Kriegsspiel 2022 System

What is Kriegsspiel 2022, and why does it exist? Kriegsspiel 2022, or K22 for short, is a new presentation of Kriegsspie

597 151 878KB

English Pages 60

Report DMCA / Copyright

DOWNLOAD FILE

Polecaj historie

Kriegsspiel 2022 System

Citation preview

Changelog -

-

-

V1.4.3 (8.25.22): 10.3.3 Added, and 10.4.3 modified. These changes affect battery DRMs based on the size of the battery firing. 10.3.3 applies -DRMs to Unopposed Arty Die rolls. 10.4.3 changes the +DRMs for artillery firing in support. v1.4.2 (7/26/22): Under consideration: another tweak to DRM rules based on battery size (not yet adopted). - Rule 8.8.5 added. - Infantry Charged by Cavalry in the Front v1.4.1 (7/18/22) Multiple rules revised under Artillery, to make artillery more intuitive to resolve.

2

Kriegsspiel 2022 System

Rules composed and developed by Marshall Neal, of the International Kriegsspiel Society Copyright 2022, all rights reserved. Please do not print, share, or distribute without permission. Release v1.4.3, August 25, 2022

3

Credits I wish to thank a number of people for making this project possible. The Kriegsspiel Society UK, for introducing me to Kriegsspiel many, many years ago, based on the work of the legendary Bill Leeson. To Brett Bayley, who introduced me to the game itself in a tough experience involving a law office, quasi-imprisonment in a basement, and an occasional snack. Thank goodness for the football game. Again, to Brett Bayley for sticking with me as we developed our own way of playing, in spite of the original rules, learning lessons the hard way. Thank you to Mark Luta, who helped me launch the Southern California Kriegsspiel Society, to Barry Lew, who is now in heaven telling our creator about the design intent of creation. To Mike Sheeter, whose ideas provided the means to move into the online realm, and to COVID which forced gamers to play with us there. Additional thanks are due to Alex McBay, whose creative genius provided a springboard for the K22 system and for play via Discord, and to Damon Mosier, Chief Engineer of the IKS for his work on building the pieces and other critical components of the Tabletop Simulator Module. I want to thank Jim Owczarski for his contributions to the hobby and the IKS, as well as a very special thank you to James Sterrett and Mike Dunn. Thank you to those who have supplied components to our members, Tommy Farmer, Marshall Barrington and Command Post Games, and Too Fat Lardies. I want to thank the Southern California Kriegsspiel Society and Strategicon for facilitating our in-person games and development. Included in this is Bootsie Brenner, who always made sure we had the space to play. I thank Kurt Keckley for his inspiration, as well as Eugene Hourany and Matt Elstein for their encouragement. In a broader sense, I owe a debt of gratitude to all the members of the IKS, especially those most active in making it run and operate, as well as those whose ideas have made a difference as we developed mechanics and tested ideas for this system and to solve the problems created by porting Kriegsspiel into the realm of online gaming. Thank you to everyone who aided in playtesting. I also want to thank my family for putting up with me, and all those who have contributed in any and every way to making this possible. I want to issue some shout outs to Jan Heinemann, Eli “Gray”, Justin, Peter Fryer, Dave Pumphouse, Lake Tzarina, and Winston, as well as all my supporters on Patreon; Juan, “Plato,” Potbellied Slim, Matt Zimmerman, Don Levick, Ivan Torres, and Mind Ju. A special thanks to Persephone and Demeter, participants in RvB know! (Also all the other dogs: Adora, Eris, Apollo, Argos, and Zephyr to be thorough.)

Dedicated to Barry Lew, who is probably in heaven, explaining the designer’s intent. May your dice in heaven always roll hits, at least until I get there.

