Minden Rose Wargames Rules

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7/28/2019 Minden Rose Wargames Rules http://slidepdf.com/reader/full/minden-rose-wargames-rules 1/32 Minden Rose Wargames Rules Page 1 © Emperor Games Ltd Table of Contents 1. The Seven Years War 2  6. Shooting 17  6.1. Dice rolls per stand 17 2. Introduction 3  6.2. How shooting works (example) 17 2.1. Time and ground scale 3 6.3. Ammunition and first volley 17 2.2. Basing 3 6.4. When can you shoot? 18 2.3. Troop classifications 3 6.5. Who can shoot? 18 2.4. Points per stand (PPS) 3 6.6. What can you shoot at? 18 2.5. Unit types 4 2.6. Formations 5 7. Charging 19  7.1. Charges 19 3. Army lists 6  7.2. Charge responses 19 3.1. Prussia 6 7.3. Charging the flank or rear of the enemy 19 3.2. Russia 7 3.3. Britain 8 8. Melee 20  3.4. France 9 8.1. Which stands can fight? 20 3.5. Austria 10 8.2. How melee works 20 3.6. Reichsarmee 10 8.3. Winning the melee 20 4. Game Mechanics 11  9. Movement 21  4.1. Command and control 11 9.1. Speed of movement 21 4.2. Setting and changing Brigade orders 11 9.2. Shooting and moving in the same bound 21 4.3. Independent units 11 9.3. Interpenetration 21 4.4. Hits per stand (HPS) 12 9.4. Special manoeuvres 22 4.5. Disorder 12 9.5. Charge, supporting charge & counter-charge moves 23 4.6. Removing stands 12 9.6. Evade moves 23 4.7. Damage to structures 12 9.7. Rout moves 23 4.8. Supporting units 13 9.8. Pursuit moves 23 4.9. Morale tests 13 9.9. Fall-back moves 24 4.10. Rout 13 9.10. Follow-up moves 24 4.11. Destroyed units 13 9.11. Evading, routing or falling back through a supporting unit 24 4.12. Types of terrain 14 9.12. Retreat moves 24 4.13. Setting out terrain (optional rules) 14 9.13. Standard moves 24 4.14. Visibility 14 4.15. Surprise 14 Scenario (1) - The Battle of Minden 25  5. Start of play 15  Scenario (2) - The Battle of Zorndorf 28  5.1. Setting out the battlefield 15 5.2. Initial deployment 15 Appendix 31  5.3. Sequence of play 16 Reading list 31 5.4. Winning the game 16 Figure Manufacturers 31 5.5. Dealing with situations not covered in the rules 16 Army Planning Sheet 32 Author’s acknowledgements I would like to give my thanks to Nick Rutherford and Mike Bailey, who’s contribution towards making these rules a success has been enormous; and to my lifelong friend and arch rival wargamer, Mark Goddard, for taking care of the printing. Most of the pictures in this book are of miniatures painted by myself for my private collection, with the exception of the Russian infantry, which were painted by Mike Bailey. All figures are manufactured by either Wargames Foundry (WF), Front Rank (FR), Crusader Miniatures (CM) or Dixons (DX) and are 25/28mm. We welcome your feedback, so email us at [email protected] , or write to the author at: Emperor Games Ltd, Corner Lodge, Whitecross Lane, Banwell, Somerset, BS29 6DP United Kingdom www.emperorgames.co.uk Front cover: British 12 th Regiment of Foot (Napier's), part of Sporkern's column at Minden (WF)

Transcript of Minden Rose Wargames Rules

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Table of Contents

1. The Seven Years War 2   6. Shooting 17

  6.1. Dice rolls per stand 17

2. Introduction 3   6.2. How shooting works (example) 17

2.1. Time and ground scale 3 6.3. Ammunition and first volley 17

2.2. Basing 3 6.4. When can you shoot? 18

2.3. Troop classifications 3 6.5. Who can shoot? 18

2.4. Points per stand (PPS) 3 6.6. What can you shoot at? 182.5. Unit types 4

2.6. Formations 5 7. Charging 19

  7.1. Charges 19

3. Army lists 6   7.2. Charge responses 19

3.1. Prussia 6 7.3. Charging the flank or rear of the enemy 19

3.2. Russia 7

3.3. Britain 8 8. Melee 20

  3.4. France 9 8.1. Which stands can fight? 20

3.5. Austria 10 8.2. How melee works 20

3.6. Reichsarmee 10 8.3. Winning the melee 20

4. Game Mechanics 11   9. Movement 21

  4.1. Command and control 11 9.1. Speed of movement 21

4.2. Setting and changing Brigade orders 11 9.2. Shooting and moving in the same bound 21

4.3. Independent units 11 9.3. Interpenetration 21

4.4. Hits per stand (HPS) 12 9.4. Special manoeuvres 22

4.5. Disorder 12 9.5. Charge, supporting charge & counter-charge moves 23

4.6. Removing stands 12 9.6. Evade moves 23

4.7. Damage to structures 12 9.7. Rout moves 23

4.8. Supporting units 13 9.8. Pursuit moves 23

4.9. Morale tests 13 9.9. Fall-back moves 24

4.10. Rout 13 9.10. Follow-up moves 24

4.11. Destroyed units 13 9.11. Evading, routing or falling back through a supporting unit 24

4.12. Types of terrain 14 9.12. Retreat moves 24

4.13. Setting out terrain (optional rules) 14 9.13. Standard moves 24

4.14. Visibility 14

4.15. Surprise 14 Scenario (1) - The Battle of Minden 25

 

5. Start of play 15   Scenario (2) - The Battle of Zorndorf 28

  5.1. Setting out the battlefield 15

5.2. Initial deployment 15 Appendix 31

  5.3. Sequence of play 16 Reading list 31

5.4. Winning the game 16 Figure Manufacturers 31

5.5. Dealing with situations not covered in the rules 16 Army Planning Sheet 32

Author’s acknowledgementsI would like to give my thanks to Nick Rutherford and Mike Bailey, who’s contribution towards making these rules asuccess has been enormous; and to my lifelong friend and arch rival wargamer, Mark Goddard, for taking care of the printing. Most of the pictures in this book are of miniatures painted by myself for my private collection, with theexception of the Russian infantry, which were painted by Mike Bailey. All figures are manufactured by either Wargames Foundry (WF), Front Rank (FR), Crusader Miniatures (CM) or Dixons (DX) and are 25/28mm.

We welcome your feedback, so email us at [email protected], or write to the author at:

Emperor Games Ltd, Corner Lodge, Whitecross Lane, Banwell, Somerset, BS29 6DP United Kingdom

www.emperorgames.co.uk

Front cover: British 12 th

Regiment of Foot (Napier's), part of Sporkern's column at Minden (WF)

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1. THE SEVEN YEARS WAR

The Seven Years War (SYW) was a time of global conflict; many sources have suggested it was the first real “worldwar”. Britain fought France in North America, Europe, India, and at sea, and created the British Empire as a result.Prussia had gained Silesia in the Wars of Austrian Succession (1740-1748) and Austria was keen to get it back.The Prussians knew that they could not afford to distance themselves from the British. Britain on the other handwanted to minimise any draw on their resources that a European conflict might cause, preferring to establish their dominance elsewhere in the world. Britain and Prussia saw the benefit of mutual support and both signed theTreaty of Westminster in 1756. During the same year, France, Austria and eventually Russia, signed the Treaty of 

Versailles to counter Prussia’s threat. The war was chiefly fought between these five nations, along with remnantsof the Saxon army, and the army of the Holy Roman Empire (Reichsarmee), who fought alongside the French and Austrians.

Prussia began the war by making a pre-emptive strike to invade the Electorate of Saxony, which was considered byFrederick to be of strategic importance. The Saxon army capitulated in October of 1756 after the siege of Pirna.Sweden entered the war and made minor incursions into Pomerania against the Prussians. Britain suspected thatSpain and France had secretly negotiated a treaty, leading the British to launch an attack on Spanish territories inthe West Indies in 1761 and in the Spanish Philippines the following year. Spain, unsuccessful in holding on to thePhilippines, concentrated her efforts on attacking Britain’s ally Portugal.

Prussia’s advances in the early stages of the war were checked by the Austrians and Russians, and by 1760, shewas suffering heavy losses. Following the accession to the British throne of King George III the same year, Britain’s

attitude to a war in Europe changed, with less financial support and manpower being made available. Prussiabecame more isolated. The war ended for Britain when she signed the Treaty of Paris in 1763 with Spain andFrance. The Prussians and Austrians signed the treaty of Hubertusberg the same year, with Austria exiting Silesia,and Prussia exiting Saxony. No territorial gains had been made, but Prussia was now a force to be reckoned with inEurope.

SYW Battles in Europe

The following is a list all off the major battles in Europe during the SYW. Sieges and minor encounters (of whichthere were many) are not included. Army sizes are approximate, as many sources differ substantially.

Date Battle Between (size) and (size)

1756 01-Oct Lobositz Prussian 28500 Austrian 340001757 21-Apr  Reichenberg Prussian 22000 Austrian 10000

06-May Prague Prussian 64000 Austrian 61100

18-Jun Kolin Prussian 32000 Austrian 43000

26-Jul Hastenbeck British & Allied 35000 French 60000

30-Aug Gross Jagersdorf  Prussian 24800 Russian 75000

07-Sep Moys (Jackelsberg) Prussian 13000 Austrian 25000

05-Nov Rossbach Prussian 22000 French & Reichsarmee 42900

22-Nov Breslau Prussian 27000 Austrian 83000

05-Dec Leuthen Prussian 32000 Austrian 65000

1758 23-Jun Krefeld British & Allied 32000 French 50000

25-Aug Zorndorf  Prussian 37000 Russian 44500

10-Oct Lutterberg British & Allied 14000 French 42000

14-Oct Hochkirch Prussian 30000 Austrian 780001759 13-Apr  Bergen British & Allied 24000 French 35000

23-Jul Paltzig (Kay) Prussian 27400 Russian 40000

01-Aug Minden British & Allied 37000 French 45000

12-Aug Kunersdorf  Prussian 52600 Russian 41000

20-Nov Maxen Prussian 12000 Austrian 42000

1760 23-Jun Landeshut Prussian 11000 Austrian 34000

31-Jul Warburg British & Allied 24000 French 21500

15-Aug Leignitz Prussian 30000 Austrian 90000

15-Oct Kloster-kamp British & Allied 20000 French 25000

03-Nov Torgau Prussian 48500 Austrian 52000

1761 15/16-Jul Vellinhausen British & Allied 65000 French 92000

1762 24-Jun Willelmstahal British & Allied 50000 French 70000

21-Jul Burkersdorf  Prussian 25000 Austrian 2500029-Oct Frieberg Prussian 30000 Austrian & Reichsarmee 40000

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2. INTRODUCTION

2.1 Time and ground scale

The game is divided up into chunks of time referred to as “bounds”. Each bound is further divided into four phases(Shooting, Charging, Melee and Movement). All play within each phase is simultaneous. One bound representsapproximately 1 hour in reality.

 All distances are measured in segments. Depending on which scale you use, so you should use a stick measuring8 segments in length with each segment marked off. This makes moving and checking ranges very easy.

• With 25mm figures, 1 segment = 40mm

• With 15mm or smaller figures, 1 segment = 25mm

2.2 Basing

Figures are grouped together in units, each made up of several bases (stands) of figures. Units may vary in sizebetween the smallest (for example, one which has been depleted by losses on campaign), and the highest(perhaps a guard battalion at full strength). The number of figures on each stand depends on the type of troops itrepresents. One stand in the unit should represent the "command stand", with an appropriate officer, standardbearer or musician figure(s). The size of stands (frontage and depth), what they represent, and the number of figures on each stand is illustrated below:

Stand Sizes Figures  25mm Figures  15mm Figures Representation:

Type of Stand per Stand Front (mm) Depth (mm) Front (mm) Depth (mm) Model Approximately equals:Close Order Infantry 4 (2x2) 40mm 40mm 25mm 25mm 1 figure 30-50 men

Light Infantry 2 40mm 40mm 25mm 25mm 1 stand 2 companies of close order infantry

Heavy/Medium Cavalry 2 50mm 50mm 30mm 30mm 1 company of light infantry

Light Cavalry 2 50mm 50mm 30mm 30mm 1 squadron of cavalry

Light Gun 1 Gun + 2 crew 60mm 80mm 40mm 50mm 5 guns

Medium Gun 1 Gun + 3 crew 60mm 80mm 40mm 50mm Unit 3 - 6 stands

Heavy Gun 1 Gun + 4 crew 60mm 80mm 40mm 50mm Brigade 2 - 6 units  

2.3 Troop classifications

In order to reflect the different fighting capabilities of troops during the era, each unit is graded as either A, B, C or D class (A being the best, and D being the worst).

