Seven Years War
By Will
McNally
Introduction
These rules have been written to give an easily playable
game which reflects the style of European land warfare during the
Eighteenth Century, particularly the Seven Years War. 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 currently under test.
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 = 50 men
1 gun = 6 guns
Ground Scale 6" = 200 yards (20mm)
10cm (4") = 200 yards (15mm)
Time Scale 1 move = 10 minutes
The close order infantry units represented under
the rules are equivalent to regiments of 1200 men. Open order units
represent a battalion, of about 600 men, and cavalry about 3/4 squadrons
or 400 men. A twelve gun battery is represented by an artillery unit,
but regimental guns are only taken account of in an infantry units
firing.
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 6 strength
points. To represent under strength units reduce this by 1 point for
each 20% under strength, so a 800 strong regiment will have 4 strength
points. Units with less than 4 strength points should be combined
whenever possible, and units with more than 8 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 types of guns are available, for most
games it is simpler to just use medium guns. To convert from actual
orders of battle:- Light = 3- 4 pdr; Medium = 6- 9 pdr; Heavy = 12
pdr or heavier.
Regimental Guns are not individually represented
but units with them receive a firing bonus.
Units and bases
All units under these rules are composed of four identical
bases of figures (except artillery and wagons). Each base measures
45mm x 45mm (20mm) and 30cm x 30cm (15mm). Artillery units are made
up of two gun bases and two limber bases. Supply (wagon) units comprise
two wagon bases.
The numbers of figures on each base depends on the
type of unit:-
Close Order Infantry 6 figures in two ranks (Line
Infantry, Fusiliers, Grenadiers, Militia, Frei-Korps)
Open Order Infantry 3 scattered figures (Light Infantry,
Jaegers, Grenz)
Cavalry 2 figures in one rank
Artillery piece 1 gun and 3 figures
Limbers 1 limber and 2 horses (or with 4 horses on
a double sized base)
Wagons 1 wagon and 2 horses (on a double sized base)
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 three formations are possible for infantry and
cavalry, Line with all the bases in side to side contact, Mass with
the bases in a 2x2 block 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 reverse
half of the bases.
Move Sequence
An alternate move sequence is used with one side moving
and the other side firing.
Test morale of all shaken and routing units of
the moving player.
Move all units that must rout or retire.
Move all other units as player wishes, but not within
1" of any enemy unit.
Any of the moving players units which have remained
stationary may test to change formation.
The firing player may change the facing of any unit.
Firing player fires units at any enemy unit within
range and up to 45o to flank, and calculate the morale effect of
fire.
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.
Test the morale of the defending unit.
Counter-charge, evade, or rout the defending unit
as appropriate.
Move the charging unit into contact with the defending
unit if it stands, or its original position if it routs or evades.
For units in contact calculate the effect of the
melee and immediately rout or fall back any losers.
Notes:-
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.
Units that have failed to change formation cannot
charge.
Morale
A units basic morale is its current strength plus the
following modifiers depending on unit type:-
Grenadiers +2
Regulars +1
Grenz, Frei-Korps - 1
Militia - 1 or - 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 facing a full move.
1 or less, the unit will retire facing away a
full move and lose 1 strength point.
After testing a unit is no longer shaken, unless
it cannot retire the required distance away from the nearest enemy.
e.g. if enemy units or impassable obstacles are in the way.
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 also
loses 1 strength point (*)
(*) Units reaching the edge of the table are not
removed but remain there and lose 1 strength point instead.
Retiring units
Units retiring as a result of a morale test move immediately
to their rear by the maximum movement possible with no deduction for
passing through friendly units. If they have insufficient movement
to move past a friendly unit or obstacle they stop just in front of
it. Units "surrounded" by enemy units within 6" do
not move but remain shaken.
Unlimbered artillery required to retire limber up.
The net effect is to prevent them firing the next move
Routing units
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. If it cannot move for this or any other reason such as
impassable terrain it will test for surrender.
When artillery routs the crew leaves the guns behind
and but otherwise moves as above. If an enemy unit contacts the guns
while they are unmanned they are lost. If a wagon unit routs the wagons
become immobilised for the rest of the game.
Units Surrendering
Units may surrender in the following situations :-
Units charged in the rear which rout either from
the charged test or melee.
