American War of Independence Rules
By Will McNally
Introduction
These rules have been written to give an easily playable game which reflects the style of battles fought during the American War of Independence, and the French and Indian Wars. To simplify the game a standard size of unit is employed and only a few major formations are permitted. Figures are not removed but a simple record needs to be kept of the status of each unit.
If you have any queries or suggestions you may contact Will McNally here.
SCALES, ETC.
These rules assume that 25mm figures will be used, but they can be used for 15mm by using 2/3 the distances specified. The scales are flexible and can be adjusted to reflect the size of battle being fought provided the ratios are maintained.
Figure Scales 1 figure = 20 men
1 gun = 4 guns
Ground Scale 6" = 100 yards (20mm)
10cm (4") = 100 yards (15mm)
Time Scale 1 move = 10 minutes
The line units represented under the rules are equivalent to an American Battalion or very weak European regiment, of about 250 men, most European regiments are best represented by two units. Open order units represent 2 companies, about 120 men. Cavalry about 2 troops or 80 men. A four gun battery is represented by an artillery unit
STRENGTH POINTS
Each unit is depicted as having the same number of figures irrespective of its actual strength. However it is allocated a number of strength points depending on its actual strength. Full strength units are rated as having 5 strength points. To represent under strength units reduce this by 1 point for each 20% under strength, so a 150 strong battalion will have 3 strength points. Units with less than 3 strength points should be combined whenever possible, and units with more than 6 strength points must be split. Units whose strength points fall to zero or less are considered to have become ineffective and are removed from the table.
GUNS
Although various type of guns are available, for simple games it is best to use only light guns. To convert from actual orders of battle:-
Light = 3-4 pdr;
Medium = 6-9 pdr;
Heavy = 12 pdr or heavier
UNITS AND BASES
Most units under these rules are composed of two identical bases of figures. Each base measures 45mm x 45mm (25mm) or 30cm x 30cm (15mm). Artillery units are made up of a gun base and a limber base. Supply (wagon) units comprises a single wagon base.
The numbers of figures on each base depends on the type of unit:-
Close Order Foot (Line Infantry, Fusiliers, Grenadiers, Militia) 6 figures in two ranks
Open Order Foot (Light Infantry, Jaegers, Rangers, Indians) 3 scattered figures
Cavalry 2 figures in one rank
Artillery piece 1 gun and 3 figures
Limbers 1 limber and 2 horses
Wagons (on a double sized base) 1 wagon and 2 horses
Brigadier General 1 mounted figure
Senior General 1 mounted figure + 1 other
GENERALS
Generals are allocated on the basis of one brigadier general per 3 - 5 units, and one senior general per 2 - 4 brigadier generals. If there is more than one senior general one extra may be added as a C in C.
FORMATIONS
Only two formations are possible for infantry and cavalry, Line with both bases in side to side contact and Column with the bases one behind the other.
MARKING UNIT STATUS
It may be useful to have markers to depict the current morale state of units. Either a small card with the appropriate status can be used or the following:
Shaken Place a dead figure in front of the unit or reverse one of the bases.
Routing Place two dead figures with the unit or place both bases in partial side to side contact.
MOVE SEQUENCE
Alternate movement is used with one side moving and the other side firing.
a) Test morale of all shaken and routing units of the moving player.
b) Move all units that must rout or retire.
c) Move all other units as player wishes, but not within 1" of any enemy unit.
d) The firing player may change the facing of any unit without enemy to its front within 6".
e) Firing player fires units at any enemy unit within range and up to 45o to flank, and calculate the morale effect of fire
f) Any of the moving players units which are unshaken may charge any enemy unit directly to their front if it is within 3" for infantry or 6" for cavalry.
g) Test the morale of the defending unit.
h) Counter-charge or Rout the defending unit if appropriate
i) Move the charging unit into contact with the defending unit if it stands, or its original position if it routs.
j) For units in contact calculate the effect of the melee and immediately rout or fall back any losers
k) Any cavalry having successfully charged may repeat (F)-(J) a second time if required
Notes:-
a) If a unit of the moving player routed during the preceding players charge or melee phase it is not tested for rallying this move, neither does it need to be moved.
