Sunday, May 31, 2020

Developing A Scenario

THREE years ago I paid £2.99 for a "Western Rider Cowboy & Indian Playset" in a gift shop in Paignton, Devon (https://timspanton.blogspot.com/2017/10/cowboys-indians.html).
The following year I paid about £7.50 for a "Wild West Playset - Cowboys & Indians" in a toy store in Olomouc, Czech Republic (https://timspanton.blogspot.com/2018/08/toy-lightning-strikes-twice.html).
Both were fun purchases, but I found no way to turn either into a wargame.
However, with time on my hand - haven't most of us, right now? - and a renewed interest in Bob Cordery's Portable Wargame series of books, I decided to take another look.
One of the things inspiring me was realising I would not need to buy a new gaming cloth - I cannot recall how much my green gaming cloth cost, but I know it was not cheap.
I guess I could use the green cloth for a cowboys & Indians game, perhaps set Last Of The Mohicans-style in in the eastern United States. But in that case the palefaces would not really be cowboys.
Instead I am using a sand-coloured fitted sheet which easily fits over one of my approx 6ft by 2ft 6in gaming tables. I suspect it would also fit over both tables side-by-side.
A desert-like Wild West base
Since I am adapting Portable Wargame rules, the next step is to create a grid, which I do with green beads bought from a pound store for exactly this purpose.
The table with a 14x6 5in grid
So far, so good. But I hit a problem when I came to remind myself of the contents of the two playsets. Unfortunately, the figure scales are not compatible.
Colourful contents ... but not matching
Never mind - this is a toy-soldier project, not a modelling diorama.
I will concentrate on using the smaller figures, which go perfectly well with the scenic features, and the smaller of the two wagons.
Indeed the only figures I will use from the larger-scale set will be the two mounted cowboys and the two mounted Indians. I need to use them as the smaller set has no men on horseback.
(To be continued)

Saturday, May 30, 2020

History Today June 2020

I THOUGHT my subscription to History Today had ended, but then issue 6 of volume 70 arrived.
Once again it is dominated by social history, and when one article can headline somewhere as famous as the Greek city of Thebes as "the forgotten city," it is clear the magazine is aimed at a very unlearned readership.
My last History Today?
But I was impressed by Southampton University lecturer Elisabeth Forster's piece on the Chinese government's reaction to Covid-19 in the light of the country's "humiliations of the 19th century."
This type of article often puts most of the blame on the wicked West, but Forster avoids such an easy trap.
Nevertheless, I still have no plans to renew my subscription.

Friday, May 29, 2020

Lockdown Reading

IF, like me, you enjoy travel with your history, then I can recommend Eric Newby's The Big Red Train Ride.
It tells how Newby, who is best known for A Short Walk In The Hindu Kush, journeyed by train from Moscow to the Pacific in 1977.
Paul Theroux praised it as "the best kind of travel book," and it has received plenty of other good reviews.
Better red
The region Newby passed through, along with his wife, a photographer and a Soviet minder, has plenty of history, which Newby frequently alludes to.
But 1977 is 43 years ago, which arguably makes the book a historical document in its own right.
Newby certainly provides insight into life in a communist regime that, inefficient as it was, must nevertheless have seemed assured of survival, if not prosperity, for many decades to come.
The Soviet Union officially formed in 1922 and broke up in 1991, which means Newby (born 1919, died 2006) both ante- and post-dated it.
I bought the book via Amazon when it became clear I would run out of good reads during the lockdown, and regard the purchase as well worth £2.55 (most of which, I am fairly sure, was the cost of shipping).

Thursday, May 28, 2020

That's Andy!

WHAT image is conjured up in your mind by a pub called the Duke of York?
According to the industry's trade paper, the Morning Advertiser, Duke of York is the 36th-most popular pub name in Britain.
It comes one place behind the Carpenters (sic) Arms and one place ahead of the Cricketers, or at least it did when the publication ran its survey two-and-a-half years ago.
The chances are fairly good that any Brit reading this post will know a pub called the Duke of York, and so the image of a specific pub sign may come to mind.
It could feature the first Duke of York, who was Edmund, fourth surviving son of England's Edward III.
Edmund campaigned in several wars in France and Iberia, was given his dukedom in 1385 and, crucially for the monarchy in England and eventually Britain, played a key role in switching from supporting his nephew Richard II to allying with the Lancastrian usurper Henry Bolingbroke.
Or perhaps it celebrates The Grand Old Duke of York, a song which is often taken to refer to Frederick, second son of George III, although Frederick was famous for campaigning in Flanders, which is hardly known for its hills.
At any rate, unless you live in central London or are a frequent visitor to the capital, it is unlikely the pub name Duke of York will bring to mind a sailor prince, namely our current queen's second son Andrew.
But that is exactly who is honoured on the pub sign of the Duke of York in fashionable Fitzrovia.
Duke of York ... a sign of the times
In that respect at least, the pub is probably unique - Prince Andrew is likely not similarly honoured elsewhere.
And in case you are wondering, here are the top 10 pub names from the Morning Advertiser survey: 1.Red Lion 2.The Crown 3.Royal Oak 4.White Hart 5.The Swan 6.The Plough 7.The Bell 8.Rose & Crown 9.Queens (sic) Head 10.Railway Tavern.

Wednesday, May 27, 2020

Refighting Fontenoy (part nine)

War of the Austrian Succession - campaign standings after six battles (Mollwitz, Chotusitz, Sahay, Dettingen, Pfaffenhofen and Fontenoy)
2pts for a win, plus a bonus point if the win reverses a battle's historical outcome
PLAYERS
                    Wins Losses Bonus Points Total Points Score*
Me                   4        2               3                   11             91.7%
Opponent         2        4               1                   5              41.7%
NATIONS
Austria              4        0               3                  11            137.5%
France              2        2               1                   5              62.5%
Britain+             0        2               0                   0               0%
Prussia             0        2               0                   0               0%
 *Score is calculated on the basis that two points a battle counts as 100 percent, so it is possible with bonus points to score up to 150 percent.
+This is the Pragmatic Army, which was led and primarily financed by Britain.

