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Introduction

“Nec Aspera Terant” is a game designed to cover the wars in the early 18th Century,
from the War of Devolution (1667-68) through to the Great Northern War (1699-21), and
perhaps even the War of Polish Succession (1734-35). These rules are nothing more than
expansion of the “Wargames Holiday Centre- Marlburian Rules (as Amended by the
“League of Augsburg” Wargaming Club)”.

Scales
The scales used are not meant to be exact but a rough guideline used for building
historical armies and scenarios.
Ground; 1cm= 30yds
1”= 75yds

Figures; 1 Cavalry or Infantry figure equals roughly 40 men. 1 Artillery crewman


represents
One gun in a battery.

Basing
Infantry; For most of the period the French Infantry formed up in 4-5 ranks while the
Anglo-Dutch Infantry formed up in 3 ranks. In the game scale this would work out to an
average difference in frontage between one battalion from each army of equal size of 2cm
(60yds). All the trouble it creates to come find a visually appealing basing system for two
different sized frontages with a distance of a measly 60yds just isn’t worth it, so all
armies use the same sized bases.
Figures are in two ranks with most bases having four figures but some having only
three. Try to work out the number of figures on a base so that a Battalion has an even
number of bases. Each figure is allowed a frontage of 11mm. A base’s depth should be as
shallow as possible. Frontage is important in the rules but depth isn’t because the depth
no matter how narrow will always be wildly out of scale with the ground scale.
For armies that use Pikes, simply make a single rank pike base and place it behind the
battalion (in contact with the rear rank). A battalion with pikes doesn’t receive credit for
any more figures but it does receive the “Pike” bonus when receiving a cavalry charge.

Cavalry: Cavalry should be based two or three figures to a base to make a squadron.
Each horse gets 20mm frontage and as shallow a depth as is possible.

For 25mm use inches rather than centimeters when figuring movement and firing.

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Battle

(1)Turn Sequence
The turn sequence is divided into phases as follows;

1) Arrivals

2) Compulsory Moves

3) Charge Declarations

4) Chargers Check Morale

5) Units Being Charged Check Morale

6) Carry Out Charge

7) Movement

8) Artillery Fire

9) Small Arms Fire

10) Melee

11) Morale

1.1Arrivals
Units, which leave the board for a flank march or other grand tactical manoeuvre, or
reinforcements that wish to enter the battlefield must pass a check against the leader’s
Leadership. The officer in command of the formation will make this check. If the
formation attempting to enter the board is only a battalion then there is no leadership
rating for the commanding officer as he is of too low a rank, in this case the unit must
pass a morale check. Failure to pass the Leadership or morale check simply means that
the formation or unit does not enter the board this turn and it will have to make the check
again next turn until it passes. When a unit wants to enter the board from an edge of the
board not controlled by the player’s side (i.e.; an edge held by the enemy or an edge in
dispute) there is a modifier to the dice roll for the check. Units can never arrive on the
table from behind the enemy.

1.2 Leadership tests are simple. Each leader has a leadership rating from 1-6 or with
some exceptions (like Marlborough, Eugene or Villars) 1-7. Roll 1d10 and modify the
result by the modifiers listed below, all modifiers are accumulative;

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+1: Entering the board from a table edge in dispute
+1: Entering the board within range of the enemies small arms fire
+1: Half or more of the force entering the board is morale is rated as militia
-1: The force entering the board is made up entirely of cavalry

To pass the test the modified die roll must be equal to or below the formation
Commander’s leadership rating or the unit’s morale rating (see 1.1)

1.3 Compulsory Moves


If a unit failed a morale check at the end of the last turn it may have routed or retreated
(see ) it is at this point in the game that the actual route or retreat movement is carried
out. A unit retreats 6 directly away from the enemy , artillery takes its guns with it. A unit
routes 12 directly away from the enemy, artillery abandons its guns. After a melee the
units involved must spend one full turn reforming (see ), this begins now.

1.4 Charge Declarations


Any unit that is going to charge this turn must declare its intentions during the charge
declaration phase. Do not measure the distance from the charger to the target, this must
be judged by the naked eye. Counter charges are also declared at this time, they work the
same way as a charge.

1.5 Chargers Check Morale


Even though you want your unit(s) to charge the men themselves may not bee so keen.
Before the charge can be carried out you must see if the men will charge by making a
morale check (see ). If the morale check fails the men will stop half way through the
charge and may even begin to fire, whether they are in range of the enemy or not (see ).

1.6 Units Being Charged Check Morale


When threatened with a charge your units may not be too enthusiastic about being on
the receiving end of all that cold steel or horse flesh. A morale check must be made
(see ) to see if the unit will remain to receive the charge or whether they will route or
retreat.

1.7 Move Charging Units


Charging units now carry out their charge movement. Measure the distance from the
charger to the target if the target proves to be beyond charge range the unit will stop half
way and may begin firing whether the player wants them to or not (see ). Cavalry are
moved by being “prorated”, that is they move their full distance at the walk, then their
full distance at the trot, then they move their distance at the fast trot and finally if they are
light cavalry they can begin to canter. This is done so that infantry can attempt to form
square, and counter charging cavalry can meet the chargers ahead of their own lines (see
). If the target stands to receive the charge stop your charge movement at short range,
during the fire phase the target will get to fire at you. At the melee phase push the unit all
the way forward into contact.

