Chapter 1
Introduction
Page 3
Chapter 2
Troop Types & Formations
Page 4
Chapter 3
Turn Order & Initiative
Page 9
Chapter 4
Movement
Page 13
Chapter 5
Firing
Page 19
Chapter 6
Charges & Melee
Page 25
Chapter 7
Morale
Page 32
Chapter 8
Single Stands
Page 38
Chapter 9
Skirmishers
Page 41
Chapter 10
Generals
Page 44
Chapter 11
Army Morale
Page 48
Chapter 12
Period Specific Rules
Page 49
Appendix 1
Fast Play Sheet
Page 52
Appendix 2
Extended Example
Page 54
The Rank & File rules have been designed so that a fairly large game can be set up and played to a
conclusion within an evening. They are ideal for club games where any number of players can bring along their figure collections and join in - the rules are simple enough to explain in a few minutes and one game is all it takes to grasp the core mechanics.
The main rules cover a large period of history and many conflicts; the core rules apply to all of these periods but there are also period specific rules sections that give more detail according to the wars and campaigns that you are fighting. You'll find that there is a great deal of flexibility within the core game mechanics and you should tailor the details of the period specific rules to suit any particular era.
These are fast play rules but that doesn't mean that they use simplistic game mechanics that bear no relation to the battles and periods they are representing. You'll find that different troop quality and weapons are important but so is a decent plan and proper use of your commanders. Charging headlong at a solid line of infantry and artillery is a sure way to lose good troops - just because the rules are simple doesn't mean to say it has to be a simple game.
No set of rules can hope to cover every eventuality and still be playable, so if you have a situation that is not covered then - in order of preference - take the Umpire’s decision, take a vote, roll a die. Before jumping into the rules you may want to head off to Appendix 2 where there is a very
straightforward extended example - this will give you a fairly good idea of the basic rule mechanics and how they work together.
OPTIONAL RULES are added
throughout this book - these add more realism to the game but at the cost of time - use these at your own discretion, but it is best to make sure all players know which rules are being used before play begins!
Finally I'd like to take the opportunity to thank all the members of the Stafford Wargames Club for their invaluable help in designing and testing these rules, especially considering the numerous versions and last minute changes I put them through!
Regards,
Mark Sims Stone - 2009
Throughout the period we are dealing with determine the number of figures that would there are many troop types, but for the sake of make up a stand.
simplicity these have been condensed to the
following categories: Throughout the rules you will see that almost all the examples use 40mm square bases for formed and skirmish infantry infantry stands, 50mm square bases for formed and skirmish cavalry cavalry stands and approximately 60mm by foot or horse artillery 80mm stands for artillery. Generals are and finally - elephants mounted singly for low level commanders and with 2 or more figures for higher level The weapons, troop quality and period commanders. Many of the examples and specific rules will all be used to differentiate photographs use 28mm figures as that is what between various armies, nationalities and I have in my collection! The rules work just as
units. well for a variety of scales from 6mm through
to 40mm.
Figure Types
Depending on the scale of battle that you are fighting a stand represents anything from 50 Units are grouped into stands of figures, the
to 250 men with a skirmish stand counting as scale, number of figures per base and size of
a 'half stand'. Each artillery model represents these stands are not hugely important - Rank
anything from 1 gun and crew to a complete
& File uses bases as the basic building block
battery. Appendix 3 shows examples of
of units. You can obviously use figures that
various formations using different ratios. have been based individually - simply
Infantry
Artillery
Infantry units may be either formed or in Each artillery stand will be designated as light, skirmish order. In some periods and for some medium or heavy as well as having details of troop types you may be able to choose the type of guns that they are armed with and whether to field a unit as formed stands or as whether they are foot or horse artillery. The skirmish stands and some may be designated crew do not have to be integral to the artillery as 'shock' troops that gain a bonus when piece base but if you have separate figures charging into melee. The minimum sized unit the crew may not man guns other than the that should be fielded at the start of a battle is ones they started the battle with. Artillery 4 stands of figures - the maximum 10. pieces are designated as single figure stands Anything else should be represented by either even though they may be grouped into splitting large units or combining smaller batteries.
ones. You are free to split units even if they have 10 or less stands. A 9 stand unit could be split into 2 units of strength 4 and 5 for example. You must decide at deployment how your units are going to be organised and this may not change throughout the battle.
Generals
Depending on the level of battle, the number of units and players, there may be various numbers of generals on the table. There is no specific allotment of generals but each obvious grouping of troops should have a commander, whether this is at the brigade, division or corps level.
Cavalry
Cavalry have the same options open to them as infantry. They may be 'shock' troops, certain cavalry may deploy into skirmish order, may mount or dismount during the course of a battle and while dismounted will follow the same basic rules as for skirmish infantry. Unit size is the same as for infantry, no smaller than 4 and no larger than 10. As
Elephants
with infantry a cavalry unit may be split at set up.
Elephants are single figure stands rather than being organised as units. They will follow some of the same rules as formed troops and some of the ones for artillery who are also single figure stands.
Camels
Will act in the same way as cavalry apart from the fact you'll have different models on the table! They may frighten horses and so gain some advantage in melee with other cavalry.
Unit Stats
Morale Class
This combination of different morale classes, All troops will be represented by one of three unit sizes, formations, weapons and period classes of morale. These are Green, Regular specific abilities allows for quite a variety of or Veteran. This starting morale class will units to be fielded on the tabletop. It will be up determine the unit’s chance to pass morale to players to decided which troops deserve tests when it is forced to take them as well as Green, Regular or Veteran status and a little its chance to rally when it gets into difficulties. research on the period will give you numbers, Green troops are brittle and will find it difficult organisation and armament. to recover once they become unsteady, Veterans are solid troops and will often (but In large battles it may help to label your units not always) take quite some punishment with their statistics - the command stand of before they are broken.
each unit is the most obvious one to put the label on and it simply needs to show you the
starting number of stands in that unit so that OPTIONAL RULE Elite troops may be
you can work out when the 50% rule applies added to the list of morale classes. They
and morale modifiers for lost stands. A note act as Veterans with the same morale level
can be made of its morale class G,R,V with an and modifiers but in addition to this they
asterisk for shock troops and the weapons may re-roll one morale or rally test die roll
that it is armed with (if need be). each game. If you are playing a campaign some troops may even increase beyond elite state - in this case simply allow them a second morale re-roll.
