charge original rtf

Upload: a-jeff-butler

Post on 03-Apr-2018

220 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/28/2019 Charge Original Rtf

    1/26

    Contents

    Organisation and Formations: Command and Staff

    RULE I Grenadiers and Infantry of the line

    RULE 2 Light Infantry

    RULE 3 Cavalry

    RULE 4 Artillery

    RULE 5 Engineers

    RULE 6 Militia

    Movement

    RULE 7 Standard Infantry RatesRULE 8 Artillery RatesRULE 9 Cavalry rates

    RULE 10 Train, Pontoons, Wagons

    RULE 11 Influence of terrain on movementRULE 12 Combined operations

    Summary of Maximum Movement Distances

    Firing

    RULE13 Artillery

    RULE 14 The Calculation of Casualties from FireRULE I5 Normal Musketry FireRULE 16 Musketry or Rifle FireLight Infantry in open order or fileRULE 17 The Sequence of Firing

    Charges and Melees: General and Cavalry, RallyingRULE 18 The ChargeRULE 19 Melees How Combats are DecidedRULE 20 Melee Cavalry v. Cavalry

    RULE 21 Rallying, and deciding the outcome of MeleesRULE 22 Musketry Fire in Melees

    Melees Cavalry v Infantry

    RULE 23 Cavalry v. Infantry in OpenRULE 24 Melee Cavalry v. Infantry in Close OrderRULE 25 Cavalry v. Infantry in SquareRULE 26 Artillery in MeleeMelee - Infantry v. InfantryRULE 27 Infantry v. Infantry, both in Close OrderRULE 28 Infantry in Open Order

    Special and complex forms of melee

    RULE 29 Melee at a Breastwork or RedoubtRULE 30 Accidental MeleesRULE31 Attacks on HousesRULE 32 Attacks on FortificationsRULE33 Mixed Melee Including Both Cavalry and InfantryRULE 35 Prisoners and surrenderRULE 36 HousesRULE 37 Towers and ChateauxRULE 38 Breastworks -RULE 39 Demolitions

    1

  • 7/28/2019 Charge Original Rtf

    2/26

    RULE40 Pontoon BridgingRULE41 The Sequence of PlayRULE 42 Conditional Moves

    General points: DEFINITIONS; STARTING CONDITIONS; PLAYING THE GAME WITH SEVERAL PLAYERS; TOOLS

    Organisation and Formations

    Command and Staff

    An army consists of horse, foot, guns, engineers and train. It must be commanded by a General OfficerCommanding in Chief. The G. O. C. C.-in-C. has a staff of a major and two A.D,C,s. For his protection,either from the enemy or from any mutineers among his own troops, he may have a life guard of not morethan ten troopers. In addition there should also be a general and his ADC for every two regiments in theArmy. A cavalry general may also have a trumpeter and a mounted orderly with a pennant.

    RULE I

    Grenadiers and Infantry of the line

    Light and Grenadier companies of several battalions were often brigaded together to form light and grenadierbattalions. We have accepted this principle, and our infantry therefore comprise grenadier and line infantryregiments and light infantry battalions.The organizations for line and grenadier regiments are identical and are as follows:

    C.O.Colour

    Three infantry companies each:one officerone sergeantone drummersixteen privates

    There is, however, no objection to mixed regiments. These consist of one grenadier company, two linecompanies and a light infantry company.

    Infantry Close Order Formations

    The formations we outline below are those advocated by the celebrated French military critic Guibert in theperiod immediately after Frederick the Great's wars. These formations are preserved in British ceremonial

    drill to this day. Basically they are three in number, column of route, column of companies and line. All aredemonstrated wherever an infantry regiment 'troops the colour'. Initially the regiment is drawn up in line; thenit forms column of guards (another term for column of companies) and marches round the parade ground inthis formation, once in slow time and once in quick time; finally it leaves the parade ground in some form ofcolumn of route suitable for marching on a roadway. Anyone who wishes can watch the Brigade of Guardsdemonstrating these formations once a year on Horse Guards Parade.

    The drills for these formations were late in evolving. At the time of Frederick the Great the only recognizedfighting formation was line. The difficulties two or three hundred men might experience in preserving astraight line while advancing, particularly over rough country, are fairly obvious.

    2

  • 7/28/2019 Charge Original Rtf

    3/26

    A battalion in column of companies would have a front rank of thirty to forty men. It could obviously movemuch faster than a battalion in line, and over worse country, without falling into disorder. By the time of theFrench Revolution, movement in column followed by a rapid deployment into line was coming into favour.The sequence might be, first movement in column of route down a road, then deployment into column ofcompanies - i.e. each company in line, but the companies following one behind the other, followed by deploy-ment into line, i.e. the whole battalion deployed in a long line two or three ranks deep.

    In our rules for movement we have three different rates of advance for the three different formations; the

    formations themselves are made up as follows:

    1. Battalion in line - two or more companies deployed in line with each other

    2. Battalion in column if companies - each company in line, but the companies ranged one behind the other

    3. Battalion or company in column - in this formation the advance is carried out in column of fours, i.e. there

    are not more than four men in the leading or any other rank exclusive of officers and sergeants. This columncorresponds to a half company frontage and resembles the French 'quarter column'. To pass through a defile,

    or for any other reason, the column may move with a frontage of three men, or two men (file) or one man

    (single file).

    4. Independent companies - companies may operate on their own. A normal infantry company however,except for a patrol of an officer or sergeant and two privates which can move up to fifteen inches away fromit, must remain in close order, i.e. its soldiers ranged in ranks, the soldiers in each rank being shoulder-to-shoulder. Only light infantry may use open order. For the construction of field works this requirement may berelaxed.

    5. Square - no set formation is laid down for this. Each face of the square must be at least two ranks deep andofficers and colours should be in the centre.

    Notes:

    (a) A company in line is ranged in two ranks, the officer on the right flank with his drummer behind him, thesergeant on the left flank

    (b) The formations detailed above are not exhaustive. Provided the men in individual companies are kepttogether, the companies can be placed as a player wishes.

    RULE 2

    Light Infantry

    In the game we treat light troops as crack units able to shoot and move faster and further than the infantry ofthe line. The light battalions are, however, smaller and more flexible than standard infantry regiments. A lightinfantry battalion consists of:

    C.O. (mounted) Adjutant/Sergeant Major Two companies each:one officerone sergeantone drummertwelve light infantrymen

    3

  • 7/28/2019 Charge Original Rtf

    4/26

    LIGHT INFANTRY FORMATIONS

    Light infantrymen can adopt any line infantry formation. In addition they can operate in open order. In open

    order there must be not less than one inch between each soldier.

    Companies can operate independently of each other, but the soldiers in an individual company have to operate

    together.

    RULE 3

    Cavalry

    Cavalry are divided into heavy and light cavalry, but the organizations of both types of regiment are identical.Organization of a cavalry regiment:

    Commanding officerTrumpeterThree squadrons each:one officer (in one squadron the officer carries the regimental standard)eight troopers

    Troopers in a squadron must remain in close order, but otherwise squadrons can operate as required. Incavalry regiments speed of movement is not affected by formation. One patrol or vedette of two troopers canoperate up to eighteen inches away from each squadron.

    RULE 4

    Artillery

    In the game it is assumed that all guns are horse-drawn, but limbers and teams are not represented. Theartillery battery consists of:

    Battery commanderTwo gunsWith each gun there is a detachment consisting of a minimum of four gunners. The normal detachmentconsists of one officer and five gunners.

    Guns either move deployed or in column of route.Gunners are not armed with muskets.

    .

    RULE 5

    Engineers

    An engineer battalion consists of:

    Commanding officerDrummerTwo companies each of two platoons Each platoon consists of:one officer or sergeantsix sappers

    4

  • 7/28/2019 Charge Original Rtf

    5/26

    The platoon is the smallest unit that can operate independently. Sappers carry muskets and, if necessary, can

    fight as infantry

    RULE 6

    Militia

    A militia battalion consists of:Commanding officerColourTwo companies each:one officerone sergeantone drummertwelve militiamen

    A militia battalion uses the same formations as a normal line infantry battalion.

