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Rules for scaled battles in the Age of Marlborough

Peter Morffew

Forward
These free rules are part of the Age of Musket series that covers the era of the Musket. Starting when the smoothbore musket became the primary weapon for Infantry in the 1690's , to the end of the era when Smoothbore Musket's were being converted to rifled muskets or being discarded for more modern weapon's in 1862 during the American Civil War.

These rules are designed to capture the flavour of the war's or campaign's from 1690 1866 with the subtle changes and innuendoes . The Wars covered by these rules are the League of Augsburg, War of Spanish Succession and the Great Northern War. They are also designed to be easy to use , fast flowing and capable of covering small and large scale games . Happy gaming .
Copy right 1996 Peter Morffew

Contents of rules
Troop types - Description's of the type of troop's of the period . Unit size - A description of the maximum size for unit's when using these rules . Formation's - A description of the different formation's used within these rules . Scale - Description of the scale used in the rules and in a game Definition's - A description of word's used within these rules and their definition's . Setting up the game - A description of how to set a game , pre-game rules and sequence of play . Charging - A description of the rules cover charges and charging . Response to a charge - A description of the rules cover unit's that are being charged and their response . Break through - A description of the rules for a break through after a charge and the melee . Melee - A description of the rules covering the melee . Movement - A description of the rules cover movement . Firing - A description of the rules covering Artillery and Musket fire . Morale - A description of the rules covering morale check's and the morale factor's . Morale result's - A list of the morale result's and the reaction's from a morale check

Troop types
Musketeer / Fusilier : These troop's were the line Infantry of the day . The Fusilier's had lost their role as baggage guard's and were now front line troop's. Armed with a musket and a bayonet. During the Marlburian era the bayonet was of a plug design that went into the end of the barrel preventing the infantryman from loading and firing. Grenadier's : These troop's were the assault troop's of the period . The Grenadier's were the taller men of a Regiment. They carried a musket and manoeuvred the same as other Infantry on the battle field. Also they carried a axe and grenades mad of porcelain filled with gunpowder. Because of this ability to carry out an attack on troop's in or behind cover there is no deduction on their melee factor against troop's in cover . Light Cavalry : These troop's were chiefly Hussar's. Light Cavalry unit's were either regular or irregular such as Cossack's with the Russian army. The irregular unit's tended to be unreliable in battle and were used for reconnaissance or held in reserve. There were very few regular lancer unit's because of the skill needed to weald a lance in battle . The best lancer troop's were irregular unit's but gave poor service in battle. Medium Cavalry : These troop's were Dragoon's , Horse , some Guard Cavalry and Horse Grenadier's . The Dragoon's had lost their role as mounted Infantry and were now classed as Cavalry . Heavy Cavalry : Heavy Cavalry at the time were Cuirassiers some being Guard, they had just a front plate for protection and were used as shock troops by most European countries . Irregular troop's : Irregular unit's were used such as Cossack's and Trenk's Pandoour's. These were used in either reconnaissance, held in reserve, raiding parties, on the battle field they tended to be of poor quality . Conscripts : The Norwegian army used several conscript regiments to compliment the enlisted troops.

Battalion Gun's : Battalion guns were light artillery pieces of 2, 3 or 4 pounders attached to a Battalion . Battalion guns as a rule stay with their parent Battalion. One artillery figure will represent the gun and crew of a battalion gun team. The gun team will keep pace with the Infantry as they advance. Where the Infantry regiment has two or more Battalions the Battalion guns can be attach to one particular Battalion. Again one figure will represent each gun. Battalion guns will fire at the same target as the infantry Battalion they are with when it is in Musket range. The fire power of the Battalion guns and muskets is accumulated. The Battalion gun teams adopt the same morale as the Battalion they are with and will carry out the same morale reactions. If a battalion retires the guns will move back unable to fire that bound. All guns that have to retreat will be unable to fire that bound and unable to respond to a charge if allowed to fire. If a Battalion routs that Battalions gun/guns are abandoned and lost for the rest of the game. Field Artillery : Field gun's varied in size , but because of their weight the maximum size tended to be twelve pounder gun's and eighteen pounder howitzer's . The ammunition type was limited to canister and round shot for long range fire. The canister would comprise of stone's and glass. Field Batteries consisted of six, eight, or twelve gun team's. Depending on the nationality.