This re-roll is only used for morale and rally tests, it does not apply to any tests that happen to use the morale value of troops (like forming squares for example). A test that is automatically failed (when the unit has reached 50% losses for example) is not rolled so there is no re-roll allowed. You may not re-roll the same test more than once.
Weapons
The entire unit will be armed in the same way depending on the period, dates and nationality that you are fighting with. You may not arm different stands with different weapons within the same unit.
OPTIONAL RULE If you want to make
'mixed' units then you may but it is up to the player to keep track of which stands are lost as casualties, which fight in melee and so on.
Formations
Each unit on the table must be in one of the
OPTIONAL RULE Period Specific
following formations, if a unit does not have
Formation. Some formations are only
the space to deploy into a certain formation
available during specific periods and some
then you are not allowed to place them into it.
may be unavailable to certain troop types
You'll find that while very large units may have
depending on the period of the game that
an advantage in combat they are awkward to
you are playing.
move about on the battlefield so you'll need to bear this in mind when choosing how to deploy your troops.
Line
All of the stands in the unit are side by side in a straight line one stand deep. The line may bend to accommodate terrain features but otherwise must remain in a straight line. In some period specific rules it may be able to refuse flanks.
Attack Column
The stands that make up the unit must be at least as deep as they are wide. This means that a 6 stand unit would be 2 wide by 3 deep, a 4 stand unit could be 2 wide by 2 deep and so on. When casualties are removed they must be taken so that the unit remains in column formation - you may not remove stands so that a column becomes a line for example.
March Column
The unit is one stand wide and as many deep as required. It may snake as much as it likes and is usually used to gain extra movement distance. Units that arrive on table throughout a battle will usually arrive in march column. Units that are in march column while engaged in melee will suffer from having to fight disordered.
Square
All of the stands of the unit form a square - you should try to make sure that each face has as even a number of stands as possible. A square has no movement allowance at all. If a square is forced back through melee or morale it will change to attack column formation rather than moving in square.
Supported Line
A line of stands 2 deep. This can represent 'deep' lines or supporting lines of troops. You must keep the number of stands in each rank as even as possible - you could not, for example, have a double line that had a front rank of 6 stands and a rear rank of 3. This formation is always available to cavalry units in any period but may be restricted for infantry by the period specific rules.
Mass
For troops that do not have any proper organisation they are counted as being in 'mass'. There are no restrictions on how many ranks or files of stands with the exception that each rank should have the same number of stands in it if possible. For example a 9 stand unit could have 3 ranks of 3 stands or one rank of 5 and one rank of 4 but could not have a front rank of 5, a second rank of 3 and a third rank of 1.
Skirmish Order
If you have specific skirmish stands for your figures then all of the stands in a unit in skirmish formation should be touching. If the stands are normal formed infantry stands that are simply spaced apart then they should take up double the usual frontage of the same stand when it is formed. There are no set formations for skirmishers - they may be as many stands wide or deep as required and facing in any direction.
Limbered
The artillery are ready to move and may not fire.
Unlimbered
The artillery are ready to fire and may only move by prolonging if that is allowable for their type or they may change facing on the spot.
OPTIONAL RULE Brigade Level Double Line. When fighting large battles that have a unit
representing a brigade the period restrictions on double line formation for infantry may be waived. This represents the separate battalions within the brigade being in mixed formations of lines and columns or multiple battalions in line one behind the other.
Each turn of the game represents anything The Rank & File rules try to avoid
from approximately 15 to 30 minutes of time. bookkeeping and having to record too much The turn order table below will let you know information about units and their status. who does what - and when. You will find that Some things will need to be remembered some of the phases are in slightly unexpected however and it is up to players to decide how places but the reasons for this will become they do this. In many ways the methods that clear as you read the rules and play your first you use will depend on the number of units
games. each player needs to control.
S o m e p a r t s o f t h e t u r n a r e d o n e For example you may need to know which simultaneously and others are done in units have moved in the movement phase as sequence with one side doing all of their there is often a modifier to their firing, also any actions and then the other side taking their unit that has lost a stand to enemy fire this turn turn. Each phase should be completed in its will need to pass a morale test at the end of entirety before moving onto the next. the turn. If you only have 5 units to control then most players will have no trouble keeping track of this sort of thing in their heads - when you are player with 30 units it may be worth using counters to aid game play.
The Turn Order
Second Side Movement First Side Movement Roll For Initiative Rally Phase Charge Phase
Firing Phase Morale Phase Melee Phase End Turn Phase
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
Each phase is briefly described here. Full
Rally Phase
details will be given in the relevant sections ofthe rules. The rally phase comes after the charge phase
as this means that troops that have declared a
Charge Phase
charge may not attempt to rally. This inability to rally also applies to the target of a charge, Both sides declare any units that they would whether they are skirmishers that have fled, like to charge with. Only troops that have a routers that have evaded a charge or troops valid target may declare charges. Once made that are counter charging or just standing their charge declarations may not be cancelled but ground - none of these units may attempt to it is OK for players to 'wait and see' whether rally during this rally phase.the enemy is charging before declaring their
own charges, so these do not have to be Troops will be in 3 states of morale throughout declared in any particular order. the game - good, unsteady and routing. So long as a unit is not at 50% or more losses in stands, is not in bad Army Morale and has not
OPTIONAL RULE Players need to make been the target of a charge or is charging itself
a note of which units will charge and then then it may attempt to rally from being
all reveal at the same time - charged units unsteady or from routing.
that have not themselves declared a
charge may always decide to counter Both players simultaneously roll to recover
charge at this point if that is a valid option their morale for units that are allowed to.
