War Game Rules for The Great War of 1894 employing Captain H.R. Gall s Tactical Model
|
|
- Primrose Marshall
- 6 years ago
- Views:
Transcription
1 War Game Rules for The Great War of 1894 employing Captain H.R. Gall s Tactical Model OR rules to fight imaginary battles based on future wars literature published before the First World War such as The Great War of 189- by Colomb, Maurice, Maude, et al., (published in book form in 1892 after appearing as a serial in Black and white Magazine) The Great War in England 1897, (1894) by Le Quex. Despite predictions after the Franco Prussian War that the rise of Germany may threaten Britain (see The Battle of Dorking by Chesney), the main feature of these works was the threat of a Franco-Russian Alliance, with Britain as a supporter of the Triple Alliance between Germany, Austria-Hungary and Italy. The Great War of 189- was written by, or contributed to, by prominent British military writers of the time. This gives the cause of the war as the attempted assassination of a European aristocrat in the Balkans, with Austria intervening against Serbia and the rest of Europe being dragged in through alliance commitments and mobilisation plans. Germany launches offensives in the East against Russia and west against France through Belgium, but there the similarity with the First World War, the real Great War, ends. In terms of a war game it provides a ready-made what if scenario, and an outline of a campaign with up to a dozen battles in various theatres described. These include the German campaigns in France and Poland, the Italian attack on the Riviera and British actions in Bulgaria, Vladivostok and Egypt. The timing of the war also provides an attraction as it was a time of transition in terms of armament and tactics with the introduction of magazine rifles, smokeless powder and small numbers of more effective machine guns. However it was before the internal combustion engine brought motorised transport and aeroplane. Calculations of time and space therefore still relied on foot, and horsed cavalry and transport speeds. Tactics and even uniforms were beginning to change in response to the new conditions, though remained almost as colourful as their Napoleonic and Crimean predecessors. The British Army uniform on home service was similar to that worn in the Zulu War (but with a dark blue/black helmet with spike), while on colonial service it varied from Indian Army khaki to grey in the Soudan, or a mix of all three. The German and French armies were, at the beginning of the decade, wearing uniforms very similar to those worn in their earlier war, with regional colour variations in the German uniform, while Russians wore dark green(white summer smocks) and Austrian the blue-grey uniform that they wore in In fact all but the uniforms of the British were similar, but more colourful to 1914 and the rifles carried were similar, if not the same The Lebel, Mosin Nagant, Mauser, Manllicher and Lee. (see Armies of Europe, von Koppen, illustrated by Knotel, 1890 and The Armies of Today, Merritt, 1893).
2 The rules have been developed with reference to various other sets, and will therefore be a little derivative. Those sets include HFG, La Belle Epoque, various colonial sets, and others available on freewargamesrules.co.uk. However, the main reference throughout has been tactical manuals of the time such as Wagner s Organization and Tactics, Home s Precis of Tactics and Dykes Lectures on Tactics as being of the time. Later critical studies on the development of tactics in the wake of the Boer War and the Russo-Japanese War like Machine Gun Tactics, Captain Applin DSO (14 th kings Hussars), 1905 have given some retrospective. Weapons and Tactics The infantry tactics of the time sought to provide a sufficiently strong firing line, supported by field artillery, to shake the enemy enough for the closed bodies of troops following in the second line to be able to cross the zone of fire and defeat them with shock action. The third line troops would then be available as a formed reserve to secure the victory by holding the ground won against counter attack. The key determinants of the tactics were the firepower of the weapons then available, and that is why the advent of smokeless powder, magazine rifles and machine guns caused debate. We may look back and say that the Russo-Japanese War showed the power of the defence backed by machine guns and assume that the war in the trenches of was its inevitable outcome. However, it was not that clear in 1894, and still disputed after 1905 when the Japanese victory was taken to show the power of taking the offensive. By 1890 the German army had rearmed all its cavalry with the lance as the most effective weapon for shock action on the battlefield, though they were later to attach machine gun batteries to cavalry divisions. The Russians in contrast emphasised dismounted fire action for their cavalry, issuing them with magazine rifles. The British were untypically ahead and had two machine guns to each brigade of four battalions in 1891, but were convinced of the need for mounted infantry to support their cavalry, who were reluctant to give up l arme blanche. The French were working on the first quick firing guns for the next war (the 75mm Model 1897), but were still dressed for the last war. The Austrians were ahead in adopting the box magazine rifle the Mannlicher and also a recognisably modern and utilitarian military uniform, like the Russians. Estimates of the effectiveness and best use of machine guns varied; with some contemporary (pre Boer War and Russo-Japanese War) estimates put the firepower of one machine gun firing regulated bursts at equivalent to 30 to 60 rifles rapid fire, though German estimates were later said to put it at equivalent to about 100 rifles. The Maxim machine guns in British service were either carried in General Service Wagons or were on wheeled carriages drawn by one or two horses, even into the Boer War. The single shot breechloader, like the Martini-Henry, would still have made an appearance on the mid-90s battlefield in the hands of reservists and volunteers and as the carbine for the cavalry, artillery and engineers. If the projected invasion of Le Quex s imagination took