4

Introduction What is Kriegsspiel 2022, and why does it exist? Kriegsspiel 2022, or K22 for short, is a new presentation of Kriegsspiel. The original Kriegsspiel, first conceived in 1812, by Georg Leopold von Reisswitz, and developed into a training exercise by his son, Georg Heinrich Rudolf Johann von Reisswitz in 1824, was played by the Prussian and German Armies over the course of about a century. The wargame was designed to train officers and wargame various scenarios to teach fundamentals, evaluate officers, and plan operations. It spread globally and many innovations developed for Kriegsspiel are now staples of modern roleplaying and wargaming. It is still sometimes used for training. It is important to understand that the wargame played by the Prussians was not intended to be played for fun, but for training. The 19th century rules require careful study, and are best supported by knowledge and experience of the warfare of that century. Our modern understandings come only from books and research, but we cannot reacquire the insight that came from the direct experience of warfare of the period, nor should we wish to! It is possible to play original Kriegsspiel, but the learning curve is steep and the games move slowly, especially if the umpire is just learning the rules. In my experience, players are powerfully tempted to add minutiae to the game, such as weapon types, tracking ammunition, casualties to the man, and even commander traits. This can be done, but all it does is add to the workload while significantly slowing the game. Contrary to assumption, none of this increases the fun of the experience. If anything, it ensures that many modern gamers, with their busy schedules, don’t quite have time to finish a game. It’s often painful. K22 addresses these problems by preserving the original features of Kriegsspiel that make the experience compelling while eliminating the minutiae that subtracts from the value of the game. Those features being that the game must be played double-blind, umpired, feature simultaneous movement, delayed order implementation, dispatch transmission, and emphasize the fog of war. With K22, it is possible to preserve these unique features and still play Kriegsspiel as a game, in a reasonable timeframe. To be clear, this is Kriegsspiel. It is somewhere between the original Kriegsspiel and Free Kriegsspiel, developed by Julius von Verdy du Vernois. It is a modern version of the rules which allows play as a game, in a reasonable timeframe. It is meant to be simple and fast, while true to the original elements that make Kriegsspiel so compelling and valuable as an experience. I hope you enjoy learning these rules and playing the game. The rulebook is admittedly longer than I expected it to be, but it is not as difficult to learn as it may first appear. Players should familiarize themselves with The Six Steps, as these are the unique heart of the system. If you disagree with a rule or a decision I have made, please feel free to modify these rules to taste. What makes an umpire an umpire is their right and ability to make changes and exceptions to craft a realistic and exceptional experience for players. I do expect all players and umpires to be respectful, honorable, fair, consistent, and gentlepersonly in their play. That’s important. Being honorable is far more important than “winning.” If you do not accept that, please play a different game. Be friendly and work together for fun. Thank you for trying the system. I hope it provides you with as much pleasure as it has me and other members of the International Kriegsspiel Society. Once you learn it, you will find you have the key to many creative adventures, from small skirmishes, to large pitched battles, to long-running campaigns, if you wish to work out a campaign system. When you do, you may find K22 is a wonderful system to model each battle. Enjoy your adventures! Marshall Neal, Guadalupe, California, United States of America, April 27, 2022.

5

Table of Contents

I. II. III. IV. V. VI. VII. VIII. IX. X. XI. XII. XIII. XIV. XV. XVI. XVII. XVIII. XIX. XX. XXI. XXII. XXIII.

Scale Movement Precision Combat Dice Combat Value Disruption Losses Infantry Cavalry Artillery Combat Combat Results Orders Building Units Scenario Design Cadence/Turn Cycle Ending the Scenario Critique Tips for Players The Six Steps Combat results Tables and Player Aids FAQ Illustrations

6

I.

Scale

1.0 Scale: Games are best played at a proper scale. 1.0.1 Map Scale: A map is correctly scaled when 1 cm = 100 paces. 2,000 paces ~ 1 mile. 1.0.2 Tips for Map Scale: (20cm = 1mi) 20 CENTIMETERS ON THE MAP SHOULD EQUAL 1 MILE 2,000 paces is roughly 1 mile. The precise measurement, at the walk, is a little less than 2,000 paces. A kilometer is about 1,300 paces. Again, the precise measurement is a little over 1,300 paces per kilometer. 2,000 paces = .95 mi 1,312 paces = 1 km As long as your map is 100 paces per cm, you are scaled correctly. The ruler can be used to check this on the map. In all cases, it is helpful if there is a compass pointing north, and a scale on the map. 1.1 Official Unit of Measurement: The official unit of measurement on the map is a pace. 1.2 Pace: A pace is equal to 2.5 feet, or 30 inches, or 76 centimeters. There are 2,130 paces in a mile, or 1,312 paces in a kilometer. 1.3 Smallest Measurement: You want to be able to measure 100 paces on the map as the smallest unit of measurement you are likely to use in game. As long as you can do this, any map, of any scale and size will work for the game. 1.4 Common Measurements: In addition to being able to measure 100 paces, you will also want to measure 200, 300, and 400 paces on a routine basis. Other useful measurements are 600 paces, and 800, 1200, 1800, and 2000. The longer measurements represent maximum artillery range, with different ways of calculating the effects, based on range. 1.5 Timescale: Time moves in 5 minute increments. 1.6 Fast Forward: If units are far from each other, and will not make visual contact for many turns, it is acceptable to fast forward the game to contact.