Unit size
The maximum size of Infantry Battalions and Cavalry Regiment's that are permissible in these rules are below. France 10 8 Sweden 14 14 Russia 18 18 10 10 14 20 14 12 10 Bavaria 14 Austria 14 14 8 10 12 8 10 10 12 Saxony 14 14

Dragoon's Cuirassier's Horse Grenadier's Horse Guards Musketeer's Grenadier's Guard Infantry Jager's

The number of Battalions per Musketeer / Fusilier Regiment are below Britain one Battalion; Prussia two Battalions; Hanover one Battalion; Denmark one Battalion; Holland one Battalion except Guard two Battalions France two or three Battalions; Austria two Battalions Russia two Battalions; Sweden one Battalion; Bavaria two Battalions Norway one Battalion; Saxony two Battalions A Brigade did not have the definite size but for game purposes a maximum should be 5/6 battalions . Britain 10 6 6 Hanover 10 4 6 2 14 8 8 10 8 10 12 8 20 Holland 12 16 Prussia 12 12 Denmark 10 10 10 10 Norway 20

Dragoon's Cuirassier's Guard Cavalry Horse Horse Grenadier's Musketeer's Grenadier's Guard Infantry Conscript

10 8 8

16 16

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Command structure would be a General for each Brigade , one General for each wing of the army and the Army Commander . ( Divisions did not exist).

Formations
Line : Line is a formation of two rank's of figure's to indicate the unit in close formation in either three, four or five ranks. The later depth was used by the French

Column of route : This formation is similar to line, a column of figures two figures wide . This formation is to assist a unit to move from A to B in an orderly manner and then to be able to deploy in line. Square : This is a formation that is used by Infantry in defence against Cavalry . The figures form a hollow square with an even number on the four side's. The Infantry can fire, each figure counting that is facing the Cavalry unit. Each face of the square has an arc of 45 degree's to it's front. Square's that have been formed in the same bound whilst being charge can attempt to be broken through. Square formed in a previous bound cannot be broken through and does not have to check its response to a cavalry charge.

Unformed : This is a unit that has had it's uniformity disrupted , this could be caused by a number of reason's . Melee, breakthrough, routing, etc.. To signify that a unit is unformed each base / stand is turned diagonally to the next one . A unit will stay unformed whilst it is in a melee, under fire, firing or moving. When the unit spends a whole bound not carrying out any of these actions it will adopt the reforming formation.

Reforming : When a unit comes to reform the unit must be stationary . The unit changes it's formation from that as above i.e. unformed and adopts the reforming formation. To signify a unit is reforming the stand's / bases are formed up in staggered line with the corner's of each base touching. A unit will stay reforming whilst it is in a melee, under fire, firing or moving. When the unit spends a whole bound not carrying out any of these actions it can adopt a line formation.

Scale
The following scales apply to these rules Ground scale : 3'' = 100 paces Time scale : One bound = 5 minutes Figure scale : Each figure represent's fifty men or horses on a base size that represent's an area covered by the given ground scale in three ranks' or in the case of the Russian's and French four rank's shoulder to shoulder. For 2mm treat each figure block as a figure. The factor's are taken into account for the different depth's and the base size is kept the same for consistency . These rules are designed for 15mm and 25mm figures. For 6mm , 10mm figures halve the firing and movement . For 2mm figure's treat each firing and movement measurement in centimetres . Figure base : Below are the figure base sizes . These are per figure except for field artillery where this is the base size for gun and crew. For Battalion gun's one single Artillerist figure represent's the Battalion gun and crew , this is the same width as the infantry figure but double the depth of a Infantry figure . Infantry 2mm figure block 6mm figures 10mm figures 15mm figures 25mm figures 10mm x 5mm 5mm x 5mm 10mm x 6mm 10mm x 15mm 15mm x 15mm Cavalry 10mm- x 4mm 10mm x 5mm 15mm x 10mm 10mm x 20mm 25mm x 50mm Field Artillery 10mm x 10mm 20mm x 20mm 35mm x 35mm 40mm x 40mm 70mm x 70mm General 10mm x 10mm 15mm x 15mm 20mm x 20mm 30mm x 30mm 30mm x 30mm

Definitions
Retire : A unit will move away from the direction of the charge , attack , fire or melee in good order towards it's own base line for one bound for one bound . If attacked the unit will defend itself and only retire for half of a bound. If a unit has retired for half a bound or more and a friendly unit is blocking the direction to retire the unit will halt in front of the friendly unit and turn to face the enemy. If a friendly unit is directly behind blocking the route to retire the unit retiring will pass through the friendly unit's rank's leaving both unformed . After retiring the full bound the unit will turn to face the enemy. A unit retires at the normal line pace. Retreat : A unit retreating will move away from the direction of charge , attack , fire or melee towards it's own base line for one bound . If the unit is followed up and contact is made the retreat will become a rout. If the unit is retreating in response to a charge and the charging unit can make contact the unit will then rout for the remainder of the move. If no follow up is made or contact made the unit will retreat as normal . If the line of retreat is blocked by a friendly unit the retreating unit will pass through the friendly unit's rank's thus becoming unformed as well as the friendly unit. At the end of the retreat the unit will remain facing away from the enemy it will turn to face next bound. A retreating unit will move at column of rout pace. Rout :A unit routing will move away from the direction of attack, fire, charge or melee towards it's own base line for one bound . If followed up the unit will rout for a further bound, if the morale check dictates yet another bound of rout this will be added to the number of bounds that have already been dictated . If the line of rout is blocked by a friendly unit the unit will rout through it's rank's thus becoming unformed . At the end of a rout the unit will be facing away from the enemy and will also be unformed . A unit that rout's has to spend two bound's reforming. Artillery that rout's will abandon the gun's and will not return to them for the rest of the game. A routing unit will move at column of rout charging pace. Battalion : A unit of Infantry that can be joined with other Battalion's to form Regiment's . Reform : An action carried out by a unit so that it can dress it's rank's . This is carried out after a rout regardless of circumstance's. It can also be carried out after a melee , charge , breakthrough or being broken through by another unit . In the later the reform is optional. units unformed will spend a bound reforming. Shaken : A unit has become unsteady and need's to reform , the morale is affected and could have a detrimental affect on any future action's such as charging.