    The organizations detailed in this chapter are merely the standard organizations and may be varied by mutualconsent

    Movement

    RULE 7Standard Infantry Rates

    I. All dismounted troops are subject to the following rules.

    2. Fire and Movement

    In the advanced game, provided he has not moved more than six inches, an infantryman may fire, whateverformation he was moving in. For example, an infantryman forming part of an infantry battalion in line canadvance six inches and fire, whereas, an infantryman in column who advanced six and a half inches may not.Light infantry are an exception to this rule. Light infantrymen, provided that they are in file or open order,may move twelve inches and fire. .

    3. Movement without Firing

    (a) GeneralAs already mentioned, the movement of a battalion in line was significantly slower than a battalion in columnof companies. It is important, therefore, to distinguish between the rates of advance of units in differingformations. Here there is a problem. A player on the (gaming) table could deploy two battalions side by side,each in column of companies. He could move both columns together and deliver an attack on a two company

    front, but with both companies having moved forward at column speed. This type of manoeuvre would onlybe possible in war games. On an actual battlefield if two columns moved together, due to minor irregularitiesin the ground and so on, the two heads would soon diverge. The following therefore is designed to make aclear distinction between a battalion in line and a battalion in column of companies.

    (b)A Battalion in lineIf two or more companies are advancing together in line, whatever their units, the farthestdistance they may go is nine inches. Two companies are considered to be in line if they are within six inchesof each other and one company is not directly behind the other.

    5

  • 7/28/2019 Charge Original Rtf

    6/26

    (c)A company in line or a regiment in column of companiesA company in line, which is advancing by itself, or which leads or forms part of a battalion in column ofcompanies, may move up to twelve inches each turn.

    It should be borne in mind that the aim is to prevent a player who is advancing with two separate units each

    in column of companies claiming to advance at column of companies speed, when, in fact, he is advancing on

    a two company front.

    (d) Square

    A battalion moving in square formation, a difficult formation to maintain on the march, counts as a battalion

    in line and moves at the same speed.

    (e) Column

    Any body of troops in column of fours, file, or single file may move a maximum distance

    offifteen inches per turn. If columns of the same army are closer to each other than twelve inches, and are

    both moving at the same time, they are held to be advancing in column of companies and are limited to amove oftwelve inches per turn.

    (f)Light Infantry in open order or file

    Light infantry in open order or file can move eighteen inches (but cannot fire if they move

    above twelve inches).

    (g) Changes of FormationUnits may change formations as required, but no individual infantryman, when a unit is changing its

    formation, may go more than twelve inches. As an example, if it is decided that a company advancing in line

    should change formation and advance in column of fours, the leading man of the leading four may not be

    moved more than twelve inches from his original position.

    Light infantry are an exception to this rule. When deploying into open order or into file (and only into those

    two formations) individual light infantrymen may move up to eighteen inches.

    4. Summary of Standard Movement Rules for Dismounted Units

    Serial Unit and formation Maximum distance in one turn

    1 Line infantry and grenadiers move and fire

    6 inches2 Light infantry move and fire (file or open order only) 12 inches3 Battalion in line (two or more companies) or in square 9 inches4 Battalion in column of companies 12inches

    Independent Company in line " "5 Units in column of fours, file, single file 15 inches6 Light infantry in file or open order 7 Change of formation; except for Light infantry, no

    individual soldier may go further than 12 inches8 Light infantry deploying into file or open order 18 inches

    Note: For serial 4, companies in line must be directly behind one another, or not less than six inches apart. Forserial 5, heads of columns must not be less than twelve inches apart.

    RULE 8Artillery Rates

    6

  • 7/28/2019 Charge Original Rtf

    7/26

    We do not distinguish between field artillery which moved with infantry and horse artillery which movedwith cavalry.

    Guns in column of route (that is with their gun muzzles pointing away from the direction in which they aregoing both at the beginning and end of the move) - maximum move fifteen inches.

    Guns deployed ready to fire next move - twelve inches.

    If a gun is moved, either to point in another direction or up to six inches away from its original position, it hasan even chance of firing - see Rule 13.

    If it is moved more than six inches, it cannot fire that turn.

    No guns may be moved if the gunners are under short-range musketry fire from a minimum of eightinfantrymen.

    SummaryGuns column of route 15 inchesGuns deployed 12 inchesGuns deployed evens chance to fire 6 inches

    Guns under close range infantry fire may not move (or fire).

    RULE 9Cavalry rates

    Cavalry movement is not affected by formationHeavy cavalryman - maximum movement 24 inchesLight cavalryman - maximum movement 30 inchesGenerals, A.D.C.s, staff officers, and escorts to the G.O.C.-in-C. can move at light cavalry speed, being well-mounted.

    RULE 10Train, pontoons, wagons, etc., move twelve inches per turn.

    RULE 11Influence of terrain on movement

    All troops move at half speed in hill areas, unless moving directly down-hill, or along a plateau at the top of ahill. If required hills can be made impassable to guns, or impassable to guns and cavalry, or entirelyimpassable.

    Marshes are normally impassable, or passable only to infantry at half speed.

    Woods are passable to cavalry and dismounted troops only in column of fours at half speed. None of thesecan fight in a wood, and if they meet each other, both sides must withdraw. Woods are impassable to artillery.

    Light infantry in file or open order are not affected. If a road goes through the wood, troops can move along itat normal speed.

    If any unit has to cross any obstacle it can only go half its full movement distance that turn. This rule appliesto units occupying or leaving a house, crossing an obstruction like a wall or stream, or embarking on a barge.

    7

  • 7/28/2019 Charge Original Rtf

    8/26

    When units carry out a move partly in open country and partly in a restricted area like a hillside, to calculatethe total distance the unit is permitted to cover it is probably easiest to double the distance done in therestricted area. For instance, every inch done on a hillside might be counted as two.

    Note: Before the beginning of a game the players should discuss the terrain and agree on the effect it has onmovement

    RULE 12Combined operations

    It is normal for a unit to take a full move to embark on a ship or barge. When a barge arrives at a wharf, orbeaches, everyone should disembark on the move that the barge arrived, as this is the normal practice.

    Movement distances must, however, remain halved, even though this prevents some men from disembarking.Similarly, for an embarking move, all the men embarking must be within half a movement distance of the

    barge.

    No barge can move unless it has a minimum of two men aboard. Normal movement rates for barges are:

    Across the current . . 12 inchesWith current or tide. . . . 18 inchesAgainst current or tide. . . . 6 inches

    .

    Summary of Maximum Movement Distances

    INFANTR Y

    Move and fire 6 inchesBattalion in line or square 9 inchesCompany in line. . . 12 inchesColumn of fours, file, single file .. 15 inchesLight Infantry open order or fileMove and fire . . 12 inchesMove without firing. . 18 inchesChange formation. . 18 inches

    Other units to change formationmax. move of an individual 12 inches

    ARTILLERYMove and even chance to fire . . .6 inchesMove deployed without firing. . . . 12 inchesMove column of route. . . . 15 inchesGuns may not move if under close range infantry fire (a minimum of eight muskets).

    CAVALRY

    Heavy cavalry 24 inchesLight cavalry 30 inches

    Trains, pontoons, etc. 12 inches

    8

  • 7/28/2019 Charge Original Rtf

    9/26

    Effect of Terrain - moving on a hill, through a wood, from or into a house, across an obstacle, half speed.

    Firing

    RULE 13

    Artillery

    I. Conditions for opening fireGuns fire after all moves have been made. A gun can engage any target provided that the following conditionsare satisfied:

    (a) The target is visible from the gun muzzle, and not more than 45 to the right or left of the direction inwhich the gun is pointing.

    (b) The path of the projectile does not pass within an inch of any friendly troops.

    (c) There is a gunner officer within twelve inches of the gun (an officer can control the fire of up to three

    guns).