7

I. Movement 2.0 Base Movement Rate: The base movement rate is the greatest distance a unit may march in five minutes, without “complications.” 2.1 Base Infantry Movement Rate: Infantry’s base movement is 400 paces per one 5-minute turn. (Ordinary Step) 2.1.1 Quick Step for Infantry: 500 paces per turn. 2.1.2 Double Quick Step: 650 Paces per turn. Only 1 turn in 5. 2.2 Base Cavalry Movement Rate: Cavalry moving in column, along a road, moves 1,000 paces in 5 minutes (1 turn). 2.2.1 Hussar Movement: Hussars are an exception. They move 1,400 paces per turn. 2.2.2 Cavalry Mount/Dismounting: It is reasonable to impose a penalty on movement for cavalry to mount and dismount. A 25% reduction in movement for such an order is a good guideline. 2.3 Artillery and Wagon Train Movement: Artillery has two states, limbered and unlimbered. Limbered means the guns are hitched to horses and are ready to move. Unlimbered means they are unhitched and ready for action. Artillery that is limbered keeps up with its parent brigade. Artillery that is unlimbered cannot move, except perhaps for 100 paces, if the umpire feels it would be reasonable. Moving guns by hand is hard, and should be allowed only rarely. However, artillery can move up to 100 paces, and change facing, and fire on the same turn, but beyond this it must be limbered, or it should not fire. If the movement is extensive, consider adding a negative DRM to the fire. 2.4 Supply Wagon Movement: Supply wagons move as artillery does, and never unlimber. 2.5 Limbered Artillery and Supply Wagon Pace: Limbered units and supply wagons keep up with their parent units. If moving without these units, supply wagons move at the same rate as infantry. Foot artillery, likewise. Horse artillery moves at the speed of regular cavalry. 2.5.1 Hussar Exception: An exception is that supply wagons and artillery do not move at the Hussar rate. 2.6 Limbering and Unlimbering Artillery: Artillery should take about three-quarters or all of its movement for a turn to limber or unlimber. Generally, a little movement before or after limbering is reasonable. Firing should not occur until a subsequent turn. 2.7 Courier Movement: Couriers move 2,000 paces per turn on a road. 2.7.1 Officer Movement: Officers move 2,000 paces per turn on a road.

8 2.8 Complications to Movement: Anything that complicates movement is called a “complication.” Anything can be a complication, but here are the common ones: - Moving in formation (instead of column) - Moving uphill - Moving off road - Moving through forest or brush (not on a road) - Moving through a settlement - Moving through another formation - Changing formation - Any other complications that may arise, at the umpire’s discretion 2.9 Effect of Complications: Complications reduce movement by 25% for each complication. However, units always move a minimum of 100 paces, provided the terrain is passable. Impassable terrain, such as water features that cannot be forded, abrupt changes in elevation, etc., logically cannot be passed.

9

III. Precision 3.0 Does Precision Matter?: Precision does not matter in Kriegsspiel as much as it does in other games. In the conflict between precision and time, time is more important. Therefore, as an umpire you do not want to constantly use a measuring tool to calculate movement. Obviously, you want to be close and as precise as possible, but it is acceptable to just be close. In other words, you should get good enough that you can “eyeball” your measurements and apply them. This simulates the natural variability in movement that occurs in real-life. 3.1 “Kriegsspiel is the Land of Fudge.” It is okay to “fudge” or tweak things to get them right. It is also okay to make mistakes and keep them. For example, if an umpire misinterprets an order and moves a column down the wrong road, at their discretion they may choose to keep the mistake and thereby create another problem the commander must solve. The key to this is to be fair and not to make mistakes too often. However, when they occur, sometimes it is interesting to keep them rather than correct them. Consider the players, their plans and personality when deciding what to do, as well as how fair a fudge would be to the opposing team. (Consider: Has the opposing force seen the movement? Has the opposing side reacted to the mistaken move?) 3.2 Gamey Tactics: Kriegsspiel is not about rules or “gamey” tactics. If a player has learned the rules and develops an “exploit,” consider forbidding, changing the situation, or punishing the behavior to discourage it. This can be tricky. Generally, players have the right attitude and self-regulate, so this is not often a problem. Players that are exceedingly hyper-competitive should play something else. Anything a player does that is based on knowledge of the rules rather than sound tactics, based on the knowledge a commander would have on the field, should be prevented. Options include preventing the combat from occurring; such as denying compliance with the order, asking the player for a different order, preventing the combat from being effective, or to punish the maneuver in the worst cases. A good way to prevent rules exploits is to keep the rules secret. However, in all cases, you must be prepared to justify your decisions, post game. To be clear, an example of a “gamey tactic” would be a player who knows units can only “defend twice.” So, the player orders two small attacks first, then a third major attack. This is something you may see in an online hex-and-counter game. In reality, no actual commander would do such a thing in real life, or micromanage to that degree, nor would the enemy oblige. (The defend-twice rule is intended to reflect that a defending commander may be resourceful and capably defend on multiple sectors, but is still limited in their abilities; nobody is just going to stand there and not defend themselves against an existential danger.) In reality, the game system, when properly applied with physical limits on frontage, movement, and time, should naturally regulate this, but players can be rather ingenious. As an umpire, it is your responsibility to manage that, should it develop.

10 3.3 Umpire Rulings are Final: During the game, the players are not allowed to dispute any decision made by the umpire, for any reason. (This sometimes results in some humorous situations, such as a tiny stream being ruled “unfordable.” It’s all part of the challenge!)

