18th Century Wargaming
18th Century Wargaming
18th Century Wargaming
EIGTHEENTH
CENTURY
Wargaming
HOW TO WIN
Victory is achieved when the vanquished army is reduced to two remaining units. For every
Close Order Infantry unit exiting the table on the enemy side, the enemy immediately removes
two units. All three units count as eliminated.
SEQUENCE OF PLAY
Each side follows this sequence every turn:
1.
2.
3.
4.
2.
3.
4.
5.
Measure the distance between attackers and defenders. If this exceeds the attacker's
eligible move, the charge does not take place and the rest of the sequence is ignored.
1. Only one unit may charge each face of a defending unit (these being front, left flank,
right flank, and rear).
2. A charging unit may not turn more than 45.
Defenders fire. If a charge takes place against the front face of a defending unit, the n the
latter may fire against their assailants before contact.
1. Exception. Light Cavalry defenders may never fire against any attacker.
2. Exception. Dragoons who are mounted when charged.
Offensive fire. Firepower Horse may fire if they are attacking.
Move the units into contact. Resolve all fighting in the hand-to-hand combat phase.
Unit contact. The attacking unit always conforms to straight contact and hits the side of
the enemy unit the majority of its frontage contacts.
2) Movement
1.
Normal movement rates. A unit's type and formation affects its normal movement rate,
which may be modified by other factors.
Troop Type
Movement Rate
Close Order Infantry in Line
8cm
12cm
Light Infantry
12cm
Indians
12cm
Heavy Cavalry
20cm
Dragoons
20cm
Light Cavalry
24cm
Tribal Cavalry
28cm
Limbered Artillery
8cm
Deployed Artillery
No Movement
Turning and wheeling (infantry and cavalry units).
1. Units may turn up to 45 without penalty. Only one turn is permitted per move.
2. If units turn more than 45, this costs half their movement allowance. Only one turn is
permitted per move.
3. About turns (180). Units may about turn once per move without penalty. If they
choose to make two about turns during their move, this will cost half their movement
allowance.
4. Units turn by pivoting on their central point.
5. Indian units may move freely and without penalty in any direction, turning and facing
as desired while moving.
3. Turning and wheeling (deployed artillery units). Artillery may pivot in any direction in their
turn. They may not fire on any turn in which they turn.
4. Changing formation.
5. Close Order Infantry may change formation at the cost of one move.
6. Artillery takes one full move to either limber or deploy.
4. Moving and Firing. Light Infantry, Indian, Light Cavalry and Tribal Cavalry units may combine
movement with firing (at a cost of half their movement allowance). Firing may either
precede or follow movement.
5. Mounting and dismounting. Dragoons may mount and dismount without penalty but may
only perform one function per turn. Dragoons must be mounted to move. They must always
dismount to fire and fight.
2.
6.
7.
3) Firing
All units except Heavy Cavalry may fire.
1.
Small Arms.
1. The ranges of relevant weapons are listed below:
Weapon
Range
2.
3.
4.
2.
Rifle
24cm
Musket
16cm
Carbine
8cm
All bases of any unit may normally fire with the following exception:
a. Units in column never fire.
Units may fire at targets within 45 of their frontal facing.
If the target is in range, roll a die for every eligible base firing. The chances of scoring
a hit varies according to the firing unit's formation as listed below:
Firing Unit's Formation
Score Required
Close Order Infantry
4-6
Firepower Horse
5-6
Dismounted Dragoons
5-6
Light Infantry
5-6
3.
4.
7. Firing at artillery. Artillery units enjoy a saving roll of 2-6 for each potential hit.
Firing path. Units must be able to trace an unblocked line from the centre of the firing
base to the target unit. If any part of a bases firing path is obscured by intervening terrain
or units, it may not fire. Other bases in the unit that have a clear firing path may fire.
Overhead fire. The only overhead fire allowed is to or from a higher elevation on troops by
artillery at long range.
4) Hand-to-Hand Combat
1.
