COMMAND, CONTROL AND COMMUNICATIONS C 3. WARGAMES RULES FOR THE PERIOD c Revision January 2009

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COMMAND, CONTROL AND COMMUNICATIONS C 3 WARGAMES RULES FOR THE PERIOD c1789-1815 Scott Sutherland Revision January 2009 Copyright Notice: No rights reserved. Any part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the written permission of the author. I ask only that you do not try make money by making copies, however any reasonable amount charged for copying, binding etc is fine by me.

Table of Contents 1 GAME CONCEPTS...4 1.1 INTRODUCTION...4 1.2 COURSE OF A GAME...4 1.3 REPRESENTATIVE SCALES...4 1.4 PREPARATION FOR A GAME...5 1.4.1 GAME EQUIPMENT...5 1.4.2 BASING...5 1.5 UNITS AND COMMANDERS...6 1.5.1 General...6 1.5.2 Unit Sizes...6 1.5.3 Representation of Commanders...6 1.5.4 Composition of an army...7 2 PROCEDURE OF PLAY...8 2.1 GENERAL...8 2.2 EVENTS...8 2.3 RESPONSES TO AN EVENT...9 2.4 AUTOMATIC RESPONSES AND COMMANDERS INITIATIVE...9 3 CONTROL OF TROOPS...10 3.1 COMMAND AND CONTROL...10 3.1.1 Chain of Command...10 3.1.2 Command, Control and Communications Rating...10 3.2 ORDERS...10 3.3 MESSAGES...11 3.4 MESSENGERS...11 3.5 COMMANDS...12 3.5.1 General...12 3.5.2 Testing Response to Commands...12 3.5.3 Standard Commands...12 3.5.4 Special Commands...13 3.5.5 SIGNALS AND SIGNALLING...13 4 TROOP FORMATIONS...14 4.1 PERMISSIBLE FORMATIONS...14 4.2 FORMATION DEFINITIONS...14 4.2.1 General...14 4.2.2 Line...14 4.2.3 March Column...14 4.2.4 Battle Column...15 4.2.5 Square...15 4.2.6 Extended Order...16 4.2.7 Artillery...16 4.2.8 Cavalry...16 5 VISIBILITY AND ACQUISITION...17 5.1 MAXIMUM VISIBILITY...17 5.2 DEAD GROUND...17 DEAD GROUND TABLE...18 5.3 HIDDEN TROOPS...18 5.4 PATROLS...18 5.4.1 Forming patrols...18 5.4.2 Deployment...19 5.4.3 Movement and combat...19 5.4.4 Reporting by Patrols...19 6 TERRAIN...21 6.1 TYPES AND DEPICTION THEREOF...21 7 MOVEMENT...22 7.1 MOVEMENT DISTANCES...22 7.2 CHANGES IN DIRECTION...22 7.3 EFFECT OF TERRAIN ON MOVEMENT...22

7.4 COMBAT RELATED MOVEMENT...23 7.4.1 Fall Back...23 7.4.2 Rout...23 7.4.3 Pursuit...23 7.4.4 Evade...23 7.4.5 Artillery Prolong & Bricole...24 7.5 FORMATION CHANGING...24 7.5.1 General...24 7.5.2 Time Required to Change Formation...24 7.6 INTERPENETRATION...25 8 COMBAT...26 8.1 GENERAL...26 8.1.1 Types of Combats...27 8.2 ELIGIBILITY FOR COMBAT...27 8.3 COMBAT FACTORS...27 8.3.1 Foot Combat Elements...27 8.3.2 Mounted Combat Elements...28 8.3.3 Artillery Combat Elements...28 8.3.4 MODIFIERS TO COMBAT FACTORS...28 8.3.5 COMBAT TABLE RESULTS...29 8.3.6 Combat Resolution...29 9 CASUALTIES...30 9.1 GENERAL...30 9.2 ELIGIBILITY TO INFLICT CASUALTIES...30 9.3 TARGET PRIORITIES...30 9.4 CALCULATING CASUALTIES...30 9.4.1 Method of calculating casualties...30 9.4.2 Modifiers for Combat Factors...31 9.4.3 Die roll modifier...31 9.4.4 Casualty factor tables...31 10 SPECIAL COMBAT SITUATIONS...33 10.1 GRAND BATTERIES...33 10.2 SKIRMISHERS...33 10.2.1 General...33 10.2.2 Categories of Skirmishers...33 10.2.3 Skirmish Combat...33 10.3 CAVALRY CHARGES...34 10.3.1 General...34 10.3.2 Cavalry Charge bonus...34 10.3.3 Cavalry Charge Combat...34 10.4 OVERLAPPING FLANKS AND ENVELOPMENT...35 10.5 INTERRUPTED COMBAT...35 10.6 FIRING AT CONSTRUCTIONS...35 10.7 ROCKETS...36 11 LOSSES TO COMBAT FACTOR AND RECOVERY...37 11.1 Recovery of Combat Factor losses...37 12 AMMUNITION...38 13 WEAPON CLASSES...39 14 RULES TERMINOLOGY AND DEFINITIONS...40 15 COMPETITIVE GAMES...41 16 TERRAIN...42 17 CAMPAIGNS...44 18 NATIONAL CHARACTERISTICS...45