MORALE
A units basic morale is its current strength plus the following modifiers depending on unit type:-
European Grenadiers +2
Other European Regulars +1
American Regular Rifles -1
Militia -1 or -2
Indians -2
Wagons etc. -4
TESTING SHAKEN UNITS
Roll 1d6 per unit, add +1 if a brigadier general is with the unit, or +2 if a senior general.
Results:-
4 or greater the unit will carry on as required
2 or 3 the unit will retire a full move (optional : Militia or Indians in the open rout)
1 or less the unit will rout and lose 1 strength point
TESTING ROUTING UNITS
Roll 1d6 per unit, add +1 if a general is with the unit, or +2 if a senior general.
Results:-
5 or greater the unit halts shaken
2 - 4 the unit continues routing
1 or less the unit continues routing and loses 1 strength point
MOVEMENT
The following defines the maximum movement allowed in a movement phase (C).
Troop Type Line Column Rout
Close Order Foot 6" 9" 12"
Open Order Foot 9" 12" 15"
Light Cavalry 15" 18" 21"
Generals/Couriers 21" 21" 21"
Wheeled Equipment Limbered Deployed Rout (Crew Only)
Light Guns 9" 3" 12"
Medium Guns 6" 2" 12"
Heavy Guns 3" 1" 12"
Galloper Guns 12" 3" 12"
Grasshopper Guns 9" 6" 12"
Howitzers 9" 3" 12"
Wagons 6" N/A N/A
EFFECTS OF TERRAIN AS % OF NORMAL SPEED OR PROPORTION OF A MOVE
Terrain Type C.O. Foot O.O. Foot Mounted Wheeled
Rough ground 66% 100% 66% 33%
Gentle Slopes 66% 100% 66% 33%
Steep Slopes 33% 66% 33% N/A
Open Woods 66% 100% 66% 66%
Dense Woods 33% 66% N/A N/A
Swamps 33% 66% N/A N/A
Fords 66% 66% 66% 33%
Crossing fences
or walls 50% 50% 1 turn 1 turn
Crossing streams 50% 50% 1 turn 2 turn
Entering buildings 50% 50% N/A N/A
Leaving buildings 1 turn 50% N/A N/A
(a) Where N/A is shown the troop type cannot move in that situation
(b) To change formation from line to column or v.v. neither base in the unit may move further than a line move into the new formation.
(c) Deploying or limbering guns takes a whole move stationary.
(d) Retiring and maintaining facing deduct 3" for foot, 6" for mounted and 1" for guns.
(e) Units may change face up to 45░ with no penalty, but more than that takes a whole move
(f) Wheeling should be done around a 3" diameter circle, measuring the distance moved by the outermost base.
(g) For terrain effects grasshopper guns are treated as close order foot
(h) If wagons rout they become immobilised for the rest of the game.
(i) Any non routing unit passing through another deducts 3" for foot and 6" for mounted.
CHANGING FACING
To allow for the effect of alternative movement the firing player may change the facing of any unit after movement in order to fire or receive a charge. It cannot do this if an enemy unit is within charge reach of its current facing.
To change facing the unit remains in its current formation and rotates up to 180o around the centre point of the unit. If the desired rotation cannot be made due to either an obstacle or other units then the unit cannot change facing.
ROAD BONUS (OPTIONAL)
Any unit in column that moves its full move distance along a road may add an additional 3" if does not pass within 24" of any enemy unit.
SECOND CAVALRY CHARGES
This reflects cavalry's ability to exploit any breakthrough. Note that any target of a second cavalry charge cannot change facing to meet the charge, but it can fire at the cavalry if it could not have fired in the firing phase. If the cavalry do not opt to charge then they cannot fire.
FIRING
Units may fire at anything directly in front of a base and up to 45░ to either side provided the whole of the target base is visible, in range and within angle of fire.
Ranges Short Medium Long
All Muskets 0"- 6"
Rifles 0"- 6" 6"-12"
Light Guns 0"-12" 12"-24" 24"-36"
Medium Guns 0"-15" 15"-30" 30"-45"
Heavy Guns 0"-18" 18"-36" 36"-54"
Galloper Guns 0"- 9" 9"-18" 18"-21"
Grasshopper Guns 0"- 6" 6"-12" 12"-18"
Howitzers 0"- 9" 15"-24" 24"-36"
To determine the effect of firing roll 2d6 and sum the scores and any of the following factors which may be relevant, if the result is 7 or greater the target unit loses 1 strength point. The same result is then used to check the target units morale. Note that a targets morale can suffer even though it has not lost any strength points.