11

IV. Combat Dice 4.0 Combat Dice: A D10 is required to determine results. These are provided in the online module. They are variously colored and have rules on them to make it easy to know which die to use. In a physical game, a standard D10 is expected, and a combat results table is found at the back of this book. Be sure to choose the correct die or dice. Choosing the right die is critical to obtaining correct results. 4.1 Types of Dice: Dice belong to one of three categories, infantry, cavalry, or artillery. Infantry only throw infantry dice, cavalry throw cavalry dice, and artillery throw artillery dice. Be careful when selecting the dice to choose the right one for the engagement. 4.2 Numbers on Dice (Tabletop Simulator Module): The dice in the online module have results printed on them, because this is practical. To add utility to these dice, numbers are also added to each face. This makes applying DRMs easier, and it also allows any die to be thrown when a number between 1 and 10 is needed to determine a result for any reason. For example, if an umpire wants to add a roll for a morale check, or contagion (panic across a formation, perhaps?) the die can be used to determine an outcome.

12

V. Combat Value 5.0 What is Combat Value?: The K22 system relies on the concept of Combat Value (CV) to determine probabilities. That means which die you roll is based on the difference in combat value between the opposing forces. 5.1 Basic Combat Value: The baseline combat value for all units is 5 points. A regular infantry half-battalion, (1 block, which represents 450 men) has a combat value of 5 points. If the block is a “militia” unit, or one that is relatively green, the block will have a CV of 4 points. If the block represents an elite formation, it will be worth 6 points. 5.2 Losses: Each time an infantry or cavalry unit takes a loss, it loses 1 point of CV. 5.3 Combat Value of Zero: If a unit reaches a CV of zero, through any means, it is removed from the game. 5.4 Cavalry Combat Value: Cavalry combat values are: Dragoons: 4 if dismounted, 5 if mounted. Hussars: 5 Lancers: 6 Cuirassiers: 7 Note, that combat involving cavalry requires the use of different dice. When Mounted Cavalry fights against Infantry, combat value is not considered. 5.5 Cavalry vs. Limbered Artillery: Cavalry which attacks limbered artillery always wins. No die roll is required. The artillery is captured. 5.5.1 Cavalry vs. Unlimbered Artillery: Cavalry that attacks unlimbered artillery may suffer a shot from artillery using the Unopposed Artillery Die, if the facing and time are right to allow a shot on the cavalry. If the cavalry survives this, and achieves contact with the artillery unit, the unit is destroyed and the guns are captured. 5.5.2 Cavalry vs. Artillery Exceptions: The umpire may grant exceptions to these 5.4 rules at their reasoned discretion. 5.6 Artillery Combat Value: Artillery does not have a CV. Instead, it throws dice based on its range to target. The type of artillery provides the piece with a die roll modifier (DRM). Artillery that takes losses experiences those losses as a permanent -1 DRM. The losses combine/stack/accumulate.

13

VI. Disruption 6.0 What is Disruption?: Disruption is anything that reduces the fighting effectiveness of a unit. It can be losses sustained in battle, a lack of ammunition, a loss of cohesion or command and control, anything. There is no need to speculate or track the nature of the disruption. It is enough for the player to know their unit has become less effective. 6.0.1 Disruption is Cumulative: Disruption may accumulate over time, if it is not recovered by resting the unit. Each step of disruption reduces the effectiveness of a unit, as per the rules below. 6.1 Effect of Disruption on Infantry: Disruption reduces the CV of an infantry unit by 1. 6.2 Effect of Disruption on Cavalry: Disruption causes a -1 DRM for cavalry. 6.3 Effect of Disruption on Artillery: Disruption causes a -1 DRM for artillery. 6.4 Recovery from Disruption: Disruption is recoverable. A unit which remains in one place for a turn, and does not move or fire, and is not fired upon, recovers 1 disruption. 6.5 Disruption to Zero: If a unit takes enough disruption to reduce its CV to 0, it is removed from the game. 6.6 Units that Retreat: Units that retreat always take 1 disruption. ALL blocks in the formation receive this penalty. 6.7 Units that take Losses: Units that take a loss take an ADDITIONAL step of disruption. NOTE: The big difference here is that disruption can be recovered, so it is temporary. Losses cannot be recovered in battle. 6.6 Modification of Disruption Rules: Disruption rules can be modified to taste. For example, an umpire may wish to make it harder for units to recover disruption, and require a disrupted unit needs several turns, or to make a die roll to recover. This is acceptable as long as it is implemented fairly. For the record, five minutes to recover a unit is unrealistically too fast. A routed unit should take a long time to recover. How long will always be situation and scenario specific, but the umpire should always apply a good, long penalty for recovery of routed units.