3 place, there could have been Gatling s fired in the battle for Manchester, while the Russian elite troops might be armed with the new (1892) Mosin-Nagant bolt action rifle, though others would still have the Berdan breechloader. (Photos in the NYPL collection dated as late as 1898 show line infantry with Berdans). The impact of increasing infantry firepower on the other arms was a key concern of tactical treatises. The idea that cavalry could not live in front of the new weapons was disputed with some seeing a role for formed cavalry charging even unshaken infantry if they could just take them by surprise. Others maintained a role for cavalry in strategic reconnaissance by whole divisions, corps even, and therefore the advent of great cavalry battles as in The Great war of 189- near Ligny. Artillery tactics revolved around the field gun, a breech loading gun firing common shell, shrapnel or case shot, from massed battery positions just like its Napoleonic predecessors, only further. The limit on range was taken to be how far the battery commander could see, though in practice long range fire was discouraged. The idea was to get within effective range without getting within effective range of the enemy rifles. Tricky to judge, particularly with the new conditions as Long found at Colenso in French s artillery at Elaandslagte the same year however was textbook in terms of its application: Long range reconnaissance by fire from 4,000 yards, then moving up to a first position to bring the enemy guns under fire from 2,250 yards, and finally to a position to support the infantry attack just out of effective rifle range at 1,950 yards. At the beginning of the decade in which the French introduced the modern artillery piece as we recognise it, the British still had heavy batteries of muzzle loading guns, and even in the Boer War muzzle loading 7 pounders were used by a Natal volunteer battery. Finally, the apparent anachronism of volley firing. In the fictional battle of Kosulji near Varna the British fire a withering volley followed by magazine fire to break the Russians. Volley firing was used in the Boer War. At Elaandsgaate the Devonshires firing line of three companies halted at 1,200 yards from the enemy and opened fire, then continued the advance firing a few volleys executed at the halt (Wisser, the Boer War ) and moved on to within 750 yards of the enemy where they lay down under fire to await the order for a final assault. The theory behind volley firing even with magazine rifles was based on conserving ammunition, ensuring correct sighting for range, and exploiting the cone of fire produced by a body of troops firing together and inflicting casualties almost simultaneously. The effect of a sudden loss of casualties on a body of troops was considered logically to have more impact on their moral than gradual, though continuous losses, particularly if they were advancing. The cone of fire was also to be exploited against suitable targets at long range like limbered artillery, or close columns of infantry reserves. The idea that magazine rifles made rapid aimed fire possible or even desirable was disputed. The tactical manuals of the day laid down a rate of fire of around three to four rounds a minute being desirable at normal rate to give aimed volleys. Independent rapid firing was to be reserved for the final assault or defence at point blank range before contact.
4 This is not to say that such tactics weren t questioned in some quarters, even British, or supported in others, even non-british. The point is that the ballistics of breechloading rifles supported the theory of volley firing at suitable distant targets, just as the ballistics of a Brown Bess supported volley firing in close order ranks. Whether it was appropriate tactically in particular circumstances is a different matter. NOTE ON SOURCES All sources mentioned (plus plenty not mentioned) are freely available through openlibrary.org and archive.org SCENARIOS For alternate scenarios using Moltke s Tactical Problems provides real staff problems from around the time that can provide the basis for divisional to corps battles FEEDBACK I d be grateful for feedback if you try the rules. Send to greatwarof1894@yahoo.co.uk. THE RULES Tactical Units (Unit depiction and frontages) A tactical unit is any body of troops trained and ready to march, manoeuvre and fight under one superior. For example an Army Corps is a tactical unit under a general officer, and a mere section of 40 men detached under a subaltern for the defence of a house is also a tactical unit Dykes. This statement was to clarify the British position, as compared to the German which seemed to want to define the Company as the tactical unit. The size of unit represented by a tactical unit in the game has been standardised as about men. This equates to a company in Continental armies or a double company in British and US armies of the time. For cavalry the tactical unit is half a regiment (2 squadrons) and for artillery a battery. Time and Space (Scales) The actual size of the stand/base/element of figures that go to make up tactical units remains constant at about 2 x1 for infantry and cavalry and 1 square for deployed artillery with another base of 1 square representing the gun teams etc. An Infantry battalion is made up of four bases, a cavalry regiment by two bases and artillery battery of one base of guns and one for limbers, teams and
