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Firstly, these rules are designed more as "game" than "simulation" . . . indeed, far more game than simulation. There are many more complex rule sets available but "Tricorne Wars" is definitely devoted to the KISS* concept. Nevertheless certain rules are in place to encourage the type of "linear warfare" common to the period covered.
Next, I'm a great advocate for "Fog-of-War" on the tabletop to counter our "helicopter view" and control of the battlefield. To counter this, I employ four basic "Fog-of-War" devices:
- Personality of Officers - Usually this refers to the Brigadiers under the Player's command; although the Personality of a General affects the die rolled for Brigadiers. Depending upon a Brigadier's "personality" (and a die roll) he may or may not act as ordered.
- Variable Morale - While the general nature of a unit's morale class will be known before battle; it's actual morale value for that day will not be known until it needs to test. The three main basic morale classes are -- Raw (or Poor), Veteran and Elite -- in addition there are two other possible morale grades (Conscript and Guard).
- Variable Movement - Instead of moving a set number of inches for a particular move, dice will be rolled to determine how far a unit moves in any particular circumstance.
- Troop Availability - Before non-historical battles, dice are rolled that may reduce the size of a unit or even remove it from the battle. (This represents such factors as illness, detachments assigned to other duties, lost units and so forth).
* KISS = "Keep It Simple, Sir"
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| Dice Used |
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Three rather similar-looking dice are used in "Tricorne Wars"; and care needs to be exercised to keep them easily differentiated from each other. They are:
- Normal six-sided dice -- (noted as "d6"), these dice are cubes with from one to six pips on each side. They are used for shooting, melee and morale tests. (note that "high" rolls are desired for shooting and melee; while low rolls are best for morale tests). Highly recommended that 'pip' dice are used (since the other two types are almost always 'numbered').
- "Averaging" dice -- (noted as "dAv"), these dice are also cubes -- but their sides have the numbers 2, 3, 3, 4, 4, 5 marked on them. They are used for movement and determining actual morale values for that day.
- "Three-sided" (or "half") dice -- (noted as "d3" or "half dice"), these dice are cubes as well -- but their sides have the numbers 1, 1, 2, 2, 3, 3 marked on them. They are used for "half movement" and for melee when "disorder dice" are needed. (If d3s are not available, use smaller-size d6s and divide by two, rounding up).
It is very highly suggested that the three types of dice be easily distinguishable from each other (either by size or color) -- particularly the two "numbered" dice types (dAv and d3). The former are frequently an ivory color; while the latter can be found in many colors. I suggest that players purchase a "dice block" of normal d6s of one color (perhaps their major uniform color); and d3s and dAvs of two other easily distinguished colors. (I use red d6s, ivory dAvs and green d3s -- but you should pick your own mix of colors).
| . |
| Troop Types |
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There are three broad "types" of units in "Tricorne Wars" -- Infantry, Cavalry and Artillery. Each is further subdivided into more exact troop types:
- INFANTRY
- Line Infantry -- the vast majority of troops in this period, armed with musket and bayonet
- Pike & Shot -- some early troops with a mixture of muskets and pikemen -- a variation of Line
- Irregulars -- troops lacking the discipline of regular troops; usually moving in loose order.
- Skirmishing Foot -- a few troop types skirmishing in open order, sometimes armed with rifles
- CAVALRY
- Heavy Horse -- "True" cavalry, paid better and considered superior to Other Horse. May be either Trotters or Gallopers
- Trotters -- Most common "true" cavalry of 18th century, charges at trot and may fire pistols
- Gallopers -- "True" cavalry which charges at gallop; but may not fire pistols at any time
- Other Horse -- Includes both Dragoons and Light Horse.
- Dragoons -- Mounted on lesser horses (and poorly paid), Dragoons were "mounted infantry" that eventually morphed into more of a cavalry type than infantry type. May dismount to an equal number of infantry stands if appropriate figures are available.
- Light Horse -- Hussars, Cossacks, etc., these usually operated in "open" (skirmishing) order
- ARTILLERY
- Light Artillery -- up to 3 or 4 lbs, these are the only artillery that are capable of much movement on the battlefield.
- Medium Artillery -- 6-9 lbs
- Heavy Artillery -- 12 lbs and up
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| . |
| Generals, Brigadiers & Aides-de-Camp |
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There are two types of "Officers" depicted in "Tricorne Wars" -- and neither is on a unit's "Command Stand".
(Note: such battalion or regimental commanders, while Colonels, are essentially considered to be "junior officers" and beneath the command scope of these rules).
In addition, there are "Aides-de-Camp" (read "Messengers") available to Generals for changing the Orders of lesser Commanders -- but ADCs are not considered "Officers" in the Command sense.
"Tricorne Wars" is currently concerned with only two types of officers -- Generals and Brigadiers.
- Generals -- the Commander-in-Chief of the army and occasionally "Wing Commanders" (Major Generals) -- although very frequently the C-in-C is the only General or Major General on the field.
- Brigadiers -- Infantry Brigadiers normally command 3-6 battalions; while Cavalry Brigadiers command 1-4 mounted regiments
Generals, Major Generals & Brigadiers each have three basic characteristics -- Personality, Initiative and Command Radius. For the "Wars for Arcadian Glory", Personalities will follow the Campaign Guidelines. For other battles, personality and initiative may be assigned for historical battles; for imaginary or unknown commanders they can be generated by rolling dice. As for "Initiative" and "Command Radius", they are generated by rolling dice.
For Personality, roll 1dAv:
- If a "5" -- Officer is "Political" -- that is, he is related to (or is) the Monarch and has a somewhat unpredicable nature
- If a "4" -- Officer is "Aggressive" -- that is, he is more likely to interpret his orders aggressively
- If a "3" -- Officer is "Steady" -- that is, he is the most likely to interpret orders correctly
- If a "2" -- Officer is "Careful" -- that is, he is more likely to interpret his orders on the conservative side
As for Initiative and Command Radius:
- Generals & Major Generals -- Roll 2d3 and 3dAv -- lower d3 roll is General's Initiative; and total of 3dAv is his (mounted) Command Radius in inches.
