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Contents
Organisation and Formations:

Command and Staff

RULE I RULE 2 RULE 3 RULE 4 RULE 5 RULE 6 Movement RULE 7 RULE 8 RULE 9 RULE 10 RULE 11 RULE 12
Firing RULE 13

Grenadiers and Infantry of the line Light Infantry Cavalry Artillery Engineers Militia Standard Infantry Rates Artillery Rates Cavalry rates Train, Pontoons, Wagons Influence of terrain on movement Combined operations

Summary of Maximum Movement Distances


Artillery

RULE 14 The Calculation of Casualties from Fire RULE I5 Normal Musketry Fire RULE 16 Musketry or Rifle Fire Light Infantry in open order or file RULE 17 The Sequence of Firing Charges and Melees: General and Cavalry, Rallying RULE 18 The Charge RULE 19 Melees How Combats are Decided RULE 20 Melee Cavalry v. Cavalry RULE 21 Rallying, and deciding the outcome of Melees RULE 22 Musketry Fire in Melees Melees Cavalry v Infantry RULE 23 Cavalry v. Infantry in Open RULE 24 Melee Cavalry v. Infantry in Close Order RULE 25 Cavalry v. Infantry in Square RULE 26 Artillery in Melee Melee - Infantry v. Infantry RULE 27 Infantry v. Infantry, both in Close Order RULE 28 Infantry in Open Order Special and complex forms of melee RULE 29 RULE 30 RULE 31 RULE 32 RULE 33 RULE 35 RULE 36 RULE 37 RULE 38 RULE 39 Melee at a Breastwork or Redoubt Accidental Melees Attacks on Houses Attacks on Fortifications Mixed Melee Including Both Cavalry and Infantry Prisoners and surrender Houses Towers and Chateaux Breastworks Demolitions

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RULE 40 RULE 41 RULE 42 General points: Pontoon Bridging The Sequence of Play Conditional Moves
DEFINITIONS; STARTING CONDITIONS; PLAYING THE GAME WITH SEVERAL PLAYERS; TOOLS

Organisation and Formations

Command and Staff An army consists of horse, foot, guns, engineers and train. It must be commanded by a General Officer Commanding in Chief. The G. O. C. C.-in-C. has a staff of a major and two A.D,C,s. For his protection, either from the enemy or from any mutineers among his own troops, he may have a life guard of not more than ten troopers. In addition there should also be a general and his ADC for every two regiments in the Army. A cavalry general may also have a trumpeter and a mounted orderly with a pennant.

RULE I Grenadiers and Infantry of the line Light and Grenadier companies of several battalions were often brigaded together to form light and grenadier battalions. We have accepted this principle, and our infantry therefore comprise grenadier and line infantry regiments and light infantry battalions. The organizations for line and grenadier regiments are identical and are as follows: C.O. Colour Three infantry companies each: one officer one sergeant one drummer sixteen privates There is, however, no objection to mixed regiments. These consist of one grenadier company, two line companies and a light infantry company.

Infantry Close Order Formations


The formations we outline below are those advocated by the celebrated French military critic Guibert in the period immediately after Frederick the Great's wars. These formations are preserved in British ceremonial drill to this day. Basically they are three in number, column of route, column of companies and line. All are demonstrated wherever an infantry regiment 'troops the colour'. Initially the regiment is drawn up in line; then it forms column of guards (another term for column of companies) and marches round the parade ground in this formation, once in slow time and once in quick time; finally it leaves the parade ground in some form of column of route suitable for marching on a roadway. Anyone who wishes can watch the Brigade of Guards demonstrating these formations once a year on Horse Guards Parade. The drills for these formations were late in evolving. At the time of Frederick the Great the only recognized fighting formation was line. The difficulties two or three hundred men might experience in preserving a straight line while advancing, particularly over rough country, are fairly obvious.

A battalion in column of companies would have a front rank of thirty to forty men. It could obviously move much faster than a battalion in line, and over worse country, without falling into disorder. By the time of the French Revolution, movement in column followed by a rapid deployment into line was coming into favour. The sequence might be, first movement in column of route down a road, then deployment into column of companies - i.e. each company in line, but the companies following one behind the other, followed by deployment into line, i.e. the whole battalion deployed in a long line two or three ranks deep.

In our rules for movement we have three different rates of advance for the three different formations; the formations themselves are made up as follows: 1. Battalion in line - two or more companies deployed in line with each other 2. Battalion in column if companies - each company in line, but the companies ranged one behind the other 3. Battalion or company in column - in this formation the advance is carried out in column of fours, i.e. there are not more than four men in the leading or any other rank exclusive of officers and sergeants. This column corresponds to a half company frontage and resembles the French 'quarter column'. To pass through a defile, or for any other reason, the column may move with a frontage of three men, or two men (file) or one man (single file). 4. Independent companies - companies may operate on their own. A normal infantry company however, except for a patrol of an officer or sergeant and two privates which can move up to fifteen inches away from it, must remain in close order, i.e. its soldiers ranged in ranks, the soldiers in each rank being shoulder-toshoulder. Only light infantry may use open order. For the construction of field works this requirement may be relaxed. 5. Square - no set formation is laid down for this. Each face of the square must be at least two ranks deep and officers and colours should be in the centre. Notes: (a) A company in line is ranged in two ranks, the officer on the right flank with his drummer behind him, the sergeant on the left flank (b) The formations detailed above are not exhaustive. Provided the men in individual companies are kept together, the companies can be placed as a player wishes.

RULE 2 Light Infantry In the game we treat light troops as crack units able to shoot and move faster and further than the infantry of the line. The light battalions are, however, smaller and more flexible than standard infantry regiments. A light infantry battalion consists of: C.O. (mounted) Adjutant/Sergeant Major Two companies each: one officer one sergeant one drummer twelve light infantrymen

LIGHT INFANTRY FORMATIONS Light infantrymen can adopt any line infantry formation. In addition they can operate in open order. In open order there must be not less than one inch between each soldier. Companies can operate independently of each other, but the soldiers in an individual company have to operate together.

RULE 3 Cavalry Cavalry are divided into heavy and light cavalry, but the organizations of both types of regiment are identical. Organization of a cavalry regiment: Commanding officer Trumpeter Three squadrons each: one officer (in one squadron the officer carries the regimental standard) eight troopers Troopers in a squadron must remain in close order, but otherwise squadrons can operate as required. In cavalry regiments speed of movement is not affected by formation. One patrol or vedette of two troopers can operate up to eighteen inches away from each squadron.

RULE 4 Artillery In the game it is assumed that all guns are horse-drawn, but limbers and teams are not represented. The artillery battery consists of: Battery commander Two guns With each gun there is a detachment consisting of a minimum of four gunners. The normal detachment consists of one officer and five gunners. Guns either move deployed or in column of route. Gunners are not armed with muskets. . RULE 5 Engineers An engineer battalion consists of: Commanding officer Drummer Two companies each of two platoons Each platoon consists of: one officer or sergeant six sappers

The platoon is the smallest unit that can operate independently. Sappers carry muskets and, if necessary, can fight as infantry RULE 6 Militia A militia battalion consists of: Commanding officer Colour Two companies each: one officer one sergeant one drummer twelve militiamen A militia battalion uses the same formations as a normal line infantry battalion. The organizations detailed in this chapter are merely the standard organizations and may be varied by mutual consent

Movement
RULE 7 Standard Infantry Rates I. All dismounted troops are subject to the following rules. 2. Fire and Movement In the advanced game, provided he has not moved more than six inches, an infantryman may fire, whatever formation he was moving in. For example, an infantryman forming part of an infantry battalion in line can advance six inches and fire, whereas, an infantryman in column who advanced six and a half inches may not. Light infantry are an exception to this rule. Light infantrymen, provided that they are in file or open order, may move twelve inches and fire. . 3. Movement without Firing (a) General As already mentioned, the movement of a battalion in line was significantly slower than a battalion in column of companies. It is important, therefore, to distinguish between the rates of advance of units in differing formations. Here there is a problem. A player on the (gaming) table could deploy two battalions side by side, each in column of companies. He could move both columns together and deliver an attack on a two company front, but with both companies having moved forward at column speed. This type of manoeuvre would only be possible in war games. On an actual battlefield if two columns moved together, due to minor irregularities in the ground and so on, the two heads would soon diverge. The following therefore is designed to make a clear distinction between a battalion in line and a battalion in column of companies. (b) A Battalion in line If two or more companies are advancing together in line, whatever their units, the farthest distance they may go is nine inches. Two companies are considered to be in line if they are within six inches of each other and one company is not directly behind the other.