Breakthrough : A charging cavalry unit has impacted on another unit and the impetus of the charging unit has caused it to penetrate the rank's and exit the opposite side/end of the charged unit . Any unit behind can be engaged during the same bound if contacted . The first engagement must be resolved first . Both unit's that have been contacted must resolve the melee . Units broken through are unformed. A stand : One stand is four figure's = 200 men . Referred to in the response to a charge , one stand may turn to face . Unformed : A unit that has lost it's cohesion and is unable to operate as normal i.e. it will lack impetus in a charge . An unformed unit can charge but will have it's limitation's . A unformed unit must spend one bound stationary without being in a melee, firing or being fired on to adopt the reforming formation before adopting line.

Getting started
To run a game the player needs a measure, pencil ,note paper and one six sided dice . Prior to setting out the figures and starting the game players on each side must mark where they will set up their figures and what their objective is on a map. The objective can be to hold ground on either flank / wing, attack and route the enemy, attack left or right flank or even to capture a geographical feature on the table. having drawn up the start positions and the figures are laid out on table . Once set up both sides determine if one or the other has the initiative. Both sides role a six sided die each, the player with the highest score has the initiative and gets a free bound before the game starts properly . Initiative die roll adjustments : Swedes during the Great Northern War +2 Eugene or Marlborough commanding Allies against French +2

Sequence of play
1 ) Declare charges - move charging unit up to maximum musket range of the intended target . 2 ) Charged unit's need to check their response to the charge . 3 ) Charged unit carries out it's response to the charge . 4 ) Where contact is made carry out melee . 5) Charging unit check's to see if it's break's through . 6 ) If the unit breaks through and contacts another unit carry out the same as above for charges , i.e. response to charge , etc. 7 ) If the charging unit breaks through and makes contact with another unit , again check charged unit's response and then carry out action's and melee . 8 ) Other movement , those that moved in the morale reaction's from the previous bound or charge phase do not move . 9 ) Other firing - unit's that fired in the charge response phase cannot fire in this phase 10) Morale check's . 11 ) Morale reaction's - retire, retreat, rout , follow up . These unit's cannot move in the next bound's movement phase

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Charges
All charges are declared at the beginning of the bound cycle . The unit or unit's charging must be indicated as well as the unit or unit's being charged . The unit or unit's charged must check their response to being charged . If a charged Infantry unit has a rout reaction and the charging unit is Cavalry which makes contact in the charge phase the Infantry unit is considered to have been ridden down and will take no further part in the game and will carry on routing for the rest of the game. This does not mean that the entire unit is destroyed. If the game is part of a campaign the melee phase is resolved as normal to see what casualties are inflicted. An Infantry unit formed up in square from a previous bound does not have to check it's response to being charged . If the Infantry unit has a obey order's reaction to being charged the Infantry unit may form square or it may have a reaction to form square. When this is the case the Cavalry can still attempt to break through if it makes contact as the square might not be fully formed. The Infantry form square, the Cavalry make contact, the melee phase is resolved as normal and then the Cavalry try to break through. If unsuccessful it is considered the square is fully formed and there may be no further attempt to break through whilst that unit remains in square. Whilst forming square the Infantry unit cannot fire. If a charging unit is fired on and takes casualties. The casualties are removed before contact is made . If the casualties amount to more than fifty percent of the front rank the charge has been broken and will halt at the next range bracket i.e. if fired at from short range the Cavalry will halt at short range. If fired at from medium range the unit halts half an inch short of contact. If the Cavalry unit has any movement left it may use that up, taking into account the deduction for turning about. Any friendly troops behind the unit that has been stopped who are also charging will move up to base to base contact with the rear rank and halt there. When this happens the front unit, the one that has had its charge broken cannot elect to use up any movement that remains and will stay where it is for the rest of the bound. The unit behind can if it wishes use up any remaining movement and turn about. In the event of a Cavalry unit breaking through the melee must be resolved first and the casualties taken off. The breakthrough takes place and if a second unit is contacted that melee is then resolved.

