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Basic War Game Rules
for a fast, hard-hitting musket period game with no bookkeeping!
Almost every mail delivery brings letters asking us what rules we use for
fighting our n-gauge war games. Mike Frank and I have developed a swift moving
set of rules, simplified to the extreme. These can be used for any Musket Period
war game merely be extending or shortening the range of musket and artillery
fire. Thus for Civil War you would extend the range; for Napoleonic you would
shorten it.
Originally this set of rules was designed for use with our war game club when we
staged large battles with five or six players per side. These rules eliminate
any "bookkeeping" and no roster sheets are kept or used. We recommend war game
clubs try these rules once if they are looking for a fast-moving battle without
complications or arguments.
Specifically one must remember also that n-gauge scale war games are really
"strategy-tactical" games, not just tactical. The simplified rules then are
designed only for this type of game. More complicated rules can be used for a
straight tactical game using larger scale model soldiers.
Movement
All movement and ranges are devised to use on a standard six-foot wide war game
table. Length of the table does not matter. If tabletop is smaller, cut movement
and ranges to ratio.
A column consists of two or more stands of troops in column (one behind the
other).
Infantry formed in square may move at column speed if formed from four stands
(plus one in center as support). Larger squares move at "open" speeds.
|
Type |
Open |
Column |
Road |
Uphill
|
Downhill |
|
Infantry
|
2" |
4" |
6" |
- 1" |
+2” |
|
Light
Infantry |
4" |
6" |
8" |
0 |
+2" |
|
Light
Cavalry |
6" |
8" |
10" |
0 |
+2” |
|
Heavy
Cavalry |
4" |
6" |
8" |
0 |
+2" |
|
Artillery |
As per
accompanying troops |
Moving Stands
-
Infantry are mounted four model
soldiers per stand.
-
Light Cavalry are mounted two
models per stand
-
Heavy Cavalry are mounted three
models per stand.
-
The above stands can represent
one company of men.
-
An Infantry battalion (as
described in these rules) consists of four Fusilier companies, one Light
Infantry Company and one Grenadier Company.
-
The Light Infantry Company is the
elite and fast moving company of the battalion. Moves as per Light Infantry
movement and fires at full firepower into defensive zones. (No other Infantry
unit does this. see defensive factors)
-
The Grenadier Company is a
double-value stand. Its firepower is counted as two times that of other
company soldiers. Its melee power is doubled. Thus, in any fire fight, melee
or morale count, a Grenadier stand is counted as "two".
-
Light Infantry battalions and
organized the same way. And Grenadier Companies, are elite however, move twice
as fast chart). These are like line battalions only their Light Infantry
Company and use rules 5 and 6. They do, as a line battalion (see Movement
Chart)
-
Guard Infantry - all guard
company stands are same as a Grenadier Company Stand. Double power in
everything except movement. (Light Guard Company has double movement also)
-
Light Cavalry - may fire carbines
and melee. (See Fire Table for stand of 2 models)
-
Heavy Cavalry are the melee
troops and do not fire guns.
-
Grenadier companies and guards
may melee against houses, forests, or other defensive positions at full combat
ability. All other troops are at half-power against enemy troops in such a
defensive position.
The organization of our N-gauge models on their moving stands are of importance
since the number of models on a stand give us the “count” required for
killing-power and morale power. The reader of course can use different
organization than we do, but in order to use these rules would have to set up
his organization in a ratio to ours.
Sequence of Action
-
Both players move all their
soldiers.
-
Artillery fires and results
obtained. Casualties removed.
-
Musket fire is judged. Casualties
removed.
-
"Fire and Charge" moves made
and judged.
-
Post-volley morale determined.
-
Melees are fought out. Casualties
removed.
-
Post-melee morale is determined.
-
Any special moves (cavalry
charges) are made and fought
-
Players dice to see who gets the
next "game move". The winner picks the flank we wishes to move first, and his
opponent starts at the other flank. The winner has choice of move or
counter-move of troops in his center.