1 GAME CONCEPTS 1.1 INTRODUCTION The aim of these rules was to simulate combat in the period 1789-1815. as such they will largely reflect my interpretations of the history of the period. As I see no likely end to the research and understanding and that this will result in changes to the rules then I foresee they will be revised in perpetuity. It is quite likely this will be the last revision. All future work or ideas will be in my game designers notes. It is my perception that the key to the period lies not in differences between the individual nationalities and troops, but in the ability to manage the troops on campaign and the field of battle. Hence the title. I am trying to create a system that has the following features a) The players are primarily engaged with issues of the control of their troops and not comparison of the factors between troops. b) Differences between troop types do exist but are not fundamental. c) When describing a past game the players should discuss it more like a narrative of a historical battle, and not in terms of which die roll won or lost the battle. All rationales behind them are noted in the designer notes. If you have any queries or would like to discuss the rules, I can be contacted by e-mail at Scott. Sutherland@worldonline.co.za. I also recommend any people interested on rules development to join up the VLBRules group on Yahoo (http://games.groups.yahoo.com/group/vlbrules/). 1.2 COURSE OF A GAME Each game is assumed to be one of the following formats a) Competitive - each player has a force which is balanced using a points system. The game commences with the opposing forces (starting on or off table) and advancing towards each other, with intent to give battle and destroy the opposing force. Starting with initial contacts from patrols and/or vanguards prompting their commanders to respond. The main forces are deployed in attempts to seize and/or maintain the initiative. Finally one force is defeated and the victors may attempt pursuit. The rules are primarily designed around this type of game. b) Scenario each player has a force defined for the scenario which may be based on fictional or historical events. The objectives and victory conditions being defined by the scenario. 1.3 REPRESENTATIVE SCALES There are variable ground and troop scales to allow for varying sizes of engagements. So in effect the ground scale will vary from 1:2500 (i.e. 1mm on the table = 2.5m in life) to 1:30,000 (1mm = 30m). However in any game the ground and troop scales are directly proportionate to each other. The game is broken into bounds of varying length. For game purposes these are expressed are periods of minutes. The activity of all troops within any bound is directly related to the time span of the bound. For example a five minute bound allows all troops to complete five minutes of activities. However a 500 minute bound allows all troops five hundred minutes of activities. The reason for the variability is to allow for those periods where little or no activity occurs to be passed over. Troops are represented by figurines and or models based on varying size bases. Each base may represent a varying number of troops. The exact number being dependant upon their type and the ground scale.

1.4 PREPARATION FOR A GAME 1.4.1 GAME EQUIPMENT Players will need the following: a) Two ten sided dice. When rolling a single ten sided die (1D10) then the "0" counts as "10", and when rolling two dice (2D10) then a double "0" counts as zero. When rolling for a 2D10 result the darkest die will represent the 'tens' and the lightest one the 'units'. b) Terrain pieces to represent the geographical features on the field of battle. c) Miniature castings / bases to represent the troops engaged. d) Copy of the distance and movement marker. e) Copy of the quick reference sheet for ease of checking tables. 1.4.2 BASING Castings may be fixed to bases of any size. The number of castings also does not matter as it is the frontage, and not the castings, which are used in determining results in the game. Castings may be in a straight line or staggered as the player feels appropriate. Players who wish to do so may simply use blocks or cards of an appropriate size and dispense with castings altogether. 1.4.2.1 Base Frontages Each 100m of frontage is deemed to consist of a) 360 troops on foot in three close order ranks. b) 240 troops on foot in two close order ranks c) 120 troops on foot in extended order for skirmishing. d) 200 troops mounted on horses in two close order ranks. e) 100 troops mounted on horses in a single close order ranks f) 8-15 pieces of artillery deployed for firing. For convenience all troops could have a base frontage of uniform size to simplify calculations. A frontage of multiples of 50m is recommended, but not required. All frontages and depths may be increased to accommodate castings. 1.4.2.2 Base depths It is recommended, that, with reference to the scale of the game that. a) Bases for troops on foot should be 50-60m deep to represent space taken for all officers NCO's and ancillary unit members standing in front and/or behind the ranks.. b) Cavalry bases should be of 100-120m deep (i.e. distance between squadrons in columnar movement) c) The depth of deployed artillery be of at least 240m to accommodate all limbers, supply caissons and horse teams for each gun. The physical gun may be a separate base to that of the limbers. d) Limbered Artillery should have a base frontage of 10m per pair of guns and depth of 60m to allow for limbers and battery caissons. e) A supply train will have a frontage of 10m, and a base depth of 60m for every 8 caissons (i.e. six horses drawing) or 16 wagons (i.e. two horses or oxen pulling). When deploying the guns the entire limber and horses may be removed and replaced with a deployed gun model, or additional bases of gun models may be deployed to widen the frontage.