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(c) A company in line or a regiment in column of companies A company in line, which is advancing by itself, or which leads or forms part of a battalion in column of companies, may move up to twelve inches each turn. It should be borne in mind that the aim is to prevent a player who is advancing with two separate units each in column of companies claiming to advance at column of companies speed, when, in fact, he is advancing on a two company front. (d) Square A battalion moving in square formation, a difficult formation to maintain on the march, counts as a battalion in line and moves at the same speed. (e) Column Any body of troops in column of fours, file, or single file may move a maximum distance of fifteen inches per turn. If columns of the same army are closer to each other than twelve inches, and are both moving at the same time, they are held to be advancing in column of companies and are limited to a move of twelve inches per turn. (f) Light Infantry in open order or file Light infantry in open order or file can move eighteen inches (but cannot fire if they move above twelve inches). (g) Changes of Formation Units may change formations as required, but no individual infantryman, when a unit is changing its formation, may go more than twelve inches. As an example, if it is decided that a company advancing in line should change formation and advance in column of fours, the leading man of the leading four may not be moved more than twelve inches from his original position. Light infantry are an exception to this rule. When deploying into open order or into file (and only into those two formations) individual light infantrymen may move up to eighteen inches. 4. Summary of Standard Movement Rules for Dismounted Units Serial Unit and formation 1 2 3 4 5 6 7 8 Line infantry and grenadiers move and fire 6 inches Light infantry move and fire (file or open order only) Battalion in line (two or more companies) or in square Battalion in column of companies Independent Company in line Units in column of fours, file, single file Light infantry in file or open order Change of formation; except for Light infantry, no individual soldier may go further than Light infantry deploying into file or open order

Maximum distance in one turn

12 inches 9 inches 12inches " " 15 inches 12 inches 18 inches

Note: For serial 4, companies in line must be directly behind one another, or not less than six inches apart. For serial 5, heads of columns must not be less than twelve inches apart.

RULE 8 Artillery Rates

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We do not distinguish between field artillery which moved with infantry and horse artillery which moved with cavalry. Guns in column of route (that is with their gun muzzles pointing away from the direction in which they are going both at the beginning and end of the move) - maximum move fifteen inches. Guns deployed ready to fire next move - twelve inches. If a gun is moved, either to point in another direction or up to six inches away from its original position, it has an even chance of firing - see Rule 13. If it is moved more than six inches, it cannot fire that turn. No guns may be moved if the gunners are under short-range musketry fire from a minimum of eight infantrymen. Summary Guns column of route Guns deployed Guns deployed evens chance to fire 15 inches 12 inches 6 inches

Guns under close range infantry fire may not move (or fire).

RULE 9 Cavalry rates Cavalry movement is not affected by formation Heavy cavalryman - maximum movement 24 inches Light cavalryman - maximum movement 30 inches Generals, A.D.C.s, staff officers, and escorts to the G.O.C.-in-C. can move at light cavalry speed, being wellmounted.

RULE 10 Train, pontoons, wagons, etc., move twelve inches per turn.

RULE 11 Influence of terrain on movement All troops move at half speed in hill areas, unless moving directly down-hill, or along a plateau at the top of a hill. If required hills can be made impassable to guns, or impassable to guns and cavalry, or entirely impassable. Marshes are normally impassable, or passable only to infantry at half speed. Woods are passable to cavalry and dismounted troops only in column of fours at half speed. None of these can fight in a wood, and if they meet each other, both sides must withdraw. Woods are impassable to artillery. Light infantry in file or open order are not affected. If a road goes through the wood, troops can move along it at normal speed. If any unit has to cross any obstacle it can only go half its full movement distance that turn. This rule applies to units occupying or leaving a house, crossing an obstruction like a wall or stream, or embarking on a barge.

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When units carry out a move partly in open country and partly in a restricted area like a hillside, to calculate the total distance the unit is permitted to cover it is probably easiest to double the distance done in the restricted area. For instance, every inch done on a hillside might be counted as two. Note: Before the beginning of a game the players should discuss the terrain and agree on the effect it has on movement

RULE 12 Combined operations It is normal for a unit to take a full move to embark on a ship or barge. When a barge arrives at a wharf, or beaches, everyone should disembark on the move that the barge arrived, as this is the normal practice. Movement distances must, however, remain halved, even though this prevents some men from disembarking. Similarly, for an embarking move, all the men embarking must be within half a movement distance of the barge. No barge can move unless it has a minimum of two men aboard. Normal movement rates for barges are: Across the current .. 12 inches With current or tide. . .. 18 inches Against current or tide. . . . 6 inches .

Summary of Maximum Movement Distances


INFANTR Y Move and fire Battalion in line or square Company in line. . . Column of fours, file, single file .. Light Infantry open order or file Move and fire . . Move without firing. . Change formation. . Other units to change formation max. move of an individual

6 inches 9 inches 12 inches 15 inches 12 inches 18 inches 18 inches 12 inches

ARTILLERY Move and even chance to fire .. .6 inches Move deployed without firing. . .. 12 inches Move column of route. . . . 15 inches Guns may not move if under close range infantry fire (a minimum of eight muskets). CAVALRY Heavy cavalry Light cavalry Trains, pontoons, etc. 24 inches 30 inches 12 inches

Effect of Terrain - moving on a hill, through a wood, from or into a house, across an obstacle, half speed.

Firing
RULE 13 Artillery I. Conditions for opening fire Guns fire after all moves have been made. A gun can engage any target provided that the following conditions are satisfied: (a) The target is visible from the gun muzzle, and not more than 45 to the right or left of the direction in which the gun is pointing. (b) The path of the projectile does not pass within an inch of any friendly troops. (c) There is a gunner officer within twelve inches of the gun (an officer can control the fire of up to three guns). (d) A detachment of four men, not less than two of whom are gunners, is grouped round the gun. (Penalties however must be paid if all the men in the detachment are not gunners.) In mixed detachments the No. I who stands behind the trail of the gun must always be a gunner. (e) THE GUN ITSELF IS NOT UNDER SHORT RANGE Infantry fire from a minimum of eight infantrymen. No member of the same army, other than part of the detachment, may be nearer than one inch to the gun. Note: If the player with the eight or more infantrymen declares they are going to shoot at the gunners the gun must remain silent; if he does not make this declaration it can fire. (j) Overhead fire. A gun may only fire over the heads of its own troops when the gun is on a hill and the line of flight of the projectile, taken as a straight line from gun. to target, clears the head of any friendly troops by not less than one inch. (The line of flight would of course be curved, but 18th century gunnery was too uncertain for overhead fire to be popular.) Grapeshot cannot be fired overhead. Guns, if required, can fire at targets beyond enemy light infantry in open order, but cannot engage a target behind any troops in close order, unless the gun is on a hill and has a clear line of sight to the target. (g) If the gun has moved to point in a new direction, or over a distance of not more than six inches it has an even chance of firing. A dice must be thrown and if an even number comes up the gun can fire. 2. Calculating the Fire Effect As in the elementary game, we take into account two separate factors. Firstly, did the gunners work out the range correctly, secondly, did the round hit the target fair and square, in rifle-shooting terminology, was it a bull or an outer? Dice must therefore be cast twice for each shot, the first time for the range, and the second for the effect. Range. At ranges not exceeding a foot, the gun fires point blank, there is no range problem, and therefore no dice need be cast for it. At any range above one foot the number on the dice must be equal to, or more than, the range in feet, for example: if the range to a target is more than two feet, be it only by quarter of an inch, a three or better must be thrown, or the shot is deemed to fall either short or over the target. Fire Effect. After it has been established that the round hit the target, another dice is thrown to decide the effect of the shot. If the fire is grapeshot, only permissible if the range is not more than two feet, the number thrown is the standard number of casualties inflicted. At ranges over two feet, the round is roundshot or shell, and the standard number of casualties inflicted is only half the number thrown.