5 ammunition wagons at 1 =100 Yards. Machine guns should be based on half an inch per section of 2 guns, so can be based per section, or combinations of section depending on numbers. Tactical Unit Approx Size Ground Action Time Game time Coy/2 Sqn/Bty = 100yds 1 turn = 5 min 1 turn =10 min Unit frontages are based on the fairly standard allowance of 30 per man. 1,000 men in close order double line would therefore occupy about 400 yards. This would be represented by placing two bases of the battalion in contact behind the other two. This gives an unrealistic depth, but the close order line was not seriously advocated by many (and they were British). The standard formation for a battalion would be half a battalion in extended line (about 1 man per yard of front) as the firing line, with another body (supports) 300 yards behind one flank and a reserve about 500 yards behind the other flank. This constituted the First line of an attack which in the German tactics would have another battalion of the regiment formed in columns of companies or similar as a Second Line further back, and the third battalion in half or battalion column as the Third line. Moral /Morale The main effect of Fire or Shock action is taken to be on the morale of a unit whether it continues doing what it is ordered, stops, retires or is shattered by a combination of casualties and men skulking away. A number of markers are needed to indicate units that are demoralised, shaken, retiring, following up, pursuing or charging under compulsory combat results. Turn Sequence: Alternate between sides each in turn: 1. Command (Dice to Rally or Charge) 2. Manoeuvre 3. Fire Action 4. Shock action Command 1. Rally one throw of 1d6 per base to step down moral markers 4/5/6 for D, 5/6 for S, 6 RTR. (optional can also dice in manoeuvre phase if a friendly unit with no morale markers moves through it from the rear) 2. Keep the troops in hand dice to cancel compulsory follow up, charge or pursue results as above, on a 4/5/6; a 5/6 or a 6 for pursuit. 3. Declare Charges and dice for reaction time of target 1d6. 1,2 = caught without moving, 3,4= can change formation or move ½ slowest pace, 5 or 6 can do both Manoeuvre Distance (in yards) based on standards of the time for foot, mounted and artillery and transport movement
6 Pace Rushes Move & Fire March Quick Double Foot Pace Walk Trot Gallop Full Charge gallop Mount ed Artiller All Field & Horse Horse Only y Train All Lt. Ammo/Amb Only Artillery can move half and unlimber or vice versa, or move ¼ and unlimber and fire that turn with a negative modifier. Same for Mounted to dismount and reverse. Gallop and Double should incur fatigue penalty in action if used without a rest before going into action i.e. if infantry double and then fire or fight, or cavalry gallop to reach enemy rather than charge which is executed at the trot for most of the distance. If two bases are in long edge contact they are in close order. Movement across disordering terrain or obstacle reduces move speed by half. Fire Action: Firer\Range Close to Effective to Long to Extreme to BL Rifles Mag Rifles Machine as BL for Gardner & Gatling, etc. or Mag Rifles for Maxims etc Guns Arty (BLR) To limit of MLR Field sight Arty Heavy MLR Carbine ranges are 200, 400, 900 for BL, 300,800, 1400 for mag. Point Blank = ½ close range To fire designate target (one sub-unit/base of the enemy) and throw 2d6 for each base firing, add tactical factors to the basic factor and consult results table BL Rifles or carbines Mag Rifles or carbines Hvy Field Art Field Art Early (Gardner etc) MG per 2 Later(Maxim) MG per Tactical factors: (Can add moral factors of -1/-2 to reflect steadiness of target troops if wished) +1 target mounted and moved at walk or less in open; target infantry moving more than 100yds in open, target enfiladed, target (not arty) has no rear support within 300yds; close range; target in close order/limbered artillery -1 if firing unit is disordered ; if beyond effective range; if arty and moved this turn; target in light buildings, woods or hasty shelter trenches; if doubled this turn