1.4.2.3 Commander base sizes These need bases large enough to prevent them falling over. These bases may either be the same as similar troops, or of a different shape and or size for easier identification. A recommended practice is triangular or circular bases with the sides of the triangle or diameter of circle being approximately double that of the height of the casting. The levels of command are then depicted as follows; a) Lowest : single mounted casting (e.g. Division or equivalent) b) Next higher : single mounted and single foot casting on same base (e.g. Corps or equivalent ) c) Next higher : two mounted casting on same base (e.g. Army or equivalent). d) Next higher : two mounted and single foot casting on same base (e.g. Grand Army or equivalent). One also may simply use increasingly larger sizes of base to represent the increasing level of command. Note the lowest level is variable according to the scale of the game 1.5 UNITS AND COMMANDERS 1.5.1 General a) A Unit represents the individual battalions, regiments, brigades divisions or batteries etc. in a force. The size of the body of troops a Unit represents is variable according to the ground scale in use, and may be any one or more of the bodies mentioned above or could represent a group of such bodies. b) Units may consist of different types of troops c) Small or light battalion or regimental Artillery permanently attached to a parent Foot or Mounted Unit, do not need to be separately represented. They assumed to be included in the bases of the parent castings. d) Note a Unit may not be broken in smaller sub-units during a battle, if adverse events cause this to happen, then the owning player elects which portion of the original Unit to retain under command and the balance disperses to its supply source. e) The bases of a Unit do not need to be in contact with another base as long as the bases are dispersed over an area that is representative of that covered by the Unit in its historical formation. 1.5.2 Unit Sizes Actual Unit sizes depend on the ground scale being used The recommended ground scales and Unit sizes are; PLAYERS FORCE SIZE GROUND SCALE 1mm = INFANTRY UNIT SIZE CAVALRY UNIT SIZE ARTILLERY UNIT SIZE Division 2.5 m Battalion Battalion / Regiment Individual Battery Corps 5 m Brigade Brigade Converged Divisional Guns Army 10 m Division Brigade Converged Corps Reserve Batteries Grand Army 20 m Corps Division Converged Corps Reserve Batteries 1.5.3 Representation of Commanders Units are not required to have separate Commander castings. Their Commander is assumed to be integral to the castings in the castings of the Unit. Separate Commander castings are only required to represent the levels of Command higher than the Unit. Every group of Units however must have a Commander represented by a casting separate from the castings of the Units. Each such Commander must in turn be subordinate to another Commander, also represented by a separate casting, until such time as there is a single Commander (representing the commanding player) to whom all Commanders and hence all troops are subordinate.

For example If the Units are battalions, then each brigade will have a Commander casting. There must also be the respective Division and Corps Commander castings. In the transmission of Orders or Messages all the Unit commanders (even though not represented by a separate casting) will still count in the Chain of Command. Each Unit's Commander is deemed to be in the centre or middle most position of the Unit. 1.5.4 Composition of an army Regardless of the type of game all troops are subject to the following; a) They must be organised in the same command structure as was used historically. b) They may only have the same weapons as they did historically. c) They may be present in the same quantities and combinations as they were historically.

2 PROCEDURE OF PLAY 2.1 GENERAL The game is not played in turns, but moves from one Event, to the next. Starting at the beginning of the game and again after each Event has been resolved, the procedure is as follows. a) Any Orders or Messages are written and Commands issued. Players determine the amount of time for them to be transmitted or actioned, and make a note of such as reminders of the Order, Message or Command, and when they must follow up on such. b) Players then declare sufficient of the actions that their troops will do to determine where troops will first come into contact i.e. to determine the time the NEXT Event will occur. All troops are then moved to fulfil their Orders up to the time of that next Event. Any Combat resulting is calculated and a note is made of what time the combat must be followed up on. Note that the end of any Combat is an Event. So although no other troops have made contact, the ending of that Combat would mean the troops moving as far as they could at the time of that Combat being resolved. c) Players then go back and proceed through the steps again until the battle is over. In particularly involved periods in a game players may need to resort to making short moves which do not take them all the way to the next Event. In such cases Commanders are not entitled to react unless the circumstances indicate an Event has occurred. 2.2 EVENTS All Events are determined in respect to a Commander. Any Event for one Commander is also an Event for all his superior Commanders, if and when they become aware of it. An Event must be visible to, or be communicated to a Commander for any response to be taken. Events are defined as; a) Enemy troops are seen within 30 minutes of their normal movement rate distance from you for the first time, or previously stationary enemy begin to move or change formation. b) A Unit under your command Falls Back or Routs. c) A Unit under your command becomes engaged in or ends a Combat. d) A Unit under your command runs out of ammunition e) A commander receives a Message or an Order. Eligible responses are: A,B,D f) Enemy troops in Combat with a Unit under your command Falls Back, Routs or Withdraws. g) A Unit under your command Rallies. Eligible responses are: A,B,C h) A Commander's Orders are fulfilled or cannot be fulfilled Eligible responses are: B i) A Commander becomes aware, that a subordinate has not responded to a previously issued Order. Eligible responses are: D

2.3 RESPONSES TO AN EVENT Any Commander eligible to respond, and wishing to react, may do so in the following ways: A: Take action to preserve force, but must still attempt to fulfil Orders or Command. At most one-third of the force may be used to counter the actions likely to prevent the remainder of the force from fulfilling its actions. Infantry may form square. Artillery may limber or unlimber. Cavalry may Charge or Countercharge. B: Send a Message to immediate superior. C: Revert to original Orders and Formation. D: Put new Orders into effect, or issue Orders or Commands to subordinate Commanders or Units. A Commander does not have to respond to an Event. It is rather the only opportunity that he can. Should a Commander choose not to respond when eligible then they cannot do so later. Hence a Commander who does not elect to respond at the time the Event is encountered may not elect to respond later on the basis of that Event. If it was not important enough to respond initially then there is no reason that Event should become important enough later. Note this is solely to restrict players from using past Events to justify actions on the basis of what they as players can see. Note a player must indicate their response to a Message before it is received. It may be that a considerable amount of time elapses between the origination of a Message (especially in the case of Scouts) and its receipt. By the time it has been received the player will have knowledge to interpret the Message which is not apparent in the Message. For example, troops deploying at the time the Scouts see them may have moved elsewhere in the time before the Message is received, The player can see this on the table and hence does not respond to the Message - not on the basis of what is in the Message, but due what he can see on the table. Hence the player must note his intended response at the time the Message is first transmitted. As a consequence the player makes a response given the knowledge of the Message only. 2.4 AUTOMATIC RESPONSES AND COMMANDERS INITIATIVE Troops may always respond to enemy troops who engage them in any form of Combat, even if a specific Event has not been fulfilled, in the following manner; a) Artillery may fire on any enemy troops within range. b) Cavalry may Charge or Counter Charge any troops they could reach within 15 minutes of their own normal and or charge movement. c) Any troops on foot may engage in Combat with any troops within range of their weapons. d) Any troops may change facing or formation in response to any known enemy.

