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Pendraken FPW Rules
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Transcript of Pendraken FPW Rules
Authors comments
Authors comments
This set of rules is designed to be simple, which is difficult! There are no simple ways to produce an accurate system, so I haven't tried to. I've always played war games for fun, NOT based upon how accurately they represent the loss of ballistic kinetic energy over a projectiles path with respect to cross-wind. If you don't like simple rules then change the bits you don't like.
Figure mountings and structure
The number of figures that you mount to a single base and their formation is really up to you, there are no set standards. But as some people will always want advice...
The game is based around combat between UNITS. A unit is a group of stands; it has no effect on the game as long as the base line that you choose remains the same throughout a game. The number of figures mounted WILL vary for different troop types (i.e. infantry, cavalry, artillery etc.).
These are guidelines only:
Base size:-
French UnitGerman Unit
40mm x 20mm Foot 8 figuresX4 standsX5 stands
40mm x 30mm Cavalry 4 figuresX5 standsX6 stands
30mm x 30mm artillery etc, base size to suit 1 model.X3 standsX3 stands
Foot, Cavalry, artillery etc
Open order
Scouts, skirmishersFull base width between stands of unit.
Order
LineNo more than one stand deep.
Close order
attack columnTwo stands wide and a minimum of two stands deep.
Close Order
March columnOne stand wide
Now please remember these are GUIDELINES, not rules. My one piece of advice would be keeping your frontage (length across the front of the stand) the same regardless of what formation you use, it always makes things easier.Please play within the historical context using the tactics and the abilities of the troops of that period.Ground scale 1mm = 2mStructure of the GameDeployment
At the start of play, all players place their figures on the game table at agreed locations. Before taking any actions all players roll 1 D6 for initiative, initiative is with the offensive player, if both players are on the offensive then both roll highest goes first, then next highest, etc. Any equal scores are re-rolled. This initiative roll represents the sequence of play ALL the way through the game.
For deployment, no infantry to be allowed in the flank 300mm on each side, just cavalry and horse artillery, to cut down on flanks being anchored on the edge of the table.
General orders will come from high command until prevented. E.g. A battalion is told to take a village, the battalion will have local responsibility for carrying out that order. Also one thing common for the German army local commanders will march to the sound of the guns and over rides the generals orders and affect units up to 300mm and over rides the 50% move limit on the German player this affect first contact only.Historical note: On most of the occasions the French were out numbered and set up in defensive positions surrendering the initiative to the Germans.
All hidden troops must be clearly referenced on a map prior to the start of a game.
French guns are sited back behind the troops, this includes the Mitrailleuse and once positioned will not move forward but can fall back.
Historical note: The French command did not regard the Mitrailleuse any different between this and a battery gun. Therefore all Mitrailleuse were formed alongside/included in with the French artillery and in general once positioned the French artillery did not move.There are no openly declared actions; each player takes turns to move a number of stands on the game table. An action can comprise of movement (up to a maximum limit) and combat (single attack), or an alternative action (hide under cover, etc.).A player does not have to move ALL of his/her units, they are free to use as many or as few as they want under the allocation.Once deployment has taken place the following game sequence is followed for both sides simultaneously.1. Movement, any declared charges move but not their charge move.
2. Firing takes place
3. Morale to complete the charge.
4. Melee
5. All other morale
Stands, Units & Formations
As this game is a generic system, then generic terms must be used to describe the troops in combat. Firstly two definitions:
A stand is the single smallest group of troops used in your game. This may be a single figure (artillery) or eight troops.A unit is a collection of stands that act as a group moving together, attacking together and dying together:- For foot a battalion, For cavalry a regiment
For artillery a battery
Units are very useful as they allow a player to rapidly move a large volume of troops around, and also attack with a large group at once.To create a unit a player places friendly troops in base to base contact and declares them as additions to that unit. Similarly a player may split units up into smaller groups or single stands. These must be within one move distance of each other.From now on we will refer to troops as units, remember this does not describe how many actual figures are in use.
Basic MovementMovement is measured as a distance travelled (in millimetres) and an angle turned through (normally any angle required). A stand can move up to it's maximum movement rating depending mainly upon the type of terrain that is travelled over. Other factors that can affect movement.
Terrain types:There are three types of terrain:Normal: This is generally flat easy to travel ground, with no noticeable gradient or obstructions. For example, fields, grassy plains, deserts, riverbanks, roads, streets, etc.
Rough: This is type of terrain will present some difficulty to travel over. For example, hills, shallow rivers, wooded areas, light rocky terrain, linear obstacles, ice/snow plains, etc.