• A class: Most likely to be Elite Guards or Grenadiers. Many armies in the period brigaded together the

grenadier companies of different foot battalions• B class: Veteran (experienced in battle) troops, better than average in melee

• C class: Well trained troops but may well be fighting in their first campaign (most musketeers/fusiliers of theperiod)

• D class: Troops with basic or little training, (e.g. militia, Prussian Friekorps, and many French infantry of theperiod) or a rabble of untrained or poorly equipped men

2.4 Points per stand (PPS)

For players that prefer games using an equal number of points per side, this table gives an arbitrary points value(“points per stand”, or PPS) to each different troop type. Note that points values are calculated per standirrespective of how many figures on it.

Type of Stand PPS Type of Stand PPS ModifiersClose Order Infantry 15 Light Gun 20 Horse Artillery +10 PPS

Light Infantry 10 Medium Gun 30 A class +10 PPS

Heavy Cavalry 25 Heavy Gun 40 B class +5 PPS

Medium Cavalry 20 Brigade General 40 D class -5 PPS

Light Cavalry 20 Commander-in-Chief Free Rifle +5 PPS

When playing a points based game, players are restricted to using the following composition:

• Up to one third of the total points may be spent on cavalry

• Up to one quarter of the total points may be spent on artillery

• Up to 10 percent of the total points may be spent on temporary earthworks (10 points per segment)

• All remaining points must be spent on infantry

For example, in a game using 1200 points per side, a player could choose 300 points of artillery, 400 points of cavalry, and 500 points on infantry. An Army planning sheet is included in the appendix.

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Introduction

2.5 Unit types

InfantryEach infantry unit represents a battalion. Infantry unitsare subdivided into:

• Close Order Infantry (musketeers, fusiliers,grenadiers or guards); armed with a musket, notvery accurate, but devastating at close range.

• Light Infantry (skirmishing troops such as Jagers,Pandours, Chasseurs, Grenze etc). Normally armedwith musket (some units were armed with rifles).

CavalryEach unit of cavalry represents part of a regiment(several squadrons operating together). Cavalry Unitsare subdivided into:

•  Heavy Cavalry. The “shock” cavalry of the era,including Cuirassiers, Heavy Horse, Cavalry of theline etc, often but not always wearing breastplatearmour, and riding larger horses.

•  Medium Cavalry. Mostly Dragoons, although

some of these by now were operating as heavycavalry

•  Light Cavalry (such as Hussars, Lancers,Cossacks and Light Dragoons).

Cavalry may dismount, although it was rare to use themin this manner. When they do, they exchange eachstand for a stand of light infantry. While dismounted,they operate as light infantry. Cavalry can only shootwhen they are dismounted.

Artillery

Each unit of artillery represents a battery. Each gun ispulled by a limber. It cannot fire until it is "un-limbered"and placed into position. Artillery units are subdividedinto:

•  Foot artillery.

•  Horse artillery. Lighter guns, pulled by teams of horses, therefore being more mobile. Only possibleto certain armies of the period.

 Although a proportion of guns were in fact howitzers,the effect is averaged out across the battery. Thereforethe only further classification of guns is into Light (e.g 3pounders), Medium (6 pounders) and Heavy (12

pounders). The heavier the gun, the longer the range ithas, and the more damage it could cause. Heavier gunssuch as 24 pounders are excluded as they wereprimarily used in sieges. Guns are assumed to be firingcanister at short range and round-shot at all other times.

Very light artillery pieces (battalion guns) were deployedwith some infantry battalions. No specific references aremade to these in the rules. However, if a player wishesto show such a piece, one stand of a close order infantry unit may be replaced by a single very light gunand 1 or 2 crew members on the same size base as the

rest of the stands in that unit. This is purelyrepresentational, and is treated exactly as though itwere another close order infantry stand in the unit.

 A close order infantry stand of Hanoverian Grenadiers (FR) 

 A light infantry stand of Russian Pandours (FR) 

 A cavalry stand of Prussian Cuirassiers (WF)

 A Russian artillery stand (FR) 

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Introduction

2.6 Formations

Column A column is an advantageous formation for moving units into position quickly, because they can make a marchmove (see special manoeuvres, Table 7c). A column is deeper than it is wide, and is where all the stands belongingto one unit are set out one behind the other. The command stand should be positioned at the head of the column.

 A unit of Hanoverian Infantry advancing in a column (FR)

LineTroops normally deployed into line before engaging the enemy. With a line formation, all the stands belonging toone unit are laid out in a single row, each stand in contact with the next, one stand deep, and several stands wide. A line that is distorted as a result of needing to conform to a terrain feature, such as a wall, is still considered to bea line. The command stand should be positioned in the centre of the line. When light troops adopt a line formationthey are assumed to be in a less than regular formation, each man taking advantage of any terrain to dodgeincoming fire.

 A unit of Prussian Cuirassiers in line (WF)

Square A square was occasionally used in this period asa defensive measure for close order infantrythreatened by cavalry, or when threatened onseveral flanks.

 A square has no flank, it has each stand facingin a different direction, and can fire with eachstand in the direction the stand is facing (see arc

of fire, page 5 – diagram 4).

This formation is not available to light infantry,mounted troops or artillery

British “Hatmen” in a square formation(FR) 

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3. ARMY LISTS

3.1 Prussia

Frederick the GreatThe reigning Prussian monarch, Frederick II,inherited a well trained and disciplined Prussian armyfrom his father. Frederick gave them the experienceof battle that his father was not inclined to do. Heinstigated many changes to the way in which his

troops fought, writing many instruction manuals for his troops, including the famous oblique move andtraining his cavalry to charge at the gallop rather thanthe trot, to maximise the shock effect. Prussianarmies tended to beat larger opponents by bringingtheir forces to bear on a wing of their opponents,whilst pinning down the remainder. It is reasonable toclass Frederick as an Exceptional C-in-C (see 4.1).

GeneralsFrederick personally led his troops into battle, acustom which was becoming less common amongstreigning monarchs. Other famous generals in hisarmy included:• General Hans Joachim von Zieten (1699-1786), commander 

of the Hussar regiment no. 2 or Leib Hussars, who waswounded at Kolin, and commanded a corps at Torgau;

• Major-General Wilhelm von Seydlitz (1721-1773), of Cuirassier Regiment no. 8, wounded at Rossbach, saved theday at Zorndorf, and wounded again at Kunersdorf;

• Fredericks brother  Prince Henry, who commanded asizeable Prussian army in Saxony towards the end of the war (at Frieberg and other battles).

Prussian Grenadiers (WF)

InfantryPrussian infantry consisted of Guard/Grenadiers

(elite troops), Fusiliers (who were differentiated bytheir metal fronted caps), and Musketeers. Whilst theveteran musketeer regiments were highly effective,some of the newer regiments comprised of prisonersand conscripts. All wore the dark blue Prussianuniforms. Prussian armies had a shortage of regular light infantry except for a few companies of Jager (who wore green and were often armed with rifles)and units of Friekorps, made up of foreigners andprisoners of war of variable quality. These weremodelled on the Austria Grenzer regiments, but byno means a match for them, and ended up beingdeployed as cannon fodder.

(infantry, continued) 

•  Foot Guards: Close Order Infantry (A) @ 25 PPS.Only 1 unit per army allowed 

•  Grenadiers: Close Order Infantry (A) @ 25 PPS.1 per 6 Infantry units

•  Musketeers: Close Order Infantry (B) @ 20 PPS.Up to half the total infantry 

•  Fusiliers: Close Order Infantry (C) @ 15 PPS.•  Friekorps: Light Infantry (D) @ 5 PPS.

•  Jager: Light Infantry - rifle (B) @ 20 PPS.Only 1 unit per army allowed 

CavalryFrederick trained his cavalry to charge fast anddeliver the shock of impact, beginning at the trot anddeveloping into a gallop at the last 30 yards. Heforbid them to fire, preferring to charge with coldsteel. Prussian Cuirassiers wore white and Dragoonslight blue. Mounted Friekorps could be either dragoons or hussars.

•  Gardes Du Corps: Heavy Cavalry (A) @ 35 PPS.Only 1 unit per army 

•  Cuirassiers: Heavy Cavalry (B) @ 30 PPS.Up to half the total cavalry 

•  Dragoons: Medium Cavalry (C) @ 20 PPS. At least half the total cavalry. 1 veteran unit may beupgraded to B class (+5 PPS)

•  Bosniak Lancers: Light Cavalry (D) @ 15 PPS.Only 1 unit per army 

•  Friekorps Cavalry: Light Cavalry (D) @ 15 PPS. Alternatively may be Medium cavalry (no extra points)

•  Hussars: Light Cavalry (C) @ 20 PPS.Maximum 1 unit per 1500 points

Prussian Dragoons (FR)

ArtilleryFrederick initially paid less attention to his artillery,giving the initiative to his Russian and Austrianenemies. Prussia did however introduce the first

horse artillery, equipped with light guns reputedlyable to keep up with cavalry, but subsequently lostthem in their very first battle! Prussian artillery woredark blue.

•  Foot Artillery - Heavy Guns @ 40 PPS.

•  Foot Artillery - Medium Guns @ 30 PPS.

•  Horse Artillery - Light Guns @ 30 PPS.Only 1 unit per army 

Special rules:Prussian training and discipline was top quality.Prussian A or B class infantry or cavalry can ignore

movement deductions for a 90 or 180 degree turn, or changing formation.

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 Army lists

3.2 Russia

Tsarina ElizabethTsarina Elizabeth Petrovna, daughter of Peter theGreat, seized power in Russia in 1741 and ruled for 20 years.

The Russian Army at the outbreak of the Seven

Years War suffered greatly from a lack of apparentorganisation and was slow to mobilise. Its greateststrength was in its huge manpower resource, with anability to reinforce the army when it suffered losses.This gave her a great advantage over the Prussians.Had the Russians been able to properly unite with Austria and been able to bring all their combinedresources to bear against the Prussians, the outcomeof the war in Central Europe could have been verydifferent. When Frederick was close to defeat in1762, he was only saved by the death of the Tsarina.Her son, Grand Prince Peter, succeeded her. Peter was an admirer of Frederick and sought peace with

him. A treaty was signed in 1762, leaving theRussians effectively neutral for the rest of the war.

GeneralsKey Russian commanders included:• General Apraxin;

• General of Cavalry Villim Villlimovitch Fermor (1702-1771);

• Major-General Petr Semenovitch Saltykov (1698-1772), who,at the age of sixty, commanded the infantry at Zorndorf;

•  James Keith, a Scottish Jacobite and favourite of theTsarina.

Russian Grenadiers (WF)

InfantryThe Russian army had 3 Guard units, who rarely sawactive service in the field. The bulk of the infantryconsisted of Grenadiers, Musketeers and units of the

Observation Corps (conscripts used primarily for garrison duties). Russian infantry uniformly woregreen coats with red facings, waistcoats andbreeches, but often were seen without their coats inbattle. They were an extremely stubborn opponent.Russia had very few light infantry, relying on a smallnumber of Pandours, who were similar to the Austrian Grenzer.

•  Foot Guards: Close Order Infantry (A) @ 25 PPS.Only 1 unit per army 

•  Grenadiers: Close Order Infantry (A) @ 25 PPS.1 per 6 Infantry units

•  Musketeers: Close Order Infantry (C) @ 15 PPS.

•  Observation Corps: Close Order Infantry (D) @ 10 PPS.Up to 1/4 of infantry 

•  Pandours: Light Infantry (C) @ 10 PPS.Maximum 1 unit per 1500 points

CavalryThe Dragoons suffered from poor equipment andtraining, but over time, improved until at the end of the war they could hold their own against their Prussian counterparts. Russian cuirassiers wore off-white coats, dragoons and horse grenadiers mid-

blue. Cossacks were not uniformed. With theexception of the Hussars, no foreigners served in theRussian army.