We will take each sequence of action in order and explain our rules for them as
we go along.
Artillery
-
Cannons can move 2" and fire that
move. If they move over this cannot fire.
-
Artillery range 18"; add 2" to
this range for each level of hill gun might be emplaced on.
-
Counter-battery fire is limited
to destroying enemy guns. Throwing 1-3 or 6 on dice rolls does this. Must make
four such 'hits' to destroy an enemy gun. Other rolls are misses (2-4-5)
-
Destroying terrain objects
(houses, walls, etc.) use method in 3 above and before the game set up
destruction rate for each object that could be destroyed. (Example: a large
stone house requires 8 'hits' to destroy)
-
All artillery fire is by 'direct
line'. i.e. you must see the target to hit it. However, howitzers can fire
blind at unseen targets.
-
Cannons in squares; cannons
stationed outside an Infantry Square could fire, and its crew 'run' inside the
square for protection against melee or musket fire.
-
Cannister - is the length of
musket fire (6"), double the kill power of each gun.
-
Artillery casualties are always
removed immediately and except against cannister, do not count in any
subsequent combat action, as they are considered "dead". Against cannister
they can fire their muskets and then be removed.
-
If cannons are meleed they kill
as per the combat tables. (cannister is not allowed)
Musket Fire
-
Musket range is 6 inches. Add one
inch to this range for each level of a hill the troops fire from.
-
2-Light Cavalry carbine range is
4 inches.
-
Defensive positions - except for
the battalion Light Infantry Company, all fire of troops attacking defensive
positions are cut in half. (Woods, houses, stone walls, etc.)
-
The fire tables (at end of these
rules) show the "kills" made by musket fire.
-
Musket volleys are considered
simultaneous and casualties are removed only after both sides have fired.
-
The battalion Light Infantry
company stand has full firepower at all times against troops in defensive
positions.
-
Two ranks of Infantry or Light
Cavalry are counted for musket fire.
Fire and Charge Rule
-
This rule applies to all Infantry
and Light Cavalry.
-
Before a volley occurs either
player can call for the 'fire and charge' move. Once this order is issued, it
cannot be altered and the charge must be made immediately after the normal
exchange of musket fire.
-
The opposing forces fire, and
remove their casualties.
-
The attacker now advances his
troops into melee with the enemy fire line. The attacker may use all troops
who fired. No other troops can be used. Troops that did not fire, but were in
a column formation, may be used in the attack however.
-
The defensive player may now add
to the melee any troops he has in 'close support' (close support are troops
not over one "open" move away from the melee).
-
The melee is now fought out under
normal rules and morale is judged from the results of the melee.
Judging the Morale
In the "Sequence of Action" of our war game, morale must be judged after a
firefight, and after a melee. Morale is judged in the same way for both types of
combat. So the following rules will apply to morale for both firefights and
melees. (Numbered 4 and 6 under Sequence of Action section).
Explanation: no roster sheet is used or kept using these rules; therefore
all "killing" power is based on one side having enough stands of troops involved
to kill a full stand of enemy soldiers. If you don't have enough stands to make
"kills" there are no casualties.
Our basic
"kill" is based on 5 to 8 four-man Infantry stands will kill one four-man enemy
stand. 13 to 16 four man stands would kill two enemy four-man stands, etc.
Thus, "killing" is done by "stands" only, not by actual count of model soldiers
on a stand. Thus, "killing" is simplified in this game, and as a result, so is
the judgment of moral, for it is based on the number of casualties inflicted in
most cases. Keep this in mind in studying the next rules.
-
Each player counts up the loss he
has sustained.
-
Whoever had the greatest loss
must retire two regular moves to the rear, or behind the nearest supporting
troops.
-
These troops may take no
forward movement or offensive action for one game move. They may fight if
attacked, and may be reformed.
-
The winner of the morale, may
reform as desired, and if bonus moves are allowed, may now take any such
moves.
