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Warfare in the Age of Reason

Warfare in the Age of Reason Rulebook

Table of Contents

Table of Contents

    • Chapter I: The Basics
      • Equipment and Scales
      • Formations and Unit Types
      • Troop Types
      • Morale Grades
      • Mountings
    • Chapter II: Setting Up and Victory
      • Set Up
      • Victory Conditions
        • Withdrawal Check Procedure
        • Withdrawal Chart Modifiers
        • Value of Geographic Objectives
    • Chapter III: Sequence of Play
      • 1) Dice for Arrivals and Command
      • 2) Rally, Morale Recovery, Control Checks and New Leaders
      • 3) Charge Move and Rally-Back Plotting
      • 4) Rally-Back and Charge, Countercharge Movement
      • 5) Normal Movement
      • 6) Artillery Fire
      • 7) Artillery Fire Morale Checks
      • 8) Small Arms Fire
      • 9) Small Arms Fire Morale Checks
      • 10) Melee
      • 11) Army Withdrawal Checks
    • Chapter IV: Rally and Command
      • 1) Dice for Arrivals and Command
      • 2) Rally, Recovery, Control Checks and New Leaders
    • Chapter V: Morale
      • When to Check Morale
      • Morale Check Procedure
      • Morale Check Modifiers
      • Photo Set 2: Flank and Rear Support
      • What Is a ½ Die Leader?
      • Morale Effects
    • Chapter VI: Movement
      • Charge/Rally-Back Move Plotting
      • Rally-Back, Pursuit, Charge and Countercharge Movement Execution
      • Pre-Charge Maneuvers
      • Initiative and Countercharges
      • Cavalry Charging Cavalry
      • Infantry Charge Initiative Check
      • Frontal Charges vs Infantry or Artillery
      • Charging a Unit's Rear or Flank
      • Emergency Squares
      • Skirmishers: Evade Moves
      • Cavalry Charging Skirmishers
    • Chapter VII: Artillery Fire
      • Basic Procedure
      • Effects of Fire
      • Artillery Fire Modifiers
      • General Officer Casualties
      • Line of Sight
        • Leader Casualty/Capture Table
      • Elevation and Line of Sight
      • Line of Sight into Woods
      • Artillery Versus Structures
      • Opportunity Fire
      • Artillery Fire Morale Checks
    • Chapter VIII: Small Arms Fire
      • Squares and Small Arms Fire
      • Line of Sight
      • Opportunity Fire
      • Small Arms Modifiers
      • Leader Casualties from Small Arms
    • Chapter IX: Melee
      • Melee Procedure
      • Melee Modifiers (d6s)
      • The Melee Results Table
      • Artillery Crews in Melee Combat
      • Compulsory Pursuit
        • Pursuit Table
      • Multiple Units in a Melee
      • Flanks and Rear in Melee
      • Joining an Ongoing Melee
      • Cavalry Versus Squares
      • Melee Versus Towns and Fortifications
    • Chapter X: Optional Rules
      • Infantry Field of Fire
      • Formed Are Disordered in Woods
      • Optional Artillery Basing
      • 1 to 25 Figure Scale Modification
      • Exceptional Battalion Commanders
      • Artillery Ammunition
      • Variable Morale
      • Generating Pick-Up or Tournament Style Battles
      • Set Up Procedure
    • Chapter XI: Tactical Suggestions
      • General Suggestions
      • Handling of Infantry
      • Handling of Artillery
      • Using Cavalry
      • Combined Arms
      • Attack
      • Defense
    • Chapter XII: Siegecraft in the Age of Reason
      • Setting Up Your Game
      • Game Basics
      • Changes to Age of Reason for Sieges
      • Siege Turn Sequence
        • Chart 7: Siege Sequence of Play
      • Special Siege Rules
      • Approaches
      • Non-Tactical Movement
      • Breaches
      • Mining (Referee Required)
      • Sorties/Assaults
        • Special Sortie/Assault Rules
    • Chapter XIII: Scenarios
      • Stand Alone Scenarios
        • The Battle of Eutaw Springs, 8 September 1781
        • Battle of Speyerbach, 15 Nov. 1703
        • Battle of Lobositz
        • Lobositz Order of Battle: 15mm Prussian
        • Lobositz Order of Battle: 28mm Prussian
        • Lobositz Order of Battle: 15mm Austrian
        • Lobositz Order of Battle: 28mm Austrian
    • Chapter XIV: Sport of Kings
      • Introduction (Sport of Kings)
      • Game Masters and Campaigning
      • Basic Definitions
      • I. How to Win the Game
      • II. The Number of Players and Sequence of Play
      • 0. Initial Deployment Phase
      • 1. Special Events/Revenue Phase
        • The Jacobite Rebellion
      • 2. Build and Turn Plotting Phase
      • 3. Movement Phase
      • 4. Retreat Before Combat Phase
    • Chapter XV: Enlightened Slaughter
      • Important Basic Terms
      • How to Win
      • Levels of Victory
      • Sequence of Play
      • Initial Set-Up
      • Movement
        • Leader Movement
      • Forced Marches
      • Forced Marching Effects on Combat
      • Breakout Movement
      • Using the Map
      • Initiative
    • Scenario: The (Hapsburg) Empire Strikes Back
        • Prussian Player Initial Positions and Briefing
        • Austrian Player Initial Positions and Briefing
        • Variable Reinforcements
        • Siege Rules
        • Leader Rankings
        • Victory Point Schedule
        • Army Lists for "The (Hapsburg) Empire Strikes Back"
    • Chapter XVI: Army Lists
      • The Era of Marlborough and Eugene of Savoy
      • Austria (Holy Roman Empire)
      • Russia
      • Sweden
      • The War of the Austrian Succession
      • The Era of Frederick the Great
      • France (Continental)
      • Great Britain (Continental)
      • Continental Allies of the British
      • Notes on the British Allies in the Seven Years War
      • Russia (Seven Years War)
    • Chapter XVII: The Era of Marlborough
    • Quick Reference Charts
      • 25mm Charts
  • of hits from artillery (not light) to destroy
      • Enlightened Slaughter: Pre-Battle Maneuver Flow Chart
      • 15mm Charts
    • Transcription Notes

Chapter I: The Basics

Equipment and Scales

Age of Reason is played with miniature figures mounted on bases (see the Mountings section below for suggested base sizes, although just about any mounting system should be able to work especially if it is consistent). Also needed is a good supply of regular six sided dice (d6).

Also useful is a bag of small cotton balls which are used to mark units which have fired during the charge sequence (see charge rules, Chapter VI, pp. 19-23).

Each figure in Age of Reason equals approximately 50 men while artillerymen castings actually represent the number of field pieces present in a particular battery x2 (i.e. each gunner figure represents 2 actual guns). One inch represents approximately 25 yards in 25/28mm and 40 yards in 15mm each turn representing between 10 and 15 minutes of real time.

The various charts are written for 15mm, and 25/28mm figures. If larger (e.g. 54mm) or smaller (e.g. 54mm, 6mm) figures are used the gamer will have to make adjustments as he/she sees fit.

Formations and Unit Types

Suggested national unit organizations are outlined in the army lists (p 114) and it will be noted that the majority of infantry and cavalry units are 12 castings. For formed infantry this will be 4 bases of 3 figures each with one base being designated the command base composed of command figures (officer, flag bearer, and musician). For skirmish infantry and formed cavalry this will be 6 bases of 2 figures with one command base (the presence of a command base in each unit is important as will be seen). Cossacks and American Indians are best mounted on individual bases.

Units, whether infantry or cavalry, will operate in various formations.

Refer to photoset 1 on pages 5-7 for illustrations of the formations below.

1) LINE. All bases facing front and touching in which the unit is deployed in 1 linear array.

2) COLUMN. All bases facing front and touching in which the unit is deeper than 2 bases.

3) SQUARE. Regular infantry only. All bases facing in one of four directions, and touching (formed infantry only). This formation is usually recommended only if the infantry unit is threatened from the rear or flank by cavalry. Note that an infantry unit that is charged from the front does not have the option to try to form an emergency square (p 21). It must stand and fire. Squares can never voluntarily move.

4) SKIRMISH LINE/COLUMN. As in 1 and 2 above, except with bases broken apart ½ to 1 inch (only units with skirmish capabilities are eligible). The breaking apart of bases is not done if the unit is mounted as skirmishers.

5) THE MASS FORMATION. Used for Cossacks, some Turkish and Indian units and American Indians. Group the bases in a close oval around the command base with the other bases broken apart ½ inch to 1 inch. This is the only formation allowed for these units. This formation gets all of its figures in a melee and its frontage is always half of its current number of figures (round up) and is always considered unformed though not necessarily skirmish. When shooting mass formation only uses 1/2 figures.

6) HIGHLAND CLAN/TURKISH MOB FORMATION. Sixteen casting units mounted four to a base and deployed with a two base frontage only (see p 4, 8). This is the only formation allowed for these troops. These troops fight as formed infantry (FI) and are considered a column when being shot at by artillery or small arms. When infantry mobs roll for charge initiative (see p 20) they pass on anything but a 6 regardless of their morale grade or any other factors.

7) DOUBLE LINE. Reinforced line unit with ½ of the bases in a second rank behind the first rank. If a unit is reduced to only 2 bases and is placed in 2 ranks the player must declare whether it is in line, double line or column.

Troop Types

FORMED INFANTRY/CAVALRY. Close-order, well-disciplined, regular troops who make up the majority of all European armies.

SKIRMISH INFANTRY/CAVALRY. Loose order, usually (but not always) undisciplined and irregular units which make up a small minority of most European armies and a larger proportion of some Eastern armies like the Turks and Indians (both American and Asian).

A few units may operate as formed or skirmish. See army lists for suggestions (p 114).

Cavalry is further divided into Light, Dragoons, Horse and Armored (see Army Lists, p 114). These categories affect the movement capabilities of the units involved. Units are penalized when in melee with armored cavalry and have a bonus when in melee with lighter cavalry (see combat charts).

All units are also categorized as Regular or Irregular. This relates to the type (or lack of) training of the unit involved, and has an effect on morale.

Artillery units are all regular and considered skirmish order for target and melee purposes. The standard battery consists of a gun model and 4 gunner figures.

Morale Grades

All units are assigned a Morale Grade, which relates to the level of training and the degree of professionalism and commitment of the units involved. The morale grades are:

  1. CONSCRIPT. Auxiliary, garrison or militia types, some mercenaries, and all generally unprofessional and unenthusiastic units.

  2. LINE. The great majority of European armies, including some mercenaries - regular training, good discipline, and generally steadfast morale.

  3. GRENADIER. Elite (usually but not always regulars) troops with high morale, and combat capabilities generally higher than line troops.

  4. GUARD. Rare units with fanatical enthusiasm, iron discipline, willingness to die for their sovereign and generally fantastic combat and morale capabilities. These units make up a very small percentage of certain National Armies (see Lists p 114).

Mountings

The following are suggestions. They may have to be varied depending on the figure manufacturer used.

Infantry. 25/28mm are listed first with 15mm in parenthesis. All formed infantry are mounted with a frontage of ½ inch by 1 inch per figure (3/8 x .5) with a 12-man unit mounted on 4 stands of 3 figures each. Most skirmish infantry are mounted with a frontage on .75 x 1 inch (.5 x .5) per figure with a 12-man unit mounted on 6 stands of 2 figures each. American Indians, Cossacks and many non-European irregulars should be mounted on individual bases .75 inch by 1 inch (.5 x .5). In the case of units that may be formed or skirmish, mount as formed and break the bases apart with ½ inch gaps between them when in skirmish formation.

Cavalry. Most cavalry units are mounted on 2 man bases with a frontage per figure of 1 x 2 (.75 x 1) inches per figure. Thus, a regular 12-casting unit will be 6 bases of 2 figures each. Cossacks and most non-European irregular cavalry should be mounted on individual bases 1" by 2" (.5 x 1) which are broken apart in a roughly oval, mass formation (see p 4, 6). Units that can be formed or skirmish (hussars, primarily) will be mounted normally and have their bases broken apart when in skirmish formation.

Artillery. All units have 4-gunner figures plus a gun model mounted on a base 1.5 for 25mm (.75 x 1.5) inches. This represents an 8-gun battery. See optional rules p 48.

Leaders. Mounted leaders should be based as cavalry on a 1-man base, 1 x 2 (.5 x 1). For a commander in chief use 1 leader and 2 aides on a round base for a dioramic look.

Clans and Mobs. Scottish clan and Turkish mob units are 16 castings mounted 4 to a base in an irregular pattern. The unit bases should be 2 x 2 (1 x 1) with 4 figures each. These units have 16 castings, mounted on 4 bases of 4.

Abbreviation: QRC: Quick Reference Charts (back of the book).

Chapter II: Setting Up and Victory

Set Up

For a beginning game each commander should only command a brigade of about 4 units plus artillery. Once the rules are learned players can command more than one brigade. For the average sized 25mm battle a 5' x 9' table (ping-pong sized) is about right for 25mm figures (4' by 8' for 15mm). If the battle is part of a campaign, the set-up procedure is determined by the strategic situation as per Sport of Kings, the Campaign Game (p 75). If it is a meeting engagement the set up zone for both armies is 12 inches out from the baseline (their edge of the table) and 18 inches in from both sides (see figure 1 left). If one side is the defender, the attacker uses the above procedure while the defender sets up 18 inches out from the baseline and 18 inches in from both sides (see figure 2 left).

Normally both players set up simultaneously on paper or by placing a screen down the middle of the table. However, in the campaign game, if one side is Prussian with their commander in chief present (the Frederick Factor) the other side sets up first, in full view of the Prussian player(s). The Prussian player then sets his forces up. Both sides must have a road going off their side that they designate as their primary road (their strategic line of communications). If two or more roads are present, one must be declared primary before the start of the battle. If there is no road present on the battlefield the player must secretly designate a spot on his baseline to represent his line of retreat. For the full campaign set-up details see Sport of Kings: the Campaign Game (p 75).

Both sides must divide their units into brigades. A brigade is a grouping of infantry battalions or cavalry regiments. Infantry brigades may be no smaller than 3 battalions and no larger than 5 (players may adjust this for convenience depending on the overall size of the action). Cavalry brigades are normally 1 (for battles with less than, say, 15 total units on a side) or 2 regiments (for larger battles). Units within a brigade must be set up within half a normal line move of each other. Artillery must be as evenly distributed between the infantry brigades as possible and are attached to the brigades for movement sequence purposes. A brigade's artillery (if more than one battery is present) may be combined or separated as the player wishes (each battery always fires separately). Horse artillery (rare in this period) must be placed with a cavalry brigade.

Villages come in 3 sizes, small, medium and large. Simulate these with square pieces of felt (or other material) with model buildings placed on them. Suggested village sizes in 25mm are: small 9" by 9", medium 12" by 12" and large 18" by 18 inches. For 15mm small would be 6" by 6", medium 8" by 8" and large 12" by 12".

For the first few games, it is recommended that skirmish troops not be used as they add a good deal of complexity to the rules. The withdrawal check procedure described below is an essential part of the gestalt of Age of Reason. It does however add quite a bit of reading to the first time player. For the first game or two players may wish to play without the rules on withdrawal and thus may temporarily bypass the following section. This may help the "learning curve" of the rules to be a little easier. After "getting a handle" on the basic game come back and read the following section.

The above is a description of setting up a campaign battle or "pick up" game. If players desire to simulate an historical scenario they may want to set up according to their research.

Victory Conditions

Victory Conditions are determined by "withdrawal factors" which are checked during the withdrawal phase at the end of each game turn. These factors represent the cumulative total of the positive and negative factors considered by the commander in chief of each army during the course of a battle. Such factors as casualties, terrain objectives gained or lost, standards lost or gained, artillery pieces lost or gained, etc. are summarized on the Withdrawal Factors table. This table is consulted during the withdrawal phase of the first turn in which the sum total of an army's casualties reaches 25%, and each turn thereafter until one side or the other withdraws, or 12 turns elapse.

Withdrawal Check Procedure

When an army (not brigades or any sub-units) reaches 25% casualties the commanding player must check for mandatory withdrawal. The checking player totals the cumulative factors according to the Withdrawal Chart and rolls that many d6s (six sided dice). If the total rolled is less than 12, the game continues normally. But if the total is 12 or more, the game ends and the checking player is the loser. Should both players find themselves with at least 25% casualties during the withdrawal phase of a turn, they both must figure withdrawal factors normally, with the player who has the highest number of dice (withdrawal factors) rolling first. Should he fail (roll 12 or more) the opponent is not compelled to check, and is declared the winner. Should the first player pass (roll under 12) his opponent must check (and loses if he rolls 12 or more). If both armies are at 25% or more casualties and have equal dice, they both must roll with the understanding that either one, or both may be forced to withdraw. In the case of allied armies, both armies must keep track of casualties and withdrawal factors separately, and make separate withdrawal checks. If one ally fails a withdrawal check his units are removed from the table while his ally fights on.

In the event that routed units do not rally on their final attempt (see rally rules p 11, 13) they are removed from the game (they may already be off board) and become casualties. They are no longer counted as units currently routing (see withdrawal modifiers below) but are added to the casualty total of the army involved.

In the case of a campaign battle, the losing force must then make a strategic withdrawal (see Sport of Kings: Strategic Game, p 75).

Withdrawal Chart Modifiers

+½ Each friendly "half-die" leader killed, captured or left the field (p 18).

+1 Each non-routed unit of the checking player permanently off board on enemy baseline. This is somewhat unlikely but happens occasionally if a unit is chased off the enemy baseline by a unit in pursuit mode. See note below.

+1 Each flag (unit standard) or artillery battery of the checking player captured by the enemy. Flags are never recaptured but artillery batteries can be.

+1 Each unit of the checking player currently in rout.

+1 Each class 1 leader of the checking player killed, captured, or left the field.

+1 The checking player's casualty total is at least 30% but less than 40%.

+2 Each class 2 leader of the checking player killed, captured, or left the field.

+2 The checking player's casualty total is at least 40% but less than 50%.

+3 The checking player's casualty total is at least 50%.

+? Value of geographic objectives lost by the checking player (see chart).

-1 Each enemy flag or artillery battery captured by the checking player's army.

-½ Enemy class 1/2 leader captured (p 18).

-1 Each enemy unit currently in rout.

-1 Each enemy class 1 leader captured.

-2 Each enemy class 2 leader captured.

-? Value of geographic objectives captured by the checking player's army (see below).

Note: Over the years some players have questioned this one asking "why does it count against you when you have troops off THE OTHER GUY'S baseline?" Our reasoning is that when some of your units, usually cavalry, are off the other army's baseline they are not available for you to command but are in the enemy's rear area probably looting. An army commander would much rather have them under his control to finish off the battle. Think Stuart at Gettysburg.

Value of Geographic Objectives

  • 4 Dice: Junction of primary road and board edge.
  • 3 Dice: Large village, fortification.
  • 2 Dice: Medium village or camp.
  • 1 Die: Junction of secondary road and board edge, small village, crossroads, bridge, field works, hill, ford, woods.

Villages that have been burned down give no withdrawal points to either side.

To be in control of an objective, a player's units must be in sole occupation of it or have been the last to occupy it. If contested (i.e. occupied by troops of both sides), neither side has control. (Note: An objective that had been lost, and subsequently contested, still carries a detrimental modifier for the side that lost it, but no beneficial modifier for the side that gained it.)

A Gained Objective is any terrain objective (hills, crossroads, etc.) captured outside of a player's initial deployment area whether previously held by an enemy or not, or an objective inside the player's deployment area that was lost to the enemy and then regained.

A Lost Objective is any terrain objective that is controlled at any time by the player that is then lost to the enemy.

The withdrawal rules try in a small way to simulate the many non-tactical pressures felt by the commander in chief. When the wargamer loses casualties he has only lost lead figures, but in real life the commanding general loses real people. As the body count mounts, the general must constantly weigh the tactical success of the battle against the ever-growing casualty lists. Thus, in the game, high casualties and low tactical success tend to cause a withdrawal that is beyond the control of the gamer. The withdrawal system also tends to provide "built-in" victory conditions as well as limit the unrealistic "fight to the last man" syndrome.

"If you have been obliged to withdraw repeatedly before the enemy, the troops get frightened…it must be allowed to escape as soon as you see any wavering among the troops". Frederick

Chapter III: Sequence of Play

Play in Age of Reason is divided into 12 turns, of 11 phases each. In a nutshell the phases are:

  1. DICE FOR ARRIVALS AND COMMAND.
  2. RALLY, MORALE RECOVERY, CONTROL CHECKS AND NEW LEADERS.
  3. CHARGE MOVE AND RALLY-BACK PLOTTING.
  4. RALLY-BACK AND CHARGE, COUNTERCHARGE MOVEMENT.
  5. NORMAL MOVEMENT.
  6. ARTILLERY FIRE.
  7. ARTILLERY FIRE MORALE CHECKS.
  8. SMALL ARMS FIRE.
  9. SMALL ARMS FIRE MORALE CHECKS.
  10. MELEE.
  11. ARMY WITHDRAWAL CHECKS.

The following is a more detailed description of the activities that occur during each phase.

1) Dice for Arrivals and Command

Sometimes in a game some units will be off board along the owning player's baseline (reinforcements or units that previously routed off). If there is a road leading off the baseline the units may attempt to find their way to the battlefield. The owning player rolls 1d6. If the roll, modified by the presence of a leader if any, is equal to or less than the units' morale grade the unit will arrive just inside the owner's baseline on the road, in column (limbered if artillery) at the end of the normal movement phase of the current turn. If there is no road a spot representing the primary line of communications must be secretly designated by the owning player before the game.

Mark units out of command and then make a command check for all units that are marked as being out of command. If the command check is failed the unit has movement restrictions (for procedure and effects, p 13). Units are out of command if they are outside the command radius of their brigadier (p 13).

2) Rally, Morale Recovery, Control Checks and New Leaders

During this phase, any units in rout that have sat still and not taken casualties for one turn attempt to rally. This is done by rolling 1d6 and comparing the score to the units' morale grade. If the score is equal to or less than the unit's morale grade the unit rallies. Disorganized and broken units that have sat still and not taken casualties for one turn do not need to roll but will advance to the next highest morale state level (i.e. broken to disorganized, disorganized to normal) automatically (p 13-14).

Make a control check (p 13) for any units in compulsory pursuit (20, 38-39) from the previous turn. Finally roll for replacement leaders (p 14).

3) Charge Move and Rally-Back Plotting

During this phase any charge movement or rally back movement (p 19) a player or players wish to announce must be written down on a piece of paper. The written instructions must be clear about which unit(s) will attempt to charge and which enemy unit is the target of the charge. In order to plot a charge, a unit must have a clear Line of Sight to the target unit. Line of sight (LOS) is blocked by villages, hills, woods, or intervening units. Skirmishing units, however, do not block LOS, in fact, chargers may charge through friendly skirmish units. They are not disorganized if the skirmishers stay stationary for the entire turn. They are disorganized if the interpenetrated skirmishers move that turn.

4) Rally-Back and Charge, Countercharge Movement

When all players have announced that their charge and rally back attempts, if any, are plotted, they openly declare them. Rally back movement is done first, before charge movement (p 19-23). After rally backs are done, charging units must check initiative (p 20) if infantry or morale if cavalry, to see if the plotted charges are actually carried out. For cavalry this is a regular morale check (p 15) but if the unit fails do not consult the morale results chart. Failure, in this case, only means that the unit may not charge this turn and its movement for the turn is halved. All charge and counter-charge movement for the units of both sides is now carried out simultaneously. Fire on charges and/or opportunity fire may be attempted (p 31). If a target unit breaks or routs from being charged before contact is made the charger must immediately make a Control Check (1d6 against the unit's morale grade) and if the check is failed the unit will go into Compulsory Pursuit (p 20, 38-39).

5) Normal Movement

Units eligible to move may now move some, none or all of their movement allowance at the player's option. The order that the brigades move in is determined by card draw. A card for each brigade in both armies is made up and all cards (both sides together) are shuffled together and then drawn one at a time. When a brigade's card is drawn the owning player may execute movement for the units of the brigade in question. In very large games players may want to group 2 or 3 brigades into "divisions" and base the movement cards on those. Opportunity fire may happen in this phase (p 31).

6) Artillery Fire

In this phase, any eligible artillery units on either side may fire at the player's option. All firing is simultaneous and only one shot per turn (not phase) is allowed. Artillery fire is done by figuring the base number of d6s for the size of the gun in question, adding and/or subtracting dice according to the artillery fire modifiers chart, and then rolling them. Each multiple of 12 (round fractions down) causes one casting casualty on the target unit. Note that guns that fired opportunity fire (p 31) or fired on a charge during movement are not eligible to fire in this phase.

7) Artillery Fire Morale Checks

Any unit that took casualties from artillery fire must now check morale (p 15). This is done by starting with a number of d6s equal to the unit's morale grade, adding and/or subtracting d6s according to the morale modifiers chart, and then rolling them. Add up all the dice and the check is passed if the total dice score is 6 or higher. If a roll of 5 or less is scored consult the morale results table (QRC) and implement the results immediately.

8) Small Arms Fire

During this phase the players conduct all small arms fire from any eligible infantry units. The procedure is to start with a number of d6s equal to the units' morale grade and then adding and/or subtracting d6s according to the small arms modifiers table and then rolling them. Each multiple of 6 (round fractions down) causes one casting casualty on the target unit. Note that units that fired opportunity fire (p 31) or fired on a charge during the movement phases may not fire in this phase. Note that "fresh" (p 35) British and Prussian infantry units have a special firing modifier.

9) Small Arms Fire Morale Checks

Regular units that are reduced to 25% or 50% casualties by small arms fire in the current turn now check morale. All irregular units or regular units that are at 50% casualties or more that took any small arms fire hits also now check morale. The morale check procedure is the same as outlined in the artillery fire morale checks phase above (p 15-18).

10) Melee

All units in base to base contact with enemy units must now fight a melee (very close combat). The basic procedure is to start with a number of d6s equal to the total number of castings in each unit divided by 6 (round fractions up). Now add and/or subtract d6s, for each unit, as called for on the melee modifiers table and roll them. Each multiple of 6 (round down) causes one casting casualty to the enemy unit. Both sides now attempt to wound/kill an enemy leader that is attached (i.e. touching) or within 5 inches (3 in 15mm) to the enemy unit (p 30). If each side caused the same number of hits, the melee is a draw and will continue next turn. If one side caused more casualties than the other he is the winner of the melee and now attempts to capture the beaten opponent's flag (p 36-37). Now the winner rolls 1d6 on the melee results table, adds the casualty difference and implements the results immediately. Breakthrough movement (if any) and any additional melees it produces are now conducted. See p 40.

11) Army Withdrawal Checks

This phase determines if an army stays on the field or withdraws. When an army has taken at least 25% casualties (excluding leaders) it must make a withdrawal check on the current turn and every following turn. Add and/or subtract d6s on the army withdrawal table (see QRC) and roll them. If the score is 12 or higher, the army in question has lost the game and must withdraw. It is possible for both armies to withdraw and produce a drawn game (p 9).

Once the first turn is complete keep cycling through the sequence of play again until one side (or both) withdraws or 12 turns have elapsed.

Chapter IV: Rally and Command

1) Dice for Arrivals and Command

Units which are off-board (broken/routed off previously or reinforcements) must "find their way" to the battle. To be eligible for arrival, units must be off board on their own baseline and have a friendly controlled road running off this baseline. Units off board in any other situation are permanently off board.

To arrive, off-board units must pass an Arrival Check. First, the Basic Arrival Number is computed, which is simply the unit's basic Morale Grade. Add to this the leader Charisma Level (1 or 2) of any general officer figure currently present with the unit (must be touching), and this is the Modified Arrival Number. This is the number that the unit must roll or less on 1d6 in order to return to the battlefield. Routed units off board must first rally and recover normally before attempting to arrive. All off board arrivals are placed on the edge of the board (on the road closest to the departure point), in column or limbered, at the end of the Normal Movement Phase in which they arrive. If the unit doesn't arrive on the first roll the player checks again during the arrival phase on the following turn and so on until it arrives or fails its final arrival attempt. The total number of arrival attempts that off-board units may attempt is equal to their basic morale number (i.e. class 2 units can try twice, class 3 three times, etc.). If a unit does not pass its arrival check on its final attempt it is permanently off board. In this case these units are not added to the casualty total (like permanently routed units are) but simply never return to the game. The arrival system may also be used to randomize the arrival of reinforcements if the scenario calls for any.

Check command control and mark units that are out of command. Make a command check for all units marked out of command. To check simply roll 1d6 and the check is passed if the die score is equal to or less than the unit's morale grade (no modifiers). If the check was passed, the unit may operate normally as though it was in command. If the check failed, (i.e. rolled higher than the unit's morale grade) the unit may not attempt a charge or move closer to an enemy unit in the current turn. No other restrictions. Exception: If the failed unit moved its full move on the previous turn it may move but not charge. (See optional rules for other options).

2) Rally, Recovery, Control Checks and New Leaders

Rallying is the bringing together into a cohesive whole the scattered remnants of a unit which has been routed or retreated in broken or disordered status. There are 4 states of morale in Age of Reason - they are, in order of severity:

  1. Normal
  2. Disorganized
  3. Broken
  4. Routed
  5. Additionally there is a special designation of fatigued for cavalry (p 23).

On the battlefield, it is convenient to mark these successive states with small pieces of colored pipe cleaners thus: Yellow = disorganized, Orange = broken, Red = routed. Purple = fatigued. Dark blue = out of command. Light blue = captured a standard. This is just a suggestion for marking morale status or come up with your own markers.

Rallying is automatic for units in disorganized or broken status. The unit must simply remain stationary (including formation or facing changes except as below) without receiving a casualty or be involved in a melee for one turn in order to advance to the next lowest degree of morale. In other words, broken units will go to disorganized, and the next turn to normal, etc. Once a broken unit goes to disorganized it may, however, at the player's option, make a 180 degree "about face" without changing formation (this is the only "movement" allowed by rallying troops). If a disorganized unit makes any other kind of movement it may not rally that turn. Note that disorganized units (unlike broken or routed) may move, fire, and melee but at a penalty. For fire, morale, and melee this is a -1 modifier (see QRS). A disorganized unit may fire on the turn that it rallies.

Routed units do not automatically rally by the above. Rather, they must make a rally roll with 1d6. All of the above conditions must be met, and the unit must roll its Morale Grade (1, 2, 3, 4) or less on 1d6. If a leader is touching the unit he subtracts his charisma level from the resulting die roll (½ die leaders have no effect on rally). Once the unit rallies it goes to a status of broken, and the procedure described above is followed on successive turns.

Routed units which do not rally must make another rout move immediately. They may make no other moves. They may continue to attempt to rally each turn for as many turns as their Morale Grade 1-4 (the presence of a leader modifies the rally attempt but not the number of attempts). If they do not rally within this number of turns they are permanently removed from play and counted as casualties. Thus conscript units may attempt to rally only once, line class twice, etc. Routed or Broken units may not voluntarily move and may not issue fire. If charged, they will automatically rout unless they have already routed that turn in which case they are eliminated. If routed units are contacted during the charge move by a non-routed/broken enemy unit they are picked up and are out of your life forever (see melee, p 36).

Rout Moves involve the roll of 1d6 or more and adding the listed number to the unit's normal move distance to determine the total number of inches the router must move (see QRC). Units may not make more than one rout move in a single turn. If they are forced to check morale after a rout move they simply remain where they are and remain in rout status. If subsequently contacted by non-routed/broken enemy unit(s) do not fight a melee but simply pick up the routers who become permanent casualties. If the picked up unit has colors, roll 1d6 and they are saved on a 6 but captured on a 1-5.

COMMAND CONTROL: To be in command control, units must be within command control distance of their brigadier or C in C. This distance depends on the leader's rating thus: ½ die = 4", 1 = 8", 2 = 12" (for 15mm this is 3, 6 and 8). It is important to note that a unit marked, during the command phase, as being out of command, is out of command for the entire turn regardless of its position at a later point in the same turn. On a future turn, during the Command Phase, the out of command marker is removed if the unit is in its command radius at that point.

CINC Command Limit. The number of individual regiments, battalions or batteries that a commander in chief can individually provide command control to is limited to his rating (1, 2 or 3).

Control Checks. Units that are in compulsory pursuit (p 38-39) must check to bring their men back into control. The player rolls 1d6 and must roll the unit's morale grade or less (no modifiers) to come out of compulsory pursuit. If it fails, it must continue its pursuit until contact is made with the chased enemy or the pursuer and the pursued are off board.

Generating Replacement Leaders. On the turn following the death, capture or off-board status of a leader (brigadier or higher) roll 1d6. The new guy is a ½ die leader on a 1-5 and a class 1 leader on a 6.

Chapter V: Morale

Morale in Age of Reason represents the basic training, discipline, current fatigue level, and current tactical situation of the unit involved. Units will check morale under the following situations:

When to Check Morale

  1. Irregulars and class 1 regulars (conscripts) receiving casualties from small arms/artillery.
  2. All troops receiving a casualty from artillery.
  3. Regulars reaching ¼ casualties from small arms.
  4. Regulars reaching ½ casualties from small arms, and any casualty from small arms thereafter.
  5. Cavalry attempting to charge or countercharge.
  6. Infantry or cavalry attempting to "charge home" (see charge movement, p 20) after receiving fire from a unit they are currently charging.
  7. All units being charged (see charge movement, p 21).
  8. Any unit being interpenetrated by retiring friends (ignore if retiring unit is skirmisher or lower morale grade).

Note that when a cavalry unit checks morale to initiate a charge or countercharge, and fails, the morale results chart is not consulted. In this case (and only in this case) rolling less than "6" simply prohibits the unit from charging or countercharging that turn. The unit may still move, during normal movement but its total movement is halved for that turn. Units in compulsory pursuit do not have to check to charge, they automatically pursue.

Morale Check Procedure

The checking player begins with a number of dice equal to the unit's basic morale grade (1, 2, 3 or 4), consults the MORALE MODIFIERS TABLE (see QRC), and adds and/or subtracts d6s as called for on the morale modifiers chart. All modifiers are cumulative. The total number of dice may never be less than 1 (if 0 or a negative number is totaled 1 die is rolled). He then rolls the resulting number of d6s, adds the total, and consults the Morale Results table on the QRC.

Example: a disorganized class 2 unit must check morale. It has secure flanks, rear support, and is being charged. The dice are: 2 for basic morale grade, +1 for secure flanks, +1 for rear support, -1 for being disorganized, and -1 for being charged. The total is two dice, which are rolled for a total of 7 and a "No Change" result.

All morale results are implemented immediately. Mark the unit with the appropriate color marker (like a pipe cleaner piece). Suggestions are yellow = disorganized, orange = broken, red = routed. Rout moves are made immediately when the unit routs, although the move is counted as the unit's movement for the following turn (the unit must sit the next turn in order to try to rally on the turn after that). If the unit fails to rally on a future rally phase it routs again at that time. If a unit routs as a result of being charged, its rout move is conducted immediately and completely before the charging unit completes its move.

All retrograde movement must follow the evade movement rules, except that units failing morale must move their full move (i.e. they may not stop after interpenetrating a friend - see Charge and Countercharge Movement: Evade Moves, p 21). Units that become disorganized or broken during a turn and are forced to check morale again on the same turn will do so normally. Broken or routed units that are forced to check morale, automatically rout. Once a unit routs during a turn, however, it cannot rout again on the same turn. If it is ever forced to rout a second time or is contacted by an enemy during the same turn it is picked up and permanently removed.

Infantry Squares Checking Morale do not receive the +1 for rear support or the +1 for secure flanks. However, they never have threatened flanks or rear.

The morale check modifiers are summarized on the quick reference chart (QRC). The modifiers are in d6s (i.e. +1 means add 1d6, etc.). They are:

Morale Check Modifiers

+1 Both Flanks Secure. Both of the checking unit's flanks are secure. To be secure they must be within 5 inches (in line of sight) of friendly controlled cover (woods, buildings, etc.) or non-broken/routed friendly unit (3 inches for 15mm). Flanks are not secure if none of the above is applicable. Flanks may not be threatened and secure. Squares do not get this modifier but they never have threatened flanks or rear.

+1 Rear Support. The checking unit has a friendly infantry or cavalry unit (but not artillery) in its rear within the supporting unit's unobstructed charge range (p 17). The supporting unit may not be broken, routed, or in melee and the facing of the supporting unit is irrelevant. Supporting units may give rear support to as many friendly units as are in range but may not qualify for both rear and flank support. This is determined (as are all modifiers) at the point of checking (thus a charger may have rear support at the start of the charge and may or may not still have it when he attempts to "charge home"). Squares do not get this modifier. (See photoset 2, p 17 for illustration.)

+1 American Indian in Woods. The checking unit is an American Indian unit that is 50% or more in woods.

+1 Wood Protection. The checking unit is 50% or more in woods, wood buildings, behind wood fences or other wooden structures.

+1 Charging Flank, Rear, Broken, Routed or Limbered Artillery. The checking unit is attempting to or in the process of charging the flank or rear of an enemy unit or an enemy unit that is currently in broken or routed status. Also applies if target is limbered artillery.

+2 In Square. The checking unit is infantry in square formation. Squares never have threatened flanks/rear.

+2 Stone Protection, Fortification, or Buildings. The checking unit is more than 50% behind a stone wall, field works, or in stone buildings.

+? Charisma Level of Attached Leader. + ½ die (p 18), +1 or +2 (depending on the particular leader) if a leader is touching the checking unit. If a leader contributes his modifier when a unit attempts to charge, the leader must accompany the unit to the completion of the charge. The leader's base must be in base-to-base contact with the unit. No more than one leader may contribute his modifier to a unit's morale. (See p 18 for ½ die leaders).

-1 If the checking unit has lost 25%. -2 If it has lost 50%. -3 If it has lost 75% or more.

-1 Being Charged. The checking unit is currently being charged by an enemy unit.

-1 Disorganized. The checking unit is currently in disorganized status.

-1 Commander Killed, Captured or Left Field. The unit's brigade or army commander has been killed, captured, or left the field. This would be a total of -2 if this applied to the unit's brigade commander who is also the army commander.

-1 Enemy in Rear in Charge Move. The checking unit has an enemy infantry or cavalry unit in its rear within the enemy unit's unobstructed charge move (regardless of facing) or medium or closer range if artillery. (Note that the same enemy unit can threaten the rear of as many enemy units as it has in its unobstructed range.)

-1 Enemy Unit Facing Rear or Flank in Charge Move or Medium or Less Artillery Range. The checking unit has an enemy unit facing its unobstructed rear or flank within the enemy unit's charge range. Note that if an enemy unit is in rear/flank and facing the checking unit both the -1 for "enemy to rear" and the -1 for "enemy facing rear or flank" apply (i.e. 1 unit can produce both for a total of -2).

-1 European Charged by American Indians for First Time. The checking unit is a European (not a North American) unit that has not been previously charged by Indians. (This is primarily for campaign games where new British/French units arrive in North America.)

-1 Received Fire from Charged Unit. The checking unit received small arms fire or artillery fire from an enemy unit(s) that it is currently charging (even if no hits were scored).

Photo Set 2: Flank and Rear Support

Flank support. In the picture above the leftmost unit has secure flanks (the rough terrain on its right is friendly controlled). The other two units do not have secure flanks (no friend within 5"). In the shot below, the right most French infantry has rear support because cavalry unit B is in its rear and in charge range for light cavalry but its left flank is unsecured. French infantry unit A has its left flank secure because it has a supporting unit within range (5" for 25/28 mm) but does not have its right flank secure because no friendly unit is within 5".

Rear support: C supports A but not B. Rear support. A supports B because it is inside of its charge range. A is outside of charge range to C and thus does not give it support.

What Is a ½ Die Leader?

A ½ die leader is a lower rank officer. When he is attached to a unit roll 1d6 for him and if a 1, 2, or 3 is rolled it is counted as face value. If a 4, 5 or 6 is rolled it is counted as zero. Example: a ½ die leader is in a melee in which the other modifiers add up to 4d6. Thus he will roll 4 regular dice plus a ½ die. After rolling the regular dice add up to 16 and the ½ die equals 4 (i.e. 0) which equals 2 hits. If the ½ die had been a 2 or 3 it would have been 18/19 and thus 3 hits.

Morale Effects

Disorganized units may still charge or move. They suffer a -1 modifier on all shooting, melee, and morale checks.

Broken and Routed units may not voluntarily move. They may not fire. If charged they automatically rout (unless they have already made a rout move). If contacted in melee by a non-routed/broken enemy unit(s) they don't fight back but are picked up and out of the game permanently.

Temporary Disorganization is a special case. This is caused by troops who become disorganized by other than a morale check or melee results. This includes troops who become disorganized through friendly troops interpenetrating them, infantry that "obliques" over ½ turn (except Prussian regulars, p 24) and formed troops who are disordered by moving through woods. Units disorganized in this way are marked with a yellow marker to show that they are disorganized but this comes off in the rally phase of the next turn. In other words they do not need to rally but become normal automatically on the following turn.

"What with the number of elephants all covered with scarlet cloth and embroidery; their horse with their drawn swords glittering in the sun; their heavy cannon drawn by vast trains of oxen; and their standard flying, they made a most pompous and formidable appearance". Luke Srafton, eye witness to the Battle of Plassey, on the army of the Nawab of Bengal.

Chapter VI: Movement

Charge/Rally-Back Move Plotting

A melee can only happen as a result of a charge. Contact between enemy units cannot be voluntarily made during the normal movement phase. During this phase players wishing to charge must secretly write down which units are charging, and what their targets are (be specific). In order to plot a charge, the target must be within sight of the charger and within the charger's CHARGE ARC during this phase. The charge arc is the same as the field of fire arc (p 27). Units may be plotted to charge geographic features (e.g. villages, hills, etc.) but the plot must be specific. Countercharges need not be plotted. If a unit that did not plot a charge is charged it has the option of attempting a countercharge after the charger moves ¼ move, assuming no contact was made. When all players announce that they have finished plotting, all plots are revealed showing which units, if any, are committed to attempt charges and perform rally-backs. Cavalry units that charged or fought a melee the previous turn may plot to "rally back" as long as they are not in base-to-base contact with an enemy unit (p).

There are no "charge in support of" orders.

A note on premeasuring for movement and shooting. This is up to the game master. Either don't allow it or allow it but make sure to make it clear before the game which way you are doing it. We recommend allowing it when new players are in the game.

Rally-Back, Pursuit, Charge and Countercharge Movement Execution

During this phase charge/rally back movement that was plotted in phase 3 above is carried out. Rally-back movement is performed before charge/countercharge movement. Following rally backs units in compulsory pursuit are moved.

On the turn following a charge and/or a melee, cavalry units have the option to plot a Rally-back move if they are not in melee contact with an enemy unit. The unit will move away from the enemy, toward its own baseline, behind friendly troops if possible its full movement rate even if it is fatigued or disorganized. The plot for this must be specific. If a rallying-back unit is charged it does not have the option to countercharge. If the unit does complete a rally back move it is facing in the direction that its move indicated (i.e. you don't run away backwards - you end up facing away from the enemy). Out of command cavalry may rally back.

Units must charge their plotted targets although they may subsequently attack other units in their path in the case of a breakthrough following melee (p 40).

Pre-Charge Maneuvers

Before charging, units may change formation or facing, and/or wheel in place. Note that any pre-charge facing or wheeling movement is subtracted off the unit's movement allowance for the turn. However, once the actual charge commences, no further facing/formation changes or wheeling are allowed. Units must charge in a completely straight line, although expanding/contracting frontage is allowed but if the unit does this it becomes immediately disorganized (see Movement, p 25). In order to receive the charge impetus melee bonus (+1, see Melee p 36) the unit must have charged the required distance (1" for infantry), 10" (7" for 15mm) for cavalry in a straight line after all facing/formation changes and wheeling were concluded.

Initiative and Countercharges

Units which plotted to charge have the initiative over units which did not. If two units simultaneously announce charges on each other they simultaneously check morale if cavalry or initiative if infantry and if they both pass, the distance between them is measured and the units are moved to the halfway point. However, if a unit announces a charge on a unit which did not have a charge plotted, the charging unit moves ¼ of its total charge move (including facing changes, etc.) before the non-charging unit can do anything. If contact is made (including on the flank/rear) movement for both units is over and a melee is fought during the melee phase. If contact is not made during the charger's first ¼ move, the target unit must first check morale (for being charged) and, if he passes may then declare a countercharge if he wishes. He then checks again to see if he can countercharge. The countercharging unit, if it passed the countercharge check, then moves ¼ of his charge move, following which the charger moves ¼ etc. The remainder of the units' charge movement is carried out sequentially by quarter moves until contact is made. Video.

If a charge initiates on the target unit's rear and does not result in contact in ¼ move, the target of the charge may attempt to turn around to meet the charge or, if infantry or artillery, to give fire (there would be -1 on their shot for moving in this case). If the facing change (see facing/formation change, below) is complete before contact is made the unit can fire (-1 for moving) or melee normally. If, however, contact is made before the facing change is complete the unit is caught in the rear.

If the two units are different types of cavalry a "speed adjustment" will now occur. Both units are moved in the direction that the heavier cavalry came from while maintaining contact. The amount of the adjustment is the difference of the ¼ movement in whatever formation the two units are in at the time. This is to simulate, in a simple way, that the lighter cavalry covers ground quicker than heavy cavalry. Example: An armored cavalry unit in line charges a formed light cavalry unit in column which also announced a charge. The two are moved to the halfway point and then adjusted toward the direction the armored unit came from a total of 2 inches (the difference between the ¼ move of the two units (25mm), the armored in line is 5 while the light cavalry in column is 7.

Cavalry Charging Cavalry

The procedure in this case is outlined above. The important thing to remember is that if a cavalry unit "checks morale" to initiate a charge, and fails, it does not follow the normal morale results, but simply fails to charge. A cavalry unit that failed to charge in this manner may move during the normal movement phase but at ½ the normal rate. This is the only time that a morale check does not follow the normal procedure outlined in the morale rules. A countercharging cavalry unit must make a regular morale check since it is being charged and, if the morale check is passed, checks again to see if it can countercharge. If the second check is failed, the unit charged has no penalties other than receiving the charge at a standstill.

Infantry Charge Initiative Check

During the bulk of the eighteenth century, most infantry were trained to rely on linear fire power tactics, while bayonet charges were less often practiced (although there were exceptions). To reflect this, infantry which plots a charge must first pass an Initiative Check before charging. This is a roll of one die with appropriate modifiers. The unit's initiative number is its morale grade number (1, 2, 3, or 4) plus or minus the Infantry Charge Initiative Table modifiers (see QRC). All modifiers are cumulative. The unit must roll its modified initiative number or less in order to carry on with the charge (see QRC). Should the unit fail the initiative check, it may not charge but it may still move during the normal movement phase with its total movement allowance cut in half.

Frontal Charges vs Infantry or Artillery

If a unit announces a charge on infantry or artillery and begins its move behind or on the flank of its target the ¼ movement system outlined above (see initiatives and countercharges, pp 19-20) is used as the defender does not get a defensive shot unless he turns around in time.

Frontal charges use a special procedure. If the charging unit ends up with at least ¼ of its figures in the firing arc (see photoset 2, p 27 for illustration) of the defender, the target will get to fire normally and the resulting melee is frontal (not flank). Video. The following is the procedure for frontal charges:

  1. The attacker checks morale if cavalry or initiative if infantry to see if the unit can charge (see above p).
  2. If the attacker passes, defender rolls on the Fire on a Charge Table to determine the range for the defensive fire.
  3. The attacker is moved to the appropriate range determined above.
  4. The defender issues small arms/artillery fire and casualties are removed. Note that this is done during the charge sequence and not during the small arms or artillery fire phases. The defender is now pinned for the remainder of the turn and may not fire or move except as a morale failure (mark the unit with a ball of cotton to show that it can't move or fire for the rest of the turn). This is not an opportunity fire (see below, p). Artillery units have the option to stand and fire as above or "fire and retire". If this second option is taken the unit will fire -1 for moving, may not get point blank range and the gunners abandon the gun and are moved to the closest cover. (Note: they may not limber and move as in previous editions).
  5. The attacker checks morale (-1 for "Received fire from charged unit"). If the attacker fails morale, he follows the results on the Morale Table and the charge sequence is over for the two units (the defender doesn't have to check). If the attacker passes morale, the defender must now check. If the defender passes his morale check the two units are moved together and are locked in place (do not 'square up') until a melee (p 36) is fought during the melee phase. If the defender fails his check he follows the results on the Morale Table. If the result is "halt disorganized", the defender becomes disorganized, the attacker is moved to contact and a melee is fought in the melee phase. If the result is a retreat for the defending unit, the retreat is done before any more movement by the attacker.
  6. Once the defender's morale failure movement is done, the attacker finishes his move. This may or may not result in contact. Chargers must always move at least ½ of their total charge movement or until they occupy the ground of the unit they charged. Chargers, after initial wheeling/formation changes must always move in a straight line without changes of formation or facing. If the defending unit fails morale and must retreat, other units in the charge path may be exposed. They now check morale for being charged and if they stand, may be hit by the charger. This situation is exactly like breakthrough movement (p 40) in that no firing at the charging unit is allowed (friendly units are in front of and/or intermingled with the charger).

