On War

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On War

1685-1845.

Version 1

On War 1685-1845.
War is simply another form of politics Carl von Clausewitz.

Introduction These rules are meant to cover the Seven Years War and the Wars of Fredrick the Great, the War of American Independence, various campaigns by the French and British East India companies, the French Revolution and Napoleonic Wars. GETTING STARTED The measurements are written for 15/18mm figures so when using larger figures such as 25/28mm double the measurements and adjust as required. The Unit organisation is the Battalion. The playing equipment includes dice, measuring stick and various templates. The dice used with these rules are the normal type marked 1 to 6 dice sold at any Games shop. For measurement, an expanding metric rule to 2 metres or inch rule to six foot.

Freedom is not free

THE SOLDIERS PROFILE


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The soldiers characteristics can be given all at once in what is call the soldiers profile Conscripts troops are Militia, Tribesmen or Natives not accustomed to fighting but enlisted or conscripted and armed in an emergency or Reservists and Recruits who are badly trained or officered also often liable to fall into confusion during drill or into sudden panic during emergencies Trained troops are the bulk of the troops. Not quite as competent or confident as Veteran troops. Veteran troops are well trained and drilled, with an exceptionally good opinion of themselves and belonging to units with guard or grenadier title. The next three classes measure their courage and motivation. Reluctant Confident Line infantry, Reservists, Soldiers or Warriors with high fighting aptitude, equipped with their own personal weapons and led by well trained officers or their own chieftain or elected leader. Fearless troops who belonging to a unit that has special training or extensive campaigning and fighting in a fashion often inspired by religion or fighting for nationalistic course. FIGURE RATIOS AND BASE SIZES Figures must be fixed on rectangular bases of specific sizes. Generally 1 stand of 6 figures representing a Platoon of Infantry or 3 cavalry representing a Squadron of Light Cavalry or 4 cavalry representing a Squadron of heavy or Medium Cavalry or Half a Battery of Artillery (2 cannons). The game is designed for play at a Brigade level, 2 stands represent a Company, 6 stands represent a Battalion and 2+ Battalions represent a Brigade. Russians play at Division level buying Brigades of Infantry as other armies buy Battalions. Artillery is usually bought in full batteries, so 2 stands make half batteries or combined to form Grand Batteries.
One battalion often decides the day Napoleon I

Basing: Command Stands: Generals are based on Large stands 2x2 with 2 models per stand: Colonels/Battalion commanders and Adjutants are based on medium stands 2x1 2 models per stand:

Line and Grenadier infantry stands are based on medium stands with 4 figures per stand:
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Light Infantry are based on medium stands with 3 figures per stand:

Medium and Heavy Cavalry are based on large stands with 4 figures per stand:

Light Cavalry are based on large stands with 3 figures per stand:

Light Artillery is based on large stands with 2 cannons and 4 crew figures

Horse Artillery is based on a large stand with 2 cannons and 4 crew and 1 horse figure:

Heavy Artillery is based on a large stand with 2 cannon and 6 crew:

ORGANISING UNITS AND FORMATIONS.

Troops are divided into three infantry classes and three cavalry classes defining their training and fighting method. Light Infantry; special scouting forces that range ahead of the main fighting force.

Line Infantry; these are your main fighting units and the core of all armies. Heavy Infantry; the elite, your grenadiers, perfect for holding ground or assaulting.

moving reconnaissance force, your eyes and ears.

Medium Cavalry; the mainstay of your armies cavalry these units usually have a musket. Heavy Cavalry; the shock troops of your army, it is a brave opponent who withstands a charge from these units.

Light Artillery; the 6,8pdr cannons attached to infantry brigades. pdr cannons with additional horse carriers to provide support for the mobile elements of the army.

and howitzers that clear the field of your enemies.

Command Stands: 3 types of Command stands, Colonels (Battalion level) Brigadier General (Army Commander), Divisional General (Russian Commander/Larger Games).
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Soldiers usually win the battle and generals get the credit for them Napoleon Bonaparte

Foot troops are normally organised into battalions but with options for half battalions or even independent companies, whilst mounted troops are organised into squadrons but with an option for multiple squadrons. These are referred to as units. A Line infantry unit may have Light infantry, Grenadier and artillery units attached to it. These units all form part of the Battalion for motivation and skill checks but can move separately and fight assaults as well as shoot independently. The attached Light infantry units can move freely in skirmish order but must remain within 2 of the parent Brigade. Attached units form up with the Battalion into column or line but can be anywhere in the Battalion. This can change from turn to turn without movement penalty. Attached units fight while within 2 of the parent unit but when attacked the parent unit can not react with defensive fire or square formation, and when they are destroyed the attacker can breakthrough as normal and may join in the fight if they are not directly assaulted. If in skirmish formation behind their parent unit they may add defensive fire if within 2 of the assaulting battalion after it has moved into contact. Attached units may shoot independently from the parent unit in all cases except defensive fire. Attached artillery units must start the battle in base contact with the parent unit but can separate during the game and operate on its own becoming an independent unit for motivation checks and Brigade motivation. However if it is within 4 of the parent unit when it conducts defensive fire, providing it has not moved or fired last turn, it may contribute RoF to the defensive fire. During the Revolutionary and Napoleonic Wars infantry and cavalry fought within 3 main formation types. In On War there are 5 formation types allowed to different types of units. To change formation you must do so in the beginning of your movement phase and it counts as moving (not as assaulting). The formations are: Column, Line, Loose Formation, Square and Wedge. Columns: The basic formation for moving, units can only move at the double when in Column however stands must be ranked in a line with only 2 stands facing the intended direction of movement and all other stands placed behind in a column. Only the front company, or two companies, can fire when in column (no one can see through the men in front, command stands do not count as the 1st company)). Units firing at Battalions in Column formation received a +1 to hit as the Battalion is so densely packed.

