Saturday, 14 March 2015

Mini muster Waterloo part 3

For the next part I'm going to have a closer look at the British Guards cavalry for the mini muster, and post the core part of the Lights Infantry Solo rules.

The heavies in action on the fields of Waterloo

The 1st British Household cavalry Brigade.
Command by Major General Lord Edward Somerset
Strength at Waterloo 1,319
casualties at Waterloo 632
1st Life Guards
2nd Life Guards
Royal Horse Guards
1st Dragoon Guards
The Brigade plus command

Next up the rules I use for the small actions in the campaign feel free to play, change, add on, if you come up with anything new I would like to hear as these rules are a working set. They look better if you open the post on a pc or tablet. Enjoy



Light Infantryman 1790-1815


SOLO SKIRMISH RULES

Introduction
These rules are designed for small scale actions with each command having control of a number of companies or squadrons or up to a few full battalions/regiments.

Set up sequence
1. scenario-deployment
2. command- orders

Game turn sequence
1. dice for initiative
2. activation phase
3. shooting
4. movement phase
5.melee phase
6. results




1. INITATIVE
At the start on the game turn, both sides will attempt to gain the imitative. both will roll a D10. the higher scoring command will gain the initiative first.
each unit/figure has an activation rating the higher the number the quicker the unit/figure can be activated. 8 before 7 before 6 and so on.

the command with the initiative can activate any unit/figure of the same rating first.
the term unit means one on the battalion bases, and the term figure means s skirmish strip.



2.ACTIVATION
each unit/figure has an activation, morale, to hit  rating given below.


CLASS                   ACTIVATION                    MORALE                       TO HIT                         
character                             8                                      8                                    7
elite                                      7                                      8                                    7
veteran                                7                                      7                                    6
average                               6                                      6                                    5
conscript                             5                                      5                                    4
raw                                      4                                      4                                    3


Each command base has an activation, morale rating given below.


CLASS                  ACTIVATION                   MORALE
charismatic                        9                                     9
veteran                               8                                      8
average                              7                                      7
plodder                              6                                      6


All command, units and figures must be activated in a strict sequence 9 through to 1.
units that are within their commanders command radius can attempt to use his activation rating.
COMMAND RADIUS
charismatic          20cm
veteran                 15cm
average                10cm
plodder                  0cm
roll 1 D10 the score must be equal to or less than the commanders current activation rating.
if the test is passed then the unit will activate on the commanders activation rating.
if the test is failed then the unit will activate at minus 2 on its current activation rating.




3.SHOOTING
First establish the range to target
this can be   point blank range   PBR
                    short range             SR
                    long range              LR
all units must fire at the closest visible target.
individual strips can choose their target.
Roll 1D10 the score must be equal to or less than the shooting units/figures current to hit rating.
                          RANGE IN CM
WEAPON        PBR     SR     LR
musket                5         15      30
rifle                     5         20      40
carbine                5         10      15
pistol                   2          5
matchlock           5         10      15
bows                   5         10      15
field guns           5          30      60
horse guns          5          30      40


MODIFIERS
+1 shooting at short range
+2 shooting at long range
+2 target behind soft cover
+4 target behind hard cover
+2 if shooting wounded
- 2 if shooting with rifle
if a hit is score see hit outcome for results


4,MOVEMENT
any activated individual figure skirmish strip can perform movement, climbing, traversing obstacles and entering buildings.


any activated unit can perform movement, traversing obstacles and deploy skirmishers.
all the above are preformed in the movement phase.


                     MOVEMENT IN CM
unit foot                            10cm
unit cavalry                       20cm (trotting)
individual foot &
skirmish strip                    15cm
individual cavalry             25cm (trotting)
command foot                   15cm
command cavalry              25cm
cannon cart DRAWN        15cm
cannon MANHANDLED   5cm


MOVEMENT MODIFIERS IN CM
-5 if foot/cavalry unit moving through rough terrain
-5 if foot/cavalry unit moving through stream of ford
+5 if all cavalry cantering
+10 if all cavalry charging
+5 if all foot charging
all cavalry must move from trot to canter to charge.