AFTERTHOUGHTS
It was a thoroughly deserved French victory and, from the viewpoint of casualties, a convincing one.
My opponent had a strong hand to play, to be sure, but I felt he played it well.
I knew that using my right to help in the assault on Fontenoy would expose these troops to flanking action from the main body of the French, but I did not do enough to prevent this, and de Saxe waited until I was committed before unleashing his forces.
Similarly on the other wing he only ordered a general advance once my troops there had exposed their left flank in their attempts to attack Fontenoy.
I do not think Fontenoy is as difficult for the Pragmatic army to win as Dettingen undoubtedly is, but nevertheless it is very hard.
As a result of this refight, I intend making one change to my Game Of Kings rules, and that concerns frontal attacks on infantry by cavalry.
Under previous command & control systems, I believed such attacks would (rightly) prove too costly. But under the current system, which we both like, where action points are diced for and it is possible for one army to move on successive half-turns, cavalry can unrealistically ride down properly formed infantry.
Accordingly, I am adjusting the following rule:
If infantry is contacted frontally by an enemy unit that began its move outside of musketry range, the infantry may fire prior to the melee being fought, but have a -1 modifier on each throw for a hit.
In future it will read:
If infantry is contacted frontally by an enemy unit, the infantry may fire prior to the melee being fought, but have a -1 modifier on each throw for a hit.

Tuesday, May 26, 2020

Refighting Fontenoy (part eight)

TURN 10
The battlefield at the start of turn 10
De Saxe won the initiative, opted to go first and rolled 3 (right) and 6+1 (left) action points.
The Cuirassiers du Roi charged round the rightside of the fortifications of Fontenoy and slammed into the flank of the Oranje-Groningen Foot, who were completely swept away, although they did manage one hit on the horsemen.
On the French left de Saxe's artillery and the Alsace Foot failed in their firing, but the depleted Wittmer Foot scored a hit on The Green Horse, who narrowly passed a morale test.
I rolled 8 (right) and 6 (left) action points.
I achieved nothing on the left flank, and on the right both my artillery batteries and the full-strength von Klinkowström Foot failed to score a hit. But The Buffs had more success, inflicting a hit on the Alsace Foot, who promptly disintegrated thanks to poor morale. The other notable action in this part of the battlefield occurred when The Green Horse charged the remains of the Wittmer Foot. Both units scored a hit, which reduced the horsemen to 50% effectiveness but eliminated the Swiss.
Army points at the end of turn 10: the French have lost 8pts out of 36; the allies have lost 15pts out of 34 (and so are 3pts away from losing the battle).
The Pragmatic left, having to all intents and purposes given up hope of capturing Fontenoy
The situation between Fontenoy and the Bois de Barry
TURN 11
De Saxe won the initiative (thanks to his +1 modifier), opted to go first and rolled 10 (right) and 10+1 (left) action points.
He ordered all units on his right, apart from the artillery and the Normandie Foot in Fontenoy, to advance, with the Genderames de la Garde, who are part of the right command, charging the Green Horse, who were eliminated. My unit inflicted two hits on the gendarmes, but one was negated by a saving throw (the gendarmes wear breastplates). There was further bad news for the Pragmatic cause when the Normandie Foot inflicted a hit on the Buddenbrock Foot, who promptly failed a morale test (they would have been all right if there had been rear support) and so lost a further 25% effectiveness and fled.
On the other flank The Buffs suffered a hit from artillery fire, but their morale held. Then the Queen's Own Dragoons suffered three hits from the Poitou Foot. The Chasseurs de Fischer emerged from the wood to also fire at the dragoons, but ineffectively. The Beaufremont Dragoons charged the von Klinkowström Foot, who were unable to get off a volley because the dragoons started from less than a musket-shot away. The dragoons won the melee by three hits to two, prompting the Hanoverians to flee. And on testing the morale of the Queen's Own Dragoons, who had suffered three hits from the Poitou Foot, it turned out the survivors had broken up (in other words the unit was eliminated).
Army points at the end of turn 11: the French have lost 8pts out of 36; the allies have lost 17pts out of 34.
With defeat inevitable, I conceded.
The Duke of Cumberland has the unblooded Royal Horse Guards to his right but otherwise cuts rather a lonely figure
Next: Updated campaign standings and Afterthoughts

Monday, May 25, 2020

Refighting Fontenoy (part seven)

TURN EIGHT
The battlefield at the start of turn eight
I won the initiative (which makes a change and I suspect has come at a very opportune moment), decided to go first and rolled 10 (right) and 5 (left) action points.
I started with the left flank, where the artillery battery fired unsuccessfully at Fontenoy. The Aylva Foot also fired at the village, scoring a hit on the Normandie Foot, but the hit was cancelled by a saving throw. The Hohen-Ems Cuirassiers charged the remains of the Champagne regiment in the flank. The cuirassiers were entitled to four dice per 25% effectiveness: three for being heavy cavalry attacking infantry who are not facing them in firing order, and one for attacking in the flank. That meant 16 dice in all, so not surprisingly the Champagne Foot became the first French unit eliminated. My cuirassiers were unscathed.
On the Pragmatic right one of my batteries scored a hit on the Alsace Foot while the other fired unsuccessfully at the Grenadiers de France. However the grenadiers' reprieve was short-lived as my two Hanoverian battalions, von Zastrow and von Klinkowström, advanced and poured devastating volleys into the French battalion, wiping it out. The other significant action on this part of the battlefield came from The Buffs following up the fleeing Picardie Foot and scoring a hit, reducing the unit to 25% effectiveness. Both the Picardie and Alsace regiments avoided losing further effectiveness due to crumbling morale. Nevertheless it has been a much-needed successful half-turn for the Pragmatic cause. 
De Saxe rolled 6 (right) and 4+1 (left) action points.
His right-flank redoubt gun fired at my victorious Hohen-Ems Cuirassiers, but failed to convert a potential hit into an actual one. His other battery, across the Scheldt, was well out of range of allied troops, so the only other firing he could order on this flank was that of the Normandie Foot in Fontenoy, but they failed to score a hit on the Aylva Foot. Otherwise de Saxe sent his units forward, including ordering the Piémont Foot to leave the fortifications of Antoing.
On the French left de Saxe used two compulsory action points to successfully rally both of his retreating battalions, Picardie and Touraine. That left him with just three action points for this flank. He used two of them to initiate a clash of redcoats by sending his Swiss Wittmer Foot to advance and fire at my von Zastrow regiment, but the Swiss failed to score a hit.
Army points at the end of turn eight: the French have lost 4pts out of 36; the allies have lost 8pts out of 34.
Close-up of the fighting between Fontenoy and the Bois de Barry
TURN NINE
With so many units in close proximity, winning the initiative is again going to be important, and this time it went to de Saxe, thanks to his +1 modifier after we both rolled a 2. He opted to go first and rolled 4 (right) and 3+1 (left) action points.
On his right flank de Saxe had a stroke of good fortune when the move-variation rule allowed his Languedoc Dragoons to charge my Hohen-Ems Cuirassiers in the rear (he admitted that if he had realised the dragoons were more than 10cm away he would almost certainly not have ordered them to move). His dragoons inflicted three hits from their eight dice - twice the normal number because they were attacking in the rear. The cuirassiers, reduced to two dice as they had been contacted from behind, inflicted no hits, and saved none of the ones they suffered. However, they did just pass their morale test. De Saxe's Navarre regiment advanced and fired at the Sachsen-Gotha Dragoons, who were supporting the cuirassiers - again three hits were inflicted, but my squadron's morale held steady. There was more joy for de Saxe when the Normandie Foot in Fontenoy at last managed to finish off the brave Aylva Foot.
On the French left the Wittmer Foot made up for their first round of appalling musketry by completely destroying the von Zastrow Foot, but the Alsace regiment failed to score a hit on The Buffs.
I rolled the maximum action points - 12 for the right flank and 10 for the left. Time for revenge!
On the left my artillery battery was masked by friendly troops, but the Oranje-Groningen Foot advanced on Fontenoy and scored a hit on the Normandie Foot, only to see it negated by de Saxe rolling the minimum required for a saving throw. The second round of the cavalry melee on this flank saw my Hohen-Ems Cuirassiers eliminated, although they did manage to reduce the Languedoc Dragoons by 25% effectiveness.
On the Pragmatic right my artillery batteries failed to register a hit but the von Klinkowström Foot at least partly avenged their Hanoverian colleagues by inflicting three hits on the Swiss Wittmer regiment, and The Buffs scored a hit on the German Alsace Foot - but both foreign-service battalions maintained to their duty to France and remained in line. Otherwise, with the allied situation getting very desperate, I ordered a general advance, but sent the von Aldeleben Dragoons to help my left flank.
Army points at the end of turn nine: the French have lost 4pts out of 36; the allies have lost 13pts out of 34.
The Dutch are still attacking Fontenoy, but the Pragmatic left looks very depleted