•  Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS.Only 1 unit per army 

•  Cuirassiers: Heavy Cavalry (C) @ 25 PPS.Only 1 unit per army 

•  Dragoons: Medium Cavalry (D) @ 15 PPS.Upgrade to C class (+ 5 PPS)

•  Lancers: Light Cavalry (D) @ 15 PPS.Only 1 unit per army 

•  Cossacks: Light Cavalry (B) @ 25 PPS.Maximum 1 unit per 1500 points

•  Hussars: Light Cavalry (C) @ 20 PPS.Maximum 1 unit per 1500 points

Russian Hussars (CM) ArtilleryThe Russians introduced horse artillery by includinglight artillery pieces into their Dragoon and HorseGrenadier regiments during the war. The Russianfield artillery wore red uniforms; gun carriages mayhave been painted grey.

•  Foot Artillery - Heavy Guns @ 40 PPS.

•  Foot Artillery - Medium Guns @ 30 PPS.

•  Horse Artillery - Light Guns @ 30 PPS.Only 1 unit per army 

Russian Artillery (FR)

Special rules:Russian infantry were stubborn in the defence of asituation. Therefore, when taking a morale test,Russian units can deduct 1 from their morale testscore when losing a melee.

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 Army lists

3.3 Britain

King George II“His Britannic Majesty’s Army in Germany” (referredto hereafter as the British & Allied Army) consisted of British and German states and fought the French withgreater success. The largest contingent of Germans

were from Hanover; these were not mercenaries, asKing George was the Elector (and ruler) of Hanover.Other German states supplying troops to this armyincluded the landgrave of Hesse-Cassel, Brunswickand Saxe-Gotha. Frederick lent some Prussiantroops when he could afford to.

GeneralsKing George II’s commander in chief of the British Army at the outbreak of the SYW was the Duke of Cumberland. Cumberland’s involvement in the war was short-lived, and after his defeat by Soubisse atthe battle of Hastenbeck in 1756, much of Hanover 

was occupied by the French.

The following year, command was given to PrinceFerdinand of Brunswick (1721-1782), a former Lieutenant-General in the Prussian army andFrederick’s brother-in-law.

Infantry A typical British infantry battalion consisted of aGrenadier company and other companies of “Hatmen” (so called to distinguish them from theGrenadiers).

British infantry were skilled in the use of volley fire,developed 50 years previously by the Duke of Marlborough. Incidents at Minden and Quebecdemonstrated the steadfastness of the foot, waitinguntil the last moments of the enemy advance todeliver decisive musketry, which, in the case of Quebec, drove the French off the battlefield.

Hanoverians were used to fighting alongside theBritish. British & Hanoverian Infantry wore reduniforms, most other German states wore dark blue.The British army had no light infantry in Europe at the

start of the war, but used Highland battalions tooperate in a similar manner, and Jager’s wereprovided by the German states

•  British Hatmen: Close Order Infantry (C) @ 15 PPS.Upgrade to B class (+ 5 PPS)

•  Grenadiers: Close Order Infantry (A) @ 25 PPS.1 per 6 Infantry units

•  Foot Guards: Close Order Infantry (A) @ 25 PPS.Only 1 unit per army 

•  Highlanders: Close Order Infantry (C) @ 15 PPS.Maximum 1 unit per 1500 points

•  German Musketeers: Close Order Infantry (C) @ 15 PPS.

•  German Jager : Light Infantry (C) @ 10 PPS.Only 1 unit allowed. Can add rifle (+ 5 PPS)

Cavalry Although some cavalry regiments had light troops,the first regiment of British Light Dragoons (15

th)

were raised in 1759. They conducted themselveswell in their first action, a small affray at Emsdorf,

charging French infantry no fewer than three times.Their losses, however, were significant.

•  Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS.Only 1 unit per army 

•  Dragoons: Medium Cavalry (C) @ 20 PPSUpgrade to Heavy Cavalry (+5 PPS)

•  British Light Dragoons: Light Cavalry (C) @ 20 PPS.Only 1 unit per army 

•  German Cuirassiers: Heavy Cavalry (C) @ 25 PPS.Only 1 unit per army 

•  German Hussars: Light Cavalry (C) @ 20 PPS.Maximum 1 unit per 1500 points

British Cavalry (FR)

Artillery Artillery crew wore dark blue uniforms (British) or grey (Hanoverian).

•  Foot Artillery - Heavy Guns @ 40 PPS

•  Foot Artillery - Medium Guns @ 30 PPS

British Artillery (DX & FR)

Special rulesWith a shortage of light infantry, British armies oftenused Highlanders in a similar role, thereforeHighlander units can move at the speed of lightinfantry.

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 Army lists 

3.4 France

Louis XVLouis XV was the ruler of France during the time of the SYW, a disastrous period of military history for the French. Poor leadership and discipline within theranks, combined with changes to tactics and trainingwhich had not been fully implemented at the start of 

the war, were major factors. In addition, Franceconcentrated its wartime resources on mainlandEurope, and consequently lost significant overseasterritory to the British, whose focus was entirely theopposite of France. Casualties, desertion andsickness also played a big part in ensuring that theFrench never managed to inflict a resounding defeatagainst the Allied army in Germany.

GeneralsFrench commanders included:• Marshal Prince Soubisse, victor at Hastenbeck;

• Marshal d’Estrees;

• Duc de Richelieu;

• Marshal de Contades, (defeated at Minden);• Lieutenant General Le Chevalier  du Muy (defeated at

Warburg).

InfantryThe rank and file of the French infantry weregenerally of low morale, with the better of them beingveterans or foreign mercenaries. The “Elite” of theFrench infantry were the Kings battalions of GardesSuisses and Gardes Francaises. The latter, alongwith the Grenadiers de France wore blue uniforms.French fusiliers wore Grey-white uniforms; Swiss andIrish red. French infantry tactics were still to attack in

column, closing up and charging the enemy, onlyforming line when they had broken through and faceda counter attack.

•  Fusiliers: Close Order Infantry (D) @ 10 PPS.

•  Grenadiers: Close Order Infantry (A) @ 25 PPS.1 per 6 Infantry units

•  French or Foreign Foot Guards: Close Order Infantry (A) @25 PPS.Only 1 unit per army 

•  French Veteran or Foreign Fusiliers: Close Order Infantry(C) @ 15 PPS.Up to half the infantry 

• Chasseurs: Light Infantry (C) @ 10 PPS.

French Infantry (FR)

CavalryThe elite of the French cavalry came from the Maison(Household) or Gendarmerie. These heavy cavalrydid not normally wear the breastplate. Dragoonswere poorly equipped at the start of the war, someregiments did not even have sufficient horses, but

they performed better as the war went on. TheFrench army also had reasonable numbers of Hussar regiments. Units of light infantry and light cavalrywere often grouped together to form legions. Thesewere mostly volunteer troops.•  Household/EliteCavalry: Heavy Cavalry (B) @ 30 PPS.

Upgrade to A class (+ 5 PPS)

•  Line Cavalry: Heavy Cavalry (C) @ 25 PPS.Upgrade to B class (+ 5 PPS)

•  Dragoons: Medium Cavalry (D) @ 15 PPS.Upgrade to C class (+ 5 PPS)

•  Hussars: Light Cavalry (D) @ 15 PPS.Maximum 1 unit per 1500 points

French Hussars (WF)

Artillery Artillery crew wore mid-blue uniforms, with someillustrations showing gun carriages painted red.•  Foot Artillery - Heavy Guns @ 40 PPS

•  Foot Artillery - Medium Guns @ 30 PPS

French Artillery (FR)

Special Rules:French Close Order Infantry in column can deduct 1from any morale test – this reflects their old trainingwhich mistakenly led them to believe they wereinvincible when adopting this approach!

French Armies are allowed to use up to 1/3 of their total points allocation with Reichsarmee allies.

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 Army lists 

3.5 Austria

Maria Theresa A hundred years of warfare had taken its toll on Austria, culminating in the loss of Silesia to thePrussians during the decade before the start of theSYW. Empress Maria Theresa instigated reformsallowing the Austrian army to develop into a

formidable opponent for the Prussians, and Frederickcommented after the battle of Lobositz “These arenot the old Austrians”. The Austrian Empire includedBohemia, Hungary, Belgium, Croatia, Transylvaniaand parts of Northern Italy. Its army, under thecommand of Count Daun, included forces from all of these along with a number of poor quality troops fromthe 10 regions of the Holy Roman Empire. Dauninflicted a major defeat on Frederick’s army at Kolin.

GeneralsOther famous Generals in the Austrian armyincluded:• Field Marshal Prince Charles of Lorraine (defeated by

Frederick at Leuthen),

•  Baron von Loudon (1717-1790), who also served for a timein the Russian army, and after the SYW was made FieldMarshal.

InfantryInfantry consisted of both Austrian (German) andHungarian regiments, consisting of either Grenadiersor Fusiliers, but no Guards. There were 44 regular infantry regiments, virtually all wore white uniforms.Grenze (light) troops, mainly from the Balkans, werehighly regarded by their enemies, and often deployedon the flanks to harass the enemy, to reconnoitre and

forage. Grenze troops included both foot andmounted units, wearing uniforms similar in cut toHussars in a variety of colours.•  Austrian or Hungarian Grenadiers: Close Order Infantry (A)

@ 25 PPS.1 per 6 Infantry units

•  Austrian or Hungarian Fusiliers: Close Order Infantry (C)@ 15 PPS.

•  Reichs or Allied Fusiliers: Close Order Infantry (D) @ 10PPS.

•  Jager : Light Infantry (C) @ 10 PPS.Only 1 unit allowed. Can add rifle (+ 5 PPS)

•  Frontiersmen or Grenzer : Light Infantry (C) @ 10 PPS.Maximum one unit per 500 points

CavalryThe Cavalry were traditionally strong to counter thethreat from the Turks. The charge would be at thetrot, then (unlike the Prussians) discharge the pistolsand gallop at 20 paces. In these rules, units cannotfire whilst mounted, a simplification because the firingnormally had very little effect.•  Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS.

Only 1 unit per army 

•  Cuirassiers: Heavy Cavalry (B) @ 30 PPS.Up to half the total cavalry 

•  Dragoons: Medium Cavalry (C) @ 20 PPS.

•  Reichs or Allied Cavalry: Medium Cavalry (D) @ 15 PPS.May upgrade 1 unit to Heavy Cavalry @ 5PPS

  Grenzer Cavalry: Light Cavalry (C) @ 20 PPS.Maximum one unit per 1500 points

•  Hussars: Light Cavalry (C) @ 20 PPS.Maximum one unit per 1500 points

Artillery Austrian Artillery crew wore brown uniforms; guncarriages could be a yellowish hue.•  Foot Artillery - Heavy Guns @ 40 PPS.

•  Foot Artillery - Medium Guns @ 30 PPS.

•  Horse Artillery - Light Guns @ 30 PPS.Only 1 unit per army 

Special rules Grenzer units can add 1 dice per stand (see 6.1) inmelee when fighting in difficult areas. Austrian Armies are allowed to use up to 1/3 of their totalpoints allocation with Reichsarmee allies.

 Austrian Grenze (CM)

3.6 Reichsarmee

The 10 regions of the Holy Roman Empire wererequired to provide troops for the defence of theEmpire when needed. In 1757, 29,000 troops wereprovided to serve under Soubise in the French army.The quality of the troops (and their equipment)ranged from average to poor, and the artillery wasparticularly bad.

InfantryUniforms were styled either after Austrian or Prussianfashions•  Grenadiers: Close Order Infantry (B) @ 20 PPS.

1 per 6 Infantry units

•  Fusiliers: Close Order Infantry (D) @ 10 PPS.Up to 1/3 of the Fusiliers may be upgraded toC class @ 5PPS

•  Austro-Hungarians: Close Order Infantry (C) @ 15 PPS.Only 1 unit per 1000 points

•  Friekorps: Light Infantry (D) @ 5 PPS.Only 1 unit per army 

CavalryMost of the Reichsarmee cavalry wore whiteuniforms•  Austrian Cuirassiers: Heavy Cavalry (B) @ 30 PPS.

