Charge yr Pikes!

Our ever-changing English Civil War rules!
Last modification 8/01/03 - Name change


This set of rules is considerably modified from the first edition, which was in turn a modified version of CAVALIERS AND ROUNDHEADS’, by Gygax & Perren. These modifications were based on general dissatisfaction with the parts of the first edition that contrasted most with the “Brom Standard” rules which were introduced to our club by Larry Brom. The later editions (3rd, 4th and this one) are merely attempts to “fine-tune” the second edition.

This set is dedicated to our friend who introduced so many fun concepts and innovations to our club: LARRY BROM.

Also great homage must be paid to those gamers interested enough in the period to raise forces and give a never ending stream of useful and ego-shattering criticism of these rules.

ROBERT WHITFIELD
ERIC TEUBER
DAVID BURTON
JAMES M.C. PITTS
MARK STEVENS

Jay Stribling, 5th edition, June 1986


INTRODUCTION TO 6th EDITION

This version of our ECW roles reflects my feeling that the earlier editions were "too Napoleonic" in flavor. I have incorporated some new combat and movement mechanics similar to those found in the "Age of Reason" rules. Any mistakes or ambiguities are those that result from lack of foresight on my part.

Jay Stribling August 1998
Modified June 2003


TERMS USED IN THE PERIOD AND IN THESE RULES

CARACOLE - Mounted troops attacking enemy Foot (Usually PIKEMEN) by fire using the two or more pistols that each man carried. This type of attack was in decline during this period.
CAVALIER - A nickname for a soldier of one of the forces in service to the King (Supposedly from their noble blood and service always on horseback, and perhaps from their attitude?).
See ROYALIST below.
COMMAND RADIUS - The 8" distance around himself in which a general, who is NOT in the front rank of a unit, may influence the ability of his subordiate units to move.
COMMANDED SHOT - Foot soldiers armed with firearms temporarily attached (Commanded) to other units (usually HORSE) to provide firepower.
CUIRASSIER - See LOBSTER.
DEMICULVERIN - A heavy cannon
DRAGOON - A musketeer mounted on a cheap horse for transportation. They almost always fought on foot
FOOT - Infantrymen armed usually with muskets (SHOT) or long spears (PIKE). Also a regiment containing both types of foot soldiers, PIKES to resist cavalry attacks, and SHOT to shoot at the enemy. Most regiments of FOOT contained both types of weapons, but a few, notably FUZILEERS or some regiments of Irish foot, contained Shot only.
FORLORN HOPE - A party of musketeers who occupied a defensible position in advance of the main battle line. They were expected to be killed or captured, but would embarrass the enemy attack with their musketry.
FUZILEER - (Also FUSILIER) A foot soldier armed with a firearm, that does not use a lighted match for the firing of the weapon. These weapons were sometimes called "Snaplocks" or "Flintlocks".
GALLOPER - A small cannon of 3lb. or 4lb. shot weight, drawn by a single horse, used as additional firepower by Horse or Foot units.
HORSE - Soldiers who fight on horseback armed with two pistols, a sword and sometimes a shortened musket called an Arquebus or Harquebus. Also known in this time period as an ARQUEBUSIER or HARQUEBUSIER. Also known as a "Light" horseman, because he is not enclosed in full armor.
IN THE FRONT RANK - A general who is touching a friendly unit and is fighting with the unit. His influence is directly on that unit and no other. He may suffer the fate of the unit.
LOBSTER - A cavalryman armed with two pistols, a sword, and enclosed in a 3/4 full suit of armor. As time went on, this kind of armor was taken into the field less and less, being reserved for the Generals so they could have their portraits painted wearing it! Also known as CUIRASSIER armor or HEAVY cavalry.
PARLIAMENTARIAN - A name for a soldier of one of the forces in service to Parliament (as opposed to the King). See ROUNDHEAD below.
PIKE - (Pikeman) A foot soldier armed with a long spear called a "Pike" so as to be able to resist the attacks of "horse". They also carry a cheap sword as a secondary weapon.
ROUNDHEAD - An unflattering nickname for a soldier of one of the forces in service to Parliament (Supposedly from thier bad haircuts). See PARLIAMENTARIAN above.
ROYALIST - See CAVALIER above.
SAKER - A cannon of about 6Lb or 8lb shot weight. Also known as a "Field gun".
SHOT - A foot soldier armed with a firearm, usually a matchlock musket. They often carry a cheap sword as a secondary weapon.Note that shoulder guns did not have bayonets in this period and were often in serious difficulty if attacked by mounted troops unless they could shelter behind impenetrable terrain or friendly pikes.
TERTIA - a period term for a grouping of regiments under the command of a senior officer. Equivilant to the later French term: "Brigade".

