The War Game Rules
The War Game Rules
The War Game Rules
by Charles Grant
MOVEMENT
Line Infantry
In line 6”
In line and firing 4”
In column 7 ½”
Charging 9”
Light Infantry
At all times 7 ½”
Heavy Cavalry
Normal 9”
Battle move 12” (for each period of rest)
Charge 18”
Light Cavalry
Normal 12”
Charge 18”
Artillery
Team 6”
Manhandle 1”
Wagons
All types 6”
Barges
Up River 6”
Down River 9”
Canal 7 ½”
RANGES
Musketry
Line 18”
Light 18”
Artillery
Ball 60”
Canister 24”
Howitzer 20” to 50”
ESTABLISHMENTS
Line Infantry 5 officers and 48 rank-and-file
Light Infantry 3 officers and 24 rank-and-file
Garrison Infantry 4 officers and 24 rank-and-file
Heavy Cavalry 3 officers and 24 rank-and-file
Light Cavalry 3 officers and 24 rank-and-file
Engineers 4 officers and 24 rank-and-file
Artillery Battery 3 officers and 10 rank-and-file (2 guns)
Barges 3 rank-and-file
MUSKETRY
Players throw dice to determine who fires first in a mutual exchange. When the decision is a draw the firing is simultaneous.
The firer throws one dice for each group of 6 firers and deductions are made for range and cover as follows:
RANGE NORMAL VOLLEY FIRST VOLLEY
Open Cover Open Cover
0 to 6” 2 3 1 2
6 to12” 3 4 2 3
1 to18” 4 5 3 4
Each target group is numbered 1 to 6 and dice are throw (one for each casualty caused) to determine which men are hit. In
this way a figure may be hit more than once. If firing has not been simultaneous, the side to fire second does so replying with
those figures left after removing the casualties inflicted on him.
THE CHARGE
Infantry
Infantry may only charge if they are in column, they may however move a normal move to contact. In the latter case they get
none of the advantages of the charge. Rules for this are covered separately.
In column, the head of the column, that is the front rank, are moved directly forward to make contact with the enemy. The
two men from each flank of the second rank are moved forward and outwards to meet the enemy to either side of the original
column, while the centre men close up behind the centre of the column. Similarly, one man from each flank of the third and
fourth rank is moved outwards and forwards, the centre men closing up to their front and behind the remaining column up to
the full extent of the 9” move.
Firing at a charging unit.
An advancing unit is fired on each move until the move in which the charge comes to contact. On this occasion, both sides
throw a single dice. If the defender wins he fires at close range; if the attacker wins he comes to contact without receiving a
volley.
Cavalry
Cavalry may only use the charge to contact the enemy.
Heavy cavalry must complete the whole 18” move in a straight line. There will be no wheeling.
Light cavalry may wheel through 45 deg. only in the first 6” of the charge move.
There will be no change of formation during the charge.
There will be no change of formation on striking the enemy in the first move to contact.
MÊLÉE
Mêlée occurs when two sides are in base contact either as a result of one or both sides charging or coming in contact within a
normal move. The mêlée is resolved by throwing dice for each individual combat in the following manner:
1 inf vs 1 inf: straight throw, highest wins 2 inf vs 1 inf: add 50% of 1 die for the 2 inf
1 cav vs 1 cav: straight throw 1 cav vs 2 inf: cavalry doubles throw
1 cav vs 2 inf: straight throw 1 cav vs 3 inf: infantry add 50% to throw of one die
1 cav vs 2 cav: latter adds 50% to throw of one die
It is not possible for the same troop types to fight more than 2 to1.
In all cases the higher throw (or score) wins.
Before mêlée can take place in a building, each attacker must first dice to see if they can break in. A 4, 5 or 6 means they have
been successful, and can fight on equal terms. A 1, 2 or 3 means they remain outside and the occupants gain the +2 bonus.
The attacker always requires the 4, 5 or 6 to enter, even if a particular section of wall appears undefended.
Advantages in mêlée
Charging +1
Attacking downhill +1
Heavy cavalry against Light +1
Infantry behind a wall +1
Attacking exhausted troops who have had only one move of rest (see Exhaustion) +1
Attacking exhausted troops who have had no rest +2
Defending in a house against an attacker outside +2
The second move of mêlée
The first move of mêlée is quite formal, whether infantry vs. infantry, infantry vs. cavalry or cavalry vs. cavalry, there is little
scope for independent movement. Musketry and artillery casualties inflicted by the defending unit which is contacted count
towards the mêlée.
In the second move, however, the combat is free flowing. If both sides stand and continue the mêlée for a second move,
then each throws a single die to determine who moves first. The winner may move 4 figures of infantry or 2 of cavalry into
contact with the enemy. Once contacted, a figure is pinned, and may not be moved. The other side then does the same,
moving 4 figures of infantry and so on until all that can move to contact within the normal move distance have done so. The
aim of each side will be to get as many advantageous combats as possible (that is 2 to 1). This mechanical system represents
what is in reality a simultaneous flowing together of the two sides.
The second move of mêlée is conducted as the first except that the charging impetus of +1 is lost.
Duration of mêlée
A mêlée will last no more than 2 moves unless it is taking place in a built-up area, in which case it can continue for a further
move. This is because fewer troops will actually be engaged at one time because of the defiles.
Deciding the outcome of a mêlée
The outcome of a mêlée may be decided by one of the following ways:
First move
• If one side loses twice the casualties of the other side including those casualties inflicted by artillery and musketry, then it
must withdraw on the next move.