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Response to a charge
A unit being charged must check it's response to being charged . The only unit that does not have to check it's response to being charged by Cavalry is a Infantry unit formed up in square. A unit that has checked it's response to being charged and chooses to form square cannot fire and the square might still be broken through , the square would not have been formed properly and is still vulnerable to a Cavalry charge . If a friendly unit is in base to base contact with a charged unit this unit must check it's response to a charge as well. A Cavalry unit that has a reaction to obey order's and is unformed can remain stationary and dress rank's . The unit will be formed to receive the charge . If the Infantry or Artillery response to a charge is to fire and the target is closer than the range given then the unit does not fire as it is construed that the unit is unable to respond quickly enough and is shaken . Infantry will stand and receive the charge . Artillery crew's will abandon the gun's. Artillery crew's who abandon the gun's will seek cover with Infantry within six inches and when the threat has receded can return to the guns . If the closest Infantry are further than six inches but less than twelve inches they will abandon the gun's and will need a morale check to return to the gun's unless an Infantry unit moves to within base to base contact with the gun bases , physically recapturing the gun's . If the closest Infantry are more than twelve inches the Artillery crew's will abandon the gun's and not return for the rest of the game. Where the Artillery crew's seek refuge with an Infantry unit they are effectively part of that unit and will adopt the same charge and morale reaction's. Where the Infantry unit rout's the gun's are also lost for the rest of the game.

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To check a unit's response to being charge . Role a six sided die and compare the score against the unit's present morale status on the chart below . Die role score 6 or more points under present morale status Response to the charge Infantry fire at 2'' , if charge is halted will counter charge . Artillery will fire at 3'' and stay with gun's . Cavalry counter charge and use charge factor's 4 or 5 point's under present Infantry fire at Cavalry at 2'' range , Infantry counter charge morale status Infantry. Artillery fire at 3'' range and retire to closest Infantry . If attacked in the flank Cavalry and Infantry turn to face . Cavalry counter charge but do not count the charging factor . Artillery crews of 8lb or less turn the guns . Heavier gun's crew's abandon gun's and retire to nearest Infantry unit . Infantry charged by Cavalry fire at 3'' or can form square . Equal to the morale status Cavalry and Infantry against Infantry obey order's . If attacked or 1,2 or 3 point's under in the flank or rear one stand my turn and face . present morale status Artillery fire at 6'' then retire to safety . Infantry fire at 5''. 1 or 2 points over present Artillery fire at 8'', Light Cavalry retire , Medium and Heavy morale status cavalry dress rank's and receive charge . If being charged in the flank rear will retreat . Infantry shaken, will not fire. 3 or 4 point's over present Artillery fire at 10''. morale status . Light Cavalry retreat, Medium and Heavy Cavalry retire . If being charged in the flank or rear will rout. Infantry rout one bound . Artillery fire at 15'' . 5 or 6 points over present Light Cavalry rout one bound , Medium and Heavy Cavalry morale status retreat . If being charged in the flank or rear will rout for two bounds . More than 6 points over All rout for two bounds . present morale status If charged in the flank will rout off table .

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Break through
A charging Cavalry unit can check to see if it breaks through the unit or unit's it is charging . A Cavalry unit cannot break through a Infantry unit that had formed square in the previous bound . Infantry that have formed square this bound in response to a charge can attempt to be broken through . If two Cavalry unit's charge each other and only one breaks through , that unit will carry on . The other unit will have it's movement arrested at the point of contact and will remain stationary for the rest of the bound . It will reform if not attacked . Cavalry will automatically break through unformed Infantry. To test for a break through . Total up the factor's below to, role a six sided die . If the die score is less than the factor the charging Cavalry unit has broken through . Charging unit factor : Heavy Cavalry ...................................................................................................4 Medium Cavalry.................................................................................................3 Light Cavalry..................................................................................................... 2 Factor's : If charging troops in the flank or rear .............................................................+2 Cavalry charging Cavalry.................................................................................-2 Both units charging each other........................................................................ +1 Each casualty lost during the charge.................................................................-1 Unit charging is unformed.............................................................................. -2 Charging Russian , Spanish or French Infantry............................................... -1 Charging a unit that is reforming.+1 Charging a unit thst s reforming...+3

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Melee
When a melee is carried out the first two rank's of a unit are counted . There is also an over lap of two figures at each end . Infantry in square can only count those figures facing the opposing figure's . After one bound of melee all troop's become unformed unless in square . To reform the unit need's to be stationary for one bound and carry out no other function , i.e. fire , move or come under fire . A unit unformed can still charge , test for a break through and melee but with impediment's . If a Cavalry unit contact's with a unit unformed it will automatically break through . Artillery that is attacked will fall back to safety to the closest Infantry within 6'' . They will return to the gun's once safe and will not be able to fire until next bound . If a Cavalry unit has broken through a square that has been formed this bound then the factor for Cavalry against Infantry in square does not apply . The melee factor for the charging unit breaking through is applicable for both units whether they have broken through or have been broken through . Casualty calculation : Multiply the melee factor's by the number of figures in the infantry battalion or cavalry regiment . Add or subtract the tactical factor . Subtract the score of a six sided die . For each total score of six one figure or one gun is lost . If the final score is less than six than the die is rolled . The score must be equal or be less than the remaining melee factor . Melee factor : In contact : melee from last bound Infantry / Light Cavalry.............1 Medium Cavalry .......................1 . 5 Heavy Cavalry...........................2 Charging Infantry / Light Cavalry .......1 . 5 Medium Cavalry...................2 Heavy Cavalry......................2 . 5