-
If both sides lose the same
number of casualties; the following rule applies:
-
Each player counts the number
of model soldiers involved (counting Grenadiers or guards as double).
-
Each player rolls one die, and uses it as a multiplier:
1-a roll of 1-2-3 = 2 as a multiplier
2-a roll of 4-5-6 = 3 as a multiplier
-
Multiply the dice multiplier
times the number of model soldiers. The highest such total wins the morale
and the other side is the loser and retires.
-
No morale judging is required
when soldiers are attacking defensive positions by fire fighting. (Morale is
required if position is stormed by melee). It is assumed that both sides have
determined to fight until one side or the other retires by its own decision.
-
Defensive position morale.
-
If morale must be determined by
troops in a defensive position, then use rule 4 above and add 50% more value
to the defenders. (Example: if 8 model soldiers on defense, add 4 more
points = 12 points of value)
The Melee
-
Infantry and cavalry in two ranks
count in melee.
-
Attack columns may be three ranks
deep and count in melee. Can only count if used for attack purposes.
-
Infantry squares - may not be
attacked by cavalry unless Lancers lead the assault.
-
In melee all stands count in
the melee.
-
Squares can be formed 'at the
double' i.e. troops may 'run' at double speed to form up. (Can use two
regulation moves to form a square)
-
Houses - attacker may use double
the number of troops in melee, that the house officially has been designated
in holding. (Thus if a house can use 4 stands in defense, it could be attacked
in melee by 8 stands)
-
With exception of Grenadier or
guard company stand, all other troops melee at half-value, while defense is
allowed 50% extra value. (Thus two stands in defense are counted as three
stands)
-
Walls, Woods & Hedges - no
defense factor given defenders in melee in these positions. However, Cavalry
can never attack Infantry in melee in such positions.
-
Infantry formed in two ranks kill
at normal power in melee.
-
Infantry caught in single rank
kill only at half power in melee.
-
Infantry or cavalry caught in
flank have no kill value and attackers kill value is doubled. (Same if caught
in rear)
Special Moves
-
Bonus Moves for Winning Melees
-
Cavalry are allowed a 'pursuit'
move after winning a melee.
-
They may follow the troops
they defeated and melee them again after they have retreated. The melee is
fought on the next game move with the defeated troops at half-value.
Reinforcements may be added to this melee by either side.
-
The Cavalry may attack other
enemy troops within their movement range. The melee is fought out on the
next game move.
-
All winning troops can be
reformed, or may retire in order as a bonus.
-
The special Cavalry Charge Move
-
This move can be made at
anytime by any type of Cavalry.
-
The Cavalry (and all other
soldiers) are moved by the player on the move sequence of the game. Then, by
verbal order (and the opponent must know of it) the player calls for a
special charge to be made after the regulation combat has been fought. This
order is made before combat is fought, and must be carried out no matter
what the result of combat.
-
0nce the combat has been
judged, the cavalry then makes their charge (at regulation distances only)
into melee. The melee and resulting morale is judged as per normal rules.
-
As with the “Fire and Charge”
move, the defending player may support his troops with anyone within a
regulation move distance from the melee.
-
He is also allowed to
withhold artillery or musket fire he might use during the regular combat,
so that he can use it on the charging enemy cavalry as they charge over
the ground into combat. Any casualties suffered by the attacker will be
removed before the melee is decided.
The rules thus far cover the normal rules of a war game, but
adapted by us for use with n-gauge tactical actions. There are other special
rules, which follow that are set up for the strategy part of any N-gauge war
game.
Strategic Rules
-
All war games of large scale
(with multiple players and a large tabletop) should contain three
headquarters. Each side has one HQ for left, center and right flanks.
-
These must be held under
control at all times, and loss of an HQ means trouble. The outcome of a game
is determined by how many HQs a player holds at the end of the game.
-
Supply - as long as you hold your
HQ and the roads that lead from your troops fighting in the field to it, then
you have no supply worry.
