(Please also note that these rules are "in transition" from version 0.1x to 0.2
(And I very much need to design a decent QRS (quick reference sheet).)
Bluebear Jeff's
Tricorne Wars ver 0.19e4 *
Gentlemanly 18th Century Rules . . . . by Jeff "Bluebear" Hudelson
Copywrite 2006 and 2007 by Jeff Hudelson
*
(Note -- these rules are nowhere near finished -- comments appreciated)
-- parts have been updated but much still awaits clarification and updating
also version 0.20 will see a major (and much needed) rule re-organization.)
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"Well, sir, do you? . . . Do you want to become a tabletop general?"
"Tricorne Wars" is your chance. Be warned however that you will not have the same control that you would have in many tabletop games. "Tricorne Wars" employs a number of mechanisms that have been incorporated into these rules to create a considerable amount of "fog of war".
The primary purpose of these rules is to provide "a genial entertainment for gentlemen". If you encounter a situation seemingly not covered by the rules (or worse, a seeming contradiction in the rules), please make a note of it and let me know so that I can address it. But in the meantime, come to an agreement or roll dice for a temporary ruling (high die selects temporary solution) and continue with the game. Rules Lawyers need not apply!
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A "Quick Look" |
Period -- 18th Century European-style Warfare | Scale -- 25mm to 30mm figures
Basing & Unit Size -- Infantry Battalions of 4 to 6 stands of four figures each (generally 2 rows of 2); Cavalry Regiments of 2 to 4 stands of 3 figures each; Foot Skirmishers on 1 to 6 two-figure stands; and Artillery Batteries of one gun plus 2 to 4 crew. All units also have a separate "colour" stand with the unit's flag or flags. (Note that figures on the "colour stand" do not count as fighting figures.)
Generals -- All Generals and Brigadiers have "personalities" and must dice to overcome inertial and to interpret their orders. Infantry Brigades generally have 3-5 Infantry Battalions; Cavalry Brigades, 1-4 Mounted Regiments. (Note -- a Brigadier may not command both foot and mounted at the same time.)
Dice Used -- "Normal" Six-sided dice, Averaging Dice (numbered 2,3,3,4,4,5), and three-sided dice (d6s numbered 1,1,2,2,3,3).
Movement -- Distance randomized by dice rolls (modified by formation and terrain).
Shooting -- roll 1d6 per stand of shooters, depending upon range, chart shows what hits. Saving throws for cover and/or skirmishing. (Penalties for movement and poor cohesion). Each hit causes a casualty (except for "saving throws").
Melee -- Each stand in melee rolls one die (plus some bonus dice for various tactical factors); match high rolls from each side against each other -- loser of each pair-off receives a casualty. Ties mean both sides take a casualty. Side with fewest casualties wins.
Morale -- Units range from Conscript (worst) to Guard (best); but most units are rated Raw (or Poor), Veteran or Elite. However, dice rolls determines their particular "Morale Number" for each battle.
Cohesion -- Starts at Good Order and can degrade through Rattled, Disordered, Shaken and Broken. Skirmishing and/or some terrain causes Separated (which is similar to Disordered, but is cessation-cured).
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:
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.
For Personality, roll 1dAv:
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.
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.
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:
*
(If General giving command is Political, there is 50% chance of interpretation of "Hold" on roll of a "1" or "6" )
"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:
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!.
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).
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).
All mounted troops are based three to a stand -- but the stands differ, as does the positioning of the figures on the stand:
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.
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.
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:
Also, if desired, two other morale classes may be used:
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).
There are four major causes for Cohesion to degrade.
It should be noted that changing formation is generally not "free":
(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.)
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).
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.
Following the above, the Reactive Momentum Sequence repeats except the Reactive Player now becomes the Active Player (and vice versa).
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:
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.
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.
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.
* Note that Skirmishing Foot may only charge other Skirmishing Foot or the flank or rear of infantry.
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:
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.
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").
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 single shooting casualty drops to "Rattled"; if it takes two or more shooting casualties, it drops to "Disordered". From any other Cohesion, two shooting casualties drop the unit another Cohesion grade; however more than two shooting casualties does not matter -- the unit can only drop one cohesion level per turn. (Note that "Separated" remains a terrain-effect and, while acting like "Disorder" in many respects, is not "Disorder" -- a "Separated" unit also has whatever other cohesion it has and casualties effect this and not the Separation.).
As a "fire fight" continues, not only do casualties mount up (meaning fewer shots), but cohesion degrades and rallying becomes more and more difficult. A unit that is "Broken" will rout if it takes any casualties -- and a routing unit always loses a figure for every rout move in addition to any other losses.