Tactical factor adjustment : Being attacked in the rear or flank .....................................................................Deduct 2 Infantry meleeing against troop's behind hard cover .........................................Deduct 2 Cavalry meleeing against Infantry in square *...................................................Deduct 2 Meleeing up hill .................................................................................................Deduct 1 Reforming , shaken , unformed, retreated last bound ........................................Deduct 1 Unit routed last bound ........................................................................................Deduct 2 * Not applicable if Cavalry have broken through

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Movement
Formation's : Line is a unit of figures formed up in two rank's . Column of route is a unit formed up in a column , two figures wide . Square is a hollow square. Advancing and firing : Infantry may advance and fire . The distance they can advance and fire depend's on the type of Infantry they are . Light Infantry can advance 5'' and fire , Prussian Infantry can advance 4'' and fire , other Infantry can advance 3'' and fire . Formation changes : These are carried out with the unit stationary and will take one bound to complete . A unit forming square can change formation whilst being charged . This can only be carried out during the response to the charge phase . Turning about , turning to the right or left only takes half a bound . Reforming : Unit's take two bound's / cycles to reform after a rout and one bound to reform after any other event i.e. melee , charge , breaking through another unit or being broken through . Unit's reforming must be stationary whilst carrying out this action and cannot change formation . If a unit need's to defend itself it cannot reform until it has finished firing or meleeing . Any troops routing off table will not return to the game . Any troops following up a routing unit off table will need a morale check to return i.e. obey order's or better . Arriving on table they will be unformed . Obstacles : Wood's , wall's , hedge's , uphill , moving in and out of building's , crossing stream's and ditches reduces a unit's speed by half .Wood's , wall's , ditches , stream's building's and hedges nullify the charge impetus of Infantry . Wall's , wood's and building's nullify the charge impetus of Cavalry . Artillery : Movement of Artillery is restricted by the weight of the cannon / howitzer . Light Artillery : 1lb , 2lb , 3lb and 4lb cannon's These are considered to be light gun's for the period . These move at line pace when unlimbered i.e. Battalion and Regimental gun's . Battalion gun's always move at the same pace as the Battalion they are with . Medium Artillery : 6lb , 7lb , 8lb , 10lb , 12lb cannon's are considered to medium gun's for the period . These can only be moved limbered up . When unlimbered they can be pivoted through 90 degree's per bound or 45 degree's and fired at half effect i.e. turn to face in response to a charge. Heavy Artillery : 18lb , 24lb 30lb cannon's and howitzer's are considered to be heavy gun's for the period . These can only be moved limbered up . Once unlimbered they cannot be pivoted but fire from the position they are pointing in , with a 45 degree arc to the front .

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Infantry Line Charge Column of route Limber up unlimber 7'' +2'' 10''

Light Light Medium Heavy Light Medium Heavy Infantry Cavalry Cavalry Cavalry guns guns guns 12'' 10'' 9'' 6'' 4'' 3'' +2'' +5'' +4'' +3'' 12'' 16'' 14'' 12'' one Bound Two Bounds

Firing
Both rank's in a Infantry unit formed up in line may fire when stationary . Infantry may advance 3and fire. If a unit being charged intends to fire it must remain stationary . There are three types of fire in these rules they are direct , diagonal or oblique and enfilade fire . Direct fire is directed at right angles to the target unit and is aimed at the widest part of the target unit i.e. front and rear , there is a 45 degree angle either side of the right angle and can be fired at the rear or front of the target unit . Diagonal or oblique fire is directed at a 45 degree angle and is aimed at the widest part of the target unit thus firing across the target unit and can be aimed at the front or rear of the target unit . Enfilade fire is directed at right angles to the target unit and is aimed at the narrowest part of the target unit thus firing along the target unit , there is a 45 degree arc either side of the right angle . A unit firing has a 45 degree arc to it's front . Any target in this arc can be fired upon by all of the figures in the Battalion or Battery . If an intended target is outside this arc the firing unit must wheel or pivot around with the distance moved measured from the outer edge . When a target is within range of the musket's in a Battalion the Battalion gun's will also fire at this target . The Battalion gun fire factor is added to the Battalion musket fire . Then the firing factor's are added or subtracted along with the die score . Calculation of casualties : Multiply the fire factor's by the number of figures in a Infantry Battalion or the number of gun's in the battery that at firing in the weapon factors table. Apply the firing factor's to the weapon factors, then subtract the score of a six sided die . The initial score is the casualty factor . For each score of six a figure or gun is lost . If the final figure is less than six or there is a remaining amount then a six sided die is rolled , the die role must equal or be less than the factor to gain a casualty .

