Thursday, March 24, 2016

Updated Rules

ORGANISATION
An army is divided into battalions of foot, squadrons of horse and guns (sometimes referred to as batteries). All use bases 40mm x 20mm.
Most foot have 16 muskets in two ranks, and a separate officer figure. Light infantry have six muskets in loose formation, and a separate officer figure. The bases are in a line, giving a frontage of 80mm.
Horse have six troopers and a separate officer figure. Light cavalry are distinguished by having a more ragged formation. The bases are usually in two ranks, but light cavalry in a screening role may deploy in one rank.
A gun and its crew use the same size base but with one of the 20mm sides as the front. I originally added horses and a limber on a similar base, but have dispensed with them as they take up too much space.
The officer figures are used to help show casualties, or rather loss of effectiveness.
For example, a battalion of line infantry at full effectiveness consists of two bases in line with the 'officer' (it could be a drummer) placed centrally behind.
When a hit is suffered, move the officer to the right to show 25 percent effectiveness has been lost.
When a second hit is suffered, remove one base and centrally place the officer figure behind the remaining base, indicating 50 percent effectiveness remains.
When a third hit is suffered, remove the officer figure, showing just 25 percent effectiveness remains.
Each army also has a general, on a base 20mm by 20mm.
An army has lost when its number of units, including the general, has fallen below a half of its starting number.
TURN SEQUENCE
1. Dice for the right to move first. The winner moves a unit, then the opponent moves, and so on alternately until both players have moved as many units as desired.
2. Musketry and artillery fire. All firing is considered simultaneous, as are any resultant morale tests.
3. Melee.
MOVEMENT
Regular foot in firing order (ie in line in good order, able to fire volleys): 6cm
All other foot: 7.5cm
Artillery: 6cm
Heavy horse: 10cm
Light horse and generals: 12cm
It takes a complete turn for foot to change into firing order.
Light troops may make a half move and fire, or fire and make a half move. No other troops may move and fire in the same turn. Exception: troops who are fired at may return fire simultaneously even if they have moved, but subtracting one from the die.
Guns take a turn to limber or unlimber. Pivoting counts as movement but can de done as part of unlimbering. If limbers are on the table, they are only there for aesthetic reasons - they cannot be fired at, do not count as cover and should be moved out of the way if another unit wants to use the space they are occupying.
Troops may wheel 45 degrees without penalty. Wheeling further costs half a turn. An about-turn is free, but a second in the same turn costs half the movement distance.
Charging, ie movement intended to result in a melee, must not involve a wheel of more than 45 degrees and any wheel must occur in the first half of the distance covered. Only one unit can contact each face of an enemy unit.
Light infantry can be interpenetrated by friendly troops provided the friendly unit's move distance will take it beyond the light infantry. Similarly, light infantry can interpenetrate friendly units.
The Variation
Roll a die for a unit moving its full distance, or within 25 per cent of its full distance.
6...add 25% to the distance covered.
2-5...no change.
1...subtract 25% from the distance covered.
This simulates those ground fluctuations and other unexpected matters that affect movement but are out of control and consideration of an army's general. It should be ignored when the result would be ridiculous, eg a unit sent to defend a river bank being forced into the river.
MUSKETRY
Foot and light horse, except for lancers, can fire.
Musket range: 8cm.
Carbine range: 4cm.
Roll one die for each 25 per cent of a unit's effectiveness remaining and in a single line of bases. The scores needed for a hit are:
Regular foot in firing order: 4-6.
Light foot: 5-6.
Light horse and regular foot not in firing order: 6.
ARTILLERY
Canister: 0-12cm. Roll two dice (one if effectiveness 50 per cent or lower).
Roundshot: up to 24cm. Roll one die (halve if effectiveness 50 per cent or lower).
Halve the score to get the potential number of hits (rounding as normal, except that a half is diced for).
Each potential hit is diced for with a 4-6 scoring a hit on foot and horse, a 6 on guns.
Guns on a hill can fire roundshot over the heads of friendly troops who are at least two contours lower and are nearer the guns than the target. The initial die throw is reduced by 1 (before halving to get the number of potential hits).
SAVING THROWS
Troops in cover cancel a hit from firing with a throw of 4-6.
Cuirassiers cancel a hit from firing with a throw of 6.
Each hit reduces a unit's effectiveness by 25 per cent.
MELEES
There is no bonus for charging (the precise details of how two units come to clash is considered to be at a tactical level far below the control of a general) but there are restrictions on who can charge whom.
Foot may not charge horse.
Artillery and light infantry never charge and never inflict casualties in a melee. Exception: light infantry in a wood or built-up area melee as close-order foot.
A gun may only be charged if it has no close-order foot within 4cm. Artillery is automatically eliminated in a melee.
Roll the following number of dice per 25 per cent of effectiveness remaining:
                         Enemy unit
                        Hvy Cav...Lance...Other Lt Cav...Cl Ord Inf*...Cl Ord Inf^...Lt Inf
Own unit
Heavy Cav             1             2                2                     1                     3             2
Lancers                  1             1                1                     1.5                  4             4
Other Lt Cav          1             2                1                     1                     2             3
Close Order Inf      1             1                1                     1                     1              1
*in firing order and attacked frontally
^all other close-order infantry
Throw an extra die per 25 per cent effectiveness when attacking in flank or rear, on higher ground or defending a river bank or built-up area.
A half-die has a 50:50 chance of becoming a full die.
A hit is inflicted on throwing a 4-6.
Troops in cover have a saving throw of 4-6. Cuirassiers have a saving throw of 6.
Frontally-charged foot may always fire.
After a round of meleeing, the unit suffering the most hits, including any inflicted by firing, retreats a full move - with the usual possible distance-variation adjustment - and ends the move with its back to the enemy. A tie results in another round of meleeing on the following turn.
A retreating unit is eliminated if its retreat is obstructed by another unit that is not light infantry or artillery.
If the blocking unit is friendly, it must take a morale test, unless it is cavalry retreated into by infantry.
MORALE
Test when a unit loses 25 percent effectiveness or more from firing or loses a melee.
Roll a die. If the following score is not made, remove a further 25 per cent effectiveness.
Elite: 3-6.
Regular: 4-6.
Poor, militia: 5-6.
A general may be attached to any unit. Such a unit adds 1 to a morale throw. The general may switch units but is eliminated if the unit it is with is eliminated.
A unit adds 1 to its morale throw if it has a friendly unit directly behind and able to reach it in two turns by normal movement (such a friendly unit can only give support to one unit). Exception: light infantry and artillery units cannot give support in this way.
NATIONAL CHARACTERISTICS
These can be decided on a battle-by-battle basis.
Example: Mollwitz.
Prussian foot add 1 to musketry throws. They suffer no movement penalty for wheeling
Prussian horse in melees inflict a casualty on a throw of 5 or 6 instead of the usual 4-6. All wheeling costs half a move.

