by Fr. Aelred Glidden - modified by Jay Stribling

18th Century "Tricorne Era" Rules

Last updated 09/11/07

Scales

There is really no scale. These rules are set for our 15mm troops. Our infantry battalions are 4.5" long when in line.

Items needed to play the game

Organization

The Jackson gamers use the following organization for their 15 mm armies. Infantry units are 12 figures (4 stands' of 3), Cavalry units are 8 figures (4 stands of 2) and artillery batteries are 1 gun & 4 crew (all on one stand).

The guns used in this game represent "position" or "reserve" artillery batteries. The small "battalion guns" are not represented on the field, they are assumed to be adding their firepower to the infantry battalions.

If your organization is different, it won't matter.

Sequence of Play

  1. Test "Staying Power" of units that have lost a stand in previous turn
  2. Test all cavalry units that were involved in melee in previous turn for "Blown Horses." (optional rule)
  3. Dice for Initiative - high dice has initiative and must move first.
  4. Side with initiative moves units, or deploys units, or rallies units from disorder, or shoots. Shooting and movement to contact (melee) will cause "morale tests" on units of second side.
  5. This ends the first half-turn.
  6. Second side now has initiative and moves units, or deploys units, or rallies units from disorder, or shoots. Shooting and movement to contact (melee) will cause "morale tests" on units of first side.
  7. This ends the second half-turn

Staying Power

Units that have lost a stand in the previous turn must roll a die to see if they will remain or flee the battlefield. NOTE: Units locked in Melee do not test staying power till melee is over.

Modifiers: -1 for each stand lost after the first one lost, -1 Brigadier killed , +1 no enemy units within 24" +1 effective Brigadier with unit.

Movement

Infantry: deployed into line 5", column of movement 10"
Cavalry: deployed into line 10", column of movement 20"
Field/Position Artillery: limbered 10", Hand push 1" (after unlimbering)
Horse Artillery Limbered 15"
Brigadiers: 25"

Notes on movement:

Fire

Overhead Artillery Fire

Artillery units on elevated positions may fire over friendly units or villages as long as the target is 10" or more past the friendly units or villages.

Artillery units on the flat may fire over friendly units or villages, at targets on elevated positions, as long as the firing unit is 10" or more behind any friendly units or villages.

Infantry may not fire overhead.

Arc of Fire