open to them. Those that fail remain in their current morale
state, routers will continue to rout, unsteady will remain unsteady throughout the rest of Once all charges have been declared this turn. Troops that pass their morale test charging troops are moved at the same time - will immediately gain one 'level' of morale. all units that would cross paths or meet at
some mid-point should have their movement It may be that a unit has only just failed a pro-rated. Routing units or skirmishers that morale test in the preceding turn’s morale choose to flee from a charge are also moved phase; even so it still gets a chance to rally at this time. Chargers are moved to within 2” and recover the same as any other unit. This of their target. may mean it spends a very brief amount of
Roll For Initiative and Movement
Firing Phase
Each turn both players' Commander in Chief Both sides will fire simultaneously so any rolls a D6, the highest will get to choose stands removed as casualties will still get to whether they move first or second. Re-roll fire back at the enemy. With large numbers of
ties. units it is worth placing the 'dead' stands
behind the unit to remind yourself that they should still be calculated in the unit’s fire. This
OPTIONAL RULE Add the command also has the added advantage of showing
modifier of the CinC to the D6 die roll - this which units will need to test for morale later in
will only make a difference when you are the turn.
using the optional commander quality
rules. Re-roll ties without the command
Morale Phase
modifier.This is the phase where all of the units that need to take a morale test because of enemy The side that has the initiative may now move fire do so. Any unit that has just lost a stand all of their units that have not yet charged, must take a test, even if they are charging or made a charge reaction or been pinned by a are the target of a charge, the same applies to charge. Units that have just rallied from single stands that have lost a casualty. It may routing will now be unsteady but they may be that chargers halt or their targets flee - in move as normal during this phase. Routing this case the melee will not happen.
troops that did not rally and so have already
been moved in the rally phase do not move The morale of units that fail their test will get again during this part of the turn. worse - from good to unsteady or from unsteady to routing. Results are applied Once the first side has moved all of their immediately - if the unit becomes unsteady it eligible units the second side does the same. retires a certain distance according to type and is marked as unsteady. If the unit routs it is immediately moved its rout distance.
Melee Phase
When you have determined which units will contact each other it is time to decide the outcome of all melees. This is a bloody affair and one side or the other will retire or rout before the end of the melee phase. A melee will not carry on from one turn to the next though it may last for more than one round of actual fighting. The side that wins the melee is allowed to occupy the ground of their opponents so in some rare cases it may be important which order you carry out the melee
Turn End
in - if this is the case the player who won the initiative die roll decides in which order to do
This is when you will roll to see if wounded them.
leaders recover, roll for re-enforcement, flank march arrival and so on. Players should check Stands that are touching and one stand
to see whether the formations or army has overlap on each flank will fight in the first
reached its Break Point. If you are playing a round of a melee - if the melee lasts more than
campaign this is the best time to make sure one round then all stands in the unit get to
everyone has made a note of units that they fight in subsequent rounds. Each side will roll
have removed from the table and what their a number of D6's and modify these rolls with a
final status is with regard to casualties. few simple factors. The side that causes the
most casualties will win, the loser will retire
Leaders are attached and detached from unsteady if they were originally in good
units in this phase. Leaders may detach from morale, they will rout if they are already
one unit and attach to another in the same unsteady. In some cases a unit will rout its
turn so long as they have the movement opponent automatically if it wins the melee. If
distance to do so. the first or subsequent rounds of melee are a
draw you keep on fighting until you have a
The end turn phase is the only time that you winner, you cannot have a turn end with two
may attach a leader to a unit. units still locked in melee.
Movement Distances
Manhandle Light Artillery Heavy Artillery
Light and Medium Artillery Column, Mass or Skirmish Line or Double Line
Manhandle Medium Artillery Manhandle Heavy Artillery
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 /
Foot Artillery
Cavalry /
Horse Artillery
4” 8” 12” 12” 8” 2” NA 4” NA 16” 20” 16” 2” NA 2D6” 12” 2D6” 3D6” 20” 3D6”No matter which period you are playing troops will move at a given speed according to the type of troops they are, the formations they are in and the terrain they are crossing. Movement rates are quite generous - you'll find that troops making march moves can go a pretty good distance so when you commit your troops to a course of action they don't take forever to reach their objective - it's once they bump into the enemy that they tend to slow down.
not to have been declared, the unit will not
Marching & Charging
move during the charge phase but may move as normal during its own side’s movement
March Moves
phase. So long as the unit starts and ends its move
Charging troops have their movement pro-more than 12” away from any enemy, except
rated, this is important as it will mean that two commanders who do not count, it may use
units charging towards each other will meet at march movement and go up to double its
some point between them. You may also have usual speed. The unit may not change
a situation where one unit is charging another formation, interpenetrate other formed
but is itself being charged by a second enemy troops, wheel greater than its allowance if in
unit - pro-rating the movement will determine line or charge but all other movement rules
which units actually contact each other and are the same. In addition no unit may fire after
where. marching, no matter how far they moved or
what period specific rules are being used. If in
March Column
doubt then mark units that have marched with a counter to remind yourself of these
So long as the unit is in a column no more than restrictions.
one stand wide and is moving entirely along road for its full move then it may move at three
Charge Movement
times its normal speed rather than double when it is marching. Normal march rules Charging troops use their normal move
apply - it may not fire, change formation, distance according to the formation that they
interpenetrate nor may it start, end or come are in and all terrain penalties apply as
within 12” of any enemy (except generals) normal.
during its movement. Terrain modifiers apply to charging troops as
A march column that is contacted and usual. If the terrain modifies the charge
engaged in melee will fight disordered - this distance in such a way that the troops cannot
means that any stands will only hit on a D6 roll reach their target then the charge is deemed
Formation Changes
Interpenetration
Skirmishers and deployed artillery stands
Wheeling
may be interpenetrated at no movement penalty during movement, this includes Wheels are measured from the outside edge
march movement. Formed units and limbered of the unit no matter which formation it is in.
artillery stands may not interpenetrate You will find that very long lines of troops are
voluntarily, though a retiring or routing unit particularly hard to manoeuvre about the
may be forced to interpenetrate another unit. battlefield.