    (d) A detachment of four men, not less than two of whom are gunners, is grouped round the gun. (Penaltieshowever must be paid if all the men in the detachment are not gunners.) In mixed detachments the No. I whostands behind the trail of the gun must always be a gunner.

    (e) THE GUN ITSELF IS NOT UNDER SHORT RANGE Infantry fire from a minimum of eightinfantrymen. No member of the same army, other than part of the detachment, may be nearer than one inch tothe gun.

    Note: If the player with the eight or more infantrymen declares they are going to shoot at the gunners the gunmust remain silent; if he does not make this declaration it can fire.

    (j) Overhead fire. A gun may only fire over the heads of its own troops when the gun is on a hill and the line

    of flight of the projectile, taken as a straight line from gun. to target, clears the head of any friendly troops bynot less than one inch. (The line of flight would of course be curved, but 18th century gunnery was toouncertain for overhead fire to be popular.) Grapeshot cannot be fired overhead. Guns, if required, can fire attargets beyond enemy light infantry in open order, but cannot engage a target behind any troops in close order,unless the gun is on a hill and has a clear line of sight to the target.

    (g) If the gun has moved to point in a new direction, or over a distance ofnot more than six inches it has aneven chance of firing. A dice must be thrown and if an even number comes up the gun can fire.

    2. Calculating the Fire EffectAs in the elementary game, we take into account two separate factors. Firstly, did the gunners work out therange correctly, secondly, did the round hit the target fair and square, in rifle-shooting terminology, was it a

    bull or an outer? Dice must therefore be cast twice for each shot, the first time for the range, and the secondfor the effect.

    Range. At ranges not exceeding a foot, the gun fires point blank, there is no range problem, and therefore nodice need be cast for it. At any range above one foot the number on the dice must be equal to, or more than,the range in feet, for example: if the range to a target is more than two feet, be it only by quarter of an inch, athree or better must be thrown, or the shot is deemed to fall either short or over the target.

    Fire Effect. After it has been established that the round hit the target, another dice is thrown to decide theeffect of the shot. If the fire is grapeshot, only permissible if the range is not more than two feet, the numberthrown is the standard number of casualties inflicted. At ranges over two feet, the round is roundshot or shell,and the standard number of casualties inflicted is only half the number thrown.

    9

  • 7/28/2019 Charge Original Rtf

    10/26

    The following table summarizes the rule:

    Range Dice for range Dice for effect

    0-1 ft Not required

    The number on the dice is the

    standard number of casualties inflicted.

    Over I ft.-2 ft. Throw two or better

    '' ''

    Over 2 ft.-6 ft Number thrown must be equal, or be Half the number is the standard

    greater than, the distance in feet, e.g. for a range number of casualties

    over 2 ft. but under 3 ft. a three must be thrown.

    SPECIAL CHARACTERISTICS OF THROWING A SIX FOR EFFECTIf a six comes up on the dice thrown for effect, it has certain special results, depending on the target.

    If the target is a gun, as in the elementary game, the gun is destroyed. If the target is breastwork, two inchesof breastwork are destroyed and up to three casualties suffered by any infantry behind the shattered portion. Ifthe target is a house, the house is destroyed, its occupants suffering casualties, normally amounting to aquarter of their strength but not exceeding a maximum total of four. If the target is a landing barge, it willsuffer damage, losing a third of its complement as casualties. If it is hit again, with a six, it will be sunk withall hands. If a pontoon is the target, it is sunk and requires the attention of a platoon of sappers for threemoves, before the pontoon can be repaired and the bridge used again. Artillery fire of course has no effect onthe structure of permanent bridges. Further characteristics as regards permanent fortifications are given on

    page 95.

    Note: As in the elementary game, at ranges of over two feet it is assumed that artillery fire is a mixture ofround shot and shell.

    PENALTIES FOR INCOMPLETE GUN DETACHMENTSIf the gun detachment is composed partly of gunners and partly of infantry, one point must be deducted fromthe dice thrown for effect (before any halving, etc.) for each infantryman. This deduction is not however to bemade if a six is thrown and any of the special effects detailed above are claimed.

    CAPTURED GUNSOwing to difficulties over the transport of the appropriate ammunition, captured guns can only be fired fromthe position where they were captured. The normal rules for gun detachments apply. Captured guns may bemoved by a team of not less than four men not under short range fire.

    SPIKING OF GUNS

    A gunner requires one move to 'spike a gun' (which he does by driving a spike into the touch hole). If he is hit

    during the spiking move the gun is not 'spiked'. Once a gun has been 'spiked' neither side can fire it.

    RULE 14The Calculation of Casualties from Fire

    I. The standard number of casualties is suffered by all dismounted troops standing in the open in close order.

    2. For cavalry, gunners, light infantry in open order, and engineers working on a sapper task, the standardnumber is halved.

    10

  • 7/28/2019 Charge Original Rtf

    11/26

    3. Troops behind cover suffer only half the number of casualties they would have suffered in the open. Tocount as being behind cover, half the target must be obscured from the firer's vision. In border-line casestroops will be held to be in the open. Troops behind breastworks or other fortifications however will alwayscount as being in cover unless steeply overlooked from a height (angle of more than 4-5 with the horizontal).Troops in houses count as being behind cover if it is claimed that they can fire. The same applies to troops

    behind fortifications including towers and bastions. Light infantry firing from the edge of a wood do notcount as being in cover. (It is already assumed that in open order light infantry take advantage of folds in the

    ground, etc., not represented on the table. The cover in a wood may well not be bullet-proof and so notnecessarily better than the cover they have been assumed to be using.

    4. Allotment of casualtiesBefore a gun fires the target must be indicated. If the round hits the target, and casualties are inflicted, themen most likely to be hit should be removed.

    If it is important to decide on the specific men who are deemed to be hit, the procedure is exactly the same asin the elementary game. First all the men within range of the shot must be determined, and the right-hand mannominated as number one. The player suffering the casualties then throws a dice and selects the casualtiesaccording to the number thrown. For example, if a three is thrown, every third man counting from the right isremoved, restarting from the right again, if necessary, until the correct total number of casualties has beentaken away. If a gun detachment is the target, the gunner behind the trail of the gun is counted as number oneand casualties are then worked out, moving clockwise round the detachment.

    FRACTIONSIf fractions of a casualty are suffered from the fire of a particular body of troops, such fractions must be addedto any others suffered elsewhere during that turn. If, after totalling the fractions, a half or more is left over, itcounts as a casualty, less than half is disregarded. Fractional casualties are allotted to the unit where thegreater part of the fractional casualty was incurred. If it is not clear from where the casualty should be taken,and the decision is important, the two players can toss against each other to decide.

    RULE I5Normal Musketry Fire

    I. Infantry in close order can fire on targets to their front or 450 to their right or left, provided that they havenot moved more than six inches that turn. Light infantry in open order or file can move twelve inches and fire.

    2. Ranges. Short range is nought to six inches, long range over six to twelve inches. Extreme range (applicableto light infantry in file or open order only) over twelve to eighteen inches.

    3. The two leading ranks of infantry may fire provided the second rank is not more than one inch behind thefront rank (measured from the back of the stand of the front rank man to front of the stand of the second rankman). The range of a target from the second rank is assumed to be the same as the range from the front rank,irrespective of the actual distance.

    4. Calculating the fire effect- all troops in close order. A dice is thrown for each group of firers as shown inthe table below (men not armed with either a rifle or musket may not be included) :

    Grenadiers. . . . . . . . . . . . . . 1 dice per 6 menLine infantry and light infantry in close order. . . . 1 dice per 8 menMilitia, engineers. . . . . . . . . . . . 1 dice per 10 men

    The number on the dice gives the standard number of casualties atshort range (nought to six inches). Thisnumber must however be halved for long range (over six to twelve inches). Where a group exceeds, or is lessthan, the number given above, a proportionate figure may be taken. For example, ten line infantry are firing atshort range. A single dice is thrown for the group of eight and four comes up. The fire of two infantrymen stillremains to be taken into account. The dice is thrown again - a three. However, two infantrymen are only aquarter of the standard group of eight, therefore the number thrown on the dice must be divided by fourmaking it three-quarters. The total number thrown therefore is four and three-quarters. Since the firing was atshort range this is the figure for the standard number of casualties. If the calculation of fractions becomes toocomplicated single dice may be thrown for the odd men, a six on the dice counting as a casualty at short rangeor half a casualty at long range.