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1.8 Normal Movement
During the movement phase all non-charging movement is carried out, formation
changers, wheels etc.

1.9 Artillery Fire


Artillery now fires at any targets within range, do not measure the range before
designating a target. If the target is out of range then the artillery still counts as having
fired. The artillery can also fire at any units which passed within range while charging, if
hit that unit must make an morale check (see ).

1.10 Small Arms Fire


Small arms refer to muskets, carbines and pistols and battalion guns. A unit can fire at
any target that passes within it’s range (see ), if the target is charging the unit and it gets
hit it will have to make an immediate morale check.

1.11 Melee
Melee is hand to hand combat. At this point all charging units and counter charging
units are pushed against their target, assuming they are still in good enough morale to
complete the charge, and a melee is fought (see ).

1.12 Morale Checks


Morale checks are made for receiving casualties, seeing friendly units’ route, and
attempting to rally (see ).

(2) Movement

2.1 Infantry
There are three formations allowed for formed infantry, theses are;
Line; two figures deep, base beside base. This is the fighting formation
Column; One base wide, base to base contact behind the lead base. This formation is
for moving long distances, out of range preferably. It is not a fighting formation.
Square; this is a formation, which is a defence against cavalry, it gives all around
defence. Squares can be battalion, regimental or brigade sized.
Formed infantry can also be formed into a column of supporting lines but this is not a
formation in the sense of line, column and square. The Assault column is made up of
battalions in line one behind the other but each battalion is separated from the one in front
by one base depth. The advantage of this is that in a charge the rear units are supporting
the lead unit, this bolsters it’s morale in a charge and the spacing between units helps
protect the units behind from bounce through artillery (see ) somewhat. The
disadvantages are that the rear battalions can not wheel or fire and if the unit in front
routes or retreats they will almost certainly become disorganised. They can however form

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battalion squares, regimental squares or brigade squares. An assault column can only be
formed by units under the command of the same leader. The over all commander can not
form his whole army or a whole wing into an assault column.

Irregular infantry can only be in two formations;


 a mass. A mass is two bases wide and two bases deep.
 Or if they can skirmish they can be in skirmish line or mob. Skirmish line is a line
either one or two figures deep with all figures seperated by 1. A mob is a formation
like skirmish only it must be as many figures deep as it is wide.

2.2 Infantry Formation Changes


To change from one formation to another takes one full turn. The exception is square
which may take two full turns (see ). Turns are done by “wheeling”. To wheel a unit
pivots on one corner, so if the unit was going to wheel to the right (turn right) it’s front
right corner of the right most base remains stationary and the line turns on that pivot point
at the normal movement rate. Only a battalion can wheel. A unit may about face (turn
around 180 degrees) for the cost of half its movement. Squares are immobile.

2.3 Movement Distances

 Line 4 (charge 6)
 Column 8 (on road 12)
 Mass 5 (charge 8)
 Skirmish/Mob 6 (charge 8)

Modifiers
-1 Light Woods and disorganised (except in column on roads)
-1 Villages and Towns and Disorganised (except in column on roads)
-2 Swamp and Disorganised
-2 Fords
-1/2 Walls and Hedges or become disorganised
-1/2 Broken Ground or become disorganised (orchards, gullies etc)

2.4 Form Square


Because cadence (marching in step) hadn’t been rediscovered yet changing formation
and even moving in formation was very difficult to do while maintaining order. Forming
square is a complex movement even using cadence and units wouldn’t always manage to
pull it off successfully when charged by cavalry latter in history, so it’s even more
difficult in our period. To represent this when ever a unit wants to form square it must
roll 1d6, the following die roll is required to successfully form square;
(By morale grade)
 Guards: 1-5
 Grenadiers: 1-4
 Line: 1-3
 Militia: 1-2

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If the die roll is unsuccessful then the unit is now disorganised for this turn but will
successfully complete the formation change next turn. If contacted by the enemy while
disorganised the unit can only fir 1/2 it'’ figures.

2.5 Cavalry Formations


Cavalry is allowed two formations;
 Line; one regiment wide. Remember that a regiment can be made up of one or more
squadrons depending on national organisation (see )
 Column; one stand wide one regiment deep just like the infantry column (see 2.1).

2.6 Cavalry Formation Change


Cavalry change formation by doubling. Doubling is when a regiment extends its
frontage by one or two squadrons at a time. A cavalry unit can double one base per
quarter of a turn, therefore it can extend it’s frontage by four squadrons off the lead
squadron a turn. It is important that doubling is carried out in quarter turns for pro rating
purposes. A cavalry unit can double out (extend frontage) or double in (contract frontage)
both in charge and normal movement phases. A cavalry regiment can also form line from
column in half a turn by simply turning to face the left or right. A cavalry unit wheels like
infantry, but not at speed faster than a trot. (see 2.2) and can about face for ½ it’s turn.
Dragoons can dismount, this takes one turn, one stand of mounted dragoons is used to
represent the horse holders. At the end of the turn the dragoons are formed in line as
infantry. The horse holders can either remain where the dragoons dismounted or follow
the regiment. Light cave can change direction at will.

