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Contents

REACTIONS ............................................... 10
ZONE OF CONTROL .................................. 10

SCALE ..............................................................2 ACTIONS & REACTIONS ............................ 11

THE FIGURES AND BASING ..............................3 Order .................................................... 11

THE BATTLEFIELD ............................................4 March ................................................... 11

Objectives .............................................. 4 Withdraw ............................................. 11

TERRAIN ..................................................... 4 Quick March ......................................... 11

Open ...................................................... 4 Change Unit Formations ...................... 12

Roads ..................................................... 5 Change Brigade Formation ................... 12

Rough ..................................................... 5 Fire! ...................................................... 12

Difficult .................................................. 5 Bombard .............................................. 12

Impassable ............................................. 5 Hold! .................................................... 12

TERRAIN TYPES........................................... 5 Counter Charge! ................................... 12

BRIGADES........................................................5 Counter Battery Fire............................. 12

Morale 3+ ............................................... 5 About Face! .......................................... 12

Steady 5+ ............................................... 5 Rest Up Lads ......................................... 12

Combat Dice: 0 ....................................... 6 Limber Weapons .................................. 12

CC v Foot: 5+ .......................................... 6 Unlimber Weapons .............................. 12

CC v Horse: 6+ ........................................ 6 Detach Base/Skirmishers ..................... 12

Rating: 4 ................................................. 6 Attach Base/Skirmishers ...................... 13

MIXED BRIGADES ....................................... 6 Rally!! ................................................... 13

SINGLE UNIT BRIGADES.............................. 6 Charge!................................................. 13

UNIT FORMATIONS .........................................6 MOVEMENT ............................................. 13

Line Formation ....................................... 6 SURROUNDED TROOPS ............................ 13

Column Formation ................................. 7 FIRING ...................................................... 14

Square Formation .................................. 7 MELEE ...................................................... 14

PLAY METHODS ...............................................7 Melee in Open or Rough Terrain .......... 14

THE TURN........................................................7 Melee in Villages, Towns or Difficult


Terrain.................................................. 15
OBJECTIVES .....................................................8
RESOLVING MELEE COMBAT ................ 15
ORDERS ...........................................................9
RECEIVING DAMAGE AND MORALE
General’s at Risk ........................................ 9
DAMAGE .................................................. 15
SCOUTING PHASE............................................9
FLEEING COMBAT .................................... 15
PLAYING THE GAME ......................................10
SPECIAL RULES ............................................. 16
ACTIVATED BRIGADES .............................. 10
ARMY LISTS AND WEAPONS ........................ 18
WEAPONS ............................................ 18 Capturing Enemy Colours ......................... 20
UNITS ................................................... 18 Using Strength ......................................... 20
ADVANCED RULES .........................................20 Fog of War ............................................... 20
Capturing Generals .................................. 20 GLOSSARY .................................................... 23

SCALE
Clausewitz has been designed for 6mm
wargaming using D6 dice at a scale of 1:5300,
which roughly equates to one 6mm figure
representing 50 men. One foot equates to
one mile.

However, there is nothing to stop players


from using other scales. For example, our
current base size for 6mm is 40mm wide
bases (or less if you prefer! - I know some
testers have been using 30mm). This base
width currently translates nicely into
movement (2cm moves for infantry) and
musket ranges (4cm long range). So, there
should be nothing stopping us from scaling
this to other size miniatures. Of course, you
could still use 40mm base widths for a lot of
other miniature wargaming scales - 10mm
and less primarily.
base width and an effective ranged shot is half
All the scales can be used on a 6-foot-long
base width etc).
table, the only adjustment would be the size
of the engagement. For example, 10mm At 28mm Clausewitz can also be used to fight
miniatures and below based on 40mm wide skirmish engagements of 5-10 Battalions per
bases would be suitable to represent side. At this size each figure can be
Battalions as part of a Corp+ size game. But individually based and represent 50 men.
perhaps 28mm miniatures on 150mm wide Therefore, a Battalion of 800 men would be
bases could represent companies in a Brigade 16 28mm miniatures.
sized game.
Alternatively, you could base your 6mm
As an idea of scale, I've suggested base sizes miniatures on bases of 60mm x 60mm and
below as a guide, remembering that the base each could represent a Brigade rather than a
size can be used to determine the majority of Battalion. The scale can then be increased so
move and firing distances (e.g., a march is half that 15cm would equate to a mile.
a base width, a long-range musket shot is one
However, from this point onwards we’re right dice holder used to show what
going to assume that the players are using formation the battalion is currently in.
6mm figures on 40mm wide bases with each
Command bases are the same size as Unit
base representing a battalion sized unit.
bases with dice holders to represent the
Brigades Actions, Morale and Rating.
THE FIGURES AND BASING ADC’s are a single miniature on a round base
Basing for the scale mentioned above is with a single dice holder representing an
40mm wide and 30mm deep, these apply to objective target (more on this later). Once in
all types of units apart from Aide-de-camp play these are not removed, and accompany
(ADC’s) which can be represented on any their General around the table. New ADC’s
small round base as a single mounted can be issued to the same General and if this
miniature. is done the objective number can be changed
on the original ADC. Only one ADC marker
Keeping Track of Attributes
needs to be present at each General.
Each of these attributes can fluctuate over the
course of the game so it’s best to have some Each base represents a unit, this may be a
method in which to track these. General, Battalion (Infantry), Squadron
(Cavalry) or Company (Artillery). These bases
Commander and Base Tracking are grouped together into Brigades which are
This method uses small dice for each attribute the main elements of any game. Bases inside
on various bases. Firing/Combat dice and a Brigade act together simultaneously.
Formation are represented by dice on each
individual stand, while morale and strength Generals – Generals encompass both the
can be represented by dice on the brigade Commander-in-Chief (You) and the Generals
commanders stand. Rating can also be of Division. All orders for your battle are
represented if needed on the CinC stand. issued from your Commander-in-Chief (CinC)
via Aide-de-Camps (ADC’s), see the orders
Orders of Battles section for more information on issuing
Alternatively, you may wish to use Order of orders and ADC’s. All orders are given to the
Battle cards to show a unit’s attributes which Generals of Division (GoD).
can then be tracked during course of the
game. Both the CinC and the GoD can also
contribute to the battle by attempting to rally
broken units or by adding a combat dice to a
unit’s melee roll, in both these circumstances
the CinC and GoD must be in base-to-base
contact with the friendly that is fleeing or in
melee. These both come with a risk to the
General however!