Lines: The basic formation for infantry when fighting. Stands are placed at least 2 stands wide to be in line formation however the line can be as long as the player wishes. Units in a Line 4 stands wide, gain a +1 to hit. However unless there are 4 Platoons, 2 Companies, in line the Battalion doesnt gain the +1 to hit (but all stands can still fire within shooting rules).

Loose Formation: Light Infantry and Cavalry are adept at roaming over large areas and dispersing in the face of enemy fire, as such platoons of Light Infantry and Cavalry can disperse, allowing a 2 gap to form between infantry units and 4 between cavalry units. Allied Infantry can fire THROUGH their own Light Infantry. However, they suffer -1 to hit. When in Skirmish formation they block LOS to units behind them.

Square: The anti-cavalry formation, when faced with a cavalry threat infantry can attempt to form a square. You can form a square in two ways, either forming it at the beginning of your movement phase or rolling a skill test when cavalry assault. Being in square means cavalry must pass a motivation check to attack if the test is failed the cavalry remains 2 from the square. Infantry squares cannot change formation as along as there is a cavalry stand within 2. Units attempting to fire at a square receive a +2 to hit.

Wedge: This is the formation cavalry can opt to use before assaulting either cavalry or infantry. It is designed to drive deep into the enemy formation and split either flank off from each other. Cavalry assaulting in wedge formation get +1 to hit.

Unit: Formations available Light Infantry; Loose Formation, Column, Line and Square Line Infantry; Column, Line, Square Heavy Infantry; Column, Line, Square Light Cavalry; Line, Wedge, Loose Formation Medium Cavalry; Line, Wedge, Loose Formation Heavy Cavalry; Line, Wedge, Loose Formation Light Artillery; Line Horse Artillery, Line Heavy Artillery, Line Command Stands: Commanders follow the same formation as the unit they command/are attached too.
Never interrupt your enemy when he is making a mistake Napoleon Bonaparte

SCOUTING. Each side declares its scouting strength. Count three scouting points for each camel stand in desert terrain, one for each light cavalry stand and light infantry or Zulu stand. If one side has 50% more scouting points than the other, it has out scouted the other side. If not, neither is out scouted. DEPLOYMENT. Troops must not be initially placed within 12" of either end of the table, or beyond 6 " from the table's edge, within this area is the deployment zone.

A side that has out scouted its opponents can choose to deploy forward Light Cavalry or Light infantry up to 24" beyond the deployment zone; provided that they are not in the deployment zone of the other player and that they are not in line of sight of any enemy unit. These are set up after all other units, unless hidden. Hidden units are placed out on the table when the owning player is ready to declare them or they are discovered.
To be defeated after a well fought battle is acceptable, but to be surprised before the battle starts is totally inexcusable Napoleon Bonaparte

If one side has been out scouted, all its troops must be deployed. The out scouting player then positions their troops. Where both sides have not been out scouted, make a sketch map of their initial disposition. When this is done both sides simultaneously deploy. There is no deploy forward where both sides have not been out scouted. COMMAND AND CONTROL. It is assumed that unit commanders more or less know their business and can usually be relied upon to make much the same sort of decisions as their superiors would if present and that they are in intermittent delayed contact with those superiors by means of messengers who are not represented on the table. Conscript units that are within 6 or Trained units that are within 8 or Veteran units that are within 12 of either an Adjutant or Brigade Commander can act as the player wishes. This is called the command and control zone. Units outside of this command and control zone must not charge any enemy unit until command and control returns to their unit. An Adjutant or Brigade Commander in rout loses command and control of his units until he rallies.

Do not look for any kind of beauty, or burden the men with anything which might detract from the essentials of the business Kutuzov

In a multi-national army, units may only receive orders from the Brigade Commander and from Regiment Commanders of their own nationality (for example, Spanish troops can receive orders from the Division Commander commanding the army, or from any Spanish Regiment Commander, but not from British Regiment Commanders). Some armies may alter this for example, Portuguese troops, who were trained by and lead by British officers, will be able to receive order from British Regiment Commanders. In all other respects this army fights as a single army. Artillery is not subject to the command and control zone.

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