-
If, however, your HQ is
captured, on the second game move thereafter, you must remove from the table
one stand of soldiers each game move until the HQ is recaptured.
-
If enemy troops cut the road
leading from your HQ to your troops in the field, after 4 game moves you
must remove one stand of troops from the field until the road is reopened.
(Removal of troops should be one Infantry stand on one move and one cavalry
stand on the next, etc.)
-
Forced marches - for three
successive game moves, any troops can make a forced march.
-
For every 10 (or less) stands
making the march, you remove one stand on each game move the forced march is
made.
-
Troops making three successive
forced marches must stop and 'rest' one game move thereafter (no movement).
-
A forced march = 3 regulation
moves on one game move.
-
A player may not use a forced
march move for offensive or attack purposes. However, if at the end of a
forced march move, his troops come under attack by the enemy this is a
different matter.
-
Concealment
-
Instead of putting troops on
the table, the players can use markers to represent troops. These markers
can be screened by Light Cavalry or Light Infantry company stands, and can
be exposed by enemy soldiers by combat and morale rules (if no casualties
are made, then use rule 4 under 'judging the morale' to determine if marker
is still screened or exposed.)
-
"Sight range" is 18 inches (or
longer if from hills rule 2 under 'artillery')
-
Player concealing troops must
show written disposition of these troops when exposed. (Whether in "line",
"column”, etc.)
Combat Table
This table shows casualty rates made by number and types of model soldier moving
stands. It is used for musket fire, melee and artillery fire.
At the bottom, we include a casualty table for a 3-man Infantry stand, which we
use for British battalions only. (We mount 3 British soldiers on a one-inch long
stand, and a battalion is 10 of these stands (10 companies equals a historic
British battalion of Napoleonic times).
|
One |
Heavy
Cavalry stand |
Kills one 2
model stand |
|
Two |
Heavy
Cavalry stands |
Kills one 3
model stand |
|
Three |
Heavy
Cavalry stands |
Kills one 4
model stand |
|
Two |
Light
Cavalry stands |
Kills one 2
model stand |
|
Four |
Light
Cavalry stands |
Kills one 3
model stand |
|
Six |
Light
Cavalry stands |
Kills one 4
model stand |
|
Two |
Grenadier/Guard stands |
Kills one 2
model stand |
|
Three |
Grenadier/Guard stands |
Kills one 3
model stand |
|
Four |
Grenadier/Guard stands |
Kills one 4
model stand |
|
Four |
Line/Light
Infantry stands |
Kills one 2
model stand |
|
Six |
Line/Light
Infantry stands |
Kills one 3
model stand |
|
Eight |
Line/Light
Infantry stands |
Kills one 4
model stand |
|
Two |
Artillery
stands |
Kills one 2
model stand |
|
Three |
Artillery
stands |
Kills one 3
model stand |
|
Four |
Artillery
stands |
Kills one 4
model stand |
Example: the first line shows that one Heavy Cavalry stand will kill one
stand that has two model soldiers on it (a Light Cavalry stand actually). Second
line shows that it takes two Heavy Cavalry stands to kill one stand with 3 model
soldiers on it, etc.
Note: One stand over one-half required to kill is counted as full amount.
(Example: six stands are required to kill one stand. if you have only 3 stands,
no kills are made. if you have four stands, then one kill is made)
If you have 3-man Infantry stands (rather than the 4 we use) then use the
following table:
|
Three |
Grenadier/Guard stands |
Kills one 2 model stand |
|
Four |
Grenadier/Guard stands |
Kills one 3 model stand |
|
Five |
Grenadier/Guard stands |
Kills one 4 model stand |
|
Five |
Line/Light Infantry stands |
Kills one 2 model stand |
|
Eight |
Line/Light Infantry stands |
Kills one 3 model stand |
|
Ten |
Line/Light Infantry stands |
Kills one 4 model stand |

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