Already routing units which are successfully charged.
Already routing units which are within 6" of
any enemy unit and cannot move.
Roll 1d6 for units in this position, if the score
is 4 or higher then unit surrenders if foot, 5 or higher if mounted.
Units that surrender are removed from the table.
Movement
The following defines the maximum movement allowed
in a movement phase (C) all distances are given in inches (for 25mm
figures).
|
Troop Type
|
Line
|
Column
|
Rout
|
|
Close Order Foot
|
6
|
9
|
12
|
|
Open Order Foot
|
9
|
12
|
15
|
|
Light Cavalry
|
15
|
18
|
21
|
|
Medium Cavalry
|
12
|
15
|
18
|
|
Heavy Cavalry
|
9
|
12
|
15
|
|
Generals or 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
|
|
Horse Artillery Guns (light)
|
12
|
3
|
18
|
|
Howitzers
|
9
|
3
|
12
|
|
Wagons
|
6
|
NA
|
NA
|
Effects of terrain as either a percentage 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%
|
33%
|
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
|
Movement notes:
Where NA is shown the troop type cannot move in
that situation
Deploying or limbering guns takes a whole move stationary.
Retiring and maintaining the same facing is at normal
speed less 3" for foot, 6" for mounted.
Units may change facing up to 45° with no penalty,
but more than that takes a whole move.
Wheeling should be done around a 3" diameter
circle, measuring the distance moved by the outermost base.
If a wagon unit routs the wagons become immobilised
for the rest of the game.
Any non routing unit passing through another stationary
unit deducts 3" for foot and 6" for mounted.
Formation Changes
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.
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"- 9"
|
9"- 18"
|
18"- 27"
|
|
Medium Guns
|
0"- 12"
|
12"- 24"
|
24"- 36"
|
|
Heavy Guns
|
0"- 15"
|
15"- 30"
|
30"- 45"
|
|
Howitzers
|
0"- 6"
|
6"- 18"
|
18"- 36"
|
To determine the effect of firing roll 2d6 and sum
the scores and any of the following factors that may be relevant.
If the result is between 7 and 11 then the target unit loses 1 strength
point, and if it is 12 or greater it loses 2 strength points. 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 and Prussian Close Order Infantry +1
Militia - 1
Regimental artillery (per 2 guns) +1
Firing unit has 7 strength points +2
Firing unit has 5 or 6 strength points +1
Firing unit has 1 or 2 strength points - 1
Firing unit has 3 bases firing - 1
Firing unit has 2 bases firing - 2
Firing unit has 1 base firing - 3
Firing unit is shaken - 1
Rifles at short range - 1
Rifles at long range - 2
Guns at short range (canister) +1
Guns at medium range - 1
Guns at long range - 2
Target is in woods or soft cover - 1
Target is in hard cover or buildings - 2
Target is in solid cover - 3
Notes
Canister can only be used when no friendly units
are in the arc of fire.
Overhead fire is only available to guns firing to
or from higher ground and howitzers. Any intervening friendly unit
must be at least 12" clear of both the firer and the target.
When firing at targets beyond gaps the gap must be
at least 1 base wide unless firing overhead.
Example
A full strength Prussian infantry regiment (strength
6) in line fires a an enemy unit in a wood at 5". It is in short
range for a musket which is up to 6". It rolls 2d6 and the score
is 6, it adds +1 for having 5/6 strength points and +1 for being Prussian
close order infantry, then -1 for the target being in woods. The result
is 7 so the target unit loses 1 strength point. The result is then
used to check the morale effect of the fire.
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.
Example
Continuing the example above; if the target was
a Hungarian Grenadier Regiment at full strength (6 points), its basic
morale would be 8 = 6 +2 for Grenadiers. With a firing result of 7
the Grenadiers morale is unchanged. If the target had been a weakened
Infantry Regiment with 5 strength points, its basic morale would be
6 and the unit would have become shaken by the fire.
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, and 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
Uphill of chargers +1
Shaken +1
General with the unit - 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.
Units that pass may either stand, counter charge or evade (see next
section). Already routing units may surrender, but otherwise they
automatically rout and lose 1 strength point.