Skirmish order troops normally have no option when charged by formed troops - they must evade unless they are in cover that would give a negative melee modifier to the enemy charger. Once a formed infantry unit declares a charge on a skirmisher in the open, the skirmisher immediately makes a morale check (if it fails the morale check it will still evade but is subject to morale results) and then makes an evade move (i.e. in this case the charger does not move ¼ move first). The evading unit must move its full movement, but has the option of stopping behind any friendly formed unit it interpenetrates along its evade path. However, once the owning player declares that the evading unit has stopped, it may not evade or make any other moves (except morale/melee results) or fire combat (mark with cotton) again on the same turn, and if contacted, must fight a melee. In other words, if it is subsequently charged on the same turn, it simply stands (if it passes morale) and receives the charge. Note that, if premeasuring a charge is not allowed, a formed unit may announce a charge on a skirmisher; and if, upon measuring, it is determined that the charge will fall short, the skirmisher need not evade.

Charging a Unit's Rear or Flank

If a unit announces a charge and begins its move on the flank/rear of its target, who must now check morale, the ¼ movement system outlined above (see initiatives and countercharges, p 19) is used but the defender does not get a defensive shot (or attempt a countercharge) unless it turns around in time and must check morale after the charger has moved its first ¼ move. The amount of time it takes a unit to "turn around" depends on its morale grade thus: Class 1, full move. Class 2, ½ move. Class 3, ¼ move and class 4, 1 inch. If a unit announces a charge vs the flank/rear of an opponent, measure the distance to the target unit. If the charger contacts the target before the target can turn around (180°) the unit is caught in the rear.

Example: A formed infantry unit is 3 inches in the rear of a class 2 enemy infantry unit and announces a charge. Since it takes the target unit 4" (½ its line movement allowance) to change facing it cannot turn around in time and is hit in the rear. However, if the charging unit starts 6 inches to the rear, and his charge movement allowance is 10" (thus ½ move is then 5") the target unit is able to turn around and issue a frontal fire (-1 for having moved after checking fire on a charge) since it completes its about face when the charger has moved 4" (½ of the target's move). You will note that militia (class 1) will never be able to turn and face. Video.

Emergency Squares

Foot charged by cavalry from the front, may not attempt to form square but must stand and fire - use procedure outlined in the above section Frontal Charges (p 20). Infantry charged by cavalry from the flank/rear may attempt (and usually should) to form emergency square:

  1. Attacker moves ¼ move.
  2. Defender checks morale, and if passes, rolls on the Emergency Square Formation Table (see QRC). When a unit fails to form emergency square, it becomes disorganized.

Exception: infantry units that have not moved or fired in the current turn and are being charged by cavalry that they cannot fire at (breakthroughs etc.) may attempt to form emergency square.

Skirmishers: Evade Moves

The Evade Move is a fixed number plus the roll of d6s (see QRC). The evade move must follow the following priorities in the following order.

  1. The evading unit must move directly away from the charging enemy unit. At no time may the distance between the evading unit and the charging unit be decreased.
  2. The evading unit must avoid other enemy units. At no time may the distance between the evader and other enemy units be decreased except to fulfill #1 above.
  3. The evading unit must go toward its own baseline. At no time may the distance between the evading unit and its own baseline be increased, except to fulfill #1 or #2 above.

If the evading unit is surrounded by enemies and no gap of one of its base's width is present, it surrenders and is treated as casualties for army withdrawal purposes. The evading unit may stop directly behind a friendly, formed unit that it interpenetrates. The evading unit ends its movement facing in the direction it moved and may not fire or move for the remainder of the turn. The evader is not disorganized unless from morale results.

If a skirmish unit is behind a wall/fortification, in woods, in buildings, or any other cover that would give melee modifiers in its favor when it is charged by a formed unit it need not evade, but may stand and melee. This is the only exception to the basic evade rule.

Cavalry Charging Skirmishers

In the case of formed cavalry charging skirmishing cavalry, the evade procedure above is followed. However, when formed cavalry charges infantry skirmishers, the cavalry moves ¼ of its charge move in the normal manner, and then if no contact is made, the skirmisher makes a full evade move (after, of course, checking morale).

Once a charging unit makes contact with its target, both units "freeze in place" until the melee phase. If the resulting melee is inconclusive (i.e. continues on the next turn) other units may charge into the melee on the NEXT turn. These new units may support the melee behind the friendly unit if both are cavalry, or attack the flank or rear of the enemy unit involved. As per the melee rules, only 2 ranks may fight. For details, see "melee" p 36.

Units that may skirmish or form (infantry or cavalry - hussars and some infantry - see army lists for suggestions) that are charged while skirmishing, have the option to evade or try to form line if the charge is frontal. This must be declared immediately after the charge is declared. The attacker moves ¼, the defender checks morale and, if passes, begins to form. If the charged unit attempts to form, and is contacted before forming, it is considered an unformed unit in melee (+2 on the melee modifiers chart for the formed unit). Changing from skirmish order to formed or vice versa is treated as a formation change and the amount of time needed depends on the units' morale grade (see Charging Rear, p 21).

Skirmishers Attempting to Charge

Most skirmishers may not charge formed troops frontally unless the target unit is broken or routed. They can charge formed troops from the flank/rear or if the target is broken or routed. Units in mass formation may or may not be skirmishers. If not skirmishers, mass formation units may charge formed units from the front even if target is not broken or routed.

Skirmishers may charge non-broken/routed formed units from flank or rear, but if the charged unit turns to face and no contact is made before the turn is complete, the skirmishers must stop no closer than 3 (2 for 15mm) inches from the charged unit.

Skirmishing infantry is under the same restrictions as the above paragraph. In addition, a -1 charge initiative modifier when checking to charge is incurred for any skirmish infantry attempting to charge (remember that mass formation units may or may not be skirmishers).

Skirmishers may charge other skirmishers in the normal manner (however, the -1 charge initiative modifier is still applied to any skirmish infantry attempting to charge). In such cases the target unit may countercharge, stand, or evade, but this must be declared immediately after the charge is declared. As an exception, skirmish infantry must evade if charged by any cavalry, skirmish or otherwise.

Charging Into an Ongoing Melee

Units attempting to join a continuing melee do not have to check morale to see if they can charge. They automatically go in.

Post-Charge Disorganization and Fatigue

At the end of the TURN in which a cavalry unit charged and moved at least 10" (7" for 15mm), it becomes "fatigued" (this simulates the fatiguing of the horses), and must remain stationary without taking casualties for 1 turn to return to a normal status, as per the morale recovery rules. The unit may move, or even charge, while fatigued, but if it does so it will remain fatigued and lose ½ of its movement allowance and won't get the charging modifier in melee. Mark the unit with a fatigued marker.

Infantry may charge 1 turn and suffer no fatigue if it does not make contact. At the end of the second consecutive charging turn that does not make contact the infantry unit becomes fatigued as per above. To remove the disorganization status, they must follow the rally rules (p 13).

Miscellaneous Charge Situations and Restrictions

Most units that charge may not give fire or make any other movement (except as a result of morale failure or melee/breakthrough results) for the remainder of the turn. Some cavalry units in the Marlborough section are exceptions (p 116).

If a unit routs, breaks, or evades out of the charge path as a result of a charge (before contact), the attacker must move to the place vacated by the target unit or move at least ½ or more of its full charge move - at the player's discretion. Of course, the charging unit need not stop, but may continue charging at the discretion of the owning player. If the charger opts to continue the charge, other enemy units in the charge path now check morale (for being charged). This now becomes a "breakthrough" situation (p 40). No firing is allowed on the charging unit. Countercharges may not be attempted during breakthroughs. Limbered artillery may move away (this becomes their move for the turn - mark with cotton). Unlimbered artillery may limber and move away as long as there is ¼ of the charger's move between them if they pass morale. Cavalry may not charge into heavy woods. It may, however, charge into light woods, paying the terrain costs, but is immediately disorganized for the remainder of the turn. Cavalry, in column or on a road may charge into a village. In no other situation may cavalry charge buildings. Cavalry may never charge or countercharge down a steep hill.

Important note: when units make base to base contact as a result of a charge their positions are frozen at the moment of contact. Do not "square up" the units before melee. Squaring up is only done after melee and then only if the melee is drawn and results in a continuing melee on the next turn (see p 26). Do the squaring up immediately after fighting the melee when it is a draw.

Normal Movement

The basic movement unit in Age of Reason is the battalion of infantry, the regiment of cavalry, and the battery of artillery. These are grouped together to form brigades. A brigade of infantry is generally 3 to 5 battalions, while a brigade of cavalry is usually 1 to 2 regiments. An army's artillery is attached to these brigades (see army lists and "setting up and victory conditions" section p 8, 114).

Before a game begins, the players (or the game master/referee) make cards representing the brigades of both armies. These cards are shuffled together (both sides) at the start of each turn. The players or the referee, if one is present, then turn the cards over in sequence, and as each brigade's card comes up, the owning player moves the component units some, none or all of their movement allowance as he sees fit. Once the next card is turned, previously moved brigades may make no more normal movement for the remainder of the turn. Once all the cards are turned over they are reshuffled in preparation for the next turn.

Movement distances (in inches) and terrain effects are summarized on the movement chart. The numbers listed are the maximum movement for the unit in question for 1 turn. Cross-index the formation on the left with the unit type on the right to find the unit's movement factor. All listings are for normal movement except CH Line and CH Column, which are used for charge movement. (Example: a light cavalry unit in line is charging. Cross-indexing the CH Line column on the left with the Light Cavalry column on the right, we find the maximum rate for the turn is 24 inches in 25mm). You will notice 4 sets of numbers separated by a slash. The first number on the left is the unit's full movement, the next number is its ¾ movement, the next is ½ movement, and the number on the right is ¼ of the unit's movement. This quartering of the movement allowance is done for the convenience of the players, since some movement situations in Age of Reason require movement by quarter moves (see charge rules, pp 19-20).

In general, a unit must move straight forward all or part of its movement allowance. Units may, however, "oblique" (p 26) at a 45 degree angle for ½ of their movement allowance with no penalty. They may oblique more than ½ move but if they do they are disorganized (must sit a turn to organize). Exception: Fresh (i.e. have not taken 25% or more hits) Prussian regular infantry and all light infantry (not cavalry) may oblique up to their full move with no penalty.

The movement penalties for different terrain are summarized on the quick reference chart. If a fraction appears, the number on the left is the normal move, while the number on the right is the penalty. Example: An infantry unit is moving through light woods. The quick ref chart says the penalty is ¾. Thus for every 3 inches the unit moves, 4 inches are subtracted from the unit's total move.

The road movement rate may only be used if the unit begins and ends the turn on the road and in column (infantry, cavalry) or limbered (artillery).

The movement rates for limbered artillery are listed on the quick reference chart (QRC). The prolong listings for artillery is the battery's movement allowance while unlimbered (this counts as movement when shooting -1).

Artillery batteries may not travel through woods except on roads. They may move into the edge of a woods to take advantage of the cover benefits. They may not move further into the woods than the size of the gun's base. Also artillery may not cross any water except at bridges or fords (may change in certain scenarios).

Formation Changes (see Photo Set 4 on page 27) must be made off the command base (with the flags) of the unit. To execute the change, the command base does not move at all and the other bases of the unit then move into their appropriate positions. If forming column from line or square, the non-command bases simply line up behind the command base into position. The command base may be in the center or on the flank as the player wishes. If forming square from any other formation, simply move the non-command bases into their respective positions around the command base. Once again, only two formation/facing changes per turn are allowed for formed troops, regardless of morale grade. Skirmishers may make up to 4 changes per turn (paying ¼ move for each change).

Units may not change facing during a formation change, and vice versa. This may be accomplished on the same turn (for morale grades higher than 1) by wheeling, but appropriate movement penalties must be taken for each separate maneuver/facing change. Changing from skirmish order to formed and vice versa is a formation change (note that only certain units can operate in either order - see Army Lists p 114 for suggested).

Snaking, or front to flank. Infantry and cavalry units may move up to ½ of their movement allowance to the side and maintain their facing (p 26) but, in the era of Marlborough formed troops who do that are temporarily disorganized.

Facing/Formation Changes and Movement

See Photo Set 4 on page 27 for illustrations.

Cavalry and Infantry. Infantry and cavalry units changing formation lose a portion of their movement allowance for that turn, depending on their morale grade. This is summarized below:

Morale GradeMovement Cost
11 turn
2½ turn
3*¼ turn
41 inch for infantry, 2 inches for cavalry
  • Note that all skirmishers maneuver as class 3 regardless of their morale grade.

Regardless of morale grade, the maximum number of times a formed unit can change formation or facing in one turn is two.

The only Facing Change formed troops may make is to "about face" 180 degrees. All troops may move directly to the side without changing their facing up to ½ move ("snaking") See Photo Set 2 on page 26.

Wheeling (see Photo Set 3 on page 26) may be done by all troops and is not a facing change but rather a specialized type of normal movement. To wheel one front corner (or the center/front) of the base is the stationary pivot point, the other end pivots on that (See Photo Set 2 on page #). Once the unit stops wheeling, the distance that the moving end has moved is measured and subtracted from the unit's total movement distance for the turn. Players will soon find that wheeling in line is not a very efficient way to travel.

Artillery Formations and Functions

Artillery may perform 3 different functions:

  1. Fire
  2. Move (including facing changes and prolonging)
  3. Limber/unlimber

Batteries do not pay a movement penalty for limbering/unlimbering, however foot artillery may only perform 2 functions (fire, limber/unlimber, move) per turn. There are a few batteries of horse artillery in some armies (see army lists), and they may perform all 3 functions in a single turn (with a resulting loss of firepower effectiveness, unlimbering counts as movement, see Artillery Fire p 28). Artillery units may freely change facing up to 360 degrees (also with a loss of firepower effectiveness, as this is movement).

Artillery may never move or deploy in woods except on roads (limbered only).

Artillery may also "prolong" while unlimbered (and lose firepower, this counts as movement) - see movement chart. This simulates the limited ability of gunners to hand-push their guns forward while unlimbered.

Most artillery batteries are simulated with a gun model and 4 gunner figures mounted on a base with the gun model not glued down (see Photo Set 1 on page #). When limbered, place the base in a line in front of the gun carriage as though "dragging" the gun in the direction of movement (see Photo Set 1 on page 7).

Artillery may change facing up to 180 degrees in either direction in a turn with no movement penalty and can still fire. This counts as movement (-1) however, when figuring artillery fire modifiers for the battery in question (p 28).

Retrograde Movement

Units may move backward, while maintaining their original facing, at ½ their normal movement rate.

Expanding/Contracting Frontages

During normal movement or charge movement the frontage of a unit may be expanded or contracted at the rate of 1 casting for every 2 inches moved. However, any expanding or contracting results in immediate disorganization of the unit involved.

Interpenetration of Friendly Units

It is possible for any friendly unit to interpenetrate (pass through) any other friendly unit, but usually this will produce disorganization (must sit for a turn to reorganize), for both units. The only situations in which interpenetration does not cause disorganization are: 1) when a skirmish unit moves through any stationary unit, and 2) when a formed unit moves through a stationary skirmish unit or artillery battery. A "stationary" unit is one that did not previously move this turn and will not move for the rest of the turn.

Movement Restrictions on Skirmishers

At no point during movement may a skirmisher voluntarily move closer than 3 inches (2 in 15mm) to the front of enemy formed troops (this applies also during charge movement). Formed troops may "push back" skirmishers, who must give way. In this case, the skirmishers are simply moved backward in the direction of the advance while maintaining the 3-inch gap. The "front" is defined as the area between the parallel lines formed by the end bases of the unit (see photo set 3, p 26 for illustration).

Skirmishers do not have to give way to advancing enemy formed troops if they are in cover that would penalize the enemy troops in melee.

General Officer and Messenger Movement

Leaders and messengers move during normal movement or during charge movement, and move at light cavalry skirmish speeds, if mounted, or skirmish infantry speeds, if on foot (column rate but not charge rate). If the leader is attached to a unit that announces a charge and the leader's modifier is used when the charging unit checks morale or charge initiative to see if it can charge, the leader must move with the unit for the entire extent of the charge. During normal movement, leaders that did not charge may be moved when the card for the brigade they are attached to is turned over. If they are not attached to a brigade they may move whenever any card of the owning player (not side) comes up. A detached leader may not join a melee after the charge movement phase unless it is a continuing melee. The leader's base must touch a unit for any benefit (morale or melee) to accrue.

Messengers are used to limit the amount of talking that goes on between allied commanders. If two leaders casting are touching the players may freely talk. If they are not, however, messengers must be detached with written messages. For the first few games, however, it is recommended to dispense with this and allow players to freely converse.

"It must be admitted that, all this time, I was by way of being on the horns of a painful dilemma, the problem being whether to dash all the Austrian cavalry against the Prussian left and to take the chance of striking a shattering blow (chiefly by destroying the enemy horse, if possible) or whether the cost of such a manoeuvre would be prohibitive, especially of the Prussian artillery, or part of it, unlimbered and came into action in time to catch the mounted troops in their charge (a truly horrid prospect)". Charles Grant describing a Battle of Mollwitz wargame he played in and wrote about in his book "The War Game" (1971).

Chapter VII: Artillery Fire

There are four basic sizes of artillery in Age of Reason, light, medium, heavy, and siege. The basic unit is the battery, represented on the tabletop by a gun model and 4 gunner figures (each gunner figure equals 2 guns). Battalion guns (light guns attached to infantry battalions for close support) are a special case and are dealt with under small arms fire.

Artillery firing is simultaneous, with players resolving shots in any convenient order. Casualties are removed after all fire is done. There must be a clear Line of Sight (p 33) between the firer and the target, unobstructed by hills, woods, buildings, or intervening troops (troops don't block indirect fire), and must be in range. A battery may fire only once per turn (not phase) and at only one enemy unit. The firing unit must have at least one gunner figure to operate.

Once gunners are reduced to zero by combat, the gun may no longer fire or move unless remanned by gunners of either side.

Basic Procedure

The basic procedure for resolving artillery fire is:

  1. Determine appropriate range: point blank, canister, medium, long or extreme.
  2. Figure the number of dice to be rolled by starting with the base number for the size of the gun in question (3 for light, 4 for medium, 5 for heavy, 6 for siege), and add or subtract dice as per the artillery modifier chart.
  3. Roll the dice (d6s) and determine casting casualties on the basis of one casting for every multiple of 12 (rounded down) rolled (i.e. 12, 24, 36, etc.). (Example - a roll of 11 is a miss; a 14 is rounded to a 12, or 1 casualty; a 25 is rounded to 24, or 2 casualties; etc.)
  4. Once all artillery fire is over remove castings from all units receiving artillery casualties. If an artillery battery is hit, remove gunner figures as casualties.

Note that a unit always rolls at least 2 dice if it has a target in range, and it is not broken or routed. In other words, the lowest dice total a non-broken, non-routed, artillery unit can roll at a legal target in range is two. Broken or routed units may never fire.

Measurement for range purposes is from the center point of the front of the base to the closest point of the target. All artillery units have a FIELD OF FIRE measured 30 degrees off each base edge side. (see Photo Set 4 on page 27).

Players may not measure range before firing a particular battery. Targets must be announced before measurement, and cannot then be changed. If a player announces a shot for a battery that has not previously fired and, upon measurement, it is determined that the target is out of range the firing unit loses its first fire bonus (+1) for the rest of the game. (Allow pre-measurement if desired to make it easier for new players.)

The Range Chart lists the ranges of the 4 different sizes of guns. Along the left column are the sizes, then, moving to the right, is the base number of dice for the size gun, then point blank range, canister, medium, long and extreme range.

Howitzers are allowed in some armies. These may be used as normal direct firing artillery if the target is at canister range or less. If at medium range all firing is considered indirect and howitzers may not fire at ranges longer than medium. They may not fire indirectly when using opportunity fire. Only howitzers may fire indirect. When using indirect fire, troops do not block LOS (hills, woods, buildings etc. do block LOS). Howitzers firing indirectly may not fire at targets within close range. When firing indirectly at targets behind walls, fortifications, or in open top redoubts, the normal cover modifiers that would apply in direct fire do not apply. Also when firing indirectly howitzers do not take the negative modifiers for vs. buildings or fortifications. When firing direct fire, howitzers may use canister against targets in appropriate range.

Howitzer fire vs villages does not cause "hits" but instead start fires. Video.

Effects of Fire

When a village is on fire all morale rolls by occupying troops do not get the modifiers for wood or stone protection.

A village becomes uninhabitable when it reaches its maximum number of fires + hits:

  • Small village: 3 fires.
  • Medium: 5 fires.
  • Large: 7 fires.

Once a village has at least 1 fire it becomes a line of sight obstruction due to smoke. Also howitzers have a +2d6 modifier (instead of the normal +1) when firing at cavalry and a -1 when attempting to hit leaders.

Artillery Fire Modifiers

Add six-sided dice to the base number of dice for the battery size (see QRC) as appropriate.

  • +1 Cannister range (see range chart) (Not for indirect fire). (In 2nd ed this was called close range).
  • +1 First fire: the battery is firing for the first time in the game.
  • +2 Point blank. See range chart. (Not for indirect fire). (PB ranges have been increased for artillery).
  • +1 Firing unit is firing into the target's flank. To qualify as a flank shot imagine two parallel lines extending from the front and the back of the target base. The firing battery must cross at least one of these lines with any part of the gun model to be a flank (flank shots are, by design, somewhat hard to get). Unformed units do not have flanks for this purpose. (see Photo Set 5 on page 32).
  • +1 The target is mounted cavalry. +2 if howitzer fire.
  • +1 The target is a unit in column formation (includes Scottish clan and Turkish mob units).
  • +2 The target is an infantry unit in square formation.
  • -1 The target is a skirmish unit or unlimbered artillery battery. Limbered artillery is a formed target.
  • -1 Long range.
  • -1 Firing unit is disorganized.
  • -1 The firing unit is firing opportunity fire (p 31).

General Officer Casualties

If a general officer is within 5 (3.5 for 15mm) inches of a unit that took casualties from artillery fire, small arms fire or melee, the opposing player determines if a leader casualty has occurred. This is done by rolling 1d6 (if touching) or 2d6 if within 5" (3.5 in 15mm) but not touching, and comparing the score with the total number of casualties caused by the artillery fire on that unit. If the score is equal to or less (1d6) than the number of casualties, the possibility of a casualty exists. If rolling 2d6 the number above or less must be scored on both dice to cause a casualty check. Check this once for each firing unit that causes a casualty or more. The same player now rolls on the Leader Casualty/Capture Table, the results, of which are implemented immediately. Example: a leader is touching a unit that takes 2 casting casualties. The opponent rolls a die needing to roll 2 or less. He rolls a 1 and a hit is scored. He now rolls on the following table to see the result. Video.

Line of Sight

If two units are on the same terrain level, line of sight, (and thus line of fire), is blocked if obstructed by intervening terrain or units. To determine if intervening terrain blocks or not, stretch a string from the middle of a firing infantry battalion or the end of an artillery battery to the closest point of the target unit. If the string passes over the intervening terrain or units, the line of sight is blocked and thus no fire is allowed. If it does not pass over the intervening terrain/units, the line of sight is clear and fire is allowed. Blocking terrain includes hills, woods, villages, infantry battalions, cavalry units, or artillery batteries (friendly or enemy, does not block if firing indirect). Skirmish troops block line of fire but not line of sight. Other blocking terrain may be designed by the scenario designer. Video.

Leader Casualty/Capture Table

RollResult
1Near miss. Officer's coif is disturbed. No effect.
2Flesh wound. The owning player rolls 3d6 and totals them. If the result is 6 or greater there is no effect. If the roll is less than 6 the leader is immediately retreated 12 inches (8 in 15mm) following the evade priorities (p 21, 22). The leader must stay still for the entire next turn (while the field surgeons dress his wounds). During this turn he may not use his charisma modifier to help any unit in melee or morale or for any reason. Following the turn he sits, he is completely normal.
3Limb wound. Same as #2 above but leader rolls 2d6 and if he fails he can't move for 2 turns.
4Serious wound. If checking as a result of artillery or small arms fire, the procedure is the same as #2 but leader rolls only 1d6 and if he fails can't move for 3 turns. If the leader is with a unit that is currently in melee, roll 1 die again and if it is 1, 2 or 3, the leader is captured and removed from play. If the result is greater than 3, follow the procedure as for artillery or small arms (1-4 above).
5Near fatal wound. If checking as a result of artillery or small arms fire, roll 1d6; if the result is 1-3 leader dies; if the result is greater than 3, he must retire from the field immediately. If the leader is currently in melee, he is automatically captured and is unwounded.
6Fatal wound. Leader dies and is out of your life forever.

The leader casualty table is checked every time the unit he is with takes hits from an enemy unit. A unit may be hit by more than one enemy units' fire per turn.

Elevation and Line of Sight

Units on a hill may fire over lower blocking terrain/units only if the blocking terrain/units are closer to the firing unit than to the target unit. Conversely, units firing from lower terrain to a target on a hill may fire over blocking terrain/units only if the blocking terrain/units are closer to the target than to the firing unit. In either case the LOS is blocked if the blocking terrain/units are equidistant from both the target and the firing unit.

Model hills in Age of Reason should be plateau shaped. A unit on a hill may only fire to lower terrain if the firing unit is within 3 inches of the edge of the hill. Conversely, a unit on lower terrain may only fire at a unit on a hill if the target unit is within 3 inches of the edge. (See Photo Set 6 on page 33).

Line of Sight into Woods

LOS extends 3 (2 for 15mm) inches into heavy woods, and 4 (3 for 15mm) into light woods.

Artillery Versus Structures

Only siege, heavy or medium artillery (for howitzers see p 29) can destroy structures (buildings, walls, etc.). When shooting at troops in structures, figure the shot normally (taking the minus modifiers for the particular cover involved, of course).

  1. Roll the dice normally to determine if any hits were scored on the targeted enemy troops.
  2. Then, whether hit or miss, roll another 6-sided die, using the number of dice rolled in Step #1 as your "to hit" number on the structure. If the "to hit" number or less is rolled 1 hit is scored on the structure. If the firing unit is a howitzer and the target is a village, do not take the negative modifiers for vs wood protection, vs stone wall or vs buildings or fortifications (p 29).

Example: a heavy gun (in normal morale status) with 4 gunners fires on troops in a village that are within close range. The dice total is as follows: 5 for size of gun +1 for close range, and -3 for vs. building. The total is 3 dice which are thrown for a total of 14. This rounds down to 12, equaling 1 hit on the troops. The player now rolls a die needing to roll 3 or less. The result is a 2 and thus 1 hit is also scored on the village.

If trying to reduce an unoccupied structure the player figures his dice as above to determine the "to hit" number and then rolls 1 die to see if a hit is scored on the structure. 1 hit is the maximum number of hits on building that a battery can cause in one turn. The number of hits needed to reduce various structures are summarized on the quick reference chart and p 29. When fences, bridges, and walls have taken the amount of hits listed they are removed from play and no longer give any cover bonus. When towns are totally reduced, however, they still count as a linear obstacle for any defensive troops in them (i.e. -1). This applies to melee as well as fire combat.

The results of morale checks are implemented immediately. Artillery crews who become broken or routed will abandon their guns. Artillery crews who must retreat disorganized may limber and retreat.

Opportunity Fire

Artillery units may use opportunity fire at the cost of 1d6 on their shot (see QRC). This is simply a normal shot, which is announced and resolved anytime during the Charge Movement or Normal Movement phases at the firing player's discretion against enemy units that move or charge or are the targets of a charge. Any unit using opportunity fire may not voluntarily move, change facing/formation or fire again during the current turn. It is frozen in place for the rest of the turn barring compulsory movement caused by a morale failure or melee results. It is convenient to mark these units with a cotton puff.

Artillery units may not issue opportunity fire at ranges greater than medium. Both the player who is currently moving and any other player on either side may issue opportunity fire if applicable. The moving player will only have a target of opportunity against enemy units that he is currently charging with another of his units. Non-moving players may fire at any enemy unit that is currently moving/charging at any point in the opponent's movement phases. This prevents units from beginning the turn inside or outside the fire zone of an enemy and moving through of it without being in danger of taking any casualties.

Artillery Fire Morale Checks

After all artillery fire is concluded all units receiving artillery casualties must check morale. Use the standard procedure outlined in the section on morale checks. It's important to remember that all units must check during the artillery morale check phase every turn they receive casualties from artillery fire.

Photo Set 5: Flank Shots

Photo set 5 (p 32) is an illustration of flank shots; the printed captions are the words "Flanks Shots".

Photo Set 6: Measurement and Line of Sight Situations

Photo set 6 (p 33) is an illustration of measurement and line of sight situations; the page carries no further text.

Chapter VIII: Small Arms Fire

Infantry units are eligible for small arms fire if they have not charged this turn, are not broken or routed, have a clear line of sight to a target within range, and have not moved over ½ of their movement allowance for the turn. Most troops will incur a -1 modifier on their shot for moving. Some troops (e.g. fresh Prussians, all skirmishers) can move up to ½ of their movement allowance and fire on the same turn with no modifier on their shot. Prussian regular infantry and all infantry skirmishers at any point in the game may move more than ½ of their normal movement and fire with a -1 modifier on their shot due to movement. In addition these troops may move over ½ of their normal movement and fire with a -1 modifier on their shot. Once any troops have taken 25% casualties, this changes. They can no longer move over ½ and fire and must take the -1 modifier if they move up to ½ of their movement allowance. This simulates the degradation of fire control as the battle progresses.

Only 1 rank (the front) of castings are considered for small arms fire (thus the line is the most effective formation for small arms). Note that mounted troops may not issue small arms fire, but may only melee (exception: some Marlborough era cavalry). The procedure for issuing small arms fire is identical to that used for artillery fire except that each multiple of 6 rounded down causes a casualty (e.g. a 9 is rounded to 6, or 1 casualty, a 21 is rounded to 18, or 3 casualties, etc.). The base number of dice the unit starts with before modifiers is equal to its morale grade (i.e. 1, 2, 3 or 4). Note that in small arms fire there are only two basic ranges: normal and close. Point blank is only possible in a charge situation. As with artillery, firing is simultaneous with players resolving their shots in any order desired. As in artillery fire, there must be a clear LOS between firer and target. General officer casualties are treated the same as in artillery (p 30).

Example: a disorganized grenadier class unit fires at a unit in column that is in close range. The base number of dice is 3, +1 for "vs. Column", +1 for close range, -1 for disorganized. The total is four dice, and the roll is 15, rounded to 12 divided by 6 equals 2 hits.

Players must fire the whole unit at one target unit. They may not split their fire. Exception: If they are charged frontally by two or more units they may fire normally taking the most advantageous target modifier of the units charging. If more than one hit is scored, in this case, the casualties are distributed equally between the charging units (who will then check morale for attempting to "charge home").

Infantry units will always be eligible to roll at least 1d6, regardless of modifiers, if they have an eligible target, unless they are broken or routed.

Infantry units have a field of fire as measured 30 degrees off the side of the end base (p 27 for illustration). An enemy unit that is "clipped" to any degree by this zone is an eligible target.

Measurement for range purposes is from the center of the front of the firing unit's bases to the closest point of the target (photo set 6, p 33). If any part of the target unit's base is in range and within the firing arc it is a legal target as shown (see Photo Set 4, p 27). The rules on measuring for first fire and target declarations are the same as outlined for artillery. Video.

Infantry units, like artillery, may fire only once per turn. The entire unit fires and its fire may not be broken down into its component bases, except in the case of infantry in square. Each side of a square may fire if it has eligible targets in each area (see fire modifiers). Units in melee may not be fired on.

Squares and Small Arms Fire

In general, units may issue small arms fire only once per turn. The only exceptions to this are the square, and all-around defense (squares in small villages). All four sides of a square or all around defense may fire on the same turn (-3), assuming they have eligible targets.

Line of Sight

Note that LOS for small arms is exactly the same as outlined under Artillery Fire. If part of an infantry unit in line is blocked by another friendly unit to its front, or other blocking terrain, the unit can fire only if at least 6 figures are unblocked. If only 6 figures fire, however, the -1 modifier for 6 or less casting firing is taken (see Photo Set 6 on page 33). See op rules p 47.

Opportunity Fire

Infantry may use opportunity fire in the same way as artillery units. The same rules apply (see Artillery Fire: Opportunity Fire, p 31). Remember to mark the firing unit with cotton to show that it cannot move or fire for the rest of the turn.

Small Arms Modifiers

  • +1 Regular units on first fire.
  • +1 Fresh* British and Prussian unit firing. (Includes Dutch in WSS, see army lists (p 114).)
  • +1 More than 12 castings firing. The firing unit has 13 to 18 castings (the largest unit in the game is 18 figures).
  • +1 Close range. The target unit is within the close range of the firing unit (see range chart for ranges).
  • +1 Battalion gun on point blank charge. Most regular infantry units have battalion guns (see army lists p 114). If the firing unit is the target of a charge, and the owning player rolls point blank on the fire on a charge table, this modifier applies. Note that battalion guns are not physically represented on the table by a gun model but are intrinsic to most infantry battalions (see army lists). The battalion gun was used for close infantry support and usually contributed approximately 90 musket balls into the fire zone.
  • +1 Vs. column or clan/mob. The target unit is infantry in column or clan/mob (for Scots Jacobites/Turkish) or cavalry in column.
  • +1 Vs. square. The target unit is infantry in square.
  • +1 Vs. mounted. The target unit is mounted cavalry.

Irregulars must check on each casting casualty from small arms. Regulars, however, must check only at the point at which their casualties reach 25% of their original number. They need not check again from small arms fire until they reach 50% casualties. Once a unit has taken 50% casualties they must check every time they receive casualties from small arms. Example: a regular unit (originally 12 castings) that currently has 10 casting takes a hit from small arms. The unit now has taken 3 total or 25% of the original number and must check morale.

  • +1 Vs. flank. The firing unit (infantry) is firing into the target unit's flank. To qualify, the firing unit must cross both imaginary parallel lines extending from the front and rear sides of at least one of the target unit's end bases. Artillery only has to cross one line. (see Photo Set 5 on p 32).
  • +2 Point blank range. The target unit is charging the front of the firing unit and point blank range was rolled on the fire on a charge table.
  • -1 Opportunity fire. The firing unit is issuing opportunity fire (p 31, 35).
  • -1 Firer has 6 or less castings.
  • -1 Formed unit moved up to ½. (Except fresh* Prussian infantry).
  • -1 Skirmish or fresh Prussian unit moved over ½.
  • -1 Firing unit is disorganized.
  • -1 Vs. woods or wood fence. The target is protected by wood protection.
  • -1 Vs. skirmishers or unlimbered artillery. The target unit is skirmish infantry/cavalry or an unlimbered artillery battery.
  • -2 Target unit is behind a stone wall.
  • -2 Formed infantry firing out of buildings or from woods (even if target is in clear terrain).
  • -3 Target unit is in buildings or fortifications.

*Fresh is any unit that has not taken at least 25% casualties. Once it takes 25% it is no longer fresh.

Leader Casualties from Small Arms

Any time a unit takes a casualty and has a leader attached or within 5 (3.5 in 15mm) inches, check to see if the leader is hit. The procedure is the same as outlined in the artillery section (p 30).

H. J. Zieten: Frederick's brilliant light cavalry commander.

Chapter IX: Melee

Melee is the somewhat rare event where a charge actually results in contact between two or more hostile units and very close firing and/or hand-to-hand combat ensues. The sequence of play leading up to contact has been discussed under the charge section (p 19-23). Once in base-to-base contact only eligible figures from both units will fight. Figures eligible to fight are: Infantry: all figures in the front rank only. Cavalry: all figures in the first and second rank. Artillery: all figures.

Melee Procedure

Both players count the total number of castings in their units, divide by 6, rounding up any fractions. This is the base number of dice they have for the melee.

  1. Both players now go through the melee modifiers chart and add and/or subtract d6s to the base number above, as called for. All modifiers are cumulative. Both players now roll their total dice and determine casualties on the basis of every multiple of six, as in small arms fire (round fractions down), equals 1 casting casualty to the enemy unit. If both casualty totals are equal, casualty castings are removed and this ends the melee for the current turn (this becomes a continuing melee and is fought again on the next turn). If casualties are not equal, casualty castings are removed and the side receiving less casualties is the winner of the melee. In either case, if a leader is present on either side with a unit that receives casualties, the opposing player (whether he wins or loses the melee) rolls 1d6 and compares the score with the total number of casualties he inflicted on his opponent. If the die score is equal to or less than this total, there is a chance of a leader casualty, and the Leader Casualty/Capture chart is rolled on and consulted (this is the same as per the artillery and small arms casualties (p 30), except in melee there is a chance of capturing the leader).

  2. Next, the victor attempts to capture the colors (flag/unit standard if any) of the defeated unit. To do this he subtracts the total number of casualties he lost in the melee from his opponents' total - the resulting number is the number he must roll or less, on 1d6 (i.e. the "to hit" number), to capture the colors of his beaten opponent. Should he succeed, the victorious unit has its morale grade raised by one (place a blue pipe cleaner or some marker on it) for the remainder of the game, the winner's morale grade goes up one while the loser's is reduced by one (units may not be raised above morale grade 4 or lowered below morale grade 1 however). Units that are raised in grade due to capturing colors retain their original grade as far as changing formation/facing and shooting is concerned. They raise in grade for morale and melee purposes only.

  3. The victorious unit now determines the scale of his victory by rolling on the Melee Results Table. He rolls one die and adds to it the casualty difference to determine the final modified score (e.g. if he took one casualty and his opponent took three, he adds two to the die roll).

  4. Results are implemented immediately with the loser making his retrograde movement first, after which the attacker may continue his charge according to the Melee Results Chart (see Breakthroughs p 40-42). See examples of melee (p 43-46). If the victorious unit did not charge in the current turn it only has the option to take the ground vacated by its opponent but may move no farther. See pursuit p 38-39.

Note: remember that a unit in melee will always get to roll at least 1d6 unless it is broken, routed or opponent is hitting in rear. I.e. if through negative modifiers the resulting number is 0 or less the unit still gets to roll 1d6 (p 43-46). Important: when melee contact is broken all units involved become disorganized unless routed or broken by melee results.

Melee Modifiers (d6s)

  • +1 Charging. The unit charged this turn. Infantry units must move at least 1 (.5 for 15mm) inch and cavalry at least 10 inches (6 for 15mm).
  • +1 Charging down low hill in first round of melee. The unit in question began the charge uphill on a low hill of his opponent. As in the lance bonus, this only applies to the first turn of melee (note: approximately 80% of melees are resolved on the first turn).
  • +1 Frontage is 1.5 times that of opponent. The number of figures in the unit in question in the front rank is 1.5 times that of the front rank of his opponent. (Optional: instead of counting figures, measure the length of the unit's bases to arrive at this. This might be more realistic, but involves more, somewhat tedious, work).
  • +? Charisma level of attached leader (½, 1 or 2). Note that to receive this modifier the leader must actually be touching the unit. No more than one leader can contribute to the unit's melee.
  • +? D6s equal to the unit's morale grade (1, 2, 3, or 4).
  • +1 Lance in first round.
  • +2 Formed vs. unformed. The unit is formed vs unformed or artillery unit.
  • +2 Infantry vs. infantry in square. The unit in question is infantry, in line, in melee with an infantry unit in square.
  • +2 Vs. flank. The unit is on its opponent's flank. To qualify as a flank, the flanking unit must cross both parallel lines formed by the front and back of at least 1 base of the opponent (p 43).
  • +3 Vs. rear. The unit in question is in contact with the opponent's rear.

The Melee Results Table

The winner of a melee rolls 1d6 on the following table. He adds the casualty difference to his die roll (e.g. he caused 4 casualties and his opponent caused 2. +2 on the results table).

RollResult
2Loser falls back 2" before anything else happens. The winner now has the option to advance 1 inch (basically, to take the ground vacated by the loser).
3The loser falls back ½ of its full normal move (for the formation it is in). The winner now can advance up to ¼ of its remaining move (or it can choose not to advance). This is why it's important to mark the spot where a charge begins.
4Same as #3 except that the loser is disorganized (place a yellow pipe cleaner on it).
5The loser falls back 1 full move (for the formation it is in), faces away, and becomes broken (place an orange pipe cleaner on it). The winner now has the option to advance up to ½ of its remaining move.
6The loser falls back 1 full charge move (for the formation it's in) facing away and becomes broken (place an orange pipe cleaner on it). The winner may advance its remaining movement.
7+The loser makes a rout move and becomes routed (place a red pipe cleaner on it). The winner makes a pursuit check (this page). If the check is failed, the winner must immediately advance his remaining move toward his beaten opponent. If the check is passed, he has the option to advance some, none or all of his remaining movement.

In all cases above, the loser's movement is done first and must follow the priorities listed for the evade/rout moves (see Evade Moves p 21-22). If a retreating unit is surrounded by non-broken, non-routed enemy units with no gap of at least one base width it surrenders. In all cases above, the winner's movement is done immediately after the loser's.

During the winner's advance, it must move in a straight line without making any formation or facing changes (it may expand/contract frontage at the cost of becoming disorganized) unless it fails its pursuit check (then it has to go straight after the unit it just routed). This is now a breakthrough (p 40). If contact is made with the retreating unit or other enemy units, a new melee is fought on the same turn (broken/routed units are picked up). The charge continues until stopped voluntarily, or by the melee results table, or the entire charge move distance is travelled.

Artillery Crews in Melee Combat

Regardless of modifiers the maximum number of dice an artillery crew can roll in a melee is 3.

Compulsory Pursuit

The pursuit table is used if a unit is routed or broken in melee. The winner, in this case, must make a pursuit check to see if pursuit is mandatory. If the check is failed, the winner must immediately move its full remaining movement, or until contact is made with the beaten, broken/routing unit. If contact is made the pursued unit is picked up and permanently lost. If the pursuit check is passed, the winner has the option to continue his charge or stop at any point.

Pursuit Table

Add the appropriate numbers below as appropriate to find the pursuit number. Roll 1d6. If the number rolled is equal to or less than the pursuit number found in step 1, the winner must pursue (see previous paragraph). If the number rolled is greater than the pursuit number, the pursuit check is passed (see above paragraph) and pursuit is not mandatory.

  • +1 Unit is conscript class (class 1).
  • +3 Unit is dragoon or armored cavalry.
  • +5 Unit is light cavalry.
  • +1 Unit is irregular.
  • +1 Unit is Scots Jacobite or French.
  • -1 Unit is Grenadier class (class 3).
  • -2 Unit is Guard class (class 4).
  • -? Charisma level of attached officer (if any) 1, 2 or 3. ½ die leaders (p 18) do not effect pursuit.

Pursuit example: A class 3 irregular hussar unit (no leader attached) routs an opponent in melee. He adds up his pursuit number thus: +5 for light cavalry, +1 for irregular, -1 for class 3 for a total pursuit number of 5 (5 + 1 - 1 = 5).

If, after a compulsory pursuit, the charger is still on the table, on the next turn, it must roll for pursuit again to see if the pursuing unit is brought back under control, in the rally/control/new leaders phase, and if it fails it must continue the pursuit even if it takes it off table. Routed units that are pursued off table are permanently removed and the pursuer, if off table, is also, gone for good (withdrawal factor, (see p 9-10).

Multiple Units in a Melee

If two or more units contact one enemy unit, the melee is fought as two separate melees. The solitary unit figures his dice normally but then splits them between his opponents (see multiple melee examples on p 43-46 for a fuller explanation). Melee results are figured for all units involved. If two, or more, melee results are scored on a unit, it takes the most severe result. Video.

Flanks and Rear in Melee

Units hit in the rear do not fight in melee. They simply receive the attack of their opponent, although it is possible for a unit to fight to the front normally, and receive an attack from the rear or flank as above. Units hit in flank melee the flanking unit with a maximum of 1d6. The attacker in this case will usually receive frontage modifiers to his melee roll (see QRC). Broken units in melee do not fight back. They simply receive the attack of their opponent (as in rear attacks) and then rout. Routed units that are contacted by enemy units are picked up and gone for good.

Joining an Ongoing Melee

During the charge phase new units may join a continuing melee that was fought on the previous turn. These units may attack the flank or rear of the enemy. Since infantry only fights 1 rank it is of no benefit to reinforce another infantry unit by moving up to contact its rear. A cavalry unit, however, since it fights 2 ranks may reinforce a single line cavalry unit that is engaged in a continuing melee. The reinforcing unit will add its front rank castings only and all other melee modifiers will be from the front unit.

Example: a 6 casting single line cavalry unit is in a continuing melee and a 12 casting friendly cavalry unit (in double line) joins it from the rear. The number of castings in the melee is now 12 (only the front rank of the rear unit counts) thus 2d6. All other applicable modifiers will come from the front unit. This is now a normal multiple unit melee. (Note that continuing melees are somewhat infrequent and thus these situations won't come up very often).

Cavalry Versus Squares

This specialized melee is figured normally, except no frontage modifiers are used, and all of the square's castings are used (except in a multiple melee). There is a -3 modifier on the melee modifier chart for cavalry vs. square. If a cavalry unit defeats a squared infantry unit in melee, casualties are removed normally and the Melee Results Table is consulted as per usual. However the beaten infantry must receive additional casualties on the ratio of 1 casting for every 3 castings that beat them. The castings are removed immediately. In the unlikely event of a continuing melee, the cavalry will "wrap around" the square to make contact with all of its sides. Video.

Melee Versus Towns and Fortifications

Only one infantry unit and one artillery unit may occupy a redoubt. The infantry unit must be in all around defense, which is identical to the square formation and, if attacked, the procedure for melee vs. squares is used, except the attacker must take a -3 for attacking a fortification as per the melee modifiers chart. In the case of villages, a small village may hold 1 infantry unit and 1 artillery battery, a medium village may hold 2 infantry and 2 artillery units, and a large village may hold 3 infantry and 3 artillery units. Units in small villages may be in the all-around defense (their frontage is the outside perimeter of the village) as redoubts or they may be in any other formation. If they are not in all-around-defense they receive the cover benefit of buildings only if they are 50% or more in the town (like terrain in general). If a unit in a small village is not in all around defense and is hit in the flank or rear, the melee is fought normally, but the attacker is penalized -2 vs. buildings (along with all other applicable modifiers). Units in medium or large villages may not form all-around defense but must adopt a standard formation (e.g. line), and only receive the cover benefits of buildings if they are 50% or more in the village. Infantry units may form an "L" formation to conform to the corner of the town but its fire is treated as a two sided-square (-3 for each side of square).

Breakthroughs: Post Melee Movement

(See p 41-42.) If allowed on the Melee Results Table, units may continue their charge after winning a melee, out to the limit of their charge move (players should always mark the spot where a unit begins its charge). No facing changes, formation changes, or wheeling is allowed during a breakthrough (expanding/contracting frontage is allowed, however).

Once a melee is resolved and it is determined that the victor is allowed to continue its charge, the next unit in the direct charge path will immediately check morale (excepting units which have previously routed on the same turn - see above p). Any enemy units contacted during this movement will cause another immediate second melee. It is quite possible to contact the original beaten enemy unit. If this happens, fight another melee unless it is routed. If a unit is eliminated to the last casting, the victor (who captures the flag of his beaten enemy) may continue his advance, in a straight line, to the limit of his charge move. He may stop the charge at any point, at his discretion unless he has failed his pursuit check. No unit may issue small arms or artillery fire during a breakthrough (their own people are flooding back in front of them) although formed infantry can attempt to form emergency square if charged by cavalry. As has previously been explained, skirmishers that have previously evaded on the turn in question may not now evade again. Skirmishers which have not moved at all may evade during a breakthrough. In a similar manner, units which have previously routed this turn will not rout again, but simply die to a man. All normal or disorganized units must check if charged during a breakthrough but broken/routed units automatically rout.

Important note: The maximum number of melees that a unit can fight in one turn is 2. At the conclusion of a second melee the victorious unit must stop its breakthrough unless it has failed a pursuit check. It becomes disorganized.

Note that units involved in a continuing melee (i.e. that did not charge that turn) may not advance according to the Melee Results Table unless they fail a pursuit check (p 38-39). They may at their option, take the ground formerly occupied by their beaten foe as their only post melee movement. The loser of the melee must retreat as per the melee results table.