Generals move at a rate of 8cm per action.

ADC’s – These gentlemen are tasked with


FIGURE 1 - 40MM WIDE BASES WITH DICE HOLDERS
relaying your orders around the battlefield.
In the picture above you can see some of my They move at a rate of 8cm per action. If
British Foot Regiments ready for battle, these enemy units come into base-to-base contact
have two dice holders on the rear, with the with these units, they are considered
left dice holder used to signify the number of ‘Captured’ and their orders are lost.
combat dice that battalion may use and the
Commanders – Commanders represent player to deploy their forces. Beyond this
Generals of Brigade, Divisions and Corps. there is no set requirement.
These can be used to track morale, actions
Players can agree between themselves how to
and ratings.
set up the battlefield terrain or alternatively
Infantry – The rank and file of an army, these pick a number of terrain pieces and
units will be responsible for doing much of the alternating between players when placing
heavy lifting on the battlefield. them.

Skirmishers – Usually deployed after the Objectives


battle begins these are often the light Once players have set up a battlefield, each
companies of line infantry that focus on player will have a number of objectives to
disrupting the enemy advance. place. These objectives should have some
form of identification on them for unit orders
Cavalry – Ideal for running down broken in the game.
infantry or claiming objectives quickly, Cavalry
are broken down into Light Cavalry, Line The number of these objectives depends upon
Cavalry and Heavy Cavalry. the size of game you’re playing. For a
Divisional game of 2-5 units each player will
Artillery – Units that will bombard the enemy have 1 objective. A Corp game of 5-25 units
from afar and help soften up the enemy each the players would have two objectives
before your infantry arrive to claim glory in each and for large Army level games of 25+
your name. units each player will have three objectives to
place.

Objectives are numbered, and Divisions are


given orders to hold these objectives.
Brigades can only score victory points for their
player if the Division that Brigade is part of
has been designated to hold that objective by
an ADC. At the end of each turn points are
counted up and added to a running total.

If playing a historic scenario, the scenario


rules will advise where the objectives will be
placed as well as where the forces can be
deployed.
THE BATTLEFIELD
A battlefield can be any size area that the
players wish. The minimum distance between TERRAIN
opposing forces must be 8BW apart at the There are various types of terrain that affect
start of the game with enough room for a gameplay and are fall under different
player to deploy their forces. Beyond this categories:
there is no set requirement.
Open
A battlefield can be any size area that the This represents your standard rolling
players wish. The minimum distance between countryside and fields. Open has no effect on
opposing forces must be 8BW apart at the the outcome of the battle. Quick March can
start of the game with enough room for a only be used on open terrain.
Roads • Rivers – Difficult Terrain
Units moving along roads can take advantage • Gentle Hills – Open Terrain, however
of a +1cm addition to their movement speed. units in melee in a higher position on
the hill than their target benefit from
Rough +1 to their combat dice rolls.
Rough ground can be anything from scrubland • Steep Hills – Rough Terrain, units in
to ploughed fields. Units passing through melee in a higher position on the hill
rough terrain are unable to use Quick March. than their target will benefit from +2
to their combat dice rolls.
Difficult • Marsh – Difficult Terrain
Units moving through difficult terrain halve
their movement speed (rounded up) as they
make certain of their footing.

