American War of Independence Rules
By Will McNally
Introduction
These rules have been written to give an easily playable
game which reflects the style of battles fought during the American
War of Independence, and the French and Indian Wars. To simplify the
game a standard size of unit is employed and only a few major formations
are permitted. Figures are not removed but a simple record needs to
be kept of the status of each unit.
If you have any queries or suggestions please write
enclosing an SSAE to Will McNally, 11Willow Hayes, Ashton, Chester,
CH3 8BT. A programme written in Basic for IBM PC's and compatibles
is also available.
Scales, etc.
These rules assume that 25mm figures will be used,
but they can be used for 15mm by using 2/3 the distances specified.
The scales are flexible and can be adjusted to reflect the size of
battle being fought provided the ratios are maintained.
Figure Scales 1 figure = 20 men
1 gun = 4 guns
Ground Scale 6" = 100 yards (20mm)
10cm (4") = 100 yards (15mm)
Time Scale 1 move = 10 minutes
The line units represented under the rules are equivalent
to an American Battalion or very weak European regiment, of about
250 men, most European regiments are best represented by two units.
Open order units represent 2 companies, about 120 men. Cavalry about
2 troops or 80 men. A four gun battery is represented by an artillery
unit
Strength Points
Each unit is depicted as having the same number of
figures irrespective of its actual strength. However it is allocated
a number of strength points depending on its actual strength.
Full strength units are rated as having 5 strength
points. To represent under strength units reduce this by 1 point for
each 20% under strength, so a 150 strong battalion will have 3 strength
points. Units with less than 3 strength points should be combined
whenever possible, and units with more than 6 strength points must
be split.
Units whose strength points fall to zero or less
are considered to have become ineffective and are removed from the
table.
Guns
Although various type of guns are available, for simple
games it is best to use only light guns. To convert from actual orders
of battle:- Light = 3-4 pdr; Medium = 6-9 pdr; Heavy = 12 pdr or heavier
Units and bases
Most units under these rules are composed of two identical
bases of figures. Each base measures 45mm x 45mm (25mm) or 30cm x
30cm (15mm). Artillery units are made up of a gun base and a limber
base. Supply (wagon) units comprises a single wagon base.
The numbers of figures on each base depends on the
type of unit:-
Close Order Foot (Line Infantry, Fusiliers, Grenadiers,
Militia) 6 figures in two ranks
Open Order Foot (Light Infantry, Jaegers, Rangers,
Indians) 3 scattered figures
Cavalry 2 figures in one rank
Artillery piece 1 gun and 3 figures
Limbers 1 limber and 2 horses
Wagons (on a double sized base) 1 wagon and 2 horses
Brigadier General 1 mounted figure
Senior General 1 mounted figure + 1 other
Generals
Generals are allocated on the basis of one brigadier
general per 3 - 5 units, and one senior general per 2 - 4 brigadier
generals. If there is more than one senior general one extra may be
added as a C in C.
Formations
Only two formations are possible for infantry and
cavalry, Line with both bases in side to side contact and Column with
the bases one behind the other.

Marking Unit Status
It may be useful to have markers to depict the current
morale state of units. Either a small card with the appropriate status
can be used or the following:
Shaken Place a dead figure in front of the unit or
reverse one of the bases.
Routing Place two dead figures with the unit or place
both bases in partial side to side contact.
Move Sequence
Alternate movement is used with one side moving and
the other side firing.
A) Test morale of all shaken and routing units
of the moving player.
B) Move all units that must rout or retire.
C) Move all other units as player wishes, but not
within 1" of any enemy unit.
D) The firing player may change the facing of any
unit without enemy units to its front within 6".
E) Firing player fires units at any enemy unit within
range and up to 45o to flank, and calculate the morale effect of
fire
F) Any of the moving players units which are unshaken
may charge any enemy unit directly to their front if it is within
3" for infantry or 6" for cavalry.
G) Test the morale of the defending unit.
H) Counter-charge or Rout the defending unit if appropriate
I) Move the charging unit into contact with the defending
unit if it stands, or its original position if it routs.
J) For units in contact calculate the effect of the
melee and immediately rout or fall back any losers
K) Any cavalry having successfully charged may repeat
(F)-(J) a second time if required
Notes:-
a) If a unit of the moving player routed during
the preceding players charge or melee phase it is not tested for
rallying this move, neither does it need to be moved.
Morale
A units basic morale is its current strength plus the
following modifiers depending on unit type:-
European Grenadiers +2
Other European Regulars +1
American Regular Rifles - 1
Militia - 1 or - 2
Indians - 2
Wagons etc. - 4
Testing shaken units
Roll 1d6 per unit, add +1 if a brigadier general
is with the unit, or +2 if a senior general.
