase is also skipped. During the The Austrian small arms fire is modified by -2 initiative phase the Prussians gain the (-1 for long range and a further -1 for having initiative and so will move first, however they moved and fired) which means that they need decide to hold their ground with all troops and a 6 to score a hit. Unit (A) manages to cause so it is now the Austrian movement.
one hit on unit (1) with its 6 dice but the 6 dice
from unit (C) all miss. This concludes the firing Both units (A) and (B) advance forwards, (A)
phase. moving into close range of Prussian unit (1).
Unit (C) wheels slightly and advances The only unit that requires a test during the towards unit (2) while unit (D) attempts to morale phase is Austrian unit (C) who have come alongside it and oppose the Prussian lost a stand this turn. As regular class troops artillery and unit (3).
their starting morale is a 4 but the die roll is
modified by -1 per stand lost so far, this means Firing - again working through the Prussian that they need to roll 5 or better to pass their units first unit (1) fires straight ahead at unit test. Rolling a 6 the unit passes and continues (A) - at this range there are no modifiers so
as normal. any roll of 4 or better will cause a hit. The 5
dice rolls come up 4,4,4,5,6 - 5 hits! Added to As there is no melee phase the turn ends. This the hit that unit (A) suffered last turn this is where leaders may be attached or removes 2 full stands from the unit. Unit (2) detached from units. The Austrian leader now fires at unit (C), again it has no modifiers decides to attach to unit (C). and requires 4 or better to hit - rolling all 5 dice only results in one hit which is marked onto unit (C). The artillery continues to fire at unit (C) and is now within close range so gets to
roll 4D6 (canister range) requiring 4 or more to During the morale phase there are 3 units that hit, with rolls of 3,3,4,6 it causes 2 more hits have suffered the loss of one or more stands which is enough to remove a stand and the this turn. Unit (1) on the Prussian side rolls for unit is marked with the extra hit carried over. its morale requiring 5 or better - its roll of 3 As the unit has lost a stand and it has a leader means that the unit will now be forced to retire attached the Prussian player gets to roll to see unsteady. It rolls 2D6 (actual roll 6) and this is if he can cause a leader casualty but does not the number of inches that it is forced back. A manage to do so. Finally for the Prussians unit shaken marker is now placed next to the unit.
(3) fires at unit (C), it only has 3 stands within
firing arc and range so rolls 3 dice but cause Austrian unit (A) has lost 2 stands and so will another 2 hits which is enough to remove a have a -2 penalty to its die roll which means further stand from unit (C)! Again the Prussian that it needs to roll 6 to pass - luckily it does so player rolls to see if there is a leader casualty and may carry on as usual. Unit (C) has taken but once again the Austrian commander 50% or more losses in stands and so it suffers survives. Unit (C) is now down to 3 stands 'the 50% rule'. This basically means that the from its starting strength of 6 so will start to unit may never attempt to rally and will suffer from the 50% rule. automatically fail any morale test that it is forced to take. As it has lost one or more The Austrian fire is more effective this turn. stands this turn it has to take a test and Unit (A) fires with 6 dice requiring 5 or better to automatically fails - no dice roll is needed.
hit and manages to score 3 hits on Prussian Unit (C) will now become unsteady and is unit (1) - with the hit this unit has already forced to retire 2D6” (10” rolled).
suffered this is more than enough to remove a
stand. Unit (C) fires straight ahead with 5 dice There are no melees to take place so we (the 'dead' stands still get to fire this turn as immediately move onto the end turn phase.
firing is deemed to be simultaneous) and The Austrian commander leaves unit (C) as manages to cause 2 hits on unit (2). Unit (D) his morale bonus would have no effect on is still out of range and unit (B) has its line of them now that they are at half or less strength.
Sight blocked by unit (A) so that ends the firing
Inches
0 24
Moving onto the melee - the Austrian unit (A)
Turn 3
did not lose a stand this turn so does not have to take a morale test - as such the charge is During the charge phase the Austrian player
successful and the unit is moved into contact declares that he wants to charge unit (A)
with the Prussians. Both sides now work out against unit (1). There are no other charges
how many dice they will roll and what the so unit (A) is immediately moved to within 2” of
chance is for them to hit. The basic chance to unit (1) before moving onto the rally phase.
hit is 4 or better on a D6 but the Prussians suffer -1 to their die roll for being unsteady and There are two unsteady units on the table but
will require 5+ to hit. Both sides have 4 stands neither of them will get a chance to rally this
and they are all in contact with the enemy so turn. Austrian unit (C) is at 50% and may not
both roll 4D6.
rally while Prussian unit (1) is the target of a charge and may not rally!
The Austrians roll 2,2,3 and 4 for one hit while the Prussians manage 3,4,6,6 and cause 2 The Prussians once again win the initiative
hits. This results in the Prussians winning the roll but their only movement is to advance unit
melee and the Austrians will be forced back (3) so that it is definitely within range of
2D6” and become unsteady. Had the Austrian unit (D). During the Austrian
Prussians lost the melee they would have movement all 3 units advance, this includes
been routed as they were already unsteady unit (C) which can still act even though it is
and would have been reduced one more unsteady.
morale level - even though they did not lose any stands.
At the end of Turn 3 the Austrian attack is in trouble. Unit (A) is at 50% strength and is unsteady with no chance to rally, unit (C) is routing with no chance to rally, unit (D) has lost a stand and is unsteady but may still rally - only unit (B) is in good morale status and at full strength. On the Prussian side unit (1) is looking weak but the remainder of the force The combined Prussian fire manages to do 4
should be a match for the remaining Austrian hits to unit (D) and 3 more to unit (C) which
troops.
removes a stand from each unit. Even though unit (1) is being charged it still fires during this phase. It would normally hit on 4 or more with a D6 but as it is unsteady it only hits on 5+, rolling 4 dice it manages 2 hits - not enough to
Hopefully this short example gives you an remove a stand and force a morale test on unit
idea of the basic rule mechanics and how the (A).
various phases of the turn work with each other. The full rules include extra morale The Austrian fire from units (B), (C) and (D) is
classes, leadership bonuses, formation and ineffective and does not manage to remove
movement restrictions, variable weapon any further stands - unit (A) may not fire as it is
effectiveness, march movement, formation charging.
and army morale, ammunition, as well as many more detailed optional combat and During the morale phase Austrian unit (C) will
firing rules. The period specific rules expand rout - this is because it is already unsteady
on these even further but the basic game and after losing a stand this turn it will take a
mechanics themselves are designed to be morale test. As it is at 50% or less strength
simple to learn while remaining effective and and suffering from the 50% rule it
flexible.
automatically fails any morale test it has to take. Unit (D) also tests and fails - retiring 7”
and becoming unsteady.
The following is a sample formation from the Confederate order of battle at Gettysburg. Following the actual OB are the various formations that you would have on the table depending on the scale of battle that you were fighting.