Battle of Einsamenhügel - Aftermath

IT was an exciting battle and very much in the balance until near the end.
Indeed at first the Pragmatic Army appeared in serious trouble as the cavalry on its left wing disappeared, but in the end the superiority of British musketry turned the tide.
The advantage we both thought I would get from siting my guns on the Einsamenhügel turned out to be illusory as their choice of targets was quickly reduced by my advancing foot.
Maurice, on the other hand, cleverly positioned his guns so they could support his right-flank attack without being masked by their own troops. However, this was not enough to turn the tide.
One particularly realistic touch came after Maurice's right-flank horse triumphed and seemed poised to swoop down on the unprotected flank of the British infantry. I was able to foil this by advancing the Hanoverian foot from the second line - their firepower deterring the French cavalry from attempting a charge.
However, we found that generally there was not enough incentive for players to maintain a historically-accurate second line.
Accordingly, I am tweaking the morale section of my rules by adding this clause:
A unit adds 1 to its morale throw if it has a friendly unit directly behind and able to reach it in two turns by normal movement, ie in the formation it is in and without any movement-variation addition. Exception: light infantry and artillery units cannot give support in this way.

The Battle of Einsamenhügel - Part Two

TURN FOUR (continued)
This proved a particularly bloodthirsty turn with the musketry duels resulting in the Pragmatic Army losing the Buffs and Royal Foot.
But it was even worse for the Franco-Bavarians, who lost the Champagne Foot, the Grenadiers de France and one battalion of Kurprinz Foot.