Sunday, May 24, 2020

Refighting Fontenoy (part six)

TURN SIX
The situation at the start of turn six
De Saxe won the initiative, decided to go first and rolled 2 (right) and 5+1 (left) action points.
The Normandie regiment in Fontenoy fired at the Aylva Foot, scoring a hit, although the Dutch battalion's morale held firm. The Champagne regiment to the right of Fontenoy fired at the Smissaert Foot, registering three hits on a battalion that had already been reduced to 50% effectiveness - Smissaert therefore became the first unit eliminated.
On the French right the Grenadiers de France poured a devastating volley into the flank of the Royal-Buffs Grenadiers, eliminating the latter. A third Pragmatic unit was eliminated when the Chasseurs de Fischer finished off the Royal Foot, making it a truly dreadful half-turn for the allied cause.
I rolled 6 (right) and 4 (left) action points.
Both my right-flank batteries fired at the same French regiment, the Picardie Foot, but without effect. Among other moves, I turned the Queen's Own Dragoons around so they would be ready to charge if the Chasseurs de Fischer were foolhardy enough to leave the Bois de Barry.
My left-flank battery scored a hit on the Champagne Foot, but it passed a morale test, as did the Normandie Foot in Fontenoy after suffering a hit from the Aylva Foot.
Army points at the end of turn six: the French still have all 36 of their points; the allies have lost 6pts out of their 34.
The Pragmatic right under pressure
TURN SEVEN
De Saxe won the initiative, chose to go first and rolled 8 (right) and 10+1 (left) action points.
Last turn I ordered the Liechtenstein Dragoons to advance with a view to charging the Champagne Foot in the flank. Unfortunately this manoeuvre placed them in range of both of de Saxe's right-flank batteries, which now fired at them, scoring two hits. The Navarre Foot, who started the battle between Antoing and the right-flank redoubt, then advanced and also fired at the dragoons, eliminating the squadron from the battle. The Champagne Foot to the right of Fontenoy did something similar to the Hessen-Homburg Horse, and the Normandie Foot in Fontenoy reduced the Aylva Foot to 25% effectiveness, although the Dutch infantry's morale held.
On the French right de Saxe, with his guns out of range of allied units, ordered a general advance of foot and horse, with the Picardie regiment boldly advancing between the Pragmatic batteries to fire a volley at The Buffs, reducing the Englishmen to 50% effectiveness.
I rolled 10 (right) and 9 (left) action points.
One of my batteries was able to fire canister at the Picardie Foot but, disappointingly from my point of view, only registered one hit. The other right-flank battery matched this by scoring a roundshot hit on the Touraine Foot, who had advanced passed the Barry redoubt and were beside the wood. Rather surprisingly, both units were to fail their morale tests, so losing a further 25% effectiveness and having to flee.
The remains of two French battalions can be seen retreating
My left-flank battery scored a hit on the Normandie Foot, but their fortified position enabled them to negate it with a saving throw. But there was no such luck for the Chanpagne Foot, who suffered two hits from the Dutch Oranjie-Groningen regiment, although the French unit's morale proved good. And the Normandie Foot suffered a hit from the Aylva Foot which they were unable to negate, although they too passed their morale test.
Army points at the end of turn six: the French still have all 36 of their points; the allies have lost 8pts of their 34.
The battlefield at the end of turn seven

Saturday, May 23, 2020

Refighting Fontenoy (part five)