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The following table summarizes the rule: Range 0-1 ft Dice for range Not required Dice for effect

The number on the dice is the standard number of casualties inflicted. Over I ft.-2 ft. '' Over 2 ft.-6 ft Throw two or better '' Number thrown must be equal, or be greater than, the distance in feet, e.g. for a range over 2 ft. but under 3 ft. a three must be thrown. SPECIAL CHARACTERISTICS OF THROWING A SIX FOR EFFECT If a six comes up on the dice thrown for effect, it has certain special results, depending on the target. If the target is a gun, as in the elementary game, the gun is destroyed. If the target is breastwork, two inches of breastwork are destroyed and up to three casualties suffered by any infantry behind the shattered portion. If the target is a house, the house is destroyed, its occupants suffering casualties, normally amounting to a quarter of their strength but not exceeding a maximum total of four. If the target is a landing barge, it will suffer damage, losing a third of its complement as casualties. If it is hit again, with a six, it will be sunk with all hands. If a pontoon is the target, it is sunk and requires the attention of a platoon of sappers for three moves, before the pontoon can be repaired and the bridge used again. Artillery fire of course has no effect on the structure of permanent bridges. Further characteristics as regards permanent fortifications are given on page 95. Note: As in the elementary game, at ranges of over two feet it is assumed that artillery fire is a mixture of round shot and shell. PENALTIES FOR INCOMPLETE GUN DETACHMENTS If the gun detachment is composed partly of gunners and partly of infantry, one point must be deducted from the dice thrown for effect (before any halving, etc.) for each infantryman. This deduction is not however to be made if a six is thrown and any of the special effects detailed above are claimed. CAPTURED GUNS Owing to difficulties over the transport of the appropriate ammunition, captured guns can only be fired from the position where they were captured. The normal rules for gun detachments apply. Captured guns may be moved by a team of not less than four men not under short range fire. SPIKING OF GUNS A gunner requires one move to 'spike a gun' (which he does by driving a spike into the touch hole). If he is hit during the spiking move the gun is not 'spiked'. Once a gun has been 'spiked' neither side can fire it. RULE 14 The Calculation of Casualties from Fire I. The standard number of casualties is suffered by all dismounted troops standing in the open in close order. 2. For cavalry, gunners, light infantry in open order, and engineers working on a sapper task, the standard number is halved. Half the number is the standard number of casualties

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3. Troops behind cover suffer only half the number of casualties they would have suffered in the open. To count as being behind cover, half the target must be obscured from the firer's vision. In border-line cases troops will be held to be in the open. Troops behind breastworks or other fortifications however will always count as being in cover unless steeply overlooked from a height (angle of more than 4-5 with the horizontal). Troops in houses count as being behind cover if it is claimed that they can fire. The same applies to troops behind fortifications including towers and bastions. Light infantry firing from the edge of a wood do not count as being in cover. (It is already assumed that in open order light infantry take advantage of folds in the ground, etc., not represented on the table. The cover in a wood may well not be bullet-proof and so not necessarily better than the cover they have been assumed to be using. 4. Allotment of casualties Before a gun fires the target must be indicated. If the round hits the target, and casualties are inflicted, the men most likely to be hit should be removed. If it is important to decide on the specific men who are deemed to be hit, the procedure is exactly the same as in the elementary game. First all the men within range of the shot must be determined, and the right-hand man nominated as number one. The player suffering the casualties then throws a dice and selects the casualties according to the number thrown. For example, if a three is thrown, every third man counting from the right is removed, restarting from the right again, if necessary, until the correct total number of casualties has been taken away. If a gun detachment is the target, the gunner behind the trail of the gun is counted as number one and casualties are then worked out, moving clockwise round the detachment. FRACTIONS If fractions of a casualty are suffered from the fire of a particular body of troops, such fractions must be added to any others suffered elsewhere during that turn. If, after totalling the fractions, a half or more is left over, it counts as a casualty, less than half is disregarded. Fractional casualties are allotted to the unit where the greater part of the fractional casualty was incurred. If it is not clear from where the casualty should be taken, and the decision is important, the two players can toss against each other to decide. RULE I5 Normal Musketry Fire I. Infantry in close order can fire on targets to their front or 450 to their right or left, provided that they have not moved more than six inches that turn. Light infantry in open order or file can move twelve inches and fire. 2. Ranges. Short range is nought to six inches, long range over six to twelve inches. Extreme range (applicable to light infantry in file or open order only) over twelve to eighteen inches. 3. The two leading ranks of infantry may fire provided the second rank is not more than one inch behind the front rank (measured from the back of the stand of the front rank man to front of the stand of the second rank man). The range of a target from the second rank is assumed to be the same as the range from the front rank, irrespective of the actual distance. 4. Calculating the fire effect - all troops in close order. A dice is thrown for each group of firers as shown in the table below (men not armed with either a rifle or musket may not be included) : Grenadiers. . .. .. .. .. .. . . 1 dice per 6 men Line infantry and light infantry in close order. . . . 1 dice per 8 men Militia, engineers. . .. .. .. .. .. 1 dice per 10 men The number on the dice gives the standard number of casualties at short range (nought to six inches). This number must however be halved for long range (over six to twelve inches). Where a group exceeds, or is less than, the number given above, a proportionate figure may be taken. For example, ten line infantry are firing at short range. A single dice is thrown for the group of eight and four comes up. The fire of two infantrymen still remains to be taken into account. The dice is thrown again - a three. However, two infantrymen are only a quarter of the standard group of eight, therefore the number thrown on the dice must be divided by four making it three-quarters. The total number thrown therefore is four and three-quarters. Since the firing was at short range this is the figure for the standard number of casualties. If the calculation of fractions becomes too complicated single dice may be thrown for the odd men, a six on the dice counting as a casualty at short range or half a casualty at long range.