    11

  • 7/28/2019 Charge Original Rtf

    12/26

    5. Crossing targets. If any target, normally cavalry, passes within six inches of infantry who have not movedthat turn, the target may be engaged as a target at long range even though at the end of the move the infantrymight not be able to engage it.

    6. Allotment and calculation of casualties from fire. This is done as laid down in Rule 14. However, infantryare not free to select which target they wish to fire at, they must engage targets according to the following

    order of precedence. First, infantry must fire on the target nearest them. If two targets are approximately thesame distance away, then the infantry must fire at the enemy most nearly straight in front of them. If a playerhas a choice between engaging a crossing target or any other he may select the one he wants.

    RULE 16Musketry or Rifle Fire

    Light Infantry in open order or file

    I. As with line infantry, only the two leading ranks can fire. Light infantry however in open order are far moreflexible and mobile than infantry in close order. They can engage any enemy in front of them, and thelimitation of only being able to fire at an angle of 45 to the left or right of their front does not apply. Firefrom a front rank man must not, however, pass closer than one inch to a member of his own army; a man inthe second rank, however, can engage any target his front rank man can fire at. In addition, if light infantry areattacked from a flank, provided they have not moved more than twelve inches that turn, the four men on theflank attacked can face outwards and fire on their assailants. The rule for crossing targets is the same as forline infantry.

    2. The rules for firing are quite different from those laid down for infantry in close order. One dice is thrownforevery light infantryman that can fire, and the effect computed as shown below:

    Range to target No on dice for a hit

    Short range (0-6 inches) .. 4,5 or 6Long range (over 6 inches to 12 inches). 5or 6

    Extreme range (over 12 inches to 18 inches) 6

    Each hit represents a casualty at the standard rate.

    3. When it is claimed that light infantry are firing in open order, the opposing player is entitled to measure theinterval between firers. Wherever two firers are less than one inch apart, one of them must be removed, placedin a third rank, and excluded from firing that turn.

    4. When firing at short range an individual rifleman may claim to shoot at an individual on the opposing side,say an officer. If a six is thrown that particular individual is held to be a casualty, otherwise casualties areallotted in the normal way.

    RULE 17

    The Sequence of Firing

    I. Firing is taken to be simultaneous each turn. Thus a gun fired upon by an enemy gun during a turn can countits casualties as effective when returning fire during that particular turn. Thereafter the casualties must be

    removed.

    2. The same applies to infantry firing at each other. But guns fire before infantry. Any casualties infantry maysuffer from gunfire must be removed immediately and may not fire.

    12

  • 7/28/2019 Charge Original Rtf

    13/26

    Charges and Melees

    General and Cavalry, Rallying

    RULE 18The ChargeI. A charge is a move bringing opposing forces into violent physical contact. It must be obvious that, after acharge has travelled a.certain distance, the troops confronting it cannot withdraw without disaster. Thereforeif a charge is declared, and the attackers are less than half their maximum movement distances away from theenemy they are charging, those enemy are 'pinned' and must await the charge in their original positions,whatever their orders may be. To save confusion, all charges should be declared after orders have beenwritten, but before any units are moved. It can then be at once established whether the defender, i.e. the player

    receiving the charge, can or cannot move any troops being charged. If two or more members of a sub-unit, i.e.a company, or squadron, or battery, are 'pinned' the whole sub-unit is considered 'pinned'. A regiment withorders to move, but which has one sub-unit 'pinned' by a threatened charge, may cancel the move, or abandonthe sub-unit and carry out the move as ordered.2. A unit may wheel or change its front before charging. Such a manoeuvre, however, must be made beforethe charge proper begins. Once the charge has been sounded no manoeuvre is possible. Any distance a soldiermay travel during a wheel must be included when calculating the maximum distance he can charge.3. When a charge has been ordered and the defender's troops are either 'pinned' or have no orders to move, amelee must result.4. It may happen that a charge has been ordered from too far away for the defending troops to be 'pinned', andthat these troops have orders to move. If a projected move, when completed, takes the defending troops

    beyond the maximum movement distance of the attackers, the move must be carried out, and there will be nomelee. If, on the other hand, after the move has been carried out the attackers can still reach their prey, thedefenders carry out halftheir move only, and then must stand and fight.

    5. If a player, after declaring an attack on some enemy troops, finds that they are to move out of reach of hismen, he may either cancel his attack and not move his attacking troops at all, or he can move them, up to theirmaximum permitted distance, in the direction in which the attack was originally ordered. Before he makes hisdecision, the attacker may ask the defender to send the troops under attack to their new position. He must thendecide what he wants to do with his frustrated attackers, before he starts moving the rest of his army.6. Cavalry, if so desired, can pass through their own or enemy light infantry deployed in open order and attacktroops beyond them. In such a situation the light infantry may fire on the cavalry, as though they were in fact

    being charged. Cavalry, however, cannot charge through infantry drawn up in close order.

    RULE 19Melees How Combats are Decided

    I. As in the elementary game, melees between cavalry and cavalry, or cavalry and infantry, are decided by aseries of individual hand-to-hand combats. Infantry v. infantry melees can be decided in the same way,particularly if light infantry are concerned. These melees are, however, normally resolved by the specialmethod, more appropriate to the numbers involved, which is explained in the rule for close order infantrymelees (p. 80).

    2. Again as in the elementary game, each individual combat is decided by the two players throwing dice. Ifthe numbers thrown are equal, or only differ by one, the melee is indecisive and both parties survive thecombat. Where the total value of one player's throw is more than 'one pip' greater than that of his adversary,that player's soldier wins the melee, and his opponent is removed from the board as a casualty.

    13

  • 7/28/2019 Charge Original Rtf

    14/26

    3. In a hand-to-hand combat a cavalryman is worth two infantrymen and the maximum permissible odds. aretwo to one, both as a ratio and as regards the number of men who can be included in an individual combat.The rule is as follows:

    (a) Cavalryman v. cavalryman or infantryman v. infantryman, or two infantrymen v. one cavalryman. This is alevel combat; each player throws a dice, and, if there is more than 'one pip' difference, the player throwing the

    higher number wins, his opponent removing his man from the board.

    (b) Unequal combats - a cavalryman v. infantryman, or two cavalrymen v. one cavalryman, or two infantry v.one infantryman. In each case the player with the superior force doubles the value of the number he threw. Ifit is then more than 'one pip' higher than the number thrown by his opponent, his opponent loses and removeshis man. However, if on the contrary his opponent throws higher by the same amount, the latter wins and the

    player with the two men loses the right-hand one of the pair.

    (c) Unequal combat - cavalryman v. cavalryman and infantryman, or heavy cavalryman v. light cavalryman.The player who has the cavalryman and infantryman or the heavy cavalryman may add a quarter to thenumber he threw. If the player with the cavalryman and infantryman loses, he must forfeit his cavalryman.

    RULE 20Melee Cavalry v. Cavalry

    After it has been established that a melee will take place and where, the game proceeds very much as in theelementary game.

    The attackers first execute any wheel, etc., if this is required. Then the players toss for first move. The playerwinning the toss, not necessarily the attacker, must now move four troopers. He may move them jn anydirection so long as they move in a straight line. The four troopers need not be next to each other, but theymust move in a straight line from their position, and they may not turn any corners.

    Once the four troopers have been moved, they may not be moved again until the melee has been decided.They do not have to come into actual physical contact with an enemy, but, if a trooper does, his enemy is'pinned' and may not stir until the combat has been decided.

    Once the winner of the toss has moved his four troopers, his opponent moves four troopers in a similarfashion; and this continues, the players each moving four troopers in turn, until they have no more meneligible to join in the melee, or no more men they wish to have included. If one player, when it is his turn,declines to move four troopers, thereafter he may not introduce any more troopers into the melee.