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Weapon factor's Musket - per figure Jager's / Rifles - per figure 1lb / 2lb gun - per gun 3lb / 4lb gun - per gun 6lb / 7lb / 8lb gun - per gun 10lb / 12lb gun - per gun 18lb / 24lb gun - per gun 30lb gun - per gun Firing factor's :

Short range 2'' - 1 . 5 3'' - 1 . 5 6'' - 1 . 5 6'' - 1 . 5 6'' - 2 7'' - 2 . 5 8'' - 3 9'' - 3 . 5

Medium range 4'' - 1 6'' - 1 12'' - 1 12'' - 1 15'' - 1 15'' - 1 . 5 18'' - 1 . 5 18'' - 1 . 5

Long range 6'' - 0 . 5 9'' - 0 . 5 18'' - 0 . 5 21'' - 0 . 5 24'' - 0 . 5 30'' - 1 30'' - 1 30'' - 1

Target formed up in skirmish line . Target enfiladed or in column of route. Target in square or diagonal / oblique fire. Target in or behind hard cover . Target in or behind soft cover , i.e. in a wood Musket fire at Cavalry. Artillery fire at Cavalry. Infantry advancing and firing . Firer shaken , unformed , retired this bound or retreated last bound . Infantry firing first volley of the game, ( each group of 3 figures ). Russian , Spanish , French Infantry firing . Firing unit routed last bound . Target is Russian , Spanish or French Infantry ..

Deduct 2 Add 2 Add 1 Deduct 2 Deduct 1 Add 2 Add 1 Deduct 1 Deduct 1 Add 2 Deduct 1 Deduct 2 Add 1

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Morale
Morale check's are carried out for the following reason' s . Having taken casualties during a melee , casualties from Artillery or musket fire , if a friendly routing unit passes through another unit's rank's - unless either are Light Infantry or if when formed up in line the unit is in base to base contact with the next unit which rout's , if a unit that follows up a routing unit and goes off table , it will need to take a morale check to return . Morale checks are carried out at Battalion level for Infantry , Regimental level for Cavalry and battery level for Artillery . Any morale check on an Infantry Battalion will also affect the Battalion gun's . This rule also applies to the Regimental gun's with Russian Dragoon and Grenadier-a-Cheval Regiment's . To check the present morale status of a unit you add or subtract the morale factor's to the relevant troop morale factor below . The resulting score is the present morale status . Role a six sided die and consult the morale result's chart , the bold type refers to the die roll . Unit morale factor's : Irregular troop's i.e. Cossacks 3 Jagers Conscripts 4 Artillery , Cavalry , Grenadier's Musketeer's, Fusiliers 5 6 Guard's

Morale factor's : General with unit - base to base contact Unit in hard cover General within 3'' British, Dutch or Swedish troop's , Swiss troop's , Irish in French service , Hanoverian troop's Each casualty taken by a unit during game . Each bound Cavalry are in continuous melee Battalion , Regiment shaken or retired this bound / Infantry rank's broken through by Cavalry Being attacked in the flank or rear Unit retreated this bound . Unit routed this bound in response to a charge Unit routed last bound

Add2 Add2 Add1 Add 1 Deduct1 Deduct1 Deduct3 Deduct2 Deduct3 Deduct 2

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Morale results
5 or more point's under the morale status : Cavalry in melee follow up routing , retreating or retiring unit's for one bound . Infantry in melee follow up routing or retreating Infantry for half a bound , unless in square . Artillery man gun's . Otherwise obey order's . 4 points under the morale status : Cavalry in melee follow up routing or retreating unit's for one bound . Infantry in melee follow up routing Infantry for half a bound , ( unless in square ) . Artillery man gun's . Otherwise obey order's . 3 point's under morale status : Cavalry in melee follow up routing unit's for one bound . Infantry in melee follow up routing Infantry for half a bound . Artillery man gun's . Otherwise obey order's . Equal or 1 or 2 point's under morale status : Obey order's . 1 point over morale status : Shaken , will not initiate a charge , halt for half a bound to dress rank's . Artillery battery that is limbered up will unlimber to fire . If unlimbered will hold unless in melee will then abandon guns . 2 point's over morale status : Shaken , will not initiate a charge , Infantry in melee will recoil 3'' , if followed up will retire . Infantry in square against Cavalry will hold . Cavalry will retire for one bound . Artillery battery unlimbered will hold present position . Artillery limbered up will unlimber to fire . Artillery in melee will abandon gun's . 3 point's over morale status : Shaken , will not initiate a charge , halt for one bound to dress rank's . Infantry in melee will retire , if followed up and casualties received will become a retreat . Infantry in square against Cavalry will hold . Cavalry will retire for one bound . Artillery unlimbered will hold present position for the rest of the game unless it has a reaction to retire , retreat or rout . Artillery limbered up will retire for one bound and unlimber - will not advance any further for the rest of the game . Artillery in melee will abandon gun's for two bound's . 4 point's over morale status : Retire for one bound at line pace , if followed up and casualties received will become a retreat . Infantry in square against Cavalry hold . Artillery unlimbered or limbered up will limber up and retire for one bound and not advance for the rest of the game . Artillery in melee will abandon gun's .