Overview of the battlefield from behind the Franco-Bavarian lines at the end of the fourth turn
Close-up of the cavalry duel between the Modena Cuirassiers and Hohenzollern Dragoons, with the former getting much the better of it and the latter about to flee. In the centre background can be seen the Royal-Buff Grenadiers with the blue coats of the Dutch foot beyond them
Units eliminated after four turns.Pragmatic Army: four (hussars, King's Own Horse and two battalions of foot)
Franco-Bavarians: six (hussars, one squadron of Hohenzollern Dragoons and four battalions of foot)

TURN FIVE
A relatively uneventful turn, except for the Kurprinz whose last remaining soldiers were eliminated by some well-directed artillery fire.
Units eliminated after five turns.Pragmatic Army: four (hussars, King's Own Horse and two foot battalions)
Franco-Bavarians: seven (hussars, one squadron of Hohenzollern Dragoons and five battalions of foot)
And at this point the turn became rather more eventful as, with the outcome of the battle no longer in doubt, Maurice conceded.

Final view of the battlefield
The victorious King George II with grenadiers from the Royal Foot

Wednesday, March 23, 2016

The Battle of Einsamenhügel

BEFORE battle commenced, we agreed that an army would lose once it was reduced to less than half its starting number of units (rather than less than a third).

TURN ONE
I sent my forces in a general advance all along the front while Maurice sent forward his right flank but held back the Bavarians on his left.


Looking from behind the Bavarian Kurprinz Foot. Close together in the middle distance are the British grenadiers and the Royal Foot, who have King George with them
Both sides' artillery had immediate success, with my Buffs and one of Maurice's Kurprinz battalions losing 50 percent effectiveness.
On the extreme right, from the Franco-Bavarian perspective, the first melee was fought when the two hussar squadrons clashed, each reducing the other by 50 percent.

The first melee involves the Austrian Csáky de Keresztszegh and French Bercheny Hussars. The figure of Maurice can be made out near the centre of the photo with the blue-uniformed Cuirassiers du Roy
TURN TWO
Easily the most significant event of this turn was the big cavalry melee on the French right flank.


The cavalry clash, and the infantry prepare to exchange volleys
The hussars again fought to a draw, each squadron reduced to just 25 percent effectiveness.
But the clash of heavy cavalry was disastrous to the Pragmatic cause - the Hanoverian Von Aldeleben Dragoons were cut down and sent packing by the Cuirassiers du Roy while the King's Own Horse were completely wiped out by the Colonel General Cavalerie, who suffered no loss of their own.

My left-wing horse have all but disappeared, leaving the foot looking very vulnerable
TURN THREE
The bloody hussar melee finally resolved itself...with both squadrons eliminated.
Meanwhile the superiority of British musketry asserted itself on my left flank, while Maurice on his left prudently chose not to order his Bavarian foot to open fire on my advancing infantry as my battalions would have been entitled to fire back despite having moved.
Finally, on my extreme right, the Modena Cuirassiers and Bavaria's Hohenzollern Dragoons - old enemies from our version of the Battle of Blasthof Bridge - came to blows, with the Austrians getting much the better of the first round of meleeing, eliminating one enemy squadron.

Close-up of the red-coated Hohenzollern Dragoons taking on the Modena Cuirassiers
Units eliminated after three turns.
Pragmatic Army: two (hussars and King's Own Horse)
Franco-Bavarians: three (hussars, Picardie Foot and one squadron of Hohenzollern Dragoons)

TURN FOUR

A bird's eye view from behind the Pragmatic lines at the start of the fourth turn
Again at the start of turn four, this time from behind the Kurprinz Foot. Note that I have moved King George from the Royal Foot, where he was in mortal danger of going down with the battalion, to the safer station - I hope! - of being with the Royal-Buff Grenadiers
(to be continued)

Tuesday, March 22, 2016

Final Adjustments

ONCE both sides have deployed their forces, I allow each player to move up to three units. Again, the player uses a sketch map to mark the moves.
I responded to Maurice's set-up by ordering the Hanoverian horse into the front line on my left and switching my hussars from the right flank to the left. I also ordered the second squadron of Modena Cuirassiers into the front line on the right.
Maurice stood pat.

The amended view from behind the Pragmatic right flank, looking towards the Bavarians

A close-up from behind the French foot
Finally we were ready for battle.

But first ... the view the villagers of Bad Wörishofen had of the two armies stretching into the distance

Adding The Armies

AS very much expected, my opponent ,a dyed-in-the-wool Francophile, chose to take the Franco-Bavarians, and to sink his identity in that of his hero, Maurice de Saxe.
I was tempted to put the famous von Kornberg is charge of the Pragmatic Army as he served me so well in winning our refight of Blasthof Bridge from Charge!, and in leading the Austrians to victory over Frederick's Prussians at the Battle of Christmas Eve (both engagements were covered extensively in my previous blog).
But the Pragmatic Army was really a mostly British-run affair, so I plumped for being represented on the table by the illustrious figure of King George II.
We diced for choice of long side, and I won 6-5 after the first roll resulted in a 6-6 tie (perhaps the dice should have been checked at this point for loading).
I chose the side with the Einsamenhügel, and we proceeded to make sketches of our intended deployments before enacting them on the table.