Only 1 unit per army 

•  Cavalry: Heavy Cavalry (D) @ 20 PPS.Upgrade every other unit to C class (+5 PPS)

•  Dragoons: Medium Cavalry (D) @ 15 PPS.Upgrade every other unit to C class (+5 PPS)

•  Hussars: Light Cavalry (D) @ 15 PPS.Only 1 unit per army 

Artillerythe artillery either green or blue 

•  Foot Artillery - Heavy Guns @ 40 PPS.Only 1 unit per army 

•  Foot Artillery - Medium Guns @ 30 PPS

Special RulesNo special rules apply.

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4. GAME MECHANICS

4.1 Command and control

 At the head of the army is the Commander-in-chief (C-in-C), represented by a suitably chosen mounted officer figure or vignette. His force is divided up into several brigades, each consisting of between 2 and 6 units of infantry,cavalry, artillery or a mixture of the three.

Each brigade is under the control of a Brigade General, who operates independently from the units in his command

and does not play any part in the firing or melee. Units should normally remain within 8 segments of their BrigadeGeneral or could face penalties (see Table 2 - Command Tests and Table 3 - Morale tests). The character of the C-in-C or Brigade General can be Exceptional, Average, or  Inferior . At the start of the game roll 1 D6 for eachBrigade General and consult Table 1a to determine what his character is.

4.2 Setting and changing Brigade orders

The Brigade General will have Attack, Hold or Retreat orders. The effects that these orders have on the unitswithin the brigade are shown in Table 1b. Place a coloured counter (green, yellow or red) next to the BrigadeGeneral to signify what orders he has been given. At the start of the game the initial orders set by the C-in-C mustbe either attack or hold. The order is assumed to have been received before the first bound begins.

Table 1 - Brigade orders

Nationality Inferior Average Exceptional Order How they are interpreted

Prussian

or Austrian1 2, 3 or 4 5 or 6

Attack

(Green counter)

 At least half the units in the brigade must be moving at least half speed towards

the enemy.

British/Allied

or Russian1 or 2 3, 4 or 5 6

Hold

(Yellow counter)

Brigades cannot advance toward the enemy beyond the current position. Units

may not initiate a charge. Units can follow-up (if they win the melee) but cannot

pursue

French

or Reichs1, 2 or 3 4 or 5 6

Retreat

(Red counter)

Units may not initiate a charge, and must evade if charged. Infantry/cavalry that

are within charge reach of any enemy can step-back. Artillery must cease firing,

limber up, and move to their rear. Others must head back toward the players

table edge by the fastest means possible

A. Generals Character B. Brigade Orders

 

Brigade orders can change when:

• A unit within the brigade is either  routed or destroyed as a result of shooting or melee in the currentbound.

• The C-in-C wishes to stop a retreat, or to begin or end an attack by one of his Brigade Generals. He cansend one fresh order to each Brigade General per bound but the more he does, the more difficult itbecomes. Players would be wise therefore to prioritise the fresh orders; otherwise they could be ignored or unsuccessful.

In each case, the player must take a command test (Table 2). Roll 2xD6 and add/deduct from the total anymodifiers in the left half of the table, then use the right half of the table to determine if the Brigade orders havechanged. If they have, replace the counter with one of the new colour.

Table 2 - Command Tests

Roll 2D6 and modify the score as follows: If the score is 8 or less

+2 The brigade currently has Retreat orders Brigades with Retreat orders change to Hold immediately

+1 For each unit in the Brigade that is routing, or has been destroyed Other brigades receive fresh orders at the start of the next bound.

+1  Any unit in the Brigade is further than 8 segments from the Brigade General If the score is 9 or more

+1  Any other unit belonging to another Brigade is seen retreating or routing within 8 segments

of any unit in the brigade

Brigades responding to a routing or destroyed unit change Attack

orders to Hold, or Hold change to Retreat, immediately

+1 For each additional order issued in the same bound (after the first) Brigades ignore fresh orders from the C-in-C

+1 Brigade is lead by an inferior Brigade General

-1 Brigade is lead by an exceptional Brigade General

-2 No enemy is within 8 segments of any unit in the brigade

-1 The C-in-C is exceptional and is visible and within 16 segs of the Brigade General

-2  Any enemy unit seen routing or in retreat within 8 segments from the Brigade General

 

4.3 Independent units

Units of light troops (light infantry or light cavalry) can act as independent units if the player chooses; i.e. they arenot part of a brigade, and do not have to observe battlefield orders. However, if they rout, they cannot be rallied.

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Game Mechanics

4.4 Hits per stand (HPS)

When a unit receives hits from either shooting or melee, the result is expressed in terms of the number of "hits per stand" (HPS). To calculate this, divide the number of hits it receives by the number of stands in that unit, ignoringfractions or remainders. For example, a unit that has 4 stands and receives 16 hits suffers 4HPS (16 divided by 4).

4.5 Disorder 

The term "disorder" is used to represent a temporary loss of cohesion by a unit of infantry or cavalry. Disorder 

occurs as a result of:• Receiving 2 or more HPS from shooting or melee, or 

• Being interpenetrated by routing troops (other than light infantry)

Disorder can be perpetuated by receiving further causes of disorder in subsequent bounds. While disordered,shooting and fighting capability for that unit is reduced. Disorder also impairs movement (see 9.1). A unit that wasdisordered in the previous bound, but has not received any further cause of disorder in the current bound, mustreform (see special manoeuvres, Table 7); it is then no longer counted as disordered.

 A disordered unit of Prussian Musketeers (WF)

4.6 Removing stands

 A unit loses 1 stand each time it receives 4HPS. The stand that is removed is at the discretion of the player towhom that unit belongs, but must be from the flank of a line, from the rear of a column, or from any side of asquare.

4.7 Damage to structures

Buildings and sections of fortifications are given a notional “Structure” value as follows:

• Wooden buildings Structure value of 3

• Stone buildings Structure value of 4

• Section of fortification Structure value of 5 (for each section 5 segments in length)

When artillery fires upon troops occupying a building or section of fortification, it is counted as firing at the structureand not the unit itself. The structure is classed as a difficult target. In order to calculate the HPS on the structure,divide the number of hits the structure receives by its structure value, and ignore any remainder.

Each time a structure receives 3HPS or more, it collects damage as follows:

• The first time in the game a structure receives 3HPS it receives minor damage. This has no effect on anyoccupying unit. (Place yellow counter next to the structure to denote minor damage).

• When a structure with minor damage receives a further 3HPS, it suffers major damage (replace the yellowcounter with a red one). In these circumstances,

o a building is set on fire. Any occupying unit must take a morale test and evacuate the buildingo a fortification section now reduced to effectiveness of an obstacle.

When a structure with major damage receives a further 3 or more HPS, it is destroyed and removed.

If the structure receives 4 or more HPS, any occupying unit must lose 1 stand in addition to the above.

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Game Mechanics

4.8 Supporting units

 A unit that is directly to the rear of a friendly unit and within 1 segment distance is counted as "in support". Havingtroops in support improves morale, and gives them an advantage in a melee, but the downside is that thesupporting unit might find itself in difficulty if the unit it is supporting turns and routs (see later). A supporting unitcan only support one other unit. Light infantry units cannot count as either being supported by, or in support of,another unit.

Diagram 1Supporting UnitsIn this example, unit A cancount support from unit C,because the majority of unit C’s frontage is behindunit A, and it is within 1segment of them. Unit Bcannot also count as beingsupported.

4.9 Morale tests At key points in the game (after shooting or melee, or when attempting to rally routing units) players may berequired take a morale test (Table 3). The procedure is as follows: Roll 2xD6 and add/deduct from the total scoreany of the factors that apply in the left half of the table. Then compare the total score to the right half of the table todetermine the effect on the unit(s) involved.

Table 3 - Morale tests

Roll 2D6 and modify as follows: If the score is 8 or less

+1 Each stand lost during the game  A routing unit ceases routing but remains disordered for the rest of the bound.

+1 D class unit Infantry or cavalry in melee must fall back.

+1  Any enemy unit is behind their flank or rear within 8 segments  All other units are unaffected

+1 Part of a Brigade with retreat orders or is surprised If the score is between 9 and 10

+1 Unit is more than 8 segments from its Brigade General A rout ing unit cont inues rout ing & loses 1 further stand.+1 Each HPS received in the current phase of the bound Infantry or cavalry in melee rout.

-1 Each HPS inflicted in the current phase of the bound Other infantry or cavalry fall back.

-2 A class unit If the score is 11 or over 

-1 B class unit  A unit evading or routing, whose pursuers have contacted them in the rear, is destroyed.

-1 Unit is defending and obstacle or is supported Others that are routing continue to do so & lose 1 stand.

-1 Unit is part of a Brigade lead by a exceptional Brigade General Other units rout  

4.10 Rout

Routing occurs as a result of failing a morale test. Units continue routing for the remainder of the game until either aBrigade General rallies them (i.e. they pass the morale test – Table 3), or they leave the table edge. Remove onestand each time the unit fails the morale test and continues routing. Independent units cannot be rallied.

 A Brigade General can attempt to rally a unit from rout unless:

• The unit made an initial rout move (from shooting or melee) during the current bound

• The unit is still in base to base contact with the enemy

4.11 Destroyed units

Destroyed units are removed from play immediately. Units can be destroyed by

• Being beaten in a melee when a unit is fighting to its rear, in some circumstances (see Table 3 - Moraletests)

• Removing the last stand in the unit

• Losing a melee if Artillery

• Leaving the table while routing (or evading if an independent unit)

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Game Mechanics

4.12 Types of terrain

Terrain is divided into linear obstacles, difficult areas and hills; all of which can affect movement to certain trooptypes (see Table 7) and may also affect visibility. All areas of the table that do not have a terrain feature arereferred to as “open terrain”.

Linear obstacles include:

• Hard cover (such as a stone wall or a temporary earthwork)

Soft cover (such as a hedge or fence)• Deep and wide water features (such as rivers or lakes), which can only be crossed at a bridge or ford

• Narrow water features (such as streams), crossable except by wheeled vehicles

Difficult areas include:

• Woods (close order infantry must form column to pass through a wood)

• Structures (such as buildings and fortifications)

• Rough ground (such as marshland or rocky ground, gullies or other types of depressions

Hills are divided into:

• Steep hills (which impair movement to all except light infantry)

• Gentle hills (which have no effect on movement)

To avoid later disputes, it is advisable for all players to know the nature of each terrain piece at the start of thegame, such as whether hills are steep or gentle, or walls are soft or hard cover.

4.13 Setting out terrain (optional rules)

For a 6' x 4' table, each player should select 3 pieces of terrain from the available stock. Each player should roll adice, with the highest scorer positioning his first piece of terrain anywhere on the battlefield; the remainder beinglaid out one piece at a time in turn. Only 1 piece of terrain can be positioned in each players forward deploymentzone. Increase the number of terrain pieces in proportion to the table size where appropriate (at a rate of 1 pieceper 4 additional square feet).

4.14 Visibility

 All units are visible on the battlefield unless they are:

• At least 1 segment inside a difficult area (they are assumed to be hiding in the terrain)

• Behind the brow of a hill (gentle or steep), or obscured by an intervening wood, structure or unit

Troops may see over an intervening unit that is further than 3 segments from the target, or more than 3 segmentsfrom the unit shooting, when viewed from or to a hill or fortification (see diagram 2).

Diagram 2Visibility (and overhead shooting)

Unit C is visible to unit A (in this case, an artillery unitpositioned on top of a hill), provided:

• Distance X is 3 segments or more, and

Distance Y is 3 segments or more

 As unit C is visible and in range of unit A, unit A canfire over the heads of unit B

4.15 Surprise

When a unit that was not previously visible emerges from terrain, an enemy unit is treated as surprised for theremainder of the current bound, providing:

• The emerging unit is behind the enemy units flank or rear, and  • The emerging unit is not more than 8 segments distance from the enemy unit.

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5. START OF PLAY

 At the beginning of the game each player chooses his army, sets out the battlefield, deploys his troops, determinesthe character of each Brigade General, and then issues initial orders to each.

5.1 Setting out the battlefield

Diagram 3 – the wargame table

The table is divided into four sectors (diagram 3).

Each player’s half issubdivided into 2 zones: theforward deployment zone isanywhere from the table centreline and a line stretching fromone flank to the other, 8segments from the tablecentre.

The remaining section of theplayers half of the table is theplayer’s normal deploymentzone. Once all terrain ispositioned, dice to see whichplayer deploys on which tableedge

5.2 Initial deployment

If one player has twice as many light cavalry stands than their opponent, that player can ask their opponent todeploy all the brigades in his army first - otherwise each player deploys each brigade in turn, with each player rolling a D6 to see who deploys the first brigade.