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5 point's over morale status : Retreat at line pace for one bound , if retreat is followed up the retreat becomes a route . Infantry in square against Cavalry can be broken through , Cavalry can role for the break through . If successful square will break and rout for one bound . Artillery retreat for one bound whether unlimbered or limbered up , If battery is attacked or fired upon whilst retreating it will become a rout . 6 points over morale status : Route for one bound at column of rout pace , Artillery will abandon gun's for the rest of the game . Unit will take two bounds to reform . More than 6 points over morale status : For each point the die roll exceeds 6 point's over the morale status the unit will rout one extra bound . I.e. a unit has a morale status of minus one . A die roll is six . This is one point above six and so the unit will route two bounds .

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Addenda History
Between 1690 and 1739 there were a number of wars that were either Dynastic or had a religious basis to them . The Ottomans fought minor wars with Austria and Russia and also the European nations against each . In 1690 the War of the Grande Alliance with major powers in Europe against France . In 1700 the century started with the Great Northern war fought Between Russia , Poland , Saxony , Denmark and later Prussia against Sweden who was fighting for supremacy around the Baltic . Other wars followed , in 1701 the War of Spanish Succession started which was to last until 1714 . This war was the making of Marlborough and the British soldier's reputation as being robust on the Battlefield . Other wars were the Swedish Polish War , Russo - Swedish War , War of the quadruple Alliance , the War of Polish Succession and in 1739 the War of Jenkins ear . During this period there was minor progress in the art of warfare . But the Musket was the main weapon that was to remain the chief weapon for Infantry with some changes that would help change the Infantry power of self defence and improve fire power . The bayonet was to be changed from the plug to the socket attachment . Also the wooden ram rods which broke easily where to be made out of iron . These wars set the stage ready for the later half of the Century where Prussia was to take the centre stage as a major European nation . Until then these numerous wars plus those fought by Russia and Austria against the Ottoman empire were to put a burden on every nation , materially and financially . During this period France and Britain also pursued interests abroad in other continents which brought them into conflict but these tended to be minor engagements compared to those staged in Europe .

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Tactic's of the period


Tactics of the period covered by these rules tended to be slow and ponderous as armies did not march in step. The benefit of marching in step was to be discovered later on into the century . Armies would manoeuvre onto the battlefield in column of route and deploy for battle in line which could be either three , four or even five ranks deep . The number of ranks were gradually reduced when it was demonstrated how efficient the three ranks system was when vollies were fire Once deployed for battle battalions would advance on their objective at a slow and ponderous pace to ensure that the ranks remained closed up , also marching in step had not been employed yet . Where gaps appeared they would be closed as quickly as possible with the cohersion of the Officers and Sergents . Infantry were considered to be the takers and holders of ground . The Infantrymen were drilled to fire five rounds per minute . In battle this proved difficult after the initial volley for several reasons . The musket barrel getting too hot , the priming pan getting clogged with carbon from the gun powder , ram rods breaking ram rods were made of wood during this period , breakages i.e. the trigger mechanism , flints breaking , etc. The Infantry marched literally shoulder to shoulder at about 65 paces a minute . A similar pace to the modern slow march , in line . Column during this period was not used because armies wanted to use the maximum fire power that could be employed when in line , also to avoid the devastating effects of volley fire against column . Line during this period was three ranks for the British , Dutch , Hanoverians and Swedes . The Russians and French employed the five rank formation at the start of the century but gradually reduced the depth . The transition from five to three ranks was carried out at the discretion of the Colonel in some armies , i.e. France . Battalions would march to within 200 100 yards and then fire a number of volleys before charging . If Infantry were charged by Cavalry they would ideally stand and fire or if time permitted form square but at times the Infantry men would lay down so the Cavalry would run over them . Grenadiers were the assault troops of this period . They were armed with the musket as other Infantryman , plus a satchel of grenades and an axe . Some Armies withdrew Grenadier company's from the mother Battalion and formed into ad hoc Grenadier Battalions , usually of about 400 men and then return to the mother battalion after the battle . Cavalry would form up in line three ranks deep almost boot to boot . When advancing they stopped every so often to dress their ranks to ensure that the squadron was in good order . The initial pace was at the trot , this would build up to a canter as they closed to the enemy , In the last 100 yards the cavalry would gallop at the enemy . The Austrian cavalry would fire a volley with their pistols as they rode in . This reduced the impact effect of a full charge , plus it proved difficult to put the pistol away and then charge in with the sword . Cavalry melee's tended to be short, especially if it was light or irregular cavalry .