Charging and Melee Example

A British grenadier unit, 5 inches away, declares a charge on the French line infantry (class 2) who has not previously fired this game. The procedure is: 1) Check morale to see if the grenadiers can charge. 2) If successful the target declares its intention (to stand and fire or countercharge). In this case, the French unit declare to stand and fire (almost always better than countercharging for infantry). 3) The French unit now rolls on the fire on a charge table. It rolls a "2" for a point blank shot. The British unit moves to within 1 inch from the front of the French unit who now shoots. The French infantry receives the following dice: +2 for class, +1 for first fire, +2 for point blank range, and +1 for battalion gun (since it is a point blank shot). The total dice rolled is 6. The defender (French) rolls the dice and the total is 19 which rounds to 18 divided by 6 produces 3 hits. 4) The 3 hits are now removed from the British unit. The British grenadiers now check morale and passes the check. Since the attacker passed morale the defending French unit now checks and also passes. The two units are moved into contact and are frozen in place until the melee phase. 5) During the melee phase a melee is fought between the two units. The British unit has 9 castings fighting for 2d6 (the 9 rounds up to 12/6), +1 for charging, and +3 for Grenadier class for a total of 6d6. The British player now rolls the dice and scores a 16 which rounds to 12 divided by 6 is 2 hits on the French unit. The French unit figures his dice thus: 2 dice for 12 castings, +2 for line class for a total of 4 dice. He rolls a total of 11 which rounds to 6 equaling 1 casting casualty. 5) The British unit is the winner because it caused more hits and now attempts to capture the colors. This is done by rolling a die needing to roll the casualty difference (in this case 1) or lower (i.e. 1 in this case). The British player rolls a 3 and thus does not capture the colors. He now determines the result of the melee by rolling 1d6 and adding the casualty difference, 1, (2-1) and rolls a 4 which becomes a 5. The French unit becomes broken (marked with orange) and retreats ½ of its full move. The British unit now has the option to advance ½ of his remaining move which is 2.5 inches in this case. Contact cannot be made with the beaten French unit so the British player decides to stay put. The turn ends with the British unit winning the melee but having taken a total of 4 casualties (counting the small arms fire) to the French unit's 3. The British unit has the option to take the ground vacated.

Don't forget to mark the starting point of the charge.

"[At the battles of Soor and Kesselsdorf]…when the losses of our men made them give way in the first attack, the enemy, wishing to pursue them, left their lines. This made their artillery hold its fire, and as a result of this our men, mingling, so to speak, with the enemy, carried the batteries at once". Frederick

Breakthroughs During the Charge Phase: Example 2

(Diagram example, text as printed in the diagram.) "A" charges "B" who issues small arms fire at "A". "A" checks morale and passes, which means "B" must check, which it does and routs. "B" routs through "C" who is disorganized (both are formed). "A" now opts to continue his charge at "C". "C" may not fire at "A" since this is now a breakthrough and no firing is allowed at units in a breakthrough. "C" now must check morale for being charged. "C" stands and the two units are moved together and will fight a melee during the melee phase. Breakthroughs may also happen during the melee phase.

Note the yellow marker for disorganized and the red marker for routed status.

Melee Examples 1-8

Example 1: A class 2 Prussian infantry unit is being charged by 2 class 2 enemy units. The defender gets 2d6 for morale and 2 for castings split between the two attacks. Attacker 1 gets 2d6 for morale, 2 for castings and 1 for charging. Attacker #2 is the same except it also gets 1 for 1.5 frontage (10 castings to 6).

Example 2: This is the same situation as example 1 except that the defender is behind a fortification (redoubt) and thus both attackers lose 3d6 for vs fortification.

Example 3: The British unit is class 2 and gets 2 dice for class and 2 for numbers split evenly between the 3 attackers 1, 1 and 2. The right French unit (class 1) gets 1 for class, 2 for numbers, 1 for 1.5 frontage and 1 for charging. The center French unit (class 1) gets 1 for numbers (front rank only), 1 for class and 1 for charging. The left French unit (class 2) gets 2 for class, 2 for numbers, 1 for charging, 2 for vs flank and 2 for double frontage.

Example 4: The Prussian infantry (class 2) gets 2 dice for class and 2 for numbers but loses 1 for vs cuirass (comes off the attack on the cuirassiers). The right Austrian unit (armored class 3) gets 3 for class, 2 for numbers, 1 for charging, 2 for mounted vs unsquared infantry and 1 for 1.5 frontage. The left Austrian unit (dragoons class 2) gets 2 for class, 2 for numbers, 2 for mounted vs unsquared infantry and 1 for charging.

Example 5: Cavalry furball. Unit A is an Austrian dragoon (class 2) and gets 2 dice for class and 2 for numbers (did not charge). B is a class 2 Austrian kuirassier and gets 2 for class and 1 for numbers (did not charge) and 1 for vs lighter cavalry (split evenly on both enemy units it is in contact with). Unit 1 is a Prussian class 2 dragoon (did not charge) and gets 2 for class and 2 for numbers, -1 vs cuirass split between A and B. Unit 2 is a class 4 Prussian hussar unit who charged and gets 4 for class, 2 for numbers, 1 for charging, 2 for double frontage and -1 for vs. cuirass.

Example 6: The same situation as example 5 but now a class 4 Prussian cuirassier has joined the fun on the flank of A who now must split its dice between the two enemy units and loses 1 die vs the cuirassiers. The flanking Prussian unit who charged, gets 4 dice for class, 2 for numbers, 1 for charging, 2 for vs flank, 1 for vs lighter cavalry and 2 for double frontage.

Example 7: A is a class 1 Austrian dragoon that charged and gets 1 die for class, 2 for numbers, 1 for charging, 2 for mounted vs unsquared infantry and 2 for formed vs artillery (skirmish). The 2 for formed vs skirmish must be put on the artillery. B is a class 2 unit who charged and gets 2 for class, 2 for numbers, 1 for charging, 2 for vs flank, 2 for double frontage and 2 for formed vs skirmish. 1 is a Prussian class 3 grenadier who gets 3 for class, 2 for numbers and 2 for double frontage. 2 is a class 2 Prussian artillery who gets 2 for class and 1 for numbers split between the 2 enemy units (note that an artillery unit may never exceed 3 in melee).

Example 8: The Austrian hussars are class 2 who charged and get 2 for class, 2 for numbers, 1 for charging and lose 3 for cavalry vs square. The Prussian grenadiers get 3 for class and 2 for numbers.

"The action and event of the onset were throughout quite as dreadful as the mental emotion which urged it. Notwithstanding that the three files of the front line of English poured fourth their incessant fire of musketry – notwithstanding that the cannon, now loaded with grape-shot, swept the field as with a hailstorm – notwithstanding the flank-fire of Wolfe's regiment – onward, onward, went the headlong Highlanders, flinging themselves into, rather than rushing upon, the lines of the enemy, which indeed they did not see for smoke, till involved amid their weapons. All that courage, all that despair, could do was done. It was a moment of dreadful and agonizing suspense, but only a moment – for the whirlwind does not reap the forest with greater rapidity that the Highlanders cleared the line. Nevertheless, almost every man in their front rank, chief and gentleman, fell before the deadly weapons which they had braved; and although the enemy gave way, it was not till every bayonet was bent and bloody with strife". Chambers on the Battle of Culloden.

Chapter X: Optional Rules

The following optional rules may be used or not as the players see fit. They may add a bit of realism perhaps at the cost of a slower game. It's up to you if you want to use any of these. All of us wargamers have a compromise point between complexity and playability that differs from one to another. The basic rules represent our compromise point but if you lean toward a little more complexity, take your pick.

Infantry Field of Fire

Instead of figuring the field of fire off the entire unit, figure it base by base. Measure a 30 degree angle off the ends of each individual base in the unit. Only those bases that clip the target may fire. The unit still fires as a whole and may only fire once, but the fire may not be as effective if it can't bear all of its bases. For example, a regular 12 casting unit (4 bases of 3) fires at an enemy infantry unit but only 2 bases' fire zone clip the target. The unit fires but must take the -1 for "6 or less castings" modifier on its shot. The other 2 bases may not fire this turn.

This rule should force players to line up battalions directly across from their opponent's to bring everything to bear as was common at the time. This is preferred by those unsettled by whole battalions that seemingly can fire sideways.

Formed Are Disordered in Woods

Formed troops are disordered at all times in wood even if they don't move.

Optional Artillery Basing

The suggested artillery unit base sizes on page 8 are the same as previous editions when the gunner casting represented 1 gun. We listed them this way as a bone to players who don't want to rebase. However, with gunners now representing 2 guns the batteries frontages should be widened. In 25mm this would be a frontage of 3.5 inches and for 15mm it would be 2 inches.

1 to 25 Figure Scale Modification

The following ideas have not been extensively playtested by the authors, but have been suggested by those players who prefer this scale.

Double the listed size of the units (a 12 casting unit would be now a 24 casting unit). All units should be two ranks deep in line. In small arms fire, allow two ranks to fire. The fire is done normally but for each group of 6 castings over 12 it is +1d6. The fire modifier is given until all of the figures in a group of six are eliminated. Example: A 30 casting unit receives a +3 modifier for extra figures. A 25-30 casting unit would receive the same modifier until it was reduced to 24 castings, the next lowest group of 6.

In melee, use all figures in the first two ranks for infantry and cavalry.

Artillery fire procedure remains as per the standard rules but a battery is now composed of 2 gun models with 4 gunner figures each.

Exceptional Battalion Commanders

For a bit of fun or to add a "dash of Hollywood" to a scenario (best in small games) designate 1 infantry battalion or cavalry regiment as having an exceptional commander (think a Kentucky rifle unit commanded by Fess Parker - aka Danial Boone). This unit will add 1 to its morale, shooting, melee and charging checks (+1d6 if cavalry, -1 to the die roll if infantry initiative). If the unit is in command control, except for the modifiers in the previous sentence it is, as normal, under the command of the brigadier. However, if out of command the unit has a much better chance of acting independently as though in command. When such a unit makes its command check (p 11, 13) during the arrivals and command phase, regardless of its morale grade, it will pass on 1-5 and fail only on a six. If the unit takes casualties, the Leader Casualty (p 30) procedure is followed, just like a brigade commander leader casualty check.

When designing a scenario using this rule it is recommended to give a maximum of one exceptional commander to each side. If you put in too many then command control loses some of its intended effects.

Artillery Ammunition

Whenever an artillery unit fires, the shooter rolls a separate d6 which will be designated the "ammunition check die". If the ammo die roll is 3-6 there is no effect. If the ammo die roll is 1 or 2 the player now rolls 2d6 and the number rolled equals the number of shots he now has left in the game. The player will have to keep track of this on paper or with a very tiny die. (Note: don't use regular sized dice for this as they tend to get picked up and rolled).

Variable Morale

It is not realistic to rate all units of the same type (e.g. line infantry, dragoons, etc.) as being the same morale grade as their performance on the battlefield did not exist in a vacuum but depended, to a degree, on the context of the current campaign (did they just do a flank march or are they undernourished due to supply problems? etc.) as well as issues in the units in general (poor recruiting, despised officers, etc.). To reflect this the morale grade of units on the battlefield can stay the same as their base morale (this is listed under "Morale Grade") in the army lists or they can go down 1 or up 1 depending on a roll of 2d6 that is made the first time in a game each unit checks morale, fires, or melees (i.e. the first time it needs to know its morale grade). This roll is only made once in a game per unit. Once determined, their morale grade is thus set for the rest of the game although all units retain their base morale grade for formation changing. In the army lists for each unit type is listed a range of variations. The variations are: No Change (NC), down 1, or up 1. Each unit type listing in the army lists includes a Variable Morale Rating category. 3 sets of numbers are shown with the first one being down 1, the second range is no change (NC) and the 3rd one is Up 1. In order for the morale grade to change, when rolling 2d6 for this, both dice rolls must agree (i.e. both must be in the range of "down 1" or "up 1"). Any other combination becomes no change (see example, next paragraph). The main listings on the tables at the top of the pages are for the Seven Years War but these can differ for the War of the Austrian Succession and the range for the earlier war, if different, is listed in the notes.

Variable morale example: French line infantry are listed as class 2 morale as their base but have a variability of 1-3 down 1, 4-5 NC and 6 up 1. Thus the first time an infantry is called upon to use its morale grade (morale check, fire or melee) the player will roll 2d6 and if the result is 1, 2 or 3 on both dice its morale goes from 2 (base) down to 1. If double 6's are rolled it is raised to a 3. Any other combination of rolls becomes no change.

Generating Pick-Up or Tournament Style Battles

  1. Decide on which optional rules (if any) are to be used.
  2. Each player chooses an army or dice for it. The armies chosen must be different (i.e. no Prussian vs Prussian battles, etc.).
  3. Decide on the number of strength points (SPs) to be used. 15 per side is a good size for a 1 on 1 match but vary it if you want.
  4. Roll 1d6 to determine the type of battle. 1-3 = meeting engagement. 4-6 = defensive battle.
  5. Both players make up their order of battle from the army list of their particular army. Optionally, make up lists after rolling the battlefield.
  6. If it is a defensive battle roll 1d6 (50/50), to see which army is the attacker.
  7. Roll up the battlefield by rolling percentage dice on the 100 battlefields after p 96. There is a different procedure depending on the type of battle rolled in step 4 above. (See below, this page, for details).
  8. Deploy troops secretly unless Frederick is in command of a Prussian force. If so, roll 1d6 and on a 4-6 the Prussians will deploy second with the enemy army's deployment in full view.
  9. Generate leaders: Each player gets a +2 commander in chief (+3 if Frederick, Marlborough or Eugen). Roll 1d6 for each brigade leader to determine his rating:
Die RollRating
1½ d6 (p 18)
2-51d6
62d6
  1. Fight the battle until one army withdraws through the withdrawal system (when an army withdraws its opponent is the winner) or 12 turns elapse. Withdrawal cannot be done voluntarily by the players but only by the withdrawal system (p 8-10). If neither army has withdrawn by the end of turn 12 the match is a draw.

Set Up Procedure

  1. Meeting engagement. Use the set-up parameters for Meeting Engagement, figure 7, pages). Roll percentage dice (01-100) five times to generate five battlefields from the 100 battlefields provided. Each player now sequentially eliminates one battlefield at a time until there is only one left which will be the one used for the match. To determine which player goes first, roll 3d6 and the player with the highest score is the first player to eliminate a battlefield (if tied, roll again). Following this, the second player eliminates one and then it goes back to the first player, etc. Dice to see on which side each army will deploy.

(The source text for step 1 reads "figure 7, pages)." as printed; the figure and page reference is incomplete in the original.)

  1. Defensive battle. Roll up three battlefields and the defender chooses the one he wants and also the side he wants to deploy on. Before any battlefields are rolled up, the defender has the option to roll up six instead of 3 and gets his choice. If this option is taken, all of his VMRs will have an automatic -1 to the die roll. In either case, the defender may deploy fieldworks to ½ (round up) of his infantry units. The field works are the width of the battalion. Field works are wood protection and carry a -1 modifier to all artillery and small arms fire against them and a -3 modifier to an attacker in melee against them. Field works can be destroyed by artillery fire (see Artillery vs. Structures p 31). 1 hit will destroy ¼ of a section (i.e. the amount covering 3 castings of a 12-casting battalion). A unit defending behind a section of field works gets its defensive bonus as long as the works are at least 50% or more intact (i.e. there must be at least 2 out of 4 sections of works existing to give the benefits).

Finally, in a defensive battle the attacker's infantry strength points are increased 50%. Example: in a 15 SP defensive battle match an attacker that normally has 10 infantry units will deploy 15 infantry units. This will cause a corresponding increase in his artillery percentages but his original cavalry number is not effected.

"It was here [at the Battle of Fontenoy, 1745] that occurred the famous incident which has doubtless grown greatly in the telling, and whose fame is due largely to that magnificent story teller, Voltaire, who said that an English officer, Lord Charles Hay, stepped forward from the ranks of the First Guards, and having saluted and drunk a toast to the dumbfounded French, asked them to fire first! From the French came a volley, but it was a ragged and uncertain one…However, from the British lines there immediately rang out a prodigious and incredibly devasting volley such as had rarely been witnessed upon a battlefield and indeed was not to be repeated until with a single similar volley Wolfe's men destroyed Montcalm's army upon the Heights of Abraham fourteen years later". Charles Grant, "The Battle of Fontenoy".

Chapter XI: Tactical Suggestions

General Suggestions

The basic concept that you should grasp for success in Age of Reason is the idea of the unbroken linear array. This was not called the linear period for nothing. Almost 250 years ago someone fairly knowledgeable on the subject, Frederick the Great, wrote: "I do not provide any interval for my cavalry because then each squadron would have two flanks, and a contiguous line has only one which is its extremity. The attack of such a body thus becomes much more formidable" ("Frederick the Great, Instructions for His Generals", Military Service Publishing Company, 1944, page 91). In the above quote substitute "army" for the word "cavalry" and "units" for the word "squadron" and you have an excellent primer on basic army deployment in Age of Reason. In another of Frederick's writings he is even more emphatic when he urged infantry commanders to "so arrange the brigades that they always provide mutual cover for the flanks. Do the same with cavalry. It cannot be repeated often enough that flanks constitute the Achilles' heel of the troops and as such they must always be protected and fortified" ("Frederick the Great on the Art of War", Jay Luvaas, "First Lesson in Tactics", page 171). The wise use of a second line as a reserve will be useful as the front line units begin to give way; the second line can plug the gaps.

The tactic to avoid is to make individualistic attacks with unsupported units on strong enemy positions. Time and again in the last 30 or so years we have seen new players launch single cavalry regiments (the best painted ones, of course) in "up the gut" frontal charges against unbroken infantry supported by artillery and who knows what, only to see many saddles emptied and the remnants sent reeling in ignominious flight. The successful attacks (usually the worst painted figures) are almost always brigade size movements with plenty of mutually supporting units.

That said, realize that not every "text book" deployment works 100% of the time. Remember this last sentence because if you ever write to tell us that you followed our suggestions and lost anyway we will just point to this sentence and say: "Didn't you see this part?"

Handling of Infantry

Except for some of the more exotic (or weird if you like) armies of the period (e.g. the Scots Jacobites, the Swedes during the Great Northern War, the British in the AWI) this was, in general, the period of the infantry volley, not the bayonet charge.

Consequently, infantry charges are somewhat hard to do a la the Charge Initiative rules. Generally you should advance with your infantry to engage the enemy into small arms fire range and begin to exchange volleys until one side breaks, is significantly reduced, is in poor morale, or you have worked a unit (of grenadiers perhaps) around their flank. Then, and only then, if you have a fresh unit of high morale, perhaps with a swashbuckling leader attached, you should order your men to go in with the bayonet. But always remember that small arms fire is attritional and melee is messy and usually decisive. The attacker, if attacking good infantry or artillery from the front, can take frightful casualties and even if he wins the melee can be severely reduced himself.

In almost all situations it's better to be in line than column. Use column formation only for getting units in the rear up to the front quickly and then form them into line.

Handling of Artillery

Guns in this period are not the rifled artillery of the American Civil War, the railroad guns of the First World War, or even the grand batteries of the Napoleonic era. Do not count on your guns to vaporize whole units. Don't count on your guns to win the battle for you by themselves. On defense you should set them up with clear lines of fire but not by themselves, support them with infantry in near proximity. A well ordered line will have infantry with a few batteries interspersed on the front line to issue fire in the fire phase or opportunity fire.

Don't expect much from light guns. They are good to support a defensive line but virtually useless on the attack.

Using Cavalry

The mounted arm is usually best deployed on the wings where they have enough room to maneuver and should constantly seek to work around the flanks of the enemy army. Once done, this will threaten the primary road of the enemy and act to blunt any thought of advance by them for fear of flank/rear attack. If you outnumber your opponent in cavalry on a particular flank, you might open the engagement with a mighty battle for cavalry supremacy. As Frederick said: "The cavalry battle will be entirely decided before the infantry can come into contact". (Instructions, page 91). Once you have attained the upper hand on the flanks your horse should pursue when the enemy cavalry is entirely scattered" (Frederick, Instructions page 91). If the infantry battle goes your way, the cavalry "should prepare themselves to cut the retreat of the infantry, which soon will have been scattered also". (Frederick, Instructions, page 91).

Combined Arms

This is the key to victory. One of the great things about the 18th century, from a wargamer's perspective, is that no one arm is predominant.

Unlike the heavy knight of the late middle ages, or the WWI infantryman with his machine gun, the armies of our period relied on the rock, scissors, paper, effects of combining the three arms. Artillery softens up an enemy from longer range, the cavalry works the flanks to induce nervous exhaustion in the enemy line, while the infantry steadily attrits their opposites. When the line begins to break, the horsemen are unleashed to wreak their terrible havoc.

Often when infantry starts an advance an army's guns are blocked. Frederick the Great provides a solution: "When desiring to attack troops in position, always take ten mortars (or howitzers, author) with you. Formed in two batteries behind the line, these will enable you to bombard enemy batteries with a cross fire while the infantry advances to the attack" ("Art of War" page, 172).

Attack

"Always outflank the enemy with your attacks...and never lead troops at random and in such a way that will cause you to become outflanked". ("Art of War", page 171). Yes, as has been said, it's all a question of flanks. When attacking a strong position you might try holding one flank or the other back while massing most of your units on the other in order to outnumber the enemy at the point of contact. "By refusing or holding back one wing to the enemy and reinforcing the attacking wing, you can hit the enemy wing that you wish to take in flank with the bulk of your forces". ("Art of War, page 177).

Defense

Always try to anchor one flank or the other on a natural terrain feature that would slow or stop the advance of your enemy. As Frederick says, "flanks are supported better in country that is close and hilly than on level ground". ("Art of War", page 176). Set up an unbroken line of infantry and artillery on high ground if possible. Maintain a reserve of cavalry, positioned in a central position, which can quickly go to either flank as your opponent's attack develops.

To summarize this section on strategy we quote from Frederick the Great for the last time. "In my opinion, the secret of the art of war is to upset enemy dispositions by diversions that force him to abandon his plans. Especially if one can compel him to change his dispositions, the battle is half won, for his strength depends upon his stationary position, and if I make him move his troops the slightest movement breaks the integrity and destroys the strength of his battle line". ("Art of War", page 192).

"Attack. I place intervals between battalions so that they can retire through them without creating confusion in the others and I add the cavalry to charge the enemy infantry in case it leaves its position". Frederick

Chapter XII: Siegecraft in the Age of Reason

"We make warre more like foxes than Lyons; and you have twenty sieges for one battle." Earl of Orrey, 1677.

Setting Up Your Game

The game is designed for a ½ fortress. If you wish to use the entire fortress, double the allotted defending siege guns. Defenders get one siege gun and one wall gun per bastion and ravelin, plus one siege gun per two defending units, rounded up. Attackers get one siege gun per two units. It is recommended that guns can only be fired through the gun ports of the model of the bastion or ravelin. The attacker gets his normal complement of field guns, less any siege guns, while the defender gets one medium gun per SP. These field pieces can only be used during sorties or accelerated attacks.

The fort is set up. The width of the glacis is musket range, 4" for 15mm, 6" for 25mm. The attacker then attempts to build his first parallel outside of gun range, 30". No pre-measuring is allowed. If he is in range, he takes his losses and tries to build outside of 30" again. This process continues until a parallel is built outside of 30". If he is in range and takes losses, no parallel is built.

Game Basics

  • Each strategic turn is 2 days.
  • Stands of units inside of the fort must keep their stands touching each other, no other formation considerations are necessary.

Changes to Age of Reason for Sieges

  • Siege artillery firing from inside the fortress: +1 die.
  • Artillery firing at exposed troops on a glacis: +3 dice.
  • Small arms firing at exposed troops on a glacis: +2 dice.
  • Wall guns firing at exposed troops on glacis: +2 dice.
  • Ricochet fire ignores other cover but is -1 die.
  • Wall guns require 1 figure of crew, who may be infantry.
  • No first fire bonus during the non-tactical combat shooting.
  • Do not check for capturing colors.
  • Only artillerymen may man a siege gun.
  • Do not check morale except during tactical combat.
  • Do not check on the withdrawal table as in tactical combat.

Siege Turn Sequence

The siege game has a different turn sequence than the tactical game. Only when a tactical engagement occurs, a sortie or assault, do you use the tactical turn sequence. You still use all the same charts for firing, but with some important modifiers.

Chart 7: Siege Sequence of Play

TurnEvent
150% of all losses taken in the previous turn, rounding up for defender and rounding down for attacker, come back. Troops lost in a sortie/assault are all lost permanently.
2Lay out where you propose to dig approaches/trenches. This is done by placing troops where you propose to dig new trenches. The attacker lays out trenches, then the defender.
3Draw or sketch where you are mining/counter-mining. These must be contiguous with existing trenches.
4Conduct Non-Combat movement.
5Announce any Sorties/Assaults. If none, skip to step 7.
6Tactical movement. a. Mines/counter-mines are exploded. b. Tactical turn sequence is followed until fighting is resolved.
7Artillery fire is conducted by both sides, casualties are removed, and works are marked for damage.
8Small Arms fire is conducted by both sides, and casualties are removed.
9Complete the digging. Troops who have survived the artillery and small arms fire now cover their front with breastworks. Before you dig them, close up any gaps in the line, moving troops back toward already completed trenches/breastworks.

Special Siege Rules

  • Ricochet fire is artillery fire that is parallel to and behind cover. All troops within 1" of the cover, and behind it, can be hit by ricochet fire. Examples are fire down the length of a trench or along a wall of a bastion or ravelin. Ricochet fire negates cover. Only artillery may fire ricochet fire, never wall guns. Figures that are within 1" of cover between the firer and themselves are immune from Ricochet fire. If a unit were to be more than 1" from the cover to the front, they would be subject to flank fire and get no benefit of cover, provided that the firer was firing down its' flank and had a line of sight. Only one gun model can fire a ricochet shot per position.
  • Siege Mortars have only medium and long ranges. They have a minimum range of 6". They have no canister, close range, or ricochet fire, nor can they enfilade anything. Medium range is 6-14", long range 14-20". Siege Mortars are medium guns (2 dice). Mortar targets get no bonuses for cover. As the fuses on mortars and their aiming procedures were crude, roll to see if the mortar hit. A 4, 5, or 6 means the weapon hit the desired target and the fuse did not malfunction. Any other result is a miss.
  • When the losses to a crew exceed the number of crew figures present, the gun model is destroyed. Artillery crews can be shifted in the movement turn from gun to gun, but a gun crew can never exceed 4 figures.
  • Troops inside the ditch are not targets for fire except for ricochet fire, mortar fire, or from troops within 1" of the top edge of the glacis.
  • Wall guns may only be fired from trenches, the covered way, or permanent works such as bastions. They are manned by single infantrymen detached from their parent battalions, and can be moved at the speed of that infantryman. In giving infantry additional firepower without reducing mobility, they are invaluable for defending outworks. They normally fire 2-D6, rolling for natural 6's with a range of 4". The guns have a 360° arch of fire. There is no close range. If the target is on the glacis, roll two extra dice. If the figure carrying the wall gun is fired upon, treat him as an artillerist. If hit the gun is destroyed.
  • Siege guns may not be fired the turn they are moved. Exception, guns may move within a ravelin/bastion or redoubt without penalty.

Approaches

  • Troops may attempt to dig up to 12" for each approach trench per turn until within 6" of the outer edge of the glacis. From there they may attempt to dig up to 6" sections until the glacis is reached. From there on they dig 3" sections. You may make as many approach trenches as you have troops. However, you may only put out the maximum number of inches possible per approach. This is to say that you cannot put out extra troops to allow for losses. Any losses taken by the digging troops are taken from the far end of the trench building, i.e. the line of trenches must remain contiguous.
  • Trenches are subject to ricochet fire.
  • Trenches that are damaged provide no cover at that spot. Units may fire on the trench instead of the troops within. In this case no negative modifier is applied to firing against cover. However only 1" of works per gun firing are destroyed regardless of the number of hits scored.
  • No attacker's siege guns can fire over friendly troops digging trenches. Howitzers and mortars may, however.
  • The attacker's siege artillery may be set up in either a parallel or in a redoubt. They may not be placed anywhere else. Redoubts take double the troops to build, i.e. 12" of figures to build a 6" frontage. If units are hit building a redoubt, they lose ½ the redoubt frontage as figures lost.
  • Defender's siege guns can only be placed in bastions, curtain wall sections, ravelins or redoubts.
  • The first parallel can be dug of any length in one turn. All other parallels are dug in the same way approach trenches are dug.
  • Parallels are dug parallel to the fortress wall. They cannot be dug to approach the fortress.
  • The defender can build trenches out of the fortress. These are called counter-approaches and are limited to 6" sections on the glacis and 3" sections outside the glacis. They are subject to the same rules that apply to the attacker's trenches.

Non-Tactical Movement

  • Troops and artillery may be moved anywhere within the contiguous approach works or the fortress during non-tactical movement. During tactical movement they are subject to normal movement distances.
  • Troops and wall-guns (not siege artillery) may be moved from detached works into the fortress during non-tactical movement.
  • No troops or guns can be moved in mines or counter-mines.
  • Once more, siege guns may not be fired the turn they are moved. Exception, guns may move within a ravelin/bastion or redoubt and fire the same turn.

Breaches

  • The main wall (the curtain wall) of the fortress may only be fired upon from the top edge of the covered way (or closer). When firing on a wall or ravelin, as opposed to the troops inside, give no cover bonus for the target; if firing on a bastion subtract 1 die.
  • When firing at the fortress wall, it takes 12 cumulative hits at close range from a siege gun to cause a breach 1" wide (¾" for 15mm). These hits may be accumulated from turn to turn and may not be repaired.
  • New defenses may be dug inside the fortress. These will be light works (wood) for a single line of diggers, heavy works (stone) for a double line. If works are used to seal off a bastion, it will be impossible to move guns in or out until the works are destroyed.
  • A breach is suitable for infantry to move through when it is a minimum of 6" wide (4" for 15mm).
  • Debris from a breach counts as a steep hill for movement purposes.

Mining (Referee Required)

  • A defending player may have up to three counter-mines in place at the beginning of the siege. These are already emplaced and marked on a map. They may extend up to the limit of the glacis.
  • For each counter-mine already in place, roll 1d6. On a 4, 5, or 6, the attacking player has to be told the location and position of that counter-mine (due to spies).
  • Mine and counter-mine tunnels are dug at a rate of 1" per turn.
  • One figure is required for each two inches of mine tunnel.
  • Mines being dug are automatically detected by troops with 4". These troops will know a mine is within 4" and will know the general direction. This requires the services of a referee.
  • Mines have to be started from within the works already dug.
  • Camouflets (counter-mines) may be fired underground from one mine tunnel (or counter-mine) to another. The player indicated where it is being set off. It collapses all portions of tunnels (including its own) within 3", and makes no craters on the surface. They take one turn to prepare. Players write down that they are preparing the camouflet, and it is fired in the "explode mine" phase.
  • A player can explode up to three mines. They take two turns to prepare though may be detonated on any turn after they are finished being prepared. On the turn they are to be exploded the player announces he is detonating the mine and rolls a 6 sided die. Any roll but a 1 means the mine goes off. When they explode they leave a crater 3" across. All troops, portions of tunnels, and portions of works within that 3" are destroyed. All mines must be at least 3" in length. A player may never have more than 3 mines existing at one time.
  • Craters count the same cover as approach trenches, but there is no ricochet fire into a crater.
  • If opposing parties make contact with each other underground, a special form of combat occurs. Both sides roll a six-sided die and the higher roll wins. The larger party receives a +1 on the roll. The losing party is destroyed. The winner subtracts the total number of the loser's figures from his force, or reduces the strength of the winning force by half, whichever is less. A "party" is all the force working on the mine.

Sorties/Assaults

When a sortie or assault is declared, cards are made up only for the units involved (not the entire army). Both players determine how many cards to make up, it may be that a player doesn't want to involve the entire force under his command in the sortie/assault or defense. Troops digging trenches, tunnels, etc. are excluded from the tactical turn, unless they are attacked, whereupon they must abandon their task and defend themselves instead. All attacker's assaults must start from a parallel (not an approach trench). All defenders' assaults start from the covered way or any point inside the fortress.

The sortie/assault continues until the end of the 12th turn, both players agree to end it or three turns pass without any tactical movement outside the defender's or attacker's trenches.

Special Sortie/Assault Rules

  • After announcing a sortie or assault, the player who is making the attack throws 2d6. This is the maximum distance he may start from his own parallel or covered way. He then throws two more d6. The higher number of the two is the number of inches the sortie/assault can possibly start from the nearest enemy unit or position. The sortie can start no closer than 1" from the enemy or closer than the maximum distance he may start from his own parallel or covered way. This represents an attempt to make a surprise attack.
  • Troops carrying gabions or fascines move at half speed. They may not fire, melee, or charge while carrying the gabions or fascines. When they put them down, or drop them, they may not pick them up again.
  • Troops may "crown" or establish a position during an assault if they are carrying gabions. It takes 1 full turn of doing nothing else to emplace the gabion. Troops count as disorganized for morale purposes if they are charged while carrying gabions, fascines or emplacing either. If charged, the troops may elect to drop the gabions or fascines and melee. They do not get defensive fire in that case, nor may they pick them up and resume their work after the melee.
  • Gabions and all trenches/breastworks count as linear obstacles for movement.
  • Gabions emplaced during tactical phase count as completed trenches during the subsequent artillery/small arms fire phase. They are subject to ricochet fire.
  • Fascines which are dropped in the ditch extend out ½ inch from the friendly side. The following turn another ½ inch may be added to extend toward the fortress wall. This process will continue until the ditch is crossed. This will apply to both a wet and dry ditch.
  • Troops in the covered way who are fired at by troops standing within 1" of the edge of the covered way do not benefit from cover.
  • There is no movement allowed into the fortress during a sortie/assault (the doors are closed).
  • Defenders' siege guns take three turns to load during an assault. They may not fire until the 3rd turn at the start of an assault. They may only fire at targets at medium range or less. Attacker may fire on the first turn on an assault. This would allow fire on turns 1, 4, 7, 10. Conversely on a sortie the defender can fire on starting on turn 1 and the attacker can start to fire on turn 3. If both an assault and a sortie are attempted on the same turn, then both sides may begin to fire on turn one.

General Storm

This is what was politely known as an "accelerated attack". The attacker would attempt to take the fortress without recourse to long stretches of slow digging.

  • Fight a regular battle with all of the modifiers listed above for sieges, such as the extra dice allowed siege guns and musketry when the target troops are on the glacis. For a General Storm, the bonus for first fire is used.
  • Escalade of non-breached walls. Troops carrying ladders are treated as if carrying gabions for movement. They take 1 turn to place the ladder. Only one figure per turn may mount the ladder; no figures may climb the ladder the turn it is placed. Defending troops who are at the top of the ladder, and not involved in a melee, may overturn the ladder on a throw of 5 or 6 (even when there are people "climbing" the ladder.)
  • Sappers. Some armies had special sapper units. These are targeted as artillerists. If during an assault they reach an opposing trench or gate and survive the fire phase, the gate or 2" of trench opposite them is destroyed on a roll of 1-5 on a D6.

Destroying Works

If a unit occupies an enemy trench or the starting point of an enemy mine for two complete tactical turns and they do not melee or shoot, they may destroy the mine or the frontage of the trench they occupy. The troops who were working on the mine that was destroyed are considered to have gotten out, though they cannot take part in the tactical fighting.

Victory Conditions

Capturing and holding a bastion on turn 12 or having held it for three consecutive turns ends the game. The defender unconditionally surrenders.

Only the defender gets points. If the defender has a positive number of points at the end of the game, the defender wins. If the defender has a negative number of points at the end of the game, the attacker wins. The defender has the option of when to surrender, but the attacker does not have to accept the terms the defender proposes.

Table 8: Siege Victory Points

PointsEvent
+1For each turn of the siege after ten
+1For each casualty inflicted
+1For each figure surrendered
+1Allowed "bayonets fixed" at surrender
+1Allowed "plays enemy music" at surrender
+2Allowed "officer's baggage" at surrender
+2Allowed to "march out through breach" at surrender
+2Allowed "bullet in teeth" at surrender
+2Allowed "flags flying" at surrender
+5For each turn of the siege after twenty
+25Assault of a breach beaten back

Optional Rules (Siege)

  • The French were superb at siege work while the Prussians were notably bad. To reflect this the French troops may dig/put out 50% more men per approach trench. Prussians may only put out % the normal amount. Example: This means that the French can build 18" of approach trenches per turn up to within 6" of the outer edge of the glacis, while the Prussians can only build 8" per turn.
  • Fortresses built on rock do not allow for mining.

Example of a Siege

Turn 1

  • Phase 1: 50% of all losses taken in the previous turn, rounding down, come back. There were none.
  • Phase 2: Lay out where you propose to dig approaches/trenches. The French lay out a long line of infantry that is (hopefully) out of reach of the defender's artillery.
  • Phase 3: Draw or sketch where you are mining/countermining. None.
  • Phase 4: Conduct Non-Combat movement. None.
  • Phase 5: Announce any Sorties/Assaults. None.
  • Phase 6: Tactical combat. a: mines/countermines are exploded; None. b: Tactical turn sequence is followed; None.
  • Phase 7: Artillery fire is conducted by both sides. The defender fires 1 shot, more to see if the attacker is in range than in hopes of doing any damage. The attacker is 2" out of range.
  • Phase 8: Small arms fire is conducted by both sides. None.
  • Phase 9: Complete the digging. The frontage of the infantry the French had just laid out is covered by a trench. This is the 1st Parallel.
  • Phase 10: Mark off 2 days. 2 days have passed.
  • Phase 11: Check for negotiations/victory points. A polite request to surrender is politely ignored.

Turn 2

  • Phase 1: 50% of all losses taken in the previous turn, rounding down, come back. Same as before, there were none.
  • Phase 2: Lay out where you propose to dig approaches/trenches. The French player places 3 battalions out in lines extending toward the fortress from the 1st parallel. These are the start of the approach trenches.
  • Phase 3: Draw or sketch where you are mining/countermining. None.
  • Phase 4: Conduct Non-Combat movement. Ominously, the defender shifts some gunners around to guns that bear on the approach trenches.
  • Phase 5: Announce any Sorties/Assaults. None.
  • Phase 6: Tactical combat. a: mines/countermines are exploded; None. b: Tactical turn sequence is followed; None.
  • Phase 7: Artillery fire is conducted by both sides. The defender opens fire! He shoots 3 guns at the leftmost approach trench and 1 each at the other 2. The first shot: siege gun (4 dice) + each gunner over 2 (+2 dice) + firing from inside a fortress (+1 die) - long range (-1 die) = 6 dice. He scores a 19, causing 1 casting casualty. Each of the other shots also inflicts 1 casting, except the shot at the rightmost approach, which scored an 11.
  • Phase 8: Small arms fire is conducted by both sides. None.
  • Phase 9: Complete the digging. Again the front of the surviving infantry is covered by trenches.
  • Phase 10: Mark off 2 days. 4 days have passed.

Commentary: This seems like dreary stuff, and at the beginning of a siege it often is. The above, by the way, has been dubbed the "Dig and Shoot" offense.

Turn 3

  • Phase 1: 50% of all losses taken in the previous turn, rounding down, come back. The attacker lost 5 castings, he'll get 2 back. He just has to determine which units get them. The castings that don't return are permanently lost.
  • Phase 2: Lay out where you propose to dig approaches/trenches. The French place more approach trenches with three fresh battalions.
  • Phase 3: Draw or sketch where you are mining/countermining. None.
  • Phase 4: Conduct Non-Combat movement. None.
  • Phase 5: Announce any Sorties/Assaults. None.
  • Phase 6: Tactical combat. a: mines/countermines are exploded; None. b: tactical turn sequence is followed; None.
  • Phase 7: Artillery fire is conducted by both sides. More artillery fire from the defender, inflicting 4 more castings.
  • Phase 8: Small arms fire is conducted by both sides. None.
  • Phase 9: Complete the digging. The surviving infantry's front is covered with trenches.
  • Phase 10: Mark off 2 days. 6 days have passed.
  • Phase 11: Check for negotiations/victory points.

Commentary: We now skip ahead a couple of turns. The attacker is going to build the 2nd parallel.

Turn 6

  • Phase 1: 50% of all losses taken in the previous turn, rounding down, come back. The attacker gets 3 castings back. His total loss to date is 18 castings.
  • Phase 2: Lay out where you propose to dig approaches/trenches. The French lay out a line of infantry that connects the heads of the approach trenches. This is to be the 2nd parallel.
  • Phase 3: Draw or sketch where you are mining/countermining. None.
  • Phase 4: Conduct non-combat movement. None.
  • Phase 5: Announce any sorties/assaults. None.
  • Phase 6: Tactical combat. A: mines/countermines are exploded; none. B: tactical turn sequence is followed, none.
  • Phase 7: Artillery fire is conducted by both sides. The defender is faced with a multitude of targets, all at medium range. In the bloodbath that follows he inflicts 14 casting casualties.
  • Phase 8: Small arms fire, none.
  • Phase 9: Complete the diggings. The 2nd parallel isn't completed, but enough of it is that the attacker has decided to emplace his artillery and begin shooting back.
  • Phase 10: Mark off 2 days. 12 days have passed.
  • Phase 11: Check for negotiations/victory points.

Turn 7

  • Phase 1: 50% of all losses taken in the previous turn, rounding down, come back. The attacker gets 7 castings back.
  • Phase 2: Lay out where you propose to dig. The 2nd parallel is completed, and, to give the defender something else to worry about, 2 more approach trenches are created.
  • Phase 3: Mining/countermining. None.
  • Phase 4: Non-combat movement. The defender, after some indecision, redistributes his gunners to face the approach trenches. The attacker places his guns in the 2nd parallel.
  • Phase 5: Announce sorties/assaults. None.
  • Phase 6: Tactical combat. A: mines/countermines are exploded: None. B: tactical turn sequence, none.
  • Phase 7: Artillery fire. The defender causes 5 casting hits.
  • Phase 8: Small arms fire. None.
  • Phase 9: Complete the digging. The front is covered, and the 2nd parallel is completed.
  • Phase 10: Mark off 2 days. 14 days have passed.
  • Phase 11: Check for negotiations/victory points.

Turn 8

  • Phase 1: 50% of losses from last turn come back. The attacker gets 2 castings back. To date his permanent losses are 27 castings.
  • Phase 2: Lay out where you propose to dig approaches/trenches. The French continue their approach trenches starting a 3rd one as well so as to distribute the defender's fire.
  • Phase 3: Draw or sketch where you are mining/countermining. None.
  • Phase 4: Non-combat movement. None.
  • Phase 5: Sorties/assaults. None.
  • Phase 6: Tactical combat. None.
  • Phase 7: Artillery fire. The attacker opens with his two batteries. He concentrates both batteries on the center bastion, where one of them gets ricochet fire. The non-ricochet fire is: siege gun (4 dice) + each gunner over 2 (2 dice), at medium range, vs fortifications (-3) and at artillery crew (-1) = 2 dice. He fires both guns and scores no hits. The ricochet fire is the same, except you don't count the cover (and these are not enfilade shots). Total dice thrown is 5, he scores a 14 and a 22, for 2 hits. The defender returns fire, aiming at the guns with 3 gunners, and scores 1 hit. His fire at the approach trenches scores 3 hits.
  • Phase 8: Small arms fire. None.
  • Phase 9: Complete the diggings. As usual.
  • Phase 10: Mark off 2 days. 16 days have elapsed.
  • Phase 11: Check for negotiations/victory points.

Turn 9

  • Phase 1: 50% of all losses taken in the previous turn come back. The defender lost 2 castings, he gets 1 back. The attacker lost 4 castings, he gets 2 back. He makes sure 1 of them is the artillerist he'd lost.
  • Phase 2: Lay out where you propose to dig approaches/trenches. The French form 4 battalions into forms of squares, 2 on either end of the 2nd parallel, and 2 evenly spaced along it. These forms of squares indicate they are forming redoubts. They also push the 3 saps they have going.
  • Phase 3: Mining/countermining. None.
  • Phase 4: Conduct non-combat movement. The attacker brings up 6 more guns, adding 2 to the ricochet battery, and forming the 4 into a new battery with ricochet fire on the other flank of the center bastion.
  • Phase 5: Sorties/Assaults. None.
  • Phase 6: Tactical combat. None.
  • Phase 7: Artillery fire. The besieger continues his fire into the bastion, scoring 3 hits on the gunners. The defender fires back at the attacking artillery and the leftmost sap, scoring 5 hits (4 on the infantry, 1 on the gunners).
  • Phase 8: Small arms fire. None.
  • Phase 9: Complete the diggings. The redoubts are completed.
  • Phase 10: Mark off 2 days. 18 days have passed.
  • Phase 11: Negotiations/victory points.

Turn 10

  • Phase 1: 50% of all losses taken in the previous turn, rounding down, come back. The defender gets 1 casting back. The attacker gets 2 castings back (and again the artillerist comes back to life).
  • Phase 2: Lay out where you propose to dig approaches/trenches. The French push their saps. They are close enough to the glacis now that they can only dig 6" per turn.
  • Phase 3: Mining/countermining. None.
  • Phase 4: Non-combat movement. The French bring up field artillery and place 3 medium guns in each redoubt. The defenders move their wall guns to in front of the left and center saps. They also abandon the guns in the center bastion to cut down on casualties.
  • Phase 5: Sorties/assaults. None.
  • Phase 6: Tactical combat. None.
  • Phase 7: Artillery fire. The French have to fire on the ravelins (there is no target in the bastion). They score 2 hits (the battery that did not have ricochet fire on the bastion was placed to get it on the leftmost ravelin). The defender scores 6 hits on the crews in the saps.
  • Phase 8: Small arms fire. None.
  • Phase 9: Complete the diggings. As usual.
  • Phase 10: Mark off 2 days. 20 days have passed.
  • Phase 11: Negotiations/victory points.

Skip to Turn 15

The attacker wants to build the 3rd parallel at the foot of the glacis. He will then move artillery up to it in preparation for an assault on the Covered Way. The defender has decided to launch a sortie from the covered way to destroy some of the diggings.

  • Phase 1: 50% of all losses taken in the previous turn, rounding down, come back. The attacker gets 3 back, the defender gets 1.
  • Phase 2: Lay out where you propose to dig trenches/approaches. The attacker puts out lines of infantrymen parallel from the saps to show he is digging his 3rd parallel.
  • Phase 3: Mining/counter mining. None.
  • Phase 4: Non-combat movement. The defender moves gunners around among his artillery pieces so they will be where he needs them during the sortie. He moves three of his wall guns in front of one approach trench (not the one he is going to assault), and puts 3 more battalions in the covered way (he already had 3 there). These are all line infantry (he's saving his grenadiers till later). The French commander moves his worst hurt battalions out of the trenches, replacing them with fresh units.
  • Phase 5: Sorties/assaults. The defender announces a sortie. As a first step both sides make up cards for movement, even though the besieger doesn't know how big an effort will be needed. In this case the defender commits 6 battalions (57 figures) to his sortie on 2 cards. The French player commits all of the units in the trenches, 14 battalions (he can't commit troops not in the trenches). At this time the troops initiating the tactical sequence get a free move. The assaulting player (the besieged) rolls 2d6 to determine how far from the defending trenches they start. He throws a 3 and a 1, so he starts 3" from the nearest enemy unit or position (the men showing the proposed digging).
  • Phase 6: Tactical combat. No mines or countermines are exploded. This now proceeds like a regular open field battle, but with a few different things that have to be noted. First, the troops indicating the proposed trenches that were in the way of the sortie were routed, so those trenches would not be dug. The troops in the other saps also took losses, and the French player pulled them back into the trenches. None of the saps would be dug this turn. Second, two of the besieger's siege guns fired on turn 4 of the sortie, catching one battalion in front of them, inflicting 6 hits. The battalion failed morale (surprise!) and retreated to the covered way. Third, an additional 8" of approach trench were "overturned" (destroyed). Fourth, one of the besieger's battalions fought a melee vs a battery of siege artillery, killing 3 castings, and routing the rest (ironically this was the battery that had ricochet fire on the ravelin). And fifth, the besieger pressed forward with a quick counterattack, and lost 10 castings on the glacis to fortress artillery, the wall guns, and a battalion that had stayed behind as a rearguard. He quickly pulled his (surviving) troops back to the trenches. As they fell back (with or without orders), he lost 6 more castings. The sortie was over after 5 turns of combat. Overall, the besieged lost 22.