MATERIALS NEEDED FOR THE GAME

A. At least one 10-sided die (Referred to as a D10) and a handful of six-sided dice (referred to as D6)
B. Rulers, tape measures or the like, calibrated in inches.
C. A deck of index cards with brigades written on them, one card for each tertia, and one for mounted officers/artillery.
D. Armies of little soldiers

PRE-GAME PROCEDURES Section 1

A. Choose armies and set up terrain. Every experienced player has a way to set up terrain. Here are several ways that we have used.

  1. Terrain may be set up by one player in any manner that he sees fit. The second player may then choose which side of the table he wises to occupy.
  2. Each player may set up the terrain on his side of the board behind a screen or curtain. Then the curtain should be withdrawn for a short time so that each player may make a short reconnaissance of the enemy field, then the screens are set up again and each player deploys his army.
  3. Terrain may be deployed ahead of time to a map or general idea with agreement of both players being required or modification necessary.
  4. Terrain may be set up by a non-playing gamemaster.
B. Set up a deck of "Brigade" cards for each army. Examples would be a deck for an army of two brigades of infantry and two of cavalry. The following cards would be in the deck for each army.
C. Shuffle the two decks (one for each army) together
D. Deploy armies in secret using maps or with a screen down the center of the table. No troops may be deployed within 12' of the center of the table save those in towns, or woods. The locations of hidden units must be plainly noted on a map.
E. Choose objectives and vital points. See section 19.

GAME TURN SEQUENCE Section 2

A. Shuffle "brigade" cards and turn over top card. Check command response of units listed on card. Move units listed on card. Turn over next card and continue until all units have had a chance to move. When "free move" card comes up, the commander in chief decides which tertia receives the opportunity to move. This can be a tertia that has already moved or one that has not.
B. Units that become visible during movement are placed on the table at the appropriate time. Units not placed on the table may neither move nor fire.
C. Fire artillery and test morale if needed.
D. Fire standing muskets and test morale if casualties result.
E. Fire moving muskets and test morale if casualties result.
F. Check morale of units attempting to go into close combat (unless they are charging the enemy flank/rear.
G. Check defenders' morale if attacker closes.
H. Fight all close combat actions and determine results.
I. Make any bonus or breakthrough moves resulting from close combats and fight any bonus close combats.
J. Make any morale adjustments due to routing or units having lost 50% or more casualties.
K. Attempt to rally all routed units from previous turn and test morale of units under 50% strength.
L. Determine each army's major morale category and take appropriate action.

FORMATIONS Section 3

A. Legal formations are: Lines, Columns, Squares, Deployed (in towns/forts) and Routed. Each unit must be in one of those formations at all times.
B. Units can change formation freely at the end of their move except that to rally from Routed will require passing a morale test. See ROUTED units.
C. Units can move freely through friendly units as long as they do not end their move intermingled.
D. Units may be DISORDERED or FALLING BACK but that does not change the formation that they are in.

STAFF AND COMMAND Section 4

A. Tertias of 3-5 units (as listed on the movement deck of cards) must be deployed with all units within 6" of one another. No unit may leave its tertia unless accompanied by a general or due to poor morale.
B. Mounted generals have an 8" command radius on the table. Before any units may move, their "brigade card" must be drawn and they must pass a command die roll. See Command chart for details.
C. Each army has three types of general officer; the Commander-in chief, Wing commanders, and brigade commanders. The C-in-C can influence any unit, others may only influence units under their command.
D. A general that is in the front rank of a unit which suffers any morale failure must act move along with the unit, suffering any involuntary movements to the rear that a falling back or routing unit may make. Said leader may not leave a routed unit till it rallies and if it leaves the field, he is swept along with it.
E. A general that is in the front rank of a unit adds a bonus point to morale die rolls (varies with rank) but if fired on or in melee, there is a chance of the General's death. There is a chance for casualties from fire and for melee, for generals. Any time the unit takes casualties, roll a D10. If the result is "10" the general is killed or wounded and out of the battle. This is the only way generals may die.
F. A general which is not in the front rank of a unit may not be over-run or captured by any enemy unit. He is merely moved to the nearest friendly unit or place of safety.
G. A general which is in the front rank of a unit may not exercise any command control over other units, he influences the one he is with alone. A general not in the front rank of any unit may excercise command control over all his subordinate units within his 8" command radius.

