Seven Year's War



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
You can find Will McNally's rules at www.freewargamesrules.co.uk/18th-century.html which is a great source of inspiration. Look under Seven Years War. This is my take on Mr. McNally's rules.

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.

SOE  An alternate move sequence is used with one side Moving and the other side Firing.

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

1.0 Moving Player Rallies His Shaken/Routing Units


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. 
 
After testing a unit is no longer Shaken, unless it cannot Retire the required distance away from the nearest enemy. e.g. if enemy units/impassable obstacles are in the way. It will pass through friendly units with no deductions if it has enough move to clear, if not it will be steadied & is no longer shaken, although it will present a Deep Target.

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*

* Units at  the edge are not removed. Lose
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.

Roll 1d6 for units in this position, if the score is 4+ the unit surrenders if foot, 5+ if mounted. Units that surrender are removed immediately.  

Move

3.0 Moving Player Moves (cannot approach closer than 1” to any enemy)

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.

3.1 Moving Player Tests To Change Formation of stationary units     
                                     
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

Units that have failed to Change Formation cannot Charge/Counter-Charge

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

Woods & Forests  
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

Charge

6.0  Moving Player Declares Charges & Tests Vs Defender’s BMI


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. 
                     
6.1 Charger tests the Morale of the defending 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

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

If the modified score EQUALS OR EXCEEDS the Charged units BMI it will Rout immediately & lose 1 SP                                                         Chargers Halt at what would have been point of contact. Units that pass may either Stand, Counter-Charge or Evade.Already Routing units may Surrender or Rout again & lose 1 SP

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.

Units that might surrender are not dealt with immediately. The charging unit will move to contact & the surrendering unit will either Rout or Surrender in the next bound when Routing /Retiring units of BOTH sides are dealt with depending on a die roll.

Melee

7.0 Moving Player Melees With Firing Player 

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     
                                                                                                                                                         
A unit defending a BUA
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.

Risk to Generals from Melee           throw 2d6        (roll high)
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

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.

No comments:

Post a Comment

A hello might be nice :)