TURN FOUR
The situation at the start of turn four
The dice-off for went 3-2 in my favour, but de Saxe's +1 modifier meant it was a tie, and he won the re-roll, thanks to his modifier, after we both rolled a 6. He chose to go first.
For actiion points de Saxe rolled 9 (right) and 1 (left), the latter becoming 2 thanks to his +1 modifier.
De Saxe used his two left-flank action points to fire his batteries. The one firing at my Royal-Buffs Grenadiers scored two potential hits, one of which became an actual hit. My grenadiers lost 25% effectiveness, but passed a morale test. His Bois de Barry redoubt battery completely missed the Royal Foot.
On the French right, de Saxe's battery in the redoubt scored a hit on the Hessen-Homburg Horse. The Dutch squadron thus lost 25% effectiveness, but narrowly passed a morale test thanks to having Dutch infantry to their rear and within two normal moves. De Saxe did not use any of his remaining right-flank action points.
I rolled 1 (right) and 8 (left) action points.
The right-flank action point I used to get the unlimbered Royal Artillery battery to fire at the Picardie Foot directly to its front. The battery scored two potential hits, but neither became an actual  hit.
The battery in front of Fontenoy failed to register even a potential hit. I advanced the four battalions of Dutch foot towards Fontenoy, and moved the Hessen-Homburg Horse out of range of the redoubt battery.
The Dutch, with the redcoated Royal-Buffs Grenadiers to their right, continue their advance on Fontenoy
TURN FIVE
De Saxe yet again won the initiative, and again it was thanks to his +1 modifier as we both rolled a 2.
He asked me to go first, and I rolled 10 (right) and 3 (left).
I decided to use the left-flank action points first. My artillery battery scored a potential hit on the Normandie Foot, but it did not become an actual hit. I used the other two left-flank action points to order the Aylva Foot, who were nearest Fontenoy, to advance on the village and fire. This they did with apparent reluctance, moving 4.5cm rather than 6cm, and the volley they unleashed scored just one hit on the Normandie Foot, and that was easily cancelled by a saving throw.
My unlimbered right-flank battery missed dismally when asked to again fire at the Picardie regiment. I unlimbered my other right-flank battery, and otherwise generally advanced my units towards Fontenoy, except for the Royal Foot who advanced and fired a completely ineffective volley at the Chasseurs de Fischer in the Bois de Barry.
The Pragmatic right swings towards Fontenoy
De Saxe's action points were 4 (right) and 11+1 (left).
On his right it turned out the Hessen-Homburg Horse were still just within range of the redoubt battery, which scored a hit, reducing the Dutch squadron by a further 25% effectiveness, although its morale remained good. The Champagne Foot to the right of Fontenoy leapt forward - 7.5cm thanks to the move-variation rule - and fired at the Smissaert Foot, scoring two hits despite the -1 modifier for having moved. The Dutch battalion thus lost 50% effectiveness, but passed a morale test. The Normandie Foot behind the fortifications of Fontenoy opened fire on the Aylva, but somehow failed to score a hit.
Both of de Saxe's left-flank batteries opened fire again, and this time the redoubt battery scored a hit on the Royal Foot. The regiment suffered two more hits to firing from the Chasseurs de Fischer, but passed a morale test, although reduced to 25% effectiveness. With his remaining action points de Saxe advanced his infantry, supported by cavalry, towards my exposed right flank.
De Saxe sends the French left into action

Friday, May 22, 2020

Refighting Fontenoy (part four)

TURN TWO
The battlefield at the start of turn two
We diced for initiative, and again the result was a tie (2-2 this time), which meant de Saxe won thanks to his +1 modifier.
De Saxe decided to go first, rolling 4 (right) and 12 (left), the latter becoming 13 action points thanks to his +1 modifier.
He moved units forward on the right, but on the left only moved the Chasseurs de Fischer in the Bois de Barry. Thanks to the move-variation rule, they covered 10cm, which put them on the edge of the wood and just in range (measuring from the middle of the front rank of the light infantry) of the Queen's Own Dragoons. The chasseurs opened fire, causing the dragoons to lose 25% effectiveness. That necessitated a morale check, which the dragoons just passed.
My action-points rolls were 4 (right) and 9 (left).
On the left I was able to advance every unit, apart from the artillery battery which unlimbered, ready to fire next turn. On my right I advanced the guns to within range of the French infantry, the grenadiers continued towards Fontenoy and the Royal Foot turned to confront the chaasseurs, but could not fire as they were out of range.
The Chasseurs de Fischer have sprung their ambush from the Bois de Barry
TURN THREE
De Saxe won the initiative again, and again chose to go first, this time rolling 7 (right) and 1 (left), the latter becoming 2 thanks to his +1 modifier.
He used his two left-flank action points to fire his artillery batteries, the one in the redoubt firing at the Royal Foot and the other one at the Royal-Buffs Grenadiers, but neither had any effect.
His battery across the Scheldt fired at the nearest Austrian cavalry, the Liechtenstein Dragoons, but could not even register a potential hit. His battery in the redoubt between Antoing and Fontenoy was just able to reach the Hessen-Homburg Horse with roundshot, scoring a potential hit but narrowly failing to turn it into an actual hit (de Saxe rolled a 3 instead of the required 4). The rest of the right-flank action points he used to make minor adjustments to units between Antoing and Fontenoy.
The French prepare to defend Fontenoy from converging allied units
My action-points rolls were 1 (right) and 2 (left).
I used the single right-flank action point to unlimber one of the artillery batteries.
My battery facing Fontenoy opened fire on the village, scoring two potential hits on the Normandie Foot (this was achieved by rolling a 6, which quartered gave 1.5 potential hits, which was rounded up to two hits on a 50:50 chance). Normally troops behind cover need a saving throw of 4 or more, but a special rule reflecting the fortified nature of Fontenoy meant only a 3 was needed, and de Saxe rolled two 3s! With my last action point I moved the Liechtenstein Dragoons out of range of the French heavy artillery beyond the Scheldt.
Overview at the end of turn three

Thursday, May 21, 2020

Refighting Fontenoy (part three)

TURN ONE
All is ready for our refight of the Battle of Fontenoy
The dice-off for initiative was tied 5-5, which meant de Saxe won thanks to his +1 modifier. He asked me to go first.
So what is my plan?
It is easy when reading accounts of the Battle of Fontenoy to dismiss the Duke of Cumberland as an incompetent fool who only achieved command of the Pragmatic army thanks to his father being George II.
There is some truth in that, but perhaps Cumberland's biggest mistake at Fontenoy was trying to fight the battle at all - de Saxe's position was so strong.
One obvious way to try to improve on Cumberland is to clear the wood of French light infantry, or at least to engage them so they cannot provide flanking fire against a British-Hanoverian advance.
But clearing the Bois de Barry will do nothing about flanking fire from the Barry redoubt, or about flanking fire that will come from Fontenoy if, as in 1745, the Dutch fail to take the village.
So instead of following Cumberland's general plan, I am going to try to concentrate on taking Fontenoy, using my right wing to support the Dutch attack.
This is by no means an easy choice as my right will be exposed to attack from the French left. However, it is the plan I have settled for and, if successful, I will have effectively cut the French army in two. Then will be the time to decide whether to try to crush the French right or the French left.
I rolled 9 (right) and 4 (left) action points.
On the left I started advancing the Dutch front-rank to attack Fontenoy. Rather as happened in 1745, the Dutch showed a disappointing reluctance, with the Smissaert Foot and the artillery battery only moving 4.5cm thanks to the move-variation rule.
By contrast, no unit on the Pragmatic right dragged its feet. Indeed the Royal-Buffs Grenadiers swung towards Fontenoy with a pleasing display of enthusiasm, covering, thanks to the move-variation rule, 7.5cm instead of the usual 6cm.
View from above Fontenoy of the allied advance
De Saxe rolled 12 (left) and 7 (right), with the left, thanks to his +1 modifier, counting as 13.
With his artillery out of range of allied troops, de Saxe contented himself with advancing the Chasseurs de Fischer through the Bois de Barry, and generally edging other units forward, particularly on the French right.
Activity on the French right