MOVEMENT Section 5

A. If a tertia passes the command response die roll then it may move. If it does not pass command response, it may not move or change formation or facing.

COMMAND RESPONSE Roll a D10 for each tertia as it's card is drawn from the deck. The highest ranking officer within 8" may be used to test. If no officers are in range of the brigade, each individual unit must test as "Regiment without officer' below.

The following numbers mean no move. All other numbers mean the unit may move.

Any officers not listed would count as “Staff officers”

If the unit passes command response see below for movment distance (There are various penalites to the movement distance, see TERRAIN, Section 16)
MOVEMENT CHART
Type of unit NormalSquareRoad Col.ChargeRout move
Foot Regiments 8"4" 12" N/A 8"+D6
Musketeers only 10"N/A 14" N/A 10"+D 6
Highlanders 10"4" 14" 14"* 10"+D6
Horse 16"N/A 24" 32"* 16"+2D6
Lobsters 16"N/A 20" 24"* 16"+2D6
Dragoons 16"N/A 24" 28"* 16"+2D6
Scots Horse 16"N/A 24" 28"* 16"+2D6
Artillery & Wagons 6" N/A 8" N/A N/A
Officers' coaches 10"N/A 16" N/A 12"+D6
Mounted officers 24"N/A N/A N/A N/A

NOTES: Charge movement distances* may not be used if the unit is disordered, use normal movement distances instead.

Mounted dragoons may not charge any units unless they charge flank/rear, or if the target of the charge is already routed.

To use road movement, the unit must spend its entire movement marching on the road.

B. All measuring for distance is made from the center of the line, or the center of the front of the head of a column, or the center of mass of a square.
C. There are no penalties for changing order, formations, or frontage.
D. The formation a unit is in at the start of the move determines the move distance. See charts in section 21.
E. Units moving on a 'Free move' card after using their regular move (or vice versa) are treated as having a complete new move unrelated to the first. If they do not move on the second (or third) move, they are treated as “Standing” for fire & morale regardless of any movement on earlier moves.
F. Units that "Fall back" due to poor morale do so at the normal movement rate.

DEEP vs. SHALLOW FORMATIONS Section 6

All units operate in shallow formations except:

The only difference between deep and shallow formations is the effect of artillery fire. When the above units are in a town or field works, they are considered in a shallow formation, all other times they are in deep formations.

INFANTRY FIRE Section 7

Each musket-armed infantry stand rolls one D6 for fire. Each hit on the table below kills one enemy casting. Any SHOT stand with casualties on it may not fire.

Note that you should consolodate casualties within the unit onto one stand as long as you keep like with like. Pikes with pikes, shot with shot. Units that consist of two types of figures (Pikes and Shot) should take casualties in in roughly equal proportion. EXAMPLE: If the unit takes 4 casualties, two should be shot, and two should be pikes.

RangeHits with:
Short: 6" or less3,4,5,6 on D6
Long: over 6" up to 12"5,6 on D6

Measure the range from the center of the front of each firing stand to the nearest part of the enemy's stand.

B. Formations of musketeers up to two ranks deep may all fire. Third and subsequent ranks may not fire.
C. Disordered foot may only shoot with one rank. The second and subsequent ranks may not fire.
D. If the front stand of shot is in range, the rearward stand is also.
E. The arc of fire is 45 degrees from the facing direction of each stand.

Modifiers to the above die rolls:
+ 1 First volley of the game
+ 1 Officer attached to unit (directing fire)
+ 1 Unit armed with "firelocks" instead of matchlock weapons
-1 Light rain
-1 Target unit behind wall, hedge, or in woods
Halve hits - Target in town or field works

Half hits are added together to make whole hits. Any extra "half hit" is "confirmed" with a D6 roll. 1,2,3 = disregard "half hit". 4,5,6 = "half hit" becomes a "full" hit.

PISTOL FIRE Section 8

Pistol fire is now factored into melee, and no longer figured separately.

ARTILLERY Section 9 - Field guns and heavy guns

ARTILLERY: Ranges
BALL Gallopers = no ball Field guns = 36” Heavy guns = 48”
CANNISTER As 2 infantry stands Field guns = 12” Heavy guns = 15”

BALL - A slow attritional way of inflicting casualties.
Infantry that is fired on by artillery ball will take casualties but need not test morale. Roll 1 D6 per battery firing:
Deep formations: 1,2 = miss 3,4,5 = 1 hit, 6 = 2hits
Shallow formations 1,2,3 = miss, 4,5,6 = 1 hit

Cavalry that is fired on by artillery ball will take casualties but need not test morale. Roll 1 D6 per battery firing:
All formations 1,2,3 = miss, 4,5,6 = 1 hit

Field or heavy artillery that is fired on by artillery ball will test morale if hit.
Roll 1 D10 per battery firing
All formations 1,2,3,4,5,6,7,8 -- miss.
9 = 1 artillerist hit,
0 = roll again 1,2,3,4,5 = 1 artillerist hit, 6,7,8 = battery cannot fire for one turn 9,0 = battery silenced indefinitely. Roll a D6 in rally phase of each turn. 1,2,3 = cannot fire. 4,5,6 = may resume normal fire.