3 CONTROL OF TROOPS 3.1 COMMAND AND CONTROL 3.1.1 Chain of Command There must be a Chain Of Command, determined before the commencement of the battle, along which all Orders and Messages must be passed. A junior Commander may be superseded by a more senior Commander. To do so the senior must either be in base contact with the Unit it wishes to give an Order or Command to, or it must be in base contact with the junior Commander he is superseding, to issue Orders or Commands to any troops subordinate to the junior Commander. During the time the senior is superseding the junior he may not issue any Order or Commands or send Messages to any other Commander other than to the Unit to which he has attached himself. One Commander will be subordinated to another, should he be given Orders by a Commander senior to himself, to support the other Commander. Any Commander with orders to support another will be considered junior to the Commander he is to support. All Army and higher level Commanders must have a fixed command position represented by tents, flag etc. separate from his own casting. This will also form one more step in the distance a Message must travel to reach him if he is away from the Command Post. 3.1.2 Command, Control and Communications Rating All Commanders must have a Command, Control and Communications Rating. This reflects the quality of the aides and organisation of the headquarters. The better trained and organized staff will ensure a Commander is better able to process the receipt of Messages and the issue of Orders, Commands and Messages. This rating is not a rating of the Commanders generalship. That is reflected by the individual players' competence. The Command, Control and Communications rating is solely the ability of that Commander and his staff to process the logistics of communication. The rating is the amount of time in minutes to process and Order or Message through the headquarters. Note is is only the key messages which are being documented. Any Commander (or more likely the chief of staff) would be receiving communications of various issues throughout the battle. Most of this is unnecessary as the player can see with a level of clarity far beyond that of the historical predecessors. The Command, Control and Communications Rating tries to mimic the efficiency of the management of this information and Commander's staff. The better this is managed the faster the headquarters can process Messages and Orders. Command, Control and Communications Rating range from 1 (best) to 4 (poorest). In transmitting orders it takes five minutes x the Command, Control and Communications Rating to process an Order or Message through that Commander s level. 3.2 ORDERS Orders are the formal instructions given by Commanders to subordinate Commanders as to the actions and or objectives they are to fulfil. Orders may be issued before the commencement of the game or at any Event where the issue of Orders is permissible. An Order to a Commander can also result in Orders to all, some or none of his subordinate Commanders and or Units Initial Orders are those deemed to have been issued to Commanders prior to the commencement of the game. It is taken that all such Orders have already been transmitted and received, unless the game is a scenario or part of a campaign, when the scenario or umpire will determine rules to govern such Orders.

All Orders must have the following elements; a) WHO : Which Unit(s) are to carry out the Orders (i.e. the 3 rd Infantry Brigade) b) WHEN: At what time or what action will prompt the Orders to be carried out. ( At 12:00',..when the grand battery opens fire or when the enemy troops cross the road. c) WHERE: Either a geographical position or a against defined enemy troops.( the ridge in front or the enemy Cavalry ) d) HOW: Players may accept the assumed formations as noted later or specify a particular formation. The following terms, when used in Orders, will have the following meanings: Support: Must attempt to move to a position to aid in the following manner; - All troops are to move to remain within 10 minutes of their own normal movement of the supported Unit. - Cavalry will Charge or Counter Charge enemy engaging the supported Unit(s) or being engaged by the supported Unit(s), but may choose not to Charge Foot in Square. - Foot will attempt to engage in Combat with enemy engaging or being engaged by the supported Unit(s). - Artillery will fire upon any troops Charging, Counter Charging, Firing at, in Combat with or Pursuing the troops to be supported. Attack: All moves must be attempts to close distance with enemy force or geographical position to be attacked. - Cavalry must Charge the enemy or enemy on the position. - Foot must attempt to engage in Combat with the stated enemy or enemy on the position. - Artillery must close to within 400m and fire upon enemy or enemy on the position for as long as they have ammunition. Hold: May only be given with reference to a specific geographical position. Troops must either occupy and / or line the edge or perimeter of the position. If forced off or out of the position each Commander must issue Orders to retake the position, once at least as many troops of his force are Formed as there are known Enemy troops on or in the position. 3.3 MESSAGES Messages may be sent at any Event, in which such response is permissible and must be transmitted by a Messenger if the subordinate Commander is not in base contact with the recipient. This is the only means of subordinate Commanders to communicate information to senior Commanders. 3.4 MESSENGERS The receipt of an Order or Message takes precedent over the issue of such in the same time period. Multiple Orders or Messages will then be delayed in their receipt or issuance due to previous ones The time taken for an Order or Message to be transmitted is equal the total of; a) The time taken for the Messenger(s) to travel along the Chain of Command, plus b) The total of all Commanders' Command Control and Communications Ratings in that Chain of Command. Messengers must attempt to remain at least 400m away from any visible and/or known enemy troops, if they can do so. Once the time of arrival has been determined then then take note of the time to test the receipt of the Message or Order by that Commander. Note this indicates when it is possible not that it defintly has been received. When that receipt time occurs in the game then test for any delay and/or possible loss of the Order or Message. The additional time of delay is equal to three minutes times the total of 1D10 plus any fatigue incurred by the receiving Commanders Unit at the time of receipt. Test for each receiving Commander separately.