Wednesday, May 20, 2020

Refighting Fontenoy (part two)

MY opponent, as I had no doubt he would, has chosen to command the French and so take on the persona of his hero, Maurice de Saxe.
De Saxe is in the left-foreground, to the rear of the Gendarmes de la Garde - diagonally ahead of them is the fortified village of Fontenoy
De Saxe's right wing, which will get a 10-sided die for action points, has four battalions of foot, four squadrons of horse and two batteries of artillery.
One of the batteries is on the far side of the Scheldt and has an extended roundshot range of 36cm; the other battery is in the rdoubt.
The four battalions of the French right are PiĂ©mont in Antoing beside the Scheldt, Navarre between them and the redoubt, Champagne between the redoubt and Fontenoy, and Normandie in Fontenoy. The squadrons are (left to right) OrlĂ©ans Dragoons, Languedoc Dragoons, Curiassiers du Roi and, with de Saxe, the Gendarmes 
De Saxe's left wing, which will get a 12-sided die for action points, has six battalions, four squadrons, two batteries and a unit of light infantry.
The front rank of the French left has Grenadiers de France, an artillery battery, Picardie Foot and Touraine Foot, with Poitou beside the redoubt, which has a second batery. The second rank has the Wittmer and Alsace battalions and Beaufremont Dragoons, with Dragoons du Roi beside Poitou. Directly behind Dragoons du Roi are La Reine Cavalerie alongside Bretagne Cavalerie, and in the wood are Chasseurs de Fischer.
The Pragmatic left wing, which will get a 10-sided die for action points, has four battalions of Dutch foot, four squadrons of horse (one Dutch, three Austrian) and an artillery battery.
The white-coated squadron is Hohen-Ems Cuirassiers, with Liechtenstein Dragoons alongside and Sachsen-Gotha Dragoons to the rear. The Dutch squadron beside the foot is Hessen-Homburg Horse with, in the front rank, the Smissaert and Aylva (further from Hessen-Homburg) battalions supported by the Oranje-Groningen and Buddenbrock battalions 
The Pragmatic right wing, which will get a 12-sided die for action points, has six battalions, four squadrons and two batteries.
The three battalions in the front rank are (left to right) Royal Foot, Buffs and Royal-Buffs Grenadiers, with behind them the Hanoverian battalions von Zastrow and von Klinkowström and alongside them the 5th Marines. Two British squadrons, Queen's Own Dragoons and Royal Horse Guards, are on the left, with the lone figure of the Duke of Cumberland near them. On the right is The Green Horse and Hanover's von Aldeleben Dragoons
Looking from behind the Duke of Cumberland


Before battle commences I normally allow each player to make three repositionings, the only condition being that, at least for this battle, no unit can be placed further forward than its initial position.
We diced to see who would reposition first. We both rolled a 4, which meant de Saxe, thanks to his +1 modifier for being a great general, got to choose, and he asked me to go first.
I swopped the position of the Marines in the second rank on the right flank with von Zastrow's Foot (this counts as only one repositioning), the point being that the Marines can fight as light infantry and so can be used to take on the Chasseurs de Fischer in the Bois de Barry.
I am actually thinking of not entering the wood, but it is as well to let de Saxe think I might.
De Saxe moved the figure of himself to alongside the Alsace Foot in the French left's second rank.
I attached Cumberland to von Klinkowström's Foot  - one advantage of doing this being that a general does not need a separate action point to move if he is attached to a unit. He also adds +1 when a unit has to test its morale, but is eliminated if the unit he is attached to is eliminated.
De Saxe passed on his next repositioning opportunity, as did I.
With just a final note to say weather will not play a part in the battle, we are ready to start. As usual, I will write up the action contemporaneously, ie turn by turn.