Results:-
4 or greater the unit will carry on as required
2 or 3 the unit will retire a full move (optional
: Militia or Indians in the open rout)
1 or less the unit will rout and lose 1 strength
point
Testing routing units
Roll 1d6 per unit, add +1 if a general is with the
unit, or +2 if a senior general.
Results:-
5 or greater the unit halts shaken
2 - 4 the unit continues routing
1 or less the unit continues routing and loses
1 strength point
Movement
The following defines the maximum movement allowed
in a movement phase (C).
|
Troop Type
|
Line
|
Column
|
Rout
|
|
Close Order Foot
|
6"
|
9"
|
12"
|
|
Open Order Foot
|
9"
|
12"
|
15"
|
|
Light Cavalry
|
15"
|
18"
|
21"
|
|
Generals/Couriers
|
21"
|
21"
|
21"
|
|
Wheeled Equipment
|
Limbered
|
Deployed
|
Rout
(Crew Only)
|
|
Light Guns
|
9"
|
3"
|
12"
|
|
Medium Guns
|
6"
|
2"
|
12"
|
|
Heavy Guns
|
3"
|
1"
|
12"
|
|
Galloper Guns
|
12"
|
3"
|
12"
|
|
Grasshopper Guns
|
9"
|
6"
|
12"
|
|
Howitzers
|
9"
|
3"
|
12"
|
|
Wagons
|
6"
|
NA
|
NA
|
Effects of terrain as % of normal speed or proportion
of a move
|
Terrain Type
|
C.O. Foot
|
O.O. Foot
|
Mounted
|
Wheeled
|
|
Rough ground
|
66%
|
100%
|
66%
|
33%
|
|
Gentle Slopes
|
66%
|
100%
|
66%
|
33%
|
|
Steep Slopes
|
33%
|
66%
|
33%
|
NA
|
|
Open Woods
|
66%
|
100%
|
66%
|
66%
|
|
Dense Woods
|
33%
|
66%
|
NA
|
NA
|
|
Swamps
|
33%
|
66%
|
NA
|
NA
|
|
Fords
|
66%
|
66%
|
66%
|
33%
|
|
Crossing fences or walls
|
1/2
|
1/2
|
1
|
1
|
|
Crossing streams
|
1/2
|
1/2
|
1
|
2
|
|
Entering buildings
|
1/2
|
1/2
|
NA
|
NA
|
|
Leaving buildings
|
1
|
1/2
|
NA
|
NA
|
(a) Where NA is shown the troop type cannot
move in that situation
(b) To change formation from line to column or
v.v. neither base in the unit may move further than a line move
into the new formation.
(c) Deploying or limbering guns takes a whole move
stationary.
(d) Retiring and maintaining facing deduct 3"
for foot, 6" for mounted and 1" for guns.
(e) Units may change face up to 45° with no
penalty, but more than that takes a whole move
(f) Wheeling should be done around a 3" diameter
circle, measuring the distance moved by the outermost base.
(g) For terrain effects grasshopper guns are treated
as close order foot
(h) If wagons rout they become immobilised for the
rest of the game.
(i) Any non routing unit passing through another
deducts 3" for foot and 6" for mounted.
Changing Facing
To allow for the effect of alternative movement the
firing player may change the facing of any unit after movement in
order to fire or receive a charge. It cannot do this if an enemy unit
is within charge reach of its current facing.
To change facing the unit remains in its current
formation and rotates up to 180o around the centre point of the unit.
If the desired rotation cannot be made due to either an obstacle or
other units then the unit cannot change facing.
Road Bonus (optional)
Any unit in column that moves its full move distance
along a road may add an additional 3" if does not pass within
24" of any enemy unit.
Second Cavalry Charges
This reflects cavalry's ability to exploit any breakthrough.
Note that any target of a second cavalry charge cannot change facing
to meet the charge, but it can fire at the cavalry if it could not
have fired in the firing phase. If the cavalry do not opt to charge
then they cannot fire.
Firing
Units may fire at anything directly in front of a base
and up to 45° to either side provided the whole of the target
base is visible, in range and within angle of fire.
|
Ranges
|
Short
|
Medium
|
Long
|
|
All Muskets
|
0"- 6"
|
|
|
|
Rifles
|
0"- 6"
|
6"-12"
|
|
|
Light Guns
|
0"-12"
|
12"-24"
|
24"-36"
|
|
Medium Guns
|
0"-15"
|
15"-30"
|
30"-45"
|
|
Heavy Guns
|
0"-18"
|
18"-36"
|
36"-54"
|
|
Galloper Guns
|
0"- 9"
|
9"-18"
|
18"-21"
|
|
Grasshopper Guns
|
0"- 6"
|
6"-12"
|
12"-18"
|
|
Howitzers
|
0"- 9"
|
15"-24"
|
24"-36"
|
To determine the effect of firing roll 2d6 and sum
the scores and any of the following factors which may be relevant,
if the result is 7 or greater the target unit loses 1 strength point.