OPTIONAL RULE Use the period specific OPTIONAL RULE Wheeling while in line.
rules to determine whether formed units The actual distance travelled is measured
may interpenetrate or not. If they may then from the outside of the wheel but for some
the unit that is interpenetrating will be periods there are restrictions on the degree
reduced to half speed - this is cumulative to which troops are allowed to wheel. Rigid
with terrain or obstacle modifiers so if the formations did not allow for simple
interpenetrating unit does not have the manoeuvring and you should consult the
movement distance to completely clear the period specific rules to see the maximum
other unit then they may not be moved amount that a line may wheel in any one
through. No matter what the period specific turn.
r u l e s n o f o r m e d u n i t s m a y b e interpenetrated while marching and no formed unit may charge through any other.
Changing Facing
This may be done at any point in the unit’s
No matter what the unit type no unit may move and will take ¼ of their movement
charge through another unit. Though a unit
allowance - you may not change facing while
may still declare a charge so long as at least carrying out a march move or a charge.
50% of the unit has a valid line of sight to a Skirmishers stands may freely change facing
target and the unit in front of them is also at no cost. Cavalry must change facing to be
charging (see charge rules later). If for any able to move sideways or to the rear (except
reason the 'blocking' unit fails to charge then when retiring due to morale or melee).
the units behind will also not charge.
Measure wheels from the outside edge of the formation
Side Step and Back Step
Formation Changes
Formed infantry units may move to the side Units will start the game as either formed units and/or the rear at half speed - this is actually or deployed as skirmishers. In addition the same as changing face, moving a half cavalry will be either mounted or dismounted - move and then changing face again. you may not change the status of these units Skirmishers may move freely in any direction throughout the game.
and pay no penalty for it. Note that this is different to 'retire' which is a move forced on a
unit by a failed morale test or loss in melee. OPTIONAL RULE Use the period specific
Formed cavalry units must about face to rules to determine which cavalry units may
move sideways or backwards. dismount and remount and which units may change from formed to skirmish order and vice-versa.
Oblique
Units may move obliquely, this means that as
Changing formation takes a half move for all well as moving forwards or backwards they
troops and may not be carried out while may 'slip' to the side at the same time. A unit
charging, while you are the target of a charge may move at an angle of up to 45 degrees
or while marching. Formation changes should either side of straight while making an oblique
be made within the same general area that move.
the unit already occupies - changing formation is not an easy way to swap units' positions or shuffle your troops about! If there
OPTIONAL RULE See the period specific
is no space for the new formation you may not
rules to see the maximum angle that a unit
perform that change. Formation changes
may move obliquely.
must be made either at the start or the end of your movement, they may not be done halfway through.
OPTIONAL RULE Use the period specific
rules to determine the amount of time various formation changes take, this will either be a half move or a full move.
OPTIONAL RULE Formed infantry that
are charged from the front by cavalry may try to form square - this is done during the target unit’s movement phase and overrides the rule about targets of charges not being able to change formation. To see if the unit is able to form square roll 1D6 and compare to the unit’s basic morale. If the roll is greater than their starting morale they have been able to form square - if it is not they must receive the charge in their current formation.
Terrain
Retire and Rout Movement
Bad terrain will affect the movement of This is only done as compulsory movement different troop types in different ways. When as a result of a failed morale test or losing a moving through bad terrain skirmisher melee. Terrain modifiers do not affect troops movement is not affected at all whereas all that are forced to make a compulsory rout or formed troops and artillery move at half retire move. However, if that terrain is
speed. impassable and may not be skirted around
then the routing or retiring unit is destroyed There are various types of terrain that you can entirely and removed from the table have on your battlefield but these have been immediately.
split up into two simple categories. The cover
that terrain gives is either heavy or light. If in A routing or retiring unit must move its full light cover the unit will be shot at with a -1 distance if possible, if it ends its move 'on top' modifier for small arms fire and no modifier of a friendly unit it should be moved past it from artillery fire. If in heavy cover the unit will rather than straddle the other unit.
be shot at with a -2 modifier from small arms fire and -1 from artillery.
OPTIONAL RULE Sauve Qui Peut! A unit
Light cover is scrub, woods, hedges, fences may voluntarily rout during the morale
and so on. Heavy cover is any buildings, phase no matter what its current morale
earthworks, entrenchments, stone walls and status is, it is treated exactly as any other
such. unit that has routed in this phase.
Visibility is 2” into a wood from the outside and 4” if both are within the woods.
OPTIONAL RULE You may designate
some terrain as 'very bad going' and this will have an extra effect on mounted troops. Halve the speed of skirmish cavalry through very bad going and quarter the speed of formed cavalry and artillery through very bad going.
An obstacle is a fence, wall, hedge, abatis, entrenchment - basically any linear obstacle that the unit has to cross. All troop types lose half of their move to cross these - this represents the time taken to physically cross the obstacle as well as reform after the disorder that this causes.
OPTIONAL RULE You may designate
some obstacles as impassable to artillery and/or cavalry - in this case that troop type may not cross that particular obstacle. This is usually done as part of a specific battle or scenario.
Artillery Movement
Artillery stands must be limbered to move at more than manhandling speed. They will count as cavalry for all terrain movement penalties. If an artillery stand is limbered when it is charged it may opt to flee as skirmishers would. If it is unlimbered when charged then the crew may abandon the guns and flee as though skirmishers. A crew that has fled may re-man its own guns later on in the game, they may fire during the turn that the guns are re-manned but will count as having moved.
Limbering or unlimbering will take half of the move for the artillery no matter what its type.
OPTIONAL RULE See the period specific
rules as to whether certain artillery stands may limber, unlimber and if so how long it takes them to do so.
A battery may freely change its facing by up to 45 degrees so long as it does nothing else during the movement phase and this will not affect its firing in any way.
Any movement, limbering, unlimbering, changing facing more than 45 degrees or manhandling counts as movement for firing penalties and so will mean a -1 to hit modifier.
Proximity to the Enemy
Unless it is charging, routing or retiring your units may not voluntarily come within 2” of enemy units. If you are charging or following up as part of a victorious melee this restriction is waived.