As with all shooting, the target must be visible and "in arc" (30` off-center maximum) in order to shoot at it. Intervening terrain or troops frustrate such visibility. Range is measured from the base of the element (not figure itself). It may well happen (due to the way things line up) that different parts of a unit might fire at different targets -- but in such a case, all targets must be selected prior to rolling dice.
Finally, any infantry unit that rolls its full-size movement dice (i.e., dAvs) cannot fire that turn. Units that moved using "Half Dice" may shoot -- but with one fewer shooting die; or if this would eliminate their only shooting die, they will fire as if they were shooting at one range farther than they actually are.
(Note -- for artillery, "Point Blank" range is broken down into cannister (first number) and normal ball)
It should be noted that Infantry may not charge mounted troops. And Artillery Batteries may never charge anyone. Also any unit that is either Shaken or Broken can not charge. In addition, any infantry unit that has suffered 50% casualties; or any mounted unit with less than one full squadron remaining may not charge. Finally, a Command's current Orders may prohibit charges.
Charge Movement is the same as "Line" movement for any terrain other than Open. In Open Terrain, Infantry move as normal; all Mounted except "Gallopers" move 2dAv. "Gallopers" (who may never shoot) roll 3dAV and discard lowest die (note that this bonus is only for Charges; and that "Light Horse" lose their normally greater movement as they are presumed to be closing ranks).
But in order to Charge, the unit asked to charge must first pass a morale test (remember that a natural six always fails, no matter how many bonuses the unit might have).
Failing the "Charge Test" results in the unit becoming Disordered; or if it already was Disordered (or worse), it takes one casualty instead.
Passing the "Charge Test" but failing to roll enough movement to make contact halts the unit no closer than 2" short of the target; and the Charging unit becomes "Rattled" if it was in Good Order. (Please note that if already Rattled (or worse), it suffers no other immediate penalty -- but is exposed to Enemy action the following momentum -- presuming that the enemy did not rout, since they need to test as well).
"Blown" cavalry must rest/rally for the higher of 2d3 Momentums before they are no longer "Blown". They may still attempt to Charge or Countercharge but there is a -2 penalty to do so. While they may rally facing whatever direction they choose (without interfering with their rest), any other "movement" simply delays their recovery. Blown mounted troops are also considered to be "Separated" until their rest is complete (which may or may not have restored them to Good Order).
Note that Trotters and Dragoons may reload their pistols while they are resting/rallying without interfering with the recovery from Blown. Also note that they are only allowed one shot until they remain halted so that they may reload.
Units failing to pass their "being charged" test drop to the Cohesion level below their previous state (Good would become Rattled, Rattled would become Disordered, Disordered would become Shaken, and Shaken would become Broken). They would also lose one of their Firing Dice for the purpose of shooting at chargers and would shoot as per the chart above.
For each Company or Squadron in contact (even if it only has one figure remaining), that side gets one "Melee Die" (a d6). In addition, each side may gain additional "Melee Dice" -- for the following:
In addition, some of a side's "Melee Dice" may be "degraded" for poor cohesion. When this happens one of the sides "Melee Dice" is replaced with a "Half Die" (a d3) instead. This occurs for the following reasons:
Each side will roll the proper number of "Melee Dice" (note often more dice or will be rolled than there are elements in contact). Note which side has the fewest elements in contact -- this is the number of "Melee Dice" that will count for each side (others being ignored).
For example -- if a 4 Squadron regiment of Gallopers in Good Order charged a Shaken five Company Battalion of Pike & Shot (and the Shaken unit passed its Charge Reaction Test -- but failed to hit its shots at "Extreme" range):
The number of elements in contact for the side with the fewest determines the number of "Melee Dice" that will count in the Melee. In the example above four "Melee Dice" would count since there were four Squadrons and five Companies in contact. If the Pike & Shot had managed to eliminate one of the Squadrons with their firing at chargers then only the top 3 dice would count for each side.
If in the above example, the Gallopers rolled 6,5,4,3,3,3,2 only the top four (6,5,4,3) would count. (Please note that the Gallopers would have had to roll 1d3 instead of a d6 if the Shot had managed to inflict a shooting casualty on the way in).
If in the above example, the Pike & Shot rolled 5,5,2,2,1 on their d6s and 3,3 on their d3s their best four dice would be 5,5,3,3.
These "best melee dice" from each side would be compared in descending order:
The side with the most "wins" wins the melee; and the losing side recoils 1" for each losing die; and drops one Cohesion level.