• If any casualties have been inflicted then the side in question must test for morale. If the result is bad, the unit must
withdraw in the next move.
Second move
• If one side loses twice the casualties of the other in the mêlée then it must withdraw on the next move.
• If either side has bad morale then that side must withdraw on the next move.
• If neither of the above factors apply, then the result is a draw. In this case both sides will retire unless one is a defender who
has written orders to hold ground.
Actions after a mêlee
Units that have had two moves of mêlée and have drawn the combat will fall back two normal moves and will then rest a
further two moves before being allowed to take part in further offensive action. They may defend themselves of attacked.
If a unit is attacked by fresh troops during their four moves of exhaustion (two of retreat and two of rest) the attackers add
2 to each individual combat throw if the move is immediately following the fighting moves of the exhausted side, and 1 to each
throw if the exhausted side has had a clear move without combat. If fighting is continued for another move, the additions are
increased to 3 and 2 respectively.
Heavy cavalry versus infantry
If heavy cavalry charge infantry who are formed less than 4 ranks deep, they may actually ride down the men and burst
through.
Each cavalry figure moving up to contact throws one die.
• 3 ranks deep: throw of 5 or 6, breaks through.
• 2 ranks deep : throw of 4, 5 or 6, breaks through.
In the event of a breakthrough, the front figure is removed as a casualty. The second and third rank figures are moved back
and to the side a total of 3”. The horsemen continue through to the extent of their charge move to contact another enemy if
possible. They may veer up to 30 degrees to do this.
MORALE
The morale of a unit is based on three factors. These are:
Command and Control is based on the number of officers and supernumeraries present. Each is worth a certain number of
points:
Line infantry
Mounted Colonel 2
Four other officers/NCO’s 1 each
TOTAL 6
Light infantry
Mounted Colonel 3
Two other officers
the first at 2
the second at 1
TOTAL 6
Cavalry
Colonel 3
Two other officers
the first at 2
the second at 1
TOTAL 6
General’s rally
A general may rally a retiring unit (unless it is at 50% or less) by moving to the unit and attaching himself to it. When he
reaches the unit a single die is thrown to see how many moves it will take before the unit is fit for action. Once this happens,
the General may not leave the unit during the battle.
Counter-battery fire
Counter-battery fire uses the system above except that when working out the effect on the gun it is done as follows:
If the gun is under the sleeve a single die is thrown and the result from 1 to 6 is noted. When the accumulated total reaches 10,
the gun is reduced to firing on alternative moves. When 20 is reaches the gun is destroyed.
Because of the reduction in velocity with distance however, damage is reduced by 1 from 36” to 48”, and by 2 at 48” or more.
Canister
The canister device is explained and illustrated at annex A.
The device is placed with its apex at the muzzle of the gun.
Figures within the device are diced for as follows:
Near 4, 5 or 6 kills
Middle 5 or 6 kills
Far 6 kills
Howitzer (shell)
Howitzer range is 20” to 50”. The centre of impact is worked out using the Shell Burst Indicator (SBI) which is shown at annex
A. The SBI has 5 sectors numbered 2 to 6. The centre sector is numbered 6 and the outer sectors clockwise from 5 to 2.
The firing procedure is to place the SBI on the chosen target with the centre section over the point of aim and with the 5
section furthest from the gun. A die is thrown to show area of impact (1 is a misfire). Dice are then thrown for the effect of
each figure within the sector in which the shell impacted. A 1,2 or 3 has no effect while a 4,5 or 6 kills.
It can be seen from the above that with the device a 5 is an overshoot, a 3 an undershoot and 2 and 4 are errors to the left and
right. Nevertheless, casualties still occur if troops are in the particular sector.
For counter-battery fire the procedure and accumulation of hits is as for roundshot.
Die roll
Range 1 and 2 3 4 5 6
0-36” No penetration Penetrates Penetrates Penetrates Penetrates
Kills 1 Kills 1 Kills 2 Kills 3
Stops Stops Goes on Goes on
36”-48” No penetration No penetration Penetrates Penetrates Penetrates
Kills 1 Kills 2 Kills 2
Stops Goes on Goes on
48”-60” No penetration No penetration No penetration Penetrates Penetrates
Kills 1 Kills 1
Stops Stops
Houses are destroyed by an accumulation of hits on the target until a total of 20 points are achieved using the above table in
the same manner as with counter-battery fire. At this point, the body of the house is removed to leave a ruined shell.
With howitzer fire the same accumulated score system is used but the effect and casualty systems are different. The SBI is
placed on the house if that is the target and a die is thrown to see if a hit has been achieved. If a hit on the house occurs then a
second die is thrown to determine the effect:
In addition to determining the number of men lost, the hits are added as for roundshot to determine the effect on the house.
(This includes 1, 2 and 3 which count towards damage although killing no men. When the total reaches 10 the house is set
on fire. All the troops in the house must leave retiring at least 3” away from the fire. The house will burn for 15 moves during
which time no troops may move within 3” of the house.
When a house is in 2 sections there is a strong chance that the second section will catch fire. In each move that the first
section burns a die is thrown to see if the second section catches: 3, 4, 5 or 6 means that the second section catches fire: 1 or 2
it does not.
Model flames are placed on the building for the duration of the fire. At the end of the 15 moves the flames are removed as is
the building to reveal the ruins.