Light
Cavalry
Tribal
Cavalry
Close
Order
Infantry,
Dragoons
Light
Infantry
Indians
Heavy Cavalry
Firepower Horse
Light Cavalry
Dragoons
Indians
Own Unit
4.
Additional dice. Units in the following situations always roll one additional die per base.
1. Units attacking an enemy flank or rear.
2.
3.
5.
6.
7.
2-6
4-6
Column
6
Retreat. After a round of hand-to-hand combat, the losing unit must withdraw. It has two
possible outcomes following a morale test:
1. Retreat half a move directly to the rear, facing the enemy, if they pass the test.
2. Retreat a full move directly to the rear, facing away from the enemy, if they fail a test.
3. Blocked Retreat. If any unit blocks the route of retreat, the retreating unit is
eliminated.
Ties. If a hand-to-hand combat results in a tied result, the defending unit usually retreats.
The only exception is when a Town or Fieldworks are being defended; in this case the
attacker retreats.
5) Morale Tests
1.
2.
3.
Testing morale. A unit must test morale under the following circumstances:
1. It has to retreat after hand-to-hand combat.
2. A base has been removed from the unit this turn, as a result of enemy fire.
Morale procedure. Roll a die and consult the table below. If the unit fails to achieve the die
roll listed, remove another base.
Unit class
Die roll required
Elite
3-6
Average
4-6
Levy
5-6
Generals and morale. Generals are assigned to a unit, and remain with it throughout the
battle.
1. If a unit is accompanied by a General, it may add +1 to all morale test die rolls.
2. Generals are removed from the table when their unit is eliminated.
3.
4.
5.
6.
7.
8.
Linear Tactics. These rules only affect Close Order Infantry which have not been reduced
to a single base formation.
a. Units with two or more instances of support may re-roll a failed morale test.
Protected Flanks
a. Infantry Lines, Artillery units and Heavy Cavalry units can protect flanks. A flank is
protected when a second unit is visible within 4cm of it.
b. Impassable terrain, friendly occupied towns and friendly controlled cover may
protect a units flank if within 4cm.
Second Line Support. Infantry Lines and Heavy Cavalry units may provide support. The
supporting unit must be directly behind, facing the same direction and visible to the
supported unit so that at least half the frontage of the supporting unit overlaps the
frontage of the supported unit which must be within charge move of the supporting unit.
Friendly occupied towns may provide rear support if within 8cm.
Capture the Colours. During the 18th Century the number of enemy colours captured,
along with artillery pieces, began to become a measure of victory. To lose one was
considered a disgrace. This special rule only applies to Close Order Infantry and Heavy
Cavalry units. If one of these units is destroyed in hand-to-hand combat or loses all its
bases following a retreat morale test, the victor may roll a die and if a 6 is scored the
colours are captured. If a unit retires from melee the victor may roll two dice and capture
the colours on a roll of 12. Units with no colours receive a -1 modifier on subsequent
morale tests. Colours can be recaptured once they have been lost using identical rules.
Woods. Where both units are inside firing is limited to 5cm and to fire out or to be fired
upon the unit must be within 5cm of the woods edge. Units must be entirely within the
wood to receive the benefit of cover from firing. Cavalry may not attack units inside
woods.
Towns. Towns possess four sides and units may fire and perform defensive fire from any of
the sides with all their bases. Units defend towns on all sides counting these as their front
edge and defend with all their bases. Cavalry may not attack units occupying towns.
Fieldworks. Only Infantry may enter or leave fieldworks and it takes a complete turn for
them to do so. A maximum of one unit may occupy a section of fieldworks which is two
bases wide. Troops occupying and attacking fieldworks adopt a consolidated frontage of
two bases. Units may fire and perform defensive fire from fieldworks with all their bases
and count as in cover for shooting and hand-to-hand combat. Units defend with all their
bases and fight with one extra dice per base in hand-to-hand combat. Cavalry may not
attack units occupying fieldworks. Fieldwork sections breached by artillery lose their
fortification status i.e. extra dice. Any section hit by artillery is breached on a 6 result
rolled on one D6.
Scenario setup: use this table for scenarios set in North America.