Firing factors
British Close Order Infantry +1 Firing unit has 3 or 4 strength points -1
Militia and Indians -1 Firing unit has 1 or 2 strength points -2
Rifles at short range -1 Firing unit is in column -2
Rifles at long range -2 Firing unit is shaken -1
Guns at short range (canister)+1 Target is in woods or soft cover -1
Guns at medium range -1 Target is in hard cover or buildings -2
Guns at long range -2 Target is in solid cover -3
Notes
(a) Canister can only be used when no friendly units are in the arc of fire.
(b) Overhead fire is only available to guns firing to/from higher ground and howitzers.
Any intervening friendly unit must be at least 12" clear of both the firer and the target.
MORALE EFFECT OF FIRE
This is tested using the same result as that used to determine the effect of firing. If the modified score of the firing unit exceeds the target units basic morale, the target unit is shaken.
RISK TO GENERALS
If a general is with any unit that suffers losses from fire throw 2d6
2 - 8 No effect
9 - 10 Suffers a light wound and moves at 1/2 speed
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed all units in his chain of command within 18" are shaken.
CHARGING
After all firing is resolved any of the moving players infantry or cavalry units which are unshaken may declare charges on any enemy units that are in charge reach. Charge reach is 3" for infantry and 6" for cavalry, but the target must be directly to the front of the charging unit.
Once all the charges have been declared test the morale of the charged units in the order decided by the moving player. As each charged unit is tested counter-charge, evade, or rout it as appropriate. After all charged units have been tested move any charging units that are not already in contact into contact with its target if it is still within charge reach, or its original position if it has routed or evaded out of charge reach. Then calculate the results of the melees.
TESTING CHARGED UNITS
Roll 1d6 per unit, add any of the following factors if they apply
Non Cavalry charged by Cavalry +2
Open Order Infantry or artillery charged by Close Order +2
Charged in the rear +2
Charged in the flank +1
Shaken +1
Behind an obstacle or in a building -2
Cavalry only charged by Non Cavalry -2
Close Order only charged by Open Order Infantry or artillery -2
In a fortification -3
If the modified score equals or exceeds the charged units basic morale it will rout immediately and lose 1 strength point. If the score is less than zero the charged unit may counter charge any enemy unit to its front which is charging it. This is ignored by units behind obstacles, in buildings or fortifications. The counter charging unit is moved into contact with the charging unit halfway between their positions. Already routing units may surrender, but otherwise they automatically rout and lose 1 strength point.
ROUT
Routing units move directly away from the cause at rout speed towards the nearest friendly cover. This cover may be behind another friendly unit, into woods, buildings or off the friendly edge of the table. The routing unit may not move such that it reduces the distance to any visible enemy unit. (i.e. The routing unit must be further away from any enemy unit at the end of the move than at the beginning)
SURRENDER
Units may surrender in the following situations :-
(a) Units charged in the rear which rout either from the charged test or melee.
(b) Already routing units which are successfully charged.
(c) Already routing units which are within 6" of any enemy unit and cannot move.
Roll 1d6 for any units in this situation, if the score is 4 or higher then the unit surrenders if foot, 5 or higher if mounted. Units which surrender are removed from the table.
MELEE
Melee is resolved as far as possible between one defending unit and all the units attacking it, or one attacking unit and two defending units. All units that have enemy units to the front of any of their bases must engage in melee.
Roll 1d6 for each unit involved in a single melee and add any of the following factors if they apply:-
Troop Type
Situation Cavalry Infantry Other
Unit is cavalry +2
Unit is charging +2 +1
Indian Unit +2
Unit is European Regulars +1 +1 +1
Unit is attacked in flank -1 -1 -1
Unit is charging over an
obstacle (stream, fence etc.) -2 -4 -4
Unit is charging uphill -1 -1 -1
Unit is charging a building -4 -2 -4
Unit is attacked in the rear -2 -2 -2
Unit is in open order or artillery -2 -2 -2
Unit is charging a fortification -6 -3 -6
Overlapping enemy unit +1 +1 +1
two or more bases deep
(except light troops) +1 +1
Compare the highest modified score for all units on each side. The side with the lowest score is the loser.