- Brigadiers -- Roll 2d3 and 3dAv -- lower d3 roll is Brigadier's Initiative; total of 3dAv is his Command Radius in inches when commanding Mounted; and the total of the two lowest dAv is his Command Radius in inches when commanding Infantry.
The C-in-C's initiative is used when dicing for initiative for each Turn. Other Generals and Brigadiers' initiatives affect their "Inertia Rolls" (the speed with which they react to their orders) and to determine how many times they can roll to issue orders.
A General or Brigadier's "Command Radius" is important in determining which units under his command are "in command". Note that if a General or Brigadier "Attaches" himself to a unit (by moving to the unit and stating that he's attached) then all other units in his command are "out of command".
Aides-de-Camp do not have any of the above basic characteristics -- except "Personality" (which is always the same as the General they serve). They are normally only messengers; and they move at Light Horse rates. The "senior" ADC may (at the general's discretion) assume command of the general's "escort" . . . and, if he does, he may no longer act as a messenger.
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| About Basing |
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Basic units in "Tricorne Wars" are infantry battalions, cavalry regiments and artillery batteries. Each of these is formed of rectangular "stands" of figures. (And, since I believe that "single-ranked" troops look like skirmishers and not battalions, infantry stands should be "double-ranked"; while cavalry stands may remain single-ranked.)
Each unit will have a separate "Colour" stand which will be used on the tabletop to indicate the unit's current Cohesion state (but which never counts as a fighting or shooting stand).
Mounted colour stands will have one rider with the unit standard on the same base width as the rest of the unit; Infantry colour stands will have one or two standardbearer's (in a single rank) on the same base width as the rest of the unit; and artillery units will have a single "gun captain" on a separate base (of any convenient size). Remember -- these "Colour" stands do not count as figures in the unit; but are only used to indicate the unit's current cohesion status.
Generals and Brigadiers should be based on circular or oval stands to distinguish themselves from all other troops and colour stands (who are all based on rectangular bases). Aides-de-Camp should be based on narrow rectangular bases so as not to confuse them with any other troop type.
Also, while it is possible to use a "Roster System" to keep track of casualties, the ideal for 25mm/28mm figures is to use magnetic bases so that individual figures may be removed from the stands as casualties (and can thus litter the battlefield to show where the fighting has been fierce). This is how I intend to base my Saxe-Bearstein troops -- and I suggest others do likewise.
Finally, while frontage is important in "Tricorne Wars", depth is always completely "out of scale". Therefor, base your figures with the depth that seems right to you for the particular figures you have.
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| Character of Generals |
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Visibility and communication on eighteenth century battlefields was very limited due to smoke, noise and the confusion of battle. Generals and Brigadiers often had to make decisions based on guesses and very incomplete information. This is not the case with our tabletop games. We can see far more than any historical commander ever could.
To counter this, all Generals and Brigadiers below the Player C-in-C have been given "Personalities". Depending upon their individual personalities, they may interpret the orders you give them differently than you intend. In addition, a combination of their Personalities and Initiative may well delay them in acting upon your initial or changed orders.
The following chart will summarize the dice rolls needed by the different Personalities:
| Personality of Receiving Officer = |
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Careful |
Steady |
Aggressive |
Political |
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Interpretation of Orders #
|
. . 7 . . |
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+1 Level |
+1 Level |
+1d3 Levels |
+1d3 Levels |
| . . 6 . . |
|
as Ordered or Hold * |
as Ordered or Hold * |
+ Lower of 2d3 Levels or Hold * |
Hold |
| 5 |
|
as Ordered |
as Ordered |
+1 Level |
as Ordered |
| 4 |
|
as Ordered |
as Ordered |
as Ordered |
as Ordered |
| 3 |
|
as Ordered |
as Ordered |
as Ordered |
as Ordered |
| 2 |
|
-1 Level |
as Ordered |
as Ordered |
as Ordered |
| 1 |
|
- Lower of 2d3 Levels or Hold * |
as Ordered or Hold * |
as Ordered or Hold * |
Hold |
| 0 |
|
-1d3 Levels |
-1 Level |
-1 Level |
-1d3 Levels |
*
(If General giving command is Political, there is 50% chance of interpretation of "Hold" on roll of a "1" or "6" )
#
(Order Levels are -- Assault (highest), Attack, Advance, Defend, Hold, Delay, Withdraw and Retreat (lowest).)
"Wait a minute . . . how can you roll a "7" or "0" on 1d6?
The Personality of the Officer Commanding (i.e., giving the order) comes into play. It may change the die roll in the following ways:
- Careful Commander -- Add +1 to your die roll
- Steady Commander -- no change, roll 1d6
- Aggressive Commander -- Add -1 to your die roll (i.e., subract one from roll)
- Political Commander -- no change, roll 1d6 . . . but may default to "Hold" on 1 or 6
All commands by a "Careful" general will automatically have a +1 added to the d6 roll on the chart; and all commands by an "Aggressive" general will automatically have -1 added to the d6 roll on the chart for interpretation.
Now, since this roll is not made until contact is made with the enemy, the Careful C-in-C will be tempted to write more cautious orders for fear of their getting interpreted too aggressively . . . and, likewise, the Aggressive C-in-C will be tempted to give more aggressive orders for fear of their getting interpreted too cautiously.
A Political C-in-C always has the danger of his orders needing clarification (no one wants to misinterpret the orders of royalty).
So, of course, everyone wants a "Steady" C-in-C (even though his orders could still be interpreted up or down).
While this might seem extreme, it represents one of the "Fog of War" aspects of "Tricorne Wars" as the commander on the scene responds to the situation as he sees it. Hence part of the challenge is to assign the right personality to each task you need accomplished . . . and to issue them the right orders!.
(Note: Orders are explained later in these rules -- after the Momentum Sequence.)