Terrain type
Number of pieces
Dimensions
Width
Depth
Hills
1-3
20cm
10cm
Roads
1-2
3cm
Rivers
0-1
4cm
Woods
1-4
20cm
20cm
Towns
0-2
16cm
16cm
Rough ground
0-2
20cm
20cm
The following is a list of special rules that can be applied in scenarios and for individual units:
9.
Crack troops. Exceptionally well trained and disciplined troops. Units can re-roll morale
tests until their first base is lost and are always treated as in Command for movement and
firing.
10. Horsemanship. Skilled horsemen may turn without any movement penalties.
11. Aggressive. Units may re-roll hand-to-hand combat misses to account for their toughness
and endurance in battle.
12. Marksmen. Units may re-roll one missed shot.
13. Skirmishers. These are specialist units of sharpshooters and skirmishers represented with
two bases in line.
a. Skirmishers may move freely and without penalty in any direction, turning and
facing as desired while moving.
b. They may combine firing and movement. They may fire either before or after they
move.
c. Skirmishers may pass through other friendly units freely.
d. Units of Skirmishers have a range of 24cm. They score hits on 5-6.
e. They count as Light Infantry for hand-to-hand combat.
14. Command movement. There is an option to allow Generals to move from unit to unit. The
General may move at Light Cavalry rate per turn and join any friendly, unengaged unit
within range. This is performed after all other movement and charging. Generals are still
removed if the unit they are with is eliminated.
15. Charismatic generals. Depending on the army a General may be rated as charismatic.
Determine this at the start of the game. Generals are charismatic on 1-3 on D6.
Charismatic generals add 2 to the units morale die rolls and provide an additional die in
hand-to-hand combat. Generally test for armies with a Command Level of Good.
16. General casualties. Every time a base is lost in a unit that a General is attached to he
becomes a casualty if a 1 is rolled on a D6.
RULES CONVENTIONS
1.
2.
3.
4.
Movement.
a. There are no special restrictions for wheeling in close proximity to enemy units.
b. Compulsory actions are performed like normal moves and adhere to terrain
restrictions.
c. A unit cannot move through a gap between two other units which is less than a
unit frontage wide.
d. Terrain pieces such as hedges, fences and fields have no impact on the game.
There is an option to impose a variable deduction of 1D6cm to movement through
these features.
Shooting. Shooting at units engaged in hand-to-hand combat is never allowed.
Hand-to-hand Combat.
a. Any contact, even with a units corner, brings on a hand-to-hand combat in which
all of each units bases fight.
b. A retreat from hand-to-hand combat must be directly to the rear with no
deviation.
Retreat. There is no deviation to the direction and distance moved. If the unit meets
impassable terrain it is eliminated. Passable terrain modifies movement of the retreat as
per normal movement.
ARMY LISTS
Period 1: War of the Spanish Succession 1701-14
BRITISH ARMY
Unit Type
British Guard Infantry (Close Order Infantry, Elite)
British Grenadiers (Close Order Infantry, Elite)
British Line Infantry (Close Order Infantry, Average)
Allied Line Infantry (Close Order Infantry, Average)
Horse (Heavy Cavalry, Elite)
Dragoons (Dragoons, Average, Muskets)
Artillery
Special Rules
Discipline and Drill: British Close Order Infantry units never test morale when the first
base is lost, they automatically pass.
Platoon Fire. All British and Dutch Infantry operate under this doctrine and require 4-6 to
hit.
Battalion Guns. British Guard and Line units and Allied Line units have attached light
artillery and roll an additional dice when firing.
Grenadiers. Saving throws for close combat casualties from enemy grenadiers, for units in
cover, are reduced to 5-6. This simulates their effectiveness in close assault using
hatchets, grenades and axes to storm fortifications and obstacles.