If the difference is 2 or more the loser will rout immediately and lose 2 strength points(*).
If the difference is 1 point then the loser will retire 3", loses 1 strength point, and becomes shaken.
If the scores are equal both sides will retire 3".
Where more than one unit is involved only one is effected, any others will retire 3". The unit effected will be that unit engaged to the enemies front, or if more than one then the unit with the lowest score.
(*) If the loser is attempting to charge a building or fortification, or where the defender is immediately behind an obstacle the loser does not rout but retires 6" and is shaken, and still loses 2 strength points.
RISK TO GENERALS
If a general is with any unit that routs from melee throw 2d6
2 - 7 No effect.
8 - 9 Suffers a light wound and moves at 1/2 speed.
10 Captured.
11 - 12 Dead.
In any other cases if the general is with any unit that suffers losses from
melee throw 2d6
2 - 8 No effect.
9 - 10 Suffers a light wound and moves at 1/2 speed.
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed or captured all units in his chain of command within 18" are shaken.
TERRAIN
BUILDINGS
Buildings should be either small 50mm x 100mm holding 1 unit or large 100mm x 100mm holding 2 units. Units occupying buildings have no flank or rear and each base can fire or melee out of any side of the building it is in contact with. If the two bases of a unit fire in different directions treat the firing of each base as a the unit in column firing. Isolated farms and hamlets should be represented by a single small building, Villages by two or three, and towns by four or more. Buildings like the Chew House at Germantown which held a British Regiment should be represented by a single large building.
ROUGH GROUND & SWAMPS
This represents areas of either difficult movement or where difficulty may be experienced maintaining formation. Typical areas include a fields of crops and rocky or uneven ground. Swamps are areas of rough ground which are impassable to mounted or wheeled units.
WOODS AND FORESTS
Woods are not consistent and should be made up of a mixture of areas of dense and open woodland, rough and open ground consistent with the area being fought in. Troops can be detected and fired at the following ranges in wooded areas:-
Dense Woods Open Woods
Rangers and Indians 1" 3"
Other Open Order Foot 2" 6"
Others 4" 12"
RIVERS AND STREAMS
For simplicity streams are 2" wide and rivers are 6" wide. Rivers cannot be crossed except by fords or bridges.
HILLS
Hills are not defined by their height but by the difficulty of ascending them. Most hills should have gentle slopes but depending on the geography some will have steep or impassable slopes. Other terrain features can be combined with hills and their effects on movement should be combined. Dense woods on steep slopes should be considered impassable to all troops except light infantry and rifles.
ROADS
These are considered the same as open ground unless the optional road movement is used. Roads on hills can have a different slope than that of the surrounding ground. Where roads cross streams or rivers there must be either a bridge or ford. Roads, and bridges are 2" wide
FORTIFICATIONS AND FIELDWORKS
Defence Values of Buildings and Fortifications
As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point. If troops are in the buildings use the same dice score to determine the damage to the building ignoring the deduction for cover. To equate with cover 2-4 strength points = soft cover, 5-8 strength points = hard cover, 9 or more = fortified. Therefore as building are damaged the cover they provide is reduced.
As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point.
Strength Points:-
Wooden Bridge (per 100mm) 3 Stone Bridge ditto 6
Wooden Building (50mm x 100mm) 4 Stone Building ditto 8
Wooden Building (100mm x 100mm) 6 Stone Building ditto 12
Timber fieldwork (per 100mm) 6 Earth and Timber Redoubt 10
Timber Stockade (per 100mm) 8
FIELD ENGINEERING
In most cases fieldworks have been constructed before a battle commences, but if necessary they can be constructed during a battle. 1 wagon can hold enough tools for 1 close order infantry unit. This enables them to dismantle 1 strength point every move or construct 1 strength point of a fieldwork every other move.
1 wagon can hold 6 charges. The sequence is as follows: spend 1 movement phase laying the charge, move away on the next movement phase, then test for effect on the firing phase following moving away. For effect roll 2d6 if it is greater than the targets defence strength points it is destroyed. If more than 1 charge is used it takes 1 extra move to lay each charge and use one extra d6 per additional charge to determine the effect. If any unit is within 3" roll 2d6 for effect as if firing. Increase the distance by 1" for each additional charge used.
These rules may be freely distributed as long as Wrexham & District Wargamers are credited.