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Artillery fire was slow and not very accurate out side canister range . Artillerist's would fire without running the gun up or even fire without aiming the shot . Loading required the powder to be shovelled into the barrel then the round loaded . Canister was at times improvised i.e. stones and broken glass was used in place of cannon balls . During this period all Battalions had Battalion guns . These were mostly one to three pounders which were pulled along by Infantry tasked to help the gunners / artillerists . Because of the weight of the field guns mobility was restricted and once set up field guns were not moved but fired from the same position through out the battle .

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Battles of the War of the Grande Alliance 1690 - 1693 and Great Northern War 1700 - 1721 War of the Grande Alliance ( War of the League of Augsburg ) : 1690 1693 Fleurus : 1st July , 1690 : Steenkirk : 3rd August 1692 : Landen : 28th july 1693 : Marsaglia : 4th October 1693 : Great Northern War : 1700 1721 : Poland , Russia , Denmark v Sweden Narva : 20th November 1700 : Russia 50,000 Sweden 8,000 victors Dvina : 6th June 1701: Sweden ,victors Saxony Rappin : 5th September 1701: Russia ,vistors Sweden Rauge : 5th September 1701: Sweden , victors Russia Erestfer : 30th December 1701 : Russia , victors Sweden Kliszow : 7th July 1702 : Sweden , victors Saxony Hummelshof : 19th July 1702 : Russia , victors Sweden Saladen : 19th March 1703 : Sweden , victors Russia Pultusk : 21st April 1703 : Sweden , victors Saxony Systerback : 9th July 1703 : Sweden , victors Russia Jakobstadt : 26th July 1703 : Sweden , victors Russia Punitz : 1704 : Sweden , victors Saxony Warszawa : 21st July 1705 : Sweden , victors Saxony Gemauerthof : 16th July 1705 : Sweden , victors Russia Fraustadt : 3rd February 1706 : Sweden , victors Saxony Kalisz : 19th October 1706 : Sweden , victors Saxony Wesenberg : 1708 : Sweden , victors Russia Holowszyn : 4th July 1708 : Sweden , victors Russia Malatitze : 30th August 1708 : Sweden , victors Russia Rajowka : 10th September 1708 : Sweden , victors Russia Liesna : 29th September 1708 : Russia , victors Sweden Kolkanpaa : November 1708 : Sweden , victors Russia Stralsund : Prussia , Russia , Denmark Sweden Pultava : 29th June 1709 : Sweden 17,000 Russia 80,000 victors Halsingborg : 28th February 1710 : Sweden , victors Denmark Gadebusch : 9th December 1712 : Sweden , victors Denmark / Saxony Palkaue : 6th October 1713 : Russia , victors Sweden Storkyro : 19th February 1714 : Russia , victors Sweden Stresow : 4th November 1715 : Denmark / Saxony / Prussia , victors Sweden

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Battles of the War's of Spanish Succession , Quadruple alliance and Polish Succession War Of Spanish Succesion : 1701-14 : Britain , Nederlands , Hanover , Austria v Spain , France , Blenheim : 13th August 1704 :Anglo Allies 52,000 victors French 56,000 Turin : 7th September 1706 : Allies 35,000 victors French 17,000 Ramillies : 23rd May 1706 : Anglo Allies 62,000 victors French 60,000 Almanza : 25th April 1707 : Allies 15,000 French 30,000 victors Oudenarde , 11th July 1708 : Anglo Allies 80,000 French 85,000 victors Malplaquet , 11th September 1709 : Anglo allies 110,000 French 80,000 victors Denain : 24th July 1712 : French 24,000 victors Allies 10,500 War of Quadruple Alliance : 1718 : England , Netherland's , France , German Empire v Spain War of Polish Succession : 1733 - 1738 : Parma : 29th June 1734 : Austira Franco Piedmontist 6237 War of Jenkins Ear : 1739

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Bibliography
Dictionary of Battles :............................................................................Hutchinson Guide to the Battles of Europe :.........................Peter Chandler :.........Wordworth Dictionary of Military Biography :.......................................................Wordsworth Eighteenth Century Europe , 1700- 1789 :.......Jeremy Beach :............Macmill Famous British Battles :..................................Geofffrey Regan :........Michael O'Mara book's Great Battles of the British army :...................David Chandler :...........Bramley book's Art of warfare in the age of Marlborough :.....David Chandler :...........London History of Warfare :.........................................H. W. Koch :.................W. H. Smith Firer power , weapon effectiveness effectiveness on the battlefield :.....................Major General B.P. Hughes.....Arms and Armour

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