    Once a melee starts, any cavalry in the neighbourhood can join in, provided that they do not exceed theirmaximum permitted movement distance: they have not moved that turn: they have no orders to execute anyother manoeuvre. If part of a regiment, operating as such, is pinned by a charge, the remainder of theregiment may always join in the melee, provided that no trooper exceeds his maximum permitted movementdistance.

    Any troopers eligible to join in the melee may be moved up to form a second line behind the actualcontestants. As will be seen later, it is usually wise to keep a reserve in hand.

    When both sides have brought into the melee all the troopers eligible to join in, or such of them as they wantincluded, it is then decided by a series of individual combats between troopers in physical contact with eachother in accordance with Rule 19 The survivors of a combat are moved backwards approximately two inches.When all the combats have been decided, and the casualties have been removed, the first move of melee isconcluded.

    A dice is then thrown to determine whether the melee should continue next turn. If the throw is a one, two orthree it is ended and both sides must rally in accordance with Rule 2 I that follows. If four, five or six comeup it must continue for one more turn, known as the second move of melee.

    14

  • 7/28/2019 Charge Original Rtf

    15/26

    Second move of meleeOnly the survivors of the first melee and troopers in the second rank may take part. The players toss for whogoes first, and the winner moves four troopers. The melee then continues in exactly the same way as the first.

    After all the combats have been decided, the melee is at an end. Any troopers who fought in the whole melee,or in either move of it, must now rally as laid down in the rules for a two move melee. If two or more

    troopers from a squadron were included the whole squadron must rally as though every member had fought.

    RULE 21

    Rallying, and Deciding the Outcome of Melees

    I. General

    After a melee, units become disorganized, and must reform before they are capable once again of concerted

    action.

    2. Outcome of the MeleeOne side may win, and consequently the other lose a melee, or it may be indecisive. The outcome depends onthe scale of casualties. If the number of casualties suffered by one side is not more than two-thirds thenumber suffered by the other, the former wins. If this ruling cannot be applied the combat is a draw. As an

    example, if side A loses six men in a melee and side B four, side B wins; if on the other hand side A loses sixmen and side B five, the melee is drawn.

    If infantry participate in a melee, any casualties inflicted by their fire are included when calculating theresult. (Casualties from the fire of units not taking part in the melee are excluded from this calculation.)

    3. Prisoners

    Anyone defeatedin a melee must yield prisoners at a scale of one prisoner per five, or part of five, casualties

    suffered.

    4. Rallying

    Everyone must rally one turn for each move of the melee, but the loser must rally for one more turn than the

    victor. As an example the winner of a two-move melee must rally for two turns, the loser for three; if it had

    been indecisive both sides would have had to rally for two. While rallying, units reform, and at this time

    clearly lose some of their fighting power; infantry, while rallying, may not fire; cavalry, if charged while

    rallying, must deduct one pip from any number thrown for them.

    No unit can rally forward of the position where a melee took place. Victorious troops can rally on the field ofbattle; defeated troops must withdraw full moves during the next two turns. After an indecisive, i.e. drawn,melee, both sides are compelled to withdraw at least half a full movement distance next turn. They may retiremore than this if they so wish. A unit which has become 'under strength' as a result of a melee (see Rule 34)must withdraw for its first two moves in disorder (i.e. no formed ranks are permitted).

    Units fighting a melee from behind a breastwork or a fortification need not withdraw to rally if it is drawn.

    A unit which is unable to carry out an obligatory withdrawal is in danger of having to surrender - see Rule

    35.

    RULE 22Musketry Fire in Melees

    I. Once a melee has begun, any firing, other than by short-range weapons like pistols, is as likely to hit afriend as a foe. No one can therefore fire into a melee. However, provided they have time, men being attackedwill obviously fire on their assailants, and so the rule requiring all firing to be made at the end of the move

    15

  • 7/28/2019 Charge Original Rtf

    16/26

    must be modified. Fire may be opened on all charges delivered from a distance of more than three inches asfollows (the method for working out the fire effect is given in Rule 15 or 16):

    2. Cavalry charging infantry.(a) Cavalry charging from distances of between three and six inches will clearly ride into the infantry before

    the slower-witted have discharged their weapons; the less courageous among them may also be hasty andflurried when taking aim. If cavalry charge infantry from a distance over three inches but not exceeding six,

    infantry may fire on them as at a long-range target.(b) If cavalry charge from further away than six inches, the infantrymen have plenty of time to fire, butwhether or not they hold their fire until they can 'see the whites' of the cavalrymen's eyes will depend on theirdiscipline and the steadiness of their nerves. If cavalry charge infantry from further away than six inches, thetwo players toss to decide whether the infantry fired at long or short range.

    3. Infantry charging infantry. For infantry the rule is different. For charges delivered from further than threeinches up to a maximum of six inches away, defending infantry fire at attackers on foot as at a short-rangetarget. If the charge is made from a distance greater than six inches, the rule is the same as for cavalry, andthe two players dice against each other to settle the range.

    Table of Rules for Musketry Fire

    Distance of charge Type of target Range for musketry fire effect

    0-3 inches All Firing not allowedOver 3-6 inches Cavalry Long range

    Over 3-6 inches Dismounted Short range

    Over 6 inches All Toss for long or short range

    Note: Infantry on the flank of a charge may, of course, fire on the attackers as at a crossing target underRule 15, i.e. if an attacker passes within six inches of an infantryman and within his arc of fire (45) theattacker may be engaged as a long-range target irrespective of his final position.

    Melees Cavalry v Infantry

    RULE 23

    Cavalry v. Infantry in Open

    After it has been verified that a melee will take place and where, the troopers of the unit making the charge come up into

    contact with individual infantrymen. The cavalrymen may wheel at the beginning of the charge, but thereafter, as in a

    cavalry melee, the troopers must move in a straight line. Any troops able to be included in the charge may be used to form

    a second line behind those in contact with the hostile infantry. The infantrymen themselves are not permitted to move.

    When all the cavalrymen have taken up their positions, the infantry may fire in accordance with Rule 22.Unless the firing is completely ineffectual, gaps will appear in the leading rank of the cavalry. It is now that asecond rank is important. Any troops in the second rank may be used to replace casualties in the front, always

    provided of course that the other rules for movement are observed - i.e. they do not exceed their permitteddistance and move in a straight line. When this has been completed, the individual combats between troopsand infantrymen in physical contact with each other are decided in the normal way, one trooper being worthtwo infantrymen.

    After all the combats have been decided and casualties removed, the turn is at an end. Next turn the cavalrymay, if they wish, continue the melee; alternatively they may retire and rally back.

    If the cavalry rally back next turn, the melee is concluded and both sides must rally. The normal rules applyfor determining the victor and the vanquished and for the surrendering of prisoners (see Rule 2 I - Rallying).If the cavalry wish to continue the melee, only the cavalrymen who were in the original charge may take part(i.e. the first and second rank of the assaulting troopers). The second move is carried out in the same way asthe first; although individual troopers may move in any direction that does not cause them to move in anyway backwards, no sub-unit, as a whole, may change its front.

    16

  • 7/28/2019 Charge Original Rtf

    17/26

    After the combats of the second move of melee have been decided, both sides must rally as laid down in Rule2 I.

    RULE 24Melee Cavalry v. Infantry in Close Order

    The procedure for moving up the cavalry is the same as for a charge against light infantry in open order, andthe effect ofthe musketry is worked out in accordance with Rule 22.

    After the infantry have fired and cavalry casualties have been replaced from a second rank if formed, someinfantry in the front rankmay not be in contact with a cavalryman. An infantryman without an opponent mayassist the man immediately next to him on his right or leftprovided that this does not result in more than twoinfantrymen fighting one cavalryman. A man in the second rankmay notassist a man in the front rank. Whenall adjustments have been made, the melee becomes a series of individual combats between infantrymen andhorsemen; these are settled by throwing dice in the normal way.