FRENCH ARMY
Unit Type
Guard Infantry (Close Order Infantry, Elite)
French Grenadiers (Close Order Infantry, Elite)
French Line Infantry (Close Order Infantry, Average)
French Line Infantry (Close Order Infantry, Levy)
Allied Line Infantry (Infantry, Average)
Gendarmerie (Heavy Cavalry, Elite)
Chevauxlegers (Heavy Cavalry, Average)
Hussars (Light Cavalry, Average, Carbines)
Dragoons (Dragoons, Average, Muskets)
Artillery
Special Rules
Volley Firing Doctrine. All French and Allied Infantry operate under this doctrine and
require 5-6 to hit. This represents a deeper formation and lower deployment of muskets.
Firepower Horse. Horse may operate under Firepower doctrine. On deployment roll one D6
per Heavy Cavalry unit with 4-6 result indicating Firepower Cavalry.
Grenadiers. Saving throws for close combat casualties from enemy grenadiers, for units in
cover, are reduced to 5-6.
AUSTRIAN ARMY
Unit Type
Grenadiers (Close Order Infantry, Elite)
Line Infantry (Close Order Infantry, Average)
Horse Grenadiers (Heavy Cavalry, Elite)
Horse (Heavy Cavalry, Average)
Carabineers (Heavy Cavalry, Average)
Dragoons (Dragoons, Average, Muskets)
Artillery
Special Rules
Volley Firing Doctrine. All Austrian Infantry operate under this doctrine and require 5-6 to
hit. This represents a deeper formation and lower deployment of muskets.
Grenadiers. Saving throws for close combat casualties from enemy grenadiers, for units in
cover, are reduced to 5-6.
Special Rules
Impetuous charge. If charging, Highlander Warband receive one extra die for each of their
remaining bases divided by two (rounded down) in the first round of any combat. They are
not restricted by the rules on infantry charging other infantry and may charge any infantry
unit, provided they are not themselves a single base formation.
Discipline and Drill: British Close Order Infantry units never test morale when the first
base is lost, they automatically pass.
Command Level (Optional). This army is rated as Average.
Special Rules
Outdated Firing Doctrine. All Close Order Infantry operate outmoded doctrine and require
5-6 to hit. This represents deeper formations and less muskets deployed.
Battalion Guns. Austrian Fusilier units have attached light artillery and roll an additional
dice when firing.
Grenadiers. Saving throws for close combat casualties from grenadiers, for units in cover,
are reduced to 5-6. This simulates their effectiveness in close assault using hatchets,
grenades and axes to storm fortifications and obstacles.
Chevaux de fries. When fighting Ottomans, 1-3 Austrian Close Order Infantry units have
defences comparable to entrenchments.
Grenze infantry. These units can only be used against Ottoman opponents.
0-1
0-2
1-2
0-1
Special Rules
Grenadiers. Saving throws for close combat casualties from grenadiers, for units in cover,
are reduced to 5-6. This simulates their effectiveness in close assault using hatchets,
grenades and axes to storm fortifications and obstacles.
Firepower Horse. Horse may operate under Firepower doctrine. On deployment roll one D6
per Heavy Cavalry unit with 4-6 result indicating Firepower Cavalry.
Special Rules
Stubborn Infantry: Close Order Infantry units never test morale when the first base is lost,
they automatically pass.
Poor Fire Discipline. Russian Close order infantry have inferior musket training and are
penalised with a -1 DRM when rolling for hits.
Battalion Guns. Russian Musketeer units have attached light artillery and roll an additional
dice when firing.
Allied infantry are from Saxony. These units have Battalion Guns.
Special Rules
Grenadiers. Saving throws for close combat casualties from grenadiers, for units in cover,
are reduced to 5-6. This simulates their effectiveness in close assault using hatchets,
grenades and axes to storm fortifications and obstacles.
1-3
0-2
Special Rules
Austro-Russian-Turkish War (1735-39). This army can be used against the Austrian and
Russian armies in this period list.
Poor Fire Discipline. Close order infantry have inferior musket training and are penalised
with a -1 DRM when rolling for hits.
Bloodthirsty. If charging, Janissaries and Irregular Infantry units receive one extra die for
each of their remaining bases divided by two (rounded down) in the first round of any
combat. They are not restricted by the rules on infantry charging other infantry and may
charge any infantry unit, provided they are not themselves a single base formation.