Modifiers: +1 if firing in enfilade. (Not against batteries)
+ 1 if officer attached to battery.

HEAVY GUNS were very slow to load and may only fire every other turn.

CANNISTER - A swift deadly killer
Roll a D6 for each gunner.
All formations 1,2 = miss, 3,4,5,6 = hit
Target units fired on by canister must test morale even if no hits result.

ARTILLERY MOVEMENT
Field and heavy guns may only move prior to the time that they began to fire. Once they fire for the first time, the horses and limbers have gone to the rear. The guns cannot move again for the rest of the game.

Field guns may pivot in place up to 45 degrees from the facing direction in which they began the turn and still fire. Heavy guns may not fire on a turn in which they pivot.

ARTILLERY FIRE PENETRATION
When artillery fires ball, there is a zone of danger behind the target unit, in which some of the balls which miss (or even hit) the target unit will endanger other units. For field guns, this depth of penetration is 12" from the front of the original target unit. For heavy guns, this penetration zone is 18" from the front of the original target unit.

Enemy or friendly units that are along the direct line of fire and within the penetration zone must test for hits just as the original target unit does.

Artillery penetration is stopped by:

ARTILLERY - Misc. rules
If muskets fire on artillerists, it takes two hits to remove one artillerist.

Artillerymen will not stand for close combat. If enemy units close on them and no friendly support unit is within 4 inches to fight for them, they will rout.

OVERHEAD FIRE

When artillery located on a hill fires ball at a target on another hill, it may fire over all intervening troops, towns, or woods, because all of these are lower than hills.

When artillery located on a hill fires ball at a target not on a hill, it may fire over intervening friendly troops as long as there is a clear space of 12" between the friendly troops and the target unit.

When artillery which is not on a hill fires ball at a target on a hill, it may fire over intervening friendly troops on the same level as itself, as long as there is a clear space of 12" between the firing artillery and the friendly troops.

Artillery may never fire cannister over friendly troops.

GALLOPER GUNS Section 10

These light guns must be attached to an infantry or cavalry unit. They must be touching the unit at all times. They fire as 2 stands of infantry (1D6 for each gunner on the gun). They fire at the same target at which the infantry unit is firing, with the same range. If attached to a cavalry unit, they fire at the target the cavalry unit is:

  1. Charging
  2. Being charged by
  3. Closest to
Galloper guns do not take part in close combats but suffer the fate of the unit to which they are attached. If attached to cavalry which move faster than 8" per turn, the galloper gun cannot fire that turn. If the unit to which they are attached suffers fire casualties, roll a D10. A result of "1" meas that one gunner is a casualty instead of a casualty on the unit to which it is attached.

MORALE Section 11

A. The first time that a unit must test morale, consult this table to get a basic morale point:
D6 Roll
Type 1 2 3 4 5 6
Horse 2 3 3 3 3 4
2nd rate Horse or dragoons 2 2 2 3 3 3
Elite Foot 2 3 3 3 3 4
Foot or elite trained bands 1 2 2 2 3 3
2nd rate Foot or trained bands 1 1 2 2 2 3
Clubmen or artillerists 1 1 1 2 2 2

Then take the basic morale point and add the roll of one D6. If the result equals or exceeds six, then the unit has passed it's morale test. If less than six, it has failed.
B. When to check Morale

C. To Check Morale

Add number rolled on 6-sided die to units' current Morale rating.

D. Morale Results

E. Morale Altered Permanently

F. Morale Altered Temporarily

* ALL THESE MORALE ALTERATIONS ARE MADE INSTANTLY AS THE CAUSE OCCURS!

