Using the "short inch" rulers, where each inch is represented by 2/3 of an inch & with the Peter Pig standard table of 5' x 3' (thus rendered 7.5' x 4.5') & using Will McNally's excellent Seven Years War rules as a starting point I came up with a set I am reasonably happy with. See Below.
Hussars backed by Heavy Cavaly |
Seven
Years War
Written
by Will McNally & mucked about with by ianjgow v 2.0
Scales All measurements use the Short Inches as with F&F which are, in fact in 2/3” segments so 6” is actually 4” J
Strength Points
Bases are not removed but hits are recorded by placing markers to reflect the status of each unit.
0-1 markers = FRESH 2-3 markers = WORN 4-5 markers = SPENT
Units and bases
All units under these rules (except ART & Wagons) are composed of 4 identical bases of figures ART units are made up of 2 gun bases & 2 limber bases, Supply/Engineering units comprise 2 Wagon bases.
Training
Most troops are Regular. Most LC & OO INF such as Grenz or Freikorps are Irregular. GRD are Elite & Militia can be either Good quality or Indifferent.
Formations Only 3 formations are possible for INF/CAV Line (all bases side to side)
Field Column* (bases in a 2x2 block) March Column (bases one behind the other)
ART may be Limbered (LU**) & Move Deployed (UL) & Fire (or be Manhandled)
* LI may not use this formation.
Field Columns were not used tactically in SYW except in
specific circumstances such as
1. Manoeuvre. To negotiate obstacles & fit through gaps
in bad going.
2.Assault. To charge into contact with an enemy unit through
a gap, holding a bridge or BUA or Guns.
3.Reserves. May be held at the rear in Field Column ready to
be deployed when deemed necessary.
**ART may move 2 Limbers/Guns abreast but, as they cannot
Charge, are considered to be in Field Column.
MOVING PLAYER
1.
RALLIES HIS SHAKEN/ROUTING UNITS
2.
COMPLETES ROUTS/RETIRES FOR BOTH SIDES
3.
MOVES & CHANGES FORMATION
FIRING PLAYER
4.
CHANGES FACING
& FIRES
MOVING PLAYER
5.
TESTS MORALE FROM FIRING
6.
DECLARES CHARGES & TESTS VS DEFENDER’S BMI
IF PASS: COMPLETE CHARGES/COUNTER-CHARGES
IF FAIL: ROUT UNIT IMMEDIATELY
7.
MELEES: WIN, LOSE OR DRAW: MARK BUT DO NOT MOVE ROUTING/RETIRING UNITS!
Rally
nb After a Melee the Losers units don’t immediately rout or
fall back but wait until just after the new Moving Player has attempted to
Rally any other units & before he moves his normal moves, even if it means
moving out of phase ie any of the new Firing Player’s units that have lost the
Melee in the preceding bound move their Combat Outcomes in the new Moving
Player’s bound. Units which have failed to stand up to a charge will have
Routed immediately.
Testing Shaken units Roll
1d6 per unit +1 if a Brigadier is with the unit, +2 if a Senior General (roll
high)
4+ unit will carry on as required.
2, 3 unit will Retire facing a full move.
1 or less unit will Retire facing away a full move & loses 1 strength point.
2, 3 unit will Retire facing a full move.
1 or less unit will Retire facing away a full move & loses 1 strength point.
Testing Routing units Roll 1d6 per unit +1 if a Brigadier is with the unit, +2 if a Senior General (roll high)
5+ unit
halts Shaken
2, 3, 4 unit continues Routing*
1 or less unit continues Routing & also loses 1 strength point*
2, 3, 4 unit continues Routing*
1 or less unit continues Routing & also loses 1 strength point*
1 SP instead, unless Rout/Retire from a Charge test or a Melee there.
2.0 Moving Player Completes Routs/Retires for BOTH Sides
Retiring units
Units Retiring as a result of a Morale test move to their rear by the max movement possible with no deduction for passing through friendly units. If they have insufficient movement to move past a friendly unit or obstacle they stop just in front of it. Units "surrounded" by enemy units within 6" do not move but remain Shaken. UL ART required to Retire must LU to do so which will prevent them firing the next move.
Routing units
Routing units move directly away from the cause towards the nearest friendly cover. This cover may be behind another friendly unit, into Woods, BUA or towards the friendly edge of the table. The Routing unit may not move such that it reduces the distance to any visible enemy unit, i.e. it must be further away from any enemy unit at the end of the move than at the beginning. If it cannot move for this or any other reason such as impassable terrain it will test for Surrender.