Summary of What Happened Afterward

The defender began building retrenchments in anticipation of the French assault on the covered way. The defender wanted to seal off whatever lodgment the attacker made. He also decided to launch a sortie on the position at the top of the Covered Way (this would have to be from the retrenchments). If he was lucky he would delay the siege to 25 turns, which is what he figured he needed to at least break even, even with the losses he'd taken. The French successfully seized the top of the covered way in a line from in front of the central bastion to beyond the rightmost ravelin 5 turns later. They lost 31 castings in doing so. The defender lost 6. On the next turn the defender launched his sortie. He destroyed most of the position on the covered way. He suffered several casualties from French artillery fire, but regained the covered way except at the salient angle in front of the right ravelin. The defender lost 15 castings, the French 21. The defender decided he was now too weak to try more sorties (he had 23 castings, including 8 gunners left). Over the next 4 turns, the French strengthened their hold on the top of the covered way. They established a 5-gun battery on top of the covered way itself. This led to the final artillery duel of the game. The French won this one handily, losing only 2 gunners, and knocking off 5 of the defender's gunners. They then commenced breaching operations. After 3 turns of fire, and a further 4 castings loss to the defender, the breach was deemed "practicable". At this point, the defender asked for terms (28 turns into the game - 56 days). He was granted full honors of war by a chivalrous opponent. The defense marched out with 14 castings. He had lost 76 castings in the defense of the city. The attacker had lost 106 castings taking it.

Glossary of Siege Terms

Approaches. Trenches dug toward a fortress.

Breach. A hole battered or blown in the rampart, a bastion, or any of the varying kinds of other works. The hole wasn't pounded all the way through the rampart, instead the debris would fall into the ditch. When a man could scramble up the debris without using his hands, the breach was termed "practicable", and an assault was scheduled.

Camouflet (ca-moo-flehT). A small directional bomb designed to collapse tunnels.

Ditch. It lies just outside the curtain wall or rampart of the fortress. When building the fortress most of the dirt used to build up the glacis was taken from the ditch. It was built to follow the exact course of the rampart. A wet ditch had water flowing or standing in it. To cross this the besieger had to either build a bridge of some kind, knock down enough of the rampart that it would fill in part of the ditch, or wait until the water froze. The Dutch, considerate people that they were, would often dig the ditch deep enough that its surface was only a few inches above the water table so anyone trying to dig across the Ditch would flood themselves out.

Gabion (gah-bee-on). A basket woven of brush and wood open at both ends. It was tied together and filled with dirt (sort of an 18th century sandbag). Assaulting troops would carry empty gabions, set them in place, and start filling them with dirt to provide an "instant" breastwork. This is what is known as "Crowning" the covered way.

Fascine. A bundle of branches and twigs tied together that was used to fill wet ditches, fill in holes, and generally do what sandbags are used for today.

Glacis (gla-sis; the a is pronounced as in cat). A smooth, carefully prepared killing ground lying in front of the covered way. The ground was sloped so any shots fired from inside the fortress would graze it. It extended to the edge of musket shot from the covered way.

Parallel. The trenches that were dug parallel to the front of the fortress to prevent ricochet fire.

Ricochet fire. Fire with reduced charges so the ball would just barely clear the top of the rampart or trench, then bounce along destroying things that otherwise would have been under cover. In the rules it is fire that enfilades a wall or trench.

Wall gun. A very heavy musket used in sieges, usually it had to be fired from a rest.

Covered way. An infantry position just inside the glacis, not to be confused with the ditch.

Curtain wall. The rampart between two bastions.

Bastion. A work that stuck out into the ditch from the rampart. Its main purpose was to allow flanking fire into the ditch.

Ravelin. A triangular shaped part of the permanent works that stood in the ditch like an island. It stood between the bastions and in front of the rampart. It provided protection for the rampart from enemy batteries, and artillery placed there could sweep the ditch with flanking fire. There was usually a small wooden bridge between the ravelin and the rampart, designed to be easily removed.

Zig-zag. An approach trench angled to prevent ricochet fire from the works.

Chapter XIII: Scenarios

The heading printed on page 66 reads "Chapter XII: Stand Alone Scenarios"; the table of contents lists this chapter as Chapter XIII: Scenarios, which is used here.

Stand Alone Scenarios

Map labels and grid notes on the printed scenario maps are not reproduced; only the text of each scenario is transcribed.

The Battle of Eutaw Springs, 8 September 1781

American War of Independence.

Order of Battle

American

  • Commander in Chief: Nathanael Green (2).
  • Pickens: SC militia: 12 castings: MG 1 irregular, FI/SI. Shoot as class 2.
  • Malmedy: NC Militia: 8 castings: MG 1 irregular, FI/SI. Shoot as class 2.
  • Marion (Swamp Fox): 12 castings: SC partisans: MG 2 irregular, FI/SI. Swamp does not slow these troops (Marion's command) down.
  • Lee: Legion infantry: 8 castings: MG 3. Regular, FI/SI.
  • Legion Cavalry: 4 castings: MG 3. Regular, DR/SI.
  • Hampton: SC Cavalry: 4 castings: MG 2 irregular, DR.
  • Williams: VA Continentals: 12 castings: MG 2, regular, FI/SI. -2 to charge initiative roll.
  • Campbell: VA Continentals: 12 castings: MG 2, regular, FI/SI. -2 to charge initiative roll.
  • Armstrong: NC Continentals: 2 units, 12 castings each: MG 2 regular, FI/SI. -2 to charge initiative roll.
  • Washington: Dragoons: 6 castings: MG 2 irregular, DR.
  • Kirkwood: DE Continentals: 4 castings: MG 3 regular, FI/SI. -2 to charge initiative roll.
  • Artillery: 1 battery of medium artillery: 3 gunners: MG 2 (on road).

British

  • Commander in Chief: Lieutenant-Colonel Alexander Stewart (1).
  • Flank companies: 12 castings: MG 3.
  • 3rd foot, The Buffs: 16 castings: MG 3.
  • NY Torries: 12 castings: MG 1.
  • 63rd foot: 12 castings: MG 3.
  • 54th foot: 12 castings: MG 3.
  • SC Torries: Foot: 6 castings: MG 1.
  • SC dragoons: 2 castings: MG 1.
  • Artillery: 1 battery of light artillery: 4 gunners: MG 2 (on road).
  • 1 battery of light artillery (swivel guns): 4 gunners: MG 2 (deployed in the brick house and may not move outside the house). May only shoot from 1 side of the house. May reposition inside the house with a -1 for moving.

All British leaders are class 1. All US leaders are class 1 except Greene, Lee and Marion who are class 2.

Refer to the Army lists p 139 for the unique aspects of each army.

Scenario notes. The figure to man ratio in this scenario is: 1 figure equals 25 men. The hedge outlines the British camp. No other effects. All woods are light.

Top secret game master info: Do not tell this to either side and beware of spies. Whenever American units are inside the British camp (outlined by the hedge) and not already in plunder lust, they must make a plunder lust check (1d6) - the British food and liquor are calling them. Irregular troops will plunder on a 3-6. Regulars on a 4-6.

Effects of plunder lust: Once in plunder lust the troops go to disordered status and may not shoot or move until rallied. If charged, they do not get to shoot but must immediately make a morale check. If fired upon they may not fire back.

Rallying from plunder lust: roll 1d6 against the unit's morale grade. Must roll MG or less to rally. The only modifier is the presence of a leader.

Battle of Speyerbach, 15 Nov. 1703

The War of the Spanish Succession.

Orders of Battle

Alliance

  • Commander in Chief: Erbprinz (Crown Prince) of Hesse-Cassell.
  • Brigades:
    1. Cavalry: (1 regiment of dragoons, 2 regiments of horse)
    2. Infantry (5 battalions)
    3. Infantry (4 battalions)
    4. Infantry (4 battalions)
    5. Cavalry (1 regiment of dragoons, 1 regiment of horse)
  • Morale: All dragoons 3, 2 if dismounted, All horse 2. Infantry: brigades 2 and 3 Morale grade 2, Brigade 4 Morale grade 1.
  • All infantry and cavalry units have 12 castings.
  • Notes: All infantry have battalion guns. Brigade 2 has 3 units capable of Platoon Firing.

Bourbon

  • Commander in Chief: Marshal Tallard.
  • Brigades:
    1. Cavalry: (1 regiment of dragoons, 2 regiments of horse)
    2. Infantry: (4 battalions)
    3. Infantry: (5 battalions)
    4. Infantry: (4 battalions)
    5. Cavalry: (1 regiment of dragoons, 2 regiments of horse)
  • Morale: Brigade 1 is all Morale grade 1, Brigades 2 and 3 are Morale Grade 2. All infantry and cavalry units have 12 castings. Brigade 4 is Morale grade 3, Brigade 5 is 1 regiment of horse Morale grade 3, all the rest are morale grade 2.

Scenario notes

Each infantry unit shown equals 2 battalions except the smaller ones in the rear (1 battalion). Each cavalry unit shown equals 1 regiment (approx. 4-6 squadrons). Each grid box equals 12" for 25mm / 8" for 15mm.

This scenario is scaled down approximately by 50% of the actual numbers to make a scenario doable by most clubs. All commanders, brigade and C in C are class 1. 12 turns with the standard withdrawal rules.

Some Notes on the Battle

The French spent most of 1703 besieging Landau (off the battlefield to the left rear behind them). When the Imperial/German forces moved across the Rhine at the town of Speyerbach (off-map to the right rear behind the Alliance), they threatened to cut off the besiegers, so the French had to drive them back across the Rhine or raise the siege.

The battle took place at the very end of the campaigning season, so the ground was wet and the roads were muddy tracks. In fact, no account of the battle mentions artillery at all. If you like, you could add a couple of medium or heavy guns to each side as a "what if" optional scenario. It would not be unrealistic because of the condition of the ground to make all artillery immobile: able to turn in place, but not move due to the mud (and the weight of early 18th-century guns!).

Technically, the Alliance Army was actually two armies: the Count of Nassau-Weilburg commanded a force of Dutch and Dutch-paid Germans represented by Brigades 1 and 2, while the (senior) Crown Prince of Hesse-Cassel's army of Germans is represented by Brigades 2, 3 and 4.

Some Notes on the Units

The Alliance Brigade 1 is Dutch Cavalry/Dragoons, Brigade 2 is the Hesse-Kassel and Dutch (well, Swiss in Dutch service and Dutch) Infantry. Alliance Brigade 3 is the best of the Rhineland-Pfaltz ('Palatinate') infantry: their 'grenadier guards', the converged Grenadiers of the Upper Rhine Circle, etc. - unfortunately, even their 'Grenadiers' weren't very good after 6-7 months of trudging about the countryside without replacements! Brigade 4 is the really minor states' Germans: Upper Rhine, Hesse-Darmstadt, etc. These are fun to paint, because you can paint up the entire army of the Upper Rhine Circle in a week - 5 battalions, including the 'Converged Grenadiers'! Brigade 5 represents the Palatinate and other German Cavalry.

The French Brigade 1 is a combination of French Cavalry and Spanish Dragoons. French Brigades 2 and 3 are regular French infantry, but to be precise, you could paint up 1-2 battalions of Spanish (Walloon) infantry, too: there were at least 2 regiments of such in the battle. French Brigade 4 is a Killer: it represents the Very Good French infantry in the battle: Regiments du Roi, Royal, and Navarre were all present, and Royal and Navarre were also at Blenheim the following year, so feel free to regard Speyerbach as a 'painting preliminary' for that project! Brigade 5 is all French cavalry and dragoon regiments that were also at Blenheim, including the (Morale grade 3) Gens'darmes de France.

Speyerbach can be a very colorful little battle: the German units are in Indigo Blue, gray, and red, the Swiss in Dutch service are in red coats, the Spanish/Walloons in green and blue, the French in red, white and blue (Louis XIV's favorite colors!).

And, of course, don't forget that if the French commander, Marshal Tallard, gets himself killed in this battle, he won't be around to get captured at Blenheim less than a year later, spend 10 years in exile in Nottingham, England, and introduce the Brussels Sprout to English cuisine!

A note on the mounted troops in the early 18th century. While in game terms we use the 'regiment' of about 12 castings as a unit, in fact the mounted tactical unit was the squadron, of which there were almost always 7-9 per brigade. Since the 'squadron' was strictly a battle/tactical unit, not an administrative one, the number of squadrons in a regiment could vary wildly on the battlefield - it all depended on how many companies it took to make a unit about 50 men wide and 2-3 ranks deep, which was considered optimal for shock and maneuver. On paper, a French Regiment of Horse would have 4 squadrons of 3 companies each, but in practice, as the wastage of men and horses on campaign took its toll, the number of squadrons per regiment dropped precipitously. By the time of Speyerbach in November, not one French mounted regiment had more than 3 squadrons on the field, and most had 2 - except for the elite Gens d'armes, who had started with 8 squadrons. The Dutch and Germans were the same - the majority of their 'regiments' only fielded 2 squadrons, except for a couple of Dragoon Regiments which still had 3 or 4 squadrons each.

I suggest, therefore, that each AoR mounted 'regiment' be considered to be about 3-4 squadrons, or 12 figures mounted 2 or 3 to a stand. You can paint up all the regiments at full strength (12 figures), or have each 'regiment' actually painted as two smaller regiments forming a '12-figure regiment' for all AoR purposes - and give you more variety of uniforms to paint!

Battle of Lobositz

A Seven Years Scenario.

Introduction. The Battle of Lobositz was the opening engagement of the Seven Year's War. Fought between Frederick's Prussians and the Austrian forces under von Browne. Frederick had invaded Saxony with the intent of capturing their army intact and caught them and the Austrians unprepared for war. The Saxon army took up positions near Pirna but Frederick cut them off from supplies in an attempt to force them to surrender. A relief Austrian army commanded by Field Marshal von Browne raced to save the Saxons but was intercepted by Frederick at the town of Lobositz along the Elbe River in the present day Czech Republic.

The Austrian army took up defensive positions in front of the town of Lobositz and the Elbe River and along the Mollenbach stream behind the village of Sullowitz. The main army of the Austrian force was behind this stream which was somewhat marshy and presented difficulties for both sides. The Prussians deployed below the Lobosch Hill where Austrian Croat irregulars had infiltrated while the remainder of Frederick's troops took up position around the village of Wchnitz. The detachment of Croats opened fire first, causing Frederick to believe he was up against a rearguard of the Austrian Army. Frederick reacted by sending forward a few infantry battalions against the Lobosch Hill and pushing forward a cavalry force toward the village of Sullowitz. The Prussian cavalry was repelled quickly and retreated back to the Prussian main lines. The morning fog began to lift and Austrian artillery in the center began targeting the Prussian infantry lines. Meanwhile, the left Austrian cavalry advanced on the retreating Prussian cavalry force from Sullowitz. This prompted a charge by the main Prussian cavalry which resulted in additional Austrian cavalry from the center attacking in turn. Twice the Prussian cavalry charged the Austrian center but were unable to push the tenacious Austrians back from their lines.

Frederick was despondent and believed that he could not win against the new Austrians who were no longer the men of the 1740s and left the battlefield. But Bevern's infantry charged over Lobosch Hill, driving the Croats back to the Austrian main line at Lobositz, and then carried forward through the town rupturing the Austrians' right flank. This attack unhinged Browne's line and caused him to retire away from the now burning town. The Austrian army disengaged intact and left Frederick in possession of the field. Both sides lost approximately 2,900 men.

While the Battle of Lobositz could be considered a marginal tactical victory for Frederick, it had a decisive strategic result as the Austrians offered only token assistance afterwards to the Saxons at Pirna. On October 14, 1757 the Saxon army surrendered and the next day Saxony sued for peace. Frederick had accomplished his first major success of the Seven Year's War.

Scale. Each infantry stand represents 150 men, each cavalry represents 100 men, and the artillery batteries list the number of figures. Ground scale is one inch equals 40 yards. Each turn is 20 minutes real time.

Orders of Battle. On the lists of the orders of battle the names in parenthesis are the historical regimental commanders or regiment number this is only for favor not required information.

Terrain and Weather. The gaming table is eleven feet by six feet. Weather is misty turn 1 (no game effect) and then sunny for the remaining game. Woods are considered "light". Urban Areas are half speed for line formation movement. All hills are considered 'Low'. All streams and the Graben are considered linear obstacles. The vineyards reduced formed movement to ¾ quarters speed and is considered light cover. All towns are considered medium cover. The Elbe River and all ponds cannot be entered by any unit. The Morellinbach marsh cannot be crossed by artillery except at a bridge.

Playing Time. The game starts at the 9:00 am turn, and ends at the conclusion of 2:40 pm turn, for 17 Turns Total.

Command & Army Withdrawal Losses. The Prussians have 5 Commands; the Austrians also have 5 Commands. Some of these commands are actually represent division sized formations compared to brigades this is to ease of play and tournament game fairness. The leaders may be higher rank than brigadiers but represent brigade commander. There is a single "Superior Leader" card for Frederick. When this card is drawn the Prussian may move any one command that hasn't already gone this turn. (This superior card is removed from the deck the following turn after any Prussian unit routs. Since the king was bit a pouty baby and left when things didn't go his way.)

Deployment. Units set up per the accompanying map. Leaders may deploy anywhere within 12" of troops they command.

Baseline. Prussian units retreat/rout towards the western table edge. Austrian units retreat/rout towards the eastern table edge.

Unit Qualities. All infantry, except the Prussian Grenadiers, have battalion guns (yes even the Grenzer regiments had 3pdrs attached to them).

Losses table.

Prussian Losses (15mm/28mm)Austrian Losses (15mm/28mm)
10%32/2410%42/31
15%49/3615%63/47
25%81/6025%105/78
35%113/8435%147/109

Reinforcements. Bevern's Division enters the table on turn one along edge A, deployed in line. The Grenadier units of von Pruessen's Division enter south of Wchinitz turn one. Pennavarie's and Schoenaich's Brigades enter turn one along edge B, deployed in line but may not move more than half speed on the turn they arrive. Schwerin's Brigade enters the table on turn two along edge B.

Special Rules. Austrian Artillery Defense: Any Austrian infantry and/or cavalry unit that doesn't move during the turn gains a -1 to any Prussian Artillery firing at it long range. (The Austrian troops on the left flank constantly moved back and forth to throw off the Prussian aiming).

Victory Conditions. Determine victory using normal rules on page 11 of Age of Reason rulebook. No villages have any value to either side (controlling terrain wasn't important to either general).

Lobositz Order of Battle: 15mm Prussian

King Frederick of Prussia +3 (+2 for melee). Keith +2 (Corps). Figs/Class/Type.

  • Bevern's Division: Bevern +1
    • 1/7th IR (Bevern): 12 Line FI
    • 2/7th IR (Bevern): 12 Line FI
    • 1/17th IR (Manteuffel): 12 Line FI
    • 2/17th IR (Manteuffel): 12 Line FI
    • 1/27th IR (Kleist): 12 Line FI
    • 2/27th IR (Kleist): 12 Line FI
  • Von Preussen's Division: von Preussen +1
    • 1/3rd IR (Alt-Anhalt): 12 Line FI
    • 2/3rd IR (Alt-Anhalt): 12 Line FI
    • 1/5th IR (Alt-Braunschweig): 12 Line FI
    • 2/5th IR (Alt-Braunschweig): 12 Line FI
    • 1/21st IR (Hulsen): 12 Line FI
    • 2/21st IR (Hulsen): 12 Line FI
    • 1/36th Fusiliers (Munchow): 12 Line FI
    • 2/36th Fusiliers (Munchow): 12 Line FI
    • 3/6 Grenadiers (Kleist): 12 Elite FI
    • 5/20 Grenadiers (Billberbeck): 12 Elite FI
    • 24/34 Grenadiers (Grumbkow): 12 Elite FI
  • Gessler's Cavalry Division: Gessler +1
    • Schoenaich's Brigade: Schoenaich +1
      • 3rd Cuirassier (Leib): 12 Line AC
      • 5th Cuirassier (Pr. Freidrich): 12 Line AC

Lobositz Order of Battle: 28mm Prussian

King Frederick of Prussia +3 (+2 for melee). Keith +2 (Corps). Figs/Class/Type.

  • Bevern's Division: Bevern +1
    • 7th IR (Bevern): 12 Line FI
    • 17th IR (Manteuffel): 12 Line FI
    • 27th IR (Kleist): 12 Line FI
    • 30th IR (Blankensee): 12 Line FI
  • Von Preussen's Division: von Preussen +1
    • 1st IR (Winterfelt): 12 Line FI
    • 3rd IR (Alt-Anhalt): 12 Line FI
    • 5th IR (Alt-Braunschweig): 12 Line FI
    • 13th IR (Itzenplitz): 12 Line FI
    • 21st IR (Hulsen): 12 Line FI
    • 36th Fusiliers (Munchow): 12 Line FI
    • 3/6 Grenadiers (Kleist): 12 Elite FI
    • 5/20 Grenadiers (Billerbeck): 12 Elite FI
  • Gessler's Cavalry Division: Gessler +1
    • Schoenaich's Brigade: Schoenaich +1
      • 3rd Cuirassier (Leib): 12 Line AC
      • 8th Cuirassier (Rochow): 12 Elite AC
      • 11th Cuirassier (Leib-Carabiniers): 12 Line AC
    • Pannavaire's Brigade: Pannavaire +1
      • 2nd Cuirassier (Prinz von Preussen) 10: 12 Line AC
      • Cuirassier (Gendarmes): 12 Line AC

*The listings '4 Line Art' means 4 gunner castings of line class artillery (i.e. 1 battery).

Prussian Notes for Both Scales

  1. All Prussian Musketeers, Fusiliers and Grenadiers have +2 for "first fire", and +1 for small arms fire after the first. They also may move up to ½ of their movement allowance and still fire with no penalty. They may move over ½ of their movement allowance and still fire with a -1 penalty. They may also move obliquely with no penalty on their movement for the turn. Line Infantry change formation has elite morale grade.

  2. IMPORTANT Once a Prussian regular infantry unit has received 25% casualties (3 figures in a 12 casting unit) it loses the above listed special rules for fire and movement. Line units also lose their elite morale grade for changing formation.

"Heavy casualties among regimental officers usually brought an end to platoon firing and any elaborate tactical manoeuvers" Christopher Duffy: The Military Experience in the Age of Reason (p 249).

Lobositz Order of Battle: 15mm Austrian

Field Marshal Maximilian Ulysses von Browne +2. Figs/Class/Type.

  • Advance Guard: Draskowitz +1
    • 1 Banalisten Grenzers: 12 Line SK IR
    • 2 Banalisten Grenzers Karlstadter-Ocotaner Grenzers: 12 Line SK IR
  • Lacy's Division: Lacy +2
    • 1/Browne (IR 36): 12 Line FI
    • 2/Browne: 12 Line FI
    • 1/Hildburghausen (IR 8): 12 Line FI
    • 2/Hildburghausen: 12 Line FI
    • 1/Joseph Esterhazy (IR 37): 12 Line FI
    • 2/Joseph Esterhazy: 12 Line FI
    • 1/Jung-Colloredo (IR 40): 12 Line FI
    • 2/Jung-Colloredo: 12 Line FI
    • 1st Grenadier: 12 Elite FI
    • 2nd Grenadier: 12 Elite FI
    • Heavy Battery: 4 Line Art*
  • Radicati's Division: Radicati +1
    • Erzherzog Jozef Dragoons: 12 Line DR
    • Hadik Hussars: 12 Elite LC
    • Stampach Cuirassier: 12 Line AC
    • Cordua Cuirassier: 12 Line AC
  • Kollowrat's Division: Kollowrat +1
    • 1/Baden-Durlach (IR 27): 12 Line FI

Lobositz Order of Battle: 28mm Austrian

Field Marshal Maximilian Ulysses von Browne +2. Figs/Class/Type.

  • Advance Guard: Draskowitz +1
    • 1 Banalisten Grenzers: 12 Line SK IR
    • 2 Banalisten Grenzers: 12 Line SK IR
  • Lacy's Division: Lacy +2
    • 1/Browne (IR 36): 12 Line FI
    • 2/Browne (IR 36): 12 Line FI
    • Hildburghausen (IR 8): 12 Line FI
    • Joseph Esterhazy (IR 37): 12 Line FI
    • Jung-Colloredo (IR 40): 12 Line FI
    • Jung-Wolfenbuttel (IR 10): 12 Line FI
    • 1st Grenadier: 12 Elite FI
    • 2nd Grenadier: 12 Elite FI
    • Heavy Battery: 4 Line Art*
  • Radicati's Division: Radicati +1
    • Erzherzog Jozef Dragoons: 12 Line DR
    • Hadik Hussars: 12 Elite LC
    • Stampich Cuirassier: 12 Line AC
  • Kollowrat's Division: Kollowrat +1
    • Baden-Durlach (IR 27): 12 Line FI
    • Harrach (IR 47): 12 Line FI
    • Harsch (50): 12 Line FI
    • Kaiser (IR 1): 12 Elite FI

*The listings '4 Line Art' means 4 gunner castings of line class artillery (i.e. 1 battery).

Austrian Notes for Both Scales

  1. Once an Austrian regular infantry unit has received 25% casualties (3 figures in a 12 casting unit) it loses some its movement agility. All wheeling, in this case, cost double. (I.e. when a unit wheels for 2 inches subtract 4 from its movement allowance for the current turn).

  2. All Austrian infantry have a -1 modifier on emergency square attempts (Note: The Austrians were very good at this since it was a major matter of survival due to their wars with the Ottoman's whose massive swarms of light cavalry were omnipresent).

Chapter XIV: Sport of Kings

"Because he (Frederick) wished to rob a neighbor, red men scalped each other on the shores of the St. Lawrence and black men killed each other on the shores of Coromondel (India)." Macaulay

Introduction (Sport of Kings)

This game is a semi-historical, grand strategic simulation of the mid-Eighteenth century, stressing military and diplomatic aspects, while virtually ignoring such things as commerce, etc. I emphasize grand strategic, because each player in the game takes the role of a head of state (i.e. King, Empress, Czar, etc.), as opposed to more specific campaigns in which the players act as army commanders, brigade commanders, or other smaller commands. Thus the considerations generally involve walking the line between military solutions and diplomatic tact, a situation usually not encountered in more focused campaigns. On this level one can truly appreciate "the sport of kings".

"Sport of Kings", as it now exists, is the culmination of many such campaign games, each lasting between one and two years, and involving between five and seven "monarchs", along with numerous subcommanders. It definitely belongs to the "playability" school of wargame design, and is designed to keep tedious bookkeeping chores to a minimum. Players make or break treaties, form alliances, collect monies, mobilize troops, and make war, unentangled by a morass of legalistic rules and accountant-like chores.

The game has been designed to be abstract or rather "detached", as though viewed from the highest vantage point of grandest strategy (i.e. from the King's perspective, rather than from the field commander's). The basic naval system is perhaps the vaguest, and this is intentional. The game is, after all, concerned primarily with land warfare. Still, the influence of seapower on history (to coin a phrase) can be a powerful one; in one recent game, the British destroyed the French fleet on turn one, and had a free hand in the colonies for the duration of the game, thus almost assuring victory. Siege warfare, if using the basic system, is also abstracted to the extreme. This may, or may not be to the players' liking and they have the option to use the full siege system. If using the siege module, "Siegecraft in the Age of Reason", this important aspect of war would become a separate sub-game all to itself. Players may choose which way they desire. Finally, the presence of Spain is not included (see module on p 93 to add Spain) as it was decided that, to do it justice, Latin America and the Caribbean would have to be added, or Spain's continental influence would be too great (historically their continental involvement was very slight).

Turning away from the game's more abstract points, I will now discuss what I consider the basic strength of the system, which is, in a nutshell, a re-creation of the diplomatic and military options facing the major powers in the mid-Eighteenth century. The game is somewhat of an amalgam of the War of the Austrian Succession and the Seven Years War. Players should decide which army lists to use before the game: 7YW or WAS.

This campaign game began as a "scenario generator" for our monthly miniatures battles, and was intended simply to provide a structure to connect our otherwise unrelated battles. Well, this "structure" began to take on a life of its own, of course, as the players began to become passionate about their little piece of the world, and the general enlargement of same. The dynamics of Eighteenth century power politics began to unfold in a sometimes historical and sometimes a-historical manner. Either way, the options and situations facing the various commanders were remarkably historical.

The French player has perhaps the most options, as he must choose between a Continental or Colonial strategy; if he chooses to assert himself in Europe, he must choose between a Northern or a Southern (Northern Italy) campaign. The French, I feel, must guard against trying to be dominant in the Colonies AND on the Continent. In one game, the French and British a-historically made peace in the Colonies and teamed up against the Continental powers, much to the chagrin of all who counted on the two grinding each other down in the New World!

The British, on the other hand, have a large Colonial presence but, in relation to France, a miniscule European Empire. One tactic, as in history, would be to make peace with Prussia to guard their Eastern flank, while they either attack the French overseas possessions, or enlarge their continental foothold. This proposition, of course, assumes that Prussia doesn't cast covetous eyes on Hanover! No matter what, the Scots must also be constantly watched and their revolt, if any, crushed. We have added the optional rule on p 90 for those who feel that Britain has a big advantage.

Prussia, as in history, has one of the most difficult and challenging situations. Here, diplomacy is the key. Frederick cannot afford hostile enemies on three sides, and thus an alliance must be immediately made with Russia and/or Sweden, as well as Britain, if he intends to carry on his historical war against Austria. If not, some very interesting (albeit a-historical) situations arise from an Austro-Prussian alliance. Prussia does, perhaps, have the best army as well as the 'Frederick factor' (p 8) and this is a big advantage. As far as Austria is concerned, her age-old enemy, the Ottoman Turk, must be constantly guarded against if not annexed outright (easier said than done). An alliance between Prussia and the Ottomans would plunge Vienna into a disastrous two-front war, and thus diplomacy once again is delicate and crucial. If these fronts can be stabilized, then the greener pastures of the Italian peninsula will look inviting both as territory in and of themselves, and as a pathway to the back door of France.

Back on the Eastern front, the Ottomans have perhaps the simplest strategic situation, since they border only two major powers. The Sultan will typically ally with either Russia or Austria, and attack the other. However, a two-front war may not be unthinkable for the Turks, provided Austria is embroiled in her usual war with Prussia, and that Russia has similar troubles along her northern frontiers with Prussia and/or Sweden. The Turks have, in past games, gotten loads of money from Prussian-allied Britain to make life difficult for either the Czarina or the Empress of Austria. In this 3rd edition the Ottoman's army is better than in previous editions but their advantages must be thoroughly grasped by their tabletop commander. (Note: In one memorable game the Sultan's Albion-enhanced forces, entered Rome on the final turn. History didn't exactly live again, but it made for an exciting climax).

"I begin by taking. I shall find scholars later to demonstrate my perfect right." Frederick

For their part, the Russians, ever hopeful of a warm-water port, must treat with the Turks for possession of, say, the Crimea, or launch an historical campaign on their southern flank. This strategy will limit Russian conquests in the valuable region of central Europe, and the entire situation can become complicated if their Northern neighbors launch a coordinated attack while the bulk of the Russian army lies half a continent away on the Turkish front.

In the case of Russia's smaller northern neighbor, the path to victory lies primarily in diplomacy. Sweden must walk a thin line between superpowers, while making what territorial aggrandizements open to her. Ultimately she must throw in with one side or the other in the larger struggle, and furnish what military aid she can muster. The King of Sweden must be a master diplomat. As with Turkey, the Swedes are not automatically "out of it" by any means. In one legendary game, a fast-talking Swedish King persuaded Britain and Prussia to give him a large chunk of their GNP to attack the Russians. During the final battle for Northern Russia on the last turn of the game, the forces of Sweden were getting murdered until the last turn of the battle, when they took an important Russian redoubt on the final melee. The Russians were forced to roll 2 six sided dice for withdrawal (p 9-10) and would win the game on an "11" or less and lose the game on a 12. They rolled a "12", of course, and the Swedes took Moscow. You can imagine the incredible reaction this caused in the participants. Many thought it was funny. I didn't, since I commanded the forces of Mother Russia.

All of these suggestions and impressions are based on the several campaigns undertaken by the Age of Reason Society, and by no means represent the last word on the possible strategies involved. On the contrary, the surface has only been scratched on the number of fascinating possibilities involved in this most intriguing period. New and surprising ways will, no doubt, be found to conquer helpless duchies, ruthlessly exploit native populations, and shamelessly break long-standing alliances. After all, this WAS the age of reason!

Game Masters and Campaigning

It is suggested, though not absolutely necessary, that a non-playing game-master moderate the game. This can be done by a player in the game, and in most groups this should work out fine, even though the GM will have to make judgement calls concerning situations in which he has a vested interest. However in some groups this may lead to arguments, bitterness and a donnybrook like a saloon fight scene in a John Wayne movie. Players really need to understand that in a diplomacy type game even your best friend can shamelessly break a pact and attack you at the worst possible time. It's a game and that's one way to win! The game master (GM) should keep the official master map of the campaign, be in charge of all campaign-related dice rolls, act as the treasury for the play money used in the game, and make impartial rulings as necessary. The recommendation is to set deadlines for moves and have everyone mail/email their moves to the GM who then processes the turn, contacts everyone about retreats etc., makes a list of battles for the turn, and mails/emails out the official results. If there are any battles during a particular turn, the GM should schedule them and contact the players involved. Play money (called Tricorns), will have to be made or borrowed from board games like Monopoly.

Basic Definitions

  1. The basic combat unit in the game is the Strength Point. This is abbreviated as SPs. They represent a battalion of infantry or a regiment of cavalry on land or a transport/battle fleet at sea.

  2. The numbers printed on the areas on the maps are the basic Economic Points of those areas. This is abbreviated as EPs. They also represent the victory point value (VPs) of the same areas.

I. How to Win the Game

A player (or possibly players in the case of a tie) will win the game by having the most number of victory points on the last phase of the last turn of the game. Victory points are the numbers which appear on the map in the various countries/provinces (they are also the economic points). See optional rules (p 90). Alliances may come and go but at the end of the game there is only one winner (ties, however, are possible). To gain victory points from an area a player must be in sole possession of it (i.e. in control) with at least one strength point (p 80) and be in supply (p 86).

If Sweden and/or Turkey are in the game they are awarded 10 and 5 handicap points respectively on the final turn.

II. The Number of Players and Sequence of Play

Sport of Kings is a game for 7 players representing Great Britain, France, Prussia, Austria, Russia, Sweden, and the Ottoman Turks. If players desire, Sweden and/or Turkey can be omitted and a 5 or 6 player game played. If Sweden is omitted its provinces begin the game neutral, but if Sweden proper is invaded, 2 six-sided dice are rolled and the number resulting is the size of the Swedish home army in strength points. This army will always fight to defend Sweden and any available player can command it in the resulting field battle. If Turkey is omitted, its territory is simply counted as the "edge of the world" (see the initial deployment chart) and is treated as though it doesn't exist (the Black Sea however still exists). (Note: the Turkish army - see p 135 - is basically, unchanged except perhaps in quality, since the Siege of Vienna in 1683 and as such is essentially a late renaissance army). Wargaming clubs who have one such army may find it fun to include it here. If not, simply omit it as above. Omitting Turkey will, however, give Russia and Austria a freer hand in Europe than they should have. To control this, the GM rolls on the Persian Front Allocation Table for the Austrians and the Russians, at the start of every turn. Read this as the Turkish Front Allocation Table. See below, The Special Events/Revenue Phase, right column this page for details).

The game is played in 12 turns. The first turn represents Spring (Planting) of 1740 with each turn being 1/3 of a year. Turns 3, 6, 9, 12, and 15 are winter turns in which no building is allowed. Also battles may be effected by weather on winter turns (p 81, 85). (As printed: the winter turns list runs to turn 15, although the game is stated to be 12 turns.) Each turn is strictly divided into phases as follows:

  1. Initial deployment phase (prior to turn one only)
  2. Special events/revenue phase
  3. Build and turn plotting phase
  4. Movement phase
  5. Retreat before combat phase
  6. Combat phase
  7. Retreat after combat phase

Free diplomacy is allowed and encouraged throughout the game and some players may insist on written, public treaties and some agreements may be only verbal. It must be noted that as in the real world written or unwritten treaties are only as binding as the players make them. If country A has a non-aggression treaty with country B and yet decides to break it and invades country B's territory, no outside agency (i.e. the rules) will intervene on country B's behalf. However country A must suffer the consequences of country B's revenge and may find that he gets more than he bargained for. It may even ruin his country and cost him the game. At the very least his international reputation as an honest diplomat is at stake and he may find it difficult to make alliances in the future.

Unlike the real world, however, Sport of Kings has a definite ending and thus it is necessary to include the Last Turn Breaking of Treaties Rule, which is: If, on the last turn of the game, a player invades another country with which he currently has a written, public, non-aggression pact, the game master rolls 2d6 and subtracts the total from the total victory points of the player who broke the treaty. This will help to somewhat control the "last turn syndrome" of many diplomacy-oriented games in which, on the last turn, players know that there is no tomorrow and just gobble up anyone's land heedless of any consequences. (See page 87 for alternate method).

A complete description of the various phases of the game follows.

0. Initial Deployment Phase

Prior to turn one the players secretly deploy the location of their troops, generals, fleets, etc. on paper according to the limitations of the initial deployment chart (p 90). Guard units do not need to be tracked as they are always with the CinC's force. These are turned in to the Game Master along with the builds and movement for turn one (thus players will not know the initial deployments of the other players prior to turn one). See optional rules, p 90.

1. Special Events/Revenue Phase

This phase represents social and political events over which the players have no control. The Game Master rolls 1d6 and the result is the number of areas affected. Percentage dice are then rolled on the Special Events Area Determination Chart to determine the particular areas affected. For each area so determined two six-sided dice are rolled on the Special Events Table with the results taking effect immediately. If the Ottoman Turks are included in the game, the Game Master also rolls on the Persian Front Allocation Table and deducts the result from the turn's revenue of the Ottoman player (note: this rule simulates the Turks' ongoing wars with Persia and is intended to somewhat limit their threat to Europe, which was waning by our period). Also, at this time, the GM rolls on the Jacobite Rebellion Table to see if the Scots revolt against the English (unless the revolt has already happened). If the revolt is in progress he will roll on the Jacobite Reinforcement Table.

Finally, each turn including winter the Game Master counts the economic points in the controlled, supplied areas for each player and doles out the same amount of tricorns to each. Note that all charts and tables appear at the end of this chapter. To control an area, a player must be in sole possession of it with at least 1 SP. Co-control by two players is possible only under certain, limited conditions (p 85). SPs that are besieged in a fortress may not control an area. See Effects of Unsupplied Areas under the section entitled "Combat Phase" (p 86).

The Jacobite Rebellion

"As Frederick had foreseen, he faced the problem of shouldering aside neighbors who were as rapacious as himself, rather than having to confront any power which might come rushing to the help of Austria." Duffy, "Frederick the Great A Military Life"

"Gentlemen, I have flung away the scabbard; with God's help I will make you a free and happy people". Prince Charles Edward Louis Philip Casimir Stuart addressing the highland Chiefs at the outset of the 1745 rebellion.

If the Scots do revolt, the GM rolls 1d6 on the Jacobite Strength Table to see how many units the Scots start out with (see the army lists, p 142 for the highland army composition, each unit of infantry is 16 castings). The Jacobites will have 1 King ("+2") and 1 subordinate general ("+1"). If the English lose the battle they must retreat into England (they would not get any e.p.s from Scotland next turn). If the Jacobites lose a battle the two sides co-occupy the area (England only gets 1 e.p.). At the beginning of every turn that the rebellion is active, the game master rolls a die on the Jacobite Reinforcement Table to see how many new units are added to the Jacobite army (the Jacobites do not have any "money" and thus do not build units in the usual way). +1 is added to the die roll if the Jacobites won a battle in the previous turn. -1 is subtracted from the die roll if the Jacobites lost a battle (i.e. were forced to withdraw) in the previous turn. The rebellion is permanently crushed if the Jacobites lose two battles (there can only be 1 battle in a turn).

The Jacobite army will never leave Scotland as long as there are English forces there. If, however, a turn begins with the Jacobites in revolt and no English forces in Scotland the game master rolls 1d6 on the Jacobite Invasion of England Table. This is done after the English player plots his move for the turn. The Scots will move into England on a "6". The die roll is modified if the Scots have more SPs than the combined English force in Scotland and England. Add 1 to the die for every SP the Scots have more than the English. If the Scots lose a battle while in England, they retreat to Scotland (or are removed from play if it is the second battle they have lost). If they win a battle in England, the two armies simply co-occupy the area (England). If a turn begins with a Jacobite army in England, the total revenue of England for the turn (from the e.p.s of English possessions) is halved.

2. Build and Turn Plotting Phase

During this phase, except on winter turns (see below) players may spend as many of their Tricorns as desired (note that Tricorns may be obtained during the revenue phase as above or may be paid secretly during diplomatic activities, i.e. payoffs, bribes, treaty obligations, etc.). All players write down their purchases on the turn sheet along with their move and give/send it to the Game Master. The actual tricorns must be enclosed for the purchases to be legal. Items and prices are as follows:

ItemPrice (Tricorns)
Strength point5
English or French fleet5
Fleet (everyone else)10
Small Fortress20
Large Fortress30

A strength point (SP) equates to one battalion of infantry or 1 regiment of cavalry (see combat phase below). A small fortress is one redoubt with one siege gun (24 pounder or larger). One redoubt will hold 1 battalion of infantry and a full crew (4 in "Age of Reason") for the siege gun. A large fortress is 2 redoubts and 2 siege guns. At the time of the battle the owning player may place them anywhere within his setup zone (more about this in the Combat phase below).

It will be noted that this hardly simulates the sieges of the 18th century and I wholeheartedly agree. The above, basic rules do, I sincerely believe, add an element of "the fortress mentality" to the game as one redoubt and a siege gun give a great advantage to the defender and two redoubts and two siege guns are nasty indeed. Players have the option to fight the sieges using the full siege game "Siegecraft in the Age of Reason" (p 53), if they so desire (see p 82, combat phase for full details). Otherwise I think you will find the above system to be clean, playable, and to the point.

Players secretly write down the deployment of their purchases. Newly purchased strength points may only be deployed in supplied areas controlled by the owning player. Newly purchased fleets may be deployed in any sea zone that borders a supplied area controlled by the owning player or one of his allies. The total number of strength points + fleets, built in an area, may not exceed twice the economic value of the area in which they are built (example: the total number of strength points raised in Lorraine may not exceed 2).

Every third turn (turns 3, 6, 9, and 12) is a winter turn. Revenue is collected normally on these turns but no building of any kind is allowed.

After writing down their builds, as above, players now delineate on the turn plot sheet (p 91) their moves according to the movement rules (see below). As per the turn plotting sheet, players list the number of strength points in each group that is moving, where they began the turn, and where they are going. Also all players have a Commander in Chief (King, Sultan, Commanding General, etc.) who can greatly influence units in a tactical battle (+2 in "Age of Reason" for melee, morale, and rally, +3 for Frederick) and 3 subcommanders (+1 in "Age of Reason": note that Sweden only has 2 subcommanders) included in their initial deployments. Players must keep track of the movement of these leaders on the turn plotting sheet (if the GM is not also a player) but the location of leaders is otherwise not known to the players until they are involved in a battle. Similarly Prussia and France both have one Guard class cuirassier (class 4, armored cavalry, 12 castings) and one guard class regular infantry unit (12 castings, note that "Guard" is the highest class in "Age of Reason"). The location and movement of these elite units are not tracked on paper but are always assumed to be with the CinC. They are, however, extra troops not counted as regular SPs.

These special Guard units will always be returned to full strength after a battle unless: 1) they rout; 2) lose their flag; or 3) take more than 3 casualties in one battle. If any of the above happen, the guard units are permanently removed from play. Additionally the Guard cuirassier units may not be transported out of Continental Europe.

Once all builds and moves are written down players give/send them to the game master who simultaneously executes them as below.

3. Movement Phase

During this phase the movement that was plotted in the turn plotting phase is simultaneously carried out by the game master. All SPs are visible to all players unless using hidden deployment (p 90).

Movement is very simple - a strength point (SP) or fleet may move a maximum of one area or sea zone per turn. A group of SPs/fleets may split up any way the player desires as long as no one SP/fleet moves more than one area/sea zone in a single turn. Fleet units may only move into sea zones and SPs may only move on land unless being transported by a transport fleet. S.P.s may not enter Switzerland, Spain, or Portugal (they have no part in this scenario unless the Spanish module is used, p 93). The presence of enemy units has no effect on movement but if two players have units in an area/sea zone after movement, combat may result (see p 82). SPs which are unsupplied may not enter enemy territory (unless to attack the enemy force that is blocking their supply line) or move as to be farther away from their home country (supply base).

Fleet units come in two varieties: combat fleets and transport fleets (these must be listed as such when purchased or moved on the turn plotting sheet). A transport fleet unit may transport up to 3 s.p.s but has no combat value. Combat fleets may not transport s.p.s but have a combat value (p 82, Combat Phase).

Amphibious invasions (attack of a land area from an adjacent sea area) are possible but limited. Invasions must be in coastal areas and may involve no more than 3 SPs per player per invaded area. SPs may load onto transports, move to another sea zone and debark troops in the same turn. Only infantry may make an amphibious invasion. If invading a neutral country by sea, subtract 1 from the die roll on the Attacking Minor Countries Table (p 88). After the turn of invasion, the invasion force must be supplied, every turn, by 1 transport fleet for every 3 invading SPs. The supply transports must be posted in the adjacent sea zone and may not transport other SPs. The force so supplied must have a clear supply line of any length to the sea zone in question. If the supplying fleet(s) are destroyed, the SPs they were supporting are no longer supplied. The following coastal countries may never be invaded by sea: Turkey, Northern Russia, Sweden, Prussia, Austria, Northern and Southern France, England, and Scotland (see optional rule p 88).

During winter turns, amphibious invasions are possible only in areas bordering the Mediterranean and Caribbean Seas, the Philippines or the Indian Ocean.

Redoubts and siege guns that have been purchased as fortresses may not move and are destroyed if captured. If playing the full siege system, fortresses may not move or be destroyed. They may be occupied by the forces of any player. Strength points may pass mountains as all mountains have passes. However, if a battle results the defender has additional options (p 83).

If the land forces of two players begin a turn in adjacent areas and both move into the area previously occupied by the other they do not "meet at the border" but must end up in one or the other provinces. To determine this, each player rolls one six-sided die and adds the charisma level of his highest present commander to the die roll (the King of Prussia is a "+3" for this). The forces will end up in the area of the player who rolled the highest modified die score and it is still a meeting engagement battle. Example: Sweden has s.p.s in Swedish Pomerania with their King (a +2) and the British have a force with a subordinate general (+1) in Mecklenburg. The British plot to move into Swedish Pomerania and the Swedes plot to move into Mecklenburg. The Swedish player rolls a 5, which becomes a 7 after adding the leader rating. The British player rolls a 4, which becomes a 5. The result is that both forces end up in Mecklenburg.

4. Retreat Before Combat Phase

After all the players have submitted their written moves, the game master adjusts the counters on the master map and notes the areas/sea zones in which more than one player has SPs/fleets. A good way to do this is to make a photocopy of the maps (this is authorized for your own use) and use different colored push pins to represent the forces of the different countries. At this point any player may retreat from any of the above areas (and thus avoid combat) back into the area he originally moved from. If this area is controlled by an enemy force or he did not move this turn, he must retreat to any other friendly-controlled or ally-controlled adjacent area. If he cannot retreat, because he has no place in which to retreat, he either fights or surrenders.

A force may be retreated into an area in which units of his force and 1 or more hostile forces are involved in a battle. However, in this case, the retreated force may not participate in the ensuing battle, but must wait in "limbo" until after the battle. After the battle, the retreated force is simply added to the force that fought the battle. See Combat Phase p 82.

Land forces that retreat must take "retreat fire" as they withdraw. To figure this the GM consults the army lists (p 114) and computes the maximum number of cavalry units (every 12 castings, rounded to the nearest multiple of 12, of cavalry equals a unit for this purpose) allowed for each size force (in N. America use Indian allies for pursuit). If the retreating force has an equal number or more than his opponent he does not take retreat fire. If, however, the retreating force has fewer cavalry units than his opponent, a number of dice are rolled equal to the difference between the number of cavalry units in each force. For every "six" that is rolled the retreating force loses 1 SP.

Example: 5 Prussian SPs are withdrawing from 12 Russian SPs. Referring to the army list for Prussia (p 126) we see that the maximum amount of cavalry in the Prussian army can be 50%. Since half of 5 is 2.5 we must round down to arrive at the number 2. Checking the Russian list we see that the Russians can have 40% cavalry which, in this case, is 4.8 or 5 (rounding to the nearest). Thus the Russians have 5 and the Prussians have 2, so the difference is 3. Three dice are now rolled with each "six" ("natural" sixes, not multiples of six) causing one SP to be removed from the Prussian force.