Each player can choose to "forward deploy" one brigade, anywhere in his forward deployment zone. Brigades inforward deployment must be deployed first, and this Brigade General's orders must be set to "hold" (see later) untilthe end of the second bound. A forward deployment might be a good tactic to take and hold a useful positionanywhere in that zone. Other initial deployments must be in the normal deployment zone.

Russian Infantry (FR) facing up to a charge by Prussian Cuirassiers (WF)

Normal Deployment Zone – Player A

Normal Deployment Zone – Player B

Forward Deployment Zone – Player A

Forward Deployment Zone – Player B

8 segs

8 segs

RemainingTable width

RemainingTable width

Table CentreLine

Player A

Player B

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Start of play

5.3 Sequence of play

Each bound follows the same sequence, as follows:

Table 4 - Sequence of play

1. Shooting Phase 3. Melee Phase• Determine which units can fire (see 6.5)

• Check target eligibility (see 6.6)

• Calculate the HPS from shooting (Table 5)

• Take morale tests (Table 3) resulting from shooting,and remove stands

• Make fall-back (see 9.9) or rout moves (9.7) resultingfrom shooting

• Determine which stands are eligible to fight inmelee (see 8.1)

• Calculate HPS from melee (Table 6)

• Determine the winners and losers of the melee(see 8.3)

• Make any morale tests resulting from melee (Table3) and remove any stands

2. Charge Phase 4. Movement Phase

• Declare charges (see 7)

• Determine charge responses (see 7.2)

• Make evade moves (see 9.6) & pursue evaders (9.8)

• Make charge/support/counter-charge moves (see9.5) & emergency formation changes

• Shoot again at chargers if allowed; make any moraletests (Table 3) rout or fall back moves resulting fromthis

• Make fall-back (see 9.9) or rout moves (9.7)resulting from melee

• Make follow-up (see 9.10) or pursuit moves (9.8)

resulting from melee• Take morale tests to rally units that routed last

bound (Table 3), and continue routing with thosethat fail to rally.

• Take command tests (Table 2)

• Make any retreat moves (see 9.12)

• Dice for initiative and make standard moves (see9.13)

5.4 Winning the game

When one side has two-thirds or more of its original number of units either in retreat, routing or destroyed, it isdeemed to have lost the game. This rule may be replaced by specific victory conditions set out in a scenario game.

5.5 Dealing with situations not covered in the rules

 Any rule set is a compromise between, at one end of the scale, a comprehensive work catering for every possiblesituation, weapon and troop type; and the other, single sheet of paper with “bang your dead” simplicity. Our objectives for these rules is to provide a game that is both simple to learn and quick to play that reflects, with areasonable degree of accuracy, the feel of the period. We know, therefore, there will occasionally be circumstancesthat crop up which are not specifically covered in the rules.

Our best advice is to resolve these amicably, possibly on the roll of a dice. After all, this is a game which is as muchabout socialising with your friends, in the pursuance of a fascinating hobby, than it is about winning. There is asmall minority of overly-competitive people who seek to exploit loopholes in the rules to gain an advantage. Our recommendation is to avoid gaming with them at all costs!

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6. SHOOTING

 At the start of the shooting phase, each player decides which of their units are going to fire at which target.Shooting takes place simultaneously; therefore all shooting by both sides must be completed before the effect(such as morale tests or removing stands) is calculated.

6.1 Dice rolls per stand

When units are either shooting or fighting in melee, a number of six sided dice (D6) are rolled for each stand (seeTable 5 - Shooting and Table 6 - Melee). These are referred to as “Dice per Stand” or DPS.

6.2 How shooting works (example)

Table 5 - Shooting

A - Dice Per Stand (DPS) B - Score to Hit C - Effect of ShootingDice Stand Type Range Normal Difficult HPS Effect

2DPS Dismounted Cavalry  Firing with: (segs) Target Target 1HPS A Close Order infantry unit that came under fire

2DPS Light Infantry Close Order Infantry 0 to 4 45H, 6HH 456H from light - movement is impaired this bound

4DPS Close Order Infantry 4 to 8 56H 6H 2HPS Infantry/Cavalry will become disordered

3DPS Light Gun Light Infantry or 0 to 4 45H, 6HH 56H If the unit was already disordered prior to the

4DPS Medium Gun Dismounted Cavalry 4 to 8 56H 6H shooting phase, or was surprised,

5DPS Heavy Gun Light Infantry + rifle 0 to 6 45H, 6HH 56H it must take a morale test

Dice Modifiers: 6 to 12 56H 6H 3HPS Infantry/Cavalry takes a morale test

-1DPS Unit is Disordered Light Gun 0 to 8 45H, 6HH 456H and will become/remain disordered

-1DPS Artillery low on ammunition 8 to 16 5H, 6HH 56H  Artillery battery is silenced

+1DPS A class unit Medium Gun 0 to 12 45H, 6HH 456H 4HPS+  All units lose 1 stand

+1DPS First volley or target is 12 to 24 5H, 6HH 56H Infantry/Cavalry takes a morale test

enfilade or in square Heavy Gun 0 to 16 45H, 6HH 456H and will become/remain disordered

16 to 32 5H, 6HH 56H  Artillery battery is silenced

D Class meeting first opposition: Roll1D6, score 1, 2 or 3 can hold fire; score 4, 5 or 6 must fire this bound at nearest.

Artillery ammunition: When Artillery gets 4HPS+ on target, must roll 1D6 to see if low on ammunition. Score 1 = low ammunition for 1 bound, 2 = 2 bounds, 3 = 3 bounds, 4 = 4

bounds, 5 or 6 = no effect  

(1) Calculate the number of dice rolls for the unit (Table 5a). This initial number of DPS is modified by certainconditions (e.g. disorder). For example, a unit with 4 stands of disordered close order infantry rolls 12 dicein total, 4 stands each rolling 3D6 (4D6-1D6 for disordered). If the number of dice per stand adds up to less

than one, the unit cannot shoot.(2) Measure the range and determine the type of target.(3) Look up the score needed with each dice to hit the target at that range (Table 5b). For example, the same

close order infantry unit firing with musket at short range (0-4 segments) at a normal target needs 4 or better to hit, with 6 counting as two hits (shown in the table as 45H, 6HH).

(4) Roll the appropriate number of dice calculated in step 1. Compare each dice against the score to hit (step3) and calculate the number of hits on the target. In the above example, dice rolls of 2x1’s 2x2’s, 3x3’s,1x4, 2x5 and 2x6 would add up to a total of 7 hits.

(5) Divide the total number of hits by the number of stands in the target unit to give the total score expressed in“Hits per Stand” (HPS). In the example, the target unit consists of 4 stands, so the score is 1HPS (7 dividedby 4, disregarding any remainder). When several units shoot at the same target, add the total number of hits together from all shooting at the target before calculating the number of HPS.

(6) Consult Table 5c to determine the effect the score has on the target unit.

6.3 Ammunition and first volley

Infantry are assumed to have a sufficient supply of ammunition to see them through a days fighting, so do notsuffer from shortages. The first volley from well prepared muskets could often be devastating (particularly at closerange), therefore the first time a unit of close order infantry shoots during the game, players add 1DPS (see Table5a). Players can choose at what point the unit fires its first volley unless the unit is D class, as poorly trained troopsoften shot as soon as their opponent came into range. When a D class close order infantry unit comes within rangeof the enemy for the first time in a game, the player must first roll one D6; on a score of 4 or more the unit must fireat the nearest enemy this bound.

 Artillery may be prone to a shortage of ammunition at any point in the game. To reflect this, if an artillery batteryinflicts 4HPS on its target, it must roll one D6 dice to see if it becomes “low on ammunition” (LOA). A score of 5 or 6

has no effect, a core of 4 means the battery is LOA for 4 bounds, score 3 is LOA for 3 bounds, score 2 is LOA for 2bounds, and score 1 is LOA for 1 bound. Use appropriate munitions pieces as markers or the face of a dice toshow how many bounds the battery remains LOA.

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Shooting 

6.4 When can you shoot?

With one exception, all shooting takes place in the shooting phase. If a player anticipates an enemy unit is going tocharge, he may wish to hold his fire until the charge move is executed, which may enable him to shoot at a closer range and therefore (normally) better odds. Therefore, infantry or artillery that did not shoot in the shooting phase,who are charged and elect to stand and receive the charge, can shoot in the charge phase at the charging unitprovided they did not make an emergency formation change in response to the charge (see charge responses 7.2).

6.5 Who can shoot?Infantry may only shoot with the leading stand when in column formation. Close order infantry in square can shootwith each stand, but only in the direction that stand faces. All stands of infantry in line are eligible to shoot.

The following units are not eligible to shoot:

• An artillery battery that is either limbered, or "silenced" this bound, or part of a Brigade in retreat

• Any troops that are mounted

• A unit that is still engaged in melee (or supporting a unit that is engaged in melee)

• A unit that has not rallied from rout

• A unit more than 1 segment inside a wood

• Generals

6.6 What can you shoot at?The target must visible, with no intervening unit obscuring it (see visibility 4.14). Furthermore the target must be inrange and not already engaged in melee (or supporting a unit that is engaged in melee). Shooting at Generals isnot permitted. Infantry must shoot at the nearest enemy directly facing the unit, or else at any other target within anarc of fire (see diagram 4).

 Artillery cannot shoot at troops within a structure but must shoot at the structure itself. Infantry cannot shoot at thestructure, but may shoot at the troops within the structure.

Targets are classified as either normal or difficult. Firing at the following is classed as a difficult target:

• at a unit in or behind cover, in a wood or in a structure, (from muskets or rifles)

• at a unit in or behind hard cover (from artillery)

• at light infantry (from any weapons)

• at a structure (from artillery)

In all other circumstances, the target is classed as normal.

Diagram 4 - Arc of Fire

Draw an imaginary line 45 degrees from the left and rightfront corners of each stand belonging to the unit firing. If any of the stands in the target unit is within this sector, itis an eligible target.

In the example shown, stand D cannot shoot at the targetunit, but A, B and C can.

Diagram 5 - Enfiladed Target

 An enfiladed target is easier to hit because it is deeper than a single line. Shooters add 1DPS if the target isenfiladed (see Table 5a)

Draw a line 90 degrees from the front of the unit that isshooting to the target unit, from each of the stands firing.If any line passes through more than 1 stand of the targetunit, it is classed as an enfilade. If one stand sees thetarget as an enfilade, all stands count it as an enfilade.

Note that, in the example shown, the target unit couldeither be a column approaching the shooters, or a linethat is sideways on. Light infantry cannot be enfiladed.

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7. CHARGING

7.1 Charges

 At the beginning of the charge phase, if a player wishes to move a unit into contact with an opposing unit thisbound, he must declare a charge with that unit.

The following troops may not charge

• Units in a Brigade with hold or retreat orders

• Artillery batteries

• A unit that would have to move into or across terrain that would normally block movement

• Troops already engaged in melee, or who are routing

The charging unit must be within reach of the target by a standard or impaired move (whichever is applicable),allowing for any wheeling necessary. The target must also be visible (with no intervening units or obstacles thatwould prevent the chargers from seeing the target).

7.2 Charge responses

The unit that is the target of the charge has up to three different responses that it can make, but only if it is notalready routing or engaged in a melee from a previous bound.

(1) Evade. Light infantry must attempt to evade a charge by mounted troops, and can choose to evade a charge

by any others. Light cavalry can choose to evade from a charge. Dismounted cavalry must re-mount andevade. Troops already routing or part of a brigade with retreat orders must attempt to evade. No other troopsmay evade.

(2) Counter-charge. Provided they have either attack or hold orders, mounted troops can choose to counter-charge. Close order infantry can counter-charge only other infantry units, and only if they have attack orders.Light infantry can counter-charge other light infantry units. No other counter-charging is allowed.

(3) Stand and receive the charge. Any other unit that has not counter-charged or evaded, and all artillery, muststand (to receive the charge). Providing it is not routing or already engaged in melee from a previous bound, itcan make a formation change before the chargers move in to contact, but only to form square (if it is allowed),or to turn to face a charging enemy. It is not allowed to use this move to get out of reach of the charging unit. If it has not already shot this bound, it can shoot at the charging unit.