3.5 COMMANDS 3.5.1 General Commands are the rules means for handling short specific instructions issued during battle by Unit Commanders. They are not intended to replace Orders, but function as a limited action instruction to respond to enemy actions in as short a space of time as possible. They are to provide for responses to circumstances on the battlefield which are accommodated for within standard drills. Commands may be issued at any Event or when a Unit is to carry out any action different from the one currently engaged in. Commands are issued from a Commander to the Unit he is an integral part of or in base contact with. 3.5.2 Testing Response to Commands Each Unit is tested for separately. Unit needing to Rally must first do so and then may test response. Only the following specific Commands are permitted. 3.5.3 Standard Commands For the following Commands the Unit responds after 1D10 minutes; "General advance": Move towards nearest visible enemy to self and attack as follows, Cavalry must Charge, Infantry must attempt to close for Combat, Artillery must attempt to fire upon enemy troops. Troops with Orders to support a Unit with such a Command must carry out the same actions, but with regard to the limitations of Support Orders. The supported Unit s response to the general advance Command is treated as an automatic act now... Command to act in support. "Halt": Stop all movement. Troops may continue for up to ten more minutes to get clear of difficult terrain, advance to the top of a rise or to take position behind a linear obstacle. "Change formation to...": May be used in combination with any other Command or on its own. Need not be issued if Orders already require or specify a formation change.

3.5.4 Special Commands The following are urgent responses and the testing Unit responds after 1D10-5 minutes "Change formation to Square": May be used by troops on foot only "Charge" May only be given to Cavalry who have Orders permitting a Charge. Cavalry already with Orders to attack do not require such a Command, but initiate a Charge in accordance with the Orders. "Counter-Charge": May only be given to Cavalry, and only in response to enemy Cavalry moving directly towards them or a Unit(s) being supported by themselves. Evade Eligible to troops in Extended Order, Cossacks and Horse Artillery only. Move away from all known enemy. Horse Artillery may decide to limber or to push their weapons. This decision must be done prior to roiling the dice, else it will be assumed they opted to limber. "Withdraw": All Units attempt to move so as to put greater distance between themselves and known enemy Units. This will not cancel any Combat, but means the force with "Withdraw" will automatically Fall Back at the conclusion of such event. "Act now... (as per previously received Order)": Carry out an action as required or permitted by an Order or Orders which have already been received. Includes all actions required by Support Orders. 3.5.5 SIGNALS AND SIGNALLING Signals may be sent by any means appropriate to the period and the army. Such as signal guns, semaphore or heliography stations. Signals may act as the Command, for "Act now... (as per previously received Order)". The signal must however have been noted in a previous Order, and any similar signal must be responded to as if it was the actual Signal. A mechanical signalling station (e.g. semaphore and heliograph) can send one and receive ONE Order or Message every ten minutes. When an Order or Message is being sent through a number of mechanical signalling stations, then each one counts as if it were a link in the Chain of Command with a Command, Control and Communications Rating of ten minutes. The sending of Orders or Messages through signal stations uses the same procedure as for Messengers, but they count the distance between stations as zero.

4 TROOP FORMATIONS 4.1 PERMISSIBLE FORMATIONS Any troops may only use the formations that they historically used, and in the manner they actually used them. This applies regardless of any implication which may be derived from any other section of the rules. Due to the scale, size and shape of bases, troops may not always be able to be displayed in the identical layout of the historical formation, in such cases only then as long as the definition of the formation is upheld then the troops are considered in a permissible formation. Players should declare such formations when formed to avoid arguments later. Units not in any recognisable formation, may either Withdraw or Rally. 4.2 FORMATION DEFINITIONS 4.2.1 General Depending on the game scale the depiction of formations will need some adjustment. The illustrations below are done both for a small scale (i.e. 1:2500) where the Units are battalions, and for larger scales (i.e. 1:5000 or greater) where Units are Brigades or Divisions. All formations are assumed to be facing the top of the page unless otherwise noted. The numbers of each platoon block are to illustrate the relative positions of each platoon according to its hierarchy in the formation. No 1 being the most senior (usually a grenadier platoon). The following definitions will be held to determine if troops are in the Formation claimed or not; 4.2.2 Line Single rank of bases, side by side. A single battalion would be s single line of Combat Elements 8 7 6 5 4 3 2 1 A brigade or higher formation (i.e. 1:5000 or greater scale) could be a single line or a double line. In effect two lines of battalions with 100-400m apart. 4 3 2 1 8 7 6 5 100-400m 4.2.3 March Column As a means of moving troops from depots to the battle areas a long narrow formation was used to enable troops to move along the roads. The Units bases are placed as for a Line, but the owning player defines them as moving to one flank. This is the only Formation in which a road can be moved along or bridges crossed. These would not normally be used on a battlefield or if combat was expected. The depiction would be the same as a Line, but with the troops being assumed to face in the direction of the arrow. 8 7 6 5 4 3 2 1