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5. Crossing targets. If any target, normally cavalry, passes within six inches of infantry who have not moved that turn, the target may be engaged as a target at long range even though at the end of the move the infantry might not be able to engage it. 6. Allotment and calculation of casualties from fire. This is done as laid down in Rule 14. However, infantry are not free to select which target they wish to fire at, they must engage targets according to the following order of precedence. First, infantry must fire on the target nearest them. If two targets are approximately the same distance away, then the infantry must fire at the enemy most nearly straight in front of them. If a player has a choice between engaging a crossing target or any other he may select the one he wants. RULE 16 Musketry or Rifle Fire Light Infantry in open order or file I. As with line infantry, only the two leading ranks can fire. Light infantry however in open order are far more flexible and mobile than infantry in close order. They can engage any enemy in front of them, and the limitation of only being able to fire at an angle of 45 to the left or right of their front does not apply. Fire from a front rank man must not, however, pass closer than one inch to a member of his own army; a man in the second rank, however, can engage any target his front rank man can fire at. In addition, if light infantry are attacked from a flank, provided they have not moved more than twelve inches that turn, the four men on the flank attacked can face outwards and fire on their assailants. The rule for crossing targets is the same as for line infantry. 2. The rules for firing are quite different from those laid down for infantry in close order. One dice is thrown for every light infantryman that can fire, and the effect computed as shown below: Range to target Short range (0-6 inches) .. Long range (over 6 inches to 12 inches). Extreme range (over 12 inches to 18 inches) Each hit represents a casualty at the standard rate. 3. When it is claimed that light infantry are firing in open order, the opposing player is entitled to measure the interval between firers. Wherever two firers are less than one inch apart, one of them must be removed, placed in a third rank, and excluded from firing that turn. 4. When firing at short range an individual rifleman may claim to shoot at an individual on the opposing side, say an officer. If a six is thrown that particular individual is held to be a casualty, otherwise casualties are allotted in the normal way. RULE 17 The Sequence of Firing I. Firing is taken to be simultaneous each turn. Thus a gun fired upon by an enemy gun during a turn can count its casualties as effective when returning fire during that particular turn. Thereafter the casualties must be removed. 2. The same applies to infantry firing at each other. But guns fire before infantry. Any casualties infantry may suffer from gunfire must be removed immediately and may not fire. No on dice for a hit 4,5 or 6 5or 6 6

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Charges and Melees


General and Cavalry, Rallying
RULE 18 The Charge I. A charge is a move bringing opposing forces into violent physical contact. It must be obvious that, after a charge has travelled a.certain distance, the troops confronting it cannot withdraw without disaster. Therefore if a charge is declared, and the attackers are less than half their maximum movement distances away from the enemy they are charging, those enemy are 'pinned' and must await the charge in their original positions, whatever their orders may be. To save confusion, all charges should be declared after orders have been written, but before any units are moved. It can then be at once established whether the defender, i.e. the player receiving the charge, can or cannot move any troops being charged. If two or more members of a sub-unit, i.e. a company, or squadron, or battery, are 'pinned' the whole sub-unit is considered 'pinned'. A regiment with orders to move, but which has one sub-unit 'pinned' by a threatened charge, may cancel the move, or abandon the sub-unit and carry out the move as ordered. 2. A unit may wheel or change its front before charging. Such a manoeuvre, however, must be made before the charge proper begins. Once the charge has been sounded no manoeuvre is possible. Any distance a soldier may travel during a wheel must be included when calculating the maximum distance he can charge. 3. When a charge has been ordered and the defender's troops are either 'pinned' or have no orders to move, a melee must result. 4. It may happen that a charge has been ordered from too far away for the defending troops to be 'pinned', and that these troops have orders to move. If a projected move, when completed, takes the defending troops beyond the maximum movement distance of the attackers, the move must be carried out, and there will be no melee. If, on the other hand, after the move has been carried out the attackers can still reach their prey, the defenders carry out half their move only, and then must stand and fight. 5. If a player, after declaring an attack on some enemy troops, finds that they are to move out of reach of his men, he may either cancel his attack and not move his attacking troops at all, or he can move them, up to their maximum permitted distance, in the direction in which the attack was originally ordered. Before he makes his decision, the attacker may ask the defender to send the troops under attack to their new position. He must then decide what he wants to do with his frustrated attackers, before he starts moving the rest of his army. 6. Cavalry, if so desired, can pass through their own or enemy light infantry deployed in open order and attack troops beyond them. In such a situation the light infantry may fire on the cavalry, as though they were in fact being charged. Cavalry, however, cannot charge through infantry drawn up in close order.

RULE 19 Melees How Combats are Decided I. As in the elementary game, melees between cavalry and cavalry, or cavalry and infantry, are decided by a series of individual hand-to-hand combats. Infantry v. infantry melees can be decided in the same way, particularly if light infantry are concerned. These melees are, however, normally resolved by the special method, more appropriate to the numbers involved, which is explained in the rule for close order infantry melees (p. 80). 2. Again as in the elementary game, each individual combat is decided by the two players throwing dice. If the numbers thrown are equal, or only differ by one, the melee is indecisive and both parties survive the combat. Where the total value of one player's throw is more than 'one pip' greater than that of his adversary, that player's soldier wins the melee, and his opponent is removed from the board as a casualty.

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3. In a hand-to-hand combat a cavalryman is worth two infantrymen and the maximum permissible odds. are two to one, both as a ratio and as regards the number of men who can be included in an individual combat. The rule is as follows: (a) Cavalryman v. cavalryman or infantryman v. infantryman, or two infantrymen v. one cavalryman. This is a level combat; each player throws a dice, and, if there is more than 'one pip' difference, the player throwing the higher number wins, his opponent removing his man from the board. (b) Unequal combats - a cavalryman v. infantryman, or two cavalrymen v. one cavalryman, or two infantry v. one infantryman. In each case the player with the superior force doubles the value of the number he threw. If it is then more than 'one pip' higher than the number thrown by his opponent, his opponent loses and removes his man. However, if on the contrary his opponent throws higher by the same amount, the latter wins and the player with the two men loses the right-hand one of the pair. (c) Unequal combat - cavalryman v. cavalryman and infantryman, or heavy cavalryman v. light cavalryman. The player who has the cavalryman and infantryman or the heavy cavalryman may add a quarter to the number he threw. If the player with the cavalryman and infantryman loses, he must forfeit his cavalryman.

RULE 20 Melee Cavalry v. Cavalry After it has been established that a melee will take place and where, the game proceeds very much as in the elementary game. The attackers first execute any wheel, etc., if this is required. Then the players toss for first move. The player winning the toss, not necessarily the attacker, must now move four troopers. He may move them jn any direction so long as they move in a straight line. The four troopers need not be next to each other, but they must move in a straight line from their position, and they may not turn any corners. Once the four troopers have been moved, they may not be moved again until the melee has been decided. They do not have to come into actual physical contact with an enemy, but, if a trooper does, his enemy is 'pinned' and may not stir until the combat has been decided. Once the winner of the toss has moved his four troopers, his opponent moves four troopers in a similar fashion; and this continues, the players each moving four troopers in turn, until they have no more men eligible to join in the melee, or no more men they wish to have included. If one player, when it is his turn, declines to move four troopers, thereafter he may not introduce any more troopers into the melee. Once a melee starts, any cavalry in the neighbourhood can join in, provided that they do not exceed their maximum permitted movement distance: they have not moved that turn: they have no orders to execute any other manoeuvre. If part of a regiment, operating as such, is pinned by a charge, the remainder of the regiment may always join in the melee, provided that no trooper exceeds his maximum permitted movement distance. Any troopers eligible to join in the melee may be moved up to form a second line behind the actual contestants. As will be seen later, it is usually wise to keep a reserve in hand. When both sides have brought into the melee all the troopers eligible to join in, or such of them as they want included, it is then decided by a series of individual combats between troopers in physical contact with each other in accordance with Rule 19 The survivors of a combat are moved backwards approximately two inches. When all the combats have been decided, and the casualties have been removed, the first move of melee is concluded. A dice is then thrown to determine whether the melee should continue next turn. If the throw is a one, two or three it is ended and both sides must rally in accordance with Rule 2 I that follows. If four, five or six come up it must continue for one more turn, known as the second move of melee.