MELEE
all units figures must charge into melee. to do this a unit figure must first pass a morale test to charge home.
if the test is failed it will still charge towards the target, but will halt before contact is made. see failed charge
if the test is passed the unit/ figure will charge home and make contact. see charging home.


to test morale roll 1 D10 the score must be equal or less than the units figures current morale rating.




FAILED CHARGE
if the unit figure fails the morale test they will advance as below.
ROLL 1D6
1-2 moves 1cm and halts in order
3-4 moves 3cm and halts in order
5-6 moves 5cm and halts and is in disorder




CHARGING HOME
if the unit passes its morale test the target they are charging must know test their morale
ROLL 1D6
1-2 target stands firm
3-4 target retires before contact is made charging unit is not disordered
5-6 target breaks before contact is made move one full normal move away from the charging unit figure
if target breaks before contact is made the attackers can attempt to make contact.
ROLL 1 D6
1-2 attackers fail to reach their target move extra 5cm
3-4 attackers make contact but are disordered in doing so.
M  A  TH
#             


5-6 the attackers make contact and destroy the fleeing enemy remove the base from play.




REINFORCING MELEES
if a unit figure wishes to reinforce a melee it must pass a morale test.
ROLL1D10  the score must be equal or less than the testers current morale rating.
-2 to score if reinforcing means you outnumber the enemy
+2 to score if reinforcing means you will be outnumbered by the enemy
follow the results as for charging morale test.



WHEN TWO OR MORE BASES MAKE CONTACT
ROLL 1 D10 for each base in contact damage is removed as it happens
see below for  hit outcome.


as with shooting the score must be equal or less then the units figures current to hit rating.
MODIFIERS
-2 on dice if up slope of opponent
+3 on dice if fighting while wounded
+3 on dice if fighting an opponent who is defending a house, barricade.




HIT OUTCOME INDIVIDUAL OR SKIRMISH STRIP      REMOVE POINT FROM
ROLL 1 D10


1-2 indicates the figure is incapacitated                                 M     A     TH
no movement next turn                                                           #      #       #


3-4 indicates the figure is wounded                                       M     A     TH
no movement next turn                                                                   #       #


5-6 indicates that the figure has been driven back                 M     A     TH
move figure one full move towards its unit                           #       #


7-8 indicates that the figure has gone to ground                    M     A     TH
move figure one full move to nearest cover                          #
or if in cover no move next turn


9-10 indicates that the hit had no effect                                 M     A     TH




# = one point removed from the indicated section on the figures card.
M= morale
A= activation
TH = to hit
HIT OUTCOME  UNIT                                                    REMOVE POINT FROM
ROLL 1 D10
1-2 indicates the unit has taken heavy casualties                 M     A    TH
no movement next turn                                                         #       #      #
3-4 indicates the unit has taken casualties                           M     A     TH
no movement next turn                                                                 #       #
5-6 indicates that the unit has been driven back                  M     A     TH
move unit one full move towards the its rear edge              #      #
7-8 indicates that the unit is giving ground                         M     A     TH
move the unit 1/2 move to the rear                                      #
9-10 indicates that the hit has had no effect                        M     A     TH


#= one point removed from the indicated section on the units card.
M= moral
A= activation
TH= to hit


RESULTS
if at the end of a turn unit figures 
M = Morale
A = Activation
TH = To Hit


drops to zero the unit figure must follow the outcome below at the start of the next turn


INDIVIDUAL FIGURE SKIRMISH STRIP


Morale = figure must withdraw to its company. it must remain with its company for each turn it dose it will gain one morale point. to a maximum of 3 points
if no company remove the figure.
Activation= figure must withdraw to its company one full move each time it dose it will gain one activation point to a maximum of 3 points
if no company remove the figure.
To Hit= figure must withdraw to its company one full move each time it dose t will gain one to hit point to a maximum of 3 points.
if no company remove the figure.