Skirmish Movement
Skirmish units are far more flexible than normal formed units and they have the ability to move their full distance in any direction and end their movement facing in any direction they choose. They suffer far fewer movement penalties for bad going and obstacles - see the skirmishers rules in Chapter 9 for full
Firing is carried out simultaneously by all OPTIONAL RULE Period specific rules
players and troops so any stands that are lost may reduce the firing arcs to 22.5 degrees
as casualties during this fire phase will be either side of straight ahead - also, some
allowed to fire back before being removed. weapons will fire with more than the usual 1D6 per firing stand.
Small Arms Fire Procedure
Formed infantry may move and still shoot but You state which unit is firing and at which
they will fire at -1 modifier, this means any target, measure the range to the target and
formation change will result in a -1 to hit make sure that the firing stands are in range
modifier. If the unit marched any distance they and arc - this is 45 degrees either side of
may not fire. Skirmishers and artillery get -1 straight ahead and applies to all periods and
for moving and firing the same as other weapons. When you have determined how
troops. many stands will fire you roll 1D6 per stand
firing and modify by factors such as range and cover. Any hit result will cause a casualty on
OPTIONAL RULE Use the period specific
the target unit. When the target has suffered
rules to determine whether troops may
three casualties a stand is removed.
move and fire or if they take the -1 modifier for having moved and fired.
Small Arms Fire Table
Weapon Bow / Sling Smoothbore Musket Smoothbore Carbine Rifled Carbine Chassepot Thrown Weapons
Early / Poor Musket
Rifled Musket
Mitrailleuse / Gatling
Close Range
Long
Range Optional Movement and Firing
4” 6” 4” 5” 10” 4” 4” 8” 10” 8” 12” 8” 10” 20” -8” 16” 20” No movement modifiers Any movement -1 Any movement -1
Up to half - no modifier, half and over - 1
Up to half - no modifier, half and over - 1 No movement modifiers
Up to half -1, half and over - no firing
Up to half - no modifier, half and over - 1
the firer to the closest point of the target - then
Artillery Fire Procedure
you check on the table to see how many D6 are rolled at that range. These D6 are then Unlike formed and skirmish units an artillery
modified to see whether you gain a hit on the stand is a single element and may not split its
target or not - each successful hit causes a fire. Rather than rolling just 1D6 per stand and
casualty. The base to hit number is 4+ as modifying that roll an artillery stand will roll a
normal except for point blank fire which is specific number of D6 depending on its type
anything up to 2” - that hits on a 3+ instead. and the range to the target. Modifiers will still
apply to these die rolls but they are slightly
Artillery have a 45 degree fire arc - the same different to small arms fire - the modifiers are
as infantry. They must have a base width or clearly listed on the appropriate table.
greater gap to fire through. Period specific rules may restrict the firing arc to 22.5 When firing an artillery stand you should
degrees instead of 45. measure the range from the closest point of
Artillery Fire Table
Type
Early / Poor Light
Light Smoothbore
Heavy Smoothbore
Light Rifled
Early / Poor Medium
Medium Rifled 4” (2D6) 6” (3D6) 8” (4D6) 12” (3D6) 6” (2D6) 10” (2D6) 15” (3D6) Early / Poor Heavy
Medium Smoothbore
Heavy Rifled
Point blank range is 2” in front of the gun for double canister - roll the same number of D6 as normal but the base to hit number is 3+ rather than 4+
Range (Number of D6 rolled)
Close Medium Long
8” (3D6) 10” (4D6) 8” (1D6) 12” (1D6) 16” (2D6) 24” (2D6) 12” (1D6) 20” (2D6) 30” (2D6) 16” (2D6) 20” (2D6) 16” (1D6) 24” (1D6) 32” (1D6) 48” (1D6) 24” (1D6) 40” (1D6) 60” (1D6) 32” (1D6) 40” (1D6)
OPTIONAL RULE Rather than having a roll of 6 always hit use the following method to
determine if a hit has been caused or not:
Need a 7 to hit - Roll D6, if first roll is a 6 then re-roll and a second roll of 4-6 is a hit. Need an 8 to hit - Roll D6, if first roll is a 6 then re-roll and a second roll of 5-6 is a hit. Need a 9 to hit - Roll D6, if first roll is a 6 then re-roll and a second roll of 6 is a hit.
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 -1 -1 -1 -1 -1 -2
Or use optional rules
+1 -1
Target is at long range -1
Optional rule
Or see period specific rules
Does not apply to artillery
Does not apply to artillery
Does not apply to artillery Only -1 for artillery
Splitting Fire
Firing in Woods
A unit may split its fire against up to 2 targets. This is the same as visibility within woods, 2” This may be because the firer wishes to cause into the edge of a wood, 4” if both units are casualties on both or because some are in fire inside the wood.
arc of only part of the unit. A single stand may
never split its fire and a unit may never split its
Skirmish Fire
fire against more than 2 targets - even if it hasmore targets available, so some stands may Skirmish stands do not have front, rear or not get to fire as a result of arc or range flank facings so may fire in any direction restrictions. without having to change facing or move. However, the stands still have to have the
Fire Arc and Line of Sight
target within range and an unobstructed line of sight with a base width 'lane' to fire through. This measured from the base corners and is Other skirmisher stands within their own unit 45 degrees either side of straight ahead. For a do block LOS. Don't forget that a formed unitspecific stand to be able to fire it must have at stand is simply spaced apart when least a base width free from obstructions representing the unit being in skirmish otherwise it does not have a valid line of sight. formation - this stand is actually supposed to be occupying double its usual frontage. Skirmish units may still only split their fire between two enemy units in the same way that formed troops can.