Extreme: This is very difficult terrain to travel over. For example, steep or rocky hills, major rivers, heavy-forested areas, swampland, etc.
A forth classification of terrain would be impassable, sheer rock faces, fortifications, pits etc. Obviously these cannot be moved over.
Each type of stand will have a movement rating for all three terrain types; this will vary depending upon how well suited they are to the terrain.
Troop TypeNormalRoughExtremeCharging
FootNot possible in Extreme
Column of March806040
Open order705040+20
Order503525+20
Close order attack column6030+20
Cavalry
Open order14010060+40
Order1206040+40
Close order8040+40
Artillery
Limbered1206040
Man handled4020German only
If one stand of foot is allocated to each stand of artillery, this artillery can be man handled at order speed, this applies to the German player only.It is down to you to classify terrain as normal, rough or extreme. It is essential that you do it before the battle starts. One simple way to do it is sketch out the terrain and colour code the terrain types on it. Stick it up on the wall and then when some infantry are running in terror from a unit of cuirassiers there is no room for argument!Movement should be measured relative to the surface that the stand or unit is travelling over.
Movement Control
To reflect actual reality during the war.
The French can only move 25% of the units per turn; units will not leave defended areas. Republican French can move 33% of their forces.The German can move 50% of the units per turn, except when within 300mm of a fellow unit in action they will disobey orders and move to the sound of the guns this is in addition to the 50% movement rule. This rule applies only to the initial contact between the two armies.Change in FormationIt takes a unit 50% of its turn to go from open order to order or a full move to go from open order to close order. Artillery take a full move to unlimber/limber and deploy.Disordered units take a full move to go from open order to order and cannot jump straight from open order to close order.
ChargeA charge is movement intended to contact an enemy unit to melee with. A charging unit can fire but cannot change formation.Responses to a Charge
Counter charge
A counter charge is the same as a charge and is a response by that unit being charged. Historical note The French regarded an lan counter charge as the best form of attack from a defended position.StandThe troops in a defended position can stand and use the benefits of a defended position to help them defeat the attacker. Troops in open order cannot stand and will fall back.
Fall back
An attempt by a unit to fall back and avoid the charge this is half the move distance dependant on the units formation.
DisorderReasons for disorder:-
Close order formations in rough or extreme terrain
Once unit has gone over 50% casualties
Separate stands are more than a move away from each other.
Routing.
A unit asked to charge more than twice.
CombatThere are two different types of combat
Projectile (rifles, artillery etc.)
Melee (hand to hand)
Stand strength
The units hits are based on one hit per figure per unit for foot and cavalry. For artillery each stand can take 10 hits. Once a unit has reached eight hits a stand is removedExample a German unit of 5 stands has 40 hits or a detached stand 8 hits.
Combat Ratings
First figure range in millimetres
Second figure weapon factor
Range
Weapon typeShortMediumLong
Pistol, carbine50/2
German rifle100/5200/3300/1
French rifle150/5300/4500/2
Artillery German200/6 - 300/5650/41000/2
Artillery French200/4500/3800/1
French republican artillery gets a +1 for better quality ammunition.
Horse artillery fire to medium range only.
To reflect actual reality during the war. German short range reflects the tactic of moving the guns up with the foot.Target/firer status
Dice modifier1 x D6
1,2-1
3,40
5,6+1
Add the modifiers to the dice roll
Target formation close order+2Defenders Cover rating
Target order+1Firer moving-1
Raw troops-2Ground cover-1
Veteran troops+1Building-2
Elite troops+2Earth works-3
Target moving-1Disordered-3
Firing unit loses 1 stand-1Unit firing loses more than 1 stand/full unit cannot fire-2
Single detached stand of foot or cavalry firing-2
Each unit/detached stand firesEffects Table
From the combined factor from the dice roll and modifier work out the effect on the unit.
0 to -2No effect
+1 to +3Unit/stand receives 1 hits
+4 to +6Unit/stand receives 2 hits
+7 or moreUnit/stand receives 3 hits
A stand can be destroyed outright when it takes 8 hits. Dice are rolled for each unit/detached stand firing.
Melee
Only stands in base to base contact can fight and units who have survived the morale test.
Each stand counts as +1 to the melee score. E.g. a four stand battalion in melee will count as a +4.