Tuesday, May 19, 2020

Refighting Fontenoy

THE Battle of Fontenoy was fought in this month 275 years ago between a French army under Maurice de Saxe and the Pragmatic army under its newly appointed commander, the Duke of Cumberland, who was the third and youngest son of Britain's King George II.
De Saxe got the campaigning season off to an early start in Flanders by feinting towards the city of Mons before suddenly switching to besiege Tournai, which was held by 7,000 Dutch troops.
De Saxe had more than 70,000 men - a very large force for the times, and apparently much larger than was suspected by France's enemies.
Cumberland marched to relieve Tournai with the polyglot Pragmatic army, formed of some 50,000 British, Dutch, Hanoverian and Austrian troops,
De Saxe left about a third of his force surrounding Tournai and moved with the rest to block Cumberland's line of approach.
He chose to make his stand with his right resting on the village of Antoing and the River Scheldt, and his left on the heavily wooded Bois de Barry. Between them, but nearer Antoing than the wood, was another village, Fontenoy.
De Saxe had both villages fortified, and built earthworks between them and also beside the Bois de Barry.
The battlefield of Fontenoy
In our refight the French will be represented by nine battalions of regular foot, one battalion of grenadiers, a unit of light infantry, four squadrons of heavy horse, four squadrons of dragoons, three regular artillery batteries and, on the far side of the Scheldt, a battery of siege artillery (with a range of 36cm instead of the normal field artillery range of 24cm).
The battlefield with the French in position and awaiting the allies
Naturally not every unit on my recreated battlefield can be matched with its namesake in the real battle.
The Piémont regiment is correctly shown occupying Antoing
But the Chasseurs de Fischer lurking in the Bois de Barry should really be Arquebusiers de Grassin
Be that as it may, the French at Fontenoy are generally reckoned to have had a slight edge in numbers.
Cumberland divided his army into a left wing composed mainly of Dutch troops, but with a large contingent of Austrian horse, and a right wing consisting of British and Hanoverian troops.
The left wing will be represented in our refight by four battalions of Dutch foot, a squadron of Dutch medium horse (the first time my Dutch troops will have seen action on my wargames table, as far as I can recall - they were painted with this battle in mind), two squadrons of Austrian dragoons, a squadron of Austrian cuirassiers and an artillery battery.
Cumberland gave this wing the task of assaulting Fontenoy, with the Austrian cavalry first directed to act as if they were, somewhat improbably, planning to attack Antoing.
The larger right wing will be represented by three battalions of regular British foot, a battalion of British grenadiers, two battalions of Hanoverian foot, two squadrons of British heavy horse, a squadron of British dragoons, a squadron of Hanoverian dragoons and two batteries of Royal Artillery.
The battlefield with the Pragmatic army in the foreground
The right wing, or at least the infantry, advanced between Fontenoy and the wood, driving back the French foot before finally halting under pressure from in front and both flanks. They were then forced to retreat, but did so in good order, and there was no French pursuit.
Casualties on both sides were roughly even, but there was no doubt de Saxe was the winner. His army remained on the field of battle, and Tournai soon fell along with other important cities.
In terms of victory or army points, the French have de Saxe (3pts), 10 battalions of foot (20pts), eight squadrons of horse (8pts), four artillery batteries (4pts) and the Chasseurs de Fischer (1pt). That is a total of 36pts, so the French will have lost if the total falls below 18.
The Pragmatic army has Cumberland (3pts), 10 battalions of foot (20pts), eight squadrons of horse (8pts) and three artillery batteries (3pts). That is a total of 34pts, so the allies will have lost if their total falls below 17.
SPECIAL RULES
De Saxe is rated as a great general, meaning he will have a +1 modifier when rolling for the initiative, when trying to rally fleeing units and for whichever section of the army he is with when dicing for action points.
The Pragmatic Army's Royal Foot, Royal-Buffs Grenadiers and Royal Horse Guards have elite morale, as do de Saxe's Grenadiers de France and Gendarmes de la Garde.
The wood is passable to light infantry without any movement penalty. Other infantry may move through it at half-speed, but lose firing order (and therefore need a 6 rather than a 4 when rolling for hits). Britain's 5th Marines can fight as light infantry (in the real battle it was the Black Watch who could be used in this way).
British and Hanoverian foot have a 50:50 chance of a +1 modifier when firing.
A fortified village can be occupied by one battalion or by a gun and a light infantry unit; a redoubt by a gun or a light infantry unit or half a battalion. Troops behind the fortifications of a village or redoubt can fire from any point behind the fortifications without suffering any penalty for movement. If suffering a hit, they need a saving throw of 3 instead of the usual 4. Only infantry can melee against troops behind fortifications in a village, and only one unit can attack in a turn. Only infantry can melee frontally or from the flanks against troops in a redoubt, and only one unit can attack in a turn.
The allies are trying to break through to relieve Tournai, so they lose unless they reduce the French army to less than half its starting total of army points or they drive the French from the battlefield.
As already stated, the French battery beyond the Scheldt has a maximum range of 36cm but is otherwise treated as normal artillery.
Command & Control will be different from normal in that both armies were effectively split into two sections, a right and a left,  rather than the usual three (a centre and two flanks), Accordingly, each army will roll a 12-sided die for action points, aka pips, for its larger flank (the French left and the Pragmatic right), and a 10-sided die for the smaller flank (the French right and and the Pragmatic left).

Monday, May 18, 2020

Game Of Kings - Pre-Fontenoy Update

I AM making two changes ahead of our 275th anniversary refight of the Battle of Fontenoy.
The first, as previously promised, is to reinstate artillery's converting a potential hit into an actual hit on a die roll of 4 rather than 5 (I debuffed artillery too much in reaction to the prodigious success of the French battery at Dettingen).
The second is to vary the IGOUGO alternate-move system into one in which the players dice at the start of each turn to see who goes first. This will add more unpredictability.
Both changes are in bold type in the rules below, but are easily missed as they take up little space.

INTRODUCTION
The rules are, to a large extent, old school in their deliberate simplicity. I want victory to go to the player with a better understanding of generalship rather than a better understanding of the rules.
They are adapted, heavily at times, from Neil Thomas's inspiring books, specifically Wargaming: An Introduction and Napoleonic Wargaming.
To fully comprehend the thinking behind the rules, you will need to read his books; most of my explanations here will be about those instances where I have drastically changed his concepts.
Game Of Kings is designed to put you in the position of a mid-18th century European general.
He would not have known exactly how many men he had under his command. Instead, he would have known his army consisted of so many battalions of foot, squadrons of horse and guns of artillery.
European armies of this period tended to resemble each other in terms of arms, formations and tactics, eg battalions moved in columns but fought in lines, and squadrons, including so-called dragoons, charged home rather than engaging in caracoling firefights.
Unit strengths varied between armies, but they varied much more within an army. Sickness, desertion and unreplaced casualties meant the fact that nation X's squadrons had a paper strength of 15 troopers more than nation Y's squadrons was of little relevance to what turned up on the battlefield.
That is why battalions, squadrons and guns in Game Of Kings are represented by the same number of figures in each army. However, that does not mean their fighting abilities will be the same.
One of the main features of Neil Thomas's rules is that his armies have a set number of units. I think this can work well with ancient armies, where the reported numbers for the contending sides are often pretty fanciful and hard to reconstruct with any confidence.
This is much less so with the 18th century, especially when most battles have multiple contemporary accounts rather than a single author writing possibly centuries after the event.
So in Game Of Kings, when refighting a historic battle, the number of units in each army will reflect the original strengths.
There will certainly not be a 1:1 ratio in terms of battalions, squadrons and guns, but there will typically be many more units than in Neil Thomas's armies.
This required me to speed up combat mechanisms in order to prevent battles dragging on to the point where players might start looking at their watches.
Another difference between Game Of Kings and the books is that I have introduced simple command & control and morale rules.
Even so, the rules, stripped of their explanations, fit comfortably on one side of a sheet of A4 paper.