14

VII. Losses 7.0 What are Losses?: Losses are casualties. Losses work the same as disruption, except losses cannot be recovered. 7.1 Effect of Losses: Whenever a loss is applied to a unit, 1 disruption is also applied. Example: A regular infantry unit with a CV of 5, takes a loss. The block is reduced by 1 step, and disruption is applied. The block now has a CV of 3. If the block is rested, it may lose the disruption and regain a CV of 4. However, the loss is permanent, and it cannot regain a CV of 5. 7.1.1 How to Apply Losses: When applying losses, reduce the size of the block, or replace it with a smaller block, if practicable. Otherwise, the unit may be marked or the loss tracked on a sheet according to preference. The important thing is to keep track somehow. 7.1.2 Exchange Blocks for Infantry: In K22, as in traditional Kriegsspiel, exchange blocks are used. For infantry, the first exchange block is a ⅚ block. After that, the ⅔ block is substituted. If a ⅔ block sustains a loss, then it is removed from the game. 7.1.3 Exchange Blocks for Artillery: Artillery is reduced by removing half-battery blocks and replacing them with gun sections as appropriate. This is discussed in detail in rule 10.5 Hits on Batteries (Losses). 7.1.4 Exchange Blocks for Cavalry: Cavalry blocks are not exchanged. Instead, they become “spent.” This can be marked in a variety of ways. In the online module and in some physical sets, the piece can be flipped to reveal a “S” on the reverse side. This indicates their spent state, and the unit cannot be used for some time, as determined by the umpire. Alternatively, the block may be removed from play. Once horses are “blown” or “spent,” they generally do not recover for a very long time. Usually not on the same day, if ever. 7.1.2 Who Applies Losses?: When playing an umpired game, the umpire applies the losses at their discretion. In a two-player game, the opponent applies the losses. 7.1.3 Balanced Losses: Losses should be reasonably applied. If multiple units are involved, losses should not generally be heaped upon a single unit. Use reason and distribute the losses with some reason, rather than being “gamey.” 7.2 Eliminating Units: If a unit is reduced to a CV of 0, it is removed from the game. 7.3 How many losses?: As an umpire you have a choice of how to apply losses. Because combat is often between groups of blocks, and not just 1 block, you must choose if losses will apply to all blocks, or just to 1 block of the group. Generally, I apply just 1 loss to one block per small group (two to four half-battalions or blocks). This is already a painful reduction for the losing side, and is consistent with the often surprising lack of losses

15 experienced in everyday Napoleonic skirmishing. (The combat was not as bloody as assumed, but small-scale, “vanilla” engagements don’t make entertaining history, so most people assume Waterloo and Austerlitz were typical rather than exceptional.) However, if you wish to apply more losses, either applying them to a percentage of the blocks, or to all blocks on the losing side, you may do so. Again, this is situational. A percentage is recommended based on how violent the combat is expected to be. 7.3.1 Melee Losses and Disruption: An exception is melee losses. In a melee, all infantry units suffer a minimum of 1 step loss, no matter what, even if they are victorious. All blocks also take 1 disruption. On top of this, other losses and disruption may be added for retreat, rout, etc.

16

VIII. Infantry 8.0 Infantry Blocks: Each infantry block represents a half-battalion of 450 men (or an approximate number). If you wish for the block to represent something else, this is generally acceptable. Just be aware that the more you deviate one direction or another, the system becomes less realistic and may need carefully considered tweaking to work. 8.1 Step Losses: Blocks can take up to three losses before being removed from the game. 8.2 Effect of Step Loss: Each loss taken by a block also reduces its combat value by 1. Example: A regular half-battalion block, worth 5 CV, is engaged in combat and suffers a loss. The block must be reduced by 1 CV and is now worth 4. 8.3 Skirmishers: Skirmishers can be added to formations for the cost of 1 point. (See: XIV. Building Units.) A small block or other marker may be used to indicate these skirmishers exist as part of a given unit. Skirmishers belong to their battalion, so there should be just 1 block (or marker) of skirmishers per battalion. In general, these units do not fight separately, and do not need to be separately depicted except to remind the umpire they are part of the battalion. 8.4 Effect of Skirmishers: Battalions which have skirmishers receive a +1DRM when fighting. 8.5 Jagers: You may have a Jager unit available. The unit looks like a half-battalion block, and is denoted with the letter J.These are a special form of infantry, dedicated to light infantry, skirmish tactics. They often operated in open-order, usually in pairs or small groups, spread over a wide area. They were sometimes quite capable and successful. They were made of daring soldiers and experienced hunters. They were well-equipped, often with rifles, and they sawere good shots. 8.5.1 Jagers Cost: A suggested cost for Jagers is 7 points. Their combat value is 6. They do not include skirmish companies, because they are skirmishers. (You cannot add a skirmish company to them.) 8.5.2 Jagers Effects: Jagers always roll the advantage die (Inf. vs. Inf. CV > 2) when fighting on their own against any other (non-Jager) half-battalion or full battalion. 8.5.2.1 Jagers Disruption: Jagers do not suffer disruption, due to their training and independent fighting tactics. 8.5.3 Jagers in Grouped Combat: When fighting with a friendly group, they add an additional +1 DRM to the combat.