Impassable BRIGADES
Only units with the special rule El Bruc may A Brigade is made up of a number of bases
move through, down or up impassable terrain known as “Units” which represent Battalions,
at a rate of 1cm per action. If this unit is inside Cavalry or Artillery companies, or even a
a Brigade with other units that do not possess combination of all three in some instances.
this special rule then the Brigade cannot take Each Unit will add its own attributes to that of
advantage of this rule. the Brigade. As well as the Units mentioned
above, there will also be a Brigadier General
Impassable terrain may be such areas like
base (same base dimensions) who represents
ravines or cliffs.
the Brigade command.
A section on terrain types is included towards
Each Brigade is made up of basic attributes
the back of the rules with the different effects
which are enhanced by the units that are
each terrain type has on play and their
included within that Brigade. Brigades can be
classification. For example, troops inside of
no larger than five troop bases and one
woods receive a 6+ saving throw. Troops
command base. These attributes are:
uphill in a melee to their enemy will receive a
+1 to their combat dice roll. Morale 3+
Morale is used once the unit is within the
TERRAIN TYPES Zone of Control of any enemy units or of a
• Woods – Difficult Terrain, units inside unit of Horse wish to engage an enemy in
woods receive a saving throw of 5+ column formation. This will be modified by
from any type of weapons fire. formations of units within the Brigade and
• Ploughed Fields – Rough Terrain also by certain elite units in the Brigade.
• Villages/Towns – Difficult Terrain, Morale tests are performed on 2D6.
units inside villages or towns are
considered to be imbedded inside the Steady 5+
buildings etc and therefore receive a This is the roll needed for the men in the
saving throw of 4+. Other units can Brigade to reload their weapons effectively
attack units embedded in Villages or under the gaze of the enemy and pluck up
Towns in melee but the defender their courage to shoot at the men opposite
receives +1 to their combat dice. them. Rolls which are successful can be rolled
• Cliffs – Impassable Terrain again in the ‘Fire!’ step of shooting. A ‘Fire!’
• Ravines – Impassable Terrain roll sees whether the Brigade hits its target,
• Lakes – Impassable Terrain needing 4+ at effective range and 5+ at long
range. Some elite units may boost this roll to a MIXED BRIGADES
4+ or perhaps grant re-rolls to a portion of the Some nations employed mixed Brigades or
dice. Foot and Horse. If the rules for the nation
allows it, they may build mixed Brigades.
Combat Dice: 0
Mixed Brigades will move at the pace of their
This is the number of dice the Brigade can use
slowest unit. For Example, a mixed Brigade or
when it’s firing its weapons at the enemy or
Foot troops and Cavalry will move at the pace
taking part in a melee action. As units are
of the Foot troops.
added to the Brigade the number of Combat
Dice will increase in proportion with the size
SINGLE UNIT BRIGADES
of the unit that is being added. A dice is added
Occasionally some units may be deployed on
for every 200 men of a unit. When a Brigade
their own or leave their parent Brigade to
takes any damage, for each damage roll a die
pursue a separate agenda on the battlefield.
on 5+ their Combat Dice pool is reduced by 1.
Once this happens the unit is considered to be
CC v Foot: 5+ a Brigade with a single unit. You may wish to
This is the basic melee stat for all Brigades. attach a command unit to show the morale of
When a Brigade meets an opposing foot unit this unit or alternatively you can track this
in base-to-base contact on terrain that isn’t using pen and paper.
open, those Brigades will fight a melee action.
Using their combat dice, rolls of equal or
higher the value specified will result in a hit
UNIT FORMATIONS
against the opposing Brigade. Foot units inside a Brigade can take on
different formations depending on the
CC v Horse: 6+ situation they find themselves in. To change
This is the basic melee stat for all Brigades. the formation for any units within the
When a Brigade meets an opposing mounted Brigade, the Brigade must use an action to
unit in base-to-base contact on terrain that change unit formations for one action point.
isn’t open, those Brigades will fight a melee The formations available to foot troops are:
action. Using their combat dice, rolls of equal
or higher the value specified will result in a hit Line Formation
against the opposing Brigade. The line formation allows the unit to fire all
available combat dice assigned to it. Artillery
Rating: 4
fire directly into the flank of a line unit would
Ratings determine how well a unit
cause considerable damage, therefore if a unit
understands its orders. An order can be given
fires weapons at the unit from its flank the
to a unit to activate by combining the
shooting unit is able to re-roll any misses on
General’s Rating and the units rating. I.e., a
their Fire! roll. Units in line formation cannot
Generals rating of 3 and a units rating of 4
use its quick march speed. A line formation
would mean that the unit activates on 7+.
can be represented by the number three in
However, if the roll to activate is lower than
the dice holder on the unit itself.
this combined score then the unit loses that
many actions that turn. i.e., the score needed Benefits: Can use all combat dice when firing.
is 7 and the roll is a 5 the unit loses two Artillery do not gain any advantage when
actions and so would only have three actions firing on a line formation.
to use that turn.
Cons: Cannot use the quick march action. Can
be vulnerable to cavalry attacks.
Column Formation Cons: Can only use a quarter of their combat
dice (rounded up). Cannot move. Enemy units
Any units that are in column formation grant are able to re-roll all unsuccessful “Steady”
the Brigade an additional one to its morale and “Fire!” rolls that target a unit in the
(remember that the Brigade morale cannot Square formation.
exceed 3+). Units in column formation can use
the quick march pace. Columns are vulnerable
to fire and so enemy shooting attacks made PLAY METHODS
against the unit are able to re-roll any Clausewitz can be used to either re-fight
unsuccessful “Fire!” rolls. Cavalry pose less of historical engagements where players can
threat to units in Column formation, the build an army using the order of battle at the
Cavalry special rule is reduced by one for time, or, as a points-based game where
Brigades that have their units in Columns (i.e., players build armies of equal value.
Cavalry (-2) is reduced to Cavalry (-1) and
Cavalry (-1) is negated) and Cavalry must To be fleshed out once points values have
make a morale test before engaging with the been determined.
unit. A column formation can be represented
by the number six in the dice holder on the
unit itself. Units in column formation can only
THE TURN
fire a quarter of their combat dice rounded There are 30 turns to a game of Clausewitz,
up. this represents 5 hours of battle. Players may
wish to add more turns if they’re refighting an
Benefits: Can use the quick march action and historic engagement. Each turn represents 10
the Brigade benefits from +1 to their morale minutes real time of battle, for example Turn
rolls for each unit inside the Brigade in this 1 may represent the battle time between
formation. Cavalry effects are reduced. 9:50am and 10am.
Cons: Can only use a quarter of their combat A number of chits are used to represent all of
dice (rounded up). Enemy units are able to re- that players actions for their Generals (for
roll unsuccessful “Fire!” rolls when targeting a example, if a player has a commander-in-chief
unit in the Column formation. (CinC) and two Generals of Division then that
player will have 15 chits - 5 chits representing
Square Formation
the 5 actions of each General). Each player
Used solely as a defensive formation any units will start with five chits which represents their
in Square cannot move, and enemy units CinC actions. Each time further Generals are
firing on units in square formation are able to activated during the game an additional five
re-roll all unsuccessful “Steady” and “Fire!” chits are added to the bag to represent that
rolls. Cavalry cannot charge units in Square Generals actions, when a player draws one of
formation and their Cavalry special rule does their chits, they can choose to use an action
not affect units in Square. A square formation for one of their activated Generals that has
can be represented by the number four in the actions remaining that turn. An activated
dice holder on the unit itself. Units in square General will go through the following process
formation can only fire a quarter of their each turn:
combat dice rounded up.
1. The player chooses a General who has
Benefits: Cannot be charged by Cavalry and actions remaining, the player can then
the Brigade benefits from +1 to their morale choose to perform an action with that
rolls for each unit inside the Brigade in this General (for example, a move) or they
formation. may wish to order a nearby Brigade.
If they do so, add the General’s and choose to use a number of actions
Brigades rating together and roll 2D6. that are described in the Actions
If the roll is equal to or higher than Section. If the Brigade or Unit begins
this value then the player may then its turn within the Zone of Control of
use five actions on that Brigade to an enemy unit it must first pass
move, shoot etc. If the roll is less than morale test to act. If it fails this test
the combined rating total, the Brigade then refer to the Morale section of
may still move and act but loses one the rules and move that unit
action relative to the difference i.e., if accordingly.
a combined score of 7 is needed and
3. Once a player has used all the actions,
the player rolls a 5, then the ordered
they wish to that turn, they can then
Brigade will lose two actions. Likewise
reserve any actions left over as
for each full 8cm distance the Brigade
‘Reactions’ which can be used for
is from the General that unit will lose
defensive purposes should an enemy
a further action that turn.
unit enter their Zone of Control.
As an example, a General with a 4. Another chit is drawn from the bag
rating of 3 attempts to send orders to and play continues that turn until no
an infantry Brigade with rating 4 that other chits are left.
is 17cm away from the General
(meaning the unit loses two actions
for being 16cm away). The General OBJECTIVES
rolls a six (meaning the unit loses a Each game will have a number of objectives
further action as the required score on the battlefield which players will score
was 7). Therefore, the Brigade will points for holding. Objectives are numbered
only have two actions this turn to use. (usually 1-6), and Divisions are given orders to
hold these objectives via ADC’s. Brigades can
2. If the General and Brigade pass their
only score victory points for their side if the
Command Roll, the Brigade may then
Division they belong to has been designated