The same result is then used to check the target units morale. Note
that a targets morale can suffer even though it has not lost any strength
points.
Firing factors
British Close Order Infantry +1 Firing unit has 3
or 4 strength points - 1
Militia and Indians - 1 Firing unit has 1 or 2 strength
points - 2
Rifles at short range - 1 Firing unit is in column
- 2
Rifles at long range - 2 Firing unit is shaken - 1
Guns at short range (canister) +1 Target is in woods
or soft cover - 1
Guns at medium range - 1 Target is in hard cover or
buildings - 2
Guns at long range - 2 Target is in solid cover - 3
Notes
(a) Canister can only be used when no friendly
units are in the arc of fire.
(b) Overhead fire is only available to guns firing
to/from higher ground and howitzers. Any intervening friendly unit
must be at least 12" clear of both the firer and the target.
Morale effect of fire
This is tested using the same result as that used to
determine the effect of firing. If the modified score of the firing
unit exceeds the target units basic morale, the target unit is shaken.
Risk to Generals
If a general is with any unit that suffers losses from
fire throw 2d6
2 - 8 No effect
9 - 10 Suffers a light wound and moves at 1/2
speed
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated
and is removed from play. If a general is killed all units in his
chain of command within 18" are shaken.
Charging
After all firing is resolved any of the moving players
infantry or cavalry units which are unshaken may declare charges on
any enemy units that are in charge reach. Charge reach is 3"
for infantry and 6" for cavalry, but the target must be directly
to the front of the charging unit.
Once all the charges have been declared test the
morale of the charged units in the order decided by the moving player.
As each charged unit is tested counter-charge, evade, or rout it as
appropriate. After all charged units have been tested move any charging
units that are not already in contact into contact with its target
if it is still within charge reach, or its original position if it
has routed or evaded out of charge reach. Then calculate the results
of the melees.
Testing charged units
Roll 1d6 per unit, add any of the following factors
if they apply
Non Cavalry charged by Cavalry +2
Open Order Infantry or artillery charged by Close Order
+2
Charged in the rear +2
Charged in the flank +1
Shaken +1
Behind an obstacle or in a building - 2
Cavalry only charged by Non Cavalry - 2
Close Order only charged by Open Order Infantry or
artillery - 2
In a fortification - 3
If the modified score equals or exceeds the charged
units basic morale it will rout immediately and lose 1 strength point.
If the score is less than zero the charged unit may counter charge
any enemy unit to its front which is charging it. This is ignored
by units behind obstacles, in buildings or fortifications. The counter
charging unit is moved into contact with the charging unit halfway
between their positions. Already routing units may surrender, but
otherwise they automatically rout and lose 1 strength point.
Rout
Routing units move directly away from the cause at
rout speed towards the nearest friendly cover. This cover may be behind
another friendly unit, into woods, buildings or off the friendly edge
of the table. The routing unit may not move such that it reduces the
distance to any visible enemy unit. (i.e. The routing unit must be
further away from any enemy unit at the end of the move than at the
beginning)
Surrender
Units may surrender in the following situations :-
(a) Units charged in the rear which rout either
from the charged test or melee.
(b) Already routing units which are successfully
charged.
(c) Already routing units which are within 6"
of any enemy unit and cannot move.
Roll 1d6 for any units in this situation, if the
score is 4 or higher then the unit surrenders if foot, 5 or higher
if mounted. Units which surrender are removed from the table.
Melee
Melee is resolved as far as possible between one defending
unit and all the units attacking it, or one attacking unit and two
defending units. All units that have enemy units to the front of any
of their bases must engage in melee.
Roll 1d6 for each unit involved in a single melee
and add any of the following factors if they apply:-
|
|
Troop Type
|
|
Situation
|
Cavalry
|
Infantry
|
Other
|
|
|
|
Unit is cavalry
|
+2
|
|
|
|
|
|
Unit is charging
|
+2
|
+1
|
|
|
|
|
Indian Unit
|
|
+2
|
|
|
|
|
Unit is European Regulars
|
+1
|
+1
|
+1
|
|
|
|
Unit is attacked in flank
|
- 1
|
- 1
|
- 1
|
|
|
|
Unit is charging over an obstacle (stream,
fence etc.)
|
- 2
|
- 4
|
- 4
|
|
|
|
Unit is charging uphill
|
- 1
|
- 1
|
- 1
|
|
|
|
Unit is charging a building
|
- 2
|
- 4
|
- 4
|
|
|
|
Unit is attacked in the rear
|
- 2
|
- 2
|
- 2
|
|
|
|
Unit is in open order or artillery
|
- 2
|
- 2
|
- 2
|
|
|
|
Unit is charging a fortification
|
- 6
|
- 3
|
- 6
|
|
|
|
Overlapping enemy unit
|
+1
|
+1
|
+1
|
|
|
|
two or more bases deep (except light troops)
|
+1
|
+1
|
|
|
|
Compare the highest modified score for all units on
each side. The side with the lowest score is the loser. If the difference
is 2 or more the loser will rout immediately and lose 2 strength points(*).