87 1212 43 4.2.4 Battle Column This encompasses all forms of column or massed troops used for manoeuvre or attack. Must have at least two ranks of bases. The various nations have a number of columnar formations for moving troops around the battlefield. The differences between these are not emphasised as in the larger scales the depiction of the individual types is not always possible. At a battalion level then the depiction is both possible would be as follows. The terms used are general terms and each nation often had its own terms or descriptions. a) Column of platoons : A single column of platoons usually led by the most senior platoon (usually a grenadier platoon). b) Column of Divisions: In the context of formations a division is a pair of platoons. In this case a double column of platoons. Two examples are given of this. c) Column of Wings: In the context of formations a wing is a half battalion. In this case a double column of platoons. 1 2 3 4 5 6 7 8 5 6 7 8 4 3 2 1 4 3 5 2 6 1 4 3 8 7 2 6 1 5 In higher level formations there are not enough bases to depict individual battalion formations. In which case the depiction must be much more representational. In which case pairing bases with the even numbered one behind occupy the same area as he Brigade or Division does on the field. The gaps between the odd numbered bases are the spacing required for the even bases to move up and into a Line formation. An alternative is to have all touching this can be done, but means they cannot deploy into Line when needed without first moving apart. 56 7 5 3 1 7 5 343 1 8 6 4 2 8 6 4 2 6 2 Another variant is the French l'ordre Mixt where some battalions are in Line and others in Columns. At a battalion level then each battalion can be deployed in the respective column or Line. At higher levels this must also be representational. In effect the frontage can eb no more than two-thirds of the frontage of a Line with all remaining bases being placed in a second rank, such as thus 5 6 4 3 1 2 4.2.5 Square Permissible to troops on foot only. May be composed of one or more Units. A single Unit in square may have alternate bases placed back to back, A combined square formed from two or more Units must attempt to form a square shape with no side being more than one and a half times the length of any other. A single battalion can have the bases arranged in a square (or as is close thereto). 3 2 1 8 4 6 5 7

87 43 At higher levels the formation is similar to that of the Battle columns, but with the rear base facing backwards. 56 3 12 7 5 1 8 4.2.6 Extended Order Dispersed formation for troops. Used by skirmishers and where troops are spread out to lessen casualties. Can be represented with a sabot base to widen the frontage of an existing close order base 4.2.7 Artillery As most Artillery Units will be a single base then there is no simialr deployment issues. However it must be clear when guns are limbered or unlimbered. Either by means of the depiction of the castings For example a deployed gun with gunners for unlimbered guns or limbers and hitched guns for limbered guns. 4.2.8 Cavalry 6 4 2 Line: As per the infantry, including the double line for brigade and higher formations. March column: As per the infantry. Battle Columns: At a regimental level they can have a column of squadrons. However the spacing between the squadrons should be approximately 100m and in which case they may be in base contact or slightly separated. Also the regiment could be echeloned with the squadrons in alternate lines. 1 2 3 4 1 2 3 4 3 2 1 4

5 VISIBILITY AND ACQUISITION 5.1 MAXIMUM VISIBILITY The maximum distance that troops may be acquired is:: Distance in metres 5000 Any troops can be seen in open What can be identified 3000 Can distinguish between Mounted and Foot 1000 Unit strength can be estimated 1D10x250 Identify nationality by flag or uniforms 5000 Read heliograph or semaphore signal Attempts to distinguish between similar troops or identify nationality can only be made by Commanders, and only one attempt per Commander, per unknown Unit may be made in a period of fifteen minutes. For visibility against troops in Extended Order all distances above are reduced to one-third. Stationary troops in woods or built-up areas can be seen at a distance of 50m if in Extended Order, or 200m if in Close Order by others inside the wood or built-up area. Any troops moving on the edge of a wood or built-up area can be seen from the full distances listed above. 5.2 DEAD GROUND Visibility is also affected by dead ground behind obstacles. To check for dead ground determine the following; a) Height of observer. b) Height of obstacle. c) Distance from observer to furthest point of obstacle, in a straight line between the observer and the item to be observed. Then consult the Dead Ground Table. Cross reference the height of the observer with the height of the obstruction. This will give the amount of dead ground as a percentage of the distance from the observer to the furthest point of the obstruction. If a Unit is visible it can be fired upon. Troops behind linear obstacles still count in cover. The heights of obstacles are defined as follows: a) 2m: Any troops, walls and hedges b) 3m: Single storey buildings, e.g. farms, villages. c) 5m: Double storey buildings, e.g. towns, château, castles, d) 10m: Three storey building and churches e.g. cities, major towns, Woods, Contours

DEAD GROUND TABLE The table indicates the metres of dead ground behind the obstacle. Total height of Total heigh of obstacle (metres) observer 2 5 10 15 20 25 30 35 40 (metres) 45 4 10 30 50 110 135 225 400 600 40 4 15 35 60 100 165 325 650 35 5 18 40 70 130 260 650 30 5 20 50 110 225 450 25 6 25 65 150 260 20 10 35 100 190 15 15 50 225 10 25 100 5 60 5.3 HIDDEN TROOPS This is an optional rule to lessen the problem where some players seem to coincidentally "just happen to choose to send troops to certain strategic places". Although it does not remove the problem, it does lessen it and reduces the players ability to function as an all seeing deity over the table. All Units not visible to any enemy troops may be exchanged with a marker, at least equal in area to the Unit's constituent base areas. Such hidden Unit cards and any dummy cards may then be moved around without the opponent knowing exactly what you are doing. One dummy Unit card may be used for every three Units a player has. Dummies are moved without requiring any Orders or Commands. Players could use castings to represent the dummy Units, however they must be clearly identifiable as dummies when the times comes for them to be uncovered. Dummies cannot perform any action which would require actual troops. They are also immediately revealed as dummies if they could become visible to enemy troops. Dummies may be moved in conjunction with or independently from other Units. They require no Orders and cannot send messages. Though this does not prevent a player from pretending to do so to cover their dummy identity. 5.4 PATROLS Patrols are the mechanism to cover all scouting, vedettes, picquets and similar small detachments of troops. They can be formed from any troops who were historically used in this manner. 5.4.1 Forming patrols At the commencement of a game any Unit(s) or part thereof may be broken down into Patrols. Every fifty troops will provide one Patrol. If only part of the troops in a base is used, the balance is lost for use until such time as the Patrol(s) are reintegrated into the parent Unit. Patrols can be represented by tokens in place of castings.