2.7 Cavalry Movement Distances


Only some cavalry can charge with swords drawn (hence forth known as charging with
cold steel), so only they can use fast trot, cavalry using fire power can only charge at the
top speed of trot (see national characteristics).
 Horse/ Dragoons in Line; Walk: 8
Trot: 12
Fast Trot: 14
Canter: 18
 Horse/ Dragoons in Column; 12 (on road 18)
 Light Cavalry in Mob; Walk 8
Trot 12
Fast Trot 14
Canter 20
Gallop 28
Movement Modifiers
-4 Ford Stream and disorganised (except light cavalry)
-2 Charging uphill
-2 Cuirassier
-1 Soft ground (marshy ground, tiled fields, sand)
-1/2 Villages and disorganised (when in line only)

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-1/2 Light Woods and disorganised (unless in column on road)
-1/2 Hedges and disorganised

Impassable: Heavy Woods


Swamps
Rivers
Some streams depending on the scenario
2.8 Cavalry Charge Movement
When charging the cavalry must travel at least half the distance for each speed. For
example the cavalry must travel at least 4 at the walk before moving into the trot. Cavalry
that speeds up extra quickly can be in danger of becoming disorganised (it takes one half
turn at a walk to regain order), to check for this when moving up a speed extra quickly
roll 1d10 against the units morale grade, if the unit rolls it’s morale grade or lower it
retains it’s order. Any unit that rides at a canter or a gallop for more than 8 must check to
see if the horse gets blown, to check for this roll 1d6, on a roll of 5-6 the horse is blown
and can’t go faster than a walk for 1d6/2 turns.

2.9 Artillery Movement


Most artillery is drawn by oxen so it is very slow, the guns are also heavy so they are
hard to re-lay, to further complicate matters the crews are soldiers but the drivers are
civilians contracted out and they tend to beat a hasty retreat as soon as things get hot!
Artillery tends to play a minor role in battle because it is so hard to move, it usually gets
laid at the beginning of an engagement and remains there. Battalion guns are another
matter, these are light guns that are part of an infantry battalion and they are prolonged
(pushed) in battle by their crews. Another tactic for moving guns is to retrograde, that is
to let the guns be pushed back by their recoil. Guns are divided into three classes for
simplicity;
 Position; these are heavy guns that fire long range and are incredibly heavy to move
they can not prolong but they can retrograde. These are the big 24pdr’s and larger.
 Heavy; these guns can prolong a short distance and retrograde. These guns are 8pdr’s
or heavier.
 Battalion guns are very light and as before they are integral to an infantry battalion.
They can prolong, retrograde and are usually 3pdr’s or a little heavier.

Positional; Limbered 4
Limbered, road 5
Retrograde 1
Unlimber/Limber: 1 full turn
Change facing: 1 full turn

Heavy: Limbered 5
Limbered, road 6
Prolong 1
Retrograde 2
Unlimber/Limber: 1 full turn
Change facing: 1 full turn

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Battalion: As Infantry, if the infantry unit is in Column the gun is considered limbered, if
the
Parent unit is in line than the gun is considered unlimbered.

Artillery Movement Modifiers


-1/2 Soft ground
Fords; As the per scenario

Impassable; Woods (except battalion and as directed by the scenario)


Swamps
Walls
Hedges
Towns and Villages (except as the scenario directs)

2.10 Batteries
Guns can be placed in base to base contact but they remain individual units for
targeting, movement and morale.
2.11 Drivers
When a battery of artillery comes under fire it must check to see if the drivers will
remain with the battery. Roll 1d6 on a 5-6 the drivers stay, anything else and they flee
with the limbers on the compulsory move. A general officer can try to rally them by
being in base to base contact. Roll 1d6, on a roll of 1 the rally is successful. Once off
board the drivers will not return until after the battle ends, the check must be made every
time the guns come under fire, if the guns are charged the drivers will definitely flee.

(3)Artillery Fire
The effect of artillery fire is dependant on three factors; the number of crew present, the
type of target and the range to the target. Artillery fires two types of ammunition; canister
which is a close range round that works similar to a shot gun and round shot (or ball)
which is for long range work and use against buildings and other defences. There are also
more types of guns than just guns, there are also howitzers and mortars. Howitzers can
fire along a direct line of sight like a gun but with less range, or it can fire over obstacles
like walls in an indirect manner. Howitzers are mainly used in sieges but they will turn up
sometimes on a battlefield. Mortars are indirect fire weapons only and are only used in

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sieges. Guns can only fire in a direct line of sight, any intervening object between the gun
and its target will mean the gun can not fire at the target as it can’t see it.