CLOSE COMBAT Section 12

A. Attacker moves units directly towards the target unit(s) and halts 1" away. Attacking units cannot fire, (but attached galloper guns may if attacking units did not move over 8') but takes any defending fire and tests morale if taking any casualties.
B. Attacker attempts to close into combat with a morale test. If he fails, he remains stopped 1" from target unit.
C. If attacker closes, defender checks morale and acts accordingly.
D. If melee occurs, determine how many D6 each unit can roll:

Dice for fighting stands
1 D6 for each pike stand or highlanders stand at full strength. Casualty stands do not fight
1D6 for each cavalry stand at full strength, casualty stands do not fight
1D6 for each two musketeer stands or Dragoon stands (mounted or dismounted) Casualty stands do not fight

Additional dice per unit:
+1 D6 if defending a hedge or other "soft obstacle"
+1 D6 if Horse fighting enemy horse which remained motionless this turn.
+1 D6 if Horse which attacked or defended with pistol fire instead of using the sword.
+1 D6 if unit is elite
+1 D6 if Horse fighting foot without pikes (who are not sheltering behind some obstacle)
+2 D6 if defending a stone wall or other "hard obstacle"
+3 D6 if Foot defending works or a town
-2 D6 if attacked in flank/rear
-1 D6 if cavalry fighting "Lobsters" (heavy cavalry with complete armor)
-1 D6 if unit is Scots cavalry (poor horses)
-1 D6 if unit is trained bands
-1 D6 if Horse fighting in a town.
-1D6 if unit moved uphill to attack a defender on higher ground this turn.
-1 D6 if unit is disordered
+? Officer bonus (varies by officer)

E. Each side rolls the appropriate number of D6 for units involved in the melee and sums the total. Divide the result by 6 and that is the number of casualties inflicted on the enemy.

F. The side that inflicts more casualties has won the melee and the loser tests morale. If it passes, it falls back disordered. If it fails, it routs. NOTE that this rout does not cause friendly units to test morale unless the routing unit pases THROUGH the unit.
G. If casualties are the same on each side then the smaller force tests morale. If it fails it falls back disordered. If it passes, the larger side tests in the same way. If both pass morale, the units are locked into the melee which continues in the next turn.
H. Casualties should be removed from units in equal proportions. EXAMPLE: if a unit with 16 pikemen and 16 musketeers takes 2 casualties it would normally lose 1 pike and 1 shot.
I. When all close combats have been resolved any units that won the close combat on the turn that it began may test morale and if passed, are eligiable for bonus movement. Foot units may make a normal non-combat move. Command response need not be tested.
J. Horse may make a bonus move the same as infantry or they may have a "Breakthrough" move and attack another unit in close combat. Normal movment is used, not charge movement. The morale test to see if the bonus move or breakthrough may be done counts as the "to close' die roll if passed.
K. Units attempting bonus movement who fail the morale test stand in place, no other effects.
L. Units that are attacked in close combat but have not yet moved, may attempt to move away from the charging unit or units when their move card is drawn. They must test morale to do so, and any failure means that they rout. Units that wish to change formations or reface similarly must sucessfully test morale before doing so if they have already been charged by enemy units.
M. Units attacked as above under L. may countercharge or stand in place to receive the charge without testing morale as above.

FLANK AND REAR ATTACKS Section 13

See the diagram that shows frontal and rear/flank.

A. There is an imaginary line extending in parallel of and tangent to the front of every unit. This is the line that divides the unit's "front" from it's flank/rear. An attacking unit must have started its move completely behind this line to have an attack classed as a flank/rear attack. If the attacking unit does not start completely behind this line, the facing of the defending unit may be adjusted so that the two units meet frontally.
B. Units attacked in flank/rear may turn to meet such attack if they have not yet moved and pass command response die roll when their move card is drawn.
C. Units attacked in flank/rear rout on any morale die result of less than 6.

FALLING BACK Section 14

A. Units that fall back as a result of morale move straight back a normal move in good order. They face the front. They are disordered.
B. If a unit falling back passes through a friendly unit, the friendly unit must check morale. Any failure results in the friendly unit becoming disordered.
C. Units falling back that collide with the enemy in some manner fight a melee. They fight as disordered.
D. Galloper guns falling back go to the rear normally, all other crew abandon guns and move as an foot unit.