Impetuous Cavalry. Sipahi units roll a die at the start of their turn. On a roll of 5-6 they
must move towards their nearest enemy at full speed (charging it if possible).
they had much at stake and worked for a common object. Those of 1741 represented the
divergent private interests of the several dynasties, and achieved nothing.
PRUSSIAN ARMY
Unit Type
Guard Infantry (Close Order Infantry, Elite)
Grenadiers (Close Order Infantry, Elite)
Musketeers (Close Order Infantry, Average)
Fusiliers (Close Order Infantry, Average)
Jaegers (Light Infantry, Average, Rifles)
Cuirassiers (Heavy Cavalry, Average)
Dragoons (Heavy Cavalry, Average)
Hussars (Light Cavalry, Levy, Carbines)
Artillery
Special Rules
Rapid Fire: all Close Order Infantry may move half their movement allowance and fire.
Firing follows movement.
Discipline and Drill: Close Order Infantry units never test morale when the first base is
lost, they automatically pass.
Battalion Guns. Prussian Musketeer and Fusilier units have attached light artillery and roll
an additional dice when firing.
Cavalry reforms. Cuirassiers can be classed elite from 1743 and Hussars average from
1746.
Special Rules
Inferior Fire Drill. Infantry formed in four ranks, of which only two fired and performed an
over-complicated drill badly. Close order infantry are penalised with a -1 DRM when rolling
for hits.
Battalion Guns. Austrian Fusilier units have attached light artillery and roll an additional
dice when firing.
0-1
0-1
Special Rules
Battalion Guns. French Line units have attached light artillery and roll an additional dice
when firing.
Skirmisher companies. French Line units may re-roll one miss from firing to account for
the presence of attached skirmisher companies.
Special Rules
Discipline and Drill: British Close Order Infantry and German Grenadier units never test
morale when the first base is lost, they automatically pass.
Battalion Guns. British Guard and Line units and German Line units have attached light
artillery and roll an additional dice when firing.
German units: These are Hanoverian, Hessian, Brunswicker and Prussian troops and can
be substituted for British units in the following numbers:
Prague (6 May 1757), although he was himself defeated at Kolin (18 June 1757) and forced to
withdraw, although he then defeated a French and Austrian army in Saxony at the Battle of
Rossbach (5 November 1757), and an Austrian army invading Silesia at the battle of Leuthen
(5 December 1757. The same year saw Clive of India defeat the French in India at the Battle
of Plassey (23 June), and the French occupy Hanover, having defeated the duke of Cumberland
at Hastenbeck, forcing him to sign the Convention of Kloster-Zeven
The French occupation of Hanover was short lived, and a joint British and Hanoverian army
defeated a Franco-Austrian one at Crefeld (June 1758), followed two months later by
Frederick's victory over the Russians at Zorndorg (August 1758), halting their advance. The
Austrians were able to inflict a rare defeat on Frederick at Hochkirck (October 1758), but failed
to take advantage of it.
1759 saw Prussia on the back foot, but Britain triumphant. Frederick was defeated by the
Russians at Kunersdorf (August) and the Austrians at Maxen (November). In contrast, Britain
was victorious on land, at sea, and in the colonies. August saw the Battle of Minden (1
August), where a combined British and Hanoverian force defeated a new French attack, and
the naval Battle of Lagos (7-18 August 1759, off Portugal), where a French fleet intended for
an invasion of England was defeated. September saw the capture of Quebec from the French,
and 20 November the naval battle of Quiberon Bay (Brittany), the defeat of a French fleet
intended for an invasion of Scotland.
British success continued in 1760, with victory over the French in India at the Battle of
Wandiwash (Madras, 22 January), which ended French hopes of a victory in India. It also saw
some success for Frederick II, despite a short occupation of Berlin by the Russians in October.
He defeated the Austrians at Torgau (3 November), although losses were heavy on both sides.