3.1 Artillery Fire Procedure


Throw 1d10 for each surviving crewmember, add or subtract any modifiers and
compare the result to the Artillery Target Table. If the result is equal to or greater than the
number on the Artillery Target Table than the shot hits. Artillery batteries can fire at
different targets as stated before but they can also fire together at a urban area, wall or
earth works if so directed by a General who is in their chain of command and who gave
the order while in base to base contact with the batteries. If the guns are ordered to
concentrate their fire then they can not stop until a General comes back into base to base
contact and orders them to cease and desist.
Artillery fire is measured from the base in front of the gun barrel in a straight line to the
target. The Line can angle away from the gun 30 degrees to either side, if the line doesn’t
meet the target then the gun must be change facing (be re-laid). Any friendly unit which
touches the 60 degree arc masks the guns which means the guns can’t fire for fear of
hitting the friendly unit.
Any charging unit that passes in front of a battery may be fired on by the battery out of
the artillery fire sequence but the battery can not fire again in the artillery fire phase.

3.2 Artillery Target Table

Target Type Caniste Medium Long


r
Infantry Line 5 7 9
Infantry Column 4 7 9
Infantry Square 3 6 8
Infantry In Hard Cover 6 9 10
Infantry In Mob 6 7 9
Infantry In Mass 4 7 9
Infantry In Skirmish 6 9* 10
Deployed Artillery 6 9* 10
Cavalry In Line 5 8 9
Other Cavalry 4 7 8
* 10 in earthworks

Modifiers
-1 firing out of sequence
-1 Indirect fire (hard cover is ignored)
-1 Only one gunner
-2 Firing Retrograde
+1 First fire
+1 Vs. Flank of formed unit

3.3 Artillery Fire Casualties

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Once you know if you have hit you must check for casualties. For every hit roll 1d6, a
casualty is caused by a 3-5, a roll of 6 is two casualties. All artillery fire is considered
simultanious.

(4)Small Arms Fire


Both the infantry and some Cavalry use firepower in this period (see National
Characteristics). Some units use Matchlocks and some use Firelocks in the earlier part of
the period. Infantry and Dragoons use muskets while Cavalry use carbines (short
muskets) or pistols. Cavalry charging or being charged which use fire power rather than
cold steel will fire before making contact (see ).

4.1 Small Arms Fire Procedure


Only the front two ranks of figures may fire. Ranges for fire is from the center of the
unit to the closest part of the target. Add up the number off firers and roll 2d6, add or
subtract the modifiers and cross reference the number of firers to the modified die roll on
the Fire/Melee Chart.

4.2 Line of Sight


To have line of sight the firer must be able to trace an uninterupted line from the center
of his unit to the target. At least half of the target must be in view for the firer to have line
of sight. Skirmishers, and mobs block line of sight, deployed gun batteries do not block
line of sight but they do block fire. Units can fire at a maximum angle of 30 degrees off
the front corners of their formation.

4.3 Firing Modifiers and Ranges

Musket; Short 0-3


Medium 3-5
Long 5-6

Pistol/Carbine; Short 0-2


Medium 2-3
Long 3-4

Modifiers

10
-Guards fire at 1 ½ effect (i.e. 12 men fire as 18)
-Grenadier/Elite fire at 1 ¼
-Stationary troops fire before moving troops (otherwise all fire is simultanious)
-Any unit within 2 of the rear of the target unit counts as part of the target when assessing
the number of ranks.
+4 First Volley (not militia or dismounted dragoons)
+4 Short Range
+2 Rested Muskets (on wall or hedge etc)
+1 For Platoon Fire Infantry
+1 For French Infantry In Nine Years War (not militia or dismounted dragoons)
+1 For Each Target Rank over two
-4 Moved This Turn
-4 Long Range
Additional Modifiers for Nine Years War; +1 Units without Pike stand

Fire/Melee Chart
Modified Dice Roll
-6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1 1 1 1 1 16
1 2 3 4 5
3 x x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2
4 x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2
5 x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2
6 x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3
7 x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3
8 x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3
9 x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3
10 x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3
11 x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4
12 x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4
13 x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4
14 x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4
15 x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4
16 x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5
17 x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5
18 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5
19 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5
20 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5
21 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6

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22 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6
23 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6
24 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6

Cross Referance The Modified Dice By The Number of Figures Firing


(maximuim of 2 Ranks Deep)

4.4 Firing When Being Charged


When a unit is being charged it must check to see the effect of it’s fire, i.e. short,
medium or long range. This has nothing to do with where the chargers are, what matters
is the morale grade of the unit being charged. Roll 1d6 and consult the Recieving Charge
Fire Table

Troop Type Roll thefirer, since halted units


ussually
Fire first .
1 2 3 4 5 6
Guard Infantry MED MED MED SHORT SHORT SHORT
Grenadier/Elite Infantry MED MED MED MED SHORT SHORT
Line Infantry/All Cavalry LONG MED MED MED MED SHORT
Raw Troops & LONG LONG LONG MED MED SHORT
Dismounted Dragoons