    The turn after the first move of melee, the cavalry can either rally back or continue the melee, the infantrymust conform. If the cavalry continue the melee the infantrymen are pinned and may not move. However ifthe attack is continued into the rear rank, a rear-rank man not fighting with a trooper may help his immediateneighbour in the rear rank, provided that he is standing shoulder-to-shoulder with him. A front-rank man can

    only join in the struggle if he is directly attacked, or a next-door neighbour standing shoulder-to-shoulderwith him is assailed. Front-rank men may not aid rear-rank men orvice versa.

    After the second move of melee both sides must rally a minimum of two moves in accordance with Rule 2 I,.

    RULE 25Cavalry v. Infantry in Square

    In a combat between cavalry and infantry in 'square', hand-to-hand fighting and firing tend to become mixedup. Cavalrymen may ride up to the square and discharge their pistols into it. The infantry may reply with the

    bayonet or musket. The basic fact about infantry in 'square' was that they were so close together and formedsuch a wall of fire and bayonets, that troopers found it impossible to single out individual infantrymen to cutdown. To reproduce these conditions, infantry in square, if charged by cavalry, are not allowed to fire, but thesecond rank of infantry may count with the front rank against a cavalry assailant during the ensuing melee.

    The rule: the cavalry are moved up to the front rank of the square. The resultant melee is decided by a seriesof individual combats in the normal way, except that, if the front-rank man under attack has behind him asecond-rank man not engaged in any other fight, the combat is deemed to be two infantrymen v. onecavalryman, and therefore even. After each move of melee the square must be allowed to 'close up' to preventgaps occurring. Infantry in square can fight an indefinite number of melees without having to rally, but mustsurrender if the square drops below a third of its original strength.

    If cavalry are ordered to charge infantry who have for the same move received orders to form square, the ruleis as follows. If the infantry are 'pinned' (the cavalry are not more than half their maximum movementdistance away), they cannot form square, and must receive the charge in their original positions. If they arenot 'pinned', the infantry can complete forming 'square' before the charge arrives, and the rules for 'square'apply.

    Infantry in square can fire in the normal way if attacked by other infantry, or if cavalry pass them withoutattacking.

    RULE 26Artillery in Melee

    If artillery are assaulted frontally from farther away than six inches anywhere within their arc of fire,provided that the gunners are eligible to operate their guns (see Rule 13, p. 60), it is assumed that the guns, at

    17

  • 7/28/2019 Charge Original Rtf

    18/26

    point-blank range, fired grapeshot on their assailants. During the subsequent melee, the gunners, beingunarmed, have no fighting value. If an enemy attacks a gunner, and the gunner has no one to help him, thegunner must surrender next turn.

    If an attack goes in on an objective to a flank, since the guns cannot fire into a melee, they cannot be fired inthe normal fashion, at the end of the move. At the same time an attack across their front could not hope toavoid casualties from gunfire. Where an enemy move results in a melee, guns may engage the charging

    troops in the position they would have occupied had they halted six inches short of their objective. Althoughguns cannot fire on troops charging from a distance of not more than six inches, they can, of course, engageany supporting troops who were more than that distance from their objective, unless they are themselves

    being charged by infantry from within the six-inch limit, or are under short range infantry fire.

    Melee - Infantry v. Infantry

    GENERALThis rule has been framed with two objects in view. First to produce a reasonably quick method of decidingthe result of an infantry melee when large numbers are engaged on both sides. Second to provide for theeffect of an attack in column when the rear ranks, without necessarily crossing bayonets with an enemy, yet

    give drive and impetus to the whole.

    RULE 27Infantry v. Infantry, both in Close Order

    I. Once it has been verified that a charge will take place, and the enemy have, if necessary, been put in theposition where they will receive it, the front rank of the assaulting infantry is moved forward into physicalcontact with the defenders.

    As already stated, before the charge begins companies may wheel or change their front, but once the chargemove proper has begun all the assaulting infantry must move forward in an unobstructed straight line to theirfront. If the objective is narrower than the front of the attackers, it is permissible for the attacking infantry tocontract their front by an attack in depth; this applies especially to an attack on the flank of an enemy

    2. Once he has moved up the leading rank of the attacking infantry, the attacker may move up behind them asmany more ranks in support as he wishes. For these to be included in the melee, however, two conditionsmust be satisfied:

    (a)No men may be included in a melee who, at the start of the move, are more than their maximum permittedmovement distance from the front rank of the defenders. (It is wise to establish which troops, on account ofdistance, are precluded from joining in the melee before any moves are made.)

    (b) Only men in actual contact with an enemy, or men directly behinda man in contact with an enemy up tothree ranks back (i.e. giving a total off our ranks), may be included in the melee on either side.

    Note: To be in contact with an enemy a soldier's stand must be in contact with that of his adversary, or some

    other part of the two men must touch. The antagonists need not face each other, and it is permissible, if it isphysically possible, to place more than one man in contact with a single enemy.

    3. Only after the number of men fighting in the melee has been agreed may the result of any fire by thedefenders be calculated. It is necessary to identify all who may take part in the melee before making thiscalculation, as the attacker may not replace casualties from fire.

    If for any reason it is important to decide who exactly were hit by the defenders' fire, casualties should first betaken evenly from the front rank of the attackers. If after all the front rank have become casualties, some

    18

  • 7/28/2019 Charge Original Rtf

    19/26

    more still have to be made, the remaining casualties are taken from the second rank in a similar fashion, andso on.

    4. After the casualties from fire have been removed, the two players throw one dice for each group of ten oftheir men who are included in the melee, an appropriate fraction of a dice being taken for any odd group. Thenumber thrown is the number of casualties inflicted on the enemy. Casualties from the melee are allotted inthe same way as casualties from fire; when all casualties have been removed, the melee is completed.

    5. Next turn both sides must rally. When calculating the result of the melee, the attacker must add thecasualties he suffered from the fire of the defenders he actually charged (but not from any other source), tothe number he suffered in the melee itself.

    Infantry fighting in the open must rally next turn after one move of the melee, unless the rule for a particulartype of melee exempts them - e.g. infantry in square formation fighting a melee with cavalry.

    RULE 28Infantry in Open Order

    In a melee between infantry in close order and light infantry in open order, or between two forces of lightinfantry in open order, the attacking infantry are permitted to open their ranks and move up to individualinfantrymen, if the attacker chooses to do so. In these circumstances Rule 27, allowing men not in contactwith an enemy to take part in the melee, does not apply. The melee becomes a series of individual combats

    between infantrymen in actual contact with an opponent. Each individual combat is decided by the twoplayers throwing dice against each other in the normal way. After all the attacking infantry have movedforward up to the defenders, the defending player may, if he wishes, move any soldier in open order who isnot in contact with an enemy a maximum of two inches, in a straight line, to join in a combat.

    Both sides must rally in the normal way after one move of melee.

    Special and complex forms of melee

    The rules in this section deal with special and complex forms of melee. It is probably better not to attempt

    to master these rules until the simple types of melee are thoroughly understood.

    RULE 29Melee at a Breastwork or Redoubt

    If the defenders are protected by a breastwork, the attack will clearly lose some of its impetus. The attackers,therefore, can only count a total of three ranks in their assault. Further, the breastwork counts as an obstacleand, when calculating how many men can be included in the melee, all movement distances must be halved.Otherwise the rules for the appropriate type of melee apply. Cavalry cannot attack infantry behind a

    breastwork.

    The defenders of a breastwork, if defeated, must obey the normal rules for rallying; if the melee is drawn,however, they do nothave to withdraw from the breastwork, but may rally behind it. They cannot, of course,

    fire if charged while rallying - Rule 21.

    RULE 30Accidental Melees

    I. The moves ordered by the two players may occasionally result in a clash which neither side intended. Whenthe troops on both sides are cavalry there is no particular problem, and the whole thing is treated as though acavalry charge had been ordered; the players toss for first move, bring up their troopers in groups off our, andthe normal rules for a cavalry melee apply.