1761 continued in the same vein, with the British successful at Pondicherry (January), and the
Germans defeating the French at Villinghause (15 July). At this point, the nature of the war
was changed by the death of two monarchs. First was the death of George II, and the
accession of George III, who ended British aid to Prussia. Just when it looked like Prussia was
doomed, Tsar Peter III succeeded to the Russian Throne (January 1762). The new Tsar was a
great admirer of Frederick II, and quickly moved to end the war between Prussia and Russia
(Treaty of St. Petersburg, 5 May 1762). The war now turned decisively towards Britain and
Prussia. Frederick II defeated the Austrians at Burkersdorf (21 July 1762) and Reichenbach
(16 August), regaining all of his lost territory, while the British captured Havana and Manila
from the Spanish. Peace between Britain and France was restored by the Treaties of
Fontainebleau (3 November 1763) and of Paris (10 February 1763), in which Britain restored
Cuba and the Philippines to Spain, while retained her conquests from the French in Canada,
America and India. Five days later the Treaty of Hubertusberg (15 February 1763) saw peace
between Austrian, Prussia and Saxony, confirming Silesia as Prussian territory.
The Seven Years War saw Britain established as the greatest colonial power, with control over
India and North America seemingly secured, while Prussia emerged as the greatest power on
the Continent, and the dominant force inside Germany, reducing still further the power of the
Holy Roman Empire and Habsburg Austria. Frederick II of Prussia (The Great) emerges as the
most remarkable leader of the war. Prussia was the smallest of the main combatants, and yet
Frederick survived year after year of campaigning, and despite coming near to defeat he
emerged triumphant.
PRUSSIAN ARMY
Unit Type
Guard Infantry (Close Order Infantry, Elite)
Grenadiers (Close Order Infantry, Elite)
Musketeers (Close Order Infantry, Average)
Fusiliers (Close Order Infantry, Average)
Freikorps (Light Infantry, Levy)
Jaegers (Light Infantry, Average, Rifles)
Cuirassiers (Heavy Cavalry, Elite)
Dragoons (Heavy Cavalry, Average)
0-2
0-2
Special Rules
High Fire Discipline: Prussian foot were noted for their fire discipline. For all Close Order
Infantry with the exception of Fusiliers, they gain a +1 DRM when rolling for hits.
Rapid Fire: all Close Order Infantry may move half their movement allowance and fire.
Firing follows movement.
Discipline and Drill: Close Order Infantry units never test morale when the first base is
lost, they automatically pass.
Battalion Guns. Prussian Musketeer and Fusilier units have attached light artillery and roll
an additional dice when firing.
AUSTRIAN ARMY
Unit Type
Grenadiers (Close Order Infantry, Elite)
Fusiliers (Close Order Infantry, Average)
Grenze (Light Infantry, Elite)
Jaegers (Light Infantry, Elite, Rifles)
Cuirassiers (Heavy Cavalry, Average)
Dragoons (Heavy Cavalry, Average)
Hussars (Light Cavalry, Average, Carbines)
Artillery
Special Rules
Defensive Tactics: Close Order Infantry units never test morale when the first base is lost
(if they are behind cover or in defences), they automatically pass.
Battalion Guns. Austrian Fusilier units have attached light artillery and roll an additional
dice when firing.
Heavy Cavalry. Austrian heavy cavalry did not cease reliance on firepower doctrine until
after the drill book of 1751 and were admitted to have not achieved proficiency during the
Seven Year War.
FRENCH ARMY
Unit Type
Guard Infantry (Close Order Infantry, Elite)
Grenadiers (Close Order Infantry, Elite)
Veteran Line Infantry (Close Order Infantry, Average)
Line Infantry (Close Order Infantry, Levy)
Chasseurs (Light Infantry, Average, Rifles)
Gendarmes (Heavy Cavalry, Elite)
Cuirassiers (Heavy Cavalry, Average)
Dragoons (Heavy Cavalry, Average)
Hussars (Light Cavalry, Average, Carbines)
Artillery
Special Rules
Battalion Guns. French Line units have attached light artillery and roll an additional dice
when firing.
Skirmisher companies. French Line units may re-roll one miss from firing to account for
the presence of attached skirmisher companies.