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Second move of melee Only the survivors of the first melee and troopers in the second rank may take part. The players toss for who goes first, and the winner moves four troopers. The melee then continues in exactly the same way as the first. After all the combats have been decided, the melee is at an end. Any troopers who fought in the whole melee, or in either move of it, must now rally as laid down in the rules for a two move melee. If two or more troopers from a squadron were included the whole squadron must rally as though every member had fought. RULE 21 Rallying, and Deciding the Outcome of Melees I. General After a melee, units become disorganized, and must reform before they are capable once again of concerted action. 2. Outcome of the Melee One side may win, and consequently the other lose a melee, or it may be indecisive. The outcome depends on the scale of casualties. If the number of casualties suffered by one side is not more than two-thirds the number suffered by the other, the former wins. If this ruling cannot be applied the combat is a draw. As an example, if side A loses six men in a melee and side B four, side B wins; if on the other hand side A loses six men and side B five, the melee is drawn. If infantry participate in a melee, any casualties inflicted by their fire are included when calculating the result. (Casualties from the fire of units not taking part in the melee are excluded from this calculation.) 3. Prisoners Anyone defeated in a melee must yield prisoners at a scale of one prisoner per five, or part of five, casualties suffered. 4. Rallying Everyone must rally one turn for each move of the melee, but the loser must rally for one more turn than the victor. As an example the winner of a two-move melee must rally for two turns, the loser for three; if it had been indecisive both sides would have had to rally for two. While rallying, units reform, and at this time clearly lose some of their fighting power; infantry, while rallying, may not fire; cavalry, if charged while rallying, must deduct one pip from any number thrown for them. No unit can rally forward of the position where a melee took place. Victorious troops can rally on the field of battle; defeated troops must withdraw full moves during the next two turns. After an indecisive, i.e. drawn, melee, both sides are compelled to withdraw at least half a full movement distance next turn. They may retire more than this if they so wish. A unit which has become 'under strength' as a result of a melee (see Rule 34) must withdraw for its first two moves in disorder (i.e. no formed ranks are permitted). Units fighting a melee from behind a breastwork or a fortification need not withdraw to rally if it is drawn. A unit which is unable to carry out an obligatory withdrawal is in danger of having to surrender - see Rule 35. RULE 22 Musketry Fire in Melees I. Once a melee has begun, any firing, other than by short-range weapons like pistols, is as likely to hit a friend as a foe. No one can therefore fire into a melee. However, provided they have time, men being attacked will obviously fire on their assailants, and so the rule requiring all firing to be made at the end of the move

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must be modified. Fire may be opened on all charges delivered from a distance of more than three inches as follows (the method for working out the fire effect is given in Rule 15 or 16): 2. Cavalry charging infantry. (a) Cavalry charging from distances of between three and six inches will clearly ride into the infantry before the slower-witted have discharged their weapons; the less courageous among them may also be hasty and flurried when taking aim. If cavalry charge infantry from a distance over three inches but not exceeding six, infantry may fire on them as at a long-range target. (b) If cavalry charge from further away than six inches, the infantrymen have plenty of time to fire, but whether or not they hold their fire until they can 'see the whites' of the cavalrymen's eyes will depend on their discipline and the steadiness of their nerves. If cavalry charge infantry from further away than six inches, the two players toss to decide whether the infantry fired at long or short range. 3. Infantry charging infantry. For infantry the rule is different. For charges delivered from further than three inches up to a maximum of six inches away, defending infantry fire at attackers on foot as at a short-range target. If the charge is made from a distance greater than six inches, the rule is the same as for cavalry, and the two players dice against each other to settle the range. Table of Rules for Musketry Fire Distance of charge Type of target 0-3 inches All Over 3-6 inches Cavalry Over 3-6 inches Dismounted Over 6 inches All Range for musketry fire effect Firing not allowed Long range Short range Toss for long or short range

Note: Infantry on the flank of a charge may, of course, fire on the attackers as at a crossing target under Rule 15, i.e. if an attacker passes within six inches of an infantryman and within his arc of fire (45) the attacker may be engaged as a long-range target irrespective of his final position.

Melees Cavalry v Infantry


RULE 23 Cavalry v. Infantry in Open
After it has been verified that a melee will take place and where, the troopers of the unit making the charge come up into contact with individual infantrymen. The cavalrymen may wheel at the beginning of the charge, but thereafter, as in a cavalry melee, the troopers must move in a straight line. Any troops able to be included in the charge may be used to form a second line behind those in contact with the hostile infantry. The infantrymen themselves are not permitted to move.

When all the cavalrymen have taken up their positions, the infantry may fire in accordance with Rule 22. Unless the firing is completely ineffectual, gaps will appear in the leading rank of the cavalry. It is now that a second rank is important. Any troops in the second rank may be used to replace casualties in the front, always provided of course that the other rules for movement are observed - i.e. they do not exceed their permitted distance and move in a straight line. When this has been completed, the individual combats between troops and infantrymen in physical contact with each other are decided in the normal way, one trooper being worth two infantrymen. After all the combats have been decided and casualties removed, the turn is at an end. Next turn the cavalry may, if they wish, continue the melee; alternatively they may retire and rally back. If the cavalry rally back next turn, the melee is concluded and both sides must rally. The normal rules apply for determining the victor and the vanquished and for the surrendering of prisoners (see Rule 2 I - Rallying). If the cavalry wish to continue the melee, only the cavalrymen who were in the original charge may take part (i.e. the first and second rank of the assaulting troopers). The second move is carried out in the same way as the first; although individual troopers may move in any direction that does not cause them to move in any way backwards, no sub-unit, as a whole, may change its front.

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After the combats of the second move of melee have been decided, both sides must rally as laid down in Rule 2 I. RULE 24 Melee Cavalry v. Infantry in Close Order The procedure for moving up the cavalry is the same as for a charge against light infantry in open order, and the effect ofthe musketry is worked out in accordance with Rule 22. After the infantry have fired and cavalry casualties have been replaced from a second rank if formed, some infantry in the front rank may not be in contact with a cavalryman. An infantryman without an opponent may assist the man immediately next to him on his right or left provided that this does not result in more than two infantrymen fighting one cavalryman. A man in the second rank may not assist a man in the front rank. When all adjustments have been made, the melee becomes a series of individual combats between infantrymen and horsemen; these are settled by throwing dice in the normal way. The turn after the first move of melee, the cavalry can either rally back or continue the melee, the infantry must conform. If the cavalry continue the melee the infantrymen are pinned and may not move. However if the attack is continued into the rear rank, a rear-rank man not fighting with a trooper may help his immediate neighbour in the rear rank, provided that he is standing shoulder-to-shoulder with him. A front-rank man can only join in the struggle if he is directly attacked, or a next-door neighbour standing shoulder-to-shoulder with him is assailed. Front-rank men may not aid rear-rank men or vice versa. After the second move of melee both sides must rally a minimum of two moves in accordance with Rule 2 I,. RULE 25 Cavalry v. Infantry in Square In a combat between cavalry and infantry in 'square', hand-to-hand fighting and firing tend to become mixed up. Cavalrymen may ride up to the square and discharge their pistols into it. The infantry may reply with the bayonet or musket. The basic fact about infantry in 'square' was that they were so close together and formed such a wall of fire and bayonets, that troopers found it impossible to single out individual infantrymen to cut down. To reproduce these conditions, infantry in square, if charged by cavalry, are not allowed to fire, but the second rank of infantry may count with the front rank against a cavalry assailant during the ensuing melee. The rule: the cavalry are moved up to the front rank of the square. The resultant melee is decided by a series of individual combats in the normal way, except that, if the front-rank man under attack has behind him a second-rank man not engaged in any other fight, the combat is deemed to be two infantrymen v. one cavalryman, and therefore even. After each move of melee the square must be allowed to 'close up' to prevent gaps occurring. Infantry in square can fight an indefinite number of melees without having to rally, but must surrender if the square drops below a third of its original strength. If cavalry are ordered to charge infantry who have for the same move received orders to form square, the rule is as follows. If the infantry are 'pinned' (the cavalry are not more than half their maximum movement distance away), they cannot form square, and must receive the charge in their original positions. If they are not 'pinned', the infantry can complete forming 'square' before the charge arrives, and the rules for 'square' apply. Infantry in square can fire in the normal way if attacked by other infantry, or if cavalry pass them without attacking. RULE 26 Artillery in Melee If artillery are assaulted frontally from farther away than six inches anywhere within their arc of fire, provided that the gunners are eligible to operate their guns (see Rule 13, p. 60), it is assumed that the guns, at

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point-blank range, fired grapeshot on their assailants. During the subsequent melee, the gunners, being unarmed, have no fighting value. If an enemy attacks a gunner, and the gunner has no one to help him, the gunner must surrender next turn. If an attack goes in on an objective to a flank, since the guns cannot fire into a melee, they cannot be fired in the normal fashion, at the end of the move. At the same time an attack across their front could not hope to avoid casualties from gunfire. Where an enemy move results in a melee, guns may engage the charging troops in the position they would have occupied had they halted six inches short of their objective. Although guns cannot fire on troops charging from a distance of not more than six inches, they can, of course, engage any supporting troops who were more than that distance from their objective, unless they are themselves being charged by infantry from within the six-inch limit, or are under short range infantry fire.