The Pragmatic Army
Because I had the Einsamenhügel in my deployment area, I went for an aggressive formation as I was able to site my two batteries of Royal Artillery on the crest. From there they could survey the whole battlefield and be high enough to fire over friendly troops in front of them, at least until the armies came too close together.
In the front line, left to right in the photo, are Austrian Csáky de Keresztszegh Hussars and Modena Cuirassiers. Then come four battalions of British foot: Royal-Buff Grenadiers, Royal Foot, The Buffs and the 5th Marines, and on the extreme right is a squadron of the King's Own Horse.
Both the Modena and King's Own squadrons have cuirasses, and the combined grenadier battalion counts as elite for morale purposes.
The 5th Marines are a tribute to my paternal grandfather's regiment (he was a sergeant in the Royal Marines and won numerous fencing trophies at The Royal Tournament). They count as regular line infantry but can also fight as light infantry if needed.
In the second line, again left to right, is a second squadron of Modena Cuirassiers, a battalion of Dutch Buddenbrock Foot and, after the guns, two Hanoverian units: a battalion of Friedrich Wilhelm von Klinkowström Foot and a squadron of Von Aldeleben Dragoons.
My opponent, whom I shall refer to as his chosen alter ego Maurice for the rest of this battle report, selected an even more aggressive line-up, no doubt worried about my terrain advantage.

Looking from behind the Pragmatic lines to Maurice's Franco-Bavarians
In the front line on the far left are three squadrons of horse:  Bercheny Hussars, Cuirassiers du Roy and Colonel General Cavalerie. Both the squadrons of heavy horse have cuirasses, and the du Roy are elite. Maurice has positioned himself with them.
Between these cavalry and the two batteries of French 8pdrs are two battalions of foot: Grenadiers de France and Picardie. The Grenadiers are elite. Behind these battalions are two more: Navarre and Champagne.
Maurice has tasked the Bavarians with holding his clearly refused left flank. There are two battalions of Kurprinz Foot and two squadrons of Hohenzollern Dragoons.
There is a general view that the firepower of British foot at the time of the War of the Austrian Succession was superior to that of most other nations, but almost certainly not a match for the Prussians.
Accordingly, for this battle at least, the four battalions of British foot will have a 50:50 chance of adding 1 to every musketry throw.

The Set-Up

WE had a lot of fun using my random terrain generator to set up the table for its first battle.
The dice decreed two rivers, two hills and a built-up area, and we also let the dice decide where the rivers would flow, the size of the built-up area, etc.


Nearest the camera is the fast-flowing and high-banked Passer River, which turned out to be impassable to troops, and in the centre is the Einsamenhügel.
On the far side of the table is the spa town - little more than a village, really - of Bad Wörishofen, which is set on the Wörthbach River in the shadow of the Kneippberg.
The Wörthbach is impassable to artillery, except via the bridge, but can be crossed by infantry in one turn and cavalry in half a turn. Infantry would losing firing order while crossing.
The Kneippberg is steep, slowing troops to half speed, even while going directly downhill.
The Einsamenhügel is by no means so steep, slowing troops only by a third, and not at all if going directly downhill.
In practice, bearing in mind the size of the table, only the Einsamenhügel is likely to come into play.

Sunday, March 20, 2016

Christening The Table

I WILL be christening my new wargaming table with a battle, set in the 1740s, against my regular wargames opponent.
As the guest, he will have choice of sides but since he is a huge Francophile I have little doubt which side he will pick as the battle will see the Pragmatic Army taking on a force of Franco-Bavarians.
Each army will consist of a general, five battalions of regular foot, one battalion of grenadiers, four squadrons of heavy cavalry, one squadron of hussars and two guns, but there will be some differences between the troops' capabilities.
I will also be using my random terrain generator, modified to take into account the larger dimensions of my new playing surface when compared to the kitchen table we had been using.
The table is 6ft by 2ft 6in and the battle is being fought in central Europe, somewhere east of the Rhine.
Random Terrain Generator
1. Mentally divide the board into 12 sectors (two rows of six) each 1ft by 1ft 3in.
2. Roll a die for each sector, a 4, 5 or 6 indicating a terrain piece.
3. If a terrain piece is indicated, roll again: 1-hill, 2-water (stream, river, lake or marsh, etc), 3-wood, 4-built-up area (anything from a farmstead to a walled town), 5- Player A's choice, 6-Player B's choice.
If the exact nature and size of the feature cannot be agreed by the players, more dicing will be necessary. This is also a good way to decide the route a river takes across the board.
Note that on average a battlefield generated under this system will have six terrain features but a stream or river might well run through several sectors while still counting as a single feature.