ORGANISATION
An army consists of a general on a base 20x20mm, and units of foot, horse and guns on bases 40x20mm.
A foot battalion has two bases, normally in a line, each containing eight musketmen arranged in two ranks, and an 'officer' - it could be a drummer - to indicate the unit's state of effectiveness.
The officer is placed centrally behind the bases when the unit is at 100 percent effectiveness. After it suffers a "hit," which reduces the unit's effectiveness to 75 percent, the officer is moved to behind the righthand base.
After a further hit, reducing effectiveness to 50 percent, one of the bases is removed and the officer is placed centrally behind the remaining one. A third hit, reducing effectiveness to 25 percent, sees the officer removed, and a fourth hit means the remaining base is removed.
Note that this does not mean the unit has been wiped out, nor does losing 25 percent effectiveness mean the unit has suffered 25 percent casualties. Instead it represents a loss of effectiveness, which may be a combination of casualties, faltering spirit and disintegration.
Light infantry is organised similarly, except each base has three figures.
George II overlooks four battalions of British and Hanoverian infantry (left to right): von Klinkowström at 100% effectiveness, Royal Foot at 75%,  The Buffs at 50% and 5th Marines at 25%
Cavalry can be heavy, medium or light, but each squadron consists of two bases, each with three troopers, and an 'officer'.
Heavy and medium horse can be distinguished by their equipment, eg a heavy cavalryman often wears a cuirass, while light horse should be placed on their base in ragged formation.
Cavalry bases are positioned one behind the other. Neil Thomas, who uses a similar system, explains this is to reflect the way cavalry kept a reserve when going into combat (and remember that a tabletop squadron represents several real-life ones). The exception is that light cavalry in a screening role may operate with bases in a line.
Prussian horse parade past an isolated farmhouse, led by Brandenburg-Schwedt Cuirassiers at 100% effectiveness, followed by Posadowski Dragoons at 75%, Prinz von Preussen Cuirassiers at 50% and Bayreuth Dragoons at 25%
A gun and four gunners are arranged lengthways on a single 40x20mm base. Loss of effectiveness can be shown with a marker, eg a miniature boulder.
COMMAND & CONTROL
I have tried everything, from going without command and control altogether (Neil Thomas's preference), to Bob Cordery's card-based system from The Portable Wargame, which is essentially a stripped-down version of Brent Oman's Piquet set-up.
But in the end I found that what works best is Phil Barker and the Wargames Research Group's pips, or action points as I like to call them.
How it works in Game Of Kings is that an army is divided into three sectors - typically a centre composed of foot, the general and probably guns; and two flanks, each composed of horse and possibly light infantry (but the exact composition of each sector will partly depend on the particulars of the battlefield).
Players dice at the start of each turn for the choice of going first or second. When on turn a player rolls a 10-sided die - this is normally the only time a die other than a six-sided one is used - to see how many action points the centre gets, and two distinguishable, eg differently coloured, ordinary dice to see how many action points each flank receives.
For each sector, use action points in the following order, the player choosing which sector goes first.
1. Try to rally retreating units (this is the only compulsory use of action points).
2. Fire guns.
3. Move units (a gun that has been fired cannot also be pivoted, limbered or otherwise moved).
4. Fire muskets, carbines and any other missile weapons.
5. Resolve melees.
Two battalions of Bavarian Kurprinz Foot flank a 9pdr gun. Behind them a half-battalion of Kurprinz Grenadiers is beside a horse-and-limber team, illustrating why I no longer use limbers (the space they take up is disproportionate) 
MOVEMENT
Foot in line (as with the Kurprinz above): 6cm
Foot in column, foot retreating and light infantry: 8cm
Limbered guns: 6cm
Heavy and medium horse: 10cm
Light horse and generals: 12cm
But see The Variation below
As mentioned in the caption to the picture above, I no longer use limbers for my guns as I think they look out of proportion to other troops, but a marker can be used to show if a gun is limbered.
It takes a pip for a foot battalion to change from column to line (but changing from line to column is free), and it may not otherwise move or fire that turn.
Heavy-cavalry troopers carried more equipment than their medium-cavalry brethren, but had better mounts, hence their movement rates are identical.
A gun needs an action point to limber or unlimber, but the gun may be pivoted as part of unlimbering.
Foot and horse can make a single 180-degree about-face in a turn without loss of movement, although it does cost an action point.
All troops can pass through friendly light foot without penalty to either group, provided they have enough movement to take them beyond the light foot. Similarly, light infantry can pass through any friendly troops.
There is no bonus for charging, either in terms of movement or melee effectiveness - such matters are deemed to be at a tactical level far below the immediate concern of the general.
When a unit wheels, measure the distance from the front-centre of the unit.
The Variation
Dice are generally used to help decide the effectiveness of musketry, artillery fire, hand-to-hand fighting and morale, but in most rules movement distances are fixed.
I believe this is unrealistic - a general can order a squadron of dragoons to try to seize a hill, but he cannot know exactly how long they will take to reach the hill. Perhaps an unsuspected feature of the terrain will hold them up, or maybe they will be inspired to gallop faster than an enemy squadron trying to take the same hill.
Accordingly, uncertainty is added by rolling a die if a unit is moving three-quarters or more of its maximum move distance. If 6 is thrown, add 25 percent to the distance covered; if 1 is thrown, subtract 25 percent.
Exception: if a unit has been ordered, say, to line a river bank, it would be absurd to make it overshoot and enter the water thanks to The Variation rule.
My regular wargaming opponent is a huge Francophile, and his hero is Maurice de Saxe, shown here with the Picardie Foot in column and the Gendarmes de la Garde
MUSKETRY
A unit can fire within a 45-degree arc of its front.
Musket range: 8cm
Carbine range: 6cm
Roll a die for each 25 percent of effectiveness that is remaining and is in the front line of bases (ie the second base of infantry in column cannot fire).
Minimum score for a hit: regular foot in firing order, 4; light foot, 5; regular foot not in firing order, and dismounted horse, 6.
-1 if the unit moved this turn, is in column, or has become disorganised, eg by retreating, and has not spent a pip to reorganise.

ARTILLERY
A gun can fire within a 45-degree arc of its front.
Canister: 0-6cm. Roll a die and halve the score to get the potential number of hits.
Roundshot: up to 24cm. Roll a die and quarter the score to get the potential number of hits.
(Separate rules for howitzers are unnecessary as they were a small part of any army, and Game Of Kings is not at the low tactical level where their different performance might become relevant.)
Halve the number of potential hits if the gun's effectiveness is 50 percent or less.
If the final result is a fraction, round the number of potential hits to the nearest whole number, but if the fraction is exactly a half, roll a die with a 50:50 chance of the half becoming a potential hit.
For each potential hit, roll a die. A 4 or more means a hit on foot or horse, but a 6 is needed if the target is a gun.
Artillery was often sited on a hill
MELEES
A melee occurs when bases of rival units come in contact and continues for each half-turn they remain in contact. No action point is charged.
Foot cannot initiate contact against horse.
Guns and light infantry never initiate contact and never inflict melee casualties (exception: light foot in a wood or built-up area can melee as regular foot).
A gun can only be contacted if it has no friendly regular foot within 4cm. Guns so contacted are automatically eliminated.
When a melee occurs, roll the following numbers of dice for each 25 percent of a unit's effectiveness (casualties are inflicted simultaneously by each meleeing unit):
Enemy unit:...……..H/MCav...Lan...LCav...Inf (ff)...Inf (oth)...LInf
Own Unit
H/MCav...…………….1...…….2...…..2...…..1...……..3...…….2
Lan...………………….1...…….1...…..1...…..1½...…...4........…4
LCav………………….1...…….2...…...1...….1...……..2...……..3
Inf...…………………..1...……..1...…..1...…..1...……..1...…….1
H/MCav = Heavy or medium cavalry
Lan = Lancers
LCav = Light cavalry
Inf (ff) = Infantry in firing order and attacked frontally
Inf (oth) = Close-order infantry at other times
LInf = Light infantry
Inf = Close-order infantry (remember, light infantry cannot inflict melee casualties except when in a wood or built-up area)
Add one die per 25 percent effectiveness when attacking in flank or rear, on higher ground, defending a river bank or defending a built-up area against troops outside the built-up area. Bonuses are cumulative. A half die has a 50:50 chance of becoming a full die.
A unit meleed from the rear rolls only half its normal dice.
For each die rolled, a 4 or more is a hit.
If infantry is contacted frontally by an enemy unit that began its move outside of musketry range, the infantry may fire prior to the melee being fought, but have a -1 modifier on each throw for a hit.