FIGURE 2 - OBJECTIVES PLACED ON A BATTLEFIELD


to hold that objective by an ADC. At the end 2 Dead! - The General is killed in the melee.
of each turn points are counted up and added Or in the case of rallying his own troops, they
to a running total. turn against him and slay him in cold blood.
Remove the General from play.

ORDERS 3-5 Severely Wounded – The General is


severely injured and only time will tell
Each player will be represented by a single
whether he will survive. Remove the General
base on the tabletop representing them as
from play.
Commander-in-Chief (CinC). Players can move
their commanders around the field of battle 6-7 Wounded – The General has been
to issue orders to their Generals of Division wounded but for the time being can remain
(GD) or to their Brigadier Generals (BG) if on the battlefield despite his aide-de Camp’s
playing in a smaller game. insistence. Roll again on this table next turn.
The CinC can issue ADC’s to send orders to a 8+ Escaped – the General escapes the melee
General of Division which will cost the CinC or his own angry troops unharmed,
one action, when they do so an ADC base immediately move the General 8cm in any
leaves the CinC with a dice representing the direction of the owning players choice.
number of the objective that the Brigade can
attack.
SCOUTING PHASE
An ADC must make base-to-base contact with
Before deploying their unit’s players will enter
the General of Division. Once they have made
a mini-game to determine their deployment
contact with the General of Division, the ADC
areas. Each general will have a number of
remains with them showing the objective that
Deployment Markers which represent the
the Division has been assigned. Generals of
number of Light Infantry or Light Cavalry in
Division issue orders in the same manner as
their army.
Commander-in-Chiefs but must have an ADC
present to do so.

The CinC is able to use its actions like any


other General to order a Brigade by rolling
against the combined total of their rating and
the target Brigades rating. This uses an action.

Once a Brigade has been ordered, that


Brigade will use all the actions it wishes to up
to its limit before any more chits are drawn.

General’s at Risk
If Generals are in base-to-base contact with a
friendly unit in melee with the enemy the
General can also take part and adds one FIGURE 3 - DEPLOYMENT MARKERS
additional combat dice to the friendly Brigade These Markers move at a rate of 15cm. The
in combat. generals move these Markers across the table
If a General takes part in a combat situation in alternate turns. Each marker must be
this can put them at risk of being harmed. If within either 15cm of a board edge or another
the melee action results in a loss for the side friendly marker. If at any point a marker
which the General is part of roll 2D6. moves to within 15cm of any of the
opponent’s markers both their marker and ACTIVATED BRIGADES
their opponents are locked into position and Each Brigade can use up to five actions per
cannot move any further. Once all markers turn, some actions cost more than others a
are ‘locked’ the area those markers enclose list of actions is shown later on.
represent the players deployment area.
Players then place their units in the table Actions usually revolve around moving,
alternately beginning with the player who changing formation or attacking the enemy.
locked all their markers first. There must be
no less than 1cm between each Brigade while REACTIONS
units inside a Brigade must be in base-to-base Brigades may choose to reserve some of their
contact with each other. actions as reactions. Reactions enable you to
respond to enemies within 10cm of your
elements, this distance is known as the ‘Zone
of Control’. Therefore, if you have activated a
unit and are perhaps 15-20cm away from the
enemy it may be wise to reserve some of your
actions as reactions so that you can repulse
the enemy if they choose to attack.