7 -2 if firing unit that is shaken; target at extreme range; target entrenched; target in stone buildings (small arms only); if firing from the saddle. Shock Action - dice for each sub-unit in contact (of the player whose turn it is) using 2d6 Tactical Factors: (Can add moral factors of +/-1 if wished) Factor is plus if circumstance favourable to dicer minus if the unfavourable or it applies to the enemy. Combatant s Cav vs Cav Cav vs Others Infantry ALL Factor Circumstance +1/-1 Charged downhill Heavier or Lance armed vs those without Enemy Caught halted In Close order vs enemy in extended order +/-1 Charged Uphill Charged in extended order vs troops not in CO -1 always Charged artillery or magazine armed infantry in front -2 always Attacking enemy in entrenchments or cover +/-1 Charged at quickstep/pas de charge, -1 if at double Fighting downhill In close order vs infantry or cavalry, -1 if v artillery -1 always Enemy defending entrenchments/obstacle -2 always Charged artillery firing case shot in front (each battery can use once only in game) +/-1 Demoralised Caught in flank +/-2 Shaken Caught in rear -1 always Charged at Double or at the Gallop Results of Fire and Shock Action: Less than 0 A: RTR D: Pursue/Follow UP 7 A: No Effect D: No effect Less than 2 A: Shaken D: Charge/Follow up 8 A: No Effect D: Demoralised 2 A: Demoralised 9 A: No Effect
8 D: Charge/Follow up D: Demoralised 3 A: /Demoralised D: Follow Up 10 A: Follow Up D: Shaken 4 A: No Effect D: Follow Up 11 A: Charge D: Shaken 5 A: No Effect D: No Effect 12 A: Pursue D: Retire 6 A: No Effect D: No Effect More than A: Pursue D: Shattered 12 Note 2xD=Shaken, Shaken +D = Retire, S+S or R + any = shattered Compulsory results apply only to the attacker subunit and defender subunit and can be removed in the command phase by dicing Charge Pursue Follow up Demoralis ed Shaken Retire Shattered move into contact next manoeuvre phase foot at quick or double if in reach, mounted at charge or gallop Inf at quick pace, cav at gallop Must advance firing or by rushes if within effective, or at ½ a trot for mounted Carry on but with D marker, -1 in action S marker (-2 in action) and halt if moving, fall back if halted (fire & move/rushes if within effective range or trot for cavalry). Can pass through friends without demoralising them. RTR marker and move directly to the rear at double or full gallop for 1 st move, then quick march/trot until rallied. Any unit passed through takes a D marker for demoralisation. Remove from play ENDNOTE Captain Gall s Tactical Model was exhibited to the RUSI in May 1883 and was simply a wargames terrain formed by laying a green cloth over contours, using lichen for trees, etc and a penny box of toy soldiers cemented to cardboard bases to illustrate tactical principles and conduct minor war games, all to a scale of 18 inches to one mile, or about 1 inch to 100 yards. The writer recommended the use of measures to show the regulation distances troops moved in 5 minutes. I discovered this after finishing the rules and deciding the scale from the size of table available to me. Captain Gall recommended use of barrack room trestle tables which were 6 foot by 2 ½ foot, representing over 6 square miles, with two or more joined to represent larger areas. A billiard table would also be convenient.
ERES TO YOU FUZZY WUZZY by Bob Cordery
1. Introduction ERES TO YOU FUZZY WUZZY by Bob Cordery ETYFW relies upon the use of both average dice (AvDs produce more predictable results) and normal dice (D6s produce less predictable results) to reflect
More informationBlack Powder House Rules
Black Powder House Rules Command & Movement Disordered Moves Flank Attacks Woods Skirmishers Skirmish Company Mixed Formation Grande Bandes Infantry Tactics Charge Contact Massed Columns Must Form Square
More informationONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men
ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery
More informationBundok and Bayonet Colonial Wargames Rules by Bob Cordery
Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that
More informationFields of Blue & Grey
Fields of Blue & Grey A very different kind of American Civil War rules, that allow the grand sweep of corp level actions to be recreated while still using the regiment as the basic combat element. A simple
More informationBritish always go first turn. Alternative Movement turns. A Base can move, move or fire, or move and melee
15mm FAST PLAY (ZULU) COLONIAL RULES ¼ inch EQUALS 6 YARDS or 1 inch equals 24 yards 6.25mm equals 540cm or 2.5cm equals 2160cm Dice D6 British always go first turn. Alternative Movement turns A Base can
More information...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough
...& Blenheim Palace Amendments to Black Powder For battles with model soldiers In the Age of Marlborough Black Powder "Black Powder" rules are copyright Warlord Games, and quoted here purely for the purpose
More informationMini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE
Mini-Nap RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Copyright. Trevor Raymond. Version 8: August, 2009 (Exodus 20:15 - Thou shall not steal.") www.runtus.org Page 1 of 25
More informationSeven Years War. Generals
Seven Years War By Will McNally Introduction These rules have been written to give an easily playable game which reflects the style of European land warfare during the Eighteenth Century, particularly
More informationMarch Toward the Sound of Guns
March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works
More informationTHE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES
THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES This is a little set of rules written to continue the tradition of each Paperboys book having an associated set. Andy Callan s ideas abound here, but Peter
More informationARMIES OF THE 18 TH CENTURY
ARMIES OF THE 18 TH CENTURY I. THE INFANTRY "Napoleon's got a bunch of the toughest, hammered down, ironed out roughnecks you ever saw, from generals down to buck privates. And he just said, "Sic 'em,
More informationContents.