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| Infantry Basing |
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A "battalion" is generally composed of 20-24 figures (five or six stands of four figures each)
-- but could be as small as 12 figures (althought this is not generally recommended). Each stand will be called a "company" (even though they represent too many men for the company size of most countries). It is heartily suggested that battalions be six (or at least five) companies strong.
One company of each battalion shall be easily identified as the "Command" stand (usually consisting of an officer and musician in the front rank and regular troops behind them -- but not to include any flagbearers). "Command Radius" is measured from the Brigadier's stand to the unit's "command stand".
Each unit will also have a "Colour" stand consisting of either one or two standard-bearers by themselves (Generally the battalion colour and either the colonel's colour or the national colour). This Colour stand need not be as deep as the company stands but should be as wide (note that these figures are not included in the figure counts mentioned above; and that they never count as fighters or shooters).
- Line Infantry -- far and away the vast majority of troops in this period, they are armed with musket and bayonet should be based in two rows of two on each stand. While usually wearing tricornes, Line troops may also wear grenadier or fusilier caps, karpus, etc.
- Pike & Shot -- a few very early troops with a mixture of muskets and pikemen -- a variation of Line -- also based in two rows of two; it is suggested that pikes be on their own bases and placed at the head of the column when marching and in the center of the line when in Line.
(Note: most nations had discarded pikes a good half-century before the time frame of the "Wars for Arcadian Glory".)
- Irregulars -- troops lacking the discipline of regular troops; often fighting in loose order. These troops are mounted somewhat differently. They are still four figures per stand, but they are on deeper stands -- each of which should be in a rough "diamond" formation -- one figure in front, two in the second row and the fourth trailing. Their companies may separate like skirmishers, but suffer "Separation" penalties if so separated. (Examples are the Croats from the Seven Years War Austrian army, Scottish Highlanders, etc.)
- Skirmishing Foot -- a few troop types skirmishing in open order, sometimes armed with rifles (Jaegers). Based with only two figures (representing four) on each double-to-triple-wide stand. Skirmishers are always "Separated" (even when adjacent to each other) and suffer that cohesion penalty. Stands always move individually. A Brigade may have from one to six stands of Skirmishers.
An "ideal" Line foot battalion would be: one command stand (remember, not including the colours), four stands of musketeers, one stand of grenadiers and the Colour stand (consisting only of one or two flag-bearers). Thus you could have a full 24-figure battalion (note: 25 or 26 figures if you count the Colour stand).
Or you could detach the grenadiers for a "converged grenadier" battalion. With this latter option, a four battalion brigade would then become a brigade of five units -- four 20-figure musketeer battalions and one 16-figure converged grenadier battalion (note that in the latter case, you would need a Colour stand for the converged grenadiers -- even though historically they often did not have them -- a single "national flag" could suffice). The morale grade of a converged grenadier unit is one higher than the lowest morale grade of the rest of the brigade (but never higher than Elite).
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| Sample Infantry Companies |
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| Line (or Shot) |
Pike |
Irregulars |
Light Infantry |
| Sample Cavalry Squadrons |
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| Trotter |
Galloper |
Dragoon |
Light Horse |
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| Cavalry Basing |
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Cavalry Regiments -- A "regiment" is composed of 6-12 figures (two to four stands of three mounted figures each). Each stand will be called a "squadron" (although for some countries they would represent two squadrons). One stand should clearly be a "command stand" (perhaps with a "white horse" for the colonel) -- not to be confused with the Colour stand (a single figure with Standard on a full width stand -- which again is not included in the 6-12 figures mentioned above).
All mounted troops are based three to a stand -- but the stands differ, as does the positioning of the figures on the stand:
- Trotters -- Most common "true" cavalry, charges at trot and may fire pistols. Trotters are based in one rank of three with all riders in a straight line.
- Gallopers -- "True" cavalry, charges at gallop and may not fire pistols at any time. Gallopers are based in one rank of three in a mild "wedge" formation with the middle rider slightly forward of the others.
- Dragoons -- Mounted on lesser horses (and poorly paid), Dragoons were "mounted infantry" that eventually morphed into more of a cavalry type than infantry type. They are based on a wider stand
(75mm as opposed to the 60mm stands of Trotters and Gallopers); they are based in a semi-straight line of three figures with the center figure slightly behind the other two.
- Light Horse -- Hussars, Cossacks, etc., these usually operated in "open" (skirmishing) order. Mounted on Dragoon-width bases, Light Horse bases are, however, at least 50% deeper so that more of an "irregular" look may be obtained -- at least one rider should be all the way forward and one all the way back on each stand with the third anywhere on the stand.
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| Artillery Basing |
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Artillery pieces should not be attached to their stands since their orientation indicates their stats. Barrel of gun backwards indicates "limbered" (ready to be hooked up to horses or oxen and moved); barrel forward indicates that it is ready to fire.
Each "battery" is composed of one gun and 2-4 gunners (plus the Colour figure). During this period, there were no "grand batteries" so each battery is independant of others. "Light Artillery" (up to 4 pounders) have two gunners; Medium Artillery (6-9 pounders) have three gunners; and "Heavy Artillery" (12 pounders and up) have four gunners.
As usual, adjust the depth of the stand to the size of the artillery piece to go on it. Also since colours were generally not issued to artillery, you may use a separately-based officer figure as a "gun captain" to indicate Cohesion instead of the usual flag.
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| Base Frontages |
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While it is not critical that figures be based exactly the same from army to army (differing countries had slightly different standard deployments after all), it certainly helps if they are similar. Here are suggested frontages for 25mm/28mm figures:
Infantry stand frontages should be between 35mm and 40mm (about 1 1/2 inches, more or less) for a Company of four figures (and two to three times that for a two-figure Skirmishing Foot Company -- so about 4" wide). Depth should be appropriate for the figure pose -- but as shallow as practicable.
Trotter and Galloper stands should have a frontage of 60mm or so (around 2 1/4" to 2 1/2") for their Squadrons. Depth should be appropriate for the horse pose and positioning.
