The Portable Wargame in the Age of
Enlightenment
Aims
– a quick, preferably one hour, game on a small(ish) board with an C18 feel to
recreate the actual battles of Frederick the Great. So one base =
one regiment of foot possible one brigade of horse.
Simplistic assumptions
– infantry would probably stop frontal assaults by cavalry but if it didn’t it
would be ridden down. Attacks on the flanks would be advantageous to the
attacker. Artillery was not good enough to destroy enemy units beyond canister
range but could disrupt enemy attacks and soften up the enemy as a prelude to
attacking. Musketry was only decisive at very close ranges. Movement stately but not ponderous. Skirmishers had
little influence on the result of most "large" battles in Europe .
Ideas
– close combat will include musketry therefore no small arms fire phase. No use
of rosters, removal of whole units when routed – therefore some use of markers.
However a unit would have a marker or not, only as an indication of it’s order,
not a build up of markers as attrition; to make it easier and quicker.
Disordered units would be penalized in movement and combat but would be able to
rally off their marker.
We have used some of these ideas in a number of iterations of our home spun rules in the last few years so it proved just a matter of paring these down. It's whether this distillation proves to be too simplistic.
So the first draft looks like:
1. Simultaneous Artillery
Bombardment Range: 5 squares.
i) All ranges are
measured through the edges of the grid areas not the corners (see appendix).
ii) Roll one dice per
battery firing hitting on 5 or 6. (targets in cover, artillery or skirmishers
may try to save their hits). Units
hit are disordered, if a disordered unit is hit again it is routed.
iii) A disordered battery
may not fire
iv) Batteries may not
fire over other units or high terrain features unless on a higher contour.
v) Batteries may not fire
at bases in the square directly to it’s front as this is Close Combat.
vi) A battery may not
move if it has fired – mark it with smoke as a reminder.
vii) A battery may be
counted in close combat if it has fired or moved.
2. Movement (Either
by initiative, leader, nation or in turn)
Infantry Artillery Light Infantry Cavalry Light Horse
Infantry Artillery Light Infantry Cavalry Light Horse
3 squares 2 4 5 6
i) All movement is
measured through the edges of the grid areas not the corners ie no diagonal
movement.
ii) A change of facing
costs one square of movement but a unit may wheel forwards (not backwards).
without it counting as a separate facing
change. Light infantry may change face without penalty.
iii) A unit may not enter
a square that an enemy is facing unless it intends to fight it.
iv) Cavalry may not
contact an enemy unit that is in a terrain feature the cavalry could not enter.
v) Disordered units may
not move
vi) Units in contact may
not move.
vii) Only unit is allowed
in a square, A unit must face one side of the square it cannot be diagonal
4 Rally: disordered units not in contact may rally away their disorder.
5. Close Combat (Player
with initiative may choose order of CC)
A unit that faces, or is
faced by, an enemy base in an adjacent square is in close combat.
Both sides each throw a D6
and adjust the score accordingly. Artillery contacted on a non firing side has
no dice.
Support may be given by
friends (not in contact with another enemy base) that are in a square facing
the enemy square or are at the side of the base in contact facing the same way.
A unit that is contacted in the side is
immediately disordered.
Amend the dice throw: Per Supporting unit +1 Disordered -1 Defending cover +1 Light
troops -1 Elite +1 Undisordered infantry v mounted +1
Outcomes Loser
began CC Fresh Loser
began CC Disordered
Drawn
combats: All mounted will withdraw otherwise
remain in contact
Difference
of 1 or 2
Artillery in contact Routed Routed
Infantry losing to Cavalry Routed Routed
Others Withdraw Disordered Routed
Difference
of 3 + Routed Routed
Winning cavalry may halt,
advance one square or withdraw. Cavalry hitting another unit may close combat
again but will must withdraw disordered, on conclusion, even it wins.
Winning infantry may only
move forward to enter cover it has assaulted otherwise stays put. It may not
fight again.
Terrain Moving through streams or fords
in river costs two squares. A non skirmish unit will be disordered whilst in
and on exiting the water. Artillery may
not cross streams nor enter closed terrain and if deployed in it initially may
not move. Cavalry may not enter woods or villages other than by road and may
not contact an enemy in such cover. Other woods may be deemed closed or open to
regular infantry. Ordered infantry will be disordered on exiting woods.
Withdraw - means move one square
directly back away from the threat – not diagonally. A unit that cannot withdraw because there is
an impassable terrain feature or the square is already occupied is removed.
Routed - means removed from the board
Securing a flank. Infantry may secure a
flank by placing a friend at right angles to a flank, facing away.
Looks good so far.
ReplyDeleteOne question, item 1 vii says artillery can count in close combat if it moved or fired is that right or did you mean can not?
Hi Ross
DeleteYes the artillery can move and close combat or bombard and close combat. They cannot fire and move. As always it’s a compromise but it’s fairer to let a battery that has fired defend itself if charged. A charged battery would increase it’s firing rate in such circumstances.
I did wonder about move and close combat but given that a one hour wargame might represent a day’s fighting I think it’s the best compromise.
My first thoughts were that heavy batteries should not move at all, once deployed, but I was reading Duffy’s description of Mollwitz where he describes the Prussian heavy guns moving forward in bounds and firing alongside the infantry. I expect it would have been ponderous but it happened and it’s this sort of support I was thinking of.
I have tried to pare the rules down to bare minimums, possibly too minimalist, to the extent of excluding limbering up and down of artillery.
I would be tempted to make Marlburian artillery completely immobile
I think its the best choice on a couple of counts. When I get a grid begin enough to hold 40's I may give them a try.
DeleteA great start indeed here.I look forward to more...
ReplyDeleteThanks for the inspiration!
ReplyDeleteI was an Artillerist on a Three-Pounder Gun, obviously not heavy, but we often suprised those around us how quickly we could move and fire without limbering..... drag ropes and lifting the trail. we could outfire the muskets...
ReplyDeleteI stumbled on this site by accident and have promoted on our relatively new gaming site; it was formerly Tin Can General, but is now titled, Military Wargaming.
http://www.militarywargaming.com/
I have plenty of Horse & Musket miniatures that have been in storage, mostly AWI and a decent selection of Mex-Am War minis
Currently playing DBA, Infinity, FoW. These rules look very do-able,especialy for mini campaigns.
Thanks for that Derek. Out of interest while you could outfire the muskets how many cannonballs would you be able to pull around. One bee in my rules bonnet is the "infinite" number of rounds artillery always have.
ReplyDeleteGenerally we'd have ammunition ready-made in cartridges, instead of loose ball and powder. For a three-pounder the round is a little bigger than a soup-can, so you'd have to consider how many soup cans you could fit in a footlocker..... :)
ReplyDeletehorses, mules, or wagons could be considered to carry the bulk of the ammunition for the purposes of the game