Charges and Firing
OPTIONAL RULE All firing arcs may be When you are being charged it may be that
22.5 degrees either side of straight ahead some of your stands can fire at the chargers or use the period specific rules for firing and others may not. As with the splitting fire
arcs. rules above this simply means that you may
fire part of the unit against the chargers and part against any other target that may be in
OPTIONAL RULE Limit the amount of range and arc.
ammunition that a battery has available by
only allowing a certain number of shots
Firing Down the Flank
from an artillery piece before it needs to bere-supplied - the standard amount is 6 but
When a stand gets to fire down a target’s flank
this can be varied according to
it will benefit from the +1 for firing at a target
circumstances. You can use a small D6 on
more than 1 stand deep modifier.
the base or a counter of some sort. Re-supply can either be done from Re-supply
Firing at Squares
wagons, artillery general or by the batterylimbering and retiring to its base line. This
When firing at a unit in square you get a +1
rule allows you to simulate low supplies
modifier to hit, this is not cumulative with the
during campaigns or for specific battles.
target more than one rank deep modifier - you
° 45
The fire arc: 45° either side of straight
ahead °
which wants to fire through them. This is
Overhead Fire
explained more fully in the skirmish section in
Chapter 9.
This is only allowed by artillery and only if the obstacle is more than 8” away from both the
Hits and Casualties
firing unit and the target unit. In addition the artillery or target must be on a higher
elevation than the obstacle. Overhead fire Each 3 hits caused on a target will remove a from units on the same level is not allowed. stand from the unit. Skirmishers bases are effectively half a stand (see skirmish rules) so when you have received 3 hits on one of these
OPTIONAL RULE See the period specific units you would remove 2 'half' stands of
rules for shell and shrapnel fire. In addition figures, but for morale this counts as one
you may allow howitzers the ability to carry stand of troops lost. Hits are cumulative and
out overhead fire in this manner, even if carry over from one turn to the next - you may
they are on the same level as the obstacle. not remove hit markers.
Leader Casualties
Skirmishers Blocking Line of Sight
Each time that a stand is removed from a unit Small arms fire must always be conducted or each time that a single stand unit takes a against skirmishers if they are blocking the casualty the enemy player gets to roll a D6 to LOS to other formed units behind them. see if any attached leaders become Artillery have the option to ignore the casualties. Roll once per base or casualty skirmishers and fire at targets 'through' them. inflicted, on a roll of 6 roll again on the leader This is only allowed if the skirmishers are casualty table. See the leader rules in outside the close range band of the artillery Chapter 10 for full details.
Removing Stands
OPTIONAL RULE Any time that a unit in a
building takes one or more hits from
Stands should be removed so that the
artillery fire roll 1D6 - on a roll of 6 the
formation remains the same. If the unit is in a
building has caught fire and any units in
line and fired upon from one side then
that building must exit it next turn or be
removing stands from the end that is shot at
destroyed. If the firing artillery stand is
would make sense - otherwise the owning
howitzers then a roll of 5-6 will cause
player gets to choose where the casualties
wooden buildings to be set alight, a roll of 6
are removed from.
will cause stone buildings to be set alight.
Hits should be kept track of with counters of some sort.
Any time that a unit takes hits from firing that force it to remove a stand it must take a Artillery pieces have 3 hits per stand. They will
morale test during the morale phase of the still fire and fight at full effectiveness until they
turn. Single stands (artillery and elephants) lose all 3 hits but will still be forced to take
will take a morale test in any turn that they morale tests when taking casualties.
take one or more hits.
Units will take negative morale modifiers as
OPTIONAL RULE Artillery that have
they lose stands throughout the battle. For
taken 1 or more hits suffer a penalty of -1 to
each full stand that a unit has lost it will suffer a
hit in addition to all normal modifiers.
-1 morale penalty, this will make tests harder to pass as the unit loses more stands.
OPTIONAL RULE You may allocate
Single figure stands do not have their morale
artillery pieces a different number of hits
modified by their losses so far, only units
according to the amount of guns within the
suffer this penalty.
battery. For example a stand representing 6 guns could have 3 hits whereas one that represents 8 guns would have 4 hits.
Charge Phase
Both sides declare any units that they would like to charge with and who they are charging against. Only troops that have a valid target may declare charges. Once made charge declarations may not be cancelled but it is OK for players to 'wait and see' before declaring their own charges so these do not have to be declared in any particular order.
OPTIONAL RULE Players need to make
a note of which units will charge and then all reveal at the same time - charged units that have not themselves declared a charge may always decide to counter charge if that is a valid option open to them.
Once all charges have been declared charging troops are moved at the same time - all units that would cross paths or meet at some mid-point should have their movement pro-rated. Routing units or skirmishers that choose to flee from a charge are also moved at this time. Chargers are moved to within 2” of their target.
“When the enemy advanced to our line, they received a well-directed and incessant fire. But their numbers being superior to ours, they gained our flanks, which obliged us to change our position. We retired in good order about fifty paces, formed, advanced on the enemy and gave them a fortunate volley, which threw them into disorder. Lieut. Col. Howard, observing this, gave orders for the line to charge bayonets, which was done with such address that they fled with the utmost precipitation, leaving their fieldpieces in our possession. We pushed our advantage so
effectually that they never had an opportunity of rallying, had their intentions been ever so good.”
Charging
Charge arc is 45 degrees either side of straight ahead. You cannot declare a charge unless at least 50% of your unit has a valid, clear, line to the target - even if another unit in front of you may possibly move out of the way in the charge or movement phase. If you declare a charge and it is found that you cannot actually carry it out the charge does not happen and you may not declare another target instead. However the unit is free to move as normal during its movement phase. When a unit charges it is moved to within 2” of the enemy. The target of the charge may elect to flee if skirmishers, may flee if it is cavalry charged by infantry, may counter charge, may flee if limbered or unlimbered artillery (see artillery rules for full details) and must flee if it
is a routing unit charged by any enemy. All troops except routers may opt to stand and receive the charge
If skirmishers elect to flee from a charge then
Note that with the two options above the they will not get to fire at the chargers as they
charging unit must either halt or carry on its flee but they can fire later in the turn as
full charge distance attacking anything in its normal, though they will count as having
way - it may not overrun someone and then moved and suffer any appropriate firing
opt to carry on a bit more and then stop. penalty. If they are contacted they will be
forced to fight the melee as normal at the spot
Charging units may not fire at any point during where they were contacted. The skirmishers
their charge. must flee the entire distance rolled (2D6” for
infantry and 3D6” for cavalry) and if they exit
Cavalry may not charge against troops in the board will count as lost.