When ART Routs the Crew run away & the Gun is deemed Captured by the Winner. If a Wagon unit Routs it becomes immobilised for the rest of the game & is deemed Captured by the Winner.
Surrender Units may Surrender in the following situations: (roll low)
Units Charged in the Rear which Routs either from
the Charged test or Melee.
Already Routing units which are successfully Charged.
Already Routing units which are within 6" of any enemy unit and cannot move.
Already Routing units which are successfully Charged.
Already Routing units which are within 6" of any enemy unit and cannot move.
Move
Movement all measurements are given in short inches
Type
|
Line
|
Column
|
Rout
|
Terrain
|
COI
|
LI
|
Mtd
|
Wheeled
|
|
COI
|
6
|
9
|
12
|
Rough Ground
|
2/3
|
Full
|
2/3
|
1/3
|
|
LI
|
9
|
12
|
15
|
Gentle Slopes
|
Full
|
Full
|
Full
|
2/3
|
|
LC
|
15
|
18
|
21
|
Steep Slopes
|
1/3
|
2/3
|
1/3
|
NA
|
|
DRG
|
12
|
15
|
18
|
Open Woods
|
2/3
|
Full
|
½
|
2/3
|
|
HC
|
9
|
12
|
15
|
Dense Woods/Swamps
|
1/3
|
2/3
|
NA
|
NA
|
|
GEN
|
21
|
21
|
21
|
Fords
|
2/3
|
2/3
|
2/3
|
1/3
|
|
ART/Hwz
|
6
|
2
|
12
|
fences/walls
|
½
|
½
|
1
|
1
|
|
Hvy ART
|
3
|
1
|
12
|
streams
|
½
|
½
|
1
|
2
|
|
Horse ART
|
12
|
3
|
18
|
Enter BUA
|
½
|
½
|
NA
|
NA
|
|
Wagons
|
6
|
NA
|
NA
|
Leave BUA
|
1
|
½
|
NA
|
NA
|
Changing formation
including
UL/LU takes a whole move stationary except Horse ART which takes ½ move Nominate 1
company as the Marker & others form up around it
About Face/Retire
in good order, maintaining the same facing move normal speed
less 3" foot, 6" mounted.
Change Facing up to 45°
pivot on
unit centre advance 1 flank, refuse the other. Takes a full move so no
charging.
Wheeling
one flank remains stationary while the other
wheels at full speed. May then charge in a straight line.
Passage of Lines
Any unit
voluntarily passing through a friendly unit deducts 2" foot, 3"
mounted, 0” Wheeled
nb a unit within 1” behind another will always be able to pass through
even if terrain reductions apply but will present a Deep Target. Involutary
Retires/Routs ignore all such penalties.
Wagon unit
Routing
Wagons become immobilised for the rest of the game. Otherwise, they
manouvre as LU ART Charges are voluntary so will incur a reduction due to
terrain. Rout/ Retire are involuntary & will not, except ART
Artillery
When
UL Gun is deployed with any part of
its base touching any part of the
Limber behind the front edge.
When LU a battery may About Face as a Formation Change,
taking a full move to do so.
LU ART has no Rear, all sides being Flank
When UL & forced to Retire it LU for no cost & moves full move to the rear. Must About Face before UL
When forced to Rout, the Guns are Captured & removed.
Roads
A unit in March Column moving its
full move along a road may +3" if it does not pass within 12" of enemy. Roads on hills are a
different slope than that of the surrounding ground, Steep counting as Gentle,
Gentle as Flat. Where Roads cross Streams or Rivers there must be either a
Bridge or Ford. Roads & Bridges are 1 base wide. Roads through BUA lose
this bonus.
If score EXCEEDS unit’s Basic Morale Index, it may not change formation, nor charge. (roll low)
A units Basic Morale is its current strength + modifiers
Grenadiers +2 Grenz,
Frei-Korps -1 General with Unit +1 or +2
Regulars +1 Militia -1 or -2 Wagons etc. -4
Regulars +1 Militia -1 or -2 Wagons etc. -4
4.0 Firing Player Tests To Change Facing & Fires
May Wheel or Change the Facing of any unit after movement
but only in order to Fire at or Receive a
Charge. It cannot do this if
another enemy unit is within Charge Reach (3” INF 6” CAV) of its current facing. To
Change Facing the unit remains in its current formation may rotate up to 180°
around the centre point of the unit. It may not Counter-Charge & if it has Changed Facing by more than
45° it may not Fire. If the desired rotation
cannot be made due to either an obstacle or other units then the unit cannot
Change Facing.