Contents Introduction 1 1. Game Scale 2 2. Troops Statistics 3 Commander Ratings 3 Leadership Bonus Table 3 Troop Quality 4 Unit Combat Value 4 CV & Unit Size Table 5 Unit Designation 5 Valeur et Discipline
More informationA Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")
A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming
More informationTHE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point
INTRODUCTION The late Greg Novak developed the following variant of Volley & Bayonet for fighting at the Wing scale in the Americas. All Volley & Bayonet rules not modified below remain in force. Paul
More informationGlory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell
Introduction. freewargamesrules.co.uk presents Glory Days! by Craig Cartmell These are a set of rules for fighting the American Civil War at regimental and brigade level. The smallest unit sizes are infantry
More informationKing George Commands and We Obey
King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders
More informationnapoleon's battles at divisional and onehalf
napoleon's battles at divisional and onehalf scales I am trying to find a Napoleonic rule-set to play minor, i.e divisional, engagements occurring at the Campaign of Leipzig or in any other Napoleonic
More informationQuick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions
Quick Reference Sheet Version 2.1 for the American Civil War Rule Changes and Additions The Quick Reference Sheet (QRS) summaries the play sequence and processes for resolving a player turn. QRS Version
More informationOLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA
OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA BATTALION LEVEL NAPOLEONIC WARFARE Version 2.4 oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/ Old Trousers: Warfare in the Horse &
More informationFRENCH AND INDIAN WARS SKIRMISH
FRENCH AND INDIAN WARS SKIRMISH 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 5,10 15 20 Foot/Artilleryman 15mm frontage Depth 15mm,18mm,20mm depending on figure Cavalryman 25mm frontage Depth
More informationNapoleonic Battles. Introduction
Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human
More informationOPERATIONAL OBJECTIVE ZONES
OPERATIONAL OBJECTIVE ZONES The nature of combat on the Operational level varied between Open field battles and those fought over built-up and fortified areas. The cohesion of both the defender and attacker
More informationMini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")
Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed
More informationNapoleonic Avant-garde Battles
Napoleonic Avant-garde Battles "To be defeated is pardonable, to be surprised--never! " The Turn Command Phase Roll 1d6 for each Brigade commander and CinC. Rolled 1d6 for each Artillery Battery The CinC
More informationOrder Code. Test reaction if:
Move Sequence in each period 1. Dice for arrivals and returns 2. Test reaction for first time in charge reach or shot at 3. Declare and Test for charges. Test Reaction for all other causes 5. Charge Response,
More informationOLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA
OLD TROUSERS II WARFARE IN THE HORSE & MUSKET ERA BATTALION LEVEL NAPOLEONIC WARFARE Version 1.0 oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/ Old Trousers: Warfare in the Horse
More informationARMIES OF THE SEVEN YEARS WAR
ARMIES OF THE SEVEN YEARS WAR The Seven Years War was fought on three continents and involved all of the Great Powers of the day. But at the center of it all was the province of Silesia. Frederick had
More informationTHE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS
or: The Phantom Crown. Maximilian Rules! - Rules for wargaming the Maximilian Adventure by Mark W. Shearwood These rules originally appeared in Wargames Illustrated 160, (December 000). Many thanks to
More informationPart1 Setting up the Game. Sample file
Part1 Setting up the Game Setting up the game Necessary equipment All you need to play Polemos American Civil War is: A number of ordinary six-sided dice, numbered 1-6, known hereafter as D6. A ten-sided
More informationClose Fire & European Order
Close Fire & European Order The Field of Battle - 1700-1720 Wargames rules by Simon MacDowall Introduction Close Fire & European Order are wargames rules designed to re-create, the battles of the early
More informationHOME BEFORE THE LEAVES FALL
HOME BEFORE THE LEAVES FALL BLACK POWDER RULES AMENDMENTS FOR EARLY WORLD WAR I. BY THE FRIENDS OF GENERAL HAIG What follows are the minor rule amendments we made to play out the Mons campaign in 10mm
More informationOld Dessauer. Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers
Old Dessauer Rules for Tabletop Wargames Set in the Tricorn Era Using 15mm Size Model Soldiers By Wes Rogers TABLE OF CONTENTS 1 INTRODUCTION... 1 2 GAME SCALES, DICE AND MEASUREMENTS... 1 3 TROOP TYPES
More informationVolley and Bayonet, Road to Glory. American Revolution Period Specific Rules. Jeff Glasco ( 2011)
Revised July 2011 Volley and Bayonet, Road to Glory American Revolution Period Specific Rules Jeff Glasco ( 2011) Volley and Bayonet is copy written by Frank Chadwick and Greg Novak. Additional rules by
More informationChosen Men Fat. 1. Sequence of play. Base Morale;
Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,
More informationNEW ZEALAND WARS FIGURES CAN FIRE, MOVE THEN, MELEE IN THERE TURN OR MELEE MOVE THEN FIRE
NEW ZEALAND WARS 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 10 or 1 to 20 Foot/Artilleryman 1 Diameter circle Cavalryman 2x1 Diameter circle No need for bases for Artillery. Decide how
More informationThis scenario was setup without specific goals though the French were designated to attack and the Allies to defend.