buildings and infantry may not charge frontally against formed cavalry in the open. A routing unit that is charged must elect to
flee as its reaction - this means it will lose
When To Do Charges
another stand immediately as if it had been moved after failing to rally (see rally rules for
full details). If it outdistances the chargers it Charging troops are moved before units that will not be able to attempt to rally in the very are making normal moves but the actual next phase as it has been the target of a melee is only carried out after the rest of the
charge. If it is caught by the chargers (the units have done their moves and firing and routers did not flee far enough) then it gets no any appropriate morale tests have been chance to rally and is simply wiped out. The taken. Any stands that are being charged may charging unit may either continue the charge fire in the fire phase as normal if they are to its full distance or halt on that spot, if it eligible to do so.
continues its charge it may charge at other
units. The player with the initiative will nominate
which melee to work out first and this will be done completely - including removal of casualties, subsequent rounds of melee, routs and follow up moves - before the next
Defensive Fire and Attacker’s
Defenders Take Morale Tests
Charge Test
If the defenders have lost a stand due to being fired at they will need to pass a test to see if Defenders may issue fire at 2” distance so
they will stand, this is done before the long as they are facing the correct way and
charging unit is moved into contact. It may be the targets are within their firing arc. If the
possible to break or force an enemy to retire attacker has lost a stand this turn as a result of
without the melee occurring. If this is the case any fire they take a morale test during the
then the charger is moved up to occupy the morale phase with the extra charging
ground of the enemy - just as though they had modifiers applied. If the charger is not shot at
actually won the melee. If the defenders retire or is shot at but does not take enough hits to
or rout then the attacker may be moved remove a stand then they do not have to take
forward to occupy the ground so long as this a charging morale test and will be moved into
does not bring them into contact with any new contact with the defender - so long as that
enemy units. defender passes any morale test they may
have to take due to losses they have taken
Note that a charge in itself does not make the during the firing phase.
defenders need to take a morale test - they would only do this if they had lost a stand this If the attacker fails the charging morale test
turn - exactly the same as every other unit. If his morale will go down one level as usual.
they pass any test they need to take then they Unsteady troops will rout 12” for infantry and
hold their ground and the attackers are moved 20” for cavalry. Steady troops will become
into contact and melee ensues. If they fail unsteady and halt at 2” from the target of their
then their morale gets worse as usual - they charge. This is the end of the charge for that
will become unsteady and retire 2D6”/3D6” or unit.
they will rout 12”/20” if already unsteady.
OPTIONAL RULE If the charge has been
halted at 2” and the original target of the charge has passed any morale tests it needs to take it may now opt to try to counter charge if it's not already doing so and it has the space and charge arc to contact the enemy unit. To do this it needs to roll equal to or greater than its starting morale with no modifiers at all. If it
OPTIONAL RULE There are 3 cases
succeeds it may be moved into contact
where a unit may not have to retire if it gets with the enemy and a melee will take place
an unsteady result: as normal. This is not a morale test and
there are no bad effects for failing this
If the unit occupies a building or is counter charge test.
behind hard cover it can choose to remain where it is.
Note that the attacker has to take a morale
If the unit has a general attached it
test if it loses a stand during the charge,
may opt to stay where it is.
whether this is because of fire from the actual
If the unit is an artillery stand it may
target of the charge or from other supporting
opt to remain where it is.
units firing on them as they charge in.
None of these options apply to a unit that
If 2 units are charging each other then both
has just lost a melee but they do still apply
are halted at 2” as normal and are simply
to a unit that is the target of a charge and
moved into contact when it comes time to
has to take a morale test due to losses
resolve that melee, unless either of them has
sustained in the fire phase.
Melee
Infantry and cavalry only fight with the front rank of stands. Combat is fought between the stands that are in contact and one stand overlap on each flank. It is against the spirit of these rules to try to 'clip' an enemy unit so that you gain some advantage in melee - the maximum number of stands possible should be brought into contact in a melee.
Each stand in combat rolls 1D6 - except for skirmisher stands who roll 1D6 per 2 skirmish stands. If you are attacking the enemy in the flank or rear then calculate how many melee dice you would normally use and then double that number.
To count as a flank or rear charge at least 50% of the front rank stands of the charging unit must be in the target’s flank or rear arc.
In the following example (A) is a frontal charge, (B) and (D) are flank charges while (C) is a rear charge.
FRONT
REAR
When you have worked out how many stands are fighting and the number of D6 you will roll you need to calculate which attacks will cause casualties. The basic to hit number is 4 or more on a D6 for all troops.
Melee Table
Green morale class
Formed troops against unformed troops
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 no matter what the actual modified hit number is.
-1 +2 -1 +1 -1 +1 -1 +1
Horse mounted fighting against camel mounted -1
Foot vs. mounted -1
A roll of 1 always misses, 6 always hits no matter what the modifiers, there is no optional rule about requiring numbers higher than 6 to hit as there is with firing - with melee a 6 will always hit and a 1 will always miss.
If enough hits have been inflicted to remove stands then they are taken off each unit now - this may result in one or other unit being wiped out - if this is the case the other is automatically the winner!
Leader Bonus in Melee
A unit that is involved in a melee and which also has a leader attached may add +1 to the number of hits that it has caused for purposes of determining who has won or lost the melee. Note that this bonus does not actually inflict any casualties, it is simply added to give the unit with the attached leader a better chance to win the melee that has just been fought. No matter how many leaders or their quality you may only gain a +1 bonus to the melee resolution. You may apply it to each round of the melee if there is more than one but multiple commanders attached to a unit or multiple units with commanders attached will not increase this bonus to more than +1.