UNITS
Morale = unit must withdraw from the battle line to their commands base edge. it must remain there for each turn it dose it will gain one morale point to a maximum of 3 points
if no means of withdraw then remove unit..
Activation =unit must withdraw to its commands base edge. one full move each time it dose, it will gain one activation point to a maximum of 3 points.
if no means of withdraw then remove the unit.
To Hit = unit must withdraw to its command base edge. one full move each time it dose, it will gain one to hit point to a maximum of 3 points.
if no means of withdraw then remove unit.


clear unit and skirmish strip cards just fill in the numbers given in the lists of the M= morale           A= activation TH = to hit each time a point is deducted put a line through the number.


well that's it hope it all plays well,


next time more troops for the mini muster, and a battle report of a small action.











































Tuesday, 10 March 2015

On the work bench

I found some Gallic warrior's in my bit box  and thought I would paint them up and base them for basic Impetus. All I need now is another 40 or so wishful thinking. Know if I can only find some late Republicans too.

Gallic Lord and his finest.
I have no idea but they scary the hell out of me.

Monday, 9 March 2015

Waterloo mini muster part2

In the first part of the Mini Muster  we started to look at the armies involved in one of the most famous campaigns in history with a short  intro to the solo wargame. In part two we shall  have a closer look at one of the French Divisions, and a French battalion's deployment when it is used in  smaller actions.

The 1st Infantry Division
Commanded by Baron Quiot Du Passage
4,183 men at Waterloo
5th Ligne  2 battalions
55th Ligne 2 battalions
20th Ligne 2 battalions
105th Ligne 2 battalions
The full division with command and attached foot artillery battery.

losses are a little difficult to get right. The 1st Army Corps, which our Division was part of, suffered approximately 14,227 killed, wounded, or missing during and after the battle of Waterloo.
This division was deployed on the left of the 1st Corps and was involved in the assaults on La Haie Sainte. It was among the divisions that were charged by the allies heavy cavalry, and suffered heavy casualties.

The 54th Ligne when set up for the small action solo rules called Light Infantry. In these rules each battalion fields 3 of the bases used in the other rules, and for each base they can deploy 3 skirmish strips plus it has a command base.
line infantry can deploy  3 strips
light infantry can deploy  4 strips
Light cavalry 3 strips and other cavalry types 2.
All infantry battalions field 3 bases plus a command base.
in most of the actions each side fields around 2 or 3 battalions with a small cavalry support  of about 1 or or 2 bases. If the scenario permits.
Artillery is based as before but only represents a single gun.
Next time we shall have a look at one of the allies cavalry Divisions and a look at the set up of a small action using Light Infantry rules.



Saturday, 7 March 2015

war diaries part 9

We last heard of Francais and the 20th marching down into the valley to assault the Austrians, his adventure continues.

20th April 1800
We have been split into three assault columns,we are attached to the centre column Commanded by a Polish General called Joboniosky. It will be a hard battle. The Austrians hold a position in the mountains of Burmida the approach is very difficult with lots of cover for the enemy. We the 20th are to from the skirmish line and to cover the approach of the column.
The first French columns advance on the Austrian skirmish line.


We advance quickly ahead of the lead column the area below the mountains and village of Mallare
The view from the other side of the valley Austrian infantry watch as The French infantry columns advance.


 This area was thick with Austrian light infantry in there grey uniforms these men must have been sharp shooters, there fire was very deadly. They hit many officers, I myself had a lucky escape a ball took the hat clean off my head, as we moved from cover to cover. It was a hot fire fight but we slowly man the enemy wall back, and we made head way towards the village above us. Then the enemy skirmish line vanished as the head of our lead column arrived.
We could see white coated line infantry moving into position to take on our column, we had lost 36 men killed or wounded in the skirmishes we moved to the flanks as the enemy light infantry had returned and we're starting to pick off officers as they advanced with the column.
The fire from the enemy was extremely heavy our lead column was being shot down, dispirited they could not advance into such fire. Men were falling all around us, we're are the other columns we have no support. We try to hold but we are forced to withdraw, the enemy firing volleys all the time.
We have lost heavily 47 men dead over 80 wounded or missing. 2 Captains both our Sous - lieutenants 1 Sargent were killed by their sharp shooters, our drummer was killed as we withdraw.
We fell back to Bormida were we quickly regrouped.
The second column had meet the same fate as us, and a short while later the third column was forced to withdraw to Bormida.
We deployed quickly expecting the Austrians to arrive at any moment, the their light infantry moved on our position and started to fire on us we fired volley fire back, but the Austrian regulars never approached.
 We must withdraw As we are out numbered by the enemy. This will bring us further away from Massena, and the re at of the army, but we can not stay here as we will be compelled to surrender.
More adventure is part 10

Friday, 6 March 2015

War diaries part 8

Francais returns

March 21st 1798
We arrive in Bors, we're we are given garrison duties. We watch the spring come and go and summer go too. We are to be put to better use at last. We are ordered to Italy, we're we will join the army mustering around the north western coast near a the city of Nice I am told.