Dragoon and Light Horse stands should be wider -- about 75mm (3") for their Squadrons. Depth of the Light Horse Squadrons should be significantly deeper than those of the Dragoons (perhaps 3" square bases) so as to permit their irregular positioning.
Artillery bases should be as needed for the particular cannon -- remembering the number of crewmen needed on the base as well as room for the gun.
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| Morale Class & Morale Value |
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Before battle, a player will know the "Morale Class" of his units. There are three main classes (and two others -- Conscripts and Guards -- that are quite rare). Most units will usually be graded as Raw (or "Poor"), Veteran or Elite. This is their "Morale Class".
However, since units often performed quite differently from battle to battle, a Raw unit might have a day when it behaves like an Elite unit (and vice-versa). To represent this, when it first becomes time for a unit to test its morale, the actual "Morale Value" for that day will be determined at that time in the following manner:
- Raw or Poor units -- roll 2dAv and record the lower of the two numbers -- this is their Morale Value for the rest of the battle.
- Veteran units -- roll 1dAv and record that number -- this is their Morale Value for the rest of the battle.
- Elite units -- roll 2dAv and record the higher of the two numbers -- this is their Morale Value for the rest of the battle.
As can be seen, most of the time a Raw or Poor unit will have a value of 2 or 3 -- but it could be 4 or even 5. A Veteran unit will normally have a value of 3 or 4 -- but it could be 2 or 5. An Elite unit will most likely have a very good morale value . . . but occasionally not.
Also, if desired, two other morale classes may be used:
- Guard units -- roll 3dAv and record the highest of the three numbers -- this is their Morale Value for the rest of the battle.
- Conscript units -- roll 1d3 and record this number (thus ending up with a morale rating of 1 to 3)
-- this is their Morale Value for the rest of the battle (but this should only be used for the very worst troops).
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| Testing Morale |
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The "Basic Rule" for all morale tests in "Tricorne Wars" is that a "natural one" on the testing die (which is 1d6) always succeeds (despite any modifiers) and a "natural six" on the testing die always fails (despite any modifiers).
While there are modiers that affect the "target number" to be rolled, the general form for tests is to roll 1d6 against the (modified) Morale Value of the unit involved. If the roll is equal to or less than the modified Morale Value, then the test succeeds (unless a natural six was rolled). If the roll exceeds the modified Morale Value, then the test fails (unless the roll was a natural one).
There are various factors which, for testing purposes, will increase the Morale Value for a particular test -- as well as factors which will reduce it. All factors are cumulative and modify the number to be rolled (thus positive factors are good; negative factors are not so).
| Situation |
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Favorable Factors |
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Unfavorable Factors |
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| Always |
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+2 if just won a melee and need to test for cohesion or to rally
+1 if in "Good Order"
+1 if both flanks are secure (with either Friends or Terrain)
+1 if rear supported by Friends
+1 if any Enemy routing within 8"
+1 if General and/or Brigadier attached
+1 if behind defences or in built-up area (except when asked to charge)
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-2 if unit is Shaken or Broken (note: if fail test when Broken, must rout)
-2 if unit has 50% or more casualties
-1 if unit has 25% to 49% casualties
-1 if unit is Disordered
-1 if Separated, in "Skirmish" or in "Loose Order" -- and Cohesion is no worse than "Separated"
-1 if both flanks and rear are unsupported and not in Square
-1 if any Friends routing within 8"
-1 if any Enemy behind your flank within 8"
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| Charges & Pursuits |
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+2 if Assault orders & asked to charge
+2 if asked to charge Skirmishing Foot
+2 if in square when Charged
+1 if Defend orders when Charged
+1 if Attack orders & asked to charge
+1 if Mounted and asked to charge or countercharge
+1 if Mounted on "Overwatch" to charge or countercharge
+1 if asked to charge AND adjacent unit is already charging
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-2 if unit is attempting to cease Pursuit
-2 if "Blown" mounted are asked to charge or countercharge (but not to pursue)
-2 if unit is charged in flank or rear
-2 if unit is asked to charge when in column
-1 if Hold orders & asked to charge
-1 if Defend orders & asked to charge
-1 if behind defences & asked to charge
-1 if mounted & asked to charge Square
-1 if skirmishers & asked to charge
-1 if unit is charged in flank or rear
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| Pike Stuff |
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+1 if Pike-armed & asked to charge foot
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-1 if Mounted and facing pikes
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| . |
| Small Unit Morale |
When units are reduced in size beyond a certain point they can no longer rally to improve their Cohesion. These size limits are:
- Infantry -- once below two full companies, infantry can no longer rally to regain any lost Cohesion. If Broken, they rout until off of the table. This includes Skirmishing Foot. It does not mean that they rout once below two full companies -- it means that when they suffer any Cohesion loss, they cannot rally to improve it.
- Mounted -- once below one full sqadron, mounted units can no longer rally to regain any lost Cohesion. If Broken, they rout until off of the table. It does not mean that they rout once below a full company -- it means that when they suffer any Cohesion loss, they cannot rally to improve it.
- Artillery -- once half or more of their gunners have been lost, artillery units can no longer rally to regain any lost Cohesion. If Broken, the crew are picked up (the gun remains). It does not mean that the crew are are picked up once at half-strength or less -- it means when they suffer any Cohesion loss, they cannot rally to improve it.
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| Support |
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"Support" is provided by either a terrain feature or a friendly unit within 3" to the side and no more than 3" ahead or behind your line. "Rear Support" is provided only by a friendly infantry unit within 6" to the rear or a friendly mounted unit within 9" to the rear.. (Note: to qualify as "Rear Support", the unit must be at least partially directly behind the unit to be supported.)
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| . |
| Unit Cohesion |
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Units generally start in "Good Order", but as events transpire, they often suffer events which degrade their "Cohesion". The various states of Cohesion are:
- Good Order
- Rattled
- Disordered or "Separated" *
- Shaken
- Broken
* (Note: "Separated" is cessation cured; but "Disordered" is not.)
There are four major causes for Cohesion to degrade.