If you’re outside of the zone of control of an


enemy and you’re moving a unit that will end
all its actions without entering an enemies
Zone of Control you can choose to use all your
FIGURE 4 - DEPLOYMENT ZONES ONCE DEPLOYMENT actions at once to speed up play. For example,
MARKERS HAVE BEEN LOCKED moving your infantry 10cm instead of 2cm per
action.

PLAYING THE GAME ZONE OF CONTROL


There are no phases in Clausewitz, instead at Once opposing elements close to within 10cm
the beginning of a game each player has five they have entered the zone of control. From
coloured dice or chips which they place inside this point forward these elements can only
a bag. Shake the bag and draw, whoever’s move directly towards or directly away from
dice or chip is drawn may act with their CinC the enemy in their ZoC.
first. The CinC may either move 8cm, issue an
objective order to a General (activating that Actions within a ZoC must be taken one at a
General) or they may wish to attempt to order time and must be preceded by a morale check
a Brigade directly. for the unit performing the action. If they fail
their morale check then depending on how
Once the ADC reaches a General of Division badly that unit has failed by will determine
and has given them their objective that how the unit reacts.
General or Brigade is considered to be
‘activated’ and a further five chips are added Regardless of how many units are opposing
to the bag next turn for that Generals actions. units are inside a zone of control, only one
morale test needs to be performed per action.
When that player draws their chip the next
turn, they can then choose which of their If the element passes its morale check it may
activated Generals to use. use an action as normal and the enemy must
then make a morale test to perform a
defensive reaction. If either element fails their
morale test by a value of 2 or less, that
element will withdraw directly away from the action for each full 8cm distance the
enemy at its standard move rate (while Brigade is from the General. Roll 2D6
keeping its front towards the enemy), this is against the target score and then consult
known as a withdrawal, it may not make any the following;
more actions that turn aside from defensive
Equal to or higher: The Brigade can use all
fire or withdrawals as reactions. If an element
five actions this turn offensively if the
fails by a value of more than 2 then that
player wishes.
element flees using the move distance it has
available from its remaining actions (i.e., the -1 to Target Score: The Brigade can use
element has four actions remaining, it will four actions this turn offensively.
make four move actions ending with the
element facing away from the enemy and the -2 to Target Score: The Brigade can use
element may not use perform any other three actions this turn offensively.
actions or reactions that turn and must pass a -3 to Target Score: The Brigade can use
morale test the next turn to move as normal. two actions this turn offensively.
If it fails this test then it will flee a further 5
actions. -4 to Target Score: The Brigade may use
one action this turn offensively.

-5 or more to Target Score: The Brigade


cannot act this turn.

Double 1’s: The General has blundered


and cannot use any further actions this
turn.

Double 6’s: The General is inspired, the


target of their orders receives all their
actions this turn regardless of how far the
Brigade is from the General.

March (Brigade/General Cost: 1 Action


Point) The Brigade or the General in
question may make a move at the speed
of its slowest Unit on the March. Units
cannot use Reactions to advance.

Withdraw (Brigade Cost: 1 Reaction


Point) Defensive A Brigade which has an
enemy within its Zone of Control can
choose to withdraw a single march move
ACTIONS & REACTIONS as its reaction. If it does so it must move
Order (Cost: 1 Action Point) Offensive or directly away from the enemy unit and
Defensive (CinC/GoD only) A general can end the movement facing towards the
issue orders to a subcommander (this may enemy.
be a General of Division in the case of the
Commander-in-Chief or a Brigade in the Quick March (Cost: 1 Action Point) The
case of the General of Division). When entire Brigade may make a move at the
doing so add the rating of the General and slowest of its Unit on the Quick March.
the Brigade together then deduct an
This cannot be used inside the Zone of Brigade suffers no morale damage or
Control of an enemy unit. damage from failing this test and fleeing.

Change Unit Formations (Cost: 1 Counter Battery Fire (Cost: 1


Action or Reaction Point) Any Units Reaction Point) Defensive If an enemy
within the Brigade can change their battery opens fire on a Brigade which
formation is they are able to do so. contains Artillery, that Brigade may fire its
Formations can either be Line, Square or cannon at the unit that targeted it as a
Column. reaction. A Brigade does not have to be
within the Zone of Control to use this
Change Brigade Formation (Cost: 3 defensive action, however, it can only be
Action Points) The entire Brigade can used defensively if the unit is fired upon
change its formation to having either 3, 2 by artillery.
or 1 wide in units. Cannot be performed in
a Zone of Control of the enemy. About Face! (Cost: 1 Action or
Reaction Point) The Brigade or unit can
Fire! (Cost: 1 Action or Reaction Point) choose to turn in a completely different
The Brigade can fire all its available direction for one action point. It must
combat dice assigned to the units at the rotate about its centre point.
front of the Brigade. Each unit can fire at
any units directly to their front. Rest Up Lads (Cost: 2 Action Points) If
the Brigade or unit is outside of any
Bombard (Cost: 1 Action or Reaction enemy Zones of Control the player may
Point) The Brigade can fire all its available spend two actions to recover one point of
artillery dice assigned to the Brigade. If an morale previously lost. A unit’s morale
enemy is within the Brigades Zone of cannot exceed that which the unit began
Control that enemy must be the target. the battle with.