5.4.2 Deployment All available Patrols may be up to 5000m from their Units' next senior Commander. They may move in any distance and direction that their Orders permit. At the commencement of a game each Patrol is placed alternately by each player within the nearest half of the table they occupy. Any number of Patrols may be placed at a particular point. 5.4.3 Movement and combat Patrols move at their normal move rates, and may not voluntarily come closer than 400m to known Close Order enemy Units. They must also withdraw in the face of any Close Order enemy troops. Patrols may never initiate Combat, and if Charged or fired upon they immediately Evade. If engaged in Combat they are automatically dispersed for the remainder of the game. If a Patrol encounters an enemy Patrol and neither is in a built-up area or across a water feature (bridged or otherwise) then either may be forced to retire. Test for each contact by rolling 1D10 plus the odds difference between the number of Patrols (Mounted Patrols count triple when facing only Foot Patrols). If there is an equal number of Patrols the player initiating the contact counts as the larger force. If the modified result is equal to 8 or more - The smaller force of Patrol(s) retires for 1000m at normal movement speed of the slower force of patrols and the larger may advance. 1 or less - The larger force of Patrol(s) retires for 500m at normal movement speed of the slower force of patrols and the smaller may advance All other results have no effect for a period of 60 minutes after which they may test again. If additional Patrols join or are picked up during a withdrawal, and this is sufficient to change the odds then withdrawing Patrol(s) halt for 60 minutes. 5.4.4 Reporting by Patrols Should Patrols see any enemy troops they may automatically send a Message to whichever Commander they are fulfilling the Patrol actions for. (i.e. a patrol can send a message directly to the highest level of Commander if they are directly attached. If the players are not using hidden Unit Cards then obviously the scouting player will know exactly what strength the troops are. If hidden Unit cards are being used then the Patrols may report on the presence of any Foot, Mounted or Artillery, but not of exact type (i.e. Grenadier or Musketeer) or calibres or types of Artillery. Patrols may also inaccurately report on the numbers of enemy troops. When Patrols see an enemy force the enemy player draws a token from a cup and places it with the 'scouted' force. Once a Message has reached the Patrols Commander, then the 'scouted' player reveals his forces strength, after having modified it by the amount on the token. The token is kept with the force until such time as the force has been acquired by a Commander of the Patrolling player. The cup of tokens should consist of the following distribution of tokens: 3 x minus 30% 3 x plus 30% 3 x minus 20% 3 x plus 20% 6 x minus 10% 6 x plus 10% 6 x no modifier to actual amounts. If an umpire is available then he will draw the token and pass the requisite information to the Patrolling Commander, once a Messenger could get from the Patrols to the Commander. Note the Patrolling Commander does not need to be told the answer to the number of troops, or even if there are any troops present, until such time as a Messenger can get to him from the Patrol.

Patrols may have Orders to end their Patrol at a specific point where they will rejoin their Unit. At this point they must Rally before they can be integrated back into the Unit and can continue with any other actions. An ad hoc recall requires and Order and the delay for a messenger to reach the patrol. Patrols are deemed to have a Command, Control and Communication Rating of five minutes.

6 TERRAIN 6.1 TYPES AND DEPICTION THEREOF All terrain is of one of the following types. Area terrain - which is depicted by a base cloth or loop of string which defines the exact area that the area terrain covers. On the base, or within the loop, may be placed models to indicate what the type of terrain the area represents. Any troops on the base or within the loop are considered in the terrain. For example - Built-up area: Any town, village, farmstead etc. Any model buildings are for show and do not count as actual houses etc. - Woods: Generally smaller and more open tree covered areas - Forests: Generally larger and more dense areas of trees and shrubbery. - Rough ground: Is all areas of rocks, marsh, scrub etc. which could hamper movement, and which may provide cover. Linear terrain is marked with appropriate terrain models to indicate the position of the terrain. For example - Linear obstacle: Any stream, wall ditch or hedge. Will limit movement to certain troops and may provide cover. - Rivers: All waterways which cannot be crossed except at bridges and fords. - Streams: All waterways which are fordable along their entire length. Hills and slopes are classified according to the distance between contours as follows; CONTOUR HEIGHT 5 m 10 m 15 m 20 m DISTANCE BETWEEN CONTOURS 55 m or more 110 m or more 165 m or more 220 m or more 30-54 m 60-109 m 90-164 m 120-219 m 20-39 m 40-59 m 60-89 m 80-119 m 19 m or less 39 m or less 49 m or less 79 m or less SLOPE IS GENTLE STEEP VERY STEEP IMPASSABLE