Counter charging and evading
Charged units which pass their morale test may counter
charge or evade if they have not fired. Counter charging is only available
to infantry and cavalry in the open who are being charged by an enemy
unit to their front. The counter charging unit is moved into contact
with the charging unit halfway between their positions. Alternatively
Light Infantry and Light Cavalry may evade 3" and 6" respectively
directly away from the enemy unit attempting to charge them. (Note
that the enemy may still be able to contact them in their charge move)
Melee
Melee is resolved on an individual unit basis. Any
unit that has either enemy units touching the front of any of its
bases or has the front of any enemy bases contacting any of its bases
must engage in melee.
Where multiple units are involved try to split it
into separate smaller melees
Roll 1d6 for each unit involved in melee and add
any of the following factors if they apply.
|
|
Cavalry
|
Infantry
|
Other
|
|
Unit is heavy cavalry
|
+2
|
|
|
|
Unit is medium cavalry
|
+1
|
|
|
|
Unit is charging or counter charging
|
+2
|
+1
|
|
|
Unit is irregular
|
- 1
|
- 1
|
- 1
|
|
Unit is attacked in flank
|
- 1
|
- 1
|
- 1
|
|
Unit is charging over an obstacle (stream,
fence etc.)
|
- 4
|
- 2
|
- 4
|
|
Unit is charging uphill
|
- 1
|
- 1
|
- 1
|
|
Unit is charging a building
|
- 4
|
- 2
|
- 4
|
|
Unit is attacked in the rear or evading
|
- 2
|
- 2
|
- 2
|
|
Unit is in open order or artillery
|
- 2
|
- 2
|
- 2
|
|
Unit is charging a fortification
|
- 6
|
- 3
|
- 6
|
|
Per additional enemy base in frontal contact
|
- 1
|
- 1
|
- 1
|
|
Per flank overlapped
|
- 1
|
- 1
|
- 1
|
|
two or more bases deep (except light troops)
|
+1
|
+1
|
|
Compare the modified score for every unit in melee
with the modified scores for all of those units involved in melee
with it. If the unit has a lower score then it has lost its melee.
If the difference is 2 or more the losing unit will rout immediately
and lose 2 strength points(*). If the difference is 1 point then the
losing unit will retire 3", loses 1 strength point, and becomes
shaken. If the scores are equal then all units involved will retire
3".
(*) If the losing unit is attempting to charge a
building or fortification, or where the defender is immediately behind
an obstacle the losing unit does not rout but retires 6" and
is shaken, but 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 cover an area of 4" x 4"
which is sufficient to give a scenic edge and hold 1 unit. 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. Isolated farms
and hamlets should be represented by a single building, Villages by
two or three, and towns by four or more.
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
|
|
Open Order Foot
|
2"
|
6"
|
|
Others
|
4"
|
12"
|
Rough Ground & Swamps
This represents areas of either difficult movement
or where difficulty may be experienced maintaining formation. Typical
areas include fields of crops and rocky or uneven ground. Swamps are
areas of rough ground which are impassable to mounted or wheeled units.
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.
Engineering (Optional)
Engineers
A engineer unit comprises 4 open order infantry bases
with pioneers (replace one of the pioneers with an engineer officer).
It is supported by the engineering train with two wagons on double
sized bases one carrying explosives and the other engineering tools.
An option is a pontoon train with two pontoon wagons on double sized
bases.
Engineering Tools
1 wagon holds enough tools for 1 close order infantry
unit. This enables them to dismantle 1 strength point every move or
construct 1 strength point of fieldwork every other move.
Explosive Charges
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.
Bridge Building
It takes an engineer unit with a pontoon train 1 move
to cross 2" of river. Building a bridge requires 1 strength point
of building materials per 1" and it takes 3 moves per 2"
to assemble. If the engineer unit is under strength roll 1d6 per move,
if the score exceeds its current strength then it does not carry out
any work this move. Fast flowing rivers take 1 extra move per 2"
to cross.
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.
Strength Points:-
Wooden Bridge (per 4") 4 Stone Bridge (per 4")
6
Wooden Buildings (per 4" face) 6 Stone Buildings
(per 4" face) 12
Timber fieldwork (per 4") 6 Earth and Timber Redoubt
(per 4") 10
These rules may be freely distributed as long
as Wrexham & District Wargamers are credited.
|