Sunday 27 September 2015

HORSE AND MUSKET WAR GAME RULES

Recently I have been very impressed and inspired by Neil Thomas' One Hour Wargames and The Westerhope Wargame Group link. The lads at Westerhope have a style of play that I much admire.
In an attempt to develop a universal set of rules with simplicity for my own solo battles I have come up with these....


 HORSE AND MUSKET WAR GAME RULES

ROLL FOR WHICH  SIDE TAKES THE FIRST TURN THEN TAKE ALTERNATE TURNS  


TURN SEQUENCE :   MOVE ALL UNITS AND GENERALS, USE GENERALS TO RALLY WAVERING UNITS, COMBAT ( SHOOT OR MELEE IN ORDER DECIDED BY THE PLAYER WHOSE TURN IT IS ). ONLY THE PLAYER WHOSE TURN IT IS ROLLS TO RESOLVE COMBAT.


MOVEMENT : UNITS MAY PIVOT AT THE START AND/OR THE END OF THEIR MOVE

MAXIMUM MOVES ARE: LIGHT HORSE 10,  HORSE 8,    LIGHT INFANTRY 6,          LINE INFANTRY, LIMBERED GUNS 4,    MANHANDLED GUNS 2

DIFFICULT TERRAIN IS ONLY PASSABLE FOR INFANTRY, LINE INFANTRY MOVE AT HALF SPEED. 


COMBAT: UNITS HAVE THREE CONDITIONS: FULL STRENGTH, WAVERING OR DESTROYED.

TO CAUSE AN ENEMY UNIT TO WAVER ROLL TWO D6 AND SCORE NINE, TO CAUSE A WAVERING UNIT TO BE DESTROYED ROLL TWO D6 AND SCORE NINE. THERE ARE MODIFIERS TO THE DICE ROLL.

SHOOTING RANGES:  MUSKETS  6    GUNS  24


COMBAT MODIFIERS

+1
ELITE TROOPS 
GENERAL WITH UNIT
GUNS FIRING UNDER 6 (CANISTER)
HORSE VS. FOOT OR LIGHT HORSE IN MELEE
FORMED INFANTRY IN MELEE WITH LIGHT INFANTRY
+2
ENFILADE FIRE 
IN MELEE WITH GUNS
FLANK ATTACK
ENEMY IS WAVERING
+3 
REAR ATTACK
-1
ENEMY IN COVER
IN MELEE WITH ENEMY UPHILL
-2 
WAVERING UNIT IN COMBAT

COMMAND:  GENERALS MAY RALLY A WAVERING UNIT BY JOINING THE UNIT AND ROLLING NINE WITH TWO D6.    A GENERAL WITH A DESTROYED UNIT IS REMOVED AS A CASUALTY BY SCORING TWO WITH TWO D6.




I decided against using unit rosters for difficulties in identification and I rejected using dice to mark hits for reasons of clutter and aesthetics. So I decided on my units having only three states, Full Strength, Wavering and Destroyed. That way all I need is a wavering marker. I nicked the 2d6 and score 9 mechanism from a RPG game and that's about it.

Here is a scenario based on One Hour Wargames scenario 13 Escape but using 18 units per side instead of 6.

The Normagnan army is returning from a successful raid into Fallstadt territory but comes across a small blocking force Grande Duke Louis must break through and escape with at least half his force to win...

 A small Fallstadt brigade defends the pass.
 The table on turn one.
 The Normagnans lead with the cavalry.

 On turn two Fallstadt troops arrive on the right flank.
 The Normagnan guards brigade counter.
 While the horse push on for the pass.
 Fighting begins on the right flank, a guard battalion wavers.
 This flank attack failed however and the confrontation became protracted.
 A shot from the cannon wavers the Normagnan Horse Grenadiers with a score of ten.
 And a score of eight is enough to break them with a volley from the infantry.
 Louis survives the rout with a score of six!.
 Turn four sees more Fallstadters arrive on the other flank.
 Action on the right.
 And now on the left.
 Louis' cavalry try to break through.

 A score of twelve is always a success, but I cannot remember who for!.
 It must have been the wavering Normagnan cavalry.
 Turn six sees the Fallstadt elite brigade arrive at the pass!.
 The Normagnans are under great pressure on the flanks.
 The Fallstadt foot are wavering but still hanging on.
 Chasseurs in the woods.
 An overview.
 Louis' cavalry are now confronted by the Guards.
 The Chasseurs break off to head for the pass.
 Miniatures are 15mm from Warrior with some Freikorps and Peter Laing, I've had these for many years.
 The Normagnans are pressed hard as they try to reach the pass.
 The right flank.
 The left is doomed.
 Fallstadt Guard Grenadiers in their bonny uniforms.
 Trying to stop the enemy horse.
 The Normagnan right flank fight on.
 The Fallstadt Guard Grenadiers get the upper hand.
 As do this gallant Normagnan battalion, until...
 Surrounded and defeated!.
 As Louis and his cavalry escape his following infantry come under attack.

Even a score of three is enough to destroy the wavering unit as it is enfiladed, hit by canister and the cannon are directed by a general.

Louis escaped with his life and less than a quarter of his proud army.

The game took less than two hours to play.

I have an Ancients version of the rules too.