17 8.5.4 Jagers Defending Alone vs. Large Formations: Jagers that must defend alone against formations of infantry larger than 1 battalion fight as normal infantry with their CV used to determine Superior/Inferior and modifiers. 8.5.3 Jagers Casualties: Jagers that suffer a loss are marked with a hit token. These forces do not add a +1 DRM when fighting in a larger group, but their combat value of 6 remains and is factored into the combat as it would be with any other infantry force. Jagers that suffer a second loss result are rendered ineffective and may be removed from play. 8.6 Engineers: Engineers a.k.a. Pioneers, are denoted by a single block with the letter P. Although particular differences exist between Engineers and Pioneers, these forces are abstracted by a single block for simplicity. Umpires may afford these units special attributes as needed for each scenario. 8.6.1 Engineer Effect: Engineers construct breastworks, trenches, field defenses of all kinds in half the time required by regular forces. If you wish to feature these elements on the battlefield, this unit is present for the purpose. You may also use them to construct a pontoon bridge. How long this takes is up to the umpire, as this is scenario-dependent. They may also speed the overcoming of obstacles such as fences or other field defenses as the umpire allows. See 11.2.1. 8.6.2 Engineer Combat Value: Engineers have no combat value. They rout on contact if attacked. If attacked repeatedly (more than once) they should be considered captured/destroyed/routed from the field and removed from play. They should be protected by friendly units or space. 8.7 Squares: Infantry has the option of forming a square formation to repel cavalry. Infantry in square formation have a bonus when fighting against cavalry. 8.7.1 Square Vulnerability: Infantry in square formation suffer against artillery and infantry in line. When fighting these formations, modifiers should be applied against the formation in square. A DRM of -1 or- 2 is reasonable. 8.8 Infantry is Ordered to Form Square by Player: If infantry is ordered into a square, when not under fire, and enemy cavalry is not perceived within 1,000 paces, the formation always occurs, regardless of the unit’s quality. 8.8.1 Square Formation Under Danger: Infantry may go into a square when under fire or in danger of being charged. Unit quality is a factor in whether or not this happens. If infantry is ordered into square by the player when cavalry is perceived within range to charge (1,000 paces) then a die roll should be made to determine if the square is formed. Elite Infantry - Always succeeds.

18 Regular Infantry - Succeeds on a D10 result of 2 or greater. Militia Infantry - Succeeds on a die roll of 3 or greater. 8.8.2 Emergency Square Formation: If infantry is not in square, but is in imminent danger of being charged, meaning cavalry is approaching its direction and is less than 600 paces, it may form a square independent of orders. A die roll should be made to determine if the square is formed. Elite Infantry - Always succeeds. Regular Infantry - Succeeds on a D10 result of 3 or greater. Militia Infantry - Succeeds on a die roll of 6 or greater. 8.8.3 Umpire Discretion: The umpire will decide if this should happen or not, since the formation will not occur as part of a player-issued order. Generally, if a unit is being charged, the square should be attempted, unless circumstances make it unreasonable or impossible. 8.8.4 Failed Square: If the attempt to form a square fails and the unit is not charged, the formation should take 1 disruption. 8.8.5 Infantry Charged in the Front: Cavalry that charges infantry from the front should also be punished. If cavalry changes infantry in line, apply the square penalty against them by granting the infantry a +3DRM, just as if they had formed square.

19

IX. Cavalry 9.0 Types of Cavalry: Cavalry comes in four types. Other kinds (such as carabiniers) can be modified into the game with careful consideration. - Hussars Light cavalry, armed with sabers. These men move a little faster (See: II. Movement: 2.2.1) - Dragoons Cavalry armed with muskets and capable of dismounted combat. Their base CV when dismounted is 4. They fight as infantry in this case. - Lancers Cavalry armed with lances. - Cuirassiers Heavy cavalry with some armor. 9.0.1 Cavalry Trotting: Cavalry can more or less trot about the battlefield all day, as long as they are not charged into a fight. However, an umpire who observes a cavalry unit on the constant trot may (should) choose to apply some disruption to the unit, which will require the unit to pause and rest to organize, especially before a charge. Just because you can, does not mean you should! 9.1 Cavalry Die Roll Modifiers: Cavalry have certain kinds of bonuses and liabilities depending on whom they are fighting. 9.1.1 vs. Squares: When fighting infantry in square, they suffer a negative (-3) DRM. 9.1.2 vs. Lines: When fighting infantry in line, they get a +2 DRM for Hussars and Dragoons, and a +3 DRM for Lancers and Curassiars. 9.1.3 vs. Lines and Squares: Group these combats individually and roll them separately. 9.1.4 vs. Columns and Routed Units: When charging a unit in column, or that is routed, the DRM is a +4. 9.1.5 vs. Other Cavalry: When fighting other cavalry, the matter is resolved based on the kinds of cavalry involved. 9.2 Cavalry Charges: Cavalry will not charge a target it cannot observe. Such orders must be disregarded. Instead, when given such an order, cavalry will move toward a target. A charge will only take place at 400 paces or less (historically it was often less!). Therefore, an order to charge outside of 1,000 paces should instead be interpreted as an order to move toward a target. A charge can be automatically initiated once within 400 paces, if the cavalry commander leading it feels it is reasonable to make the charge. 9.3 Which Die to Roll?: There are four kinds of cavalry blocks, but all cavalry is rolled using one of two dice: the Cav vs. Cav die, or the Cav. Vs. Infantry/Arty Die.