- The first is due to Terrain -- Certain terrain features cause "Separation". Separation is similar to Disorder (and has the same "penalties") except that is ceases once the terrain feature has been cleared. (Note that all other cohesion problems are independent of Separation -- and that they only improve with a successful Morale Test -- and not when Separating Terrain has been cleared).
- The second is in the case Troop Interpenetration -- any troops interpenetrating any other troops (except skirmishing foot) become both "Separated" and Rattled (if in Good Order). "Separation" ends when the interpenetration ends; but Rattled (or any worse Cohesion state) remains until rallied.
- The third is Morale Test Failure -- Such tests are made when a unit is involved in a "stress" action on the tabletop. These include:
- Attempting to Charge or Countercharge Enemy
- Being Charged by Enemy
- Finally, Enemy Action from Fire and/or Melee frequently cause a loss of Cohesion -- when "bad things" happen to a unit, they need to test. This includes:
- Taking one casualty from fire in a turn if in "Good Order" (degrades to "Rattled")
- Taking two or more casualties from fire in a turn if in "Good Order" (degrades to "Disordered")
- Taking two or more casualties from fire in a turn when not in "Good Order" (degrades one Cohesion level)
- Taking any casualties from fire once one quarter (25%) of a unit has been lost (degrades one level unless was in "Good Order" in which case degrades to "Disordered")
- Losing a melee (degrades one level unless was in "Good Order" in which case degrades to "Disordered")
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| . |
| Formations |
During the first two thirds of the 18th century, "skirmish" units played little significant action on the battlefield. Exceptions were generally when a unit reverted to a "close order" formation. In "Tricorne Wars" allowable tabletop formations are:
- Line -- all stands are side-by-side facing in the same direction -- normal formation when close to Enemy
- Brigade Line -- more than one Battalion or Regiment connected side-by-side and in-line
- Column -- all stands are in a column one element wide
- Road Column -- a column on a road
- Following -- units in any of the above, but following another unit
- Square -- defensive formation almost solely used by foot, with stands in a block facing in all directions
It should be noted that changing formation is generally not "free":
- Expanding from Column into Line -- takes full movement for infantry; cavalry may move 1 die
- Forming Brigade Line -- takes full movement of all units involved -- one stays still, others connect; or if already in alignment, may advance normally.
- Forming Column Ahead from Line -- okay, this one is free
- Turning to Flank or Rear -- 2" for infantry; one die for mounted
- Wheeling more than 30` -- wheel plus 1" (inch is ignored if on road)
- Forming or Rallying From Square -- takes full movement
- Rallying from Rout -- takes full movement of all of unit's elements -- one stays still other than to change facing, others connect
(Please also note that while there are a very few rare instances of a sort of "attack column" being used during the period covered by these rules, they were not common -- and no provision for them is made within "Tricorne Wars", since this was a period of "linear warfare" and attack columns more appropriately beliong to the Napoleonic period.)
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| . |
| . |
| At Start of Game |
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There are many reasons why a unit might not be at full strength on the day of a battle -- illness (very common), detached duty, combat losses, getting lost, etc. To simulate this (and to create more "Fog of War"), "Tricorne Wars" has a mechanism to determine what forces are available on "the day".
- Infantry Battalions -- roll 3d6 for each "Line" or "Pike and Shot" unit -- highest die is the number of "companies" available that day for that Battalion. (Note: if number of "companies" is below 3, Battalion fails to show up -- except in very small games, where it will be pegged at a minimum of three companies. A "very small game" is defined as one where you only have a single brigade of foot).
- Irregular Battalions -- roll 2d6 for each "Irregular" unit -- higher die is the number of "companies" available that day for that Battalion. (Note: if number of "companies" is below 3, Battalion fails to show up -- except in very small games, where it will be pegged at a minimum of three companies. A "very small game" is defined as one where you only have a single brigade of foot).
- Light Infantry -- roll 1d6 or 2d6 (depending upon seniority of brigadier) for each "Skirmishing Foot" unit -- result is the number of "companies" available that day -- except that the number may not exceed the number of Battalions in the Brigade it is attached to. Furthermore, if a "1" or "2" is the high number rolled, they fail to show up at all.
- Cavalry Regiments -- roll 1d3 for each Trotter or Galloper unit -- add one to this die to get the number of "squadrons" available that day.
- Dragon & Light Horse Regiments -- roll 1d3 for each Dragoon or Light Horse unit -- add one to this die to get the number of "squadrons" available that day. (Note: squadrons of these "other horse" are often assigned to other duties and are not always available at the time of battle, so scenarios may have you roll 2d3 and use the lower roll).
- Artillery Batteries -- roll 1d6 for each Battery -- if the roll is below the number of Artillerymen with the gun, it fails to show up that day. (example -- a medium gun has 3 crew; if you rolled a 1 or 2 it would fail to show.)
While it is dependant upon the scenario being played, the usual case is for each side to pre-position a number of commands on the tabletop prior to the movement of troops within the game. If he chooses to do so, no such figures may be farther from the table edge than the C-in-C's Command Radius in inches.
Generally speaking, it is at this point that each C-in-C will write "Orders" for each of the Commands (usually Brigades) in his army. All on-table Command automatically start with "Hold" Orders. They will begin to act upon their Movement Orders as soon as their Brigadier overcomes his Inertia (note that after the first turn, officers get to add their Initiative to their Inertia, as well as the Hold bonus of 1 -- but if they roll a "6" they still fail to act).
Commands beginning "off-table" may enter the table with their active orders instead of starting with "Hold" Orders. They may choose to delay their entrance for 1d3 or 1d6 turns (they roll whichever die size they've selected -- they need a "1" the first turn; "1" or "2" the second, etc. -- except the highest number on the die always fails). Such Brigades must enter the board at the same point -- one unit after another -- although they may enter in a column of lines if they choose to. Once on the board, they may spread out IF withing Brigadiers command radius.