4.5 Firepower Cavalry Firing In The Charge (Caracole)


Some cavalry use Firepower rather than cold steel when charging, the idea being to
soften up the enemy with a volley or two and then move in with the sword. When
firepower cavalry charges they do not have to check their morale to charge, instead they
will have to roll to see how far away they fire, use the Firing When Being Charged for
this. Stop the charge at the range designated by the Firing When Being Charged roll. If
the target is infantry or cavalry they will count the casualties suffered in their own firing
since halted units actually fire before moving units. Next roll to carry out the charge after
firing one volley. To see if the unit will carry out their charge after one volley roll on the
Charge/Caracole Table, of course a commander can choose to caracole rather than fallow
through after one volley, in which case the roll on the Charge/Caracole table is
unnecessary until the commander does choose to follow through. The check is done after

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the unit fires in the small arms fire phase. If the unit passes the test the rest of the charge
is carried out like a normal charge, rather than just being pushed to meet the target. If the
cavalry caracoles then when it does complete the charge it does so starting from a walk
and it can speed up after it’s final firing.
When Caracoling the cavalry unit can end it’s movement up to 4 away from where it
fires and facing the target or facing the target obliquely up to 8 from the target but it can
not then charge in the latter case until next turn.

Charge/Caracole Chart
MORALE MODIFIED DIE ROLL
1 2 3 4 5 6 7+
Gaurd Charge Charg Charge Charge Charge Caracole Retreat
e
Elite Charge Charg Charge Charge Caracole Retreat Retreat
e
Regular Charge Charg Charge Caracole Caracole Retreat Retreat
e
Militia Charge Charg Caracol Caracole Caracole Retreat Retreat
e e
+1 Caused no casualties
+1 Unit is Dragoons against formed infantry or cavalry
+1 Charging formed Infantry from the front
+1 Unit lost it’s Standard or Guidon earlier in battle (-2 instead if the unit is charging the
unit that took it’s standard or guidon)
+2 Unit is Light Cavalry charging the front of formed units
+2 Charging Square
-1 French Cavalry (Nine Years War)
-1 Charging Cavalry that refused to charge
-1 Charging a column
-1 Charging flank or rear of a unit
-1 Charging a disorganised unit

(5)Morale
Morale in these rules is used both to rate a unit’s state of mind and it’s training.

(5.1) Reasons For Testing

 To instigate a charge
 When receiving a charge
 Infantry or Artillery contacted by Cavalry
 Losing a melee round
 Receiving casualties in a turn
 Seeing a friendly unit routing within 12
 Attempting to rally from rout or retreat

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5.2 Morale Test Procedure
Infantry; throw 1d10 for every 4 men still in the batalion, all tests are done by battalion.
Pike men don’t count toward morale.
Artillery; throw 1d10 for each surviving crewmember, except battalion guns which
have the same morale state as their parent battalion.

Add or subtract the following modifiers;

Modifiers
+6 Guards
+5 Grenadiers/Elite
+3 Regular
+1 Artillery and Militia
+3 For 12 man battalion
+2 For hard cover
+2 No enemy within 18
+1 Less than 10% casualties
+1 Each secure flank
+1 with each support within 8 to a maximum of +6
+1 Commander attached to unit (max +1)
-1 Casualties this turn
-1 Enemy within 12
-1 Each friendly retreat within 12
-1 If unit is Hussars, Skirmishers or mounted French Dragoons*

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-2 Each rout within 12
-2 Charged by Infantry
-2 Loser of melee round
-4 Charged by Cavalry
-2 Disordered
-2 Shaken
-4 In retreat
-6 In rout
some generals will also influence morale for good or ill

*Except French Dragoons in the Nine Years War or before in that case it is Dutch
Dragoons

To count as support a unit must be either infantry or cavalry, be above 50% of it’s
origional strength, in line and not shaken or worse.

Results
18+ Unit’s morale is fine, carries on with orders
13.17 SHAKEN
7.12 RETREAT
6 or less Rout

Shaken; Infantry may not advance and may not fire, they can turn around but can not
change formation. Shaken units will recover their morale after 1 turn unless they
are
forced to test again.

Retreat; move directly away from the enemy 6, artillery takes it’s guns unless the drivers
have
Run off. Retreating units must try to recover their morale every turn, this may
cause
The unit to become routed.
Rout; move 12 away from the enemy, artillery (including battalion guns) abandon their
guns.
Routing units must test every turn.

Units which either retreat or rout off table will not be able to return until after the battle.

5.3 Test to Charge/Counter Charge


The unit makes a morale check like any other but if it fails it does not become shaken,
etc. Instead the unit will halt half way through it’s charge movement and is shaken unless
it’s Guard class. If the unit is regular or worse and on it’s morale check it recieves what
would be a retreat the unit will be shaken and begin to fire at the target regardless of
range. If the unit is Grenadier/Elite and it got a result that would normally be a rout it
does the same thing. If the unit is Guard and it recieves what would be a rout result then it
is shaken.

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The Units which stop and begin firing can not move until they pass a morale check, this
could cause the unit’s morale to get worse.