7.3 Charging the flank or rear of the enemy

In order for a unit to charge a unit in the flank (side), it must be already partially behind the opponent’s front edgebefore the charge is declared. If it is completely behind the opponent’s front, it may choose to charge its opponentin the rear.

Diagram 6Charging a Flank or rear 

In this example, unit A can charge the flank of unit Cbecause it is partially behind its front. Unit A cannot chargethe rear of unit C because it is not completely behind itsfront. Unit B can only charge unit C’s front.

Diagram 7In melee with a unit to the flank or rear 

 All stands of unit A & B can fight against unit C

 All stands of unit C fight against unit B only

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8. MELEE

 All hand to hand combat, brought about as a result of an earlier declared charge, is deemed to be simultaneous,even though for practical reasons it is necessary to resolve one melee at a time. The outcome of one meleetherefore (such as a unit routing) does not impact the result of another melee in the same bound. The impact is feltduring the move phase when command tests are taken.

8.1 Which stands can fight?

Every stand in line, column, or square formation are counted providing:• At least one stand is in base to base contact with the opposing unit

• The stand is facing the enemy (i.e. a stand cannot fight to its flank or rear)

8.2 How melee works

Table 6 - Melee

A - Dice Per Stand (DPS) B - Score to HitDice Fighting with:

4DPS Close Order Infantry Fighting with: Infantry/Artillery Cavalry

2DPS Other troops Close Order Infantry 345H, 6HH 45H, 6HH

Dice Modified by:Light Infantry 456H 6H

-2DPS Close Order Infantry fighting in wood or rough ground  Artillery 456H 6H

-2DPS Disordered close order infantry Heavy Cavalry 345H, 6HH 2345H, 6HH

-1DPS Other disordered troops Medium Cavalry 45H, 6HH 345H, 6HH

-1DPS D class unit Light Cavalry 456H 456H

-1DPS Fighting opponents who are on higher ground

-2DPS Unit is part of a Brigade with retreat orders, or fighting C - Melee Outcome

an opponent who is defending an obstacle An artillery battery that loses a melee is destroyed

+2DPS Cavalry fighting against Infantry not in square or Arti llery All other unit that lose a melee must take a morale test

+1DPS  A or B class unit If the melee is inconclusive, both sides fall back

+1DPS Any troops in open terrain who are charging, counter-charging, The following chart effects winners & losers

following up or pursuing HPS Effect

+1DPS  Any troops who are supported 2HPS+  All units will become/remain disordered

or fighting against an open flank/rear  4HPS+  All units lose 1 stand

Fighting against

 

(1) For each stand that is eligible to fight (see above) calculate the number of dice to be rolled (Table 6a). This ismodified by certain conditions (e.g. disorder). For example, a unit with 4 eligible stands of disordered closeorder infantry rolls 8 dice in total, 4 stands each rolling 2D6 (4D6-2D6 for disordered). If the number of dice per stand adds up to less than one DPS, the unit cannot fight.

(2) Look up the score needed with each dice to hit the target in Table 6b. Notice that the score needed is differentdepending on whether the unit is fighting against foot or cavalry. For example, the same close order infantryfighting against another close order infantry unit needs 3 or better to hit, with 6 counting as two hits (shown as345H, 6HH in the table).

(3) Roll the appropriate number of dice calculated in step 1. Compare each dice against the score to hit (step 2)and calculate the number of hits on the target. In the above example, dice rolls of 1x1, 0x2, 2x3’s, 1x4, 2x5 and2x6 would add up to a total of 9 hits.

(4) Divide the total number of hits by the number of stands in the opposing unit to give the total score expressed in

“Hits per Stand” (HPS). In the example, the target unit consists of 4 stands, so the score is 2HPS (9 divided by4, ignoring the remainder).

(5) Determine the winners and losers of the melee (see next section)

8.3 Winning the melee

To win a melee, a unit must inflict more HPS than it receives  and   at least 1HPS. If the scores are equal, or neither side inflicts 1HPS, the melee is drawn and both sides must fall-back. If a melee involves more than one unitper side, then any unit which receives more HPS than it inflicts and at least 1HPS is deemed to have lost themelee. After the melee has been concluded, refer to Table 6c to determine what response the losers must make,and what effect any “hits per stand” have on either unit.

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9. MOVEMENT

9.1 Speed of movement

Units move at three different speeds, namely: Normal (N), Impaired (I) or Randomised (R), as illustrated in Table7a. Movement is impaired if the unit is disordered, or passes through certain types of terrain (Table 7b), or whenclose order infantry received 1HPS from light infantry shooting at them during the current bound. Note also:

• Roads and gentle hills do not affect movement speed

• Some types of terrain block movement altogether (see Table 7b)

• Troops in square cannot move until they change formation back into line or column

• Artillery batteries that are silenced cannot move (or limber/unlimber)

• Units cannot be closer than 1 segment to an enemy unit unless it has charged or counter-charged.

Randomised moves are of a variable speed (for example, where Table 7a shows “D6 + 4”, the move speed is thescore on one D6 plus 4, in segments). Randomised moves are not impaired by disorder or terrain, and are notreduced as a result of any special manoeuvres required (but cannot include formation changes or an obliquemove). Evade, Pursuit and Rout moves are all at randomised move speed.

Table 7 - Movement

B. Effect of TerrainNormal

[N]

Impaired

[I]

Random

[R]

Unit Type Wall/

Hedge

Stream Steep

Hill

Wood Other  

difficult

6 6 D6+4 Light infantry/dism'ted cavalry N N N N N

4 3 D6+2 Close Order Infantry I I I I* I

8 8 D6+6 Light Cavalry B* I I I I

8 6 D6+5 Heavy/Medium Cavalry B* I I B I

1 0 N/A Artillery B* B** I B I

4 3 N/A

8 6 N/A

8 8 N/A

-1

-2

-2

-1

-2

-2

0

0

+2

Key: (N) Normal speed; (I) Impaired speed; (I*) Impaired - must be

in column; (B) Blocked movement; (B*) Blocked unless gated;

(B**) Blocked unless across a bridge

Oblique: Only infantry can make an oblique move (see diagram 8)

Reform: to recover from disorder 

Fall-back: Possible to infantry at all times, or cavalry when required to do so from a morale test

Light infantry/dism'ted cavalry

Close Order Infantry

Light Cavalry

Heavy/Medium Cavalry

 Artillery, manhandled

Foot artillery, limbered

Horse artillery, limbered

Generals

A. Movement Speed (in segments)

 A Wheel or "curved move" to change direction; distance measured from the outer edge of the unit (see diagram 9)

March: Only possible to close order infantry, who must begin and end the move in column. May include a wheel, but no other special manoeuvres while

marching. Units can only march in open terrain

Reduce movement by (segs)

C. Special Manoeuvres

Making a 90 degree turn and/or changing formation between Line, Column or Square (see diagram 10-13)

180 degree Turn: Turning around to face the opposite direction

Cavalry dismounting or re-mounting

 Artillery limbering or unlimbering

Unit Type

 

9.2 Shooting and moving in the same bound

Firing by infantry earlier in the bound does not prevent the unit from moving and/or making a special manoeuvre.Unless manhandled, artillery must be limbered before it can be moved. Artillery batteries cannot limber, move andunlimber in the same bound, but can:

• Shoot and manhandle the guns in the same bound

• Shoot, and limber up, but not move in the same bound

Not shoot, but limber up and move (-2 segs – see Table 7c) in the same bound• If already limbered, it can make a full move, or move and unlimber (-2 segs – see Table 7c) ready to shoot

next bound

9.3 Interpenetration

Units may move through (interpenetrate) another unit, however:

• A routing unit disorders any unit it interpenetrates, unless the routers are light infantry

• Other light infantry or light cavalry can interpenetrate, or be interpenetrated by, another friendly unit,without any effect on either unit

• Artillery can only be interpenetrated when unlimbered; Artillery cannot interpenetrate, or be interpenetrated,in any other circumstance

• Where other troops interpenetrate friendly units, the unit it interpenetrates cannot also move this bound, or 

shoot next bound• A unit of cavalry that is following up (see 9.10) against infantry in line that is falling back may interpenetrate

their opponents and move beyond them (i.e. burst through their opponent)

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Movement

9.4 Special manoeuvres

Some special manoeuvres (Table 7c) reduce the movement allowance for both normal and impaired movement,but these deductions do not apply to randomised moves or any moves by light troops. For example, a unit turningto rout does not reduce its movement allowance for the change in direction.

Diagram 8Oblique Move

This is a diagonal forward movement. The exampleshown is an infantry unit in line, which moves half itsstandard move forwards, (2 segs) and half its standardmovement sideways (2 segs)

Diagram 9Wheeling

When units wheel to change direction the distancetravelled is measured from the outer edge of the unit.No deduction to movement is made when making awheel

Diagram 10Formation Change- Column to Line

In this example, therear ranks of thecolumn move up

into line either sideof the commandstand.

Diagram 11Formation Change- Column or Line to SquareThe square formation formsaround the command stand,then has each stand facing in

one of four directions; forward,back, left and right

Diagram 12

Formation Change- Column to Line(method 2)

In this example, eachelement turns 90degrees where it is,with the commandstand switching withother stands to findthe correct position inthe unit.

Diagram 13

Turn 90 degrees

The exampleshown is a unit incolumn turning 90degrees on thecommand stand.

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Movement

9.5 Charge, supporting charge & counter-charge moves

Both a charge and counter-charge moves are at normal or impaired move speed. Any unit that is in support of thecharging/counter-charging unit can move with them to remain in support. The only special manoeuvre allowed aspart of a charge, counter-charge or support charge, is a wheel.

Diagram 14 – A supported charge

In this example, unit A is supported by unit B becausethey are 1 segment apart. Unit A declares a charge onan enemy artillery unit. Unit A moves into contact withthe enemy, and unit B moves with them, finishing themove still 1 segment behind unit B.

If the target of the charge is able to shoot at the chargers, the charging unit moves up to 1 segment distance from

the target; the target then shoots at the chargers, who may need to take a morale test. If the morale test result for the chargers is either fall-back or rout, the charge has failed and no melee occurs. The charging unit must insteadcomply with the outcome of the morale test.

9.6 Evade moves

When a unit evades from a charge it moves at randomised move speed, and must move directly away from thechargers, interpenetrating any friendly unit in its path. If their opponents do not maintain contact, the unit ends themove facing any direction the player chooses. Once the evade move has occurred, the charge move now becomesa pursuit move. If the pursuers maintain contact with the evaders, the pursuers fight them in the rear, unopposed. An evade move ceases at the table edge unless the evaders are an independent unit (i.e. not part of a brigade), inwhich case they leave the table and cannot return.

9.7 Rout moves A rout is a compulsory move resulting from a morale test and is at randomised move speed. A unit that routs endsthe bound facing away from the enemy.

 Any unit that routs in the current bound because it has failed a morale test, must first turn away, then move directlyaway from the enemy, interpenetrating any supporting or intervening unit it cannot move around. In subsequentbounds, if the unit continues to rout, the unit moves directly toward the player’s table edge by the shortest route.

The rout move takes place in the shooting phase if the unit routs as a result of shooting, in the charge phase as aresult of a failed charge, or in the movement phase in all other circumstances.

9.8 Pursuit moves

 A pursuit move is made by a charging unit in response to an opponent either evading or routing. A pursuit move isat randomised move speed. A unit that is in support of a unit pursuing does not pursue with it.

When the opponent evades, the pursuit move takes place in the charge phase. If the pursuers succeed incontacting the evaders, fighting ensues during the Melee phase, striking their opponents in the rear and fightingunopposed. If the pursuers fail to make contact and they do not make contact with any other unit in its path, theyhalt at the end of the move, and the pursuit has ended.

 A unit must make a pursuit move in an attempt to remain in contact unless:

• It is an infantry unit defending an obstacle or who stood to receive the initial charge. In thesecircumstances, it can choose whether to pursue or not

• It is part of a brigade with hold or retreat orders

• It is an artillery battery

Pursuit continues in subsequent bounds until it is either no longer able to remain in contact with the unit it ispursuing, its opponents are destroyed or leave the table, or if it reaches terrain that would normally blockmovement. When the pursuit ends, the unit halts in its current position (facing whichever direction it chooses).