20 9.4 Dragoons: In the event the cavalry is fighting a mixed unit including infantry and dismounted Dragoons, resolve it with the Cav vs. Infantry/Arty die, treating the dismounted Cavalry as infantry. In such a case, the dismounted cavalry always has a base Combat Value of 4. That can be modified by quality, disruption, and casualties. 9.5 Mixed Formations: If for some reason, a fight involves infantry and mounted cavalry (all on the same side), break the combat into separate groups. 9.6 Cavalry vs. Cavalry DRMs: Consult the Cavalry Rules Aid for a chart of DRM when fighting cavalry vs. Cavalry. 9.7 Spent Cavalry: Cavalry that is defeated in mounted combat, or performs a charge, is “spent.” “Spent” means the horses and men are too exhausted to continue fighting effectively. (Note, dismounted dragoons are not “spent” when dismounted). A cavalry unit that is “spent” has no bonuses, ever, and instead suffers a permanent -1 DRM, except for Dragoons, which retain their +1 bonus when fighting dismounted against cavalry attacks. Remember, they have a base Combat Value of 4, which may then be modified based on experience, terrain, and other factors. See: 7.1.4 Exchange Blocks for Cavalry for additional insight. 9.8 Moving Fast: Cavalry that moves too fast for too long, without rest, should be rendered spent. There is no rule to regulate this, as the situation is remarkably varied. However, if a unit charges/gallops more than a short distance (more than 400 paces) is should generally be considered spent.Cavalry units may otherwise trot as much as players like. 9.9 Modifying CavalryRules: Cavalry combat is highly varied and there is no end to the rules that could be made to regulate all the varieties and permutations of circumstance. No doubt you will encounter many exceptional cases, or you will be disappointed in these rules as written. Please feel free to modify them, within justifiable reason, as you see fit. Just be fair and consistent with their application, and make sure players are aware of the capabilities and limitations of their cavalry units. Some Cavalry FAQs. Question: What if cavalry is fighting with artillery support? Answer: The artillery provides a +1 DRM. Question: What if there is 1 infantry unit fighting alongside the cavalry? Answer: This should be pretty difficult to make happen, since cavalry move fast. If so however, use discretion. Either group and resolve it separately, or roll it as part of a Cavalry vs. Infantry fight. The issue is the situation, if it happens, will be complex, so no rule can cover all cases. Adjudicate it wisely. But punish gamey tactics.

21

X. Artillery 10.0 Gun Types: Artillery generally comes in three specific types. 12lb Foot, 6lb Foot, and 6lb Horse. If you wish to modify this for any reason, it is acceptable. (Maybe you prefer 7lb guns?) Again, consider your tweak carefully. 10.1 Gun Advantages: Different guns have different advantages. - 12lb Foot has a +1 DRM when firing on infantry or cavalry. - 6lb Foot has a +1 DRM when firing counter-battery. - 6lb Horse has no bonuses, but is capable of keeping up with cavalry. 10.2 Unopposed Fire: When artillery fires by itself on a target that cannot shoot back, roll the unopposed artillery die. Remember to apply any DRMs. 10.2.1 Counterbattery Fire: When one battery fires directly on another, roll the counterbattery die. 10.3 Ranged Fire: Artillery may roll more than one die, based on its range and the nature of its engagement. HOW MANY DICE TO ROLL WHEN FIRING UNOPPOSED ARTY DIE 10.3.1 6/7 Pdr: -

At 400 Paces or Less, roll 2 dice, apply both results. Between 400 and 800 Paces, roll 2 dice, apply the greatest result. Between 800 and 1200 Paces, roll 1 die, apply the result. Between 1200 and 1600 Paces, roll 2 dice, apply the least result.

10.3.2: 10/12 Pdr: -

At 500 Paces or Less, roll 2 dice, apply both results. Between 500 and 1000 Paces, roll 2 dice, apply the greatest result. Between 1000 and 1500 Paces, roll 1 die, apply the result. Between 1500 and 2000 Paces, roll 2 dice, apply the least result.