7 MOVEMENT 7.1 MOVEMENT DISTANCES All movement is simultaneous and all Units may only move in accordance with their Orders or a Command already received. Any player therefore having to think about his move may either forfeit his movement or be compelled to move as his opponent directs. The choice is the opponents. Once any movement is required as a consequence of an Order, Command or result of Combat, troops must make full moves in fulfilment of, or until they have fulfilled their Orders. Any changes in speed and or direction can only be done as a response to an Event. The distance troops may be moved in a period of one minute are indicated on the movement marker. 7.2 CHANGES IN DIRECTION Changes in direction can only be made by wheeling or by changing the Unit s formation When wheeling, the corner of the base of the casting on the inside of the wheel acts as a pivot, and the distance moved is measured on the outside leading corner of the outside base. 7.3 EFFECT OF TERRAIN ON MOVEMENT All movement over non clear terrain may reduce the speed or be impassable to certain troops. Terrain effects are TERRAIN TYPE FOOT MOUNTED ARTILLERY Close Order Extende d Order Column of March Close Order Open Order Extende d Order Column of March Disperse d Smooth bore Wood x3 x1 x2 x4 x2 x2 x4 x3 x4 Forest x4 x1 x2 x8 x4 x2 x8 x4 x8 Built-up x3 x1 x1 x4 x2 x2 x1 x3 x2 Rough Ground All other x3 x1 x2 x8 x4 x4 x4 NA NA Wall,hedge -5 0-5 -5-5 -5-5 -15-15 Stream x2 x1 x2 x2 x2 x2 x2 x10 x15 River Not allowed to cross, except by bridge Bridge x2 x2 x1 x2 x2 x2 x1 x1 x1 Ford x3 x2 x3 x5 x3 x2 x5 x5 x10 Gentle slope x1 x1 x1 x1 x1 x1 x1 x1 x1 Steep slop x1 x1 x1 x1 x1 x1 x1 x1 NA Very steep slope NA x2 NA NA NA x3 NA NA NA Where a) x# Means the terrain counts # many times further, e.g. x2" cost twice the time to cross the same distance as clear terrain. b) # Means that # many minutes are required to prepare a way through or over the obstacle. c) NA Means crossing or entering is not allowed.

7.4 COMBAT RELATED MOVEMENT Troops may have mandatory or optional movement due to Combat of the following types; 7.4.1 Fall Back All troops with a Fall Back result must move away from all known enemy troops for a given period of time and speed. Such troops may halt sooner if they are out of sight of enemy. They may also continue further to obtain better cover or more secure position. If this is elected it must be declared by the Commander and a Command must be issued by the Unit Commander to halt the Unit at the desired point. The time and speed is noted on the Quick Reference sheet 7.4.2 Rout All troops with a Rout result must move away from all known enemy troops for a given period of time and speed. They may not halt sooner even if they are out of sight of enemy. They may however continue moving further at normal movement speed to obtain better cover or more secure position. If this is elected it must be declared by the Commander and a Command must be issued by the Unit Commander to halt the Unit at the desired point. The time and speed is noted on the Quick Reference sheet 7.4.3 Pursuit All Troops, except for Artillery, must test for the possibility of pursuing opponents who Fall Back after Combat. Each Unit affected tests separately. Pursuers will follow the their opponents for a period of time equal to 1D10 (plus modifiers) x three minutes. After which they will halt and may Rally or Withdraw. Test as indicated on the Quick Reference Sheet Any Unit which is carrying out a Withdraw, Fall Back or Rally and is contacted by any troops in Pursuit (of themselves or another Unit) will automatically Rout. Causing the pursuers to test for pursuit again Any troops Pursuing and who can remain in contact with the troops being pursued, must break formation to enable the maximum number of Pursuing Troops to contact the troops being pursued. This includes Cavalry having to Charge if a normal move would not keep them in contact. 7.4.4 Evade Evade is an option for any troops in Extended Order and Horse Artillery. If Unit elects to Evade then they must test for an Evade Command. On responding they can move at double normal movement speed until they are at least 800m away from the Unit which prompted them to Evade, thereafter they must continue with their Orders.

7.4.5 Artillery Prolong & Bricole Some Artillery carried out movements which increased their effectiveness by combining high speed movement, deployment and opening of fire. These may be a mix of limbering and unlimbering or the pushing of guns by supporting troops. Such actions are termed prolongs in these Rules and Artillery may carry out the following actions For as long as an Artillery Unit has incurred less than ten fatigue and / or casualties it may; a) Move limbered or unlimbered at up to double its normal move speed, or b) Fire at double it normal Fire Factor for up to a maximum of five minutes, or c) Limber or unlimber without delay 7.5 FORMATION CHANGING 7.5.1 General Formation changes may occur ONLY in response to a Command or as required by a Unit's Orders. Commands are only needed to change formation where the Orders have not already stated such change is required, e.g. the change is a response to previously unseen enemy. Orders to attack are assumed to imply a change of at least half the troops to a Battle Column, if used. Orders to defend or to Hold are assumed to require at least half the Combat Elements to form Line. Any Foot Unit on a flank may form Square instead of Line in any cases where Line is required or requested. Units in a reserve may be in any formation. 7.5.2 Time Required to Change Formation The time taken for a Unit to change Formation is equal to the total of a) The time to respond to the Command to change Formation,. b) A period of time to actually communicate the instruction and position markers to guide the change of Formation. Note that although troops changed formation at a faster rate than normal marching, they also require time for instructions to be shouted within the companies, battalion etc, and markers to move into position. All of this uses up more than the time gained by faster formation changing rates of march. c) The time taken for the Combat Elements to actually move into place, if required by that Formation change. In the event a change is required, which is not envisaged or provided for in the Orders, then a "change formation to..." Command must first be issued. Note that the Command test is for the delay in response before the change is carried out. Any Unit testing must continue with its current actions until such time as it is in receipt of this Command and then it is able to carry out the Command. Note some Formation changes are carried out by the Unit marching off and the following companies or squadrons falling in behind or to the side of the leading company. In such cases the leading Combat Element is moved, when the necessary responses have been completed, and the trailing Combat Elements fall in behind. The times are as indicated on the Quick Reference Sheet.