If the difference is 1 point then the loser will retire 3", loses
1 strength point, and becomes shaken. If the scores are equal both
sides will retire 3". Where more than one unit is involved only
one is effected, any others will retire 3". The unit effected
will be that unit engaged to the enemies front, or if more than one
then the unit with the lowest score.
(*) If the loser is attempting to charge a building
or fortification, or where the defender is immediately behind an obstacle
the loser does not rout but retires 6" and is shaken, and still
loses 2 strength points.
Risk to Generals
If a general is with any unit that routs from melee
throw 2d6
2 - 7 No effect.
8 - 9 Suffers a light wound and moves at 1/2
speed.
10 Captured.
11 - 12 Dead.
In any other cases if the general is with any unit
that suffers losses from melee throw 2d6
2 - 8 No effect.
9 - 10 Suffers a light wound and moves at 1/2
speed.
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated
and is removed from play. If a general is killed or captured all units
in his chain of command within 18" are shaken.
Terrain
Buildings
Buildings should be either small 50mm x 100mm holding
1 unit or large 100mm x 100mm holding 2 units. Units occupying buildings
have no flank or rear and each base can fire or melee out of any side
of the building it is in contact with. If the two bases of a unit
fire in different directions treat the firing of each base as a the
unit in column firing.. Isolated farms and hamlets should be represented
by a single small building, Villages by two or three, and towns by
four or more. Buildings like the Chew House at Germantown which held
a British Regiment should be represented by a single large building.
Rough Ground & Swamps
This represents areas of either difficult movement
or where difficulty may be experienced maintaining formation. Typical
areas include a fields of crops and rocky or uneven ground. Swamps
are areas of rough ground which are impassable to mounted or wheeled
units.
Woods and Forests
Woods are not consistent and should be made up of a
mixture of areas of dense and open woodland, rough and open ground
consistent with the area being fought in. Troops can be detected and
fired at the following ranges in wooded areas:-
|
|
Dense Woods
|
Open Woods
|
|
Rangers and Indians
|
1"
|
3"
|
|
Other Open Order Foot
|
2"
|
6"
|
|
Others
|
4"
|
12"
|
Rivers and Streams
For simplicity streams are 2" wide and rivers
are 6" wide. Rivers cannot be crossed except by fords or bridges.
Hills
Hills are not defined by their height but by the difficulty
of ascending them. Most hills should have gentle slopes but depending
on the geography some will have steep or impassable slopes. Other
terrain features can be combined with hills and their effects on movement
should be combined. Dense woods on steep slopes should be considered
impassable to all troops except light infantry and rifles.
Roads
These are considered the same as open ground unless
the optional road movement is used. Roads on hills can have a different
slope than that of the surrounding ground. Where roads cross streams
or rivers there must be either a bridge or ford. Roads, and bridges
are 2" wide
Fortifications and Fieldworks
Defence Values of Buildings and Fortifications
As with firing at troops a score of 7 or better is
required by artillery firing ball to remove 1 strength point. If troops
are in the buildings use the same dice score to determine the damage
to the building ignoring the deduction for cover. To equate with cover
2-4 strength points = soft cover, 5-8 strength points = hard cover,
9 or more = fortified. Therefore as building are damaged the
cover they provide is reduced.
As with firing at troops a score of 7 or better is
required by artillery firing ball to remove 1 strength point.
Strength Points:-
Wooden Bridge (per 100mm) 3 Stone Bridge ditto 6
Wooden Building (50mm x 100mm) 4 Stone Building ditto
8
Wooden Building (100mm x 100mm) 6 Stone Building ditto
12
Timber fieldwork (per 100mm) 6 Earth and Timber Redoubt
10
Timber Stockade (per 100mm) 8
Field Engineering
In most cases fieldworks have been constructed before
a battle commences, but if necessary they can be constructed during
a battle. 1 wagon can hold enough tools for 1 close order infantry
unit. This enables them to dismantle 1 strength point every move or
construct 1 strength point of a fieldwork every other move.
1 wagon can hold 6 charges. The sequence is as follows:
spend 1 movement phase laying the charge, move away on the next movement
phase, then test for effect on the firing phase following moving away.
For effect roll 2d6 if it is greater than the targets defence strength
points it is destroyed. If more than 1 charge is used it takes 1 extra
move to lay each charge and use one extra d6 per additional charge
to determine the effect. If any unit is within 3" roll 2d6 for
effect as if firing. Increase the distance by 1" for each additional
charge used.
These rules may be freely distributed as long
as Wrexham & District Wargamers are credited.
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