5.4 Disorder
Disorders are inflicted as follows;
 Each casualty inflicted by fire or melee
 Charging or Moving and firing in the same turn
 Moving through disordering terrain
 Hits (not casualties) inflicted by Field or Position artillery

Each of the above inflicts one disorder per instance, disorders are accumulative.
Two or more disorders in one turn cause a morale check. To recover from disorder a
unit must spend one full turn without taking moving or firing and without taking
casualties or hits from positional or field artillery.

5.5 Morale Grades


Morale grades are used when a unit wants to enter the board after the initial game
deployment. The morale grades are;

 Guard; 5
 Elite; 4
 Line; 3
 Inferior; 2
 Artillery and Raw Troops; 1

(6) Melee

6.1Cavalry vs. Cavalry


In the War of Spanish Succession not all units may charge at the canter. In the Nine
Years War all nations used cold steel. Units being charged may chose to Counter Charge
or receive the Charge (standing still) after firing. Cavalry can caracole vs. Cavalry but not
in a counter charge, only if they choose to receive the charge.

6.2 Cavalry vs. Cavalry Melee Procedure


Cavalry must pass their morale check to charge. The unit receiving the charge must also
pass a morale check whether it is receiving at the halt or counter charging. If the
receiving unit fires and causes casualties the chargers must pass a morale check to close,
supporting units can not fire. If the unit closes roll 1d6 for each figure in the front rank.
Cold Steel units or French in the Nine Years War at the fast trot or canter kill on a roll of
4-6.

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Other nations kill on a 5-6.
Stationary cavalry kill on a 6
The unit which suffers the worst in the melee is the loser, it must make a morale check,
if it passes the melee continues for another turn until one side or another breaks. Other
cavalry within range may reinforce by charging into the rear of the friendly unit and
pushing forward to take the place of casualties or if possible by hitting the enemies flank.
Melee causes both units to become disordered.

Modifiers
-Cuirassier: +1d6 for every three figures
-Light Cavalry –1d6 for every 2 figures
-Dragoons –1d6 for every 3 figures

6.3 Threading
Units cantering may by design or accident “thread” the enemy cavalry unit it is
charging. Threading is when fast moving cavalry hits the enemy in a charge and pushes
right through the enemy. If the charging unit meets the enemy at the end of it’s canter
range it can not thread, other wise the unit must roll on the Threading Chart as soon as it
the melee ends, unless it lost melee. If the Unit does thread it can immediately charge any
unit within it’s remaining move distance and that charge and melee will be worked out
this turn. To use the Thread Chart roll 1d6 use the modifiers and check the chart.

6.4Threading Chart
MORALE DIE ROLL
GRADE
1 2 3 4 5 6
Guard MELEE MELEE MELEE MELEE THREAD THREAD
Elite MELEE MELEE MELEE THREAD THREAD THREAD
Regular MELEE MELEE THREAD THREAD THREAD THREAD
Militia MELEE THREAD THREAD THREAD THREAD THREAD

Modifiers
+1 Cuirassier
+1 Threading desired
-2 Light Cavalry

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6.5Cavalry vs. Infantry or Artillery Procedure
The chargers have to pass their morale to charge and the target has to pass it’s morale
check to receive the charge, Infantry may choose to form square. The target will fire after
the Cavalry begins it’s charge if they cause casualties the chargers must pass another
morale check to carry on with the charge. Artillery fires canister automatically, infantry
must check the Fire/Melee Chart. Firepower cavalry are subject to the charge/caracole
chart.
Once cavalry are in contact they roll 1d6 for each figure in the front rank.
British, Dutch or Danish Cavalry (or French instead in the Nine Years War) kill on a roll
of 3-6
Other Nationalities kill on a 4-6
Any Cavalry vs. a Square needs a 6 to kill

Modifiers
Cuirassier +1d6 for every three figures
Light Cavalry –1d6 for every two figures
Dragoons –1d6 for every three figures

6.6Infantry vs. Infantry or Artillery


Each side must pass it’s morale check. A charging unit which fails it’s morale check
may begin a fire fight (see 5.3). Defenders fire using the Firing When Being Charged
Chart (see 4.4) if the defenders are Infantry, if they are artillery they will automatically
fire canister. If the chargers take casualties they must automatically make a morale test
again.
If the charge carries through there will be a melee. In melee pikes strike first, if one side
doesn’t have pikes then the other gets a free attack on the non-pike unit who are
considered defending for computation purposes on the Fire/Melee Chart. The casualties
caused by the pikes are taken off before the main bodies close into contact (unless both
sides have pikes in which case disregard this).
In melee each roll 1d6 for the front two ranks of figures in melee, only the front two
ranks can engage (exception; pike armed units : Pike Stands may join in melee even
though they are behind the front two ranks). Modify the dice roll using the melee
modifiers on the Fire/Melee chart and then cross reference the number of meleeing
figures by the modified die roll to get the resulting casualties.
The losers of melee must test their morale, if thet don’t retreat or rout then the melee
continues next turn. Any unit within range may support in the second turn of melee. The
winner of the melee must spend one full turn reforming.