We leave Bors fat and board on route to Italy we pick up more recruits to fill the lines, they look like children even to the recruits that fought so bravely at the Ford.

1799
We March into Italy. We have been told that the Russians have joined the Austrians in Italy, we are on route to link up with  General Massena with up to 35,000 men of the Armies D' Italie  the snow has closed the northern pass, there are report's that the Austrian General Melas has 50,000 Austrians to fight us. Once the pass is open we shall see.

1800
A new year we than ready we have been training well the new recruits took like men and not the little boy's they were.

March 1800
We have moved up to the town of Finale we have been brigaded under General Suchet with 12,000 men.
Disaster the Austrians have broken the army, we are split in two.
General Massena and the rest of the army have moved up to Genoa. We are with the left wing of the army  ' we must attempt to rejoin Massena, our General Suchet, has orders to attack towards Savona .
Tomorrow we are to advance to the village of Bormida the Austrians occupy the village of Mallare further up the mountains We are to assault this will age drive the Austrians out, then move to the coast between Vadis and Savona.

19th April
We arrive at Bormida in the evening we occupy the village quickly and push sentries out to watch the Austrians on the far. We try to rest, tomorrow we attack the Austrians.
Francais can be seen in the for ground waving on the 20th as the march on to Mallare. More on the battle tomorrow

Tuesday, 3 March 2015

Waterloo mini muster

I have been interested in 6mm Napoleonic's for over 10 years, and one of my favourite campaigns is the hundred days. culminating in the famous battle of Waterloo. it is a campaign that fits easily into a solo based game giving scope for small and large actions and what if 's. the battles of Quatre Brass, Ligny, Waterloo and Wavre are all large set piece battles, and I am in no doubt there were many skirmishes fought through out this campaign.
To this end I have been working on a solo campaign rule set with two solo rules to fight out the large and small actions, linked together with a simple solo campaign system. the large set piece battles I have kept as they happened. these are the framework the campaign is based on. The skirmishes and other actions occur if the scouts/patrols, vanguards or rear-guards make contact.


I thought a good place to start from would be to muster the troops, hence the title Mini Muster.
each base in the battle order pictures represents a battalion, cavalry regiment or artillery battery, and are the bases used in the larger battles. in the smaller action a battalion or cavalry regiment is represented by 3 of these bases, and each base has a number of skirmish strips it can deploy according to its type. Artillery batteries are still based a before.
More on the rules later.

First up on the Mini Muster.


The 1st Infantry Division (Guards)
Commanded by Major General George Cooke
Strength 4,266 men at Waterloo
casualties at Waterloo 1,350

2nd/ 1st Foot Guards
3rd/  1st Foot Guards
2nd   Coldstream Guards
2nd/ 3rd Foot Guards

The hole Division with command and Artillery attached.                                                                             1 foot battery
1 horse battery (KGL)

Next time i will look at one of the French divisions, and more on the rules.

Saturday, 28 February 2015

On the work bench

The Saxons are here, finally finished the last 5 ordinary Saxon warrior's, again a mixture of figures from gripping beast and Magistar to give the bases an irregular look.
So know it is time to go to war.
The Saxon army
Im going to try the Saxons army v the Irish for the first try. I'm also going to have a go at using Basic Impetus rules both Dux Bellorum and Impetus use large bases so no messing with bases nice.
The army lists are a little different but I will be mustering.
The Irish
1 Nobles (the leader)
6 Fl           (warrior's javelins )
3 S             (skirmishers javelins)
The Saxons
1 Noble       ( the leader)
5 Followers (warrior's )
1 S                 ( skirmishers short bows)

this should be a interesting battle the Irish have manly light troops but are given javelins.
The Saxons are a traditional shieldwall army I have given them a base of bow armed skirmishers to help.

Close up of a Saxon base. Battle report to follow soon.