Fictional 1813 battle for 7-10 players, French & Germans vs Austrians, Russians & Prussians. Developed by David M. Ensteness in 2014 for testing ESR, provided freely for personal, non-commercial use. This
More informationWEIGHT OF FIRE. Eighteenth Century Miniatures Rules By Wes Rogers
WEIGHT OF FIRE Eighteenth Century Miniatures Rules By Wes Rogers TABLE OF CONTENTS 1 INTRODUCTION... 1 2 GAME SCALES... 1 3 TROOP TYPES... 1 4 UNITS... 1 5 MOUNTING FIGURES ON BASES... 2 6 GENERALS...
More information3rd Edition RULES OF PLAY
Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls
More informationHorse and Musket and Minie Ball
1 A Set of Miniature Rules for the Horse and Musket Period in 10mm Table of Contents Introduction... 3 Game Mechanics... 3 Game Scales... 3 Game Turn... 5 Infantry, both Line and Light... 6 Infantry Organization...
More informationBATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)
BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently
More information% D class, Élan 60% C class Élan 20% B class, Élan. ABILITY Hussars, Chasseurs a Cheval
1. Revolutionary campaigns (1792-1801) France: an Impulse army. The UNIT TYPE TYPICAL UNIT Les Blancs 1792-3 12-18 30% C class, Brittle 20% B class Les Bleus 1792-3 12-18 30% D class, Brittle 30% D class,
More informationLes Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS
Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS SCALES 1 turn = 20 minutes; 1 casting = 60 men; 1" = 40 yards 1 STANDS 3-rank infantry stands (per
More informationWissembourg 4 th August 1870
Wissembourg 4 th August 1870 Last Updated: 17th February 2018 This scenario was prepared by Martin Soilleux-Cardwell. It has been updated for Volley & Bayonet: Road to Glory by Keith McNelly. Historical
More informationAusterlitz System Rules
RULEBOOK Design by David Fox Great Battles of the Napoleonic Wars Volume I Austerlitz System Rules 1.0 INTRODUCTION..... 2 2.0 COMPONENTS..... 2 2.1 Game Scale...... 2 2.2 Definitions & Abbreviations.
More informationTHE FIGHTING KOPPIE BRITISH AND ALLIES UNIFORM DETAIL. By Robert Giglio.
THE FIGHTING KOPPIE BRITISH AND ALLIES UNIFORM DETAIL By Robert Giglio. The British infantry were in the standard red coat, dark blue trousers with red outer seam stripe, sun helmet and leather equipment
More informationSNAPHANCE SCENARIO Franco-Dutch War - Battle of Seneffe 11 August 1674
Franco-Dutch War - Battle of Seneffe 11 August 1674 Note: the woods on the hilltop are orchards. Page 1 of 5 Franco-Dutch War - Battle of Seneffe 11 August 1674 William of Orange invaded Northern France
More information20mm+ castings : One inch = ten yards OR One centimeter = 5 yards 15mm /6mm castings : One inch = twenty yards OR One centimeter = 10 yards.
Martians, Indunas, Colonels and Emirs was originally published to cover tactical mass warfare on Mars during the Victorian Science Fiction Era of the late 1800s. Units with twenty men as well as those
More informationNaval Wargame Rules for the Russo-Japanese War
- 1 - Naval Wargame Rules for the Russo-Japanese War Mike Adams September 2003 Introduction These rules are based on De Bellis Navalis by Colin Standish, published in Wargames Illustrated #143 August 1999.
More informationMusket and Pike Users Manual
1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played
More informationCOMITATUS Warfare in the Dark Ages AD
COMITATUS Warfare in the Dark Ages AD 250-1100 Scenario 1 The Battle of Daras AD 50 Historical Background The young East Roman General Belisarius, in his first major command, was sent to defend the city
More informationFORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved
FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers
More informationMusket and Pike User Manual
Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes
More informationSNAPHANCE RULES FOR PIKE AND SHOT BATTLES
Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 3 1.4 Game Play 3 2.0 Types of Stands 3 2.1 Combat Stands 3 2.2 Support Stands 4 3.0
More information[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES
Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Types of Stands 2.1 Combat Stands 2.2 Support Stands 3.0 Command
More informationBattalion Commander's Summary
Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,
More informationThings that need changing in your rule book. (Errata for PBI)
Things that need changing in your rule book. (Errata for PBI) This information applies to PBI as published by RFCM/Peter Pig March 2006. Firstly an apology for having to make updates and changes to the
More informationIntroduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...
State of war A.C.W. Skirmish Wargame Rules Tyneside Wargames club Version 1a 1 2 Table of contents Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:...