Example
A 7 stand strong French infantry unit in column (A) is in melee with a 5 stand strong British infantry unit in line (B). The French
To see who wins the melee simply compare have a +2 commander attached to their
the amount of hits each side has done to the unit. In the first round of melee the French
other, add any leader bonus that may apply have 2 stands in contact while the British
and the person who has the most has won the have 4. The French manage to get 2 hits
melee. while the British get 3 so 2 hits are marked
on the British unit while a stand is removed
If the winning unit had charged into the melee from the French - there is an immediate
they may now move up to occupy the ground if leader casualty roll for the French
they want, so long as this does not bring them commander but he survives. Normally this
into contact with any new enemy forces. would mean that the British unit (B) has
won the melee (3 hits to 2) and the French
would be forced to retire unsteady but with OPTIONAL RULE Some cavalry and
the commander attached the French will fanatic infantry may be forced to make a
add +1 to their total meaning that this round charge at the enemy after they have won a
is a draw. melee. Troops that are compelled to
charge must make a charge declaration in
A second round of melee is fought their next turn so long as there is at least
immediately - in this round all troops on one enemy unit that is a valid target. This
both sides are involved so the French will may be at the unit they have just defeated
be able to roll 6 dice while the British roll 5. or at any enemy unit - they do not have to
This time both sides get 2 hits. They are charge the closest enemy but it must be a
marked against the French unit but are not valid target - within range, arc and
enough to remove another stand while the unobstructed. The period specific rules will
British unit removes a stand and marks the tell you which troops may be affected and
remaining hit against it. Because of the what their chances of 'suffering' this rule.
French commander bonus unit A has now Of course if they are not forced to charge
won this melee by 3 to 2 so the British are next turn they may still do so if they wish.
deployed when they opt to flee the crew will
Special Disordered Cavalry Rule
abandon their guns and flee 2D6” if foot artillery and 3D6” if horse.
If mounted troops are fighting in melee against troops behind a linear obstacle such
If the artillery piece is limbered the crew may as a wall, against elephants, against troops in
opt to flee but will take their guns with them - woods or against a square then they will only
again they flee 2D6 or 3D6 depending on hit on a die roll of 6 - no matter what other
whether they are foot or horse artillery. Like modifiers they may have. This applies to the
skirmishers any artillery stand that flees will first and any subsequent rounds of melee.
count that flee move as its entire movement for that turn - it may not now move and/or
Special March Column in Melee
deploy or fire.
Rule
Artillery will roll 1D6 per stand engaged and If a unit is in march column and becomes
hit on a 4+ with all of the usual modifiers. The engaged in melee then it will only hit on a D6
attackers will get to fight with any stands in roll of 6 - no matter what other modifiers they
contact and any that are overlaps - just as may have. This applies to the first and any
normal. Artillery stands will always count as subsequent rounds of melee.
unformed troops whether they are limbered or deployed.
Drawn Melee
Shock Cavalry Special Rule
If it is a draw after the first round of melee thenmove straight onto the second round and
Shock cavalry will always rout any infantry or keep doing this till one side or the other has
artillery unit that they beat in melee, even if won. During the second round of melee all
that unit is in good morale at the start of the stands in every unit get to fight no matter
melee. They do not automatically rout other which rank they are in or whether they are in
cavalry though. contact.
Multiple Units in Melee
Some of the melee dice roll modifiers may nolonger apply after the first round of combat.
You should work out which stands are Those that do not apply are:
attacking which enemy units and calculate the casualties as normal but the total target behind linear obstacle,
casualties are applied to the melee result to in building or uphill
see which side has won as one large melee. cavalry receiving a charge at the halt
No matter how many leaders are involved shock troops charging
only one leader per side has his bonus applied but you may choose the highest and in addition if a unit charged its opponent
leader involved to add his bonus to your in the flank or rear they will not get to roll
side’s result. double the number of melee dice in
subsequent rounds of melee.
Capturing Guns
The loser of the melee is forced to rout
If artillery stands are forced to retire as a (12”/20”) if already unsteady or is forced to
result of losing a melee they will take their retire unsteady (2D6/3D6) if currently in good
guns with them. If they are forced to rout then morale. There are no break tests or morale
the guns are considered lost to the enemy. tests for winner or loser, the loser is simply
forced away and its morale gets worse.
Squares in Melee
Artillery in Melee
A square that is beaten back will change formation to attack column - it may not move When artillery stands are charged they will
All units start the battle in good morale but as it
Morale Tests
goes on they will be forced to take moraletests as a result of losing casualties. Towards the end of each turn just before the melee phase there is a morale phase where When a unit loses a stand or a single figure every unit that has lost a stand or is a single stand takes a casualty during a turn it will have figure stand that takes a casualty will have to to take a morale test during the morale phase. take a morale test. In large games or those If it fails then its morale will get worse - if it where one player has a lot of units to control it passes then its morale will remain the same. may be worthwhile marking units that need to When a unit reaches 50% or more losses in take a test to help you remember.
stands it suffers far more badly from morale
effects - this is described as 'The 50% Rule' Only one test will be taken per unit per turn, no which is gone into in more detail later on in this matter how many things are affecting them or
chapter. how many stands or casualties they have
taken. Note that even though a charging There are 3 levels of morale that a unit can be morale test has slightly different modifiers to a
in: normal morale test it is still the only morale
test that the unit will have to take this turn. Good morale is the standard starting
status of all units and stands and it
OPTIONAL RULE Sauve Qui Peut! A unit
cannot get better than good.
may voluntarily rout during the morale
The next level down is unsteady - this is a
phase no matter what its current morale
combination of disorder and failing
status is, it is treated exactly as any other
morale. Unsteady troops will suffer
unit that has routed in this phase.
penalties to firing and in combat and if they fail a morale test will go to the next
level down which is Rout. The starting morale for a unit depends on its Routing troops have lost all semblance of morale class. Green start at 5, Regular at 4 organisation and they are simply thinking and Veteran at 3. To pass a morale test the of saving their own skins. Routing troops unit rolls a D6 and needs to get a result equal may be rallied so long as they have not to or greater than their starting morale suffered too much so far during the number. The modifiers on the morale table
battle. are applied to the D6 die roll. No matter the
modifiers a roll of 6 will always pass and 1 will always fail.
If the morale test is failed the unit morale will get one level worse. From good to unsteady and from unsteady to rout. This is a sliding scale up and down so a unit in good morale must go from good to unsteady morale before it goes to rout (though there are some melee results that can change that). Likewise if a unit that is currently routing passes its rally test it then goes up one level to unsteady rather than directly to good morale.