Melee - Infantry v. Infantry


GENERAL This rule has been framed with two objects in view. First to produce a reasonably quick method of deciding the result of an infantry melee when large numbers are engaged on both sides. Second to provide for the effect of an attack in column when the rear ranks, without necessarily crossing bayonets with an enemy, yet give drive and impetus to the whole. RULE 27 Infantry v. Infantry, both in Close Order I. Once it has been verified that a charge will take place, and the enemy have, if necessary, been put in the position where they will receive it, the front rank of the assaulting infantry is moved forward into physical contact with the defenders. As already stated, before the charge begins companies may wheel or change their front, but once the charge move proper has begun all the assaulting infantry must move forward in an unobstructed straight line to their front. If the objective is narrower than the front of the attackers, it is permissible for the attacking infantry to contract their front by an attack in depth; this applies especially to an attack on the flank of an enemy 2. Once he has moved up the leading rank of the attacking infantry, the attacker may move up behind them as many more ranks in support as he wishes. For these to be included in the melee, however, two conditions must be satisfied: (a) No men may be included in a melee who, at the start of the move, are more than their maximum permitted movement distance from the front rank of the defenders. (It is wise to establish which troops, on account of distance, are precluded from joining in the melee before any moves are made.) (b) Only men in actual contact with an enemy, or men directly behind a man in contact with an enemy up to three ranks back (i.e. giving a total off our ranks), may be included in the melee on either side. Note: To be in contact with an enemy a soldier's stand must be in contact with that of his adversary, or some other part of the two men must touch. The antagonists need not face each other, and it is permissible, if it is physically possible, to place more than one man in contact with a single enemy. 3. Only after the number of men fighting in the melee has been agreed may the result of any fire by the defenders be calculated. It is necessary to identify all who may take part in the melee before making this calculation, as the attacker may not replace casualties from fire. If for any reason it is important to decide who exactly were hit by the defenders' fire, casualties should first be taken evenly from the front rank of the attackers. If after all the front rank have become casualties, some

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more still have to be made, the remaining casualties are taken from the second rank in a similar fashion, and so on. 4. After the casualties from fire have been removed, the two players throw one dice for each group of ten of their men who are included in the melee, an appropriate fraction of a dice being taken for any odd group. The number thrown is the number of casualties inflicted on the enemy. Casualties from the melee are allotted in the same way as casualties from fire; when all casualties have been removed, the melee is completed. 5. Next turn both sides must rally. When calculating the result of the melee, the attacker must add the casualties he suffered from the fire of the defenders he actually charged (but not from any other source), to the number he suffered in the melee itself. Infantry fighting in the open must rally next turn after one move of the melee, unless the rule for a particular type of melee exempts them - e.g. infantry in square formation fighting a melee with cavalry. RULE 28 Infantry in Open Order In a melee between infantry in close order and light infantry in open order, or between two forces of light infantry in open order, the attacking infantry are permitted to open their ranks and move up to individual infantrymen, if the attacker chooses to do so. In these circumstances Rule 27, allowing men not in contact with an enemy to take part in the melee, does not apply. The melee becomes a series of individual combats between infantrymen in actual contact with an opponent. Each individual combat is decided by the two players throwing dice against each other in the normal way. After all the attacking infantry have moved forward up to the defenders, the defending player may, if he wishes, move any soldier in open order who is not in contact with an enemy a maximum of two inches, in a straight line, to join in a combat. Both sides must rally in the normal way after one move of melee.

Special and complex forms of melee


The rules in this section deal with special and complex forms of melee. It is probably better not to attempt to master these rules until the simple types of melee are thoroughly understood. RULE 29 Melee at a Breastwork or Redoubt If the defenders are protected by a breastwork, the attack will clearly lose some of its impetus. The attackers, therefore, can only count a total of three ranks in their assault. Further, the breastwork counts as an obstacle and, when calculating how many men can be included in the melee, all movement distances must be halved. Otherwise the rules for the appropriate type of melee apply. Cavalry cannot attack infantry behind a breastwork. The defenders of a breastwork, if defeated, must obey the normal rules for rallying; if the melee is drawn, however, they do not have to withdraw from the breastwork, but may rally behind it. They cannot, of course, fire if charged while rallying - Rule 21. RULE 30 Accidental Melees I. The moves ordered by the two players may occasionally result in a clash which neither side intended. When the troops on both sides are cavalry there is no particular problem, and the whole thing is treated as though a cavalry charge had been ordered; the players toss for first move, bring up their troopers in groups off our, and the normal rules for a cavalry melee apply.

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2. Where infantry are concerned the matter is a little more complex. The point where the clash would occur must first be determined. This is done arbitrarily by laying out the axes of advance of the opposing units. Battens used for artillery fire often answer the purpose. Where the axes of advance cross is marked on the table as the 'intersection point' (the axis of advance is taken from the centre of the leading rank). If the clash is infantry v. infantry, both sides measure up how many of the infantrymen who were ordered to move are twelve inches or less from the 'intersection point'. All these infantry are then included in a melee which is decided in accordance with Rule 27, dice being thrown in the usual way for groups of ten men. No one may fire. Men not included in the melee can be moved up towards the intersection point but must be halted a minimum of three inches away from it. If some or all the infantry are in open order, the players toss for first move, then move their men up in groups of four to the area of the intersection point, the melee being conducted in the same way as a one-move cavalry melee. 3. If the clash is between infantry and cavalry, all the infantry are first moved up to the intersection point into any formation the player concerned wishes. The cavalry may charge the infantry if they wish, or take post anywhere between their original position and the intersection point. The infantry may not fire. If the cavalry elect to charge the melee is conducted in the normal way for a cavalry v. infantry melee, but without any infantry fire. Infantry in 'square' can count both ranks in the normal way. 4. The above rules do not apply if a clash occurs between two units advancing directly towards each other. In this case the melee must be settled in accordance with the appropriate rule for the type of combat. Infantry involved in an accidental melee, however, may not fire. RULE 31 Attacks on Houses Special rules apply to attacks on houses. The defenders of a house cannot be 'pinned' by an assailant, and assaulting forces must break in to the house before a melee can take place. A minimum force of eight men is required to break in to a house at anyone point, and not more than sixteen can break in at the same point. The procedure is as follows: The attacker moves his men up to the house. The defender can then fire, as in an ordinary infantry melee. Having removed his casualties, the attacker must decide at how many points he intends to try to force an entry, bearing in mind he must have a group of at least eight men available for each break-in point he tries for. The attacking player now throws a dice for each group trying to break-in. If an even number comes up, the break-in succeeds, if an odd, it fails. Men who succeed in entering a house are automatically engaged in a melee with the occupants, which is decided by a series of individual combats. It is not necessary for the contestants to come into contact with each other; the number of equal and unequal combats can be decided by a comparison of strengths. For instance fourteen men break in to a house defended by twelve. The attackers outnumber the defenders by two. Two of the combats will therefore be at odds of two to one in favour of the attacker, and the remaining ten even. The combats are decided by the two players throwing against each other in the usual way. If either side wins the melee, the loser must withdraw six inches from the house to rally, and the winner rally for one turn in the house. If the melee is drawn, both sides may remain in the house, neither side need rally, and, next turn, it may be resumed. Both sides may introduce fresh troops into this second melee, the attackers being limited to sixteen men per break-in point, the defenders to a force not exceeding the strength of the original garrison of the house. There is no limit to the number of drawn melees that may be fought in a house without rallying being necessary. After each melee, however, either side may withdraw from the house, and the other side cannot claim they are 'pinned'. If one side withdraws from a house after a drawn melee, all the men concerned in the melee on both sides must rally for one turn; the side not withdrawing may remain in the house.