SAVING THROWS (for hits from firing and in melees)
Cuirassiers suffering a hit form anything except roundshot roll a die, needing a 6 to cancel it.
Troops suffering a hit when behind cover roll a die, needing a 4 or more to cancel it.
A large cavalry melee during my 275th anniversary refight of the Battle of Chotusitz
MORALE
Test any unit which, during a half-turn (a turn consists of Player A's actions and then Player B's), has lost effectiveness to firing or has lost a melee.
Roll a die, needing the following minimum score to avoid losing a further 25 percent effectiveness: elite, 2; regular, 3; poor, 4. (these numbers are decreased by one from the June 2018 edition of the rules)
+1 if a general is attached to the unit (he is eliminated if the unit is eliminated).
+1 if a friendly unit (not light infantry or a gun) is to the rear and could reach the testing unit in two normal moves (a friendly unit can only add support in this way to one unit per half-turn).
A unit that fails its morale, and a unit that loses more hits in a melee regardless of whether it fails a morale test, immediately retreats one move (with the normal possible Variation), ending with its back to the enemy.
On subsequent turns, action points must first be used to try to rally retreating units. A 5 or better is required to halt the unit so that it can return to normal action on the following turn. A general with the unit gives +1 to the rallying throw.
A retreating unit is eliminated on the first move if a retreat is obstructed by horse or foot (except if the foot are light infantry). If the blocking unit is friendly, it must take a morale test, unless it is horse retreated into by foot.
Retreating foot that have rallied need a pip to reorganise before they can fire without suffering a -1 modifier.
Looking from behind the French lines at my refight of the Battle of Sahay
WEATHER
This, with minor amendments, comes from Charlie Wesencraft's With Pike And Musket.
At the start of the game, roll dice to determine the weather according to the weather gauge below.
A simple weather gauge
2 = fog
3 = light rain
4-10 = fair
11 = light rain
12 = heavy rain
At the start of each subsequent turn, roll one die to determine if the weather has moved down one notch (a throw of 1 or 2), stayed the same (3 or 4) or moved up one notch (5 or 6).
Weather affects units as follows:
Fog = visibility reduced to 6cm (unseen foes cannot be fired at); movement reduced by 50 percent.
Light rain = all musket and carbine firing suffers -1 per die.
Heavy rain = movement reduced by 25 percent; all musket and carbine firing suffers -2 per die.
Fair = no effect, unless the gauge stays on the same fair number for a third turn, in which case extreme heat reduces movement by 25 percent for as long as the gauge does not move.

RANDOM TERRAIN GENERATOR
For non-historic battles, a random terrain generator can be used.
Because my figures are 10mm scale, and the move distances and firing ranges are suitably small, my 6ft by 2ft 6in table might seem overkill.
In fact I deliberately went for an oversize table to prevent a flanking edge-of-the-world effect that in my opinion spoils too many wargame set-ups.
Anyway, here is how the random terrain generator works.
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 4-6 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.


NATIONAL/ARMY CHARACTERISTICS
Decide these on a battle-by-battle basis.
For example, Prussian foot at my Mollwitz refight added 1 to musketry throws, while Prussian horse in melees inflicted a hit on a throw of 5-6 instead of 4-6.

VICTORY
Total each side's army points at the start of a battle using 3pts for a general, 2pts for a foot battalion and 1pt for each other unit (including light infantry).
Unless specific objectives have been agreed, an army loses when its army points fall below half the starting total.
KEY SUMMARY
MOVEMENT
Foot in line and limbered guns: 6cm
Other foot: 8cm
Heavy and medium horse: 10cm
Light horse and generals: 12cm
Variation die throw: 6 +25%; 1 -25%
MUSKETRY
Musket: 8cm
Carbine: 6cm
One die per 25% effectiveness
Score needed for a hit: firing-order foot, 4; light foot, 5; other foot and dismounted horse, 6.
-1 if firers moved, in column or disorganised.
ARTILLERY
Canister: 6cm. Die halved gives potential hits.
Roundshot: 24cm. Die quartered gives potential hits.
Halve hits if gun's effectiveness is 50% or less.
Fractions rounded to nearest whole number, but a half is diced for.
Roll each potential hit, needing a 4 against foot and horse, a 6 against guns.
MELEES
Enemy unit:...……..H/MCav...Lan...LCav...Inf (ff)...Inf (oth)...LInf
Own Unit
H/MCav...…………….1...…….2...…..2...…..1...……..3...…….2
Lan...………………….1...…….1...…..1...…..1½...…...4........…4
LCav………………….1...…….2...…...1...….1...……..2...……..3
Inf...…………………..1...……..1...…..1...…..1...……..1...…….1
Add one die per 25% effectiveness for each of the following: flank/rear attack, uphill, defending river bank or built-up area.
Unit meleed from rear only rolls half its normal dice.
4 or more scores a hit.
SAVING THROWS
Cuirassiers: 6, except if hit by roundshot.
Behind cover: 4.
MORALE
Test after losing effectiveness to firing or losing a melee.
Score needed to avoid losing further 25%: elite, 2; regular, 3, poor, 4.
+1 general attached.
+1 friendly horse or foot (not light) to rear and within two moves.
Unit that fails morale or loses a melee retreats one move (include variation roll). Needs 5 to rally (general +1).