    19

  • 7/28/2019 Charge Original Rtf

    20/26

    2. Where infantry are concerned the matter is a little more complex. The point where the clash would occurmust first be determined. This is done arbitrarily by laying out the axes of advance of the opposing units.Battens used for artillery fire often answer the purpose. Where the axes of advance cross is marked on thetable as the 'intersection point' (the axis of advance is taken from the centre of the leading rank).

    If the clash is infantry v. infantry, both sides measure up how many of the infantrymen who were ordered to

    move are twelve inches or less from the 'intersection point'. All these infantry are then included in a meleewhich is decided in accordance with Rule 27, dice being thrown in the usual way for groups of ten men. Noone may fire. Men not included in the melee can be moved up towards the intersection point but must behalted a minimum of three inches away from it.

    If some or all the infantry are in open order, the players toss for first move, then move their men up in groupsof four to the area of the intersection point, the melee being conducted in the same way as a one-move cavalrymelee.

    3. If the clash is between infantry and cavalry, all the infantry are first moved up to the intersection point into anyformation the player concerned wishes. The cavalry may charge the infantry if they wish, or take post anywhere

    between their original position and the intersection point. The infantry may not fire. If the cavalry elect to chargethe melee is conducted in the normal way for a cavalry v. infantry melee, but without any infantry fire. Infantry in'square' can count both ranks in the normal way.

    4. The above rules do not apply if a clash occurs between two units advancing directly towards each other. Inthis case the melee must be settled in accordance with the appropriate rule for the type of combat. Infantryinvolved in an accidental melee, however, may not fire.

    RULE 31Attacks on Houses

    Special rules apply to attacks on houses. The defenders of a house cannot be 'pinned' by an assailant, andassaulting forces must break in to the house before a melee can take place.

    A minimum force of eight men is required to break in to a house at anyone point, and not more than sixteencan break in at the same point. The procedure is as follows:

    The attacker moves his men up to the house. The defender can then fire, as in an ordinary infantry melee.Having removed his casualties, the attacker must decide at how many points he intends to try to force anentry, bearing in mind he must have a group of at least eight men available for each break-in point he tries for.

    The attacking player now throws a dice for each group trying to break-in. If an even number comes up, thebreak-in succeeds, if an odd, it fails. Men who succeed in entering a house are automatically engaged in amelee with the occupants, which is decided by a series of individual combats. It is not necessary for thecontestants to come into contact with each other; the number of equal and unequal combats can be decided bya comparison of strengths. For instance fourteen men break in to a house defended by twelve. The attackersoutnumber the defenders by two. Two of the combats will therefore be at odds of two to one in favour of theattacker, and the remaining ten even. The combats are decided by the two players throwing against each otherin the usual way.

    If either side wins the melee, the loser must withdraw six inches from the house to rally, and the winner rallyfor one turn in the house. If the melee is drawn, both sides may remain in the house, neither side need rally,and, next turn, it may be resumed. Both sides may introduce fresh troops into this second melee, the attackers

    being limited to sixteen men per break-in point, the defenders to a force not exceeding the strength of theoriginal garrison of the house.

    There is no limit to the number of drawn melees that may be fought in a house without rallying beingnecessary. After each melee, however, either side may withdraw from the house, and the other side cannotclaim they are 'pinned'. If one side withdraws from a house after a drawn melee, all the men concerned in themelee on both sides must rally for one turn; the side not withdrawing may remain in the house.

    20

  • 7/28/2019 Charge Original Rtf

    21/26

  • 7/28/2019 Charge Original Rtf

    22/26

    one-fifth dice in a melee. If, however, a squadron of eight troopers formed the fourth rank behind threeinfantry ranks included in the melee, only half the cavalry strength could be included, making the squadronworth only eight infantrymen.

    Casualties are allotted in proportion to the numbers of the two arms involved, without any differentiations fortheir different fighting capabilities.

    Cavalry cannot fire mounted and cannot be included in any calculation of fire effect.

    b) The rule above presupposes the cavalrymen are directly behind an infantryman in contact with an enemy. Ifcavalry, to the flank of infantry being charged by enemy infantry, counter-charge the attackers, the melee isdecided in two parts. First the attacking infantry are moved up to the defender in the normal way inaccordance with Rule 27, melee infantry v. infantry in close order. Then the cavalry wheel and charge asthough executing a normal cavalry v. infantry charge. The resulting melee is now broken into its twocomponents. All infantrymen in physical contact with cavalrymen fight a normal cavalry v. infantry melee,the issue being decided by a series of individual combats in accordance with Rule 24. All attacking infantrynot involved in the cavalry melee are included in the infantry v. infantry melee if otherwise qualified, and thisis decided in accordance with Rule 27.

    At the end, the casualties of both parts of the melee are totalled and the outcome of the whole established.Next turn the infantry must rally, unless the cavalry wish to fight one more move of melee.

    Note: Defending infantry cannot fire at a target within one inch of a friendly cavalryman.

    5.Two mixed forces fighting a melee. If two mixed forces fight a melee it is probably best to break it downinto a number of components. The rule at sub-paragraph 4 gives most of the directions needed and in

    particular 4 (a)provides a reasonably quick method for solving such a melee in, as it were, a single operation.However, the other rules can be applied to the parts for which they are appropriate.

    RULE 34Morale

    I. After suffering casualties amounting to the proportion of its strength shown below the fighting ability of aunit is decisively impaired, and the unit is termed 'under strength'.

    All infantry units or units fighting as infantry, except light infantry, become 'under strength' if their casualtiesnumber more than half the number with which they began the battle. Light infantry and cavalry units become'under strength' if their casualties number more than two-thirds of this figure.

    2. Penalties for 'under-strength units'. When a unit has gone 'under strength', except in town, the next twoturns it must withdraw full moves; in a town it need only withdraw 6 inches. The unit is incapable ofoffensive action, and, if attacked, has all its fighting capabilities halved. For instance, a trooper from anunder-strength squadron which was charged by enemy cavalry could count only half the value of the dicethrown for him; infantrymen in an under-strength company could only fire if attacked, and, when firing,would only be entitled to one dice per group of sixteen men. An engineer unit reduced to half its strengthcould not fight as infantry, but could undertake an engineer task. If reduced to a third of its strength it would

    be unable to function at all.

    3. Calculating the Strength of a Unit. If a regiment were operating as a single unit, it would have to lose overhalf its number before paying any penalty. It would not matter if individual squadrons or companies becameunder strength, so long as the total strength of the unit remained not less than half the original. On the otherhand if a company or squadron were operating as an independent sub-unit (defined as being more than onemaximum permitted movement distance from another similar sub-unit of the regiment) then, if it lost morethan half its men, it would become under strength, and have to accept the appropriate penalties. Anindependent sub-unit that has become under strength may not rejoin its parent unit, unless that too has

    become under strength.

    22

  • 7/28/2019 Charge Original Rtf

    23/26

    4. Special rules, however, apply to infantry in particular situations where retreat would be military suicide,see Rule 35 (surrender).

    note: Occasional anomalies occur as, for instance, when a unit becomes under strength after winning a melee.Nevertheless the rule must be rigidly enforced.

    RULE 35

    Prisoners and surrender

    I. After a unit has been defeated in a melee, it must yield prisoners on a scale of one prisoner per group offive, or portion of five casualties suffered. The prisoners should be 'surrendered' from among the men nearestto their captors - a colour, however, may always be tossed for.

    A unit capturing prisoners must send them to the rear with an escort of one man for up to ten prisoners. Anunder-strength unit may be used to man a prisoners of war cage.

    2. Surrender. Infantry under cavalry attack while in square may maintain their position if they have a third ormore of their original number of men still standing. If their numbers drop below a third while under attack thewhole square must surrender. An under-strength unit holding out in a square must withdraw and suffer theappropriate penalties any turn when the threat of a cavalry attack has ceased. (The threat will be held to haveceased if no cavalry are within half their maximum permitted movement distance, and no cavalry charge is

    declared at the beginning of the move.)