Wednesday, March 16, 2016

New Table

MY new, 6ft, foldaway, wargaming table arrived today - excellent value, in my opinion, at £32.22.

The ability to fold the table away and stash it behind the screen (shown at the back of the photo) is crucial when living in a one-bedroom flat in central London
 
Two battles I fought with my regular opponent on my kitchen table - a refight of Blasthof Bridge from Charge! and an Austro-Prussian affair entitled The Battle of Christmas Eve - were detailed in my previous blog.
Both battles were a success but it was apparent I would need a bigger playing surface to avoid any possibility of edge-of-table flank effects.

The table covered in a green cloth with some scenery and a few Austrian troops
I should be able to fight large battles in 10mm on this table without a feeling of constricted space.

Tuesday, March 15, 2016

Rule Reinstatement

I AM reinstating a rule I borrowed from the elementary game in Charge! but removed when I posted earlier today.
The rule in the earlier post reads:
Light troops may make a half move and fire, or fire and make a half move. No other troops may move and fire in the same turn.
The reinstated rule reads:
Light troops may make a half move and fire, or fire and make a half move. No other troops may move and fire in the same turn. Exception: troops who are fired at may return fire simultaneously even if they have moved, but subtracting one from the die.
This amended rule encourages attacking play and is more realistic in that one turn represents more than the time taken for one volley.