Fire
4.1 Firing Player’s units may fire at enemy units
Range
Measure from centre of the unit except for
Reduced Fire. As long as any part of
the target is within range & the line would pass through target fire
at Full Effect. If it doesn’t, but a line drawn from either side of the firing
unit passes through target unit fire at Reduced Effect. Muskets need gap of 3
bases to fire through.
Arc of Fire For Muskets, draw a line perpendicular
from the centre of the firing unit. Art 30o either side of centre of unit 45o
cannister Full/Reduced as above. Needs gap of
2 bases to fire through.
Overhead fire
is possible with a certain minimum distance between Gun, intervening troops
& the taget as follows:
On Same Level On Different
Levels
ART Cannot Fire
Overhead ART 3”
Intervening Troops 6” Target
HWZ 1½ ” Intervening
Troops 3” Target HWZ 1” Intervening
Troops 2” Target
Ranges
|
Cannister
|
Short
|
Medium
|
Long
|
COI
|
0"- 6"
|
|||
LI
|
0"- 6"
|
6"- 9"
|
||
HWZ/H.Art
|
0"- 4"
|
0"- 6"
|
6"-15"
|
18"- 24"
|
Field Guns
|
0"- 6"
|
0"- 9"
|
9"-18"
|
18"-27"
|
2d6 + modifiers (roll high) 7-11 target unit loses 1 SP 12+ target unit loses 2 SP
The same, modified result is used to check the target
units Morale, which can suffer even though it has not lost SP
Firing Factors
GRD +1 Fresh +1 Reduced
Fire -1
MIL -1 Spent -1 Deep
Target +1
Shaken -1 ART Cannister* +1 Target in
Woods/soft cover -1
LI short range -1 ART medium range -1 Target in
BUA/hard cover -2
LI long range -2 ART
long range -2 Target in Fortifications -3
*only used
when no Friendly units in arc of fire, otherwise Ball at +0
Only units directly on the edge of a Wood & firing out can fire & be fired at using full range. Any unit firing through ANY amount of Woods uses the reduced range as below. COI can fire at 2” Dense Woods, 4” Open Woods. LI can fire short range in any Woods, 4” Dense, 6” Open.
Risk to Generals from Fire
If a general is with any unit that suffers losses from fire throw 2d6 (-1 if Unattached)
1-3 Dead 4,5 LW ½ speed 6+ no effect A 2nd LW = Incapacitated & removed.
If a General is Killed/Incapacitated all units in his chain of command within 18" are shaken at end of bound.
5.0 Moving Player Tests Morale From Firing
Morale effect of Fire
This is tested using the same result as that used to determine the effect of Firing.
If the modified score of the Firing unit EXCEEDS the target units BMI the target unit is Shaken. (roll low)
A units Basic Morale Index is its current strength + modifiers
Grenadiers +2 Grenz, Frei-Korps -1 General
with Unit +1 or +2
Regulars +1 Militia -1 or -2 Wagons etc. -4
Regulars +1 Militia -1 or -2 Wagons etc. -4
Charge
Charging
After all Firing is resolved any
Moving Player’s INF/CAV which are Unshaken may declare Charges on any enemy
units that are in Charge Reach (3" INF 6" CAV (modified for terrain)
but the target must be directly to the front of the Charging unit.
Once all the Charges have been declared, test Morale of Charged units in the order decided by the Moving Player. Defender assesses unit’s Basic Morale Index (BMI) = Current Strength + modifiers.
Grenadiers +2 Grenz, Frei-Korps -1 General
with Unit +1 or +2
Regulars +1 Militia -1 or -2 Wagons etc. -4
Regulars +1 Militia -1 or -2 Wagons etc. -4
Testing Charged units Roll 1d6 per unit + modifiers (CHARGER rolls high)
Defender Shaken +1 Defender
uphill of chargers -1
Charging in the Flank/LU ART +1 Defender
behind obstacle/ BUA -2
Charging in the Rear +2 Defender In Fortification -3
COI charging LI/ART in open +2 LI
charging COI in open -2
CAV charging non-CAV +2 Non-CAV charging CAV -2
6.2 PASS: Complete Charges/Counter-Charge/Evade FAIL: Rout/Surrender defending unit
Move Charging unit into contact with defender if it stands, or its original position if it Routs/Evades out of Charge Reach. As soon as the Charging unit contacts the Charged unit it stops & if at an angle the Charging unit pivots to conform to its target. For effect, the Attacker may be wrapped around the flank but will be considered to be facing in the opposite direction to the defending unit.
Counter-Charging
Charged units which pass their Morale test may Counter-Charge if they have not Fired. Counter-Charging only available to INF & CAV in the open who are being Charged by an enemy unit to their front. The Counter-Charging unit is moved into contact with the Charging unit ½ way between their positions.