    3. Any force which is unable to carry out an obligatory movement owing to the presence of the enemy is indanger of surrender until that movement has been carried out. An example of such a force might be thedefeated garrison of a house surrounded by enemy and therefore unable to withdraw without fighting amelee.

    Each turn, until the obligatory move has been carried out, the player with such a force must throw to seewhether or not it surrenders. If he throws less than two the force must surrender.

    RULE 36

    Houses

    The maximum garrison allowed in each house may be agreed between the players before play begins, or itmay be limited to the number of soldiers who can be lined up standing shoulder to shoulder, against one longwall and one short wall of the house. For purposes of firing, a house counts as cover. Not more than theequivalent of two ranks lining the appropriate wall may fire at one time. (N.B. It should be remembered thatthe main limitation on firing is the length of time it takes to load a musket, rather than the number ofloopholes that may have been knocked in the walls.)

    Men entering or leaving a house are doing an 'obstructed' move and may travel only half their maximumpermitted movement distance.

    For assaulting houses see Rule 3 I.

    RULE 37

    Towers and Chateaux

    I. The strength of garrisons is normally agreed before beginning the game. Up to two ranks may fire inanyone direction, normal rules being applied to the arcs of fire of individual men. Towers and chateaux givecover from fire.

    2. If the garrison goes under strength and if the tower or chateau is actually underassault dice must be thrown to avoid surrender.

    23

  • 7/28/2019 Charge Original Rtf

    24/26

    3. Towers or chateaux may only be assaulted through a doorway or gateway. As in an attack on ramparts,melees may only be decided by a series of individual combats between soldiers in contact with each other.

    4. Special rules for breaching the walls may be devised, i.e. guns firing at a wall from a range of less thanthree feet may be held to make a breach, through which one man can enter at a time, for every six thrown foreffect.

    RULE 38Breastworks

    These are impassable to guns, or cavalry under fire, otherwise they count only as an obstacle and give cover

    from fire.

    One infantryman can construct one inch of breastwork in seven turns, provided one sapper is present to

    supervise every six infantrymen. The construction is calculated as follows: first turn infantry take up line of

    entrenchments. The breastworks are ready by the eighth turn. Troops cannot construct a breastwork and fire.

    RULE 39DemolitionsI. Six sappers take six turns to prepare one span of a bridge for demolition.

    2. The bridge can only be blown if a sapper officer or sergeant is present to light the fuse.3. When the order to blow is given (written as a move) dice will be thrown, beforeartillery fire is taken, to find out if the charges exploded. If a one or a two is thrown, the charges fail toexplode. If a three is thrown, the bridge is only passable to infantry in single file. A four, five or six means thedemolition is successful.4. If the demolition was unsuccessful it can be repeated next move with similar chances. If still unsuccessful,however, three sappers must work for three turns before the next attempt can be made to blow the bridge.

    RULE 40

    Pontoon Bridging

    Twelve sappers (including an officer) can bridge three inches of river in one turn; less than twelve sappers to aminimum of six (including an officer) bridge one and a half inches per move.

    No construction below this figure, and no infantry can be used to replace sapper casualties.

    RULE 41The Sequence of Play

    I.TurnsA turn comprises the planning, the writing down and the execution of moves, the judging of fire effect, and thedeciding of melees.

    When the last melee has been decided and the last casualty removed, both players start the cycle again byplanning their next moves.

    2. MovesThe move for each unit must be written down This is necessary for two reasons. Firstly if orders were not writtendown a player might, almost unconsciously, modify his moves in the light of those made by his opponent;eventually a situation might arise where, amid an acrimonious silence, each player waited for his opponent to

    move first. Secondly it is not possible, while operating with large forces, to remember the details of all the movesplanned; the 'written orders' serve as an aide memoire. The moves need only be written down in sufficient detailfor the player himself to understand what he has planned, but all must be written down before the first unit istouched. After the first unit on either side has been moved, a unit without written orders must remain stationary.

    Aftercompleting their written orders, but before touching any troops, the players must declare any charges, afterthat both players move their units forward in any order they choose.

    It is obviously wise when the movements of two hostile units look as though they may interact, for the players todeal with such units at the same time. Whatever their orders, units may always fire at a target which they are

    24

  • 7/28/2019 Charge Original Rtf

    25/26

    otherwise qualified to engage. After firing begins, no further moves can be made, except for those specificallyrequired by a rule, e.g. in connection with a charge, or a withdrawal that is obligatory but which for some reasonhas been overlooked. It would be cheating, however, for a player deliberately to omit a move he perceived to bedisadvantageous.

    3. Firing and deciding meleesWhen the players agree that all moves possible have been completed, they toss to decide who is to fire first.There is little significance in the toss, however, as the firing of like weapons is assumed to be simultaneous, andcasualties need not be removed until both sides have fired.

    Artillery fires first. As in the elementary game, the player declares his target, and then throws dice to determinethe effect of his fire. When one player has fired his guns, the other replies with any of his own capable of firing;for this purpose he can fire any gun which has been knocked out during that particular turn. When both sideshave finished firing their artillery, all casualties are removed. Infantrymen struck by artillery fire are not

    permitted to fire themselves. Now both sides deal with musketry in exactly the same way, both sides removingtheir casualties when firing is completed. To avoid confusion it is best to lay a man down as soon as he has beenhit.

    After all the firing is finished, any melees are decided. That completes the turn, and both sides now plan the next.

    RULE 42Conditional Moves

    Provided that the intention is clear, orders for a move may be made 'conditional' on a move by an enemy. Lightinfantry for instance may be ordered to remain a given distance from an enemy force, and any move made inaccordance with this instruction is valid so long as maximum permitted movement distances are not exceeded. Asanother example, cavalry might be given orders to charge any enemy cavalry coming within range, failing whichthey should move their full distance to the right.

    This rule must not be abused. Not more than two alternative moves may be written down, and it must be quiteclear in what circumstances either alternative may be used. The player may not decide on which alternative toemploy after he has seen what his opponent is doing; he must adopt his first alternative unless the circumstanceswhich he legislated for in his second have clearly arisen.Examples of conditional moves are given in the specimen table of orders at the end of the chapter.

    General points

    DEFINITIONS

    A sub-unit may be a company, squadron or gun, a unit consists of two or more companies, squadrons, or guns.

    STARTING CONDITIONSThe starting conditions are the conditions laid down before the beginning of a game.They normally include:

    I. A map of the terrain, with notes on any special features such as whether rivers are fordable and where, whichway the current flows if this is significant, whether morasses are passable to infantry etc.

    2. The two start lines forward of which neither side can move troops before the gamebegins, and any other conditions regarding the introduction of troops into the battle.

    3. The size and composition of both Armies in a detail to be mutually agreed. (A point system for standard units isgiven at the end of this chapter. The two Armies may be limited to a given number of points within which the two

    players are free to choose what sort of units they like. It is normally more interesting if the two Armies are notidentical in number and type of units.)

    4. The task to be carried out by either Army and the criterion by which success or failure

    25

  • 7/28/2019 Charge Original Rtf

    26/26

    may be measured.

    PLAYING THE GAME WITH SEVERAL PLAYERSSides in a game may each consist of a number of players. There should be a commander in-chief with a smallreserve immediately under his command, and the other players should each command a part of the Army.

    Before the game, the players discuss the situation and draw up a plan. Thereafter they may confer during everythird turn. In between they may pass written messages to each other, any such message taking one turn to bedelivered. Except before every third turn, the players may not discuss the situation with each other.

    In a game of this description, confusion and the 'fog of war' need no simulation. The two Commanders-in-Chiefmust be men of iron nerve, otherwise their reason is unlikely to survive the activities of their subordinates.

    TOOLS

    In addition to model soldiers and props for the field of battle, each war-gamer needs a six-foot batten marked in

    feet to measure gun ranges, a thirty-inch batten marked at 30", 24", 18", IS", 12",9",6", 3" for calculating moves,

    an ordinary 12" ruler, a template giving an angle of 45 for measuring arcs of fire, a dice* cup, and about six

    ordinary dice. He also needs a good temperament and the serving of stimulants at intervals.

    26