ROUTING Section 15

A. Units that rout must make a rout move to the rear or away from the enemy. They lose 1/2 D6 of casualties immediately, The unit moves as an unformed mass. If any unit attempts to move through a routed friendly unit it may do so and the routed unit is simply shoved out of the way.
B. If a routing unit passes through a friendly unit, or is within 6 inches when it routs, the friendly unit must test morale and act accordingly. NOTE: Units routing after close combat do not cause this unless they rout THROUGH a friendly unit.
C. A pike armed unit in the rear may lower it's pikes upon a routing unit to keep it from passing through it. This destroys the routing unit.
D. A routed unit spends the entire next turn in the location to which it fled. At the end of that turn it tests morale. It must pass morale to rally. Less than that, it will desert the field if it has a stand missing due to casualties. If no stands are missing it may stand in place routed until it rallies.
E. Routed troops that collide with the enemy in their rout are captured.
P. Units that rout have their morale level reduced by 1 immediately.
G. Artillery units leave their guns and rout as infantry.
H. A routed unit which is fired on and takes casualties tests morale. If it passes, it stands in place routed. If it fails it routs again with all implications and loses 1/2 D6 of casualties immediately.
I. A routed unit attacked in close combat routs again immediately with all implications and 1/2 D6 of casualties immediately.

TERRAIN Section 16

A. Woods, villages, bridges, walls and field constructions are ground-level obstacles. All hills are higher than such ground level obstacles.
B. There is dead space that cannot be seen or fired at for 8" behind buildings and woods, from the observation of a unit on a hill. No dead space behind hedges or walls. See diagram
C. Troops behind in towns or field fortifications are visible but take casualties at half normal rate. Walls and Hedges also count as cover but troops behind them take casualfies at a -1 to the fire dice.
D. The movement penalty to cross a fence, or hedge, and to move though rough terrain is:

E. Hills may cause movement penalties F. Woods cause movement penalties. G. Towns cause movement penalites.
  • Towns cause FOOT to lose one D6 of movement when the foot moves into, out of, or within them.
  • Towns cause HORSE and DRAGOONS two D6 of movement lost to move into, out of, or within them.

    DISORDER Section 17

    Units that are in disorder suffer penalties in melee, morale, movement, and shooting.

    Disorder is caused by:

    Disorder may be removed by:
    DRAGOONS Section 18

    Dragoons may do any TWO of the following actions during a turn, but not the same thing twice.

    1. Mount or Dismount
    2. Move - Mounted or Dismounted
    3. Fire if Dismounted
    A charge, mounted or dismounted occupies the entire turn, so that charging dragoons may neither fire nor mount or dismount.

    B) Dragoons may not mount or dismount if they fail command response. Mounting or dismounting counts as a move for morale and firing purposes. Dragoons may not fire mounted. Dismounted dragoons may fire 1 or 2 ranks deep. When using move cards divided into "Horse" or "foot" cards, dragoons may move on either type of move cards.

    C) Mounted dragoons may charge routed enemy units. They may charge non-routed enemy units only if charging the flank/rear of such units.

    COMBAT EFFECTIVENESS Section 19

    Effects on Individual units:
    When a unit has lost more than 50% of it's strength, its morale is reduced by 1. In addition, it must test morale during section J of the game sequence and in section J of all succeeding turns unless there is an officer attached to the unit. If the officer leaves the unit, it will need to test morale during section J of that turn and all succeeding turns.

    If the unit passes this morale check, it remains on the battlefield. If it fails, it is removed from the battlefield. This represents the regiment's colonel pulling his men out of the battle before they are completely destroyed.

    Effects on the entire army:
    At the end of every turn the commander of each side must test to see if his army takes fright. Count the number of figures off the table due to casualties, routs from the field, and taken prisoner. Do not count units that have pursued enemy forces off the battlefield to their rear.
    Roll a D 10 and consult the following chart.
    0 - 19% casualties. Morale steady 1-10, Fright 11+
    20-29% Casualties. Morale steady 1-9, Fright 10+
    30-39% Casualties. Morale steady 1-8, Fright 9+
    40-49% Casualties. Morale steady 1-7, Fright 8+
    50%+ Casualties, army takes fright

    Modifiers to the die roll: +1 if one vital point is lost, +2 if two vital points are lost

    If the army takes fright, take the following steps in order:

    1. All routed units are removed from the field.
    2. All units with a morale level of 1 rout.
    3. All units with casualties lower their morale 1 level

    The commander may fight on, but things are desperate now!

    A. When setting the game up, after sides have been chosen and terrain set up., but before army deployment, the Commander in chief of each side will choose three OBJECTIVES which he will try to take, and three VITAL POINTS which he will try to defend, These should be some prominent terrain feature such as Hills, road junctions, towns, points at which roads enter or exit the .table, bridges etc. Objectives must be on or behind the opponent’s set up line, while vital points must be on or behind one's own set-up line.

    B. One VITAL POINT for each side must be the baggage train if it is located on the table. Another VITAL POINT must be a road going off the table behind the friendly army, this represents the army's line of retreat. The other vital point is strictly the C-in-Cs choice.