Hold! (Cost: 0 Action or Reaction Point) Limber Weapons (Cost: 2 Action


The Brigade holds position waiting for the Points) (Artillery Only) If an artillery unit
enemy to move closer. If the enemy wishes to move after it has fired then the
brigade is within weapon range the Artillery must limber to do so. Due to the
Brigade must pass a morale test, if it fails length of time it takes to limber artillery
to do so the Brigade will fire all its this will cost 2 actions.
weapons at the closest enemy within
range. Only one hold test needs to be Unlimber Weapons (Cost: 1 Action
taken per action, regardless of how many Point) (Artillery Only) An Artillery unit
enemy units are inside the weapons that has previously moved will have to
range. unlimber in order to fire their weapons.

Counter Charge! (Cost: 1 Reaction Detach Base/Skirmishers (Cost: 1


Point) If an enemy unit is within 4cm, the Action Point) Any unit can be detached
Brigade immediately moves towards the from the Brigade. They will then act
enemy 4cm. The enemy must make a independently from their parent Brigade
morale test and if fails, flees directly away using their allocated firing/combat dice.
from the Brigade its full remaining move This can be useful if you want to hold a
actions (the enemy Brigade cannot make particular piece of terrain such as a village
any further actions this turn) it ends or wood to stop your Brigades being
facing towards the unit. The enemy flanked.
Attach Base/Skirmishers (Cost: 1
Action Point) A previously detached unit
may re-join their parent Brigade.

Rally!! (Cost: 1 Action Point) (Generals


Only) If a General makes base-to-base
contact with a friendly Brigade or Unit
which is currently fleeing the General can
choose to rally that unit. The Brigade or
Unit immediately makes a morale test
with a modifier of +2 for the General. For
Example, a fleeing unit which has been
reduced to morale 8+ will pass their
morale test with a roll of 6 and the
additional +2 from the General making 8.
Be aware however, that this can place the
General at risk from his own angry and
MOVEMENT
frightened men. If the morale test is failed
When using a march action foot troops can
for that unit the General must make a
move 2cm per action, if using a quick march
General’s Risk test as explained in the
action, they can move 3cm. Quick March
General’s at Risk section.
moves cannot be performed in an enemies
Charge! (Cost: 3 Action Points) Zone of Control.
(Cavalry Only) A unit of Cavalry can Unit Terrain March Quick March
charge an enemy that is in direct and clear Type Distance Distance
line of sight without any intervening Foot Open 2cm 3cm
enemy or friendly units blocking their Foot Roads 3cm 4cm
path. The cavalry unit can charge up to Foot Rough 2cm -
28cm, however the enemy unit still gets Foot Difficult 1cm -
to make one reaction which can be any Horse Open 4cm 8cm
Horse Roads 5cm 9cm
defensive action. Any defensive firing
Horse Rough 4cm -
actions are performed as if the Cavalry
Horse Difficult 2cm -
were at effective range.
Mounted troops move at a rate of 4cm on the
When the action is chosen the player march per action and 8cm at quick march.
declares which Cavalry unit he or she is
Troops can turn while moving, to do so one
charging and their intended target. The
front corner must remain in position,
opposing players states which reaction (if
movement is measured using the opposite
any) they will be making. Perform the
front corner.
defensive action before moving the
cavalry unit. If any casualties are inflicted
on the Cavalry, they must take a morale
test, if they pass the unit makes base-to- SURROUNDED TROOPS
base contact and melee ensues. If they fail Troops which have enemy elements within
the Cavalry make base-to-base contact their zone of control in all four directions from
but then perform either a withdrawal or their base are considered to be surrounded.
flee depending on their morale roll. At this point the Brigade would surrender and
be removed from the field of battle with the 1st Step: Steady!
men being taken prisoner by the enemy. Each Brigade is given a ‘Steady’
attribute, this represents how
nervous the men are in battle and
how likely they’re to load and fire
their weapons correctly. This is
usually a roll of 5+.

2nd Step: Fire!


Successful ‘Steady!’ rolls then go on to
make their ‘Fire!’ roll which at the
effective range of the weapon is 4+
while long range is 6+. Any success
from this count as hits on the enemy,
if the enemy is allowed to make
saving throws, they would do so once
hits have been allocated to their
Brigades.

Enfilading Fire
Units which fire on the flank of a unit in line
formation are performing what is called
enfilading fire, when this occurs the attacker
is able to re-roll any unsuccessful “Fire!” rolls.
FIRING
Firing can only be carried out if the target of MELEE
the unit is within range and also with a clear Melee occurs when bases of opposing forces
line of sight. The target unit must be directly meet in base-to-base contact. Depending on
in front of the unit firing. Units cannot fire the type of units in combat and the terrain
over friendly or enemy units unless they are melee is taking place in, one of two things will
on higher ground than the intervening units. happen:

Melee in Open or Rough Terrain


Melee between infantry units rarely (if ever)
happened on open ground. If both yours and
the opponent’s units are foot-based troops,
then the unit that advances and makes
contact is deemed to have ‘pushed’ back the
enemy. The unit that has been contacted
must flee 10cm and face away from the
enemy while suffering D3 damage.