Special Rules
Discipline and Drill: British Close Order Infantry and German Grenadier units never test
morale when the first base is lost, they automatically pass.
Battalion Guns. British Guard and Line units and German Line units have attached light
artillery and roll an additional dice when firing.
German units: These are Hanoverian, Hessian, Brunswicker and Prussian troops and can
be substituted for British units in the following numbers:
Command Level (Optional). This army is rated as Average.
Unit Type
German Guard Infantry (Close Order Infantry, Elite)
German Grenadiers (Close Order Infantry, Elite)
German Line Infantry (Close Order Infantry, Average)
German Jaegers (Light Infantry, Elite, Rifles)
German Heavy Cavalry (Heavy Cavalry, Average)
German Dragoons (Heavy Cavalry, Average)
German Hussars (Light Cavalry, Average, Carbines)
RUSSIAN ARMY
Unit Type
Grenadiers (Close Order Infantry, Elite)
Musketeers (Close Order Infantry, Average)
Jaegers (Light Infantry, Average, Rifles)
Cuirassiers (Heavy Cavalry, Average)
Dragoon Grenadiers (Heavy Cavalry, Average)
Dragoons (Heavy Cavalry, Levy)
Hussars (Light Cavalry, Average, Carbines)
Cossacks (Tribal Cavalry, Average, Carbines)
Artillery
Special Rules
Stubborn Infantry: Close Order Infantry units never test morale when the first base is lost,
they automatically pass.
Battalion Guns. Russian Line units have attached light artillery and roll an additional dice
when firing.
0-3
0-1
0-2
Special Rules
Discipline and Drill: British Close Order Infantry and Elite Light Infantry units never test
morale when the first base is lost, they automatically pass.
Highlanders: These are treated as Light Infantry for movement and firing and are musket
armed. In close combat they may charge and attack and defend as Infantry in Line, with
the ability to do so in the open and while under cover. To reflect a more dispersed combat
formation, they score hits on 5-6 in close combat. They are formed as Light Infantry.
Terrain. Use the North American terrain table when setting up scenarios.
FRENCH ARMY
Unit Type
Coureurs De Bois (Light Infantry, Average, Rifles)
Huron Indians (Indians, Average)
Line Infantry (Close Order Infantry, Average)
Canadian Militia (Close Order Infantry, Levy)
Artillery
Special Rules
Special Rules
Discipline and Drill: British Close Order Infantry, German Grenadier and Elite Light Infantry
units never test morale when the first base is lost, they automatically pass.
Shock Tactics. The British army changed from being the firepower oriented army of the
1740's to a shock oriented army in America. The typical tactic was to advance rapidly, stop
at about 60 paces and give the enemy a volley and a halloo, then charge in with the
bayonet. To simulate this, British Infantry of this period are not restricted by the rules on
infantry charging other infantry and may charge any infantry unit, provided they are not
themselves a single base formation and have already fired at the unit being charged if this
has equal or greater number of bases.
Skirmisher companies. Loyalist Infantry units may re-roll one miss from firing to account
for the presence of attached skirmisher companies.
Elite units. One British Infantry unit may be designated as an Elite unit.
Highlanders (Infantry, Elite)
1
British Guards (Infantry, Elite)
1
Terrain. Use the North American terrain table when setting up scenarios.
AMERICAN ARMY
Unit Type
Frontiersmen (Light Infantry, Average, Rifle)
Combined Light Infantry (Light Infantry, Elite)
Continental Infantry (Close Order Infantry, Average)
State Militia Infantry (Close Order Infantry, Levy)
Dragoons (Light Cavalry, Average, Carbine)
Artillery
Special Rules
Rifle armed skirmishers. American skirmishers were adept at picking off officers and this
had a detrimental impact on unit morale. Any casualties from rifle fire, even if not
resulting in a base removal, causes a morale test on a further roll of 4-6.
Skirmisher companies. Continental Infantry units may re-roll one miss from firing to
account for the presence of attached skirmisher companies.