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If an attacker, having failed to break into a house one turn, tries again the next, provided he succeeds in breaking in, the three inch rule operates, and the defenders may not fire. However, if the attacker does not break in, there is no melee and the defenders can fire in the normal way. Note: It should be remembered that a move in or out of a house is an 'obstructed' move, and men can only go half their maximum permitted movement distance. This limitation is important when calculating who can take part in the melee. Cavalry cannot enter a house. RULE 32 Attacks on Fortifications If the obstacle is such that the attackers need special preparations to reach the defenders (scaling ladders ,etc.), then the rules outlined above do not apply. The melee will consist of a series of individual combats between the attackers who manage to come into contact with the defenders, the normal rules for individual combats being applied. Neither side need rally after such combats. RULE 33 Mixed Melee Including Both Cavalry and Infantry I. The general principle is that the normal rules should be applied so far as possible, modifications only being introduced to deal with special circumstances. 2. Cavalry v. Cavalry and Light Infantry. If cavalry charge light infantry in open order and hostile cavalry intervene to assist the light infantry, the light infantry fire, the players dicing for long or short range. After the light infantry have fired, the melee is conducted in exactly the same way as an ordinary cavalry v. cavalry one. Where infantry are involved, the normal rules for infantry v. cavalry combats are observed, viz. one cavalryman is worth two infantrymen, and a cavalryman being assisted by an infantryman has a quarter added to the number thrown for him. The infantrymen may not be moved; they must receive the charge in their original positions. The infantry conform to the cavalry as regards rules for rallying. If the mixed force must yidd prisoners it surrenders infantrymen and cavalrymen in proportion to the numbers engaged. 3. Cavalry v. Cavalry and Infantry in close order. If cavalry declare a charge on infantry in close order, the charge goes through in the normal fashion for a cavalry v. infantry in close order melee. After all the attacking cavalry have been brought up, if there are cavalry on the flank of the infantry being charged, and these cavalry have orders to support the infantry, they may, providing any wheel is made at the outset of the charge, counter-charge the attacking cavalry, selecting their opponents. The melee is then settled by a series of individual combats. Normal rules for rallying after a cavalry melee apply. If the attacker, foreseeing the danger to his flank, holds back some squadrons to protect it, these squadrons can charge the counter-attacking cavalry, and this encounter is conducted as for a normal cavalry v. cavalry melee. If cavalry attack infantry in close order and supporting cavalry are behind the infantry, such supporting cavalry cannot ride through the infantry: individual troopers may, however, join in any combats they can reach by moving in an unimpeded straight line from their position. 4. Infantry v. Infantry and Cavalry. a) If an infantry melee takes place under Rule 27, p. 80, and therefore soldiers not in physical contact with an enemy can take part, either side can introduce cavalry if the horsemen have been given orders to support the infantry. For the purpose of working out the melee, one cavalryman counts as two infantrymen, one standing behind the other. As an example an infantry company (sixteen men in two ranks) supported by a squadron (eight troopers in one rank) would count as thirty-two infantrymen ranged in four ranks and be entitled to three and

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one-fifth dice in a melee. If, however, a squadron of eight troopers formed the fourth rank behind three infantry ranks included in the melee, only half the cavalry strength could be included, making the squadron worth only eight infantrymen. Casualties are allotted in proportion to the numbers of the two arms involved, without any differentiations for their different fighting capabilities. Cavalry cannot fire mounted and cannot be included in any calculation of fire effect. b) The rule above presupposes the cavalrymen are directly behind an infantryman in contact with an enemy. If cavalry, to the flank of infantry being charged by enemy infantry, counter-charge the attackers, the melee is decided in two parts. First the attacking infantry are moved up to the defender in the normal way in accordance with Rule 27, melee infantry v. infantry in close order. Then the cavalry wheel and charge as though executing a normal cavalry v. infantry charge. The resulting melee is now broken into its two components. All infantrymen in physical contact with cavalrymen fight a normal cavalry v. infantry melee, the issue being decided by a series of individual combats in accordance with Rule 24. All attacking infantry not involved in the cavalry melee are included in the infantry v. infantry melee if otherwise qualified, and this is decided in accordance with Rule 27. At the end, the casualties of both parts of the melee are totalled and the outcome of the whole established. Next turn the infantry must rally, unless the cavalry wish to fight one more move of melee. Note: Defending infantry cannot fire at a target within one inch of a friendly cavalryman. 5. Two mixed forces fighting a melee. If two mixed forces fight a melee it is probably best to break it down into a number of components. The rule at sub-paragraph 4 gives most of the directions needed and in particular 4 (a) provides a reasonably quick method for solving such a melee in, as it were, a single operation. However, the other rules can be applied to the parts for which they are appropriate. RULE 34 Morale I. After suffering casualties amounting to the proportion of its strength shown below the fighting ability of a unit is decisively impaired, and the unit is termed 'under strength'. All infantry units or units fighting as infantry, except light infantry, become 'under strength' if their casualties number more than half the number with which they began the battle. Light infantry and cavalry units become 'under strength' if their casualties number more than two-thirds of this figure. 2. Penalties for 'under-strength units'. When a unit has gone 'under strength', except in town, the next two turns it must withdraw full moves; in a town it need only withdraw 6 inches. The unit is incapable of offensive action, and, if attacked, has all its fighting capabilities halved. For instance, a trooper from an under-strength squadron which was charged by enemy cavalry could count only half the value of the dice thrown for him; infantrymen in an under-strength company could only fire if attacked, and, when firing, would only be entitled to one dice per group of sixteen men. An engineer unit reduced to half its strength could not fight as infantry, but could undertake an engineer task. If reduced to a third of its strength it would be unable to function at all. 3. Calculating the Strength of a Unit. If a regiment were operating as a single unit, it would have to lose over half its number before paying any penalty. It would not matter if individual squadrons or companies became under strength, so long as the total strength of the unit remained not less than half the original. On the other hand if a company or squadron were operating as an independent sub-unit (defined as being more than one maximum permitted movement distance from another similar sub-unit of the regiment) then, if it lost more than half its men, it would become under strength, and have to accept the appropriate penalties. An independent sub-unit that has become under strength may not rejoin its parent unit, unless that too has become under strength.