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Movement

9.9 Fall-back moves

 A fall-back is a compulsory move required as a result of a morale test or a drawn or inconclusive melee (neither side winning). Fall-back moves are made at normal or impaired move speed. A unit that is falling back can passthrough any supporting unit (see interpenetration 9.3). Infantry or cavalry falling-back must use the “fall-back”special manoeuvre and move the full distance allowed directly to its rear; Artillery must limber up first.

 A unit that is in support of a unit making a fall-back move can either:

Make a fall-back move itself, or • Allow the unit that is falling-back to interpenetrate it and remain where it is

The fall-back move takes place in the shooting phase if the unit falls-back as a result of shooting, in the chargephase as a result of a failed charge, or in the movement phase in all other circumstances.

9.10 Follow-up moves

 A follow-up move is made by a unit that has won a melee and whose opponent has fallen-back. Any unit insupport of a unit following-up can also make a follow-up move. A follow-up move is at standard move speed(normal or impaired) and can include special manoeuvres. If the follow-up move does not reach an opponent thathas fallen back, the melee has ended.

 Artillery, or units with retreat orders, cannot follow up. Units who have hold orders, or who are defending anobstacle, or who stood to receive the initial charge, can choose to follow-up. All other units must follow-up.

 A unit of cavalry following-up against a line of infantry can choose to interpenetrate the enemy in a follow-up move.In effect, it is bursting through the enemy. If it contacts a new enemy unit to the rear of their opponents, it is treatedas a charge on the new enemy. The new opponent cannot move, counter-charge, change formation, or shoot atthe chargers. Fighting between these units takes place in next melee phase.

9.11 Evading, routing or falling back through a supporting unit

When a unit interpenetrates a unit to its rear during an evade, rout or fall-back move, the unit it interpenetrates nowbecomes a potential target for any enemy unit pursuing or following-up. Provided they have sufficient move

distance to make contact with the new target, they convert their pursuit or follow-up move into a charge against thenew opponent. The new opponent cannot move, counter-charge, change formation, or shoot at the chargers, andfighting between these units takes place in next melee phase.

9.12 Retreat moves

 A unit that is part of a brigade which has retreat orders must head back toward the table edge, by the quickestroute possible, unless any of the following apply:

• Infantry or cavalry that are threatened by enemy units (i.e. the enemy is within charge reach) are allowed tofall-back as part of a retreat, in order to avoid presenting their flank to an opposing unit.

• Any unit engaged in melee can continue to fight, but cannot follow-up or pursue beaten opponents

 Artillery must cease firing, limber up, and move towards the table edge as fast as it is permitted to do so.

9.13 Standard moves

 After all other moves have been concluded, players can make standard moves. Although play is deemed to besimultaneous, in the case of standard movement each player rolls one D6 to determine initiative. The player withthe highest score has the initiative and can choose which player makes all of his standard moves first. Standardmoves are made at normal or impaired move speed and all types of special manoeuvres are allowed.

Standard moves are not possible to troops who:

• Have already charged, counter-charged, moved in support of either, or evaded this bound

• Have already made a fall-back, follow-up, rout, pursuit or retreat move this bound

 Is an artillery battery that has been silenced 

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SCENARIO (1) - THE BATTLE OF MINDEN

1st

August 1759

Combatants:

French Army:

• Marshal Marquis de Contades35,000 infantry and 9,500 cavalry 

The British & Allied Army:

• Prince Ferdinand of Brunswick 30,000 infantry and 7,000 cavalry 

BackgroundThe French forces moved out of their position justsouth of Minden in Westphalia and advancednorthwards towards the Allied army. To his right,Contades had given command of about a quarter of his forces to Broglie, who was advancing towards(what he believed to be) a small Allied force under Wangenheim, with the town of Maulbeer-kamp onBroglie’s left, and the River Weser on his right.Broglie’s orders were to take care of Wangenheimand turn the Allies flank. Contades, on the other 

hand, advanced the remainder of his force on the leftand centre. Some marshy area occupied the extremeleft flank, causing the French to deploy its maincavalry force under the Duc de Fitzjames in thecentre of the French army.

 At 5am on the morning of the 1st August, the British,Hanoverian and Germans began to advance forwardin 8 columns with Wangenheim on the left flank totake care of de Broglie’s advance. The action on thisflank continued throughout the day and had very littleeffect on the outcome.

Sporkern’s advanceThe advance by the Allies was led by Sporkern’scolumn, who through a misinterpretation of ordersfound itself well ahead of the rest of the army. As theearly morning mist cleared, the French realised thatthey were heading directly for the French cavalry inthe centre.

French artillery opened fire on the Allied column. Although casualties were high, the advancecontinued. The first line of French cavalry advanced

forward and charged at the allied column. The Alliesheld their fire until the cavalry were just forty pacesdistant, then delivered a crushing first volley whichtore through the French, who were repulsed.

Undaunted, Fitzjames ordered the second line of cavalry to attack. Once again, the Allies held their fireuntil the last moment and then delivered adevastating volley to repulse the enemy.

British Infantry (FR) face the charge by Fitzjames' French Cavalry (FR)

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Allies attackNot waiting for a third onslaught, the Allies closedranks and re-commenced their advance, but in doingso exposed their right flank to the French infantry,who closed in on the Allies. The Allies right flankwheeled to counter them and a short but tellingexchange of musketry unfolded.

The superior discipline and allied firepower drove the

first line of the French infantry back. Further Frenchinfantry attacks came from Grenadiers, followed bySwiss and Saxon battalions fighting for the French.

 At this point Ferdinand ordered Scheele’s columnforward and brought his artillery up in support.

The French cavalry bravely launched a third assault,this time on the left flank of Sporkern’s column,breaking through the Hanoverians. The allied columnof von Wurtignau and the rear ranks of theHanoverians in Sporkern’s column successfullyrepulsed the French cavalry with musket fire.

Where is Sackville?By now the French were streaming back towards thetown of Minden in disarray. Now was the moment tostrike against the enemy, but the Allied cavalry on theright flank had not yet advanced.

Much has been written about the inactivity on the partof Sackville’s cavalry, who, for whatever reason, didnot follow Ferdinand's order to engage the French.

Suffice is to say that the victory for the Allies wouldhave been far more significant had Sackville’s cavalrypursued the French.

By 11am the French had withdrawn to their originalpositions south of Minden, without any pursuit by the Allies, who themselves had paid a heavy price interms of casualties for the mornings work.

British Dragoons (WF)

Remembering MindenMany British regiments still celebrate the victory bywearing a white rose on Minden Day, 1

stAugust

(hence the title chosen for the rule-set).

Scenario Battle Map

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The Scenario

This is a very even contest between the two forces,one that demonstrates some of the commandaspects of the rules very well. In reality, the Allieswon, but in a re-fight, it is by no means a foregoneconclusion. This scenario is intended to give a feel for the issues faced by both sides on the day, without the

need to go to the extreme lengths of all the unitsinvolved, over what would be a massive table! Thenames of the Brigade Generals used in the scenarioare real, albeit some have been demoted to BrigadeGenerals, when most were in fact in charge of anentire Corps or Column.

We have therefore scaled the engagement down to agame which can be concluded in 3-4 hours, witharmies of less than 1800 points per side. The Frenchmanpower slightly outnumbers the Allies as they didon the day (albeit they were poorer quality).

The French forces (a-f) are deployed (in line)according to the map, inside the normal deploymentzone, with Broglie on the right flank and theremaining troops in the centre and left. Broglie andFitzjames have attack orders; the remaining FrenchBrigade Generals are given hold orders for 2 bounds.Contades can attempt to change orders at the end of the second bound.

The scenario hopefully gives a opportunity toexperience the two well-documented events thatmake this scenario very interesting to play out,namely the advance by Sporkern's column, and the

inactivity of the Allied cavalry, in the following way:

1. The Allies are positioned according to the map(1-7); Sporkern and Scheele’s brigades are givena forward deployment with attack orders, aimingat the French Cavalry. Ferdinand cannot changethese orders until the end of the second bound.

2. Sackville's orders are set to “Hold” until the endof the second bound. After this, Ferdinand mayattempt to send fresh orders to him, but Sackvilleis an Inferior  general, so may not necessarilyobey them!

 All remaining allied forces are given attack orders,and may be deployed in column to speed up theadvance. Normal victory conditions apply for thisscenario (see 5.4 - Winning the game)

Suggested further reading:

Minden 1759, by Howard N Cole; Published byCharles Knight & Co (Knight’s Battles for Wargamersseries) – sadly long out of print but an excellentreference source. The book includes a full order of battle, a brief account of the lead up to the battle andits aftermath.

French Army List 1750

a. Brigade General - Comte de Lusace 40

French Fusiliers: 4 s tands of D c lass Close Order Infantry 40

French Fusiliers: 4 s tands of D c lass Close Order Infantry 40

Veteran Fusiliers 4 stands of C class Close Order Infantry 60

Veteran Fusiliers 4 stands of C class Close Order Infantry 60

 Artillery Battery: 5 Heavy Gun(s) 120

b. Brigade General - Lt Gen Guerchy 40

French Fusiliers: 4 s tands of D c lass Close Order Infantry 40

French Fusiliers: 4 s tands of D c lass Close Order Infantry 40

Veteran Fusiliers 4 stands of C class Close Order Infantry 60

French Grenadiers 4 stands of A class Close Order Infantry 100

c. Brigade General - Duc de Fitzjames 40

Gendarmes: 4 stands of B class Heavy Cavalry 120

Line Cavalry: 4 stands of C class Heavy Cavalry 100

Dragoons: 4 stands of D class Medium Cavalry 80

d. Brigade General - Lt Gen Beaupreau 40

French Fusiliers: 4 s tands of D c lass Close Order Infantry 40

French Fusiliers: 4 s tands of D c lass Close Order Infantry 40

Veteran Fusiliers 4 stands of C class Close Order Infantry 60

Veteran Fusiliers 4 stands of C class Close Order Infantry 60

 Artillery Battery: 3 Medium Gun(s) 90

e/f. Brigade General - de Broglie 40

French Fusiliers: 4 s tands of D c lass Close Order Infantry 40

Veteran Fusiliers 4 stands of C class Close Order Infantry 60

Veteran Fusiliers 4 stands of C class Close Order Infantry 60

French Grenadiers 4 stands of A class Close Order Infantry 100

Dragoons: 4 stands of D class Medium Cavalry 80

Hussars: 4 stands of D class Light Cavalry 60

British & Hanoverian Army List 1740

1. Brigade General - Lt Gen Lord George Sackville 40

British Horse Grenadiers: 4 stands of A class Heavy Cavalry 140

British Dragoons: 4 stands of C class Heavy Cavalry 100British Dragoons: 4 stands of C class Heavy Cavalry 100

2. Brigade General - Major Haase 40

Hanoverian Artillery Battery: 3 Heavy Gun(s) 120

 Artillery Guard: 4 stands of C class Close Order Infantry 60

3. Brigade General - Major Gen von Scheele 40

British Hatmen: 4 stands of C class Close Order Infantry 60

British Hatmen: 4 stands of C class Close Order Infantry 60

Hanoverians: 4 stands of C class Close Order Infantry 60

4. Brigade General - Lt Gen von Sporcken 40

British Grenadiers: 4 stands of A class Close Order Infantry 100

British Hatmen: 4 stands of C class Close Order Infantry 60

Hanoverians: 4 stands of C class Close Order Infantry 60

5. Brigade General - Lt Gen von Holsten-Gofforp 40

German Cuirassiers: 4 stands of C class Heavy Cavalry 100

German Dragoons: 4 stands of C class Medium Cavalry 80

6. Brigade General - Lt Gen von Wurtignau 40

German Musketeers: 4 stands of C class Close Order Infantry 60

German Musketeers: 4 stands of C class Close Order Infantry 60

German Musketeers: 4 stands of C class Close Order Infantry 60

7. Brigade General - Lt Gen von Wangenheim 40

German Musketeers: 4 stands of C class Close Order Infantry 60

German Musketeers: 4 stands of C class Close Order Infantry 60

German Musketeers: 4 stands of C class Close Order Infantry 60  

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SCENARIO (2) - THE BATTLE OF ZORNDORF

25th

August 1758

Combatants:

Russian Army:

• General Fermor 35,000 infantry and 9,500 cavalry 

Prussian Army:

• Frederick the Great 30,000 infantry and 7,000 cavalry 

Background:The Russian army, in the lead up to the battle, hadbesieged Custrin (to the south of Zorndorf) anddestroyed most of the bridges in the vicinity.Expecting to be attacked from the north, theRussians are deployed on raised ground interspersedby 3 ravines (known as the Zaber-grund, Galen-grund and Langer-grund) to the south of the river Metzel. Between them and the river, are areas of wood and marshland. Frederick knew that an attackfrom this position would be foolhardy, so instead, hemade a sweeping march around the eastern flank of the Russians to attack from the south.