"The climax of the battle (of Blenheim, 1704) was equally impressive. After passing over the Nebel and its marshes, Marlborough's 80 fresh squadrons, closely supported by 23 battalions of infantry and Colonel Blood's guns, survived and drove off a desperate attack by the 60 French squadrons holding Tallard's centre, and then began an inexorable advance against the blown and disordered remnant. The first surge forward was checked, but the second proved irresistible, and nine exposed French battalions were overwhelmed whilst Tallard's exhausted squadrons, after vainly trying to stem the red tide with their pistols and carbines, broke and fled, many of them to drown in the Danube or be crushed to death on its banks". David Chandler, "The Art of Warfare in the Age of Marlborough".

5. Combat Phase

There are two types of combat in "Sport of Kings": 1) combat between a player and a non-player controlled (i.e. unoccupied) area, and 2) combat between two players attempting to occupy the same area. Situation #1 occurs when a player moves a force into an unoccupied area. In this case the game master computes the odds (1 to 1, 2 to 1, etc.) by comparing the attacker's SPs and the economic point value (EPs) of the invaded area and rolls 1d6 on the Attacking Minor Countries Table (p 88). Several results are possible and players will note that the higher the odds, the better (in fact at very high odds the defeated force may actually join your army).

When the retreat phase is over and two or more hostile players have forces in a land area, a tactical battle results. The battlefield is determined by a roll of percentage dice (01-100) and comparing the result to the numbered battlefields provided (after p 96). The number rolled is the battlefield to be used. Each battlefield consists of the two squares adjacent to the number. If the battle is occurring in a rough terrain area (the brown-shaded areas on the map) add 20 to the die roll. If 100 is rolled in a rough terrain area, inclement weather intervenes and one or both players may make a "free" withdrawal (i.e. no retreat fire is possible). If both players still want to fight, roll again. In 15mm the standard size for a battlefield is 4' by 8'. In 25mm it is 5' by 10'. For very small battles (10 SPs or less), cut the size in half and use only one of the two battlefield squares. Determine which one by random die roll, card draw, coin toss or Indian wrestling match.

Each SP represents a 12-casting battalion of infantry or a 12-casting regiment of cavalry, the percentages found in the Army Lists (p 114). The players now make up the army list that will be used in the upcoming battle by breaking down their number of SPs into the unit types found in the army lists and by the percentages listed. All of a side's SPs are lumped together, for this purpose, regardless of where they came from. For all battles in Europe use the army lists for the section entitled "The Era of Frederick the Great" p 126 (some of these lists note a difference between the army of the WAS (p 124-125) and that of the 7YW. Players must agree before the game as to which will be used for the campaign). For battles in North America use the lists from the "French and Indian War" section (p 137-139), the "Battles in India" list if in India (p 143-146), the Spanish in Manila (p 148) if in Manila and the "'45" if in Scotland (p 142).

Artillery is then allotted according to the number of SPs (p 137-139), in the army. (Note: the lists state that the artillery is allotted according to units in the army. For the purposes of this campaign game read this as SPs in the force). Most units are 12 castings but, since a SP represents 12 castings and some armies have 8, 16 or 18 casting units, some adjusting may have to be done. If using Austria's 18-casting battalions just calculate that every 3 SPs equal two 18-casting battalions. In the case of Britain's 8-casting cavalry units, calculate that every 2 SPs of cavalry equal three 8-casting cavalry units, etc. You may need to add a 4 or 6 casting unit to "make up the difference" (rare).

The strategic situation affects the setup of the tactical battle in 3 ways:

  1. When both opposing forces move into an unoccupied area, on the same turn, this is a Meeting Engagement. In this case, the battlefield is rolled as above and the side that each commander will set up on is randomly rolled on a 50-50 basis. The respective set-up zones for each side is diagrammed on p 8. Set-up is simultaneous unless one side is Prussia, commanded by the King (in this case, the Prussians would set up last, p 8). This rule is in effect only as long as the original Prussian King (Frederick) is alive and not captured.

  2. When the forces of one player enter an area already occupied by one or more SPs of another, hostile player which did not move that turn, this is a Defensive Battle. In this case, the battlefield is rolled up as above, but the defender (i.e. the player who originally occupied the area) has the choice of baselines and his set-up zone is 18" out from the baseline and 18" in from the edges while his opponent's set-up zone is the usual 12" from the baseline and 18" from the edges (see p 8). Also the defensive player will be eligible to deploy field works in the ratio of one 6" (for 15mm use 4" sections) section if he has 3-10 s.p.s, 2 sections if he has 11-20 s.p.s, 3 sections if he has 21-30, and 4 if he has more than 30. Field works may be deployed anywhere within the deployment area. In the tactical miniatures game, field works are wood protection (-1, see charts) for small arms and artillery purposes, and -3 for melee purposes.

  3. When one player remains stationary and his opponent enters his area (as in #2 above) through a mountain pass the setup is the same as #2 except that 6 battlefields are rolled and the defender chooses one. All mountain borders on the entire map have passes except into Switzerland. If attacks are launched from two directions, one being through a mountain pass, this rule applies only if the larger of the two attacking forces came through a pass.

If set-up is simultaneous, both players will write down their initial deployments on paper and then simultaneously deploy. If available, a screen placed down the middle of the table top will allow both players to set up simultaneously. If one side is Prussia commanded by King Frederick, the opponent will set up first, in full view of the Prussian commander, after which the Prussians deploy. This is known as the "Frederick Factor".

A specialized battle occurs if the defender in a Defensive Battle possesses a small or large fortress. The defender chooses to fight a field battle or retreat into his fortress. If he chooses the latter, the attacker may either attack the fortress (except in a winter turn), or simply surround it. If the fortress is surrounded, the area is controlled by the attacker, and the defender's forces are held in "limbo". Besieged forces suffer no attrition regardless of how many strategic turns they are besieged. If a turn begins with a force surrounded in a fortress, the defender may plot to leave the fortress and fight a field battle. The attacker may also plot to assault the fortress, except on a winter turn. A fortress may not be assaulted on a winter turn. The players have the choice (this should be agreed on before the game) of fighting these battles using the full siege game, "Siegecraft in the Age of Reason", or using the much more abstract system of adding redoubts to the field battle (p 80). If the latter case is chosen the defender will deploy his redoubts and siege guns as he sees fit within his deployment area. A small fortress is 1 redoubt and 1 siege gun (4 gunners) and a large fortress is two redoubts and two siege guns (4 gunners each - see p 80). A regular field battle is now fought with the redoubts yielding 3 withdrawal factors each (see p 9-10).

If the players opt to fight the action with the full siege system, "Siegecraft in the Age of Reason", set up the basic 3-bastion fortress shown in the siege rules (p 53). The attacker gets 1 siege gun (with 4 gunners each) for each SP in the force (example: a force of 20 SPs will have 20 siege guns in a siege). The defender gets 3 siege guns (4 gunners each) for every 1 SP in his force (example: a defending force has 4 SPs; they will have 12 siege guns). A small fortress may hold 4 SPs and a large fortress may hold 6. During a siege, both forces are 100% infantry. If a force is beaten in a field battle and has a fortress in the area, the player may opt to retreat SPs into the fortress up to the stacking limit (4 for small and 6 for large). The remainder of the forces must retreat normally. If a turn begins with side A surrounding a fortress of side B and side B moves forces into the area from another area the forces in the fortress may, or may not, join the battle as the player wishes.

If the battle is occurring within the defender's capital area (see deployment chart) he may retire to his capital fortress (which is two redoubts and two siege guns if the full siege game is not used). There is no limit to the number of friendly SPs that can be in a capital city fortress if the full siege system is used. The attacker then has the option to attack or not. The attacker's options are to 1) attack (see above), or 2) surround the capital. If he takes the second option the defender's entire empire is unsupplied. To break this state, the defender must, on a later turn, come out and/or move another force in from a neighboring area, and defeat the besieger and force him to withdraw. If the attacker attacks the capital and wins (makes the defender withdraw), he has automatically won the war between the two countries. When this happens, the GM rolls two dice and the result is the # of EPs in provinces that the defeated player must cede to the victor. He is never required to cede his capital country (see deployment chart). If the die roll is greater than the total EPs in his empire (excluding his capital country, p 90), he simply cedes everything he has, except his capital country. The winner may move SPs into the areas without combat; the loser must immediately withdraw from these areas. The turn following such a conquest, the victor retreats from the capital province and the two countries may not invade each other's lands for one full year (3 turns).

All areas that each player controls at the start of the game (p 90) are militia areas. If invaded, these areas will provide their owner with a number of extra militia class regular infantry units equal to ½ of the EP value of the area (round up). Russian provinces and the home country of Turkey provide militia equal to their full EP value.

For battles in America, India or Manila (Spanish only in Manila) the French, British and Spanish players may attempt to obtain additional native allies. These units, if obtained, are simply added to the regular units figured by the army lists. Procedure: before setting up the battle the player states whether he will attempt to "purchase" modifiers on the Allied Natives Chart and how much he is spending, if any, to do so. For each 3 tricorns spent, a +1 is added to the die roll. The die is rolled and the chart is consulted to determine the number of extra native units which are added to the army. In North America these will be a 12 casting unit of Indians (see army lists p 137-139). In India, players have a choice of a 16 casting irregular foot unit or a 12 casting irregular cavalry unit (see p 143-146). For Manila, choose from #2, 4 or 5 on p 148. Any purchased native ally units remaining at the end of the strategic turn disappear.

Fighting the Battles

When setting up the battle, one class 1, 2 or 3, leader will act as the CinC. Additional senior commanders present may be attached to a brigade. All other brigades will have a ½ die leader (p 18). The tactical miniatures battle is now fought until one or both players withdraws through the withdrawal system (see p 9-10). Armies may not withdraw in any other circumstances. The loser must take retreat fire (p 81-82) if applicable, and then retreat all his remaining forces to an adjacent area that he or an ally controls. Additionally, this retreat may not take the beaten player's forces farther away from his home country (in other words, the retreat must be toward the home country, i.e. supply base). If all adjacent areas are enemy-controlled, ocean, Switzerland, or Spain, etc.), the defeated force immediately surrenders and is removed from play. This captured force (including any and all generals and/or Kings, etc.) become prisoners, and may be used as pawns in future negotiations (or, optionally used for medical experiments).

If after 12 turns of the tactical miniatures battle neither side has withdrawn, night falls and the armies break contact. Disorganized and broken units will rally automatically. Routed units must still attempt to rally normally. If they do not rally on their final attempt, they become permanent casualties. Adjust SPs according to the medical services (see top of next column) of the countries. A second battle is now fought with these same forces in the same strategic turn. This represents another battle in the same theater a few weeks or a month or two later. The units start the second battle with their casualties marked from the first battle (i.e. no reinforcement of the units is allowed). Roll up a new battlefield and deploy the forces normally as for a first day. Make a 50/50 roll to see if it is a meeting engagement or defensive battle. If it is a defensive battle dice off to see who will be the defender. The withdrawal system is now based on the forces as of the second battle (i.e. what is left over from the first battle). If one side or the other withdraws from the battle, the procedure is as outlined in the preceding paragraph. If neither side withdraws by the end of the 12th turn, the battle ends and the area is co-occupied. The EPs are divided in half between the two powers. If the EP value is odd, simply subtract 1 from the value and then split it in half (example: an area's EP value is 5. The two co-occupying forces get 2 apiece). Second battles are somewhat rare but can happen.

At the end of a battle, total the infantry and cavalry castings lost by both sides and divide by 12 (ignore artillery crew casualties). If the result is an even number, then simply subtract that number from the total remaining s.p.s in the force. If there is a fraction remaining, however, the procedure will depend on the particular countries' medical services which will be either poor, average, or good. Procedure: the player rolls 2d6. If the number scored is higher than his left-over casualties, drop the fraction. If the dice roll score is equal to or less than the number of left over casualties round the fraction up to the next multiple of 12. If the country has average medical services there is no modifier to the die roll. If the country has a poor medical service subtract 2 from the dice roll. If the country has a good medical service add 2 to the dice roll. Example: After a battle the French player has taken 42 castings which equals 3 SP losses and 6 casualties "left over". He rolls 2d6 and scores a '5'. Since his medical service is good he adds two to the roll and ends up at 7. The left over casualties are dropped and his losses stay at 3 SPs. The medical service ratings of the countries are listed at the top of the right hand column on this page.

Medical Services

CountryMedical Service
BritainPoor
TurkeyPoor
RussiaPoor
PrussiaAverage
SwedenAverage
FranceGood
AustriaGood

All medical services outside Europe are poor.

Effects of Winter on the Tactical Battle

Every third turn is a winter turn. If a battle takes place on one of these turns, roll 1d6 on the Weather Effects Table (p 87) before setting up the battle. The result will be either normal, light snow, or heavy snow. Normal means no effect on the battle. Light Snow has the following effect on the tactical battle: all ranges (small arms and artillery) are reduced by ¼. All movement rates are reduced by ¼. If an infantry unit rolls a "1" on any small arms fire it may not fire for the remainder of the battle due to wet powder (note that this is only possible if only rolling 1 die). If an artillery battery rolls a "2" on any shot it may not fire for the remainder of the battle (only possible on rolling only 2 dice). Heavy Snow has the following effect: All ranges and movement rates are reduced by ½. If an infantry unit rolls a 1 or 2 on a shot (only possible with 1 or 2 dice) it may not fire for the rest of the battle. If an artillery battery rolls a 2 or 3 on a shot (possible only with 2 or 3 dice) it may not fire for the remainder of the battle.

The initial roll on the Weather effects table can be modified according to the area the battle is in:

Weather Table Modifiers

  • +1 In or North of Austrian Netherlands, Alsace, Palatinate, Franconia, Saxony, Silesia, Galacia, Kiev, Central Russia, , New England, Ohio Valley.
  • +2 Northern Russia, Upper/Lower Canada and India (simulates the rainy season).
  • -1 If in any country bordering the Mediterranean or the Black Sea (except Austria, Slavonia, or S. Russia) plus Modena, MonteNegro, Serbia, Wallachia, Southern Colonies.

(Note: 0 modifier for England and Scotland).

There can be no second battle during light or heavy snow. If the battle ends (i.e. finishes 12 turns) without either side withdrawing, the attacker must withdraw. If the battle is a meeting engagement both sides simply break contact and co-occupy the area.

Naval Combat

Naval Combat is a different procedure. If two players have units in a sea zone after movement, they may both decide to peacefully coexist and do nothing to each other. If, however, one decides to attack (and the other player does not withdraw), a naval battle is fought. "Sport of Kings" is not intended to be a simulation of 18th century naval warfare except, in a very abstract sense, as it affects land warfare. If players wish to, they can fight out these naval battles using one of the many excellent miniatures/board/computer games available. Our miniature naval rules, including complete rules on using them in SOK are available as a stand alone game "Warfare at Sea in the Age of Reason" or in the 2nd AOR supplement (Campaigns and Battles, Vol II. Both available from onmilitarymatters.com). Each battle fleet will be represented by a standard ship of the line, and transport fleets will be represented by lightly-armed merchantmen. If players do not wish to go to this length, the following procedure is quick and exciting. Use coins, counters, or anything to represent the fleets (1 counter represents 1 fleet). The player with the fewest battle fleet units (player A) will set up first (if both sides are equal, roll a die to see who sets up first - low die sets up first). Player A now lines up his ships in a line with the transport fleets (if any) on one end together. His opponent (player B) now lines up his ships so that at least 1 of his ships (i.e. fleet) is adjacent to every one of player A's battle fleets. If player B has more battle fleets than player A he may now line the remaining ones up any way he wishes and can "double up" on any ships and can also line up against player A's transport fleets (if any). Both players now, simultaneously, roll 1d6 die for each battleship (i.e. battle fleet) in their respective forces. Transport fleets have no combat value. Each "6" rolled eliminates the opposing ship. Once the first round is over either player may decide to withdraw. If neither player withdraws, and there were casualties in round 1, the player with the larger number of battle fleets now redeploys any of his ships that are now unaligned with his opponent's. Once done, his opponent now does the same, if he has any unaligned ships, and another round is fought. The basic rule still applies that battle fleets must be fought before transport fleets can be fought, (i.e. every battle fleet must be fought by at least one battle fleet before any "doubling up" can be done). This procedure continues until one side withdraws or loses all his ships (fleets). If one side withdraws the other player gets a "free shot". This means he rolls dice as in a normal combat round but the withdrawing player doesn't. Once a player withdraws, he moves all his remaining fleet units 1 sea zone in the direction of his home country and no further combat will happen this turn. If all of a side's battle fleets are eliminated, the victorious player captures the transport fleets (if any) in the sea zone. The fleet units are added to his navy but the SPs they were carrying (if any) may not be added to his army. They may, however, be used as pawns in later bargaining with the owning player.

Effects of Unsupplied Areas

Any area that cannot trace a supply line of continuous friendly-controlled (or allied-controlled) or neutral areas back to the capital country (see deployment chart for list of capitals, p 90) are unsupplied. Enemy-controlled areas block supply. Movement of forces in unsupplied areas is restricted. Unsupplied forces may only move if moving closer to the capital country. Additionally, they may not enter areas the owning player does not control, unless it is to attack an enemy force that is blocking the supply path. Also, a player may not gain EPs from an unsupplied area.

In the case of France and England, their overseas possessions are always in supply unless the capital country is occupied. The presence of enemy fleet units in a sea zone does not cut supply lines over Sea areas. Hanover is always supplied and other British areas on the continent will trace supply to it unless it is occupied by bad guys. All other possessions that are separated by water from the mother country (including the Austrian Netherlands) must be supplied in the normal way. Areas joined across water by double arrows are treated as though their border was not separated by water.

Strategic Effects of Leader Casualties

In the event of leaders being captured they become the prisoner of the player who captured them. They may not be executed (this was the Age of Reason!) but may be used as a bargaining lever in future negotiations and may, as the situation develops, be traded back to the original owner. If a general is killed he remains "dead" for the entire following strategic turn. On the next turn he is replaced with a new leader of equal rank; if a subordinate leader (+1), but a new Commander in Chief (+2) may or may not return to their original level. Roll 1d6 for Commander in Chief replacement. If the result is 1-3 the leader is only a "+1". If the result is 4-6 he is a "+2".

Note on the King of Prussia: Frederick is a "+3" during a tactical battle for all purposes except melee. In melee he is a "+2". If he is killed, the new king is generated as in the preceding paragraph and cannot be higher than "+2".

6. The Victory Determination Phase

Each turn in "Sport of Kings" represents approximately 4 months. The game starts with turn 1 representing Spring (Planting) 1740. The game ends at the conclusion of turn 12. Since there is only one winner (except in the case of a tie) there may be a tendency to "Banzai" on the last turn and break any or all alliances. To try to control this, the following rule is in effect: Any player that has a written and public agreement not to attack another player's territory will suffer a penalty if he does so on turn 12. This penalty is to roll 2d6 and deduct the total from the player in question's final victory points (see op rule below).

At the conclusion of turn 12 the game master totals the supplied victory points (again, victory points are the economic points of each province) of each player; he then adds 10 points to the total of Sweden and 5 points to the total of Turkey; and then finally declares the winner to be the single player with the most points.

Optional Rule for Ending the Game

Do not use the "last turn breaking of treaties rule". At the end of turn 9 roll 1d6. If a 1 is rolled, the game ends. If the game goes to turn 10, roll again and end the game on a 1 or 2. If it goes to turn 11, the game ends on 1, 2, or 3 and so on. Repeat this procedure until the game ends.

Weather Table (Use on Winter Turns Only)

DieWeather
1Normal
2Normal
3Light snow
4Light snow
5Heavy snow
6Heavy snow

Geographic Modifiers

  • +1 If in or north of Austrian Netherlands, Alsase, Palatinate, Franconia, Saxony, Silesia, Galacia, Kiev, Central Russia, New England, Ohio valley.
  • +2 If in Northern Russia, Upper/Lower Canada and India (rainy season).
  • -1 If in any country bordering the Mediterranean or the Black Sea (except Austria, Slavonia, or Southern Russia) plus Modena, Montenegro, Serbia, Wallachia, Southern Colonies.

Persian Front Allocation Table, Turkey Only (1d6)

This table is rolled on at the beginning of every turn. Turkey deducts the number above from his total E.P.s for the turn. Also use this table for Austria and Russia if Turkey is not in the game (p 78).

DieE.P.s Lost
14
25
36
47
58
69

Allied Natives Chart, North America, India and Manila

Roll 1d6 on the table below to see how many extra native units the players will have if fighting a battle in N. America (p 137-139), India (p 143-145) or Manila (p 148) above the amount on the army list. Each three tricorns spent buys a +1 modifier. All money for this must be specified before the die is rolled.

DieNumber of Extra Native Allies
10
21
31
42
52
6+3

Jacobite Rebellion Table

Roll 1d6 every turn unless the rebellion has already happened. A roll of "1" means the Jacobites rebel. Once the rebellion occurs this step is eliminated as it can only happen once.

Jacobite Initial Strength Table

DieNumber of SPs
14
24
35
45
56
6+8

Procedure: On the first turn of the Jacobite revolt, roll on this table to see the initial strength of the Jacobites. A strength point (SP) of the Jacobite infantry is 16 castings rather than the usual 12. 4 s.p.s equals 4 16-casting clan units and 2 medium guns (4 French gunners each). 5 s.p.s equals 5 16-casting clan units and 2 medium guns. 6-8 s.p.s is the same as 5 except add 1 12-casting highland cavalry unit. See army lists (p 142) for more information on these units and on the English forces.

Jacobite Reinforcement Table

If the revolt is in progress roll 1d6 on the below table, at the start of each succeeding turn to determine the number of reinforcements for the Jacobites.

DieNumber of SPs
10
20
31
41
51
6+2

+1 to the die roll if Jacobites won a battle on the previous turn. -1 to the die roll if they lost a battle on the previous turn.

Jacobite Invasion of England Table

Roll 1d6 at the start of a turn in which the Jacobites are in revolt and there are no English forces in Scotland. Any roll of six means the Jacobites invade. Add 1 to the die roll for every s.p. in Scotland the Jacobite forces have more than the English have in England. (Example: the Jacobites have 6 s.p.s in Scotland, the English have 5 in England. Add 1 to the die roll). The Scots will not leave Scotland if there are English forces there.

Optional Invasion of Scotland Rule

Once the Jacobites revolt, Scotland can be invaded by the amphibious invasion rules (p 81).

Attacking Minor Countries Table (1d6, p 82)

Attack RatioModifier
1-10
2-1+1
3-1+2
4-1+3
5-1+4
6-1+5

Round fractions down.

Modified DieResult
1Attacker retreats
2Attacker retreats and loses 1 SP
3Attacker wins but loses 2 SPs
4Attacker wins but loses 1 SP
5Attacker wins with no loses
6Attacker wins with no loses
7Attacker wins and gains 1 SP
8Attacker wins and gains ½ of the area's SPs (round down)
9+Attacker wins and gains all of the area's SPs

When attacking an unoccupied country consult the first table to determine the modifier on the second table. Compare the total number of SPs in the attacking army with the EP value of the area to determine the attack ratio (example: A French force of 12 is attacking the Papal States which has an EP value of 2. The odds are 12 to 2 or 6 to 1. (The modifier on the second table is +5). Now roll 1d6 on the second table, adding the modifier (if any) arrived at in step one to the die roll. Implement the results immediately.

If two players have a battle in a previously uncontrolled area, 1d6 is rolled to determine the alignment of the invaded area and the following table is consulted before battle. Declare the first player and second player in any convenient manner.

DieResult
1-2Area aligns with first player
3-4Area remains neutral
5-6Area aligns with second player

If an area aligns with a player add the EP value of the area to his total SPs. This procedure can be done no more than once per area per game.

Special Events Table

Roll 1d6. The result is the number of areas affected. Now roll percentage dice this number of times (1-00 where 00 equals 100) to determine which areas are affected. For each area affected roll 2d6 on the results table below. The results are implemented immediately. If an area is currently unoccupied ignore all results except #8.

2d6Effect
2No effect
3Benevolent occupation - EPs this turn are doubled in the area (except home country)
4Successful recruitment - add 2 to the occupying player's SPs in the area
5Sympathetic local ruler - EPs this turn are doubled in the area and add 2 to the occupying player's SPs in the area (except home country)
6Unrest - EPs are halved in the area this turn (round down). No SPs may be raised in the area this turn.
7Famine - Subtract 1 EP in the area this turn. No SPs may be raised in the area this turn.
8Disease: No movement to or from the area this turn. No SPs or EPs may be raised in this area this turn.
9Desertion - Subtract 1 SP from the occupying force. No SPs may be raised in the area this turn. Ignore if home country.
10Revolt: 0 EPs from area this turn. Revolt continues until the SPs of the occupy force equals the area's EPs. No SPs may be raised in the area this turn or until the revolt is stopped.

Special Events Area Determination

Roll percentage dice. Die (01-00) and area:

DieAreaDieArea
01Bengal52Naples
02Nizam's Dominions53Mahrattan States
03Mysore54Nepal
04Ohio Valley55Azerbaijan
05Lower Canada56N. Carnatic
06Upper Canada57S. Carnatic
07

Initial Deployment Chart

All countries begin the game with 1 strength point (SP) in each area they control plus 20 additional SPs that they may deploy anywhere within their possessions according to the following chart. Exception: Sweden begins with only 9 additional SPs and Turkey begins with 22. In the following chart italics indicates the capital area. All initial areas listed below are militia areas for the original monarch.

  • England: England, Scotland, Hanover, New England, Middle Atlantic Colonies, Southern Colonies, Bengal, Northern Carnatic.
  • France: Northern France, Southern France, Upper Canada, Lower Canada, Ohio Valley, Louisiana, Mysore, Southern Carnatic.
  • Prussia: Prussia, East Prussia.
  • Austria: Austria, Transylvania, Hungary, Croatia, Austrian Netherlands, Silesia, Bohemia, Tyrol, Milan.
  • Russia: North Central Russia, Northern Russia, Central Russia, Southern Russia, Northern Ukraine, Southern Ukraine.
  • Sweden: Sweden, Finland, Swedish Pomerania.
  • Turkey: Turkey, Rumelia, Bulgaria, Dobruja, Bessarabia, Yedisan, Crimea, Moldavia, Wallachia, Macedonia, Greece, Albania, Montenegro, Serbia.

Fleet Deployments

Owners may deploy in any sea zone at start:

  • England: 5 battle fleets (BF) and 4 transport fleets (TF).
  • France: 4 battle fleets and 2 transport fleets.

Leader and Guard Unit Deployment

Owners may deploy in any controlled area. Kings, the Czarina's commanding general, the Sultan, and the Empress's commanding general are all "+2" in a miniatures battle (except the King of Prussia who is +3 for all purposes except melee where he is a +2). All subordinate generals are "+1". Guard infantry units are 12-casting, class 4, regular infantry with musket. Guard cuirassier units are 12-casting, class 4, regular armored cavalry with sabre.

  • England: 1 King, 3 sub-generals.
  • France: 1 King, 3 sub-generals, 1 guard* cavalry and 1 guard* infantry unit.
  • Sweden: 1 King, 2 sub-generals.
  • Prussia: 1 King, 3 sub-generals, 1 guard* cavalry and 1 guard* infantry unit.
  • Russia: 1 Czarina's commanding general, 3 sub-generals.
  • Austria: 1 Empress's commanding general, 3 sub-generals.
  • Turkey: 1 Sultan, 3 sub-generals.

All guard troops must stay with the CinC at all times.

Turn Record Sheet and Sequence Tracker

The printed turn record sheet (one per country, with Builds, Movement, Leader Movement, Casualties and Public Announcements boxes) and the turn-sequence tracking grid (turns 1-12 against the eleven tactical phases listed in Chapter III) are blank forms and are not reproduced here.

Additional Sport of Kings Optional Rules

Let's knock Britain down a bit: As a play balance adjustment, if you think that Britain is too strong, subtract 6 VPs from the British player at the end of the game if Hannover is not controlled by the British player. This should have the effect that Britain must pay more attention to the continent, possibly at the cost of a little less flexibility in her overseas possessions.

Hidden deployment and movement: Game master required. The location of armies are visible to everyone but the composition of them are only revealed when a battle is fought.

More victory points: At the end of the game count 1 point for each player for his SPs, fleets and fortresses that he has remaining on the map in addition to the regular points for area control.

Subtract the charisma level (1-3) of any generals lost in the game.

Adding Spain to Sport of Kings

(Optional expansion module printed in the book for Sport of Kings. The printed byline is omitted here.)

His Most Catholic Majesty's Domains.

New Area Special Events Numbers. The following areas are added to the supplemental map. These twelve areas will supplant twelve other areas on the Special Event Determination Chart on page 80 in the Sport of Kings chapter.

Frequently overlooked, Spain played a major role in the events of the 18th century. Their monarchs had territorial gains on their minds to secure lands for their sons to rule. They fought England for control of the Caribbean. They fought Austria for control of Italy. They invaded Portugal in 1762.

Spanish armies fought some of the bloodiest battles of the period: Campo Santo, Piacenza, Cartagena, Havana. I hope their addition to the campaign game Sport of Kings will add a new twist to diplomacy and combat.

Initial Deployment for Spain.

  • Controlled areas at start: Spain, Florida, New Spain, Cuba, Panama, Santo Domingo, New Granada, Naples, Manila and Sicily. Spain is the capital. All areas controlled at start are militia areas.
  • 1 SP in each controlled area (2 in Manila).
  • 14 SPs deployed in any controlled area, except Naples and Sicily.
  • 1 Guard Infantry and 1 Guard Cavalry.
  • 1 King and 3 sub-generals.
  • 3 Battle Fleets and 2 Transport Fleets.
  • 2 SPs and 1 Battle fleet at Manila. The Franco-Spanish border is a mountain pass.

Spain has poor medical services in all provinces. If using Warfare at Sea in the Age of Reason, the Spanish have 3 admirals.

Changes for the European Map. Spain has an e.p. value of 8. Portugal has an e.p. value of 3.

Additional Deployment Changes. Great Britain: Jamaica and Leeward Islands. France: French West Indies. France and Great Britain get an additional SP as garrison for each of these new areas.

Victory Determination for Spain. Spain receives a bonus 5 victory points at the end of the game (in the same way as Turkey; see page 78).

Spain: new special events numbers. Spain 53. Portugal 54. If 53 is rolled roll 1d6. 1-3 the event is in Spain and on a 4-6 it is in Manila. Florida 55. Jamaica 56. New Spain 57. Cuba 58. Santo Domingo 59. New Granada 60. Leeward Islands 63. Panama 65. French West Indies 67.

Spanish Fleets

Spain pays 5 tricornes for a fleet unit just like the British and French (see p 80 of Sport of Kings). Due to poor crew quality and the Spanish practice of avoiding action with British ships during the 18th century the following rules apply.

Whenever a Spanish battle fleet scores a hit (by rolling a "six", see Naval Combat on p 86 of Sport of Kings) the opponent may try for a "saving roll." Roll 1d6 for each hit by a Spanish battle fleet and "save" the enemy fleet in question on a 1-2 (i.e. the hit doesn't count if "saved").

The Spanish commander must roll if he wishes to withdraw before combat. A roll of 1 through 4 (on 1d6), and the Spanish player may withdraw. After each round of combat reduce the number by 1. (Example: in round two the Spanish fleet breaks off on a 1-3. In round 3 on a 1-2, etc.) If contact is not broken when the number is reduced to 1, the Spanish fleet may no longer attempt to disengage.

Spanish Treasure Fleets

Treasure fleets originate in Havana and Manila and their object is to get to Spain. At the start of each year the game master rolls 1d6 twice, once for Manila and once for Havana, to attempt to create treasure fleets. A treasure fleet is created on a roll of a "6." Now the game master rolls 4d6, for each fleet, to determine the number of tricornes on board (the amount is secret until captured). The fleet is moved normally during the movement phase. This fleet may not necessarily be public knowledge. Roll 1d6 and 1-3 it is public knowledge and 4-6 nobody has a clue.

When enemy fleets are in the same zone as a treasure fleet the GM rolls 1d6 on the interception table below.

Die RollResult
1-4No interception
5-6Interception

A treasure fleet is essentially a battle fleet that also carries the treasure. Treasure fleets have no escape roll and "shoot" like normal fleets without the enemy rolling for "saves" (i.e. they are better than the standard Spanish BF). They may be escorted by BFs. BFs are treated normally.

If the Galleon is "sunk" by an enemy, roll to see if the treasure is captured on the following table.

Die RollResult
1-2Treasure is sunk
3-6Treasure is captured

Manila

EP value of Manila is 2. Spain begins with 2 SPs in Manila, both are regular Spanish infantry plus 1 siege gun and 1 redoubt. If the Spanish player spends money and adds to this garrison use the army list percentages on p 148. Spain (only) in Manila is also allowed to roll on the Allied Natives Chart (p 87) and can buy modifiers at the cost of each 3 tricorns providing a +1 modifier to the die roll for each 3 tricorns spent. Native allies in Manila are as listed in numbers 2, 4 and 5 on the Manila army list (p 148).

Invasion of Manila. Only British or French may invade Manila and it must be launched from any province of India they control. Their army thus launched will consist only of Sepoys (80%) and Kings Troops (20%) plus artillery. See Indian army lists (p 143-146).

Tropical Diseases

Non-Spanish invaders in the Caribbean (notably the British/American assault on Havana in 1761) were often severely effected by disease. To reflect this the game master rolls 1d6 during the Special Events phase for every area in the Caribbean, Philippines and the S. Atlantic. On a roll of a "1" disease hits the area for Non-Spanish troops. See number 8 under the Special Events Table on p 89. This would not apply to any Spanish troops in the area. Note that this procedure is in addition to the regular special events procedure (if disease results through the regular procedure it would affect Spanish and non-Spanish alike).

Portugal

Portugal is treated in the same way as Sweden in the Sport of Kings when there is no Swedish player. That is, if Portugal is invaded, roll 2d6. The result is the size of the Portuguese defending army to be commanded by any available player. For the Portuguese army, use the Swedish Army List, but all cavalry are dragoons.

Army Lists (Spanish Module)

French and British forces in the Caribbean and Latin America use the Army Lists for the French and Indian War (p 137-139), but replace all Indians with sailors. Sailors: Formed infantry, morale grade 2, irregular discipline, musket armed, 12 casting units.

In the Caribbean Islands and in Manila, no player (other than Spain) may roll for Indian allies. The Spanish may roll for Indian Allies in North America, Havana and New Granada, with the same results as the French. See p 148, "Spanish in the New World".

New Sea Zones: Western Pacific borders Philippines. Going East is the Eastern Pacific which borders the W Pacific and Panama.

Optional Rules for the Sport of Kings

Marines. Battle fleets may contribute 1 SP of marines to an amphibious assault in conjunction with normal transport fleets landing troops, with a limit of 1 SP of marines. Only one unit of Marines may exist at any one time for each country. Marines may not be used as occupation troops or move overland to adjacent areas. If the SP is routed or loses 50% or more, it is eliminated. To replenish marines, the BF must go to its home country, and spend one turn there.

Pursuit in North America. With the lack of cavalry in the North American lists, pursuit is done by Indians in the same manner as cavalry in Europe.

Winter Turns in the Caribbean. No roll is made for Tropical diseases in winter (i.e. Hurricane Season) turns. Naval Invasions can be made in the Caribbean/Philippines or India only in winter turns.

Hurricane Season. During the Winter turn, there is a chance of hurricanes in the Caribbean. On turns 3, 6, 9, 12 & 15, roll 1d6 after movement, but before any SPs disembark. If the result is 6, every fleet in the Caribbean must roll 1d6 for survival.

Die RollResult
1-3No effect.
4-6The fleet is lost with all hands.

Naples. Spanish armies in Italy can use Naples as a supply base.

Bibliography for the Spanish Section

Bernard de Galvez: Hero of the American Revolution, Lorenzo G. LaFarelle. Atlantic Empires of France and Spain, John McNeill. Manila Galleon, F. van Wyke Mason (historical novel). The War of the Austrian Succession, Reed Browning. The Age of Battle, Russell Weigley. The Spanish Seaborne Empire, J.H. Parry. European Warfare, 1660-1815, Jeremy Black. The Spanish Frontier in North America, David J. Weber. A Far Flung Gamble, David Greentree. British Drums on the Southern Frontier, David Ivers. Manila Ransomed, Nicholas Tracy. La Guerra del Asiento (Spanish text), Ruben Abad. The Defenses of Northern New Spain, Hugo O'Conor.

Uniforms: The Wild Geese, Mark McLaughlin (Osprey). The Lace Wars, Funcken. Uniforms of the World, Knotel and Sieg. Dragona Magazine, September 1993. Sketchbook #56: Spanish Colonial Era Infantry, 1739-1781, Tea Spring.

Illustration: "Certain Death" (printed page 96).

Battlefield generation (p 96). Procedure for generating a battlefield for a SOK, Enlightened Slaughter or pick-up game. Roll percentage dice to generate a number between 01 and 100. Use the number rolled as your battlefield. The battlefield is the 2 squares adjacent to the number.

Chapter XV: Enlightened Slaughter

An Age of Reason 2-Player Campaign Game System.

Enlightened Slaughter is an attempt to formalize into a module, for 2-player games, the rules of my two previous games of "Bohemian Blitzkrieg" and "Brunswick's War" (Age of Reason supplements 1 and 2) to provide a basic structure for future scenarios using the system. This system builds somewhat on the original Sport of Kings (SOK) campaign game and thus players of the original game will be familiar with some of the concepts. However, this is not simply a variant of SOK but a new system designed to simulate smaller, more focused areas of the overall conflict. Many new concepts are introduced that were not part of SOK. The game is intended as a two-player or two-team contest playable, on average, in 1 to 3 gaming sessions.

Important Basic Terms

Strength point (SP): a single factor on the map representing an infantry battalion or a cavalry regiment. Artillery is dealt with more abstractly and not represented on the strategic map but assigned to players before a tactical battle based on the number of strength points in the army.

Force: a group of at least 10 strength points commanded by a leader. A force of less than 10 SPs may not be intentionally created except that up to 2 "dummy" forces may be created as explained below and/or up to 1 "light" force may be on the board at any time (see below). A grouping of SPs must have a leader. New forces may be created at any time by the owning player as long as the newly created forces do not cause the total number of friendly forces to exceed 8. If 8 or more forces are already in existence, no new forces may be created. (Note: the 8 force limit is for playability. Players may vary this if they want to and both sides agree). A force is automatically commanded by the highest ranking general present (see below). If a force is ever devoid of a leader one must be generated (for leader generation see table p 14). There can be no leaderless forces at any time during the game.

"Highest ranking" refers to seniority and not ability (i.e. the highest ranking may or may not be the best). See the leader chart for the scenario being played or leader ratings.

A Light force (p 105) is a force of up to 3 (max) SPs on a scouting or supply interdiction mission. This force does not count against the 8 force limit. Light forces have a +2 on all initiative checks.

Controlled dot: a dot that is owned by the controlling player. The controlling player's forces currently occupy it or were the last to pass through it and the dot is in friendly supply.

D, etc.: A type of dice. D6 means a six sided die. D10 means a 10 sided die. 1D6 equals 1 six sided die while 2D6 equals 2 six sided dice, etc.

How to Win

Whichever side has the most points at the end of 12 turns is the winner provided the margin is greater than 20.

Each side is awarded 1 point for each enemy SP eliminated at any time in the game. A SP is equivalent to 12 castings of infantry or cavalry. Also 1 point is awarded for capturing enemy artillery battery. Each side also receives points equal to the initiative level (see below) of any enemy leader that is killed or captured (use the initial initiative value for Austrian leaders). This applies only to leaders capable of commanding a force and not to purely brigade commanders. Both sides receive points for control of some dots or fortresses determined by the scenario. To control a dot the owning player must either occupy it or be the last player to have occupied it and it must be in supply. If a force is besieged in a fortress, neither side receives victory points for it (see "fortresses" p 106). If a fortress changes hands during the game it can be captured and recaptured by either player during the game but the player who controls it at the conclusion of the game is awarded its victory points.

Special anti-Prussian victory: If King Frederick is ever killed or captured the game ends immediately with the anti-Prussian faction winning an history changing victory.

Note that victory conditions may be modified from the above by the scenario designer for specific scenarios.

Levels of Victory

  • Tie: One side has 0-20 more points than the other.
  • Scant victory: the winner has 21-40 more points than the loser.
  • Celebrated victory: the winner has 41-60 more points than the loser.
  • Triumphant victory: the winner has 61-75 more points than the loser.
  • History-changing victory: the winner has 76 or more points than the loser.

Sequence of Play

  1. First player moves his units that pass initiative checks.
  2. Second player moves his units that pass initiative checks.
  3. Pre-battle maneuvers (see pages 153-154 for flow chart).
  4. Retreat before battle.
  5. Battle.
  6. Retreat after battle.

After setting up the initial forces as below, the players cycle through the phases above, 12 times. After the end of the 12th turn the game is over.

Initial Set-Up

The number of strength points is listed followed by the leaders present in the force (the commander is always the highest ranked leader present). The leader rankings/ratings are outlined in the set up procedure as per the scenario.

Reinforcements appear at the spot indicated at the beginning of the movement phase of the owning player even if occupied by an enemy force. No initiative check need be made for reinforcements on their turn of arrival - they automatically enter. Entry costs 1 movement point. If the entry dot is occupied by an enemy force the reinforcements may enter or be held off until a later turn. If held off until later they must pass an initiative check to enter.

Movement

Before a force may move it must pass an initiative check (see "initiative" below). For each force that successfully passes its initiative check movement is "dot to dot" with each group moving from one dot to another connected dot. The maximum number of dots that a supplied force may move in one turn is generally 2 but may differ by scenario.

A force may break down into any number of smaller forces as long as this does not cause the total number of friendly forces to exceed 8. However, before a force may be split into a smaller force or forces the owning player must pass an initiative check (see p 100-101) using the initiative value of the highest ranking (not necessarily the highest initiative number) general present. If the initiative check is passed the player may detach a force or forces from the force in question but if the check is failed the force in question may not be split. If two or more friendly forces occupy a single dot at the end of movement they are combined into one large force commanded by the most senior general present.

A force that is out of supply (p 105-106) may only move a maximum of one dot (exception: see "Breakout Movement" below). A force (see basic terms p 97) may move onto a dot containing an enemy force but must stop immediately upon doing so (exception: see Breakthrough Movement below). If a force begins a phase on a dot that is also occupied by an enemy force it may not "move through" the force but may only "move back" to friendly controlled dots or stay put.

On the turn following a battle or successful siege a force may not move but must simply remain in place. A force that is out of supply at the beginning of the movement phase may only move a maximum of 1 dot (exception: Breakout movement (see p 100).

Leader Movement

An individual leader and his staff may move without his force up to 4 dots. No initiative test is required for this.

Forced Marches

After a force has moved its maximum number of dots the owning player may announce a forced march of 1 or 2 additional dots. Forced marching may cause straggling and also has an effect on the battlefield if the force engages in battle on the same turn as it forced marched. Once a force has moved 1 extra dot the owning player rolls 1d6 on the following table to determine the number, if any, of stragglers.

Die RollEffect
1-2-3That many stragglers (remove SPs)
4-5-6No effect

(As printed, the table reads "That many stragglers (remove SPs)"; the number of stragglers is the number rolled.)

Once a force moves a second forced march dot the player rolls 1d6 and loses that many SPs to straggling. Subtract 1 from the die roll if the force is exclusively light troops.

Straggler SPs are immediately moved from the moving force but will rejoin the parent force only at the end of the movement phase on the first turn it (the parent force) doesn't move. Stragglers do not constitute a force on the map but must be kept track of on paper.

Forced Marching Effects on Combat

If a force enters battle after forced marching 1 extra dot it is FATIGUED. A fatigued force must begin checking for army withdrawal when its casualty level reaches 20% instead of the normal 25%. Also a fatigued force has a +1 die on army withdrawal checks for being fatigued. A fatigued force that force marched in the current turn does not start the battle with all of its artillery on the board (exception: battalion guns do start with their battalions and horse artillery may be deployed normally). Instead roll 1d6 at the start of every movement phase. The number rolled is the maximum number of batteries that can arrive that turn. Roll 1d6 that number of times. On a 1-4 an artillery battery arrives on the player's baseline (if there is a primary road it must come in there unless it is enemy occupied). Light guns will arrive first, followed by medium guns, heavy guns and siege guns. Continue this procedure until all of the players allotment of guns is on the table or the game ends. (Example: at the start of his movement phase a player rolls 1d6 and rolls a 4. He now rolls 1d6 4 times and rolls a 2, 4, 5, 1. He will get 3 batteries this turn since 3 die scores were 4 or less.)

If a force enters battle after forced marching 2 extra dots it is WORN. A worn force must begin checking for army withdrawal at 10% casualties instead of the normal 25%. The procedure for artillery deployment is the same as for fatigued (see previous paragraph) except that an artillery battery appears only on a 1 or 2 on 1d6.

If a forced marching force ends its movement combined with a non-forced marching force the entire force is considered fatigued or worn (whichever applies) if at least 1/3 of the combined force is composed of SPs that forced marched. If the non-forced marching force is more than 2/3 of the combined force it is not fatigued or worn. However, the artillery arrival rules will apply to the amount of artillery present in the forced marching force. (Note: if you don't mind the extra calculations involved treat the forced marching portion of the force as worn or fatigued).

Breakout Movement

A force that begins a movement phase out of supply may attempt to breakthrough to supply without fighting a battle. A regular initiative check is made (see initiative below) but add one to the leaders' basic initiative number. If successful, such a force may move a total of two dots (this is an exception to the one dot movement for unsupplied forces) and go right past one enemy controlled dot if the destination dot is friendly controlled and in friendly supply. The moving force takes Double Pursuit Fire from the enemy force it passes using any leader modifiers that apply (see Pursuit Fire p 104 below). Forces that begin a movement phase in supply may not use breakout movement. Use the maximum amount of cavalry from the army lists for each force when figuring pursuit fire. Also add the maximum amount of gunner figures for heavy and siege guns to the defender (i.e. the blocking force). Players have the option to use the above system to resolve breakout movement or, if both sides agree, set up the forces as for a meeting engagement battle with the blocking player setting up second after the breakout force has set up his entire army. Play a 12 turn game and the breakout player is trying to get his troops off the opponent's baseline. Do not use the withdrawal system but play out all 12 turns. At the conclusion of the 12th turn total the number of castings the breakout player has gotten off the map and divide by 12 (round down). The total arrived at is the number of strategic SPs he has gotten past the blocking force. Once a unit has left the board it may not reenter.

Before a force can be moved in phases 1 or 2 an initiative check must be made. Procedure: roll 1d6 and add the listed initiative modifiers for the commanding general to the resulting die roll. If the modified number is 6 or greater the force can move. If it is less than 6 the force may not move this turn in phases 1 or 2. When checking for force initiative the owning player may check his forces in any order he desires but must move each force that successfully passes initiative before checking the next force. Note that, unless otherwise stated in the specific scenario rules, on turn one only, Prussian forces may automatically move without making an initiative check.

Light forces have a +2 die roll modifier on all initiative checks.

Using the Map

An excellent way of tracking movement is to make a photocopy of the map (this is authorized for your own use), mount it on Styrofoam/cardboard and use different colored push pins (readily available in department/drug/office supply stores) to designate the forces. Put some kind of number flag on the pins and list the forces on a sheet of paper by number (example: force #1 is 45 SPs with Frederick present, etc.).

Phased movement. During movement the players alternate moving their forces one force at a time. If a force fails its initiative check it is counted as moved and may not move during the current turn. On his turn the phasing player will move or attempt to move only one force: either a force that has not already moved in the current turn or a dummy force. Dummy forces may always move without checking initiative (players will probably want to roll a die and pretend they are checking initiative to hide the fact that it is a dummy force). The first player (defined by the scenario rules) always moves the first force in a turn and then the two sides alternate moving forces until all forces have either moved, failed initiative or been declared moved (i.e. if the player wishes, he can order a force to stay put and this counts as its movement).

Example: on turn one the French player designates a force to move lead by his commanding general: he checks his initiative, passes and then moves the force. Play now passes to his opponent who designates a force but fails his initiative check and thus can't move in the current turn. The first player now attempts to move 1 other of his forces. This sequence continues, back and forth, until all forces have been gone through.

Dummy forces. Each side may deploy up to 2 dummy forces (no combat value). If contacted by a real force the dummy is removed from play after all movement is done. During movement of the following turn the player may dispatch a new dummy force from his highest ranking general's force. A player may never have more than 2 dummy forces in play at the same time. When dummies run into dummies they are both revealed (after all movement is done) and removed.