In the above example, both blue brigades are If the melee is on open terrain between
able to fire upon the red Brigade. The Red infantry and cavalry or between two cavalry
brigade is only able to fire upon one blue units then combat is carried out.
brigade.
Melee is not an action and does not require
Any type of firing is broken down into two any action points per the units engaged, it
steps.
simply occurs when two opposing bases meet FLEEING COMBAT
in base-to-base contact. If a unit fails a morale test within the Zone of
Control of the enemy one of a number of
Melee in Villages, Towns or Difficult
events may occur;
Terrain
If contact is made between any two opposing If the Unit Is Outside of Small Arms Fire Range
units while in villages, towns or difficult If the unit fails a morale test by two or less
terrain then combat is carried out. while in the zone of control of an enemy but
outside its small arms range that unit will
RESOLVING MELEE COMBAT withdraw 2cm from the enemy unit but
To resolve melee combat both you and your remain facing them. If the unit fails by a value
opponent will roll the number of combat dice of more than 2 then the unit will flee 3cm
allocated the units that are taking part. For away from the enemy plus its remaining
Example, if two Austrian Line Infantry units number of actions at 3cm per action and end
with 5 combat dice each are in base-to-base its turn facing directly away from the enemy.
contact with two French Line Infantry units In both cases that unit can no longer make
also with 5 combat dice each then both offensive actions that turn.
players will roll 10 dice. The attributes of that
unit will specify the dice roll needed either Inside Long Range of Small Arms Fire
under ‘CC v Foot’ or ‘CC v Horse’ depending If the unit fails a morale test by two or less
on the opposing unit that is in contact. Each while in the zone of control of an enemy but
roll equal to or higher than this value is inside its small arms long range that unit will
classified as a ‘hit’ and you and your opponent withdraw 2cm from the enemy unit but
must reflect this in the ‘Receiving Damage’ remain facing them. If the unit fails by a value
stage of combat. of more than 2 then the unit will flee 3cm
away from the enemy plus its remaining
Flank and Rear Attacks number of actions at 3cm per action and end
Units which are attacking the enemy in the its turn facing directly away from the enemy,
flank receive a +1 modifier to their combat it will also suffer 1 hit and all the effects that
dice roll, while units attacking an enemy in its confers. In both cases that unit can no longer
rear benefits from a +2 modifier. make offensive actions that turn.

RECEIVING DAMAGE AND


MORALE DAMAGE Inside Effective Range of Small Arms Fire
Once it has been determined how many hits a If the unit fails a morale test by two or less
Brigade has received the owning player must while in the zone of control of an enemy but
then reduce the morale of the Brigade by that inside its small arms effective range that unit
value. I.e., a Brigade receives two unsaved will withdraw 2cm from the enemy unit but
hits, therefore their morale will decrease by remain facing them, it will also suffer 1 hit and
two. The owning player must also roll two all the effects that confers. In both cases that
dice, on each roll of 5+ the number of combat unit can no longer make offensive actions that
dice for that Brigade is reduced by 1. The turn. If the unit fails by a value of more than 2
owning player can decide which of his or her then the unit will flee 3cm away from the
units have been affected, and reduce their enemy plus its remaining number of actions at
combat dice tracker accordingly. 3cm per action and end its turn facing directly
away from the enemy, it will also suffer D3
hits and all the effects that confers. In both
cases that unit can no longer make offensive
actions that turn.
SPECIAL RULES
• Cavalry (-1) – This unit confers a -1
BROKEN AND FRIENDLY UNITS morale penalty to enemy foot units
A unit which has a friendly broken unit move within its Zone of Control. For
within its Zone of Control will have to take a example, an enemy unit with Morale
morale test for each movement. If any (4+) enters the Zone of Control a unit
morale tests are failed, they must act with this special rule. Every time that
according to the number by which they failed enemy unit makes a morale test while
their morale test. within that Zone of Control it will
deduct one from its dice score i.e., a
roll of 6 on 2D6 becomes a roll of 5.
This is not stackable with other
Cavalry units conferring similar
effects, only a single effect can be
applied to any enemy unit. The choice
of which Cavalry is conferring the
effect is up to the player controlling
the cavalry.
• Cavalry (-2) – This unit confers a -2
morale penalty to enemy foot units
FIGURE 5 - BLUE INFANTRY BRIGADE (I1) HAS BROKEN within its Zone of Control. For
AND IS FLEEING AWAY FROM RED INFANTRY BRIGADE example, an enemy unit with Morale
3 (I3), AS BLUE I1 IS WITHIN THE ZONE OF CONTROL (4+) enters the Zone of Control a unit
OF BLUE INFANTRY BRIGADE 2 (I2), I2 WILL HAVE TO
with this special rule. Every time that
TAKE A MORALE TEST TO ENSURE THAT THEY DO NOT
enemy unit makes a morale test while
ALSO FLEE.
within that Zone of Control it will
deduct one from its dice score i.e., a
roll of 6 on 2D6 becomes a roll of 4.
This is not stackable with other
Cavalry units conferring similar
effects, only a single effect can be
applied to any enemy unit. The choice
of which Cavalry is conferring the
effect is up to the player controlling
the cavalry.
• Impetuous (3+) – This unit struggles
to retain its control after charging the
enemy. Any units with this rule must
roll equal to or higher than 3 after a
melee combat has taken place to act
normally once again and use any
remaining actions. If this roll is failed
the unit will once move at its fastest
available pace towards the next
closest enemy unit (regardless of
formation).
• Impetuous (4+) – This unit struggles • Brave – Units with the Brave special
to retain its control after charging the rule are able to re-roll one morale test
enemy. Any units with this rule must per turn.
roll equal to or higher than 4 after a • Determined Fighters – This unit is
melee combat has taken place to act particularly ferocious in melee, as
normally once again and use any such it can re-roll one unsuccessful
remaining actions. If this roll is failed combat dice in melee per melee
the unit will once move at its fastest engagement.
available pace towards the next • Drilled – This unit is so well trained
closest enemy unit (regardless of and follows commands to the letter.
formation). As such it provides a +1 to the
• Deployment Marker – This unit Brigades command roll.
grants the owning player an • Undisciplined - Some units of Cavalry
additional deployment marker in the are a law unto themselves, these units
scouting phase of the game. often break when facing ordered and
• El Bruc – Units with special rule are trained Cavalry. Cavalry units will also
able to move through, up or down find themselves broken following
impassable terrain as though it were enemy attacks. Any unit which has
difficult terrain (half march pace). the Undisciplined special rule suffers
• Marksmen – Some units have from the Cavalry special rule morale
become renowned as crack shots, if a modifiers the same as foot units.
unit possesses this rule it may re-roll • Jaeger Company – Some units had
one unsuccessful Fire! Dice per companies or ranks of their units
shooting action. equipped with Rifles allowing them to
• Artillery – Artillery units are fire further than the rest of their unit.
ineffective in melee combats. Any If a unit has this special rule then one
artillery units engaged in melee must combat die per action can be used as
halve the number of combat dice though the weapon were a Rifle and
used (rounding up). not a musket (Long 8cm / Effective
4cm)
Rating: 4
ARMY LISTS AND WEAPONS Combat Dice: +1 per 200 men added
WEAPONS (these will be superseded by Skirmish Dice: +1 per unit
the Nations Army Lists once fully written) Artillery Dice: No effect
CC v Foot: 5+
MUSKETS
CC v Horse: 6+
Effective Range: 2cm
Long Range: 4cm
Additional Rules:
RIFLES Deployment Marker – adds a deployment
Effective Range: 4cm marker for the player to use in the scouting
Long Range: 8cm phase of the game.