Evading
Charged units of LI/LC/H.ART which pass their Morale test may Evade if they have not Fired. These units may evade 3"/6" directly away from the enemy unit attempting to charge them. (Note that the enemy may still be able to contact them in their charge move)
Rout/Surrender
Units may Surrender in the following situations: (roll low)
Unit Charged in the Rear which Routs either from
the Charged test or Melee.
Already Routing units which are successfully Charged.
Already Routing units which are within 6" of any enemy unit and cannot move.
Already Routing units which are successfully Charged.
Already Routing units which are within 6" of any enemy unit and cannot move.
Melee
Melee
is resolved on an individual unit basis. Any unit with either enemy units touching the front of any of its bases or the front of any enemy bases contacting any of its bases must engage in Melee.
Roll 1d6 for each unit involved in Melee and add any of the following factors if they apply. (roll high)
Melee
|
INF
|
CAV
|
Other
|
Melee
|
INF
|
CAV
|
Other
|
|
HC
|
NA
|
+2
|
NA
|
Fresh
|
+1
|
+1
|
+1
|
|
DRG or GRD
|
+1
|
+1
|
NA
|
Spent
|
-1
|
-1
|
-1
|
|
Irregular LC/COI
|
-1
|
-1
|
NA
|
Field Column
|
+1
|
+1
|
NA
|
|
ART & Irregular LI in the open
|
-2
|
NA
|
-2
|
Charging/Counter Charging
|
+1
|
+1
|
NA
|
|
Irregular LI in Bad Going
|
-1
|
NA
|
NA
|
Charging uphill or in Woods
|
-1
|
-1
|
NA
|
|
Both flanks overlapped
|
-1
|
-1
|
-1
|
Charging BUA
|
-2
|
NA
|
NA
|
|
Attacked in flank or LU ART
|
-1
|
-1
|
-1
|
Charging over obstacle
|
-2
|
-4
|
NA
|
|
Attacked in the rear/evading
|
-2
|
-2
|
-2
|
Charging a fortification
|
-3
|
-6
|
NA
|
ALL modifiers are cumulative.
Compare modified score for every unit in Melee with modified
scores for all of those units involved in Melee. In a
multiple Melee it is possible that the Defender could beat 1 of the Attackers
but be beaten in turn by the other resulting in 1 of each Retiring/Routing while
the victor remains.
Equal All
units involved will Retire 3" in good order ART must LU
1 difference All units involved will Retire 3"
Loser Shaken ART must LU
2
difference Losing unit will Retire
3", lose 1 SP & become Shaken 3+ difference Losing
unit will Rout & lose 2 strength points
does not Retire unless 2 difference but may not move closer to an enemy next bound.
If the losing unit has Charged a BUA/Fortification, or where the defender is immediately behind an obstacle the losing unit does not Rout but Retires 6" and is Shaken, but still loses 2 SP If its enemy Retires/Routs it immediately occupies the BUA/Fortification./Obstacle.
After a Melee, mark the Losers/Draws but don’t move them
until new Moving Player has attempted to Rally any other units & before he
moves his normal moves, even if it means moving out of phase.
If a General is with any unit that Routs from Melee
1-3 Dead 4 Captured 5,6 LW ½ speed 7+ No effect
In any other cases if the General is with any unit that suffers losses from Melee
1-3 Dead 4,5 LW ½ speed 6+ no effect A 2nd LW = incapacitated & removed.
If Gen is removed all units in chain of command within 18" are Shaken at end of bound.
BUA
Buildings Only INF/GEN can occupy BUA Each BUA module should cover an area of [4½ “ x 4½ “] & hold 1 unit of 4 bases + GEN Units occupying buildings have no flank or rear & can fire or melee out of any side of the BUA it is occupying.
Isolated farms and hamlets should be represented by 1 module, Villages by 2, and towns by 3 or more.
Defence Values of Buildings & Fortifications
As with firing at troops a score of 7-11 is required by ART firing ball to remove 1 SP 12+ to remove 2. If troops are in the buildings use the same dice score to determine casualties & the damage to the building ignoring the deduction for cover for ART but not HWZ
SP
Wooden Bridge 3 Stone Bridge 6
Wooden BUA 3 Stone BUA 8
Timber Fieldwork/4 bases 6
Earth & Timber Redoubt/4 bases 12
Church/Manor House etc 12
Bridges over 2” streams will be 4” long, over 6” rivers, 8”
long
Damage to
Buildings & Works
ART ball
or HWZ shell can damage buildings/works
by reducing their SP whether troops are in them or not. Use the same 2d6 to
calculate losses to troops & buildings. Don’t use the modifier for cover
when working out for the building damage for ART but do for HWZ which may also
cause a fire in a BUA.