What was an advantageous position for the Russianshad now become a problem, with the marsh to their 

rear, knowing that they could potentially be cut downif they attempt to retreat. Crossing back over the river would not only be hazardous for them, but it alsoprevented other Russian forces from coming to their relief.

Cossacks set fire to the village of Zorndorf to hamper the Prussian advance, while the rest of the Russianstook up their positions between the villages of Quartschen and Zicher. To their credit, they managedto redeploy their troops facing south before the battlecommenced, but had lost most of the advantages

that the terrain had previously given them. Themajority of the Russian cavalry, under the commandof Demitku, were deployed on their left flank.

.

Russian Cossacks (WF) burn the village of Zorndorf before the battle

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First bloodThe initial Prussian attack was led by an advanceguard belonging to Lt-Gen Manteuffel, followed by Lt-Gen Kanitz, leaving the remainder of the infantry,under Lt-Gen Dohna, to “refuse” the right wing.Seydlitz took command of a large contingent of cavalry on the left wing. Manteuffel had orders toattack the Russians deployed between the Zaber-grund & Galen-grund, occupied by Russian infantry

under the command of Saltykov and Golitsyn.

The battle started with a ferocious exchange of artillery fire. Through the smoke, the Prussian infantryappeared. Both sides exchanged volleys at 40 yards,but a lack of ammunition caused the Russians tomake a bayonet charge. The Russians were first tobring up their second line after heavy losses thePrussian second line (Kanitz) was nowhere to beseen.

 A gap opened on the Prussian right enabling theRussian cavalry to charge and break Manteuffel’s

infantry, who ran back through Kanitz’s troops whowere just arriving. Russian infantry then fired onKanitz’s right flank and a further bayonet charge sawoff the remaining Prussian attack, who fled back toZorndorf in disarray. The Russian gains werechecked by the Prussian cavalry, who beat theRussians back to the Galen-grund, then withdrew toZorndorf, leaving the field strewn with dead and botharmies in a stalemate.

The afternoonThe Russian infantry under Browne, who hadsuffered heavy casualties from Prussian artillery,were given orders to attack the Prussian right flank.In support of them were Demitku’s cavalry.

 As they advanced, the Prussian musketry was telling,but the Russians held their ground. Several attemptsby Schorlemer’s Prussian cavalry to break through

were thwarted. Once again, Seydlitz’s cavalryappeared and attacked the Russians, delaying themfor a sufficient time to allow the Prussian infantry toregroup. Finally the Prussian infantry attacked andthe Russians broke, cut down as they fled throughthe marshes.

End of Day 1Fermor regrouped what was left of his forces alongthe west bank of the Galen-grund, north to south. ThePrussians, now weary form the days events,launched yet another attack from the east. This finaloffensive came to nothing - the battle was over and

the fighting had been bloody but inconclusive.

26th

AugustTiredness and lack of ammunition on both sidesmeant that neither side put up much of a struggle thenext day and both armies eventually withdrew.Frederick had learned the stubbornness and tenacityof the Russian army, who claimed Zorndorf as avictory.

Scenario Battle Map

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The Scenario

The aim of this scenario is to create a game whichreflects the key aspects of the battle (particularly theterrain) but, as with the Minden scenario, is scaleddown to fit a 3-4 hour time frame on a typical sizedwargames table (6 to 8 feet in width).

The two armies are listed opposite. The three ravines

need to be represented (but streams would besufficient if no suitable terrain pieces are available).The ravines serve the purpose of making the Russiandeployment difficult, but at the same time protectingthem from any attack on the flank.

The armies are deployed according to the map.Some discretion is allowed as to the precise locationof each unit within the brigade.

The Russian player deploys his troops first. Allinfantry are deployed in the forward deploymentzone, but the cavalry must be deployed in the normal

deployment zone on the flanks.

The Prussian player can observe the Russiandeployment and then deploy his units in the normaldeployment zone. The Prussians may not forwarddeploy any units.

The town of Zorndorf cannot be occupied by anytroops, as it is ablaze.

 All Prussian Brigade Generals start the game withattack orders; and the Russian Brigade Generalsstart the game with hold orders for the first two

bounds.

Normal victory conditions apply for this scenario (see5.4 - Winning the game).

Russian Infantry (WF)

Suggested further reading:

Zorndorf 1758, Published by Osprey (Campaign

series no. 125) – an excellent reference source. Thebook includes a full order of battle, a detailed accountof the lead up to the battle and the battle itself. Asalways with Osprey, excellent illustrations throughout.

Prussian Army List 2000(A) Brigade General: Seydlitz. 40

Cuirassiers: 4 stands of Heavy Cavalry (B) 120

Cuirassiers: 4 stands of Heavy Cavalry (B) 120

Hussars: 4 stands of Light Cavalry (C) 80

(B) Brigade General: Manteuffel. 40

Grenadiers: 4 stands of Close Order Infantry (A) 100

Musketeers: 4 stands of Close Order Infantry (B)80

Musketeers: 4 stands of Close Order Infantry (B) 80

Fusiliers: 4 stands of Close Order Infantry (C) 60

 Artillery Battery: 3 stands of Foot Artillery - Heavy Guns 120

(C) Brigade General: Kanitz. 40

Grenadiers: 4 stands of Close Order Infantry (A) 100

Musketeers: 4 stands of Close Order Infantry (B) 80

Musketeers: 4 stands of Close Order Infantry (B) 80

Fusiliers: 4 stands of Close Order Infantry (C) 60

(D) Brigade General: Dohna. 40

Grenadiers: 4 stands of Close Order Infantry (A) 100

Musketeers: 4 stands of Close Order Infantry (B) 80

Musketeers: 4 stands of Close Order Infantry (B)80

Fusiliers: 4 stands of Close Order Infantry (C) 60

 Artillery Battery: 3 stands of Foot Artillery - Heavy Guns 120

(E)Brigade General: Schorlemer. 40

Cuirassiers: 4 stands of Heavy Cavalry (B) 120

Dragoons: 4 stands of Medium Cavalry (C) 80

Dragoons: 4 stands of Medium Cavalry (C) 80

Russian Army List 2000(1) Brigade General: Saltykov. 40

Grenadiers: 4 stands of Close Order Infantry (A) 100

Musketeers: 4 stands of Close Order Infantry (C) 60

Musketeers: 4 stands of Close Order Infantry (C) 60

Musketeers: 4 stands of Close Order Infantry (C) 60

 Artillery Battery: 4 stands of Foot Artillery - Heavy Guns 160

(2) Brigade General: Golitsyn. 40

Grenadiers: 4 stands of Close Order Infantry (A) 100

Musketeers: 4 stands of Close Order Infantry (C) 60

Musketeers: 4 stands of Close Order Infantry (C) 60

Musketeers: 4 stands of Close Order Infantry (C) 60

(3) Brigade General: Browne. 40

Observation Corps: 4 stands of Close Order Infantry (D) 40

Observation Corps: 4 stands of Close Order Infantry (D) 40

Observation Corps: 4 stands of Close Order Infantry (D) 40

Observation Corps: 4 stands of Close Order Infantry (D) 40

 Artillery Battery: 4 stands of Foot Artillery - Heavy Guns 160

(4) Brigade General: Gaugruben. 40

Horse Grenadiers: 4 stands of Heavy Cavalry (A) 140

Dragoons: 4 stands of Medium Cavalry (D) 60

(5) Brigade General: Demitku. 40

Dragoons: 4 stands of Medium Cavalry (C) 80

Dragoons: 4 stands of Medium Cavalry (D) 60

Dragoons: 4 stands of Medium Cavalry (D) 60

Hussars: 4 stands of Light Cavalry (C) 80

Hussars: 4 stands of Light Cavalry (C) 80

Independent Units -

(6) Cossacks: 4 stands of Light Cavalry (B) 100

(7) Cossacks: 4 stands of Light Cavalry (B) 100  

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APPENDIX

Reading list

The following list of "out of print" titles are becoming rare now but most have been invaluable to me over the years -they do sometimes crop up on eBay!

•  The Wargame - Charles Grant (A&C Black)This is one of the books that started it all for me, a classic. Set in the Wars of Austrian succession, adorned with lavish pictures of the Spencer Smith plastics and balsa wood buildings.

•  Charge, or how to Play Wargames - Peter Young (reprinted by Athena) Another classic wargames rule-set 

•  Uniforms of the Seven Years War - John Mollo (Blandford)Good enough to get started with and some battles are covered at the end 

•  The Lace Wars Vol 1 & 2 - L & F Funcken (Ward Lock)Probably the best uniform guide ever produced, versions in French are easier to find 

•  His Britannic Majesty's Army in Germany - Savoury, (reprinted by Athena)

•  The Army of Frederick the Great & The Army of Maria Theresa (2 books) – DuffyDefinitive works on the Prussian and Austrian Army, a “must read”.

Figure Manufacturers

This list of the main figure manufacturers gives an outline of what is available within each of their ranges. Most of them have excellent websites so why not check them out. All details are correct at the time of going to print.

Size Manufacturer What's available Website

6mm Baccus Prussian, Austrian, British, Russian, French. www.baccus6mm.com

15mm Essex Miniatures Prussian, Austrian, British, Russian, French; and someFrench-Indian wars. A big favourite amongst 15mm collectors

www.essexminiatures.co.uk

15mm Old Glory 15's Prussian, Austrian, British, Hanoverian, Russian, French www.oldglory15s.com

25mm First Corps British and French; and one of the only manufacturers to doSepoys

www.1stcorps.com

25mm Old Glory 25mm Austrians, Prussians and Russians; French-Indian wars www.oldgloryuk.com

25mm Wargames Foundry Prussians and Russians currently available, with British and

French on the way

www.wargamesfoundry.com

25mm Front Rank The most comprehensive range of SYW figures, and includeJacobite and more recently Marlburian era’s, many of thesecan be used for the period

www.frontrank.com

25mm Crusader Miniatures Nice range of Austrians and Prussians www.crusaderminiatures.com

25mm Elite Miniatures British, French and Prussian www.eliteminiatures.co.uk

25mm Sash and Sabre Prussians and Russians (available in UK from Old Glory)

25mm Eagle Figures Prussian, Austrian, British, Russian, French; Good to seethese figures recently return to the market (formerly EagleMiniatures.) Compatible in size to Foundry

www.eaglefigures.co.uk

15/25mm Dixon Prussians, French-Indian wars, and some Marlburian figuresavailable, many of which could be used in the period

www.dixon-minis.com

25mm Perry Miniatures Some Hessians in their American Revolution ranges are useful

for the period. Probably the best sculptors in the world!

www.perry-miniatures.com

25mm Redoubt New range of French-Indian wars www.redoubtenterprises.com

25mm Spencer-Smith The old plastic figures no longer available - but they havereturned in metal! Cheap and cheerful

www.spencersmithminiatures.co.uk

25mm Ellerburn All the old Hinchliffe figures, including the lovely artillerypieces, Prussians (including Horse artillery) and Austrians.Dated, but still a favourite of many

www.hinchliffe.co.uk

20mm(plastics)

Various For plastic figure availability we recommend looking at PlasticSoldier Review website, which gives great details of what isavailable

www.plasticsoldierreview.com

Emperor Games Ltd, Corner Lodge, Whitecross LaneBanwell, Somerset, BS29 6DP United Kingdom

www.emperorgames.co.uk

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Army Planning Sheet

Nationality

Commander-in-Chief   Army Tot:

Brigade General Brigade tot:

Unit Name Stands Type PPS Unit total

Brigade General Brigade tot:

Unit Name Stands Type PPS Unit total

Brigade General Brigade tot:

Unit Name Stands Type PPS Unit total

Brigade General Brigade tot:

Unit Name Stands Type PPS Unit total

Brigade General Brigade tot:

Unit Name Stands Type PPS Unit total

Independent Units Independents total

Unit Name Stands Type PPS Unit total