More informationTactical Combat Rules By David Newport
Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles
More informationHardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall
Hardtack Plug-In American Civil War Rules for Stargrunt II by Allan Goodall August 2002 Copyright 2002 by Allan Goodall Table of Contents Table of Contents...i Introduction...1 Acknowledgements...1 Additional
More informationFIRETEAM Wargame Rules for Modern Combat Operations
FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame
More informationX Corps: The Somme 1916
X Corps: The Somme 1916 A Card Wargame of World War I Neal Reid 2016 Published by Vexillia Limited www.vexillia.com Contents 1. Introduction 3 2. Historical Background 3 3. Game Overview 6 4. Setting Up
More informationState-ranking notes - World War 1
HSC Modern History Year 2015 Mark 98.00 Pages 42 Published Feb 12, 2017 State-ranking notes - World War 1 By Pola (99.8 ATAR) Powered by TCPDF (www.tcpdf.org) Your notes author, Pola. Pola achieved an
More informationSeven years war Wargames rules Version 2.4 March
Seven years war Wargames rules Version 2.4 March 2018 1 2 7years wargame rules (version 2.4) (1) Introduction... 4 Troop types... 4 Groups:... 5 (2) Sequence of play... 5 (3) Command and Control... 5 Generals:...
More informationtdoherty Page 1 02/18/05
La Bataille Revised Infantry Assault and Charge Sequence The reasons for changing the mêlée sequence have been discussed on CSW. It is my view that historically assaults would often degenerate into inconclusive
More informationA Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")
A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming
More informationGreen Jackets Rules for Napoleonic Skirmishes
web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale
More informationStepping Up to Version 3 by Phil Yates
Stepping Up to Version 3 by Phil Yates With the arrival of Version 3, lots of existing players are asking the obvious question: What s changed?. To answer this question, I ve written this document as a
More informationWagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm
1.0 INTRODUCTION 1.1 IMPETUS AND BASIC IMPETUS Impetus is a set of wargame rules that aims to simulate battles with toy soldiers in the ancient, medieval and renaissance period. Basic Impetus is a free,
More informationLe Baton (Because Napoleonics is serious business)
Le Baton (Because Napoleonics is serious business) One Page, Brigade level Napoleonics rules for 25mm figures (And in case you re wondering, there are no rules in any of this drivel) By Clay Smith and
More informationWar Academies and War Plans
1 War Academies and War Plans Despite Helmuth von Moltke the Elder s sage counsel that no plan of military operations could extend accurately beyond the first serious contact with an enemy, both German
More informationINTRODUCTION HAPPY GAMING AND CRUSH THE REBELLION. Graham Cookson
INTRODUCTION These rules came about due to necessity. I had bought the figures and then found there were no rules that I liked. Therefore myself and my wargaming partner Gus Murchie decided that we would
More informationThe Pre War Artillery Revolution
Slide 1 Slide 2 The Pre War Artillery Revolution The war of 1914-18 was an artillery war. Artillery was the battle winner, artillery was what caused the greatest loss of life, the most dreadful wounds
More informationSurprise at Jay s Mill September 19th, 1863
Surprise at Jay s Mill September 19th, 1863 Background Near dawn on September 19th, the Union Army of the Cumberland was spread thin. Two divisions of the Fourteenth Corps had finished a night march and
More informationThe Battle of Cowpens 1781
The Battle of Cowpens 1781 Battle: COWPENS War: American Revolutionary War Date: 17th January 1781 Place: South Carolina on the border with North Carolina, United States of America Combatants: Americans
More informationTHE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016
THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE FIGHT FOR THIEPVAL RIDGE By Paul Rohrbaugh Play Area: Rows 7 through 16 inclusive, columns C through I (also inclusive). Scenario
More informationPROCONSUL RULES FOR ANCIENT BATTLES
Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Command and Control 3 2.1 Moving Commanders 3 2.2 Losing a Commander
More informationAfter Action Report, Ocaña
After Action Report, Ocaña Final Playtest, December 26 th, 2015 The following is an after action report of the Battle of Ocaña, played at TBS Comics in Fort Walton Beach, FL using the rules Commit the
More informationInitial Set-Up. Officer s Handbook Game Walk-Through
Officer s Handbook Game Walk-Through O H W - D : 29 M 2018 The game was fought in a North African Desert environment in late 1940 between British and Italian Forces, depicting a hasty engagement where
More informationSeptember 3 rd 1939 Battle on the Czech/Polish border (BK28) between 3 rd German Infantry Army and 3 rd Polish Infantry Army.
September 3 rd 1939 Battle on the Czech/Polish border (BK28) between 3 rd German Infantry Army and 3 rd Polish Infantry Army. Forces involved: dice: 1 infantry = 1 rifle unit of 4 bases 3 grenades = 3
More informationDeployment Bailen Rear Guard Re-Fight Initiative Round 1:
This tutorial is from a single turn in a game of Grand Battles Napoleon and is an example of how the sequence of play and general rule system mechanics work. Although this tutorial describes, in depth,
More informationWertingen 8th October, A scenario for
Wertingen 8th October, 1805. A scenario for Grand Manoeuvre: Black Powder & Blue Steel Napoleonic Miniatures Wargames Rules By Michael Collins. Wertingen 8th October, 1805 Scenario Notes: Austrian player
More informationOperation Spark The Battle for Marino January 1943 Scenario written by Iain Craven With contributions and play testing by Richard Lawrence
Operation Spark The Battle for Marino January 1943 Scenario written by Iain Craven With contributions and play testing by Richard Lawrence After a series of costly, and occasionally catastrophic, failed
More informationBlack Powder Tactical Commander
1 Black Powder Tactical Commander FastPlay Tabletop Wargame Rules for the Black Powder Period FastPlay Tabletop Wargame Rules for the Black Powder Period Table of Contents INTRODUCTION... 7 Miniatures...