6 POUNDER CANNON HEAVY CAVALRY


Effective Range: 10cm Command: No effect
Long Range: 15cm Type: Mounted
Morale: +1 per unit added
12 POUNDER CANNON
Strength: +1 per 50 men added
Effective Range: 12cm
Steady: No effect
Long Range: 20cm
Rating: 3
HOWITZERS Combat Dice: +1 per 50 men added
Effective Range: 15cm Skirmish Dice: No effect
Long Range: 25cm Artillery Dice: No effect
CC v Foot: 5+
UNITS CC v Horse: 6+
At present Consider the Commander-in-chief Additional Rules:
to have a Rating of 2 and any sub Generals a Cavalry (-2) – All enemy foot units within
Rating of 3. 10cm suffer a -2 modifier on their morale test
rolls.
LINE INFANTRY
Command: No effect LINE CAVALRY
Type: Foot Command: No effect
Morale: +1 per unit added Type: Mounted
Strength: +1 per 50 men added Morale: +1 per unit added
Steady: 5+ Strength: +1 per 50 men added
Rating: 4 Steady: No effect
Combat Dice: +1 per 200 men added Rating: 4
Skirmish Dice: +1 per unit Combat Dice: +1 per 50 men added
Artillery Dice: No effect Skirmish Dice: No effect
CC v Foot: 5+ Artillery Dice: No effect
CC v Mounted: 6+ CC v Foot: +5
Additional Rules: CC v Horse: +6
None Additional Rules:
Cavalry (-1) – All enemy foot units within
LIGHT INFANTRY
10cm suffer a -1 modifier on their morale test
Command: No effect
rolls.
Type: Foot
Morale: +1 per unit added LIGHT CAVALRY
Strength: +1 per 50 men added Command: +1 per unit added
Steady: 5+ Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Rating: 4
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: +5
CC v Horse: +6
Additional Rules:
Cavalry (-1) – All enemy foot units within
10cm suffer a -1 modifier on their morale test
rolls.
Deployment Marker – adds a deployment
marker for the player to use in the scouting
phase of the game.

FOOT ARTILLERY
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: 5+
Rating: 4
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: 6+
CC v Horse: 6+
Additional Rules:
Artillery – In Melee this unit halves the
number of combat dice it may use.

HORSE ARTILLERY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: 5+
Rating: 4
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: 6+
CC v Horse: 6+
Additional Rules:
Artillery – In Melee this unit halves the
number of combat dice it may use.
ADVANCED RULES
Capturing Generals
Players whose Brigades move over or finish
their move on top of an enemy general are
considered to have captured that General. He
must stay in base-to-base contact with that
Brigade until a friendly Brigade defeats them
in combat or the end of the game. An extra
victory point is awarded per General captured
or killed.

Capturing Enemy Colours


A Brigade can capture the colours of enemy
units it defeats in melee on a roll of a 6. An
extra victory point is awarded per colour
captured.

Using Strength
If players wish and they agree between
themselves, they can use the strength stat on
the Brigades, this will need tracking
throughout the game. At the end of the game
subtract your ending strength of all your units
against what you began with. The difference
between these two figures is the number of
loss’s your army has suffered. Multiply the
value by 50 to give you a rough estimate of
how many men were killed or wounded
during the engagement. This works best for
replicating historical battles and comparing
your results to that of the General who
commanded the army at the time.

Fog of War
Players may wish to deploy their units as
markers instead of models. These markers
must be the same size as the base its
replacing with the name of the unit on its
face. When players deploy their army these
markers are then placed face down on the
tabletop.

Markers are revealed in two situations during


the course of the battle:

1) If the marker closes to within 30cm of


an opposing unit or marker.
2) If the hidden unit fires any weapons.
GLOSSARY
Artillery – Weapons which are large, have a
further range than small arms and usually
require horse or ox to pull due to their weight.

D6 – A dice with six sides.

El Bruc – A Battle where Spanish Guerilla’s


defeated a column of French infantry near
Barcelona.

Small Arms – Weapons which are hand held


in nature.

Zone of Control – A 10cm distance from any


Brigade or unit.

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