HWZ firing Shell at BUA Use a Red Incediary Dice for each hit on
BUA when firing Shell until it reaches ½ SP 6 = Fire! then 5, 6 = Fire! +1 to
Incendiary Dice if firing at wooden structure.
Fire!
If
BUA catches fire, troops must vacate next turn when the Moving Player Completes
Routs /Retires BOTH sides. It may not be approached closer than 3” until it is
out when the ruins may be reoccupied.
Once alight it will burn for a minimum of 2 full moves &
then continue until it exceeds its original SP on 2 d6 Test this in each of the
original owner’s Firing phase after 2 full moves have elapsed.
Each move it burns there is a chance that any other
structure within 3” will catch alight so these must make a saving throw of 3+ if occupied & unit does not engage in
fire or melee (ie fights the fire) otherwise 4+
If a unit fights the fire the enemy rolls the Incendiary dice
again & 6 = unit takes 1 hit & becomes Shaken.
Engineers
An Engineer unit comprises 4 x OO INF bases with Pioneers (with an Engineer officer).
It is supported by the Engineering Train with 2 Wagons on double sized bases 1 carrying engineering tools, the other explosives.
1 Wagon holds enough tools for 1 COI unit & enables them to dismantle 1SP every move or construct 1 SP of fieldwork every other move.
1 Wagon can hold 6 charges. Spend 1 movement phase laying the charge, move away on the next movement phase, then test for effect on the firing phase following moving away. For effect roll 2d6, if it is greater than the targets' defence strength points it is destroyed. If more than 1 charge is used it takes 1 extra move to lay each charge & use one extra d6 per additional charge to determine the effect. If any unit is within 3" roll 2d6 for effect as if firing. Increase the distance by 1" for each additional charge used.
It takes an Engineer unit + Pontoon Train (2 Pontoon Wagons on double sized bases) 1 move to cross 2" of river.
Building a bridge requires 1SP of building materials per 1" and it takes 3 moves per 2" to assemble. If the Engineer unit is under strength roll 1d6 per move, if the score exceeds current strength then it does not carry out any work this move. Fast flowing rivers take 1 extra move per 2" to cross.
Generals
Generals are of
use to units in attempting to redress Shaken & halt Routing troops. They no
longer lead from the front to inspire charges so they are not be able to
influence firing or fighting, so there is no point in attaching Generals to
units except to stop them Retiring or Routing or inspire them to charge.
They are used for:
Changing Orders
Change of Orders must come from GOC & go through Chain
of Command to the appropriate level.
GOC commands all units on the field. Senior Generals command
2-4 Brigades. Brigadiers command 3-5 units.
Command Radius for each General is 12” taking into account
terrain deductions as for LI not Mtd
Units within the Radius of their own General can be given
orders at the beginning of a Move, acted on immediately.
ADC can be sent by GOC to Brigades further away but they
must contact the Officer in charge who may issue the new order at the beginning
of the next Move to any of his units
within his Command Radius. ADC move 21” & suffer penalties as for LI not Mtd.
Generals or ADC cannot issue, receive or
transmit any orders while in a Melee.
Steadying troops
(Brigadiers +1 Commanders +2)
·
attempt to Rally Shaken or Routing units
·
help units Change Formation
·
Steady units being Fired upon or Charged
Any General may attempt to Rally any unit.
A General who fails to Rally a unit (or ADC caught up with
such unit) Retires/Routs with them that move & cannot issue, transmit, or
receive any orders while doing so. Next move he may choose to attempt to Rally
again or Detach. He will Surrender with the unit.
Risk to Generals
Generals/ADC cannot usually be fired on or attacked while
Unattached.
A General passed through by a Retiring/Routing unit must
either Stand & NOT MOVE in the next bound or be carried away with the unit
& be considered attached until the next bound when he can detach if he
wishes.
If a General/ADC is in the path of any friendly or enemy
Close Range Fire (including in the arc of Cannister but not Ball/Shell)
directed at a unit behind him he must roll as for Risk to General from Fire -1
(no minus if Cannister) as he is not the intended target.
If a General/ADC would be contacted by an advancing enemy he
must be moved towards the nearest friendly cover - if this is a unit he will be
considered Attached to it until his next move when he can Detach.
If a unit suffers losses from Fire while General/ADC is
Attached he rolls for Risk to General from Fire.
If unit suffers losses from, or Routs from a Melee any
attached General/ADC rolls for Risk to General from Melee.
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