Thus, in the above example (6,5,4,3 vs 5,5,3,3):
Thus the net result is that the Gallopers win two and tie two, thus taking two casualties; while the Infantry takes 4 casualties (a whole company!) and must recoil 2". Since each side suffered two or more casualties, they drop in Cohesion. The Gallopers become Disordered and the Shaken Pike & Shot become Broken.
The latter, being Broken and just lost a melee must now rout. On the other hand, having just won their melee, the Gallopers will get a +2 modifier (for having just won their melee) in addition to any other modifiers in rolling to rally . . . or to pursue their broken and routing enemy (destoying any elements they contact since Broken and/or Routing units cannot fight).
If both sides win an equal number of melee die rolls, they each recoil the appropriate number of inches. If all rolls are ties, then melee is refought following turn -- but there are no charge bonuses (and there will probably be more d3s needed due to deteriorating cohesion).
Finally, please note that no combat is bloodless. Even if a unit wins all of its melee dice, it still will take one casualty.
If the unit passes their morale test, they may choose their response:
(Please note that a "casualty" represents not just those slain, but those whose muskets are jammed, sabres lost, the wounded, twisted ankles, etc. as well as just plain old fatigue. In the case of Pursuit, most casualties are the result of blown horses -- which, of course, still removes them as an effective part of the unit).
If a Pursuing unit loses enough figures to fall below one full squadron in size; or falls more than 12" behind troops being pursued (after its own movement); or eliminates the unit it was pursuing, it will cease pursuit. However, having undoubtedly severely fatigued (i.e., "blown") its horses, such troops must rest/rally for the higher of 2d3 momentums before they may recover from having blown horses. They may, however, rally facing any direction they choose.
A unit in Pursuit may (without testing) convert their pursuit into another unit in its path if that unit was interpenetrated by the routers/evaders. This counts as a charge and the unit being so charged must test and will then have its normal range of charge responses.
If the unit in Pursuit wishes to pull up short of converting into a new unit, they may choose to attempt to control their Pursuit (failure will fail to stop the charge; but will cost the unit a figure).
On the other hand, if a unit lies within the "path" (up to 30` off center) of the Pursuers but is not "uncovered" by interpenetration, a "charge test" would be required to convert into that unit. The unit being so charged must test and will then have its normal range of charge responses.
Since "Tricorne Wars" is a "Genial Entertainment for Gentleman", we will also accept any concession without further "bloodshed". Thus, at the start of a Player's Momentum, he may concede to end the battle.
A battle can also end with a failed "Army Morale Test".
If 50% or more of an Army's units (excluding Artillery and Light Infantry) have suffered casualties of 25% or more, the C-in-C must make an "Army Morale Test". To make the test, roll 1d6 -- initially, you must roll 4 or less to continue; the next time you roll, you must roll 3 or less . . . and so forth (reducing the needed success roll by one each time).
However the roll never fails if it is equal to or less than the C-in-C's "Initiative" value -- thus the better a C-in-C's initiative, the better his chance of passing Army Morale Tests.
To summarize -- a Player may concede or he can fail his Army Morale Test -- in either case, the game is over; otherwise, it continues.
In addition to the above tests, the winning army gets one chance to improve a unit's Morale Class; and a losing army must make a test for a unit to lose a Morale grade. These tests shall not be made until after the tests above have been made. A unit whose morale grade changed because of capturing or losing a standard cannot be chosen for the win/lost test.
Also, in order to qualify for the win/loss tests, the unit must have had a Morale Value for the battle that was better (winning side) or worse (losing side) than the "default morale values" listed here:
For Capturing a Standard, a unit needs to roll 1d6 above the default value of their current Morale Grade. For Losing their Standard, a unit that rolls 1d6 below the default value of their current Morale Grade drops one Morale Grade (but note that Raw or Poor cannot be lowered).
The winning side may select any unit of their choice (and who did not improve via Capturing a Standard). If they roll 1d6 above that default value, the unit's Morale Grade will improve. (Note that Guards and Conscripts cannot be improved in this manner).
The losing side must select any unit of their choice (and who did not lose a Morale Grade via Losing a Standard). If they roll 1d6 under that default value, the unit's Morale Grade will get worse. (Note that Raw, Poor and Conscript units cannot get worse in this manner -- and so may not test).
At this point, the winning side must nominate one unit on the losing side to gain one morale level (except to Guard). This unit automatically is promoted (and can include a Conscript unit to Raw). Please note that this should be a unit which performed well during the battle . . . and may indeed even be one that (through bad luck) had "lost" a morale grade in one of the above tests.
Finally, the winner may award up to 25% of his units a "Battle Honor" and the loser must name a further one unit to gain a "Battle Honor". (Battle Honors have no effect on play, but they do help develop unit histories).
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