From this point on, any changes of Orders can only be accomplished by the C-in-C sending one of his ADCs (Aides de Camp) with a message or if the Command's Brigadier or Major General is within the C-in-C's "Command Radius". (Except, of course, for the Brigadier misinterping his orders).
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| Main Turn Sequence |
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Each game turn is broken into three major parts -- the determination of initiative; the "active" player's momentum; and the "re-active" player's momentum. (Note that both players have some options during the other's momentum).
- Determine Initiative -- Winner decides who is "active" player and "re-active" player for that turn.
- Active Player's Momentum -- Active Player moves; both shoot, fight and rally.
- Re-active Player's Momentum -- Re-active Player moves; both shoot, fight and rally.
All Generals have "initiative ratings" (from 1 to 3). If one commanding general has a higher initiative rating than the other commanding general, then he gets the difference as a "plus" when dicing for the Initiative each turn. Each Player will roll 1d6. The higher die roll wins the initiative. The player who lost the initiative the turn before gets to add +1 to his die and wins ties.
The Player who wins the Initiative decides which side will be "Active" (go first) and "Reactive" (go second) for that turn. Sometimes you may want to act before your opponent . . . and sometimes you'd rather see what he does first . . . so the Initiative winner gets to choose.
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| Momentum Sequence |
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The two "Momentum" sequences within a turn are essentially the same (one player moving in the first; the other doing so in the second). Here are the Phases and sub-phases of the Active Momentum Sequence:
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| Orders |
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Commands (and, in some cases, individual units -- those "out of command") must operate within the limits of whatever "Orders" they are under (or were last under if "out of command"). While their immediate commanding officer (usually a Brigadier) may have improperly interpreted them -- that doesn't matter -- they must follow his orders as he interpreted them.
The Player C-in-C should diagram the table with arrows drawn from each Command toward their objectives with the Abbreviation of their Orders. If an area is to be Defended, that should be indicated by a rough circle (which may well have an arrow to it). If the order is "Hold", simply place an "H" by the command. With other orders, indicate the enemy command which is the target of their actions.
Note that references to "all units" do not include any Artillery. Artillery should support their Brigade; but need not (and often will not) advance with it. Generally speaking the only artillery that might move (other than to get into position) during a battle is Light Artillery.
Possible Orders (from most aggressive to least) and their "abbreviations" are:
- Assault (S): All units must move as fast as they can toward the Enemy and must Charge (or Countercharge) as soon as they can. Units under Assault orders receive a +2 modifier on their Charge Test. (as always, a natural "6" fails).
- Attack (K): All units must move toward the Enemy and may Charge (or Countercharge) as soon as desired. Units under Attack orders receive a +1 modifier on their Charge Test. (as always, a natural "6" fails).
- Advance (A): At least half of units in Command must move toward the Enemy; and may Charge (or Countercharge) as when desired. Units under Advance orders receive no modifier on their Charge Test.
- Defend (D): The terrain area to be "defended" should be indicated on the map (see above). The officer in command of the unit with Defend orders may deploy his troops as he wishes within the area to be Defended. Infantry units are not permitted to charge; and mounted units suffer a -1 penalty to charge -- and must "rally back" to the area to be Defended -- they may not pursue. However, mounted units may be placed on "Overwatch", so that the resulting +1 cancels the -1 Defend penalty allowing them to to Countercharge more easily. Units with "Defend" orders are +1 on their Charge Reaction Tests.
- Hold (H): Could also be called "Wait". This is the "default" order if no orders are given. Units may change facing -- but otherwise remain in place. Infantry may shoot but cannot Charge; Mounted troops may not Charge but can attempt to Countercharge. Such Countercharge attempts suffer a -1 penalty to their Charge Test. Mounted troops may not be placed on "Overwatch". Reserves are often given "Hold" orders. Commands on "Hold" receive a +1 bonus on the "Inertia Roll".
- Delay (Y): Commands with "Delay" orders may advance toward the Enemy they are to Delay and may shoot at them -- but they may not Charge. They should Evade most Charges -- but foot may Stand to Receive a Charge by mounted troops.
- Withdraw (W): The bulk of this Command must attempt to disengage and withdraw from contact with the Enemy. At least half of their surviving units must head for their table edge -- although they may "back up" so that they continue to face the Enemy. They may not Charge but may leave a unit behind to slow down pursuit while the rest of the Command withdraws. Unless the Command's Orders are changed, they will withdraw off the table and once off will not return.
- Retreat (R): The bulk of this Command must attempt to disengage and withdraw from contact with the Enemy at full speed. They may not Charge but may leave a unit behind to slow down pursuit while the rest of the Command retreats. Unless the Command's Orders are changed (received and interpreted) before they leave the table, they will retreat off the table and not return.
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| About Inertia |
When a Brigadier or Sub-General receives new orders, he must overcome "Inertia" before he can interpret and act upon them. The first turn that they recieve new orders, their "Inertia Test" is dependent upon their Personality and current Orders (i.e., there's a +1 if they are currently under "Hold" orders).
- if "Aggressive", they need to roll . . . 3 or less
- if "Steady" or "Political", they need to roll . . . 2 or less
- if "Cautious", they need to roll . . . 1 or less
On subsequent turns add the officer's "Initiative" score to the above numbers -- always remembering that a natural die roll of "6" always fails. However "failure" simply means that the command carries on under its old Orders (as interpreted).
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| Arrivals |
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Units arriving or returning from off-table must be diced for.
For "Reinforcements", the Scenario may determine the earliest that they may show up (and with what likelihood). If not, presume a delay of 1d3 Game Turns after the first. At that point, they will arrive on "1" rolled on 1d6; the following turn they will arrive on a 1 or 2; next turn on a 3 or less; then 4 or less -- where is stays (there is never any guarantee that they'll arrive).
For units which pursued enemy off-table, again delay 1d3 turns -- then they will return only on any turn that you roll a "1" for them. (Hey, you didn't really expect to see them again, did you?)
The Scenario may establish reinforcements arriving on a particular road -- and, if so, fine. If not, presume that they arrive behind their table edge. Exactly where is determined this way -- roll 1d6 -- if the result is even, they arrive centered that number times 6" to the right of table center; if the result is odd, they arrive centered that number times 6" to the left of table center.