    C. If one army has occupied all of its objectives and still holds at least two of its own vital points, while the other army has not, then that army has won the game. Proceed directly to the PURSUIT PHASE below and after that to the DEGREE OF VICTORY.

    D. If neither army has won after l0 turns, roll one D6. The result is the number of turns left till darkness. If darkness falls and neither army has won, count casualties on each side. Count exact casualties except:

    The side with the larger percent of casualties has lost. Proceed to the DEGREE OF VICTORY Phase below,

    E. PURSUIT PHASE - Dividing the losers into the quick(living) and the dead

    1. Move all losing units (except routed) a move to the rear. Any units that can get off the board will live.
    2. Remove all routed units on the losing side and place with the dead.
    3. All units on the winning side may make a move forward.
    4. Any losing units contacted by victorious infantry roll a die: 1,2,3 - captured, 4,5,6 - escaped.
    5. Any losing units contacted by victorious cavalry are captured.
    6. All units captured are placed with the dead. Units that escape are placed with the living.
    7. Any losing units NOT contacted by victorious troops are placed with the living.
    8. Proceed to the DEGREE OF VICTORY phase.

    F. DEGREE OF VICTORY, - Each side again computes it's caualties as a percentage of it's entire army.

    If Loser’s casualties are:
    less than 5% higher than winner - Indecisive victory
    5-10% higher Marginal victory
    l0-15% higher Tactical victory
    15-20% higher Substantial victory
    20-25% higher Decisive victory
    25-50% higher Overwhelming victory
    over 50% higher Crushing victory

    TABLES AND CHARTS Section 20

    MOVEMENT CHART
    Type of unit NormalSquareRoad Col.ChargeRout Move
    Foot Regiments 8"4" 12" N/A 8+D6
    Musketeers only 10"N/A 14" N/A 10+D 6
    Highlanders 10"4" 14" 14" 10"+D6
    Horse 16"N/A 24" 32" 16"+2D6
    Lobsters 16"N/A 20" 24" 16"+2D6
    Dragoons 16'N/A 24" 28" 16"+2D6
    Scots Horse 16"N/A 24" 28" 16+2D6
    Artillery & Wagons 6" N/A 8" N/A N/A
    Officers' coaches 10"N/A 16" N/A 12"+D6
    Mounted officers 24"N/A N/A N/A N/A
    To use road movement, the unit must spend its entire movement marching on the road.

    Mounted dragoons may not charge unrouted enemy units unless attacking their flank/rear

    COMMAND RESPONSE The following numbers mean no move. All other numbers mean the unit may move. Roll a D10 for units under the following officers:

    Any officers not listed would count as “Staff officers”

    INITIAL MORALE: The first time that a unit must test morale, consult this table to get a basic morale point:
    INITIAL MORALE CHART D6 Roll
    Type 1 2 3 4 5 6
    Horse 2 3 3 3 3 4
    2na rate Horse or dragoons 2 2 2 3 3 3
    Elite Foot 2 3 3 3 3 4
    Foot or elite trained bands 1 2 2 2 3 3
    2nd rate Foot or trained bands 1 1 2 2 2 3
    Clubmen or artillerists 1 1 1 2 2 2

    INFANTRY FIRE RANGES
    Infantry and dismounted dragoons Close range = 0-6” Long range = 6-12”
    HITS WITH: 3,4,5,6 = hit 5,6 = hit
    Roll a D6 for each firing stand.

    ARTILLERY RANGES
    BALL Gallopers = no ball Field guns = 36” Heavy guns = 48”
    CANNISTER Galloper guns* = 12” Field guns = 12” Heavy guns = 15”
    *Galloper guns fire as two stands of infantry

    SUPPLEMENTARY RULES Section 21

    A. Dragoon regiments mounted consist of six 3-man stands. Dismounted, they consist of four 4-man stands plus two stands of horse holders. If these horse holders are not available, leave one mounted stand to show the location of the horse holders.
    B. Foot regiments usually consist of a mixture of two types of weapons, pikes and shot. Our units are 32 figures strong, in eight 4-man companies, 4 of shot, and 4 of pike.
    C. Horse regiments consist of five 3-man stands, no matter whether English or Scots.

    THE BAGGAGE TRAIN (OPTIONAL) Section 22

    A. Horse that wins a melee should immediately test obedience on the Baggage Plunder table.
    BAGGAGE PLUNDER TABLE
    D6 roll Result
    1,2,3 Cavalry attempts to plunder
    4-6 Cavalry obedient to commander’s wishes
    Normal officer bonuses apply.