Initiative

In the leader chart for the individual scenarios the commanders are listed in order of seniority with three numbers. The first number listed is their rank, the lower the number the greater their seniority (i.e. the leader designated as number 1 is the highest rated, number 2 is the second highest and so forth). The second number listed is the initiative number as described above. The third number is the charisma rating which is used in a tactical battle. If two rated generals are present use the ratings of the most senior general. Note that seniority does not necessarily mean the highest initiative rating but where they rank in the hierarchy of the army. When splitting SPs off to make a new force, the listed generals must be used as per the seniority list if present. If the player wants to make a new force but no general is present he must generate one by rolling 1D6 on the tables below. Roll once on the initiative table for the initiative rating and then once on the charisma table for the battlefield charisma rating.

New Leader Table

Die RollInitiativeCharisma
101
201
311
411
511
622

Remember that new commanders may not be generated if an original commander is present. Use this procedure to generate a new force commander if the original one is killed/captured and the force is left without a leader. Force commanders so generated are always ranked below the original commanders, and are ranked against each other by the order that they were generated (i.e. the first one generated ranks above the second one, and so on). New commanders may not be created except to immediately command an independent force or to replace killed/captured leaders.

If a leader is wounded in a tactical battle you must delineate how long he will be recuperating. Refer to the leader casualty chart in the main rules (p 30). If the wound is 1-4 the leader is out that many strategic turns. If a 5 is rolled make a 50/50 die roll to see if he lives or dies. If he lives he is out 5 strategic turns. On a 6 the leader, of course, is dead and out of the game permanently.

Pre-Battle Maneuvers Phase: Basic Outline

(See pages 153-154 for flow chart.)

This phase represents the force commanders' attempt to force battle on favorable ground (notice the word "attempt," this sometimes led to a fight on less favorable ground). This phase may seem complicated at first but once the players understand the concept behind it they should "get the hang of" the mechanics in short order.

Basically both players roll 1d6 (Pre-Battle Maneuver Roll or PMR) and add their commanders' initiative number. If the result is a tie neither side may influence the battlefield generation process and a battle is fought with a randomly generated battlefield (after p 96). If, however, one side wins the PMR the winner will have some influence on the selection of the battlefield. A battlefield is generated and if both sides accept battle the battle is fought on this terrain. However, if one or both players opt to continue maneuvering another PMR is made (no ties at this point) and the winner again will have an influence on the battlefield selected. After inspecting the battlefield the players must accept battle or make a strategic retreat before battle (i.e. no more maneuvers at this point).

The Details

If forces of both sides begin phase 3 (pre-battle maneuvers) on the same dot, both players secretly write down their intentions on a piece of paper to, a) offer battle, or b) retreat. These decisions are then simultaneously revealed. If one or both wrote "retreat" no battle is fought and the game progresses to phase 4 (Retreat Before Battle). If both sides wrote "accept battle" the game proceeds to phase 5 (Battle). Neither side gets field works. A battle is now fought until one or both sides withdraw through the withdrawal system (p 9-10). This phase is done in 3 rounds numbered round 0, round 1, and round 2. The phase may end on any round and may or may not continue to rounds 1 or 2. It is important to understand that any ensuing battle is effected (set-up procedure, etc.) by the round it is being fought in and who the winner (if any) of the Pre-Battle Maneuver Roll was. If more than one friendly force moved onto a dot on the same turn simply combine them and use the initiative number of the most senior commander present.

Procedure

Round 0. Both sides now make a PRE-BATTLE MANEUVER ROLL by rolling 1d6 and adding the initiative modifier of their force commander. If the score is not a tie, proceed to Round 1 below. If the modified die score is a tie, the pre-battle maneuver phase is over and a battle must now be fought using the following procedure. The battlefield is generated a la Sport of Kings by rolling percentage dice* (01-00 where 00 equals 100) once and comparing the score to the numbered battlefields (after p 96). The battlefield consists of the two squares adjacent to the number. The number rolled is the battlefield to be used (e.g. if a "47" is rolled use battlefield number 47). If both forces moved onto the dot this turn, neither is the defender (and thus neither may deploy field works) and the side that each force sets up on is determined by a 50/50 random die roll. The set up zones for each force is the same as for the "Meeting Engagement" shown in figure 1 (page 8). If one side was the defender (i.e. had any number of SPs on the dot at the beginning of the turn) the defender will choose which side of the battlefield to set up on. The set up zones are as per the "Defensive Battle" as shown in figure 2 (page 8). The defender (if any) may deploy field works as per page 83 (first paragraph in the left column). Both players now deploy simultaneously without the knowledge of the other player's deployment (note: Frederick has no special effect in round 0 or 1) by sketching their deployment on paper or placing a screen down the middle, etc. A 12 turn battle is fought (no second battles are allowed campaign) until one or both sides withdraw through the withdrawal system (p 8-10) during the withdrawal check phase. If neither side withdraws by the end of turn 12, both forces must retreat in the retreat after combat phase.

Anytime a battlefield is rolled for on mountain dots add 10 to the resulting number (the higher numbers tend to be wilder terrain) unless the basic number rolled is 91-100. (Example: a 53 is rolled on a mountain dot. The final battlefield is number 63.)

Round 1

If one player's modified score is higher than his opponent in round 0 he now generates 6 battlefields from the "Sport of Kings" 100 battlefields (after p 96) by rolling percentage dice 6 times and comparing the dice score to the battlefield numbers (the battlefield consists of the two squares adjacent to the number). It is possible for the same number to be used more than once in a single round. He now chooses 3 battlefields from these 6 and arbitrarily numbers them 1, 2 and 3 and now rolls 1d6 and determines the final battlefield thus:

Die RollBattlefield
11
21
32
42
53
63

The battlefield thus chosen will be the one used for the battle if both sides accept battle. The winner of the PMR now chooses the side that he will set up on. At this point, after both players have inspected the choice of sides, both players secretly write down if they will: a) accept battle or, b) continue maneuvering.

If at least one side wrote "Continue maneuvering", proceed to round 2 (next paragraph). If both sides wrote "Accept battle" the phase is over and play now moves to the Battle Phase. A battle is now fought in the battle phase with the setup zones and procedures as per "Meeting Engagement" on (Figure 1, p 8) except that the winner gets choice of sides (Frederick has no special effect at this point). Neither side gets fieldworks. Both players will setup with a 12" set-on (18" from the sides). Setup is simultaneous by sketching on paper or by placing a screen down the middle. A battle is now fought until one side or both withdraws through the withdrawal system (p 9-10). If neither side has withdrawn by the end of 12 turns, both must withdraw in phase 6 (Retreat After Combat).

Round 2

If one or both sides wrote "continue maneuvering" in round 1, another pre-battle maneuver roll is made as above except that +1 is added to the die roll of the player that won the first battlefield roll in addition to the other modifiers (leaders, etc.). No ties are allowed at this point, simply roll again if a tie is rolled. The winner of the new pre-battle maneuver roll now goes through the battlefield selection procedure outlined in round 1 above and generates a new battlefield and chooses his set-up side. At this point, after inspecting the battlefield, both sides write down if they intend to: a) accept battle, or b) retreat.

If, however, both sides offer battle, the pre-battle maneuvers begin. The set up procedure is also the same as round 1 unless the winner of the PMR has won it both times in succession. In this case, the winner gets choice of sides as well as an 18 inch set-on (see page 8, figure 2) - replace "defender" with "winner". Also, if the winner of both pre-battle maneuver rolls of the current turn is a Prussian force commanded by Frederick, the Prussians may set up after the Austrians with full knowledge of the Austrian set up. A battle is now fought until one or both sides withdraws through the withdrawal system (no voluntary withdrawals are allowed in any battle). If neither side has withdrawn at the end of the 12th turn then both side must withdraw in the Retreat After Battle phase.

Retreat Before Battle Phase

During this phase a force that wrote a "retreat" order at the start or in round 2 of the pre-battle maneuvers phase now moves 1 dot away from the enemy force in the direction it moved from in its last movement, provided the destination dot is still friendly-controlled. If the retreating force hasn't moved yet it may retreat to any friendly-controlled dot as long as it is not in the direction that the enemy force moved from in its last movement. If the force is surrounded and all retreat routes are enemy occupied dots, the force must fight or surrender. "Pursuit fire" (next page) does not occur during this phase unless the retreating force retreated during round 2 of the Pre-Battle Maneuvers Phase. In this case double pursuit fire is executed (see "pursuit fire" p 104) during the "retreat after battle" phase.

Subtract 1 from the maximum movement factor for the following turn of any force that retreats before combat.

Advance after retreat before battle. If a force retreats before battle the opposing force may advance 1 dot as long as it has a movement point left. At this point the pre-battle maneuver phase begins again. If the retreating force retreats again the opponent may advance again as long as he has at least 1 movement point left. This can continue until battle is joined or the advancing force runs out of movement points.

Battle Phase

Both sides make up their armies by breaking down their force into the percentages found in the army lists for the scenario being played. Use the same procedure outlined on p 82. Note that guard units are present only in a force commanded by Frederick. The set up procedure depends on what round of the Pre-Battle Maneuver phase the battle is taking place in (see Pre-Battle Maneuver phase p 101). Any force commanders present, except the top general (C-in-C of the force), will be assigned a brigade. All other brigades will be assigned a ½ die leader (p 18). The C-in-C does not have a brigade directly under his control at the start of the battle and will thus be the only "extra" leader casting. If playing the game without "scaling down" (p 106), infantry brigades will consist of 6 battalions and cavalry brigades will consist of 4 regiments. If an odd number of battalions/regiments are left over, share them out as evenly as possible between the other brigades or make understrength brigade (i.e. less than 6 battalions or 4 regiments of cavalry). In a battle in which the total (both sides together) number of SPs is 50 or more, count each flag or battery as ½ for withdrawal factors (e.g. +1 for each 2 flags or batteries lost, drop fractions). A normal Age of Reason battle is now fought to a conclusion. The winner is the side that holds the battlefield after his opponent fails his army withdrawal check.

A player may not voluntarily withdraw once a battle is joined. Army withdrawal can only occur through the regular army withdrawal system (p 9-10). If, after 12 turns, neither army withdraws, the battle is a draw (see below Retreat After Battle).

Strategic losses, in SPs, are now calculated by adding up the remaining castings in each army and dividing by 12. The resulting number is the number of SPs remaining in the force. Always round up for the Austrians and French and for the all others, round up if the fraction is greater than 5, and round down if it is 5 or less. (The Austrians and French had better medical services). Adjust the strategic strength points to reflect the losses incurred in the battle.

If, in the unlikely event that a force fights a battle on a turn following the fighting of a battle it will be considered "fatigued" except that it will have all of its artillery. If, in the really unlikely event that it fights on a 3rd consecutive strategic turn it will be "worn" except that it will have all its artillery. See the forced marching rules above (p 99) for the effects.

Retreat After Battle Phase

If by the end of 12 turns of a tactical battle, one or both armies withdraws, they are retreated a total of 1 or 2 dots at the retreating player's option. The Austrians move first and the Prussians move second. Note that no second day battle is possible at any point in the game. In the case of a tie after 12 turns both armies must withdraw. If one side withdraws and the other does not, the winner executes "pursuit fire" on the loser.

Pursuit Fire Procedure

First, total up the remaining non-broken/routed cavalry castings in each army (i.e. do not count routed or broken cavalry castings for pursuit). Count non-light cavalry castings as 1 each and light cavalry as 2 each. Also add the total number of non-broken/routed gunner figures from heavy and siege batteries in the pursuing army. Divide the total by 12, and round fractions to the nearest whole number (e.g. 78 rounds down to 6, 79 rounds up to 7). Compare the totals of both armies. If the retreating army has a higher number, no pursuit fire is allowed. If the pursuing army has a higher number pursuit fire is now executed. Roll 1D6 for each "factor" the winner has over the loser multiplied by the difference in the initiative rating of the most senior surviving leader in each force (e.g. a difference of 2 equals a multiplier of 2, a difference of 4 equals a multiplier of 4). If the difference in leader initiative is 1 the modifier is 1.5. For each "natural" six rolled, eliminate one SP of the losing army.

Fatigued and worn forces and pursuit fire: If a worn force attempts pursuit fire divide his final dice total by 2. A worn force may never attempt pursuit fire.

Example of Pursuit Fire

At the conclusion of a battle an Austrian force commanded by Konigseck (initiative 3) must retreat from a larger Prussian force commanded by Frederick (initiative 5). The Austrians have 8 non-routed heavy/siege gunners, 34 non-light cavalry and 18 light cavalry castings left (not counting surviving broken or routed castings) for a total of 78 (8+(18 x 2) plus 34 equals 78). Dividing this by 12 we have 6.5 which rounds to 6. The Prussians have 10 non-routed heavy/siege gunners, 51 non-light cavalry and 46 light cavalry castings left (not counting surviving broken or routed castings). Counting the lights as two and the non-lights as 1, we have 153. Dividing by 12 we arrive at 12.75, which rounds to 13. The difference in cavalry factors is thus 7. We now compare the initiative numbers of the surviving force commanders in each army. This is 5 for the Prussians and 3 for the Austrians for a difference of two so we multiply the cavalry difference of 7 by the leader difference of 2 and arrive at the final number 14. 14d6 are now rolled by the Prussian player. The Austrian force is reduced by 1 SP for every natural 6 rolled.

Light forces (see p 97, 105) are considered all light cavalry for pursuit dice calculations.

If the commander of a retreating force has a higher initiative rating than the commander of the victorious force the leader multiplier is 1. Some instances (like breakthrough movement) call for "double pursuit fire." In these cases simply figure pursuit fire normally, as in the above example, and then double the final dice. In the example above the number of dice was 12, which would then become 24. Leaders and guard units may never be killed by pursuit fire, if there are any other units that can be sacrificed instead.

The retreating player has the option of retreating 1 or 2 dots.

Retreating forces must follow the following priorities in the following order: 1) Friendly controlled dot not in the direction the contacted enemy force moved from on its last move; 2) an unoccupied dot not in the direction the contacted enemy force moved from on its last move; 3) an enemy occupied dot not in the direction the contacted enemy force moved from in its last movement. If this last option is the only one available for the retreating force, it will take double pursuit fire (see above) from the enemy force it must retreat through (use the maximum percentage of cavalry for each force) and then move 1 more dot away from the original battle. If, however, the second dot retreated too is again enemy occupied, the retreating force immediately surrenders and is removed from play.

Two enemy forces that are retreating after combat from different battles may retreat through each other as long as they don't stop on the same dot.

A force may not move on the turn following a battle regardless if it "won" or "lost" the battle. A player controls a dot if his forces occupy it or were the last occupiers of it and it is in friendly supply.

Light Troops and Scouting

If, at the end of movement, one or both forces on the same dot is a light force scouting is conducted. If only one force is light the owning player now rolls 1d6 on the following table. The scouted player now writes down the number of SPs in his force but can vary the number reportage up to the percentage on the following table.

Die RollVariance
150%
250%
340%
440%
530%
620%*

Add one to the die roll for each SP the scouting player has over one. (I.E. +1 if he has 2 SPs and +2 if he has 3 SPs). *If named leaders are present in the scouted force the scouting player, if he rolled a 6 on the above table may find out who they are. The scouted player rolls 1d6 for each of his named leaders and on a 6 their name is revealed to the opponent. On a 1-5 there is no effect.

Example of Scouting. Force A is scouted by force B. Force A has 25 SPs in reality. Player B rolls on the scouting table above and rolls a 4. Player A now reports that he has 35 SPs. 40% of 25 is 10 and thus he reports 35 SPs to make his opponent think that his force is bigger than it is. He has the option to report any number within the range 15-35.

This number is not publicly revealed until the end of the first movement phase that the light force is joined to the Commander in Chief's force. During the Retreat before Battle a light force, regardless of the composition of the opponent's force, may retreat 1, 2 or 3 dots.

Battle between two light forces can be fought on the table top if desired or quickly resolved thus: Each player will roll a number of d6s in his force (max of 3). Each multiple of 6 (round fractions down) eliminates one SP from the opponent's force. The die rolls are considered simultaneous and SPs are removed after both sides roll 1D6. Continue rolling until one or both sides retreats or is completely eliminated.

Supply

"The first object in the establishment of an army ought to be making provision for the belly, that being the basis and foundation of all operations." Frederick II (the Great)

To be in supply, forces must have a clear line of supply, free of the presence of enemy SPs or enemy controlled dots that leads to a supply source. Supply sources are listed in the rules for the individual scenarios. Besieged fortresses may not be supply sources.

Supply status for the turn is adjudged at the beginning of each player's movement phase. A force that is unsupplied at the start of a phase is unsupplied for the entire phase.

Effects of Supply

An unsupplied force has a maximum movement factor of one dot only (except for "breakthrough movement").

Lack of supply has no effect on combat for one battle. If, however, an unsupplied force is engaged in a second battle (and has not been supplied since the first battle) use the following procedure: go through the Pre-Battle Maneuvers phase and set up the armies normally. Roll 1D6 for each unit in the unsupplied army. For every 1, 2, or 3 rolled, that unit is immediately reduced 1 morale grade. Morale grades may not be reduced below 1.

Supply Attrition

At the beginning of the movement phase an unsupplied force will lose one SP if it has been unsupplied for 1-3 consecutive turns. It will lose two SPs if it has been unsupplied for more than 3 consecutive turns. In the unlikely event that a force is ever eliminated by this method each force leader present must now make a "survival check." Roll 1D6 for each leader. If the result is equal to or less than the leader's initiative number he is transferred to the nearest friendly force (after many harrowing adventures and hairbreadth escapes). If the die roll is above the initiative number, he is captured and removed from play.

Forces in a fortress, even if besieged (see below) are immune to all supply attrition effects.

Fortresses

Any number of SPs may be in a fortress and, if besieged, they are simply "pinned" and may not move except to come out and offer battle. If a force in a besieged fortress decides to come out and offer battle it must first pass an initiative test.

As long as there are a minimum of 20 SPs in a fortress the fortress cannot be taken. If the total is less than 20 they simply surrender if the besiegers ever outnumber them by 5 to 1. If a besieged force comes out of a fortress, offers battle and loses, it may retreat into the fortress. If a relieving force and a besieged force link up, fight a battle and lose they have the option of retreating all or part of the remaining force into the fortress or not. If one side has the other "bottled up" in a fortress, neither side actually controls the dot (thus no victory points for either side). However, the besieging army may trace line of supply through the dot and the passage of its SPs is not hindered by the enemy force in the fortress. Of course, if, at a later time, the besieged force comes out and defeats the besieging force, forcing them to retreat, the victorious force now controls the dot and would thus interrupt the enemy supply line at that point.

Table Sizes

Adjust the terrain for your size table and the size of your figures. For 25mm figures, 5 feet by 9 feet is recommended for smaller battles of around 25 SPs or less on one side. For larger battles, 5 or 6 feet by 12 or 16 feet is recommended. For 15mm 4 by 8 feet should work fine.

Suggested Optional Rule for "Age of Reason" Miniatures Battles

Brigade Commanders may only affect their own brigade. Any force commander present (any leader capable of commanding a force), however, may use his charisma rating on any friendly troops for any purpose (morale, rally etc.).

Large Battle Card Draw

At the player's option the basic brigade card draw system can be modified if very large battles (e.g. 30 plus SPs on a side) are fought. Simply group two or more brigades together into "divisions" and draw cards based on the divisions. This should keep the game moving and prevent it from bogging down.

How to Play the Game with a Limited Number of Miniatures

Piece of cake. Answer: simply "scale down" by dividing both forces by 2 or 3 or 4 or whatever works for your number of figures. Example: A force of 60 SPs is fighting a force of 50 SPs. Scaling down 50% we would fight the battle out as 30 to 25 and then simply multiply the surviving SPs by 2 after the battle. This option may not be popular with figure manufacturers or retail store owners, but it does get the battles fought.

Optional Rules

Limited intelligence. Players have the option of playing the game with force compositions completely open and known to both sides at all times. Players may wish, however, to keep this information somewhat hidden to produce a "fog of war" effect. If this is the case, simply keep all force compositions secret until both sides have forces on a dot and pre-battle maneuvers begin. Both sides must announce the number of SPs in their respective forces at the start of the Pre-Battle Maneuver phase if both offered battle. They need not, however, announce the number/names of leaders present at this time. These must be announced, however, at the start of a tactical battle. A force that retreats before battle at the start of round 0 does not gain any knowledge of the enemy.

Game Master Adjudicated Game. For an additional level of limited intelligence (aka, fog of war) movement is not sequential but simultaneous. At the start of the turn players must write down their movement orders for each of their forces and submit them to the game master. The GM will now adjudicate the movement for the turn and announce which forces "bumped into" each other during the march and thus will trigger a possible battle situation (good luck GMs!). This option assumes that a GM is available which may or may not be the case.

Designer's Notes

What is a campaign game? What should a campaign game be and what should it not be? These questions are open to differing approaches since, in wargaming, there are "many ways to skin a cat." There is no immutable truth in wargame design only the intent and preferences of the designer. The following is a discussion of this designer's ideas on the present campaign game and you can assume that they are, if not immutable truth, certainly very close to immutable truth. A campaign game is a strategic structure that places miniatures battles into an overall context and connects them toward the achievement of a final goal. Many wargame clubs play the Friday night miniatures game for years by setting up "pickup games" or reenacting historical battles for the Nth time. These are great fun but usually the urge frequently develops to do a contest wherein the Friday night battles are not isolated affairs but part of something grander: a campaign!

Historical battles never exist in a vacuum but are always the result of the exigencies of the strategic moment, and our campaign games should do the same for our miniature clashes. The emphasis, however, should always remain these miniature combats, and the campaign rules should never lose sight of the end result - the deployment of figures on the tabletop. These miniatures battles can sometimes be left out if the campaign rules become too bogged down in things like bookkeeping, supply, non-military political considerations, etc., which engage the gamer in a lengthy exercise in "bean counting" and not in the art of model soldier deployment. A campaign game should not dwell on these nuts and bolts issues but should stress the maneuver and counter-maneuver of the strategic theater and the bringing of the enemy to the battlefield on favorable ground and under favorable circumstances. Complicated though crucial issues like supply and unit attrition are best dealt with in the context of a board or computer game and left out of the miniature gamers' repertoire.

A campaign game, then, should be a vehicle that allows for the strategic, pre-tabletop maneuvering of armies to produce miniature encounters that mean something beyond the immediate battle.

Now let's look at some of the design ideas in "Enlightened Slaughter" and the reasons things were done the way they were.

The idea of the basic force consisting of strength points that are broken down, on the table top, to produce an army that is reminiscent of its historical counterpart is, of course, the same basic system employed in Sport of Kings and is designed to eliminate the kind of accounting drudgery entailed in keeping track of losses on a more "realistic" level. Many a campaign game has crashed because of this drudgery and the need for someone to keep up on it. The point is to produce miniature clashes with a realistic feel and concentrate on strategic maneuvering and fighting battles instead of incessant calculator-punching and roster-keeping. The initiative system for force commanders is to reward leaders who tended to take decisive action over the more vacillating ones. The force limit of 8 is mainly for playability but during most historical campaigns neither side apparently exceeded this.

Thus, to attain a major victory, one side needs to win a BIG victory on the table top. In the levels of victory an "historic victory" represents a victory so large that history is profoundly changed as a result (examples: Trafalgar, Quebec, Leuthen, Gettysburg, Midway, Waterloo).

The strength point totals were arrived at by dividing the gross number of men listed by 600, the nominal size of most units in either army. This is admittedly a very simplified way of doing it, but does produce reasonably realistic results while maintaining a level of playability.

The place names are for basic reference and the dots are not meant to be on the exact locations of the named towns. The movement rates are based on some intuitive guesswork based on the movements of the armies during approximately one week periods.

The pre-battle maneuver system is designed to be a defined method of simulating the army commanders' attempts, in the last days or hours before contact, to force battle on favorable ground. Frankly, other methods this designer has seen, such as maneuvering on some kind of super-large battlefield map, left way too much undefined about the details of army set up and have left the door open for interminable discussions/arguments before the first die roll is made in anger. The procedure used in the case of a tie in round 0 represents the fact that sometimes even the best commanders made hasty attacks before intended flank moves were completed like Frederick did at Kolin. The possibility of maneuvering bringing about a battle on poorer ground is demonstrated by the battle of Kunersdorf where the Prussians marched around the allied flank to attack the other side only to find it much more fortified than their original position. This section of the rules was the most challenging to write and in all cases during playtesting the testers felt, initially, that it was very difficult to comprehend. However, also in all cases they reported that after they made themselves go through it once or twice in game situations, they grasped the logic of it and not only understood it completely but were generally enthusiastic about it.

The pursuit fire rules place the emphasis on the mounted arm. The importance of cavalry in screening an army is important and the Austrians have a slight edge here. Frederick, himself, was almost captured after Prague by "screening" enemy horse when the Theresian army withdrew "protected by the almost suicidal counter-attacks of the Austrian cavalry." (Duffy, A Military Life).

The supply rules, while simplistic, force the commanders to protect their supply lines. The reduction of the movement allowance to 1 for unsupplied forces represents the lack of fodder for the horses and the need for local grazing in its stead. The breakthrough movement rules allow for the possibility of an escape by trapped forces reminiscent of Konigseck's night march around Bevern's and Schwerin's forces around Reichenberg (see The Wild Goose and the Eagle).

Most units are 12 castings representing approximately 600 men since this was typical of most armies in this era. This is admittedly an over-simplification (especially with some cavalry units) but works well within the game, since the morale system is based on 25% losses (each base is 25%), and is reasonably realistic. The Prussian infantry retains its special fire and movement advantages except for the garrison and "politically suspect" troops (at Prague some Silesian units actually went over to the Austrians and loaded muskets for them).

Playing the Game Boardgame Style

Players may wish to play through the strategic game once or twice without fighting the battles with miniatures to get the hang of it before doing a "real" campaign with miniatures. If so use the following rules:

To resolve a battle or siege both sides will roll 1d6 for each multiple of 6 SPs in their army (round fractions up). If one side is in a fortress it will triple its SPs (e.g. If it is 10 it becomes 30 which divides by 6 to become 5). Now add d6s equal to the commander in chief's charisma level (1-3). Subtract 1 if the force is fatigued and 2 if it is worn. The winner is the side that has the highest score. Now roll 1d6 on the following table to determine each side's casualties. Remove the listed % from each force (round fractions up).

DieWinner lossesLoser losses
110%40%
210%40%
320%30%
420%30%
530%20%
630%20%

Readjust your rosters to reflect the above losses and the battle is over. Loser will now retreat as per the retreat rules (p 104). If the battle was a draw each side uses the loser column above and then retreats.

Scenario: The (Hapsburg) Empire Strikes Back

The Austrian invasion of Silesia 1758. An "Enlightened Slaughter" scenario.

"Silesia was like a magic stone that if rubbed, would cause wars to spring up." Barbara Tuchman, The First Salute

Introduction: This scenario is based, loosely, on the situation in the late summer of 1758. However, it is somewhat of a "what if" scenario since most of the actual fighting in that period did not happen in Silesia but in other areas like Moravia, Bohemia, Saxony etc. This scenario assumes that both sides concentrated their forces on Silesia and makes for a fun Austro-Prussian smash up.

At start, all dots, except those occupied by Austrian forces, are controlled by the Prussians.

Movement order: the Austrians are the first player when movement commences.

Prussian Player Initial Positions and Briefing

  • 67 SPs at Breslau: Frederick, Keith.
  • 21 SPs at Schweidnitz (besieging): Zieten.
  • 7 SPs at Glatz.
  • 6 SPs at Neisse.
  • 5 SPs at Brieg.

Possible reinforcements: 18 SPs at Jerena: Henry, Maurice.

Prussian supply sources: Breslau, Neisse and Brieg.

Special rules. Any force commanded by Frederick has a movement factor of 3 the first time he moves. After that, he reverts to the normal 2 movement factors.

Intelligence. You know that the main Austrian army has been at Koeniggratz. You have an Austrian force besieged at Sweidnitz, but you don't know its composition.

Austrian Player Initial Positions and Briefing

  • 96 SPs at Koeniggratz: Daun, Loudon, Arenberg.
  • 6 SPs at Sweidnitz (besieged).

Possible reinforcements: 15 SPs enter at Koeniggratz: Serbelloni, Harsh.

Austrian supply source: Koeniggratz.

Special rules. The force at Koeniggratz may begin the game subdivided into multiple commands (you don't have to roll for initiative). Any forces at Koeniggratz gets to make one free 3-MP move before turn 1 without having to check initiative (this will be their starting location for turn 1).

Special Leader restrictions. Daun and Loudon cannot be in the same dot together except for the initial set up. They did not get along with each other. They must go in different directions as soon as possible.

Intelligence. You know Frederick is with the main Prussian army at Breslau. A smaller force (21 SPs) under Zieten is currently besieging Schweidnitz. The Prussians have garrisons at Glatz, Neisse, and Brieg.

Remember this campaign did not happen in a vacuum. There were other forces in the region (Russian, Hanoverian, Holy-Roman-Empire, Swedish, French) that might affect whether the forces on our map could stay there for long, so a turn limit is reasonable. That's one reason the reinforcements are only "possible."

If there is an enemy force at the next dot, you get to know that, but not the composition.

Variable Reinforcements

Starting on turn 4 the Austrian player rolls a 1D6 for his possible reinforcements:

  • Turn 4: on a roll of a 1 the reinforcements arrive.
  • Turn 5, 6: on a 1 or 2 the reinforcements arrive.
  • Turn 7, 8: on a 1-3 the reinforcements arrive.
  • Turn 9: on a 1 or 2 the reinforcements arrive.

If the Austrian reinforcements don't arrive by turn 9, they never will.

If the Austrian reinforcements do arrive, the Prussian reinforcements arrive ½ D6 +1 turns later. Round down, but the Prussian reinforcements will never enter sooner than 2 turns after the Austrians.

Siege Rules

In order to besiege a fortress the besieger needs to have at least 30 SPs at that fortress. The defending player must have "withdrawn" into the fortress, otherwise a regular land battle occurs. The player occupying the fortress gets the choice of withdrawing into the fortress before anything else happens. The player being besieged does not have to reveal the size or leaders present in his force. The besieging player DOES have to reveal the size and composition of his force. After a player has besieged a fortress for 5 turns, while maintaining a supply route, he may attempt to create a "breach". Roll a 1D6 on the following table:

  • 0 Rebuff: the attacker has failed to create a breach, and has taken casualties while attempting it (roll 1d6 for his casualties in SPs). Must wait another 5 turns before attempting another breach.
  • 1-3 Unsuccessful: must wait another 5 turns before attempting another breach.
  • 4-6 Breach successful: the attacking player may now either offer the "Honors of War" (the garrison gets to go back to friendly territory and fight another day), or refuse the Honors of War, in which case the 5 turn process of preparing for the siege must be repeated and the attacker will have to storm the fortress. If the besieging commander has higher initiative than the defender subtract 1 from the die roll equal to the difference (i.e. if a 2 is attacking a 1 subtract 1. If a 3 (Frederick) is attacking a 1 subtract 2, etc.). The player with a leader commanding with a superior initiative than his opponent will have a slight advantage.

For tabletop battles with or without the full siege rules Koeniggratz and Breslau are large fortresses and all others are small fortresses.

Leader Rankings

Prussia

RankNameInitiativeCharisma
1Frederick53-2 in melee
2Zieten43
3Keith32
4Henry42
5Maurice11

Austria

RankNameInitiativeCharisma
1Daun52
2Loudon42
3Arenberg41
4Serbelloni22
5Harsch21

Victory Conditions. The region represented by the map is the whole reason Prussia and Austria are at war. Austria had it all before the previous war (War of the Austrian Succession) including the fortresses, and Prussia grabbed it. Now, during the 7 Years War, Austria wants it back. The fortresses in this area are the focal points of the maneuvering and battles. Although it would be decisive to take all the fortresses, it is an expensive and time-consuming process. If you decisively defeat your opponent in open battle, any fortresses he holds will eventually fall to you.

Victory Point Schedule

PointsEvent
1Each enemy SP eliminated
10Each fortress captured
20Koeniggratz captured by Prussians
20Breslau captured by the Austrians
Rating x 3Each force commander of opponent killed or captured
Austrian history-changing victoryFrederick killed

At the end of the 12th turn count up points as above and compare the totals. Determine the level of victory according to the rules on above.

Army Lists for "The (Hapsburg) Empire Strikes Back"

Prussia

Morale grade variability is given as Down 1 / NC / Up 1 (1d6, p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry60-70
1. Musketeers/Fusileers¹65-80FI2R12-45-6
2. Grenadiers¹15FI3

Artillery (Prussia): All musketeers, fusiliers and grenadiers have battalion guns. Siege Guns: 1 battery for every 12 units in army. Heavy Guns: 1 battery for every 7.5 units in army. Medium Guns: 1 battery for every 4 units in army. All artillery batteries have 4 gunners. 15% of all artillery must be heavy howitzers. No more than 15% can be howitzers. 1 medium battery (not howitzer) may be designated as a horse battery (only with the C in C in the campaign game). The base morale for gunners is 2; variability for gunners is: 1 = down 1, 2-5 NC, 6 up 1.

Notes on the Prussian army of Frederick the Great

  1. All Prussian regular infantry (except garrison troops) change formation as class 3 regardless of morale grade. Unlike other troops they may move up to ½ of their movement allowance for a turn and fire with no penalty or move over ½ and fire with a -1d6 penalty on their shot. They also get a +2 on first fire and +1d6 on all small arms shots (but see next sentence). All of these special movement/formation change and firing abilities permanently vanish upon the unit losing 25% of its original strength in figures.

Quote: "The Prussian infantry was capable of firing more rapidly than any other, up to 7 rounds per minute, and about half that under combat conditions platoon fire" produced a 'rolling volley' along a unit's front as each platoon fired in succession…but in combat it was impossible to maintain such discipline and musketry usually degenerated into mass volley-fire" (Haythornthwaite: "Frederick the Great's Army 2, Infantry", Osprey). "Heavy casualties among regimental officers usually brought an end to platoon firing and any elaborate tactical manoeuvres." Christopher Duffy: "The Military Experience in the Age of Reason" (p 249). It is interesting to note that Frederick (among others) vacillated back and forth on the subject of the attack with "cold steel" (i.e. the bayonet) or with musketry. After the Wars of the 1740's he advocated cold steel but after these types of attacks produced huge casualty lists in the first year of the 7 Years War musketry once again became the preferred tactic.

  1. 1 unit maximum - 7YW only. Free Corps and garrison troops, historically, would not appear in an army commanded by Frederick.

  2. Prussian armies commanded by the king (Frederick) may designate 1 infantry and 2 kuirassier units as guard class (4). Also, the Prussians leaders Zieten (hussars) and Seydlitz (kurassiers) are capable of commanding a force. If, however, they are in a force commanded by Frederik they must be deployed with their specific cavalry. They do not command an individual brigade at start but are separate. They may, of course, take over the command of a brigade later on as the player wishes.

Austria

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry¹65-80
1. Fusiliers60-70FI2R12-56
2. Grenz²10-25SI2

Artillery (Austria): All regular infantry have battalion guns. Siege guns: 1 battery for every 12 units (from 1759 on 1 battery for every 10 units). Heavy guns: 1 battery for every 7.5 units (from 1759 on 1 battery for every 6 units). Medium guns: 1 battery for every 6 units (from 1759 on 1 battery for every 5 units). Light guns: 1 battery for every 6.5 guns (from 1759 on 1 battery for every 5 units). All batteries have 4 gunners. 20% of all guns must be medium howitzers. No more than 20% can be howitzers. May designate 1 light battery as a horse battery. Basic morale grade of gunners is 2: their variability numbers: 1-2 = no change, 3-6 = Up one.

Notes on the Austrian army

  1. Once an Austrian regular infantry unit has received 25% casualties (3 in a 12-casting unit, 4 in a 15 casting unit and 5 in an 18 casting unit) it loses some of its movement agility. All wheeling, in this case, costs double. (I.e. when a unit wheels 2 inches subtract 4 inches from his movement allowance for the current turn). Also all fusiliers and grenadiers have an additional -1 on emergency square formation table. (Note: the Austrians were very good at this since it was a major matter of survival due to their wars with the Ottoman's whose massive swarms of light cavalry were omnipresent).

  2. During the 7 Years War (not in the WAS) the Austrians had 1 battalion of Jaegers (German for "hunter") which were armed with rifles. If a force has at least 3 Grenz units 1 can be designated as rifle armed. But there can never be more than 1 jaeger unit for the Austrians in a game.

Chapter XVI: Army Lists

Introductory notes on the army lists: First a confession: I hate army lists! (TK) However, I grudgingly admit that there are times when they are useful. These would be 1), to help the beginner to the period build armies that are somewhat historically proportionate so he doesn't confront his opponent with 15 guard cuirassier regiments with lances, 25 grenadier class infantry and 8 siege gun batteries for his entire army. This gets him started buying and painting his figures until he has done enough research that he can modify the lists based on his research and viewpoint. 2) to provide a structure for a campaign game (believe me without it the game master can be subject to the injection of the "game master abuse phase" at any and all points in the game - believe me, I know, I've been there)! The proportions in the army lists are averaged from a number of battles to provide a standard. The condition of an army's units, historically, would vary depending on how advanced into the campaign a battle was fought. When doing specific historical battles we recommend you research the battle and set the unit ratings based on your research for that battle. Also the lists provide a framework for the field battles fought using our campaign system, "Sport of Kings". But, if you don't like our lists modify them or make up your own but, and this is important, make sure everyone agrees on them before starting the campaign. In most groups you will play hell trying to change them after the game begins.

Leader Castings (usually mounted) should be provided for each brigade and one army commander casting. Charisma Levels of these leaders should be set before the game. It is recommended, to start, that brigade leaders be rated as "1" while the army commander is rated as "2". Do not rate any leaders, except possibly Frederick, Marlborough and Eugene, as higher than 2 as this would distort play balance. Replacement leaders are rated as ½ die leaders (p 18).

Abbreviations/Unit Type

  • FI: Formed infantry
  • SI: Skirmish infantry
  • LC: Light cavalry
  • SLC: Skirmish light cavalry
  • AC: Armored cavalry
  • DR: Dragoon
  • HS: Horse*

Weapons

  • RF: Rifle
  • L: Lance
  • B: Bow
  • MT: Matchlock

Other Designations

  • DS: Discipline
  • WAS: War/Austrian Succession
  • IR: Irregular
  • 7YW: 7 Years War
  • SOK: Sport of Kings campaign game
  • R: Regular
  • M.G.: Morale grade
  • MVR: Morale Variability Roll

Note that in some listings more than one type is listed for the same unit (e.g. LC/SLC). In these cases the units may operate as either type of unit.

*Horse is essentially armored cavalry without the armor. They are heavy cavalry for melee purposes except their opponent does not have to take the "-1 for vs. cuirass". For movement purposes they use the armored cavalry (AC) rates.

*Fresh is defined as a unit that has not taken 25% or more hits. A 12 casting unit is fresh as long as it has not taken 3 or more hits (applies only to British, Dutch and Prussian infantry).

Weapons

Only non-standard weapons will be listed in the lists. If no weapon is listed the unit in question is assumed to be armed with the standard weapon for its type, musket for infantry and sabre or straight sword for cavalry.

Units are also rated for discipline, either regular or irregular.

Morale Grades

1 Conscript (poor, unreliable)

2 Line (average, trained, professional)

3 Grenadier (above average, experienced)

4 Guard (excellent in all aspects)

Except where otherwise noted all artillery crews have class 2 morale. All artillery crews have 4 crew castings. Remember that when battalion guns are listed this is an inherent small arms fire modifier not separate batteries.

Unit sizes: Unless otherwise noted all infantry and cavalry units are 12 castings all artillery units are 4 gunner figures and 1 gun model.

How the Lists Are Organized

The following army lists are organized by historical era. For each country the army is broken down into infantry, cavalry, and artillery. First the total percentage of infantry in the army is listed and then the percentage of each type of infantry expressed as a percentage of the total infantry. The same is done for cavalry. Some latitude is available in some armies for players to "customize" their force somewhat (i.e. when a range of percentages is listed like 50-75%). Just make sure the total percentage of infantry or cavalry adds up to 100%.

If you have any left-over percentage points always round in favor of the next lowest numbered type (i.e. grenadier rounds to line, etc). The lower the number the larger the percentage. (Example: in the Prussian 7YW list Musketeer/Fusiliers are listed first (1) and grenadiers are listed second (2), thus if you have any left-over grenadier figures they are rounded down into musketeer/fusilier units).

Finally the number of artillery batteries is listed as a number of batteries for each 12 castings of infantry and cavalry in the army (drop fractions). If an army has units of greater or less than twelve castings, add up all infantry and cavalry castings, divide by 12, and drop the fractions to determine the number of artillery batteries.

Era of Marlborough and Eugene of Savoy army lists. For Special Rules for the early 18th century see pages 149-150.

The Era of Marlborough and Eugene of Savoy

The War of the Spanish Succession and the Great Northern War, 1700-1721

Great Britain

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry¹75%
1. Line85FI2R1-45-6
2. Grenadiers(p150)FI3

Artillery

Note: all artillery percentages are based on 12 casting units. All guard and line infantry have battalion guns.

  • Siege: 1 battery for every 20 units
  • Heavy: 1 battery for every 16 units
  • Medium: 1 battery for every 6 units.
  • Light guns: 1 battery for every 5 units

¹ Platoon fire (p 149). +1 die for fire combat when "fresh" (i.e. before they take 25% casualties).

² All British cavalry are 8 casting units. Charge at trot (p 149), 8 figure units.

³ Charge at trot. Unarmored before 1707, armored after. The percentage of cavalry were greatly different in the two theaters of war. The first figure is for armies in Flanders and Germany, the second number is for British forces in Spain during the War of the Spanish Succession where only 1 regiment of regular horse was deployed. The British had a terrible time supporting the mounted troops in Spain (huge losses in horses being shipped there, among other reasons); to represent this, there are two different 'optional Morale Rolls' for the two theatres.

  1. Marlborough and Eugene have a command rating of 3.

United Provinces (Holland)

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry¹60
1. Line85FI2R12-45-6
2. Grenadiers (p 150)FI3

Artillery

Note: all artillery percentages are based on 12 casting units. All guard and line infantry have battalion guns.

  • Siege: 1 battery for every 20 units
  • Heavy: 1 battery for every 16 units
  • Medium: 1 battery for every 6 units.
  • Light guns: 1 battery for every 5 units

Notes on the Dutch army in the War of the Spanish Succession

  1. Platoon fire. +1 to fire combat when "fresh" (p 115). Dutch infantry was all very good: in fact, considered somewhat steadier than the British. The Scots Brigade in Dutch service, and the Regiment Nassau-Friesland ("Friesland Guards") should be considered Grenadiers (MG 3) for morale purposes.
  2. Charge at trot (p 149). 10 casting units.
  3. 6 casting units. Charge at trot (p 149). Horse are unarmored before 1707, armored from 1707 on.
  4. 6 casting units. Charge at trot (p 149). Unarmored before 1707, armored from 1707 on.

British/Dutch Allies in Flanders

Morale Grade Variability is 2d6 (p 48-49).

Name# of unitsTypeM.G.WPDSDown 1NCUp 1
Infantry
1. Prussian line¹Up to 12FI2R1-45-6
2. Prussian guards¹1FI3

Notes on the British/Dutch allies in the War of the Spanish Succession

  1. Platoon fire (p 149). Battalion guns (p 28, 35)
  2. Volley fire (p 149) Battalion guns (p 28, 35)
  3. Volley fire, no battalion guns. Danish units in English or Dutch pay may have used the platoon fire system.
  4. Volley fire, no battalion guns
  5. Charge at trot w pistols (p 149).
  6. Charge at trot (p 149).
  7. Hussars are practically worthless in a regular battle, but everybody seems to love the colorful little beggars on the tabletop! Several minor German states had hussar regiments, squadrons, or companies in imitation of the Hungarian regiments of Imperial Austria. Therefore, unless you are assuming Imperial hussar regiments in Flanders, which did occur occasionally, hussars will be very small units of 2-4 figures only. Even for scouting, by the way, the commanders of the period preferred to use regular dragoons – at least they were likely to report back instead of vanishing with whatever wasn't naked or nailed down!

Cavalry unit sizes: All Prussian 12 castings. Hessian dragoons 12 castings. Hessian horse and guards 6 castings. All Danish: 6 castings. Pfalz horse: 10 castings. Hanoverian dragoons: 12 castings. Hannoverian horse: 6 castings. Hussars: 4 casting max.

France

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry¹70%
1. Line50FI2R12-56
2. 'Old' regiments30FI3

Artillery

Note: all artillery percentages are based on 12 casting units. No units have intrinsic battalion guns but the French commander has the option to remove, at the beginning of turn 1, some or all of his light gun batteries and distribute them as battalion guns to his line or grenadier battalions. For each battery removed battalion guns may be added to 4 infantry units. No more than 1 battalion gun factor may be added to an individual infantry unit.

  • Siege: 1 battery for every 15 units
  • Heavy: 1 battery for every 8 units
  • Medium: 1 battery for every 5 units.
  • Light guns: 1 battery for every 4 units

Notes

  1. All French infantry uses volley fire (p 149). The French infantry in the War of the Spanish Succession was much less 'homogenous' than it was later in the century. The 'Old Corps' by 1700 included 12 regiments that had been in existence for 40 - 100 or more years, and were the best in the French Army. In this category should be included for morale purposes the Swiss regiments in French service and the 'Wild Geese' - the Irish in French service. All other 'foreign' regiments (German, Walloon, Italian) are regular 'line' infantry for morale purposes. In 1702 Louis XIV ordered 100 'new' regiments to be formed with 1 battalion each. These, as a result, had very inexperienced leadership and had a hard time attracting recruits throughout the war. You can find complete lists of both the 'Old' and the 'New' regiments of the French Army at the website: http://www.spanishsuccession.nl/
  2. All French cavalry, except the hussars, are 8 castings and use the French charge. French cavalry from 1699 on wasunder Royal order to charge at the trot and fire pistols before closing with the enemy, but individual French cavalry colonels seem to have frequently ignored this order in favor of disorderly charges at high speed. To reflect this, all charging French cavalry in this period must roll 1d6 immediately before beginning its charge movement. On a roll of 1-3 the unit will charge at the trot. On a 4-6 the unit will charge "all out". It will receive +2 in melee for all out charge but -1 for being disordered.
  3. Unarmored before 1707, armored from 1707 on.
  4. Hussars are skirmish only. One 4-casting unit maximum.

French Allies

Morale Grade Variability is 2d6 (p 48-49).

Name# of unitsTypeM.G.WPDSDown 1NCUp 1
Infantry
1. Bavarian line¹Up to 21FI2R12-56
2. Bavarian guards¹3 battalionsFI

*18 casting units ** 6 casting unit ***10 casting units

Notes on the French allies in the War of the Spanish Succession

  1. Platoon fire (p 149). Battalion guns (28, 35)
  2. Volley fire (p 149). Battalion guns (28, 35). Spanish infantry were rare in Flanders or Germany, no more than 10% of the total infantry. In Spain, on the other hand, they provided over half and up to 75% of the infantry in any army. NOTE: All Spanish infantry still carried pikes until at least 1710. When rolling 'Morale Variability' for Spanish units in Spain, add +1 to all rolls.
  3. Charge at trot w pistols, p 149-150.
  4. Spanish Horse were very rare outside Spain, no more than 1 - 2 regiments, but in 'French' Armies in Spain, they provided the majority of the mounted troops: 50 to 75%.
  5. Spanish Dragoons were actually more common than Spanish Horse outside Spain, and up to 1/3 of the total Spanish Mounted in an army in Spain. Always consider Spanish Dragoons and Horse together when figuring Army Percentages, and outside Spain 50 - 90% of Spanish 'cavalry' will be Dragoons. When rolling 'Morale Variability' for Spanish units in Spain, add +1 to all rolls.
  6. 10 casting unit.

Ratio of French allies to French Units in the War of the Spanish Succession

AllyInfantryCavalry Regiments
Spanish in Spain1/12-6/1
Spanish elsewhere1/41/4 (maximum)
Bavarians in GermanySee note ASee note A
Bavarians in FlandersSee note BSee note B
CologneMaximum 6 battalionsMaximum 1 6-casting unit

Notes on Bavarian cavalry: A: The Bavarian army at its peak in 1704 fielded 30 battalions of infantry, including mobilized militia and some 35+ squadrons (in AOR 1 squadron = 3 figures) of cuirassiers and dragoons. Percentage to French varied widely. At Blenheim the ratio was 1/8 for infantry battalions and 2/3 for cavalry squadrons. So take your pick – how many of those blue-coated beer-swillers do you want to buy/paint? B. After 1704 there were only 4 Bavarian Cuirassier Regiments there (20 figures) and 1 carabineers regiment of 3-5 figures (rated like dragoons). And only 1 utterly worthless unit of hussars (2 figures).