The Officer in charge of arriving troops is placed in position as above. The rest of his command must be placed within his Command Radius. They may be in whatever formation desired -- but they will halt (under Hold Orders) as soon as they arrive on table . . . waiting for the senior Officer to let them know what he wants them to do. When that happens, their Commander must make the usual Inertia test (at a +1 to his target roll because he's under Hold orders)
and (eventual) Interpretation Test.
A returning Pursuer arrives in a similar manner (on a "1") -- but with a 3" modifier (instead of 6") from the point that they left the table (if necessary, wrap around a corner). They will return with whatever Orders they had before they left.
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| Being "In Command" |
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If a unit's "command stand" (not the Colour stand) is within the "command radius" of their Brigadier at the start of the Momentum, the Player may command it as he wishes (unless it fails a test, of course). However, if the unit is beyond the Brigadier's command radius, the unit will continue with it's last "in command" Orders.
This means that if it was halted, it will remain in position. If moving, it will continue moving in the direction it was going at the same pace it was going. If an "out of command" unit comes within 6" of an enemy unit they will halt and exchange fire. They will not close the range and cannot charge (unless under "Assault" or "Attack" Orders) until they are again "in command". Mounted units under Assault, Attack or Defend Orders may attempt to Countercharge.
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| Movement |
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Because of the many variables on a battlefield, a commander cannot be overly confident as to the distance that troops may traverse in a turn. To simulate this, all movement is in terms of the number of dice rolled -- not in a "set" number of inches. Two differing dice types are used for movement.
The most common is the "Averaging" die -- it is numbered 2, 3, 3, 4, 4, 5. Sometimes, when multiple dice are rolled, you will need to discard either the high or low die. (For example, while Pike & Shot in Line moves 1dAv in the open, an Infantry Battalion in Line normally rolls 2dAv in the open and uses the higher of the two; but if either is in "rough" terrain they will roll 2dAv they use the lower die roll instead.)
Sometimes (either due to terrain or the wish to move more slowly), the Player may have to (or choose to) substitute "half" dice for the Averaging dice. A "half die" or d3 is numbered 1, 1, 2, 2, 3, 3. Also, if wanting to "move and shoot", they will need to use the half dice.
One "oddity" is with the formation "Brigade Line". This occurs when more than one unit (either Infantry Battalions or Mounted Regiments -- but not a mix of the two), move as a single unit.
Each "Command Stand" in the Brigade Line rolls for its own movement. If it has one of the two "open ends" (i.e., it is one of the end units), then the open end moves the same distance as its command stand OR lags 1/2" behind (player's option). Where the unit joins another unit in the Brigade Line, both units are angled as necessary to create a more-or-less smooth line between their command stands.
For example, If a Brigade line of four infantry Battalions rolled left to right movement dice of 4,4,5,3, the left most battalion would move 4", as would the adjoining companies of the second unit unit it got to the company just to the right of the command stand, which would be slightly forward as the companies angled up to the third battalion's command stand at 5" . . . but from here, the companies would angle back sharply to the end battalion's command stand at 3", then continue at 3" to the end company.
If a Brigade Line gets too uneven, a commander may choose to attempt to slow one portion down by ordering one or more command stands to move at "half speed" -- in which case they would roll d3s instead of dAvs. Each such order must be to a command stand "in command" and each one costs a "command point".
Nevertheless, except when moving to within 6" of Line Infantry (or Pike & Shot), units and move the full distance that they roll. However, all units must go no closer than 2" of formed enemy unless they successfully pass a "charge test".
Finally, it should be noted that any infantry unit moving with full movement dice (i.e., dAvs) cannot fire its small arms that turn. Skirmishing Foot cannot fire if they move with more than one die of any type. Light Artillery pieces may fire one gunner only if they move 1d3", none if they move 1dAv". Those mounted units who can shoot may move their full movement and still shoot.
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| Basic Movement Rates |
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This chart shows the basic movement rates for troop types in "Good" Terrain. "Dice" refers to "Averaging Dice" (or "Half Dice" (i.e., d3s) if so commanded prior to rolling dice).
| Unit Type |
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Formation |
When Charging |
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Line |
Brigade Line |
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Column |
Road Column |
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| Infantry |
| Line Infantry Battalion |
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Higher of 2 dice |
each cmd stand: 1 die |
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2 Dice |
Top 2 of 3 dice |
1 die |
| Pike & Shot Battalion |
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1 die |
each cmd stand: 1 die |
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2 Dice |
Top 2 of 3 dice |
1 die |
| Irregulars |
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each Company: Higher of 2 dice |
n/a |
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2 dice |
Top 2 of 3 dice |
1 die |
| Skirmishing Foot |
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each Company: 1 to 3 Half Dice |
n/a |
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2 dice |
Top 2 of 3 dice |
1 die * |
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| Mounted |
| Trotter Horse Regiment |
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2 dice |
each cmd stand: 2 dice |
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3 dice |
top 3 of 4 dice |
2 dice |
| Galloper Horse Regiment |
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2 dice |
each cmd stand: 2 dice |
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3 dice |
top 3 of 4 dice |
top 2 of 3 dice |
| Dragoon Regiment |
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2 dice |
each cmd stand: 2 dice |
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3 dice |
top 3 of 4 dice |
2 dice |
| Light Horse |
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each Squadron: 1 to 3 dice |
n/a |
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top 3 of 4 dice |
top 3 of 4 dice |
each Squadron: 3 dice |
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| Artillery |
| Light Artillery #
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1 die |
n/a |
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2 dice |
top 2 of 3 dice |
never |
| Medium Artillery #
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1 half die |
n/a |
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3 half dice |
2 dice |
never |
| Heavy Artillery #
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1" |
n/a |
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1 die |
higher of 2 dice |
never |
* Note that Skirmishing Foot may only charge other Skirmishing Foot or the flank or rear of infantry.