More informationThe Battle of Alcaniz, 23 rd May A scenario for: Grand Manoeuvre: Black Powder & Blue Steel. Napoleonic Miniatures.
The Battle of Alcaniz, 23 rd May 1809. A scenario for: Grand Manoeuvre: Black Powder & Blue Steel Napoleonic Miniatures Wargames Rules By Michael Collins. The Battle of Alcaniz, 23 rd May 1809. Notes
More informationNapoleonic Battlefield Commander
Napoleonic Battlefield Commander A set of Napoleonic Wargame Rules for Brigade-Size Units using 6mm figures by George Street & John Binmore Part 1 The Game Concepts Introduction This is a set of rules
More informationChosen Men, well Disposed
HOME PLAY SHEET War of the Spanish Succession Chosen Men, well Disposed Chris Grice Contents Introduction ii Part One Setting up the Game Scales and basing 4 Figure sizes 4 Troop types 5-7 Troop quality
More informationWar Ain t Fair. By Stephen Luscombe. Fast play ww2 rules incorporating the full vagaries of war. 1.2
War Ain t Fair Fast play ww2 rules incorporating the full vagaries of war By Stephen Luscombe Stephen@BRITISHEMPIRE.CO.UK 1.2 Introduction Welcome to War Ain t Fair. These are a set of rules designed to
More informationHistorical Overview ".. probably dummy positions." Unknown air liaison officer with Panzer Division Grossdeutschland.
Historical Overview ".. probably dummy positions." Unknown air liaison officer with Panzer Division Grossdeutschland. On the afternoon of July 4th 1943, as preparation for the great offensive, the German
More informationCommand Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861
Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more
More informationFrom the Marshal Enterprises Household to the Citizens of the Gaming World
La Bataille Premier ME Rules for Napoleonic Grand Tactical Warfare 1792-1815 From the Marshal Enterprises Household to the Citizens of the Gaming World http://labataille.me Introduction (1) Chronology
More informationThe first battle of Polotsk 17 th -18 th August Introduction
The first battle of Polotsk 17 th -18 th August 1812 Introduction As the French Grand Armee pushed the main Russian forces back towards Moscow, the areas to the flank and rear became more vulnerable, and
More informationSowchos (Collective Farm) 79
Sowchos (Collective Farm) 79 December 1942 Following the encirclement of the Sixth Army at Stalingrad, the Germans planned to launch the relief effort from the bridgehead at Nizhna Chirskaya, 25 miles
More informationTRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014
TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way
More informationIntroduction. Playing a Campaign Game
Introduction Tigers on the Hunt: Kursk is a DLC containing three Campaign Game Scenarios for the Tigers on the Hunt Game (TotH). The Campaign Game Scenarios in this DLC portray three different historical
More informationThe Thin Red Line
The Thin Red Line 1795-1815. Created by Ben Seib Developed by Scott Laird and the Cheltenham Warchiefs and with the help of the Newcastle Occasional Wargamers. 1 Introduction to The Thin Red Line Page
More informationThe battle of Pultusk 26 th December 1806
The battle of Pultusk 26 th December 1806 Umpire Briefing Pultusk is one of those battles that is a real test for wargamers and wargames rules. On the face of it, the French are hopelessly outnumbered.
More informationAustrian Army Vanguard Brigade. Brigade Commander Staff Rating 7: 0pts Staff Rating 8: 25pts
Austrian Army 1809 1 Divisional Commander 1+ German Infantry Brigade 1-2 German Line Infantry Regiments A German Line Infantry Regiment consists of 2-3 German Line Infantry Battalions: 35pts per Battalion
More informationRules for Napoleonic wargaming First edition, version 1.1. Book 3: Diagrams & FAQs. oozlum games. Release date: 2/12/03
Huzzah! Rules for Napoleonic wargaming First edition, version 1.1 ook 3: Diagrams & FQs oozlum games www.oozlumgames.co.uk Release date: 2/12/03 Diagrams and FQs The diagrams and FQs are intended to clarify
More informationPage. Blades (Bd) classed as foot troop description figures per base recoil interpenetration combat factors flank support
Aggression defender selection in the army lists Allies can t garrison can t guard a camp moving in groups in tournaments BBDBA allies BBDBA allied camps BBDBA allied PIPs allied contingents Arable Homeland
More information