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(7)Command and Control

7.1 Officers Command Rating


Officers of General rank (Brigadier or Higher) have certain command abilities which
are measured by their command ability rating. The command ability rating is a number
from 1-6 except for exceedingly gifted generals who may have a 7, this would be men
like Marlborough, Eugene, Turrene, etc.

7.2 Command Rating Bonus


The top three morale ratings when give a bonus to morale checks as follows but only
when rallying;
- Morale Rating 5; +1
- Morale Rating 6; +2
- Morale Rating 7; +3

7.3 Commander Benefits to Morale Checks


Commanders can effect a unit or units morale check in several ways.
1. Any unit within the command radius can reroll a failed morale check using the
Commander’s Command Rating (not the bonus) as a bonus to the morale bonus
modifier rather then their quality rating (ie; Guard). Only one Commander can do
this per unit no matter how many commanders are within range. For the reroll of
the morale check the current morale of the unit is whatever the result of the failed
morale test result dictated. Note that this could result in morale worsening. If the
second morale check is successful the unit will return to the morale state it was in
before it failed the origional (failed) morale check but it will gain 1 disorder (this
new disorder will not cause another morale check).

2. Any Commander can give a bonus of +1 to a unit by being attached to it, if they
have
command rating bonus this will be added as well.

7.4 Command Radius


Officers have a command radius dependant on the size of their command. The
command radius is used to deliver orders and to determine the maximuim distance a
unit can be away from it’s commander and gain the benefit of a reroll of failed
morale checks. Any orders to commanders outside the command radius must be
delivered by a courier. Couriers appear at the edge of the commander’s command
radius and move at light cavalry charge speed. They must come into base to base
contact to deliver their message.

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Command Radius
Command Radius
Army Commander 18
Wing Commander 12
Brigade Commander 6

7.5 Courier Casualties


Any time a there is firing and a courier is within 4 of a units flank or infront of or
brhind a unit that was fired on at anytime during the turn roll 1d6. On a roll of 6 the
courier is hit by stray fire and is killed, the message is lost.

National Characteristics

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Introductionary Notes

What follows is a basic (emphasis on the basic ) outline of the types of units available
at in the period covered by these rules and the basic (again BASIC) organizations within
the army of Europe. The purpose of this information is to provide the gamer who is new
to the period with enough information to get him playing while he does further research
into the period.

Arms of Service

Cavalry

Cavalry is of two types; Horse and Dragoons. The Horse is the battle cavalry, their job
is to defeat the enemy cavalry and to fall on the enemy’s foot and guns and destroy them.
They will do this either by carrying cold steel to the enemy or by the use of mobility and
firepower from pistols, carbines or musketoons. The Dragoons are mounted infantry, they
ride into battle and then dismount and fight afoot like infantry either in the battle line
formed as infantry or in loose order, skirmishing along hedge rows, walls, in towns or
woods or in other rough terrain. As the period goes on they are used more and more often
as Horse. Dragoons are also used in sieges as assault troops and between battles as
scouts and foragers. They are truly the jack-of-all-trades of the army.
Some armies have a third type of cavalry; light cavalry like Cossacks or Hussars for
example. These are loose order irregulars and are rare on the battlefield as their use in a
charge is pretty much nil.

Infantry
Infantry comes in three types; Line, Pikemen and Grenadiers. Line infantry is the
mainstay of a unit, they are armed with firearms and sometimes bayonets (depending on
the year and the army) and swords. Pikemen are present at the start of the period but
dissapear in most armies by the middle of the period as bayonets become more common.
Pikemen are armed with 16 foot pikes and swords, their job is to defend the unit against
cavalry. Grenadiers are elite assault troops, they are armed with grenades for most of the
period as well as swords and firelocks.

Artillery
Artillery comes in four types; Battalion guns, Field Batteries, Position Batteries and
Siege Batteries. There are also guns and mortars. A battalion gun is a very light gun that
fires a round like a big shotgun shell, they are attached to and fight with the infantry

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battalion they are attached to. Field Batteries are larger guns that are difficult to move
once set up but much more powerful and longer ranged than battalion guns. Position
Batteries are the largest guns that are normally deployed on a battlefield, they are
practically immobile once set up but very powerful. Most armies only use Siege Guns to
Batter an entrance into fortresses because they are so monsterous that they are immobile
when layed and have an incredibly slow rate of fire.
Guns are direct fire artillery, this means they can only fire at what they see and in a
straight line like a firearm. Mortars are ussually only used in sieges, they fire indirectly,
in otherwords they can fire over an obstacle like a wall or a unit.

Great Britain 1700 On

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The army of Great Britain, despite more than tripling in size during the course of the
War of Spanish Succession (WSS) was very small by European standards. Therefore it
depended heavily on it’s allies and on mercinary troops from the minor princedoms, etc,
of Germany to make operate with it on campaign.

Doctrine; Infantry use PLATOON FIRE and cavalry are trained to charge with COLD
STEEL. Infantry operate in 3 lines while cavalry operate in 2.