# Note that Artillery rates are for "unlimbered" and "limbered" instead of line and column.
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| Movement, the Enemy & Terrain |
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Generally a unit moves as far as the dice indicate. If you roll 5", it means "five inches", not "up to five inches". There are, however a few exceptions to this.
The first exception is for Generals and Brigadiers -- they have a basic maximum movement of 3dAv in the open -- but they (only) may choose to halt at any point. An ADC may halt upon reaching his "target"; and will begin returning to his General the following Turn.
Another exception is the presence of enemy troops. You may not move into contact with enemy troops unless you declare (and test for) a "Charge". Otherwise, if starting from outside 6" from enemy foot, you may choose to halt at 6" or you must halt if you reach 4". If starting within 6", you must halt at 2" (unless you Charge) -- and may not move closer than 2" except by "charging". (This may seem unrealistic, but again it is a game device to simulate aspects of "linear warfare" and to ensure that troops closing on the enemy must face some small arms fire.)
The final exception is for Terrain. While there are various different types of terrain, they basically fall into a few general types:
- Open Terrain -- Reasonably open terrain (any delaying features are covered by the randomness of the dice) -- full movement
- Delaying Terrain -- May be something like a gentle slope, plowed field, shallow creek or low fence. Something that "delays" troops by one or more inches without causing "separation" -- considered to be 1" unless defined before battle as 1d3" -- penalty is subtracted from normal full move.
- Separating Terrain -- Might be something like light woods (visibility 1dAv"), brush, stream, stone wall, etc. -- any feature that is judged to break up formations -- including all "built-up areas". Various penalties are indicated depending upon nature of terrain -- but movement is often 1dAv" or the lower of 2dAV" (note: for both infantry and mounted). Separation penalty ends when no longer in such terrain (but any other "Cohesion" penalties will remain). Units in "Line" will dice for each end of the line instead of for the whole unit.
- Nasty Terrain -- Heavy woods (visibility 1d3"), steep slopes, marshes, river fords, rocky gullys etc. -- Not only does this terrain "separate" units, but it slows them down considerably and frequently may only be passed in column. Usual movement in such terrain is 1d3" (if even allowed to that troop type). As with Separating Terrain, the "separation" penalty ceases after clearing the terrain, but any other cohesion penalties will remain. Unless in column, each element of unit will dice for its own movement.
- Impassible Terrain -- Unfordable water features, sheer slopes, etc. -- cannot be crossed by any troop types.
Roads tend to negate the penalties for troops in "Road Column" for any terrain except for Delaying terrain such as slopes. Deduct 1" for gentle slopes and 1d3" for steeper slopes.
Also, troops who are "Following" do not roll for movement. They simply roll 1d3 each movement turn for the interval between themselves and the unit ahead of them. (Note that if this would force them to "back up", the roll is ignored and the unit would remain in place for that turn).
It should be noted that the same terrain feature could well have differing "definitions" for differing troop types. For example, a small gully might be enough to be separating terrain for infantry but easily jumpable by cavalry so that it was merely delaying for them and yet be completely impassible for artillery. Or a lightly wooded area might be simply Separating for Line Infantry; but be Nasty for Pike-armed units. Such distinctions should be mutually agreed to before battle is joined.
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| Artillery Fire |
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While similar in many respects to "small arms fire", there are some significant differences for artillery fire. Instead of firing 1d6 for each element, artillery fire 1d6 per artilleryman. (Note that, before any casualties, Light Artillery has 2 artillerymen; Medium has 3; and Heavy has 4 -- each casualty will reduce the number of dice that may be rolled).
However there is a further important difference. For the first shot at any one target only one die may be rolled. For each successive shot at the same target or location one additional artilleryman may fire. Thus Heavy Artillery cannot fire all four of its d6 until its fourth shot at a target or location. (This not only represents the "zeroing in" on a target; but the target inertia of this period.)
Also, if an artillery piece moves, it cannot shoot -- except for Light Artillery, which if it advances one "half die", may fire with half of its current gunners (round down).
There is no "first fire" bonus for Artillery (it is, after all, the least likely shot to score a hit). Also, as with all shooting, the target must be visible and not more than 30` out in arc in order to shoot at it. However, if it is the subject of a charge, it may fire one die for each crewman AND re-roll any misses.
Intervening terrain or troops (other than skirmishers) frustrates such visibility. Note, however, that if a target disappears from visibility BUT there is another target in the approximate location just vacated, the gun may shift its fire with no penalty (since it will qualify as "same location").
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| Small Arms Fire |
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While mounted troops (and GNW Swedes) frequently charged the enemy, the vast bulk of troops during the period covered by "Tricorne Wars" exchanged musket fire with their opponents until one side or the other broke.
Basically, you get once shot for each 4 muskets or 3 armed cavalrymen -- if in range. (Note that all fractions are 'rounded up' -- so 5 infantry would get two shots).
Shooting consists of rolling 1d6 for each such element. "Casualties" are caused when the target number or better is rolled (see chart in next section). Note that at "Extreme Range" for whatever weapon, the shooter must first roll a six . . . and then re-roll his sixes and roll a four or better to cause a casualty.
While there is no shooting penalty (or bonus) for being in "Good Order" or "Rattled", units that are "Disordered" (or Separated) forfeit one of their shooting dice; and, if Shaken, they forfeit two dice -- unless such a penalty would reduce them below one shot -- a non-broken unit can always fire at least one element. (Note that "Broken" units cannot shoot -- they are too busy rallying or running).
"First Fire" -- As long as it has not been involved in a melee, the first time that a unit fires during a battle (and unsually only then), they are allowed to re-roll their original misses. In part this is to encourage units to withhold their "first fire" until it could be a telling shot (as was often the case during this period). On the other hand, the more often you shoot, the more likely you are to get lucky . . . so you decide at what range to open fire. (The only other time that initial misses are re-rolled is if firing into the flank or rear of any troops; and when Artillery is firing at Chargers).
From "Good Order", a unit taking a si | | | | | | | | | | |