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4. Special rules, however, apply to infantry in particular situations where retreat would be military suicide, see Rule 35 (surrender). note: Occasional anomalies occur as, for instance, when a unit becomes under strength after winning a melee. Nevertheless the rule must be rigidly enforced. RULE 35 Prisoners and surrender I. After a unit has been defeated in a melee, it must yield prisoners on a scale of one prisoner per group of five, or portion of five casualties suffered. The prisoners should be 'surrendered' from among the men nearest to their captors - a colour, however, may always be tossed for. A unit capturing prisoners must send them to the rear with an escort of one man for up to ten prisoners. An under-strength unit may be used to man a prisoners of war cage. 2. Surrender. Infantry under cavalry attack while in square may maintain their position if they have a third or more of their original number of men still standing. If their numbers drop below a third while under attack the whole square must surrender. An under-strength unit holding out in a square must withdraw and suffer the appropriate penalties any turn when the threat of a cavalry attack has ceased. (The threat will be held to have ceased if no cavalry are within half their maximum permitted movement distance, and no cavalry charge is declared at the beginning of the move.) 3. Any force which is unable to carry out an obligatory movement owing to the presence of the enemy is in danger of surrender until that movement has been carried out. An example of such a force might be the defeated garrison of a house surrounded by enemy and therefore unable to withdraw without fighting a melee. Each turn, until the obligatory move has been carried out, the player with such a force must throw to see whether or not it surrenders. If he throws less than two the force must surrender. RULE 36 Houses The maximum garrison allowed in each house may be agreed between the players before play begins, or it may be limited to the number of soldiers who can be lined up standing shoulder to shoulder, against one long wall and one short wall of the house. For purposes of firing, a house counts as cover. Not more than the equivalent of two ranks lining the appropriate wall may fire at one time. (N.B. It should be remembered that the main limitation on firing is the length of time it takes to load a musket, rather than the number of loopholes that may have been knocked in the walls.) Men entering or leaving a house are doing an 'obstructed' move and may travel only half their maximum permitted movement distance. For assaulting houses see Rule 3 I. RULE 37 Towers and Chateaux I. The strength of garrisons is normally agreed before beginning the game. Up to two ranks may fire in anyone direction, normal rules being applied to the arcs of fire of individual men. Towers and chateaux give cover from fire. 2. If the garrison goes under strength and if the tower or chateau is actually under assault dice must be thrown to avoid surrender.

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3. Towers or chateaux may only be assaulted through a doorway or gateway. As in an attack on ramparts, melees may only be decided by a series of individual combats between soldiers in contact with each other. 4. Special rules for breaching the walls may be devised, i.e. guns firing at a wall from a range of less than three feet may be held to make a breach, through which one man can enter at a time, for every six thrown for effect. RULE 38 Breastworks These are impassable to guns, or cavalry under fire, otherwise they count only as an obstacle and give cover from fire. One infantryman can construct one inch of breastwork in seven turns, provided one sapper is present to supervise every six infantrymen. The construction is calculated as follows: first turn infantry take up line of entrenchments. The breastworks are ready by the eighth turn. Troops cannot construct a breastwork and fire. RULE 39 Demolitions I. Six sappers take six turns to prepare one span of a bridge for demolition. 2. The bridge can only be blown if a sapper officer or sergeant is present to light the fuse. 3. When the order to blow is given (written as a move) dice will be thrown, before artillery fire is taken, to find out if the charges exploded. If a one or a two is thrown, the charges fail to explode. If a three is thrown, the bridge is only passable to infantry in single file. A four, five or six means the demolition is successful. 4. If the demolition was unsuccessful it can be repeated next move with similar chances. If still unsuccessful, however, three sappers must work for three turns before the next attempt can be made to blow the bridge. RULE 40 Pontoon Bridging Twelve sappers (including an officer) can bridge three inches of river in one turn; less than twelve sappers to a minimum of six (including an officer) bridge one and a half inches per move. No construction below this figure, and no infantry can be used to replace sapper casualties. RULE 41 The Sequence of Play I. Turns A turn comprises the planning, the writing down and the execution of moves, the judging of fire effect, and the deciding of melees. When the last melee has been decided and the last casualty removed, both players start the cycle again by planning their next moves. 2. Moves The move for each unit must be written down This is necessary for two reasons. Firstly if orders were not written down a player might, almost unconsciously, modify his moves in the light of those made by his opponent; eventually a situation might arise where, amid an acrimonious silence, each player waited for his opponent to move first. Secondly it is not possible, while operating with large forces, to remember the details of all the moves planned; the 'written orders' serve as an aide memoire. The moves need only be written down in sufficient detail for the player himself to understand what he has planned, but all must be written down before the first unit is touched. After the first unit on either side has been moved, a unit without written orders must remain stationary. After completing their written orders, but before touching any troops, the players must declare any charges, after that both players move their units forward in any order they choose. It is obviously wise when the movements of two hostile units look as though they may interact, for the players to deal with such units at the same time. Whatever their orders, units may always fire at a target which they are

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otherwise qualified to engage. After firing begins, no further moves can be made, except for those specifically required by a rule, e.g. in connection with a charge, or a withdrawal that is obligatory but which for some reason has been overlooked. It would be cheating, however, for a player deliberately to omit a move he perceived to be disadvantageous. 3. Firing and deciding melees When the players agree that all moves possible have been completed, they toss to decide who is to fire first. There is little significance in the toss, however, as the firing of like weapons is assumed to be simultaneous, and casualties need not be removed until both sides have fired. Artillery fires first. As in the elementary game, the player declares his target, and then throws dice to determine the effect of his fire. When one player has fired his guns, the other replies with any of his own capable of firing; for this purpose he can fire any gun which has been knocked out during that particular turn. When both sides have finished firing their artillery, all casualties are removed. Infantrymen struck by artillery fire are not permitted to fire themselves. Now both sides deal with musketry in exactly the same way, both sides removing their casualties when firing is completed. To avoid confusion it is best to lay a man down as soon as he has been hit. After all the firing is finished, any melees are decided. That completes the turn, and both sides now plan the next. RULE 42 Conditional Moves Provided that the intention is clear, orders for a move may be made 'conditional' on a move by an enemy. Light infantry for instance may be ordered to remain a given distance from an enemy force, and any move made in accordance with this instruction is valid so long as maximum permitted movement distances are not exceeded. As another example, cavalry might be given orders to charge any enemy cavalry coming within range, failing which they should move their full distance to the right. This rule must not be abused. Not more than two alternative moves may be written down, and it must be quite clear in what circumstances either alternative may be used. The player may not decide on which alternative to employ after he has seen what his opponent is doing; he must adopt his first alternative unless the circumstances which he legislated for in his second have clearly arisen. Examples of conditional moves are given in the specimen table of orders at the end of the chapter. General points DEFINITIONS A sub-unit may be a company, squadron or gun, a unit consists of two or more companies, squadrons, or guns. STARTING CONDITIONS The starting conditions are the conditions laid down before the beginning of a game. They normally include: I. A map of the terrain, with notes on any special features such as whether rivers are fordable and where, which way the current flows if this is significant, whether morasses are passable to infantry etc. 2. The two start lines forward of which neither side can move troops before the game begins, and any other conditions regarding the introduction of troops into the battle. 3. The size and composition of both Armies in a detail to be mutually agreed. (A point system for standard units is given at the end of this chapter. The two Armies may be limited to a given number of points within which the two players are free to choose what sort of units they like. It is normally more interesting if the two Armies are not identical in number and type of units.) 4. The task to be carried out by either Army and the criterion by which success or failure

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may be measured.

PLAYING THE GAME WITH SEVERAL PLAYERS Sides in a game may each consist of a number of players. There should be a commander in-chief with a small reserve immediately under his command, and the other players should each command a part of the Army. Before the game, the players discuss the situation and draw up a plan. Thereafter they may confer during every third turn. In between they may pass written messages to each other, any such message taking one turn to be delivered. Except before every third turn, the players may not discuss the situation with each other. In a game of this description, confusion and the 'fog of war' need no simulation. The two Commanders-in-Chief must be men of iron nerve, otherwise their reason is unlikely to survive the activities of their subordinates.

TOOLS In addition to model soldiers and props for the field of battle, each war-gamer needs a six-foot batten marked in feet to measure gun ranges, a thirty-inch batten marked at 30", 24", 18", IS", 12",9",6", 3" for calculating moves, an ordinary 12" ruler, a template giving an angle of 45 for measuring arcs of fire, a dice* cup, and about six ordinary dice. He also needs a good temperament and the serving of stimulants at intervals.

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