State Militia defending fieldworks. These troops were far more confident when defending
field positions. If assaulted they add one additional dice to their determination of hits.
Panic. Whenever a Militia unit tests morale it must do this twice.
State Militia morale (Optional). Militia units must pass a morale test when charged or they
will automatically retreat from the hand-to-hand combat.
Elite units. Up to one Continental Infantry units may be designated as Elite
Fieldworks. 0-2 fieldworks covering the frontage of an Infantry unit, may be deployed in
the American deployment zone
French contingent. After 1778 French units may be substituted for American Infantry:
French Chasseurs (Light Infantry, Elite)
1
French Grenadiers (Close Order Infantry, Elite)
1
French Infantry (Close Order Infantry, Average)
4
French Hussars (Light Cavalry, Average, Carbine)
1
Battalion Guns. French Infantry units have attached light artillery and roll an additional
dice when firing.
Command Level (Optional). This army is rated as Average.
Special Rules
Discipline and Drill: British Regulars never test morale when the first base is lost, they
automatically pass.
Battalion Guns. British Regulars and Sepoy Foot have attached light artillery and roll an
additional dice when firing.
1-3
0-1
0-1
Special Rules
Battalion Guns. Sepoy Foot have attached light artillery and roll an additional dice when
firing.
Matchlocks. Matchlock Foot have obsolete weapons and are penalised with a -1 DRM when
rolling for hits.
Melee Troops. Palace Guard and Levee Foot carry no muskets and rely on engaging enemy
units in close combat. They are not restricted by the rules on infantry charging other
infantry and may charge any infantry unit, provided they are not themselves a single base
formation.
Bloodthirsty. If charging, all Warband infantry units receive one extra die for each of their
remaining bases divided by two (rounded down) in the first round of any combat.
Artillery. These dont move once deployed. They hit their target on die rolls of 5-6.
Rockets. Rockets have a range of 48cm. In all respects they behave as artillery units apart
from the following rules. They were a very unpredictable weapon and each time the unit
fires it should state its target then roll 1D6:
1-2
Hit the nearest friendly unit to target
3-4
Hit the nearest enemy unit to the target
5-6
Hit the stated target
The stated target must be a valid target, the final target does not have to be. Rockets
inflict casualties as artillery at long range. Any units hit by rockets must take a morale test
or lose a base. Mounted units roll with a -1 DRM.
Elephants. Elephants move at 12cm per turn and may not enter woods. Elephants attack
with eight dice in combat. All enemy units attack the Elephant with one dice. The Elephant
unit is entitled to a saving throw of 4-6 for all hits received apart from those from artillery
fire. If 4 points are inflicted on an elephant unit, it goes berserk for one move before it
dies. Roll a die:
1-2
Elephant moves left
3-4
Elephant moves directly to rear
5-6
Elephant moves directly to rear
The elephant turns in the appropriate direction (without penalty) and moves its full
allowance immediately. However, if any unit (friendly or enemy) is contacted, the elephant
will cease moving and engage its victim in hand-to-hand combat.
piracy at the time. Regular infantry units and marines were deployed to defend port facilities in
the Americas and to attack pirate strongholds if and when they were discovered. Any 18th
century wargame army may be used to portray this struggle for colonial gains. Pirates fought
as skirmishers who may be pitted against sailors, marines, and naval landing parties. Regular
infantry skirmishers and rifles may appear in skirmish scenarios involving two of the major
powers and their privateering allies operating in the Americas.
PIRATE ARMY
Unit Type
Pirates Foot
Pirate Shot
Sharpshooters
Artillery
(Warband, Average)
(Shot (musket), Average)
(Light Infantry (musket), Average)
Special Rules
Pirate List. This covers the piratical activity by French, English and Dutch entrepreneurs
after the establishment of permanent bases in the West Indies. Buccaneers several times
gathered large forces to attack the coastal cities of Spanish America.
Sharpshooters. These are treated as Marksmen allowing units to re-roll one missed shot.
Special Rules
Discipline and Drill: British Close Order Infantry units never test morale when the first
base is lost, they automatically pass.