Artillery will not stand when charged but will run to nearest friend/coverMelee ratings
WeaponVerses FootVerses Cavalry
Sword, bayonet21
lance22
Melee modifiersDice modifier
1 x D6
1,2-1
3,40
5,6+1
Add the modifiers to the dice roll
Attacker close packed+2Uphill of opponent+1
Foot charging+1Disordered-2
Other cavalry charging+2Difference in troop quality-1
Lance armed cavalry charging+3Attacker following up+1
Each overlapping stand+1Raw troops-2
Veteran troops+1Elite troops+2
Flank/rear attack+2Every 25% more men+1
French counter charging+2
Effects Table
From the combined factor from the dice roll and modifier work out the effect on the stand.
-5Attacking stand killed
-3 to -4Attacking unit 4 hits
-1 to -2Attacking unit 2 hits
0 to +1No affect
+2 to +3Stand pushed back 25mm
+4 to +5Defending unit 2 hits, pushed back 25mm
+6 to +8Defending unit 4 hits, pushed back 40mm
+9 or moreDefending stand killed
Morale
Troop Types and Morale
Each stand in a unit counts as +1 to the morale score.
Raw troops-2
Veteran troops+1
Elite troops+2
Dice modifier
1 x D6
1,2-1
3,40
5,6+1
Causes for Morale Test
First time the unit comes under fire
The unit has 50% or more casualties for the first and every turn afterwardsThe stand has 4 hits if separate from unit.Trying to enter melee.Friends retiring/routed/destroyed within 150mmEnemy behind flank within close firing rangeDisordered due to close order formation over unsuitable terrain/over 50% casualties accumulative on unit.Leaving cover to advanceMorale Modifier Table
Morale ModifierRawTrainedVeteranElite/Guard
Friends retiring, routing or destroyed-2-100
A separate stand has 4 hits-2-100
Unit over 50% casualties-3-2-10
Foot being attacked by cavalry-2-10-1
Enemy behind flank-1-1-1-1
Attempting to charge-10+1+2
Under fire for the first time-1-100
Leaving cover to advance/charge-2-100
French troops get an extra +2 for counter charging.Add the dice role to the score from the table above and look at the morale response table below to find the unit/stands response.Definitions
Charge Move to close combat no matter what the risks.
Advance/obey orders Move towards nearest enemy to fire or close combat if terrain is favourable.Halt Stay were you are.
Retire Move back one move facing the enemy.
Rout Run off until rallied by generalThe presence of the General in base contact and the unit away from being fired at and charged can stop the above actions by a morale throw; this can be attempted only after 3 periods of rout.Morale response
Modified Dice RollRawTrainedVeteranElite
10+Charge
8Advance/obey ordersCharge
6ChargeAdvance/obey orders
4ChargeAdvance/obey orders
2Advance/obey orders
0Halt
-2RetireHalt
-3RoutRetireHaltHalt
-4RoutRout
-5Retire
-6Rout
Sample army lists:
French Empire
Infantry Division
2 artillery batteries each 3 stands trained artillery
1 mitrailleuse battery 3 stands trained early machine gun
1 Chasseur battalion 4 stands veteran light infantry2 brigades each
2 regiments each
3 battalions each 4 stands trained infantry (one regiment per division may be zouaves or turcos veteran North African infantry)
An Imperial corps would have 3-5 infantry divisions and a division or brigade of cavalry plus corps artillery of 2-4 batteries
The vast majority of the trained troops of France were captured at the twin disasters of Sedan/Metz that led to the fall of the Second Empire and the rise of the Third Republic. The Republic tried to raise the siege of Paris with large armies of poorly trained Gardes Mobiles and Garde Nationale, supplemented with the few trained units still at large.French Republic
Infantry Division
2-3 artillery batteries each 3 stands trained artillery
0-1 mitrailleuse battery 3 stands raw early machine gun
2 brigades each
2 regiments each
2-3 battalions each 4 stands raw infantry (up to one regiment per division may be trained)
A Republican corps would have 2-3 infantry divisions and a brigade or regiment of raw cavalry plus corps artillery of 2-4 batteriesNorth German Confederation
Infantry Division
1 Uhlan regiment 3 stands trained lancers
4 artillery batteries each 3 stands trained artillery
1 Jager battalion 5 stands veteran light infantry
2 brigades each
2 regiments each
3 battalions each 5 stands trained infantry (1 in 4 regiments may be veteran during the imperial phase, up to 1 in 2 during the Republican phase)
A North German corps would have two divisions, corps artillery plus possibly a cavalry division or brigade. Bavarian divisions have no veterans during the Imperial phase, up to 1 in 4 regiments during the Republican phase.