Infantry; In the British army the words Battalion and Regiment are interchangable as
regiments had only one battalion, the exceptions being the 1st Foot Guards and the Royal
Regiment, both of which had two. The battalion is the smallest maneouver element (in
other words infantry figures can not be moved or fired in any smaller groups than a
battalion) in the game. A battalion is made up of 12 Line Companies and 1 Grenadier
Company. A company consisted of 66 –67 all ranks. 13 Companies and the Head
Quarters group gives us a Battalion strength of 900 all ranks. However in reality a
battalion wouldn’t ever actually be at this “book” strength.
To start with both the 1st Foot Guards and the Royal Regiment had more troops per
company then a normal regiment. Second some regiments couldn’t make up the proper
amount of companies so they only had 9 or 10 Line Companies and 1 Grenadier
Company. Finally on campaign (and even in peacetime to a lesser extent) regiments were
significantly short handed due to sickness and desertion…and battle casualties. Most
battalions would actually be at a strength of somewhere between 600 and 800 all ranks.
Since 1 figure equals roughly 40 men that gives us a battalion of between 15 and 20
figures, however it would not be going to far to have some battalions with as few as 12
figures.
Grenadiers were often stripped away from their parent battalion and formed into adhoc
grenadier battalions to act as assault troops when field works were used by the enemy or
in a siege.

Horse; A regiment of Horse was made up of three squadrons (the squadron is the
smallest maneouver elemnt in the cavalry for game purposes), a squadron was made up
of 3 troops. A troop was composed of 47-68 all ranks. The horse had an easier time
maintaining it’s numbers on campaign and in fact sometimes squadrons were built up to
be as many as 150 all ranks (especially in Horse Guard regiments). Therefore a squadron
will be between 2-3 figures.
At the start of the WSS the Horse was unarmoured but in 1707 Marlborough ordered
the Horse to wear Breast plates under their coats. British Horse also were only issued 3
cartridges for their carbines, and this was only to be used when picketing horses,
therefore british Horse can NEVER use caracole.

Dragoons; Dragoon regiments ussually made up of 8 troops formed into two squadrons.
A squadron ussually had between 120-150 all ranks so 3-4 figures make up a squadron.
Dragoons were armed with muskets and bayonets as well as swords.

Artillery; British doctrine set the rate of foot to guns at 1000:1 (not including battalion
guns). Most batteries would be field batteries. Regimental guns were 3lbers (2 per

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regiment), Field batteries would be 6-8 6lb or 8lb guns. 12lbers and 24lbers were
reserved for Position batteries which were ussually 2-4 guns.

Special Rules

1) Marines; The British Navy possessed several battalions of Marines which were
armed and organised as a battalion of foot but they were split up amongst the fleet.
They did take part in many actions in the West Indies and the Mediteranean both on
land and at sea, the most famous being; Cadiz, Vigo Bay and Gibralter. If you want to
include Marines in a scenario of your own design it is best if they form 1 company of
a naval brigade (a naval brigade is a battalion size unit of sailors operating on land).

2) Guards; There are no Horse Guards involved in active campaigning in the WSS but
there are three regiments of Foot Guards involved in the war. The regiments are; 1st
Foot Guards (2 Battalions), Cold Stream Guards and the Scots Guards (3rd Regiment
of Foot Guards).

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Fire/Melee Chart
Modified Dice Roll
-6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1 1 1 1 1 16
1 2 3 4 5
3 x x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2
4 x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2
5 x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2
6 x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3
7 x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3
8 x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3
9 x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3
10 x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3
11 x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4
12 x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4
13 x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4
14 x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4
15 x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4
16 x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5
17 x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5
18 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5
19 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5
20 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5
21 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6
22 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6
23 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6
24 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6

Cross Referance The Modified Dice By The Number of Figures Firing


(maximuim of 2 Ranks Deep)
Firing Modifiers and Ranges

Musket; Short 0-3


Medium 3-5
Long 5-6

Pistol/Carbine; Short 0-2


Medium 2-3

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Long 3-4

Fire Modifiers
-Guards fire at 1 ½ effect (i.e. 12 men fire as 18)
-Grenadier/Elite fire at 1 ¼
-Stationary troops fire before moving troops (otherwise all fire is simultanious)
-Any unit within 2 of the rear of the target unit counts as part of the target when assessing
the number of ranks.
+4 First Volley (not militia or dismounted dragoons)
+4 Short Range
+2 Rested Muskets (on wall or hedge etc)
+1 For Platoon Fire Infantry
+1 For French Infantry In Nine Years War (not militia or dismounted dragoons)
+1 For Each Target Rank over two
-4 Moved This Turn
-4 Long Range
Additional Modifiers for Nine Years War; +1 Units without Pike stand

Melee Modifiers
+4 Charging
+4 Defender In Hard Cover
-4 Shaken
-2 Disordered

Firing and Melee Modifiers


-Guards fight as x1 ½ men
-Grenadiers/Elite fight as x1 ¼ men

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