The Rules

THESE rules for refighting battles from the War of the Austrian Succession are adapted, heavily at times, from Neil Thomas's books, particularly Wargaming: An Introduction and Napoleonic Wargaming, with an assist to Keith Flint's Honours Of War.
You may need to read Neil Thomas's inspiring books to find the reasoning behind some of my rules
ORGANISATION
An army is divided into battalions of foot, squadrons of horse and guns. All use bases 40mm x 20mm.
Most foot have 16 muskets in two ranks, and a separate officer figure. Light infantry have six muskets in loose formation, and a separate officer figure. The bases are in a line, giving a frontage of 80mm.
Horse have six troopers and a separate officer figure. Light cavalry are distinguished by having a more ragged formation. The bases are usually in two ranks, but light cavalry in a screening role may deploy in one rank.
A gun and its crew use the same size base but with one of the 20mm sides as the front. I originally added horses and a limber on a similar base, but have dispensed with them as they take up too much space.
The officer figures are used to help show casualties, or rather loss of effectiveness.
For example, a battalion of line infantry at full effectiveness consists of two bases in line with the 'officer' (it could be a drummer) placed centrally behind.
When a hit is suffered, move the officer to the right to show 25 percent effectiveness has been lost.
When a second hit is suffered, remove one base and centrally place the officer figure behind the remaining base, indicating 50 percent effectiveness remains.
When a third hit is suffered, remove the officer figure, showing just 25 percent effectiveness remains.
Each army also has a general, on a base 20mm by 20mm.
An army has lost when its number of units, including the general, has fallen below a third of its starting number.
TURN SEQUENCE
1. Dice for the right to move first. The winner moves a unit, then the opponent moves, and so on alternately until both players have moved as many units as desired.
2. Musketry and artillery fire. All firing is considered simultaneous.
3. Melee.
MOVEMENT
Regular foot in firing order (ie in line in good order, able to fire volleys): 6cm
All other foot: 7.5cm
Artillery: 6cm
Heavy horse: 10cm
Light horse and generals: 12cm
It takes a complete turn for foot to change into firing order.
Light troops may make a half move and fire, or fire and make a half move. No other troops may move and fire in the same turn.
Guns take a turn to limber or unlimber. Pivoting counts as movement but can de done as part of unlimbering. If limbers are on the table, they are only there for aesthetic reasons - they cannot be fired at, do not count as cover and should be moved out of the way if another unit wants to use the space they are occupying.
Troops may wheel 45 degrees without penalty. Wheeling further costs half a turn. An about-turn is free, but a second in the same turn costs half the movement distance.
Charging, ie movement intended to result in a melee, must not involve a wheel of more than 45 degrees and any wheel must occur in the first half of the distance covered. Only one unit can contact each face of an enemy unit.
Light infantry can be interpenetrated by friendly troops provided the friendly unit's move distance will take it beyond the light infantry. Similarly, light infantry can interpenetrate friendly units.
The Variation
Roll a die for a unit moving its full distance, or within 25 per cent of its full distance.
6...add 25% to the distance covered.
2-5...no change.
1...subtract 25% from the distance covered.
This simulates those ground fluctuations and other unexpected matters that affect movement but are out of control and consideration of an army's general. It should be ignored when the result would be ridiculous, eg a unit sent to defend a river bank being forced into the river.
MUSKETRY
Foot and light horse, except for lancers, can fire.
Musket range: 8cm.
Carbine range: 4cm.
Roll one die for each 25 per cent of a unit's effectiveness remaining and in a single line of bases. The scores needed for a hit are:
Regular foot in firing order: 4-6.
Light foot: 5-6.
Light horse and regular foot not in firing order: 6.
ARTILLERY
Canister: 0-12cm. Roll two dice (one if effectiveness 50 per cent or lower).
Roundshot: up to 24cm. Roll one die (halve if effectiveness 50 per cent or lower).
Halve the score to get the potential number of hits (rounding as normal, except that a half is diced for).
Each potential hit is diced for with a 4-6 scoring a hit on foot and horse, a 6 on guns.
Guns on a hill can fire roundshot over the heads of friendly troops who are at least two contours lower and are nearer the guns than the target. The initial die throw is reduced by 1 (before halving to get the number of potential hits).
SAVING THROWS
Troops in cover cancel a hit from firing with a throw of 4-6.
Cuirassiers cancel a hit from firing with a throw of 6.
Each hit reduces a unit's effectiveness by 25 per cent.
MELEES
There is no bonus for charging (the precise details of how two units come to clash is considered to be at a tactical level far below the control of a general) but there are restrictions on who can charge whom.
Foot may not charge horse.
Artillery and light infantry never charge and never inflict casualties in a melee. Exception: light infantry in a wood or built-up area melee as close-order foot.
A gun may only be charged if it has no close-order foot within 4cm. Artillery is automatically eliminated in a melee.
Roll the following number of dice per 25 per cent of effectiveness remaining:
                         Enemy unit
                        Hvy Cav...Lance...Other Lt Cav...Cl Ord Inf*...Cl Ord Inf^...Lt Inf
Own unit
Heavy Cav             1             2                2                     1                     3             2
Lancers                  1             1                1                     1.5                  4             4
Other Lt Cav          1             2                1                     1                     2             3
Close Order Inf      1             1                1                     1                     1              1
*in firing order and attacked frontally
^all other close-order infantry
Throw an extra die per 25 per cent effectiveness when attacking in flank or rear, on higher ground or defending a river bank or built-up area.
A half-die has a 50:50 chance of becoming a full die.
A hit is inflicted on throwing a 4-6.
Troops in cover have a saving throw of 4-6. Cuirassiers have a saving throw of 6.
Frontally-charged foot may always fire.
After a round of meleeing, the unit suffering the most hits, including any inflicted by firing, retreats a full move - with the usual possible distance-variation adjustment - and ends the move with its back to the enemy. A tie results in another round of meleeing on the following turn.
A retreating unit is eliminated if its retreat is obstructed by another unit that is not light infantry or artillery.
If the blocking unit is friendly, it must take a morale test, unless it is cavalry retreated into by infantry.
MORALE
Test when a unit loses at least 25 per cent effectiveness from firing or loses a melee.
Roll a die. If the following score is not made, remove a further 25 per cent effectiveness.
Elite: 3-6.
Regular: 4-6.
Poor, militia: 5-6.
A general may be attached to any unit. Such a unit adds 1 to a morale throw. The general may switch units but is eliminated if the unit it is with is eliminated.
NATIONAL CHARACTERISTICS
These can be decided on a battle-by-battle basis.
Example: Mollwitz.
Prussian foot add 1 to musketry throws. They suffer no movement penalty for wheeling
Prussian horse in melees inflict a casualty on a throw of 5 or 6 instead of the usual 4-6. All wheeling costs half a move.