    B. Horse that attempts to plunder will immediately be moved off the enemy's table rear. If the bagage train is on the table, they will head for the train. They will move straight towards the edge if possible but at any angle· if necessary to avoid enemy units. Mark the place where they exit. They spend the entire next turn plundering.
    C. At the end of the plundering turn roll for the re-entry of the cavalry. Note that if the baggage train is on the table, the plundering cavalry remain there plundering till they cease on the table below. If attacked by enemy, they fight as disordered.

    CAVALRY RE-ENTRY TABLE
    D6 roll Result
    1,2,3Cavalry still plundering
    4,5,6Cavalry returns next move on its card
    Normal officer bonuses apply

    As they re-enter roll one D6
    RE-ENTRY LOCATION
    D6 roll Result
    1Cavalry enters 24" to right of exit point
    2,3,4,5Cavalry enters at exit point
    6Cavalry enters 24" to left of exit point

    D. Re-entering cavalry use normal move distance. No command response is neccesary to re-enter. Re-entering units may not attack into close combat on the turn in which they re-enter, unless there is no way to re-enter the table without fighting.
    E. Units off table plundering are counted as dead for major army morale or victory conditions. Re-entered units are counted as alive for such purposes.

    CLARIFICATIONS & MISC. Section 23

    A) Officers in close combat add their bonus. Staff officers count as a brigadier. They may influence any unit. Attached officers move with their brigade, unattached officers move on "Officers & Artillery" card.

    B) Units ordered to charge and who fall short due to distance insufficiency may still charge towards the enemy but will lose 1 man to fatigue for every inch of movement till they stop 1" from the enemy to test morale to close. Fatigued men do not fight in close combat that turn. If unit is defeated, they suffer the unit's fate. If unit wins, they forget their fatigue and are available for any bonus move. If the entire unit becomes fatigued due to excessive movement during a charge it stops 1" from enemy and is considered to be in fallback status at that point. This status continues until the unit passes its next command response role.

    C) Cavalry units in the earlier part of the war would sometimes flinch from attacking with cold steel and would attempt to attack with mounted fire instead. This was much less effective than the all-out charge and is reflected in the following rule:

    Roll a D6 for each attacking cavalry unit that does not have an officer fighting in the front rank.
    COLD STEEL vs. MOUNTED PISTOLS
    1,2,3 = cavalry attempts to attack with mounted fire. -1 D6 in close combat
    4,5,6 = cavalry closes with vigor firing pistols at the last minute and then using the sword.
    Royalist cavalry was not as prone to try mounted fire, so they add +1 to this die roll
    Cavalry units with an attached officer need not test

    By 1645, the cavalry on both sides had largely abandoned the attack with mounted fire (caracole) so we will abandon this rule for battles in 1645 and later.

    D) Commanded (Detached) troops. Players may detatch a stand of shot from several foot units to creat new units of "Commanded Musketeers". These should be at least 4 stands strong and can be up to 8 stands strong. Make a note so you do not count their loss from the "parent units" as casualties. These are used to occupy farms, or enclosed yards, or just to line fences or hedges as "Forlorn Hopes". They are to gall the enemy, especially the horse with their fire.

    They can be intermingled with the horse, to support them with thier fire, but if there is a melee and their friendly horse get the worst of it, the musketeers then fight, and the modifiers are not friendly.

    LEADERSHIP (OPTIONAL) Section 24

    A. To keep everyone from always knowing how effective every leader will be, this section can be used to randomly assign values to officers.. This section will assign a command response, morale bonus, and close combat value to each leader with a D6 roll. Each officer can be tested before the game, or the players may wish to wait until the start of the first turn to see how effective each man will be.

    B. The players may place a note under the officer and only reveal his “value” to the enemy when the officer is first called on to exert himself on the table-top

    OFFICER QUALITY
    DIE ROLL
    Type of Officer
    1
    2
    3
    4
    5
    6
    Army Commander IN E E NB NB NB
    Wing Commander IN IN E E NB NB
    Brigadier IN IN IN E E NB

    Modifiers to the above (If you want to use them)

    Results on the chart above:
    IN - INEFFECTIVE, Command response 0,9,8 = no move, No morale or close combat bonus.
    E - EFFECTIVE, Command response 0,9 = no move, Morale +1 to die roll, Close Combat - add one D6 when fighting with a unit.
    NB - NATURAL BORN Leader, Command response 0 = no move, Morale +2 to die roll, Close Combat - add two D6 when fighting with a unit.

    Mark each officer as: “Ineffective”, “Effective”, or “Natural Born Leader”.


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