Austria (Holy Roman Empire)

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry¹60%
1. Line85-100FI2R12-56
2. GrenadiersSee p 150FI3

Artillery

Note: all artillery percentages are based on 12 casting units. All line infantry have battalion guns.

  • Siege: 1 battery for every 20 units
  • Heavy: 1 battery for every 16 units
  • Medium: 1 battery for every 6 units.
  • Light guns: 1 battery for every 5 units
  1. All Austrian infantry use volley fire
  2. Charge trot with pistols 15 castings
  3. Charge trot with pistols 18 castings
  4. Skirmish only 15 castings
  5. Note: Like Marlborough for the British, Eugene of Savoy should have a command rating of 3.

Russia

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry¹60%
1. Musketeers80FI1R1-45-6*
2. Grenadiers10FI3

*From 1708-1721 add 1 to the variable morale roll.

Artillery

Note: all artillery percentages are based on 12 casting units. All guard and line infantry and dismounted dragoons have battalion guns.

  • Siege: 1 battery for every 12 units
  • Heavy: 1 battery for every 12 units
  • Medium: 1 battery for every 6 units.
  • Light guns: 1 battery for every 12 units
  1. All Russian infantry use volley fire (p 149). 1 stand of pikes before 1709. From 1709 on pikes were only used when fighting Turks. Thus when fighting the Porte revert to 1 stand of pikes per unit. Thus the Russian army at Poltava would not have pikes but would on a campaign against the Ottomans.
  2. Charge at trot/pistols (p149). 15 casting units.
  3. Mass formation. 8-16 casting units.

Sweden

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry¹60%
1. Musketeers85FI3R12-6
2. Guards10FI4
  1. Swedish infantry in the GNW had no problem with charging. In fact that was their standard operating procedure. Thus, when checking morale to charge, they ignore the modifier for "infantry trying to charge". All Swedish infantry use volley fire and have 1 stand of pikes.
  2. All Swedish cavalry charge all out.
  3. Dragoons may dismount as all dragoons can but their morale grade, while dismounted is reduced by 1 level.
  4. King Charles XII is rated as a class 3 general.

Artillery

Note: all artillery percentages are based on 12 casting units. All guard and line infantry have battalion guns. These may be extracted from infantry battalions, if desired, and formed into separate 4-gunner batteries. Each battery draws the battalion guns from 4 infantry units which will then not get the firing modifier for battalion guns.

  • Heavy: 1 battery for every 12 units
  • Medium: 1 battery for every 8 units.
  • Light guns: 1 battery for every 12 units

The War of the Austrian Succession

Notes on a transitional war.

The War of the Austrian succession (1740-1748) should not, tactically, be considered an early version of the Seven Years War (1756-1763) but rather a transitional conflict in which only the Prussian and British infantry had adopted marching in cadence. So their infantry is essentially in the form it would be in the 7 Years War. The other major European powers, however, were still not marching in step and their marching and firing procedures had hardly changed from that used in the War of the Spanish Succession.

As the renowned historian, author and Marlborough expert Charles Sharp has written on the tactical changes from the WSS to the WAS: "The biggest is the introduction of 'marching in step', or cadence, to European Armies. Originally following Chandler, I thought that the Prussians were already in cadence when they were fighting for England and Holland with Marlborough. I've had to change my mind since then. First, here are the earliest 'contemporary' bits of evidence for various contingents using cadence:

Prussians—Infantry Regulation of 1726 – which specifically prescribes several different 'paces per minute' in cadence

British—'before 1745' – an eyewitness mentions "movements to the drumbeat" in 1743

Austria/Imperial—Regulations of 1749

France—Regulations of 1750

Now, there may have been 'experiments' with cadence before those dates, BUT the earliest likely date for such is 1732. Why? That was when de Saxe wrote his 'reveries' in which he writes about cadenced march and maneuver—as a New Thing not being done yet. De Saxe served with the Saxon contingent in the Allied Army towards the end of the War of the Spanish Succession, in the Saxon Army fighting against the Swedes, and in the Austrian forces against the Turks (all before 1720), then from 1720 in the French Army. Thus he was an 'interested eyewitness' to any possible cadenced march in the British/English, Dutch, Prussian, Saxon, French or Imperial military before 1732. His assumption that this was not being used AT ALL, coupled with the relatively late 'regulations' specifying cadenced paces, leads me to conclude that it was post-WSS development. It is possible, but so far without any direct evidence, that Leopold Anhalt-Dessau, the man who produced the Prussian infantry for Frederick, was experimenting with cadence in his own regiment before introducing it (as he is credited) to the rest of the Prussian Army. He used his own regiment as a 'research tool' in other ways; for instance, buying iron ramrods out of his own pocket and introducing them in that regiment as early as 1699—as soon as they were issued flintlocks! BUT there is no evidence the rest of the Prussians got iron ramrods until the 1720s. He might—just might—have had the only body of infantry (one regiment!) in Europe marching in step before the (late) 1720s. No direct proof, but it fits with what he did in other matters.

Thus, to summarize by country for the WAS:

Prussians: Infantry in full SYW mode: cadence, platoon firing. Cavalry – Charge at the Trot

Imperial Austrians: Infantry marching without cadence, volley firing. Cavalry – Charge at the trot versus Infantry, Charge at the Trot with pistols versus cavalry.

British: Infantry--in cadence, platoon firing. Cavalry—Charge at the Trot.

French: Infantry—marching without cadence, volley firing (first Platoon Firing in 1750 Regulations). Cavalry—still trying to decide how to Charge: All Out, or At the Trot.

Russian: Infantry marching without cadence, volley firing. Cavalry - Charge at the Trot (except Light cavalry, including Cossacks, Charge All Out)

Swedes: Infantry marching without cadence, volley firing. Cavalry - Charge All Out.

Spanish: Infantry marching without cadence, volley firing. Cavalry - Charge at the Trot

Artillery until 1750: no one had 'militarized' artillery teams yet. Heavy guns are practically nonmaneuverable once deployed.

The Era of Frederick the Great

The War of the Austrian Succession and the Seven Years War, 1740-1756

Prussia

Morale Grade Variability is 2d6 (p48-49). Base M.G. is shown.

Name%TypeBase M.G.WPDSDown 1NCUp 1
Infantry60-70
1. Musketeers/Fusileers¹70-80FI2R12-45-6
2. Grenadiers¹15FI3

Artillery: All musketeers, fusiliers and grenadiers have battalion guns.

Siege Guns: 1 battery for every 12⁵ units in army. Heavy Guns⁵: 1 battery for every 7.5 units in the army. 1 in every 5 artillery batteries is a heavy howitzer. Medium Guns⁵: 1 battery for every 4 units in army. All artillery batteries have 4 gunners. 1 medium battery (not howitzer) may be designated as a horse battery (only with the C in C in the campaign game). The base morale for gunners is 2 variability for gunners is: 1=down 1, 2-5 NC, 6 up 1.

Notes on the Prussian army of Frederick the Great

  1. Quote: "The Prussian infantry was capable of firing more rapidly than any other, up to 7 rounds per minute, and about half that under combat conditions platoon fire" produced a 'rolling volley' along a unit's front as each platoon fired in succession…but in combat it was impossible to maintain such discipline and musketry usually degenerated into mass volley-fire" (Haythornthwaite: "Frederick the Great's Army 2, Infantry", Osprey). It is interesting to note that Frederick (among others) vacillated back and forth on the subject of the attack with "cold steel" (i.e. the bayonet) or with musketry. After the Wars of the 1740's he advocated cold steel but after these types of attacks produced huge casualty lists in the first years of the 7 Years War musketry once again became the preferred tactic. All Prussian regular infantry (except garrison troops) change formation as class 3 regardless of morale grade. Unlike other troops they may move up to ½ of their movement allowance for a turn and fire with no penalty or move over ½ and fire with a -1d6 penalty on their shot as long as they are "fresh". Units are fresh if they have not taken 25% or more hits. They also get a +1 on first fire and +1d6 on all small arms shots when they are fresh. All of these special movement and firing abilities permanently vanish upon the unit losing 25% of its original strength in figures (i.e. when it is no longer "fresh") and they become "standard" infantry for their morale grade. Also in scenarios based in 1759 until the end of the 7YW the Prussian infantry lose the special movement and firing advantages above and become "standard" European infantry. Also from 1759 until the end of the 7YW subtract 1 from all Prussian infantry morale grade variable rolls (zero becomes 1).
  2. 1 unit maximum – 7YW only. Free Corps and garrison troops, historically, would not appear in an army commanded by Frederick.
  3. When playing a Sport of Kings campaign game (War of the Austrian Succession) all Prussian cavalry has a morale grade of 1 during the first battle of the campaign in which at least 2 cavalry units are forced to check morale (for any reason). In the 7YW 2 cuirassier units are class 3 and one is class 4 if with the king.
  4. The hussars in the wars of the 1740's are irregular and morale variability would be. 1-4 down 1, 5-6 no change.
  5. From 1759 until the end of the 7YW the quality of Frederick's formerly unstoppable infantry radically declined as noted in #1 above. To compensate he provided his armies with more artillery. Thus in that later stages of the 7YW use the following percentages: Siege guns: 1 battery for every 10 units. Heavy guns: 1 battery for every 6 units. Medium guns: 1 battery for every 3 units.

Austria

Morale Grade Variability is 2d6 (p48-49). Base M.G. is shown.

Name%TypeBase M.G.WPDSDown 1NCUp 1
Infantry¹65-80
1. Fusiliers60-75FI2R1²2-56
2. Croats³10-25SI2

Artillery: All regular infantry have battalion guns.

  • Siege guns: 1 battery for every 12 units (from 1759 on 1 battery for every 9 units) – In WAS once placed they cannot move.
  • Heavy guns: 1 battery for every 7.5 units (from 1759 on 1 battery for every 6.5 units)
  • Medium guns: 1 battery for every 6 units (from 1759 on 1 battery for every 4 units)
  • Light guns: 1 battery for every 6.5 units (from 1759 on 1 battery for every 5 units)

All batteries have 4 gunners. 20% of all guns must be medium howitzers. No more than 20% can be howitzers. May designate 1 light battery as a horse battery. Basic morale grade of gunners is 2: in the War of the Austrian Succession their variability numbers are: 1-4 = down one, 5-6=No change. In the Seven Years War they are: 1-2= no change, 3-6 = Up one.

Notes on the Austrian army of Maria Theresa

  1. In earlier editions of AOR we listed Austrian line infantry as 18 castings rather that most armies which are 12 castings. This is listed in some sources as their strength on paper but further research has strongly supported the idea that the field strength was, almost always, more like 12 castings and not much different, if at all, than the Prussian battalions. Thus, realistically, in the game they should be represented on the table top as 12 castings. The classic (read "old") AOR way of 18 castings units, though probably unrealistic, did give the Austrians a unique "national characteristic" in SOK campaigns. So, it's up to the players to decide which way to do it – the "classic" way or the (proba-bly) more realistic way. If using the 18 casting units when figuring artillery units for a Sport of Kings game count all infantry figures and divide by 12 and round fractions, if any, up. Austrian regular infantry are -1 on emergency square attempts. This was a matter of survival in their numerous wars against the Ottoman's who had masses of light cavalry. Austrian infantry did not march in step before the 7YW. Thus in the WAS they use the movement restrictions on p 124.
  2. The main listing above is for the Seven Years War. For the War of the Austrian Succession the Morale Grade Variability numbers should be 1-3= down one, 4-6 = No change.
  3. During the 7 Years War (not in the WAS) the Austrians had 1 battalion of Jagers (German for "hunter") which were armed with rifles. If a force has at least 3 Croat units 1 can be designated as rifle armed.
  4. No separate grenadiers in the War of The Austrian Succession. Fusiliers would be 80% and Croats 20%.
  5. In their frequent battles against the Turks the Austrian cavalry used different tactics than they did vs. European opponents. Instead of charging all out they would stop within carbine range and deliver volleys at the Ottoman cavalry and then charge "at trot". To simulate this, when Austrian cavalry fights Turkish cavalry, they may fire their carbines (ranges 2/4) while mounted only at Turkish cavalry.
  6. If an Austrian army has at least 4 Kuirassier units 1 can be designated as class 3 (carabiners, the elite companies of the Kuirassiers which were sometimes converged into separate units). If an army has at least 4 dragoon units one can be designated as class 3 (horse grenadiers, the elite company of a dragoon regiment which were sometimes converged into separate units).

France (Continental)

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown 1NCUp 1
Infantry80
1. Line¹60FI2R1-23-6
2. Grenadiers²15FI3

Artillery. No battalion guns in the War of the Austrian Succession. All line infantry and grenadiers have battalion guns in the Seven Years War. Heavy Guns: 1 battery for every 9 SPs in army. Medium Guns: 1 battery for every 8 SPs. No howitzers. Light Guns: 1 battery for every 6.5 SPs. Percentages are based on 12 casting units. All batteries have 4 gunners. Base morale for gunners is 2 with morale variability as: 1-2 = down one, 3-5 = No change, and 6 = up one.

Notes on the French army:

  1. "A band of thieves and assassins, who took to their heels at the first shot…Never has there been their equal. The King has the worst infantry under the heavens, and the most undisciplined, and there is no longer any way of serving such troops". French General Saint-Germain on the troops he commanded at Rossbach. Also French infantry (excluding the chasseurs) were known for being somewhat slow and clumsy. Thus, for the WAS they use the movement restrictions as in the Marlborough section on p 119 (according to Mollo they started marching in step in 1754). Also in the WAS they use volley fire. However, they are sometimes referred to as "charge happy" and thus +1 to charge initiative number. One unit may be class 2, skirmish infantry/formed infantry. When rolling for variable morale in a force commanded by de Saxe add 1 to the die roll. At Rossbach, it must be noted that the French contingent was attached to the Reichsarmee under a Saxon commander, Prince Hildburghausen.
  2. +1 to charge initiative number. French grenadiers were not as likely to be brigaded in the 7YW unless they enemy had entrenchments, villages or bridges (as in the Marlborough era).
  3. As for the foot, French cavalry were more eager to charge and thus add 1d6 to their morale check, along with any other modifiers that apply, when attempting to charge. Cavalry regiments in the French army were small. In AOR they are 6 figure units but, the player has the option to brigade any 2 regiments (of like type: i. e. dragoon can't be brigaded with hussar etc.) together to make a 12 casting unit. This brigading must be done before the game begins and units thus brigaded cannot then be separated later in the game. There are advantages for each option. The smaller regiments would be at a disadvantage in a frontal melee against a full sized enemy unit but having two 6-figure units instead of one 12-figure unit gives more mobility and, ideally, a greater chance for one small regiment to engage an enemy unit to its front while its sister regiment hits it from flank.
  4. The regiments of "Horse" were, technically, required by regulations to wear a cuirass in battle but in practice it seems that this was widely ignored as most of the troopers didn't like wearing it. Thus for each regiment of Horse roll 1d6 at the start of the game for each unit and for each "1" that is rolled the unit has cuirass. On a 2-6 it is heavy cavalry (i.e. "Horse") without the cuirass (in effect armored cavalry without the armor). However, if the C in C is present two units of horse are automatically morale grade 4 with cuirass: Gendarmes and Maison du Roy.
  5. If Fischer is present one hussar may be automatically class 3.

Great Britain (Continental)

Morale Grade Variability is 2d6 (p48-49). Base M.G. is shown.

Name%TypeM.G.WPDSDown 1No changeUp 1
Infantry70-80
Hanoverian¹/Hessian line¹60FI2R12-56
British Line²15FI2

Artillery: All line and grenadier infantry battalions have battalion guns. Heavy Guns: 1 battery for every 10 units in army. Medium Guns: 1 battery for every 5 units in army. Percentages are based on 12 castings per unit (i.e. three 8 casting units would equal 2 units for artillery calculation). All batteries have 4 gunners. 20% of all artillery must be medium howitzers. No more than 20% may be howitzers. Artillery morale: 50% class 2 and 50% class 3 (Hanoverian), round fractions down.

Notes on the British army.

  1. If army has at least 15 SPs one Hanoverian line is class 4 Leib guards. 1 Hessian unit may be jaeger if the army has at least 5 Hanoverian/Hessian line infantry units. Class 2, skirmish infantry, irregular w/rifle. Also Hanoverian and Hessian line have a +2 for battalion guns at point blank range during an enemy charge.
  2. If C in C is present one infantry unit may be class 4 foot guards or one unit of highlanders: class 3, FI/SI, 15 or 16 castings with regular morale but get the +1 on first fire only if they are formed. All British infantry have superior platoon fire abilities like the Prussians. They are +1 for first fire and carry a +1 modifier on all shots until they are reduced to 75% as long as they are "fresh". Units are fresh if they have not taken 25% or more hits. These special firing modifiers permanently vanish upon the unit losing 25% or more of its original strength in figures (i.e. when it is no longer "fresh") and they become "standard" infantry for their morale grade. If they haven't taken 25% casualties (i.e. they are "fresh") this means that when they do a first fire they are +1 for FF and +1 for being fresh British and thus the aggregate total is still +2 as in earlier editions.
  3. If the C in C is present one dragoon unit is automatically class 3 dragoon guards.
  4. British cavalry regiments are 8 figure units. In a Sport of Kings campaign game figure 3 units as equaling 2 SPs. If army has at least 15 SPs one unit is class 3 horse grenadiers. "Horse" are essentially cuirassiers without cuirasses. That is they are the heaviest cavalry and move like armored cavalry but opponents do not carry the -1 in melee opponent for "vs armored cavalry". Horse units do receive the melee bonus (+1) when in melee vs. lighter cavalry). If the C in C is present every 4th regiment of Horse may be automatically class 4 guards but only 2 units maximum in SOK.
  5. The lone kuirassier unit at Krefeld was Prussian.

Continental Allies of the British

This list is not used in SOK but is included for players wishing to use it in non-SOK games. British allies are integrated into the British list for an SOK game.

Name%Base TypeM.G.WPDSDown oneNo changeUp one
Infantry¹75
Line70FI2R12-56
Grenadier15FI3

Artillery: All line and grenadier infantry battalions have battalion guns. Gunner morale is 2.

Heavy Guns: 1 battery for every 7.5 units in army.

Medium Guns: 1 battery for every 4 units in army.

Percentages are based on 12 castings per unit (i.e. three 8 casting units would equal 2 units for artillery calculation).

Notes on the British Allies in the Seven Years War

General: The bulk of these troops would be Hannoverian, Hessian and/or Brunswickers. Occasionally we see a Prussian unit or two in the armies. These troops were solid, professional troops and accounted quite well in most of the battles in Western Germany.

  1. All infantry units are 12 castings. Though decent troops they do not get the special firing characteristics of the British.
  2. All cavalry units are 8 castings. 3. The lone hussar unit at Krefeld was Prussian.

Russia (Seven Years War)

Name%¹TypeBase M.G.WPDSDown 1NCUp 1
Infantry75
1. Musketeers85¹FI2R12-45-6
2. Grenadiers²15FI3

Artillery: All musketeer and grenadier battalions have battalion guns. Heavy Guns⁵: 1 battery for every 5 units in army. Medium Guns⁵: 1 battery for every 4 units in army. All batteries have 4 gunners. All artillery crews have class 3 morale. 30 to 70% of all artillery must be howitzers divided equally between the heavy and medium guns. No more than 70% of the total guns may be howitzers.

Notes on the Russian army of the Seven Years War

The percentages of troop type are an average of the types engaged at the 3 battles of Zorndorf, Paltzig and Kunnersdorff.

  1. Russian infantry, musketeers and grenadiers, regardless of morale grade change formation as class 1 (i. e. it takes them a whole move to change formation, e.g. column to line, line to column etc.). Christopher Duffy (Russia's Military Way to the West, p 63) quotes Russian archives that state that "the infantry regiment is scarcely capable of arraigning a line in less than an hour and then the process is always attended with disorder". 1 hour is almost certainly an exaggeration but the quote does indicate a pronounced slowness in this regard. As for their fighting ability, Mollo (Uniforms of the 7YW, p 51) states that "…when it came to actual combat, the tenacity and élan of the Russian infantry made it equal, and at times, superior, to that of Prussia". He also notes that "it is an indication of the morale of the Russian soldier that out of 128,000 men serving in 1756 only 185 are recorded as having deserted" (p 50). Duffy (Military Way to the West p 117) states that at the siege of Colberg in 1761 the Russians had 2 battalions of jaegers which "operated to good effect in the broken country". It is probable that these units used smoothbore muskets and not rifles but in other respects would be similar to the jaegers of Prussia and Austria. In SOK, one musketeer unit may be designated as a jaeger if the total number of infantry SPs are at least 20 (never more than 1 jaeger unit in any Russian army). As with the Austrians, Russia's army fought a lot of campaigns against the Ottomans so they were good at forming square. -1 on emergency square formation.
  2. Russian grenadiers still carried grenades which they used to effect when attacking troops in buildings or fortifications. Thus they carry a +1 in melee, in addition to any other modifiers, when fighting enemy units in villages or fortifications.
  3. "The cavalry therefore remained the weakest of the Russian arms in the 7YW". (Duffy, Way to the West, p 67). However the Russian cavalry improved somewhat during the latter part of the 7YW thus from 1759 on add 1 to the Morale Grade Variability die roll.
  4. "In open battle against the regular forces the Cossacks proved more useful than might have been supposed. They hung annoyingly around the enemy cavalry, fleeing whenever they came under threat of charge, but using individual prowess to lethal effect if the troopers got out of formation…Once an enemy formation was broken, the long lances of the Cossacks came into their own". Cossacks are always in mass formation (p). The main variable morale listing above is for the Don Cossacks who, of the 3 main branches of Cossackdom were considered the best and were the ones who would be in a Russian army campaigning in the West. In a campaign against the Turkish Porte the Cossack contingent would be mostly from the Ukrainian ("Little Russia") and Zaporozhian branches and are rated as morale grade 1 with no variability. Their main contribution seems to be in terrifying the civilian population with unspeakable acts of barbarity.

Optional rule for Russian armies: When on defense Russian armies do not begin checking for withdrawal until they have reached 30% casualties rather than the basic 25%. Also, do not count Cossacks for army withdrawal.

Sweden (Seven Years War)

Morale Grade Variability is 2d6 (p48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry75
1. Indelta¹50FI1R1-45-6
2. Varvarde²30FI2

Artillery: All infantry have battalion guns. Heavy Guns: 1 battery for every 7.5 units in army. Medium Guns: 1 battery for every 6 units in army. Light Guns: 1 battery for every 6.5 units in army. All batteries have 4 gunners and class 2 morale.

Notes on the Swedish Army of the 7YW

This listing is almost entirely conjectural as the Swedes, although always a strategic factor due to Pomerania, did not engage in large land battles in our period. They were, perhaps, the dominant Baltic naval power and defeated a Prussian "fleet" at the Battle of Neuwarp in 1759. This was a small battle with mostly very small vessels. The Swedes eliminated a minor Prussian threat to their control of the Baltic waters. We include them in Sport of Kings as a minor power to give a certain type of player the option to be a pain in the ass to the Prussians and Russians. (All of us know the type of player that doesn't really care about winning but likes to ruin the game for someone else. He would be the ideal player to be the "Lion of the North").

  1. The Swedish line infantry were mostly organized by the indelta system which mandated only 3 weeks of training per year. Thus they were more like militia than first line troops.
  2. The Varvarde were the permanent, standing army troops.
  3. Like the French horse the front cuirass was supposed to be worn by all Swedish horse but in practice they mostly didn't. The guards would be the only units of heavy cavalry that actually wore them.

Imperial or Reichsarmee

(this list is not used in SOK but is included for players wishing to use it in non-SOK games.)

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry90%
Single contingent regiments50FI2R12-6
Multi-contingent regiments50FI

Artillery: All foot have battalion guns. 1 heavy battery for each 12 units. Class 1 morale.

Ottoman Turks

Name%TypeBase M.G.WPDSDown oneNo changeUp one
Infantry50-60
Janissaries¹40FI2RF¹R12-56
Seymeny30FI²1

Artillery: No battalion guns. Heavy Guns: 1 battery for every 8 units in army. Medium Guns: 1 battery for every 7 units in army. Light Guns: 1 battery for every 6 units in army. Based on 12 casting units (drop fractions). All batteries have 4 castings. Gunner morale = 3.

Notes on the Ottoman army of the 18th Century

  1. The janissaries probably didn't have actual rifles but they did have a very good musket with a much longer barrel than the European ones and were noted for their longer ranges. In the classical age of the 15-16th century the janissaries were made up of Christians who, as children, were made converts to Islam. The idea was that converts were more fanatical about their religion. This practice declined in the 17th and 18th century and the janissaries' battle effectiveness declined. They were finally abolished in the early 19th century after attempting a coup. Also, since they didn't have bayonets Janissaries may not form square.
  2. Mob formation only. 16 castings: 4 bases of 4. Many of these troops were unpaid and fought for plunder.
  3. Arnauts were the Ottoman sharpshooters. When they go for a leader hit subtract 1 from the die roll.
  4. Musellims were tributary Christians who were "always mistrusted by their Moslem masters and consequently never allowed to carry firearms. They usually bore axes into battle, and were regarded as a pioneer force or as expendable cannon-fodder".(David Chandler, "Age of Marlborough"). Mob formation only, 16 castings, 4 bases of 4.
  5. Mass formation. Shield. There seems to be a debate going about whether the light cavalry used bows. In the 15-16th centuries the akinjis did but they were disbanded in the late 16th century. In our period the consensus seems to be that the light cavalry did not use bows except for a certain percentage (say 30%) which would be the Tatars.
  6. Shield and cuirass. These units move as armored cavalry (they may not break into skirmish movement order) and their melee opponents take the -1 for "vs cuirass" and -1 for "vs shield" but also the +2 for "formed vs skirmishers" (if the opponents are formed) since all Turkish cavalry fought in a looser formation. They are not, however, considered skirmish cavalry for any other reason.
  7. Historically, the guard did not go on campaigns but stayed in the capital with the Sultan. In a Sport of Kings game they may only be used if the capital is being assaulted. One 12-casting unit.
  8. Historical note: This army list can be used throughout the entire period until at least the 1770's. The Turks didn't change much in this period and this army is almost identical to the force that threatened Vienna in 1683, except, perhaps, in quality. As Chandler points out in Art of War in the Age of Marlborough: a major part of the "Ottoman foot …were 'a mob' carrying very rudimentary arms belonging to an earlier age". Although, it should be noted, that they did beat the Austrians like a drum in the Austro-Turkish War of the 1730's and earned the grudging respect of the Austrian and Russian commanders and troops.

Optional: Some historians mention that the Turks used feigned flight tactics. Rules: this must be plotted by the Turkish player in the same manner as a charge plot. During the charge phase the fleeing Turkish unit must move its full charge movement toward its baseline even if it carries it off the board. Any enemy unit that has a charge plotted at the fleeing unit must now make a pursuit check (p 38-39). If the check is failed the charging unit(s) must move their full charge distance directly towards the fleeing Turkish unit even if it takes them off the board. If contact is not made on the turn of the feigned flight the pursuing unit must attempt to regain control. This is a regular morale check done during the charge movement phase. If the check is failed the charger must now move another charge move directly at the fleeing Turkish unit even if it takes it off the board.

Brent Nosworthy, in "Anatomy of Victory," (pages 36-38) points out that it was always recognized at the time that the Turkish cavalry was, man to man, better and braver than his Western counterparts. However, they did, even the heavies, always fight in a looser formation than Western cavalry units. He goes on to say that in the European wars of the 17th century, most armies had sizable (by later standards) gaps between their battalions due to the firing systems in use at that time. This proved to be a major problem when they fought an Ottoman army. The brave and mobile Turkish cavalry were very willing and able to shoot through any small gaps in the enemy line and have part of a unit take an opponent in flank. The Western troops who fought the Ottomans learned to eliminate, as much as possible, any gaps but, instead always tried to present a continuous, unbroken line to their Anatolian opponents. Eventually, due to their experience in the Turkish wars, this tactic became standard when Western Europeans fought each other. Interestingly, the French, who never fought the Turks were the last European army to adopt this as they clung on to the caracole formation much longer than the Germans.

Experimental/optional rule: If a frontal charge involving a Turkish cavalry unit ends up on an enemy unit that has an unsupported flank the Turkish unit is considered on the flank during the ensuing melee. The Turkish unit must be at least 75% as large as its opponent.

The French and Indian War

The Struggle for Empire in the New World at Mid-Century

France

Morale Grade Variability is 2d6 (p48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry100
King's Troops0-40
1. Line65FI2

Artillery: No battalion guns. Heavy Guns: 1 battery for every 10 units in army. Medium Guns: 1 battery for every 8 units in army. Light Guns: 1 battery for every 6.5 units in army. Based on 12 man units (drop fractions). All batteries have 4 gunners.

Notes on the French army in the "French and Indian War".

  1. Militia can be 8-16 casting units. (In a SOK campaign game keep them at 12 for simplicity or, if 16 casting units, for example, are used make sure to deduct 4 castings from another unit. This is zero sum).
  2. Coureur de bois can be 8-16 casting units. See parenthesized note in #1 above.
  3. Indians can be 8-16 casting units - see parenthesized note in #1 above. In Crucible of War, Fred Anderson points out (ex. Braddock's defeat) that Indians rushed the Brits and routed them but then the Indians did not pursue. They would take captives if possible to replace their own losses but would scalp the wounded, dead and loot etc. In general, the French were better than the British at courting the Indians. More "gifts" like powder, firearms, alcohol, food etc. However this did not apply to Gen. Montcalm who did not like dealing with Indians in the traditional way of giving them liquor and gifts, he just wanted to order them to do something. They often times would just walk away or just stand and watch (ex. St Foy 1760) when he was in command. Montcalm also was unable to keep them from massacring captives both at the fall of Ft Niagara and later Ft William Henry. Special rules for Indians. Indians are unformed but may always attempt to charge formed troops from the front, flank or rear. If charged by formed they must evade unless in woods. If they rout an enemy in melee they are never compelled to pursue but will stop on the spot of the melee for at least one turn. Whenever a French General orders an Indian ally unit to move or shoot he must roll 1d6 on the following table.
Die RollIndian reactions
1-4They obey the European commander's orders
5-6Bloodlust/plunderlust hits!

Bloodlust/Plunderlust rules: If there is an enemy unit within charge range they are compelled to charge it. During bloodlust they automatically pass all charge initiative and morale checks, add 2 inches to their charge move and have a +2 to any melee in the same turn. If there is an enemy in sight but not within charge range they are compelled to move until they begin a turn within charge range when they are compelled to charge as above. The bloodlust state will end at the conclusion of the unit's first melee.

If there is no enemy in sight but there is a Euro-American village in sight then bloodlust turns into Plunderlust. The unit is immediately compelled to move at charge rate into the village and begin plundering. While plundering the unit may not voluntarily move or fire. Each following turn, during the Command Check phase the owning player rolls 1d6 against the unit's morale grade. If the roll is equal to or less than the unit's morale grade it comes out of plunderlust and can be moved etc. normally. If the die roll is above the unit's morale grade they keep on plundering.

Britain: French and Indian War

Morale Grade Variability is 2d6 (p48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry¹100
King's Troops0-50
1. Line50FI2

Artillery: All King's troops, except lights, have battalion guns. Heavy Guns: 1 battery for every 9 units in army. Medium Guns: 1 battery for every 7.5 units in army. Light Guns: 1 battery for every 6 units in force. Based on 12 man units (drop fractions). All batteries have 4 gunners.

Notes on the British army in the "French and Indian War".

  1. All British infantry, while fresh (still have more that 75% or original strength) are +1 when firing.
  2. Use the same rules as under Indians in the French section on the preceding page. Note that Indians "commanded" by British are not as reliable as those led by French commanders.

The World Turned Upside Down

The American War of Independence, 1775-1783

American

Morale Grade Variability is 2d6 (p48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry90-100
1. Line¹40FI/SI2R1-23-56
2. Militia²40FI/S1

Artillery: No battalion guns. Heavy Guns: 1 battery for every 8 units*. Medium Guns: 1 battery for every 6 units*. Light Guns: 1 battery for every 6 units*. MG: 2

*Based on 12 casting units (drop fractions). Up to 30% of guns can be howitzers at the player's option. No more than 30% may be howitzers. 1 battery in every 3 must be designated as a class 1 crew for morale and melee purposes.

  1. American battalions/regiments were usually very much under strength and could be as small as 150 men. However these tended to be brigaded together to form units roughly the size of European battalions. After von Steuben's retraining after Valley Forge (beginning in May 1778) all American regular infantry will tend to have a higher morale grade. Also after von Steuben American regulars roll for charge initiative thus: 1d6: 1-5 charge, 6 can't charge. If using variable morale add 1 to both die rolls (2d) when rolling for variable morale from May 1778 on.
  2. 16 casting units. 1 unit can be rifle armed.
  3. May dismount and form FI/SI.

Great Britain: AWI

Name%TypeM.G.WPDSDown oneNo changeUp one
King's troops75
1. Line¹40FI2R12-56
2. Grenadier¹20FI3

Artillery: All King's line and grenadiers have battalion guns. Siege guns: 1 battery for every 15 units in army. Heavy guns: 1 battery for every 9 units in army. Medium guns: 1 battery for every 7 units in army. Light guns: 1 battery for every 6 units in army. All batteries have class 2 morale.

  1. British line and grenadiers have superior fire discipline. +1 to all small arms fire when fresh. Charge initiative on anything but a 6 (1d6).
  2. These are government Highlanders, not clan units. Charge initiative on anything but a 6.
  3. Hessian line and grenadier units charge initiative is like the British and later American. 1-5 charge. 6 no charge. May make one unit as jagers. Jagers use the same settings as for #3 under King's troops: light infantry.
  4. Maximum 1 unit (historically only in Northern theater).
  5. Maximum of 2 units.
  6. Maximum of 2 units (historically only in the Southern theater).

France: AWI

Name%TypeM.G.WPDSDown oneNo changeUp one
King's troops75
Infantry100
1. Line80FI

Artillery: All line infantry have battalion guns. Siege Guns: 1 battery for every 7 units. Heavy Guns: 1 battery for every 5 units. Medium Guns: 1 battery for every 5 units. Light Guns: 1 battery for every 7 units. All batteries have 4 gunners.

Notes.

  1. Only 1 unit. 6 castings.

The '45

The Stuart's rising in Scotland of 1745

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry85
1. Highlanders¹70FI3IR1-56
2. Lowlanders²20FI2

Optional: For fun give the Jacobites one 4-casting Lifeguard Cavalry unit (MG4) to protect Prince Charles.

Artillery: No Battalion guns.

Medium Guns: 2 batteries if army is 4-10 units, 3 batteries if 11-19, and 4 if 20 or more.

All batteries have 4 gunners (French). Class 2 with no variation.

At Culloden the Jacobite Highlanders had made a night march and needed to discard their shields. In a SOK battle roll 1d6 before the setup and on a 1 the Jacobite Highlander clan units have no shields.

(The verse printed in a sidebar on this page is flavour text and is not transcribed.)

  1. The basic Highland clan will have 16 castings mounted irregularly on 4 figures to a base (deeper than the standard line infantry). The clan formation is as shown on p 8. However, they fight as FI and are treated as column when being shot at by artillery or small arms. They have no battalion guns. They use the clan movement rate. Clan units always carry a -1 modifier when shooting and do not get the bonus for oversized (i.e. more than 12 figure firing) unit firing (not all men had muskets). When checking charge initiative Highland clan units carry a +6 to their charge initiative number making their charges automatic. When a clan unit charges, the men have dropped their muskets and may not fire for the rest of the game. When in melee they are considered shielded on the front and left sides (see note above). At Culloden the Highland clans had left their shields behind to lighten their load during the night march. Thus, in this battle, they do not have shields. Special morale rule: Whenever a highland clan unit charges a Hanoverian/English unit the target of the charge will carry a -1 modifier to its morale check in addition to any other appropriate modifiers.
  2. Lowlanders are like standard European line units, although irregular, and do not use the special rules that apply to Highlanders above. Being irregulars they do not, of course, get a bonus for first fire.

English Government Forces: Use the SYW Great Britain list of this with the following changes.

  1. The cavalry is 100% regular dragoons but one unit max must be light dragoons. During the revolt of 1745 the English cavalry was a disgrace. They are morale grade 1 with no variations.
  2. The infantry units of both sides do not have battalion guns.
  3. The '45 consisted of 3 battles: Prestonpans, Falkirk and Culloden. At Falkirk the 2 British batteries were medium. At Prestonpans and Culloden they were 100% light. In a SOK campaign roll 1d6 before set up and on a 1-4 all batteries are light and on a 5-6 all batteries are medium.

Europeans in India 1740-1764

Battle for a Sub-Continent

Great Britain in India

Morale Grade Variability is 2d6 (p48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry40-100
1. Sepoys¹40FI2R12-56
2. Native²0-30Mob1

Artillery

All company and king's troops (infantry) have battalion guns. All batteries, including rockets, have 4 gunners.

Native siege guns: 1 battery for every 8 native units (not counting Sepoys). These guns, once fired, take 2 turns to reload. When reloading the unit may not move or melee. These batteries have a transport elephant within 2 inches. If the elephant stampedes, the battery is permanently immobile.

Heavy guns: 1 battery for every 2 company or king's troops (round down). Morale grade 2 (no variation)

Medium guns: 1 battery for every 2 company or king's troops (round down). Morale grade 2 (no variation)

Rockets: 1 "battery" for every 4 native units (not counting Sepoys). A rocket battery represents up to 250 men with rockets. Mount as artillery with 4 rocketeers. If fired on by infantry it is a skirmish target. 4 hits permanently eliminates the rocketeer unit. Morale grade 1 (no variation) and in all other respects act like skirmishers (must evade if charged, etc.).

Rocket rules: Rockets have a maximum range of 24 inches. When a rocket is fired, the firer declares his target, one specific enemy figure to establish aim, and then rolls 4d6. The die score is the distance the rockets will travel and actually land. Mark this spot as it will be the center of the "blast zone". The blast zone has a diameter of 4" (thus a radius of 2") if it has 4 rocketeer figures on its battery. If reduced to 3 rocketeers due to casualties the diameter is reduced to 3". If at only two rocket-eers it is 2" and 1" with only one rocketeer figure left. Any unit in the blast zone of the landing spot is hit. Units hit by a rocket do not lose a figure but must immediately make a morale check. If the target is a cavalry unit, the morale check carries an additional -1 modifier. If the target that is hit is a village the firer will roll 2d6 and a fire starts on any doubles (see effects of fire as for howitzers on p 29). If the target is artillery the firer will roll 2d6 and on any doubles the powder kegs are hit and ex-plode! The battery is toast and permanently removed. Optional direction variation rule: when a rocket is fired the firer rolls his 4d6 normally but designates one of the 4 dice as the scatter die (use a different color or size die for this). All 4 dice are rolled for the distance, counting the scatter die as face value normally but on a roll of a 3-6 on the scatter die it will fire in the intended direction toward the declared target. If a 1-2 is rolled on the scatter die, the shot goes horribly wrong and the firer now rolls 1d6 to determine the direction of the shot. There are 6 different possible directions with the intended direction being direction 1 and then proceeding to the right as in a hexagon pattern.

Notes

  1. Sepoys were native Indian or Eurasians (i.e. mixed race) units that were trained to fight European style. They are regular infantry but do not possess the special fire bonus of regular British troops. They do not exist in the War of the Austrian Succession (see note 2 below) but begin during the Carnatic Wars, which began after the Peace of Aix la Chapelle which ended the WAS, and afterwards. Players in charge of Sepoys have the option to mount their leaders on elephants (see #9 below).
  2. These are native Indian troops fighting in traditional style with whatever weapons they could bring to battle. This included spears, pikes, swords, bows and the occasionally matchlock. Their charge initiative number is 5 or less (1d6) with no modifiers. They always have a 1d6 missile attack capability per unit with no modifiers (i.e. the roll 1d6 only). They can fire with musket range and, unless broken or routing, never lose this (example: they can move any distance and fire) and are not subject to the normal fire modifiers. During the WAS the percentage of these troops, which were then called "peons", would be 0-70% and Sepoys would be 0%. Leaders are mounted, as are all native Indian troops, on elephants (see note #9 below). These troops are susceptible to treachery (see optional rule below).
  3. Some sources describe matchlocks as performing better than flintlocks in the Indian climate. These troops would mostly have matchlocks but we are treating them the same as regular muskets. These troops are just like European regulars with the standard +1 for first fire etc. Their problem, vis a vis, flintlocks was probably in their slower rate of fire. Optional rule: when firing matchlocks reroll the highest die roll.
  4. Afghan infantry of this type were popular mercenaries. They were expert shots with the matchlock jezzails.
  5. The East India Company raised their own battalions from local Europeans living in India and received regular army training. They were not part of the regular British army until after the Great Mutiny in the mid-19th century when they were integrated by Queen Victory into the regular army establishment. During our period, they possess all of the abilities of regular British troops (i.e. +1 for fire when fresh). Players in charge of these troops have the option to mount their leaders on elephants (see #9 below).
  6. These are regular British battalions dispatched from England to the sub-continent. Players in charge of these troops have the option to mount their leaders on elephants (see #9 below).
  7. Light cavalry in mass formation, many would be Marathas, and are unformed for all purposes except they are not compelled to evade if charged by formed troops and are not restricted as to who they, themselves can frontally charge. They are armed with traditional melee weapons and bows. Leaders are mounted, as are all native Indian troops, on elephants (see note #9 below).

Optional rule: Treachery. Units designated as "susceptible to treachery" may, in the course of a game, change sides. Beginning in the rally phase on turn 4 and all turns afterwards, the owning player will roll 1d6 for each of his treacherous units if the total number of enemy casualty figures plus enemy figures currently in rout status exceeds his own side's total of the same. On a roll of a "1" the unit will change sides immediately and come under the control of the opposing side. Note: in actual fact, the chance, in many cases, should be more like 1-3 if not 1-4 but for a wargame this might be too much. Game master's choice or roll 1d8 and divide by 2 (round up) and that number or less is that unit's chance of treachery.

French in India

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry40-100
1. Sepoys¹40-60FI2R1-23-6
2. Native²0-30Mob1

Artillery

All company and king's troops (infantry) have battalion guns. All batteries, including rockets, have 4 gunners.

Native siege guns: 1 battery for every 8 native units (not counting Sepoys). These guns, once fired, take 2 turns to reload. When reloading the unit may not move or melee. These batteries have a transport elephant within 2 inches. If the elephant stampedes, the battery is permanently immobile.

Heavy guns: 1 battery for every 2 company or king's troops (round down). Morale grade 2 (no variation). Medium guns: 1 battery for every 2 company or king's troops (round down). Morale grade 2 (no variation). Rockets: 1 "battery" for every 4 native units (not counting Sepoys). Rules for rockets and elephants are the same as listed in the British list p 143-145.

Notes: The French formed Sepoy units earlier than the British thus they would have some during the WAS and Second Carnatic War (late 1740s and early 1750s). (Though in the WAS the percentage of them should be about 20% (MG2) and 40% Peons(MG 1). Treat them as standard French infantry.

  1. Treat as standard French infantry. These troops performed better before the 7YW and seemed to degrade a bit later. Thus, before the 7YW their base morale is still 2 but their variable morale breakdown would be: 1 down 1, 2-4 no change, 5-6 up 1.
  2. Same as British list p 143-145.
  3. Same as British list p 143-145.
  4. Treat as regular French infantry. 5,6. Same as the British list p 143-145.

Spanish in Europe (WAS & 7YW)

Morale Grade Variability is 2d6 (p48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry70-100
1. Line55FI2R1-23-6
2. Gren¹20FI3

Artillery: Light: 1 battery for every 5 SPs. Medium: 1 battery for every 6 SPs. Heavy: 1 battery for every 10 SPs. Siege: 1 battery for every 14 SPs. Gunner morale is 2 (no variation).

Notes

  1. Grenadiers and some foreign units.
  2. Spanish cavalry should be 6 casting units like the French. Count two units as 1 SP. The Spanish Guard Cavalry can remain the only 12 casting cavalry unit.

Spanish in the New World

Morale Grade Variability is 2d6 (p 48-49).

Name%TypeM.G.WPDSDown oneNo changeUp one
Infantry90
Local Regiments40FI2R1-23-56
King's Regiments15FI2

Field Artillery: 1 heavy and 1 medium battery. Gunner morale grade = 2 (no variation)

Notes on Havana garrison

  1. We are using the terms "Mulatoes" and "Negroes" as those are the terms used at the time by the Spanish. These are militia troops and are mostly freedmen not slaves.
  2. Edinburg and Aragon regiments of dragoons.

Spanish in Manila

Morale Grade Variability is 2d6 (p 48-49).

Name#TypeM.G.WPDSDown oneNo changeUp one
Infantry100
1. Militia25FI1IR1-56
2. Natives25FI¹2

Field Artillery: 1 heavy battery for every 8 Spanish infantry (not marines) and 1 medium battery for each 3 Spanish infantry (not marines). Gunner morale grade = 2 (no variation)

Notes

  1. Mob formation, melee only.
    1. Mass formation.
    1. See optional matchlock rule p 144.

Chapter XVII: The Era of Marlborough

Special Rules for The Era of Marlborough and Eugene von Savoy

  1. Firing systems: During the early part of the 18th century, usually referred to as the Era of Marlborough there were two different firing systems in use for infantry. One was volley fire, which used a deep formation of 5 ranks (later 4 ranks) which created a unit with a narrow frontage and a limited mobility. This was the basic system of the following countries: France, Spain, Portugal and some German states. The second system was platoon fire, which used a 3 rank formation creating a much wider frontage and an ability to move and fire. This was the typical formation of Holland, Prussia, England and possibly Danish in English or Dutch pay. These 2 systems are represented in Age of Reason by the following rules:

Volley fire: The standard formation for these units is the line but with a slightly different mounting system or standard mounting system with a modified arraignment of the bases (see picture on the next page). VF units may move up to 1/2 of their movement allowance and still fire with a -1 modifier on their shot.

Platoon fire: These units may fire at full effect if they do not move or only move 1/2 of their movement allowance and fire on the same turn with no penalty. They may, move over 1/2 move and fire in the same turn with a -1 modifier. PF units will revert to volley fire as soon as they have taken 25% casualties (i.e. they are no longer fresh).

Wheeling restrictions: During this period infantry did not march in step and were less flexible than later types. Thus all units wheel at 1/2 movement rate. I.E. if a unit wheels 2 inches it subtracts 4 inches from its movement allowance for the turn.

Also all units can "snake" or "oblique" (p 26) but are then immediately disorganized (rally cured, i.e. they must set still 1 turn to reorganize, p 13).

  1. Siege/heavy artillery may not move after deployment but may pivot up to 360 degrees in a turn but may not fire on the turn it pivots.
  2. Light artillery when in separate batteries (i.e. not battalion guns) may prolong (move when unlimbered) up to 4" per turn and still fire with a -1 modifier.
  3. Horse: Unless otherwise noted, cavalry units designated as "Horse" are essentially cuirassiers without cuirasses before 1707. They were still mounted on the heaviest horses and move as armored cavalry but do not carry the -1 modifier for a melee attacker "vs armored cavalry".
  4. Cavalry: cavalry designated as "Charging at Trot" get +1 for "charging" in melee (see charts for movement allowances). Cavalry designated as "Charging at trot with pistols" are same as above and may, just before making melee contact with an enemy unit, fire pistols to try to disorganize their opponents. To do this roll 1d6 and the enemy unit is disorganized according to the attacker's morale grade thus:

MG 1 = 1-2. MG 2 = 1-3, MG 3 = 1-4. MG 4= automatic

Opponent is disorganized if the die score is within the ranges shown above.

Cavalry designated as charging "All out" (aka French charge) receive a +2 modifier in melee but may never issue fire in a charge.

  1. Pikes: Some Russian and Swedish infantry units during the Great Northern War still had a percentage of pikemen in their units. Represent these as 3 bases of regular infantry and 1 base of pikemen. When these units take hits roll 1d6 for each hit and it will go on a pikemen on a roll of 1-2. When any pikes are present with a unit it is +1 in melee vs infantry and +2 vs cavalry.
  2. Artillery drivers during this period were civilians and didn't like to stay around when the shooting started. Consequently a siege or heavy artillery unit unlimbers it may not limber up for the rest of the game. Its only movement options are to pivot or prolong (if heavy).

Medium and light artillery once unlimbered must roll 1d6 to see if they still have teamsters when they try to limber. 1-2 teamsters are still there so no problem. 3-6 teamsters are out of your life forever and the battery can't move for the rest of the game.

  1. Dragoons may act as normal cavalry or dismount and become a species of infantry. Dismounting is considered a formation change (p) and the dragoons will be in volley fire formation (see previous page). However, they may adopt skirmish formation (p) but will act as 1 morale grade lower than their base morale when skirmishing.
  2. Carbine firing horse have the same ability to disorganize enemies before melee as in #5 above.
  3. Grenadiers during this period were attached as subunits within the regular infantry battalions. They were only detached during sieges or in field battles where the opponent has entrenchments, emplacements, fortified towns/villages or bridges in his deployment area. In the game, then, they may not be deployed unless the above conditions apply.
  4. Volley fire formation basing: Two options for volley fire units which had a shorter frontage than platoon fire units.

Option A. Mount platoon fire units on 1x2 bases and volley fire units on 1.5 (frontage) by 2 bases as shown.

Option B. Mount volley fire units on the same size bases as platoon fire units but deploy the volley fire units in line as shown.

Quick Reference Charts

25mm Charts

Sequence of Play (p 11)

  1. Arrivals and command
  2. Morale recovery/rally/control checks/ new leaders
  3. Charge and rally-back plotting.
  4. Charge and rally-back movement.
  5. Normal movement.
  6. Artillery fire
  7. Morale checks
  8. Small arms fire
  9. Morale checks
  10. Melee
  11. Army withdrawal checks

Morale (p 15)

When to check: 1) irregulars and all class 1 taking hits from fire. 2) Regulars taking artillery hits. 3) Regulars reaching ¼ or ½ casualties from small arms fire. 4) Cav attempting to charge/countercharge. 5) Inf or cav attempting to "Charge home". 6) Any unit being charged. 7) Any unit being interpenetrating by retiring unit (except skirmishers) of equal or greater morale grade.

Morale check procedure: start with the unit's basic morale grade (1-4) and add or subtract d6s according to the following table. Roll total dice and if the score is at least 6 the unit passes and if it is less than 6 consult the Morale Results Table below. Note: never less than 1d6.

Morale Modifiers (d6s) (p 16)

  • +1 Both flanks secure (NA to squares)
  • +1 Rear support (NA to squares)
  • +2 In square
  • +1 Wood protection
  • +1 Charging flank, rear, broken or routed.
  • +1 American Indians in woods
    • Leader rating if touching
  • +2 Stone protection or fortification
  • -1 Each 25% lost
  • -1 Disorganized
  • -1 In burning village
  • -1 Commander killed, captured or left the field
  • -1 Enemy in rear in charge move distance.
  • -1 Enemy facing flank or rear in charge move.
  • -1 Received fire from charged unit.
  • -1 Being charged
  • -1 European being charged by Native Americans for the first time.

Morale Results Table (p 18)

DREffect
1-2Rout
3Fall back 1 move broken facing away from enemy
4Fall back 1 move disorganized facing enemy
5Halt disorganized
6No effect

Command Control Ranges (p 14)

Leader ratingRange
½4
18
212
318

Artillery Fire (p 28)

Broken or routed can't fire.

Procedure: Start with base number of d6s and add/subtract d6 modifiers as appropriate. Roll total dice and each multiple of 12 (round down) = 1 casting hit. Never less than 2 dice.

SizeBase # of d6sPtBCanMedLongExtr
Light31481216
Medium425101622
Heavy536122028
Siege6410

(Range in inches.)

Artillery fire Modifiers (d6s) (p 29-39)

  • +1 Canister range
  • +1 First fire
  • +1 Vs flank of formed unit
  • +1 Vs mounted units (+2 if howitzer)
  • +1 Vs column
  • +1 Point blank (also gets +1 for canister)
  • +2 Vs square
  • -1 Each gunner lost by firing battery
  • -1 Long range
  • -1 Vs skirmishers or unlimbered artillery
  • -1 Firer disorganized
  • -1 Opportunity fire (NA if at long/extreme)
  • -1 Firer moved
  • -1 Vs woods or wood protection
  • -2 Extreme range
  • -2 Vs stone wall
  • -3 Vs buildings or fortifications

Cover Effects (p 31)

of hits from artillery (not light) to destroy

Cover# of hits
Wood fence per section1
Small village or wood bridge3
Field works or stone wall per section3
Medium village or stone bridge5
Large village7

Leader hits (p 30)

When a unit takes a hit roll 1d6 if he is attached to the unit (touching) or 2d6 if he is unattached but within 5" of the unit. If the number of hits or less is rolled, roll 1d6 on the following chart. If not attached hit only if the above number or less is rolled on both dice.

Leader Hit Chart (DR / Result)

  1. Officer's coif is disturbed: no effect.
  2. Flesh wound: roll 3 dice & if result is less than 6 officer retreats 12" & can't move for 1 turn.
  3. Limb wound: roll 2 dice & same as #2 above but if fail, officer can't move for 2 turns.
  4. Serious wound: If in melee roll 1d6 if result is 1-3 leader is captured. Otherwise, same as #2 but roll 1 die & if fail, leader can't move for 3 turns.
  5. Near fatal wound: If in melee leader is captured. Otherwise roll 1d6: 1-3 leader dies, 4-6 he is carried from the field & is permanently gone.
  6. Fatal wound

Army Withdrawal (p 9-10)

Army checks at 25% casualties and every turn thereafter. Add appropriate numbers below to arrive at the final number of d6s to roll. Roll dice and army withdraws if the score is 12 or higher.

  • +1 Each friendly unit off board through the enemy baseline
  • +1 Each flag or artillery battery captured by the enemy
  • +1 Each friendly unit currently in rout
    • Value of friendly leader(s) killed, captured or left the field
  • +1 Thirty % losses
  • +2 Forty % losses
  • +3 Fifty % losses
    • Value of geographic objectives lost to the enemy (see chart below)
  • -1 Each enemy flag or battery captured
  • -1 Each enemy unit currently routing
    • Value of enemy leader(s) killed, captured or left the field
    • Value of geographic objectives gained from the enemy (see chart below).

Value of Geographic Objectives (p 10)

  • 4d6: junction of primary road and board edge.
  • 3d6: Large village or fortification
  • 2d6: Medium village or camp
  • 1d6: Junction of secondary road and board edge, small village, crossroads, bridge, field works, hill, ford or woods.

Emergency Square Formation (p 21)

Infantry being charged by cavalry must roll morale grade or less on 1d6 +or- the following modifiers to base morale grade.

  • +1 Charger is 4-8" away
    • Leader rating is touching unit
  • +2 Charger is 8-12" away
  • +3 Charger is over 12" away
  • -1 Unit is disorganized
  • -1 Enemy is charging flank
  • -2 Enemy is charging rear.

Infantry Charge Initiative (p 20)

(1d6) If an infantry unit declares a charge, the owing player adds the unit's morale grade (1-4) + or – the modifiers below. 1d6 is then rolled. If the number arrived at above is rolled or less the unit can charge. If not the unit may not charge and its movement this turn is cut in half but firing is not affected.

  • +1 Opponent is broken or routed.
  • +1 Charging flank, rear or limbered.
  • +1 Charger has 1.5 to 1 advantage
  • +2 Charger has 2 to 1 advantage.
  • +? Charisma level of attached leader.
  • +6 Charger is Scots Jacobite.
  • -1 Unit is in column
  • -1 Unit is disorganized.
  • -1 Unit is at ½ strength.
  • -1 Chargers are skirmishers.*

*Skirmishers may not charge formed troops from the front.

Small Arms Fire (p 34)

Procedure: Add morale grade + cumulative modifiers to determine the total d6s. Roll dice, each multiple of 6 (round down) causes 1 casualty. (Always at least 1d6 unless broken, routed or hit in rear).

Morale GradeBase # of dice
11
22
33
44

Ranges (inches), Close/Normal

  • Bow: 2/4
  • Musket: 3/6
  • Rifle: 4/8

Small Arms Modifiers (d6s), p 35

  • +1 Regulars on first fire
  • +1 More than 12 castings firing
  • +1 Close range
  • +1 Battalion gun on point blank charge
  • +1 Vs. column
  • +1 Vs square
  • +1 Vs mounted unit
  • +1 Vs flank of formed unit
  • +1 Fresh British or Prussian regulars
  • +2 Point blank during a charge
  • -1 Opportunity fire
  • -1 Firer has 6 or less figures
  • -1 Moved up to ½. Except fresh Pr regular
  • -1 Fresh Prussian moved over 1/2
  • -1 Skirmish unit moved over ½ movement
  • -1 Firer is disorganized
  • -1 Vs woods or wood cover
  • -1 Vs skirmisher or artillery
  • -1 Firer is a clan unit
  • -2 Vs target behind stone wall
  • -2 Firer is a mob unit
  • -2 Formed firing from buildings/woods
  • -3 Target is in buildings or fortifications
  • -3 Firer is in column formation
  • -3 Firer is in square (each side can fire)

Fire on a Charge (p 20)

Target rolls 1d6 on the table below to see what range the subsequent shot will be taken.

MGDie roll = range of shot
11-2 pt blk, 3-4 close, 5-6 normal
21/3 point blank, 4/6 close
31-4 point blank, 5/6 close
4Automatic point blank

Melee (p 36)

Procedure: All figures in all units fight. Count all figures and divide by 6 (round up). Then add d6s according to the modifiers that apply. Each multiple of 6 (round down) causes 1 hit.

Melee Modifiers (d6s) (p 37)

  • +? Morale grade of unit (1-4)
  • +? Leader value if touching
  • +1 Native Americans in woods
  • +1 Charging.
  • +1 Vs. retiring unit
  • +1 Lance in 1st round
  • +1 Charging downhill (1st round only)
  • +1 Frontage is 1.5 of opponent
  • +1 Cavalry vs. lighter cavalry
  • +1 Unit has pikes, +2 if vs cavalry
  • +2 Formed vs skirmishers or artillery
  • +2 Frontage is double that of opponent's
  • +2 Mounted vs foot not in square
  • +2 Infantry vs square
  • +2 vs opponent's flank
  • +3 vs opponent's rear
  • -1 Unit is disorganized
  • -1 Vs linear obstacle or woods
  • -1 Vs uphill opponent
  • -1 Vs armored cavalry (w cuirass)
  • -1 Vs shield or targe
  • -1 Scots clan unit after 1st round
  • -2 Vs opponent in buildings
  • -3 Vs opponent in fortifications
  • -3 Mounted vs square

Melee Results Table (1d6)

Winner rolls on the table below with 1d6 and adds the casualty difference to the die.

DieLoserWinner may Advance
2Fall back 2"1"
3Fall back ½¼ remaining
4Fall back ½ D½ remaining
5Fall back 1 B½ remaining*
6Fall back 1 Bremaining*
7+Routremaining*

*Winner must make a pursuit check if opponent breaks or routs from melee results.

Pursuit Table (1d6) (p 38)

Start with zero and add appropriate numbers below to find the pursuit number. If pursuit number or less is rolled winner must pursue.

  • +1 Morale grade 1
  • +1 Irregulars
  • +1 Clan/mob
  • +3 Non-light cav
  • +5 Light cavalry
  • -1 Class 3 morale
  • -2 Class 4 morale
  • -1 Class 1 leader with
  • -2 Class 2 leader with

Movement Rates (p 19), 25/28mm. All movement is given as Full, 3/4, 1/2, and 1/4.

FormationInfantryLight CavalryDragoonsArm Cav/Horse
Line8/6/4/216/12/8/414/10.5/7/312/9/6/3
Column*10/7.5/5/2.520/15/10/516/12/8/414/10.5/7/3.5
Charge line**10/7.5/5/2.524/18/12/622/16.5/11/5.520/15/10/5
Charge column12/9/6/328/21/14/724/18/12/622/16.5/11/5.5
Skirmish16/12/8/424/18/12/6NA

*Also Charge trot in line for cavalry. **Also Charge trot in column for cavalry.

Artillery (movement)

TypeFieldRoadProlong
Light foot/horse14/1618/284
Medium foot/horse12/1417/271
Heavy foot/horse10/1216/23.5
Siege59NA

Formation Change Costs

Morale GradeMove Cost
1Full move
2½ move
3¼ move*
4inf 1" cav 2"

*Includes all skirmishers. Formed troops may change formation 2 times/turn maximum. Skirmish 4 times max.

Terrain effects (p 24)

TypeEffect
Light WoodsInfantry: 3/4 Formed are disordered while moving through. Cavalry: 1/2, Formed are disordered while moving through. Artillery: Roads only.
Heavy WoodsInfantry: 1/2, Formed are disordered while moving through.* Cavalry: 1/2, Formed are disordered while moving through.* Artillery: Roads only. *No charges in heavy woods.
Low HillsNo effect on movement (see melee modifiers).
Steep HillsInfantry/cavalry: Up or down 1/2. No charges up or down for cavalry. Artillery: Up or down 1/4.
Marshes and brokenInfantry: 1/2, Formed are disordered while moving through. Cavalry and Artillery: Roads only. Does not block LOS.
Linear obstaclesInfantry: 1/4 move to cross. Artillery whole turn (makes hole). Cavalry: 1/2, move to cross.
Shallow RiversAll: 2x width of river, can't shoot in or on turn of crossing.
Deep RiversAll: May cross at bridge or ford only.

Enlightened Slaughter: Pre-Battle Maneuver Flow Chart

The flow chart is transcribed as a sequence of steps in the order the chart's arrows run; branch outcomes are given after each question.

  1. Both sides simultaneously announce their intention to offer battle or retreat.
  2. Did one side or both retreat? Yes: Go to retreat before battle phase. No: continue.

Round 0

  1. Each side rolls 1d6. Austrians get +1. Both add commander's initiative.
  2. Is result a tie? No: go to Round 1. Yes: Did one side have any SPs on the dot at the start of the turn?
    • Yes: Defensive Battle. Go to Battle.
    • No: Meeting Engagement. Go to Battle.

Meeting Engagement (Round 0 path)

  • Determine terrain by rolling % dice, use battlefield maps.
  • Set up zones as follows: [18" / 12" / 18" zone diagram]
  • Baseline chosen at random by die roll.
  • Both sides have secret deployment.

Defensive Battle

  • Determine battlefield by rolling % dice.
  • Set up zones as follows: Attacker zone [18" / 12" / 18" diagram] Defender zone.
  • Side with SPs on dot at start of the turn is the Defender.
  • Defender has choice of baseline.
  • Defender gets 6" sections of breastworks as follows:
    • 3-10 SPs: 1 section
    • 11-20 SPs: 2 sections
    • 21-30 SPs: 3 sections
    • 31+ SPs: 4 sections
  • Breastworks protect as -1 to fire, -3 to melee, and must be deployed in own deployment area.
  • Both sides have secret deployment.

Round 1

  1. Winner now generates 6 battlefields by rolling % dice.
  2. Winner picks 3 of these battlefields as finalists and numbers them 1,2,3.
  3. Winner rolls 1d6 to determine final battlefield: Roll 1,2 = Battlefield 1; 3,4 = Battlefield 2; 5,6 = Battlefield 3.
  4. Winner announces which side he will set up on.
  5. Both sides secretly write down whether they will accept battle or continue maneuvering.
  6. Did either player decide to continue maneuvering? No: Meeting Engagement (set up zones as in the Round 0 Meeting Engagement; winner has already chosen his baseline; both sides have secret deployment), then Battle. Yes: go to Round 2.

Round 2 (Age of Reason)

  1. Each side rolls 1d6. Austrians get +1. Winner of Round 1 gets +1. Both add commander's initiative.
  2. Is result a tie? Yes: reroll (return to step 11). No: continue.
  3. Winner now generates 6 random battlefields by rolling % dice.
  4. Winner picks 3 of these 6 battlefields as finalists and numbers them 1,2,3.
  5. Winner rolls 1d6 to determine final battlefield: Roll 1,2 = Battlefield 1; 3,4 = Battlefield 2; 5,6 = Battlefield 3.
  6. Winner announces which side he will set up on.
  7. Both sides secretly write down whether they will accept battle or retreat.
  8. Did both sides decide to accept battle? No: Retreat before Battle Phase, then Double Pursuit Fire. Yes: go to step 19.
  9. Did one side win both rounds of PMR? Yes: set up zones as follows (Loser of PMR zone; Winner of PMR zone), both sides have secret deployment, unless Frederick is present. If so, Prussians set up second. Then Battle. No: Meeting Engagement (set up zones as follows; winner has already chosen his baseline; both sides have secret deployment), then Battle.

15mm Charts

The 15mm charts repeat the 25mm charts above. Entries not listed below (Sequence of Play, Morale checks and modifiers, Morale Results Table, Command Control Ranges, Cover Effects, Army Withdrawal, Value of Geographic Objectives, Melee, Melee Modifiers, Melee Results Table, Pursuit Table, Fire on a Charge, Formation Change Costs and Terrain effects) are the same as on the 25mm charts.

Artillery Fire (p 28)

SizeBase # of d6sPtBCanMedLongExtr
Light312469
Medium42471115
Heavy53481316
Siege647

(Range in inches.) Artillery fire modifiers (d6s) are as on the 25mm chart (p 29-30).

Cover Effects (p 31): Number of hits to destroy. Wood fence per section 1; Small village or wood bridge 3; Field works or stone wall per section 3; Medium village or stone bridge 5; Large village 7.

Leader hits (p 30): When a unit takes a hit roll 1d6 if he is attached to the unit (touching) or 2d6 if he is unattached but within 3.5" of the unit. If the number of hits or less is rolled, roll 1d6 on the following chart. If not attached hit only if the above number or less is rolled on both dice.

Leader Hit Chart: 1. Officer's coif is disturbed: no effect. 2. Flesh wound: roll 3 dice and if result is less than 6 officer retreats 12" and can't move for 1 turn. 3. Limb wound: roll 2 dice and same as #2 above but if fail, officer can't move for 2 turns. 4. Serious wound: If in melee roll 1d6 if result is 1-3 leader is captured. Otherwise, same as #2 but roll 1 die and if fail, leader can't move for 3 turns. 5. Near fatal wound: If in melee leader is captured. Otherwise roll 1d6: 1-3 leader dies, 4-6 he is carried from the field and is permanently gone. 6. Fatal wound.

Emergency Square Formation (p 21)

Infantry being charged by cavalry must roll morale grade or less on 1d6 +or- the following modifiers to base morale grade.

  • +1 Charger is 3-6" away
    • Leader rating is touching unit
  • +2 Charger is 7-10" away
  • +3 Charger is over 10" away
  • -1 Unit is disorganized
  • -1 Enemy is charging flank
  • -2 Enemy is charging rear.

Infantry Charge Initiative (p 20)

(1d6) If an infantry unit declares a charge, the owing player adds the unit's morale grade (1-4) + or – the modifiers below. 1d6 is then rolled. If the number arrived at above is rolled or less the unit can charge. If not the unit may not charge and its movement this turn is cut in half but firing is not affected.

  • +1 Opponent is broken or routed.
  • +1 Charging flank, rear or limbered.
  • +1 Charger has 1.5 to 1 advantage
  • +2 Charger has 2 to 1 advantage.
  • +? Charisma level of attached leader.
  • +6 Charger is Scots Jacobite.
  • -1 Unit is in column
  • -1 Unit is disorganized.
  • -1 Unit is at ½ strength.
  • -1 Out of command
  • -1 Chargers are skirmishers.*

*Skirmishers may not charge formed troops from the front.

Small Arms Fire (p 34)

Procedure and base number of dice as on the 25mm chart.

Ranges (inches), Close/Normal

  • Bow: 1.5/3
  • Musket: 2/4
  • Rifle: 3/6

Small Arms Modifiers (d6s), p 35

  • +1 Regulars on first fire
  • +1 More than 12 castings firing
  • +1 Close range
  • +1 Battalion gun on point blank charge
  • +1 Vs. column
  • +1 Vs square
  • +1 Vs mounted unit
  • +1 Vs flank of formed unit
  • +1 Fresh British or Prussian regulars
  • +2 Point blank during a charge
  • -1 Opportunity fire
  • -1 Firer has 6 or less figures
  • -1 Moved up to ½. Except fresh Prus regular
  • -1 Fresh Prussian regular moved over 1/2
  • -1 Skirmish unit moved over ½ movement
  • -1 Firer is disorganized
  • -1 Vs woods or wood cover
  • -1 Vs skirmisher or artillery
  • -1 Firer is a clan unit
  • -2 Formed firing from buildings/woods
  • -2 Vs target behind stone wall
  • -2 Firer is a mob unit
  • -3 Target is in buildings or fortifications
  • -3 Firer is in column formation
  • -3 Firer is in square (each side can fire)

Movement Rates (p 19) 15mm. All movement is given as Full, 3/4, 1/2, and 1/4.

FormationInfantryLight CavalryDragoonsArm Cav/Horse
Line6/4.5/3/1.512/9/6/310/7.5/5/2.59/6.75/4.5/2.25
Column/clan/mob*7/5.25/3.5/1.7514/10/7/3.511/8.25/5.5/2.759/6.75/4.5/2.25
Charge line**7/5.25/3.5/1.7516/12/8/415/11.25/7.5/3.7514/10/7/3.5
Charge column9/6.75/4.5/2.2518/13.5/9/4.516/12/8/415/11.25/7.5/3.75
Skirmish11/8.25/5.5/2.7516/12/8/4

*Also Charge trot in line for cavalry. **Also Charge trot in column for cavalry

Artillery (movement)

TypeFieldRoadProlong
Light foot/horse8/1010/123
Medium foot/horse6/89/112
Heavy foot/horse5/68/10.5
Siege4/56/8NA

Terrain effects (p 24): As on the 25mm chart, except that the Steep Hills entry reads "No charge up or down for cavalry." (The printed 15mm chart's final footnote is cut off at the bottom of the page.)

Melee (p 36): Procedure as on the 25mm chart.

Transcription Notes

Transcriber's notes on the source (not part of the printed rules): the printed Table of Contents lists the Melee chapter as "Chapter IV" and the text headings it "Chapter IX"; the Melee chapter is given here as Chapter IX. The chapter on scenarios is headed "Chapter XII: Stand Alone Scenarios" on printed page 66 and is given here as Chapter XIII. Printed typographical slips were kept as printed unless noted: "QRS" for QRC (Chapter IV), "1800" for a 180 degree turn (Chapter VI, rendered as 180°), "in in"-style slips, "Srafton" as printed, "Gens'darmes" as printed. Corrected silently in the text above and disclosed here: "Atacking" printed as "Attacking Minor Countries Table"; "Bemard" as "Bernard" (Spain bibliography); "ld6" read as "1d6"; "that may SPs" read as "that many SPs" (Enlightened Slaughter); "Dl0" read as "D10"; "Frankly, other methods this designer have seen" read as "has seen"; "flack" read as "flank". The "Video" markers in the source refer to videos on the publisher's websites and are left as printed. The Sport of Kings turn-winter list is printed as "Turns 3, 6, 9, 12, and 15" while the game is stated to last 12 turns; both are kept as printed.

Transcriber's notes for Chapters XVI and XVII and the charts (not part of the printed rules): the Chapter XVII page header prints "Chapter VXII"; it is headed here "Chapter XVII" to match the printed Table of Contents. The Great Britain (Marlborough era) list prints two footnotes numbered 3; both are kept as printed. In the "Britain: French and Indian War" table the Highlanders row has no morale variability printed and is left blank. In the Sweden (Marlborough era) table the Drabants row prints "1-5" under Down one and "6" under No change, as laid out on the page; kept. The American (AWI) cavalry heading row prints "0-10" in both the % and Type columns; kept. The Russia list for the Seven Years War is headed "Russia (Seven Years War)" here to tell it from the Marlborough-era Russia list. Printed typographical slips kept as printed: "wasunder" (France, Marlborough era notes), "Queen Victory" (India notes), "Varvarde", "Edinburg", "Mulatoes", "Chausseurs", "Spanish in Manila" notes "2. 2. Mass formation." and "3. 3. See optional matchlock rule p 144.", the "(p)" page references left blank after "Cossacks are always in mass formation" and "Dismounting is considered a formation change", and the Pursuit Table entries "-1 Class 1 leader with" and "-2 Class 2 leader with", which end mid-phrase in the source. The 15mm terrain footnote is cropped on the printed page and is not reproduced. The Enlightened Slaughter pre-battle flow chart is a diagram; it is transcribed as numbered steps in the order its arrows run. The 25mm and 15mm charts are transcribed in full where they differ and by reference where they match. Omitted as flavour or non-rules material: the verse in the sidebar on p 142 ("Lochiel, Lochiel!"), the Sport of Kings campaign map on p 152, the credits page (p 151), the back-cover text and the decorative photographs.

  • Skirmishers Attempting to Charge
  • Charging Into an Ongoing Melee
  • Post-Charge Disorganization and Fatigue
  • Miscellaneous Charge Situations and Restrictions
  • Normal Movement
  • Facing/Formation Changes and Movement
  • Artillery Formations and Functions
  • Retrograde Movement
  • Expanding/Contracting Frontages
  • Interpenetration of Friendly Units
  • Movement Restrictions on Skirmishers
  • General Officer and Messenger Movement
  • Photo Set 5: Flank Shots
  • Photo Set 6: Measurement and Line of Sight Situations
  • Breakthroughs: Post Melee Movement
  • Charging and Melee Example
  • Breakthroughs During the Charge Phase: Example 2
  • Melee Examples 1-8
  • General Storm
  • Destroying Works
  • Victory Conditions
    • Table 8: Siege Victory Points
  • Optional Rules (Siege)
  • Example of a Siege
    • Turn 1
    • Turn 2
    • Turn 3
    • Turn 6
    • Turn 7
    • Turn 8
    • Turn 9
    • Turn 10
    • Skip to Turn 15
    • Summary of What Happened Afterward
  • Glossary of Siege Terms
  • 5. Combat Phase
  • Fighting the Battles
    • Medical Services
  • Effects of Winter on the Tactical Battle
  • Naval Combat
  • Effects of Unsupplied Areas
  • Strategic Effects of Leader Casualties
  • 6. The Victory Determination Phase
    • Optional Rule for Ending the Game
  • Weather Table (Use on Winter Turns Only)
  • Persian Front Allocation Table, Turkey Only (1d6)
  • Allied Natives Chart, North America, India and Manila
  • Jacobite Rebellion Table
  • Jacobite Initial Strength Table
  • Jacobite Reinforcement Table
  • Jacobite Invasion of England Table
  • Optional Invasion of Scotland Rule
  • Attacking Minor Countries Table (1d6, p 82)
  • Special Events Table
  • Special Events Area Determination
  • Initial Deployment Chart
  • Fleet Deployments
  • Leader and Guard Unit Deployment
  • Turn Record Sheet and Sequence Tracker
  • Additional Sport of Kings Optional Rules
  • Adding Spain to Sport of Kings
    • Spanish Fleets
    • Spanish Treasure Fleets
    • Manila
    • Tropical Diseases
    • Portugal
    • Army Lists (Spanish Module)
  • Optional Rules for the Sport of Kings
    • Bibliography for the Spanish Section
    • New Leader Table
  • Pre-Battle Maneuvers Phase: Basic Outline
    • The Details
    • Procedure
    • Round 1
    • Round 2
  • Retreat Before Battle Phase
  • Battle Phase
  • Retreat After Battle Phase
  • Pursuit Fire Procedure
    • Example of Pursuit Fire
  • Light Troops and Scouting
  • Supply
    • Effects of Supply
    • Supply Attrition
  • Fortresses
  • Table Sizes
  • Suggested Optional Rule for "Age of Reason" Miniatures Battles
  • Large Battle Card Draw
  • How to Play the Game with a Limited Number of Miniatures
  • Optional Rules
  • Designer's Notes
  • Playing the Game Boardgame Style
  • Sweden (Seven Years War)
  • Imperial or Reichsarmee
  • Ottoman Turks
  • The French and Indian War
  • The World Turned Upside Down
  • Great Britain: AWI
  • France: AWI
  • The '45
  • Europeans in India 1740-1764
  • French in India
  • Spanish in Europe (WAS & 7YW)
  • Spanish in the New World
  • Spanish in Manila
  • -1 The firing unit made any kind of movement in the current turn including unlimbering, any amount of facing change, prolong, etc.
  • -1 Each gunner lost by the firing battery.
  • -1 The target unit is in wood protection (forest, fence, etc.).
  • -2 Extreme range.
  • -2 The target unit is behind a stone wall.
  • -3 The target unit is in buildings or fortifications. Not applicable if firer is howitzer firing indirectly.
  • -3 Firing unit is in column formation. This overrides the -1 for 6 or less castings firing.
  • -3 Each side of infantry square. Squares can fire once for each side using the -3 modifier (this overrides the -1 for 6 or less castings firing, see p 34).
  • +1 Cavalry vs. lighter cavalry.
  • -1 Disorganized. The unit is in disorganized status.
  • -1 Vs. linear obstacle/woods. The unit in question initiated the current melee with a unit behind a linear obstacle like a wall or who is 50% or more in woods. These should be defined at the start of a scenario. This applies only if attacked from the wall side of the unit (i.e. the attacker would have to fight over the wall). (The defending unit must be 50% or more in the woods).
  • -1 Vs. uphill. The unit is in melee with an opponent that is on higher ground.
  • -1 Vs. armored cavalry. The opponent is armored cavalry (cuirassier).
  • -1 Vs. shield or targe. The opponent has a shield (certain Turkish units) or a targe (Scots Jacobites).
  • -2 Vs. buildings. The opponent is 50% or more in a village. Does not apply if the target is cavalry.
  • -3 Vs. fortifications. The opponent is 50% or more in fortifications.
  • +2 Frontage is double that of opponent.
  • +2 Mounted vs. foot not in square. The unit in question is mounted cavalry in melee with an infantry unit that is not in square.
  • -3 Mounted vs. square. The unit is mounted cavalry in melee with an infantry unit in square.
  • 10Mark off 2 days.
    11Check for negotiations/victory points.
  • Mines and counter-mines may only be set off on the first turn of an assault/sortie.
  • Boats are carried as per gabions. Each stand carries a large enough boat to transport itself. When in the water they move at 2" per turn. Each boat takes two hits. The first hit kills one figure, while the second hit kills the remaining two. If the boat reaches the wall the troops may unload and attempt to put up ladders as normal.
  • -1For each casualty lost during tactical fighting
    -5For each turn of the siege less than ten
    -5For each attacking figure that assaults through the breach and into the area defined as the city
    -10For each enemy parallel completed (up to 3)
    -10Survivors as "Prisoners of War"
    -15Each bastion or ravelin captured
  • Phase 11: Check for negotiations/victory points.
  • Phase 7: Artillery fire. After the excitement of the sortie, this seems almost tame. With one battery silenced, the besieger only gets two shots, and neither are ricochet fire. One is at a bastion, the other is at a ravelin. The one into the ravelin has no effect. The one into the bastion hits one gunner on a throw of 12 with 2 dice (it happens). The defender is reduced to firing at the trenches. He does so, and causes 1 hit.
  • Phase 8: Small arms fire. The defending infantry have 9 castings in one battalion that have a shot at troops in cover at the foot of the glacis. They miss.
  • Phase 9: Complete the diggings. None.
  • Phase 10: Mark off two days. 30 days have passed.
  • Phase 11: Negotiations/victory points. The defender does so, not totally convinced that the sortie was a success. He estimates that it will take 3 turns to replace what he did. He lost 22 castings that he can't get back (they are lying on the glacis, in no-man's land, and in enemy trenches). That's a net loss of some 19 points (22 castings lost and a 3 turn delay worth 3 points at this stage).
  • 8th Cuirassier (Rochow): 12 Elite AC
  • 11th Cuirassier (Leib-Carabiniers): 12 Line AC
  • Pennavaire's Brigade: Pennavaire +1
    • 2nd Cuirassier (Prinz von Preussen) 6th: 12 Line AC
    • Cuirassier (Schoenaich): 12 Line AC
    • 10 Cuirassier (Gendarmes): 12 Line AC
  • Schwerin's Brigade: Schwerin +1 4th
    • Dragoons (Katte): 12 Line DR
    • 5th Dragoons (Bayreuth): 12 Elite DR
    • 1st Hussars (Szekely): 12 Elite LC
  • Artillery: von Moller
    • Left Battery (Heavy): 4 Line Art*
    • (2) Center Batteries (Heavy): 4 Line Art (each)
    • Right Battery (Heavy): 4 Line Art
    • Siege Guns (Siege), part of the Right Battery: 4 Line Art
  • Schwerin's Brigade: Schwerin +1 4th
    • Dragoons (Katte): 12 Line DR
    • 5th Dragoons (Bayreuth): 12 Elite DR
  • Artillery: von Moller
    • Left Battery (Heavy): 4 Line Art*
    • Center Batteries (Heavy): 4 Line Art
    • Right Battery (Heavy): 4 Line Art
  • 2/Baden-Durlach: 12 Line FI
  • 1/Harrach (IR 47): 12 Line FI
  • 2/Harrach: 12 Line FI
  • 1/Kaiser (IR 1): 12 Elite FI
  • 2/Kaiser: 12 Elite FI
  • 1/Kolowrat (IR 17): 12 Line FI
  • 2/Kolowrat: 12 Line FI
  • 1/Nicholas Esterhazy (IR 33): 12 Line FI
  • 2/Nicholas Esterhazy: 12 Line FI
  • 1/Waldeck (IR 35): 12 Line FI
  • 2/Waldeck: 12 Line FI
  • 2 Medium Batteries: 4 Line Art (each)*
  • Right Flank: Lucchesi +1
    • Anspach Cuirassier (C33): 12 Line AC
    • Breitlach Cuirassier (C29): 12 Line AC
    • Erzherzog Ferdinand Cuirassier (C4): 12 Line AC
    • Serbelloni Cuirassier (C12): 12 Line AC
    • Trautmansdorf Cuirassier (C21): 12 Line AC
    • Liechtenstein Dragoons (D6): 12 Line DR
  • Kheul (IR 49): 12 Elite FI
  • Kolowrat (IR 17): 12 Line FI
  • Nicholas Esterhazy (IR 33): 12 Line FI
  • Waldeck (IR 35): 12 Line FI
  • Wallis (IR 11): 12 Line FI
  • Medium Battery: 4 Line Art*
  • Right Flank: Lucchesi +1
    • Bretlach Cuirassier (C29): 12 Line AC
    • Erzherzog Ferdinand Cuirassier (C4): 12 Line AC
    • Serbelloni Cuirassier (C12): 12 Line AC
    • Liechtenstein Dragoons (D6): 12 Line DR
  • 11Home country corruption - Subtract 25 percent of the total EPs this turn. Home country only, ignore if other than a home country is rolled.
    12No effect.
    New England
    58
    Lower Canada
    08Middle Atlantic59Upper Canada
    09Southern Colonies60Travancore
    10Louisiana61Middle Atlantic Colonies
    11England62Southern Colonies
    12Scotland63Louisiana
    13Austrian Netherlands64Greece
    14United Provinces65Dalmatia
    15Westphalia66Bosnia
    16Hannover67Albania
    17Holstein68Montenegro
    18Norway69Greece
    19Finland70Serbia
    20Sweden71Kiev
    21Alsace72Wallachia
    22Lorraine73Northern France
    23Hesse74Georgia
    24Saxony75Courland
    25Franconia76Northern Ukraine
    26Palatinate77Southern Ukraine
    27Baden78Northern Russia
    28Wurttemberg79North Central Russia
    29Northern France80Central Russia
    30Southern France81Southern Russia
    31Mecklemberg82Volhynia
    32Swedish Pomerainia83Podolia
    33Bavaria84Bukovina
    34Bohemia85Moldavia
    35Silesia86Crimea
    36Duchy of Warsaw87Yedisan
    37East Prussia88Bessarabia
    38Prussia89Dobruja
    39Livonia90Bulgaria
    40Lithuania91Rumelia
    41Poland92Turkey
    42Hungary93Macedonia
    43Transylvania94Montenegro
    44Austria95Dalmatia
    45Tyrol96Bosnia
    46Venetia97Slavonia
    47Milan98Galicia
    48Savoy99Albania
    49Modena00Maharatta States
    50Papal States
    51Tuscany
    R
    1-5
    6
    3. Jaegers²0-5SI2RIR1-6
    4. Garrison²0-5FI1R1-56
    5. Free Corps²0-5SI1R1-56
    Cavalry30-40
    1. Kuirassiers³40AC2IR/R1-45-6
    2. Hussars⁴35L/SLC2IR/R⁴12-45-6
    3. Dragoons25DR2R12-45-6
    IR
    1-6
    3. Grenadiers15FI/SI3R1-56
    Cavalry20-35
    1. Kuirassiers60AC2R12-56
    2. Dragoons30DR2R12-56
    3. Hussars10LC/SLC3IR12-45-6
    R
    1-5
    6
    3. Guards15FI4R1-6
    Horse25%
    1. Dragoons²20/90**DR2R (Flanders)1-34-6
    R (Spain)12-56
    2. Horse³80/10**HS2R (Flanders)1-34-6
    R (Spain)12-56
    R
    1-5
    6
    3. Guards15FI4R1-6
    Cavalry40%
    1. Dragoons²15Dragoon2MusketR12-56
    2. Horse³75Horse2R12-45-6
    3. Guards⁴10Horse4R1-6
    R
    1-5
    6
    3. Hessian line²Up to 12FI2R12-56
    4. Hessian Grenadiers²1FI3R12-6
    5. Hessian guards²1FI3R1-56
    6. Danish line³Up to 9FI3R12-6
    7. Danish guards³1FI4R1-6
    8. Pfalz line⁴Up to 5FI2R12-66
    9. Hanoverian Line⁴Up to 8FI2R12-45-6
    Horse
    1. Prussian dragoons⁵Up to 4DR2MusketR12-56
    2. Prussian horse⁵Up to 7HS2R1-56
    3. Prussian guards⁵1HS3R1-56
    4. Hessian dragoons⁵²DR2R1-23-56
    5. Hessian horse⁵Up to 3HS2R12-56
    6. Hessian guards⁵1HS3R12-56
    7. Danish horse⁶Up to 6AC2R1-45-6
    8. Danish cuirassiers⁶1AC2R1-45-6
    9. Danish guards⁶1AC3R1-56
    10. Pfalz horse⁵Up to 4HS2R12-56
    11. Hanoverian Dr⁵Up to 2DR2MusketR12-56
    12. Hann horse⁵Up to 4HS2R12-56
    13. Hussars⁷See note 2SLC1IR1-56
    R
    1
    2-5
    6
    3. 'New' Regiments10FI1R1-45-6
    4. GrenadiersSee p 150FI3R12-56
    5. Guards10FI3R1-45-6
    Cavalry²30%
    1. Dragoons30DR2MusketR12-56
    2. Horse³60HS2R12-45-6
    3. Cuirassiers0-5AC2R1-45-6
    4. Carabineers/Gendarmes³0-10HS3R1-56
    5. Guards³0-10HS4R12-6
    6. Hussars⁴0-5SLC1IR1-56
    3
    R
    1
    2-4
    5-6
    3. Cologne line²Up to 6FI2R1-23-56
    4. Spanish line²See note 3FI1R1-45-6
    5. Spanish grenadiers²See p 150FI3R12-6
    Horse
    1. Bavarian cuirassiers⁴Up to 4*AC2R1-45-6
    2. Bavarian dragoons⁴2*DR2R12-56
    3. Bavarian guards⁴1**HS3R1-56
    4. Bavarian hussars**1SLC1IR1-56
    5. Cologne horse⁴Up to 3***HS2R12-56
    6. Spanish horse⁴See note 5HS2R1-56
    7. Spanish dragoons⁴See note 6DR2R12-56
    8. Spanish guard⁴***HS3R12-56
    R
    1
    2-6
    3. Hayduken0-15SI1R1-56
    Cavalry40%
    1. Dragoons²25Dragoon2MusketR12-56
    2. Cuirassiers³65AC2R1-45-6
    3. Hussars⁴0-5SLC1R1-45-6
    R
    1
    2-6
    3. Guards10FI4R12-6
    Cavalry40%
    1. Dragoons²50-75Dragoon2MusketR12-56
    2. Cossacks³10-35SLC1LanceIR1-45-6
    3. Dragoon Grenadiers²15Dragoons3R12-6
    R
    1-6
    3. Grenadier Guards5FI3R12-56
    Cavalry²40%
    1. Dragoons³50Dr/HS3/2 See note 2R12-6
    2. Horse45HS3R12-6
    3. Drabants5HS3R1-56
    R
    1-5
    6
    3. Jaegers²0-5SI2RFIR1-6
    4. Garrison²0-5FI1R1-56
    5. Free Corps²0-5SI1R1-56
    Cavalry30-40
    1. Kuirassiers³40AC2R1-45-6
    2. Dragoons35DR2R12-45-6
    3. Hussars⁴25L/SLC2IR/R⁴12-45-6
  • The Prussians have 2 outstanding cavalry commanders in the Seven Years War: Zieten for the hussars and Seydlitz for the Kuirassiers. They are both level 2. In a SOK game the cavalry brigade commanders are level 1. Zieten and Seydlitz will exert their command control function and can, if the player decides, take over any brigade of his type.
  • IR
    1-2
    3-6
    3. Grenadiers⁴15FI/SI3R1-56
    Cavalry⁵20-35
    1. Kuirassiers⁶60AC2R12-56
    2. Dragoons⁶30DR2R12-56
    3. Hussars10LC/SLC3IR12-56
    R
    1
    2-5
    6
    3. Foreign line15FI2R1-23-6
    4. Guard²10FI3R12-56
    Cavalry³20
    1. Horse⁴50HS2R12-56
    2. Dragoons30DR2R1-23-56
    3. Hussars⁵20LC/SLC2IR1-23-56
    R
    1-5
    6
    Brit Grenadier²15FI3R12-56
    German Line10FI1R1-45-6
    Cavalry20-30
    Allied dragoons30AC2R12-56
    British dragoons³25DR3R12-6
    Hanover horse20HS3R12-56
    British horse⁴15HS2R1-56
    Light dragoons5LC/SLC2R12-56
    Allied cuirassier⁵5AC2R12-56
    R
    1
    2-4
    5-6
    Guard10FI/SI3R12-56
    Jaeger5SI2R1-56
    Cavalry²25
    Dragoons55DR2R12-56
    Horse40AC2R12-56
    Hussar³05LC3R12-56
    R
    1
    2-5
    6
    Cavalry³25
    1. Cuirassiers25-50AC2R12-56
    2. Hussars15-35LC/SLC1IR1-56
    3. Dragoons0-15DR1R1-45-6
    4. Hrs Grenadiers5-20Horse2R1-45-6
    5. Don Cossacks⁴0-20SLC2LIR12-56
  • All Russian artillery is +2 for "first fire" instead of the regular +1. "Thus, from the beginning of the war, Russia was revealed as having the best trained and equipped artillery in Europe". (Mollo, p52). Also, if charged, Russian gunner can not "fire and retire".
  • R
    1
    2-5
    6
    3. Grenadiers15FI2R1-45-6
    Guards5FI3R12-56
    Cavalry
    1. Horse³70HS2R12-56
    2. Dragoons15DR2R1-23-56
    3. Hussars10L/SLC2R12-56
    4. Guards5AC3R12-56
    1
    R
    1-4
    5-6
    Cavalry10%
    Multi-contingent cuirassier40AC1R1-45-6
    Multi-contingent dragoons40DR1R1-45-6
    Single contingent cuirassier20AC2R12-56
    IR
    1-6
    Arnauts10SI2RFR³1-56
    Azab10SI2IR1-23-6
    Musellims⁴10FI1AxeIR1-56
    Cavalry40-50
    Light cavalry⁵50SLC2IR1-45-6
    Capiculi spahis⁶30AC3LR1-56
    Feudal spahis⁶20AC2LIR1-45-6
    Grand Visierial Bodyguard⁷-AC4LR1-6
    R
    1
    2-5
    6
    2. Grenadier35FI3R12-56
    Provincials and allies60-100
    1. Militia¹25FI/SI1IR1-56
    2. Coureur de Bois²25SI1IR1-45-6
    3. Indians³50SI2IR12-56
    R
    1
    2-5
    6
    2. Light20SI2R12-56
    3. Grenadiers15FI3R1-56
    4. Highlanders15FI/SI3R
    Provincials and allies0-100
    1. Militia40FI/SI1IR1-56
    2. Line20FI/SI2IR12-45-6
    3. Rangers20SI3IR12-56
    4. Indians²50SI2IR12-56
    IR
    1-4
    5-6
    3. Lt. Infantry20SI3R12-6
    Cavalry0-100-10
    1. Lt. Dragoons³100LC/SLC2R12-56
    R
    1
    2-5
    6
    3. Light15SI3R12-6
    4. Highland²15FI/SI3R1-56
    5. Tories10FI1IR1-45-6
    King's Mercenaries25
    1. Hessian Line³75FI2R1-6
    2. Grenadier³20FI3R12-6
    3. Dismounted Dragoons⁴5FI/SI2R12-56
    Cavalry
    1. Dragoons⁵LC/SLC2R12-56
    2. Tory dragoons⁶LC/SLC3IR1-56
    2
    R
    1
    2-5
    6
    2. Grenadiers10FI3R12-6
    3. Chausseurs10SI2R1-6
    4. Cavalry
    Hussars¹LC/SLC2R12-56
    IR
    1
    2-5
    6
    3. French line10FI2R12-56
    Cavalry15
    1. Gentlemen100LC/SLC3IR1-56
    IR
    1-5
    6
    3. Native³0-10FI1R1-45-6
    4. Afghans⁴0-10SI3IR12-6
    5. Company Troops⁵20FI2R12-56
    6. King's Troops⁶10FI3R1-56
    Cavalry0-40
    1. Native Horse⁷50SLC2IR12-45-6
    2. Native Horse⁸40AC2LIR1-45-6
    3. European Horse10DR2R12-56
  • Elite armored cavalry were a part of native Indian forces in our period, many from the Mughal, though largely autonomous, province of Hyderabad. They are armored (cuirass) though fight in a more individual oriented style. In the game, they are a mass formation and are not considered a skirmish target. However, when in melee they ARE considered unformed. Thus, if fighting European formed troops, their opponent would be +2 for "formed vs unformed" and -1 for "vs cuirass" in addition to any other applicable modifiers. Leaders are mounted, as are all native Indian troops, on elephants (see note #8 below). They are lance armed.
  • Elephants were used as mounts for native and sometimes European leaders and for transport of large native artillery. All Indian leaders (including sepoys) will have elephant mounts. Players have the option to mount European leaders on elephants or horses. When a leader is on an elephant his command control range is extended by 2 inches (that's the good news). The bad news is that whenever an opponent rolls to get a leader hit subtract 1 from the die roll (i.e. if 1 hit is scored on troops he is with or within 2 inches of, he is hit on a 1-2). In addition, whenever an elephant (including transport elephants) is within 2 inches of a unit taking fire (hit or no hit) the owning player will roll 2d6. The elephant will stampede on any doubles. When an elephant stampedes all troops (friendly or enemy) within 12" that are not in melee will make an immediate morale check. The elephant is then removed and replaced with a rotting, fly-infested elephant carcass figure (I actually have them).
  • Note 1
    IR
    1-5
    6
    3. Native³0-10FI1Note³R1-45-6
    4. Afghans0-10SI2Note⁴IR1-45-6
    5. Company Troops⁴15FI2R1-23-6
    6. King's Troops15FI3R12-6
    Cavalry0-40
    7. Native Horse⁵50SLC1Note 5IR1-45-6
    8. Native Horse⁶40AC2LIR1-45-6
    9. European Horse10DR2R12-56
    R
    1
    2-6
    3. Militia15FI1R1-56
    4. Mountain Fusiliers10SI2IR1-45-6
    Cavalry²0-30
    5. Dragoons40DR2R1-23-56
    6. Horse40HS2R12-56
    7. Hussars20LC/SLC2IR1-34-56
    R
    1
    2-5
    6
    Natives10Mob2IR1-56
    Spanish marines15FI2R12-56
    Regiment of Mulatoes¹10FI1R1-45-6
    Regiment of Negroes¹10FI1R1-45-6
    Cavalry10
    Spanish Dragoons²70DR2R12-56
    Presidio Lancers30LC/SLC2R12-56
    Spear¹
    IR
    1
    2-5
    6
    3. Spanish line20FI2R12-56
    4. Native bowmen10SI²2BowsIR12-56
    5. Native shooters10SI²2Matchlk³IR12-56
    6. Marines10FI3R1-23-6
    20
    30
    40
    NA
    Charge skirmish20/15/10/528/21/14/7NANA
    Road20/15/10/536/27/18/934/25.5/17/8.532/24/16/8
    Rout/evade8+1d616+3d614+2d614+2d6
    13
    20
    28
    NA
    NA
    Charge skirmish11/8.25/5.5/2.7518/13.5/9/4.5NANA
    Road11/8.25/5.5/2.7524/18/12/622/16.5/11/5.520/15/10/5
    Rout/evade6+1d611+3d69+2d68+2d6