10.3.3: Unopposed Arty DRMs The rules above assume a full battery (two blocks, 8 guns) are firing. However, if the battery that is firing is at less than full strength, its effect should be diminished. In such a case, apply a -1 DRM to all dice rolled for each step below full strength. Full battery: No negative DRM

22 ¾ Battery: -1 DRM ½ Battery: -2 DRM ¼ Battery (gun section): -3 DRM. This rule, like all others is a guideline. If as an umpire you feel there is a good reason to change the DRM, do so. 10.4 Infantry Support: When artillery fires in support of infantry, do not roll an artillery die. Instead, the artillery provides a +DRM to the infantry die, when firing in support. How much depends on the size of the battery. This is a stronger use of artillery. 10.4.1 DON’T: Don’t allow artillery to fire the unopposed artillery die in support of infantry. It’s too powerful because it creates a stacking effect of modifiers. Imagine… rolling two dice for canister, plus adding a +4 DRM for the infantry? No, that’s not permitted anyway. It’s one or the other. As per the rules, when artillery and infantry are firing together, JUST roll the correct Infantry vs. Infantry die and add the DRM. 10.4.2 Firing Overhead and Line of Sight: Generally, artillery does not fire over the heads of their men. Therefore, this should not be allowed. However, the umpire may allow this, especially if there is a significant difference in elevation. Additionally, guns which are “masked,” meaning they do not have a clear line of fire to their target, also cannot fire and contribute to the combat. EXAMPLE: Red orders their infantry to advance on Blue with a full battery firing in support. As Red advances, their units partially mask the Red artillery. The umpire rules that half of the guns are masked. Therefore, the umpire reduces the DRM for artillery support of infantry accordingly. 10.4.3 Full, Half, and Sections on Infantry Support: An artillery battery is made of two, full-size blocks of artillery. When firing in support of infantry, a full battery (two full blocks), adds a +3 DRM to the infantry die roll result. When a ¾ battery (a half battery, plus a gun section) is firing, add a +2 DRM. When a half-battery is firing, or two sections are firing, the result is a +1 DRM. If a gun section is firing, there is no DRM. This is cumulative with all other effects and rolls. This should powerfully encourage the use of artillery in support of infantry operations. 10.5 Hits on Batteries (Losses): Each hit on a battery should be marked. For every two hits, the a battery block should be exchanged for a smaller one, to illustrate the reduction in the number of guns. As the number of guns is reduced, so too is the effect of those guns. EXAMPLE: A full battery (two blocks) takes two counterbattery hits. As a result, the umpire exchanges one of the artillery blocks with a gun section block. Now, the effect of the reduced battery when firing in support of Infantry is no longer a +4 DRM, but now a +3. If the battery takes two more hits, the gun section is removed and the battery is now at half-strength. The

23 DRM for infantry support is now +2. If it is hit twice more, a gun section remains. The DRM is now just a +1. Two more hits eliminates the battery. Such instances however are rare. In most cases, the battery will be withdrawn or routed before this. More common is when an half-battery or section are engaged and these are reduced by hits to zero. COUNTERBATTERY 10.6 Counterbattery Fire: When artillery fires counterbattery, roll the counterbattery die. Remember to apply any DRMs. If there is a size difference between the batteries, apply a + DRM to the larger battery. 10.6.1 Counterbattery DRM Procedure: For each difference in size, apply a +1 DRM in favor of the larger battery. EXAMPLE: Red has a gun section firing on a full Blue battery. This is a difference in size of 3 steps. (Each half-battery is made of two sections.) Therefore, Blue enjoys a +3 to their counterbattery roll, if firing on Red. 10.6.2 Counterbattery Fire Against a Smaller Battery: If a larger battery fires at a smaller battery, the DRM effect of the size difference still applies. This even applies if the target battery is not firing back. 10.6.3 Counterbattery Fire Using Canister: If for some reason both commanders set up their batteries at the same time, within canister range of one another, and wish to use canister for counterbattery on each other, implement an even exchange of the guns, section for section, block for block. EXAMPLE: One full battery and 1 half-battery set up just 400 paces from each other at the same time. Both commanders order counterbattery fire. The effect is, two half-batteries, one from each side, are simply eliminated. 10.6.4 Alternative Counterbattery Fire Procedure (Simplified): If desired, the umpire may instead ignore all DRM procedures and calculations, and roll 1 counterbattery die per gun section. The umpire should decide this in advance of rolling any dice, or even starting the game. 10.7 Artillery vs. Cavalry: Cavalry automatically destroys/captures artillery if they come into contact. 10.8 Artillery vs Infantry: Infantry automatically destroys/captures artillery if they come into contact. 10.9: Spiking Guns: To prevent capture of guns, a player may order their own guns to be destroyed. In the turn this happens, the guns may not fire. They are successfully destroyed and the unit is removed from the game.

24

XI. Combat 11.1 Infantry Combat Range: Combat between infantry units begins at and under 400 paces. The muskets of the period were capable of firing further, but not with much accuracy. In many cases, fire was withheld until units were much closer than 400 paces. As an umpire, you may permit combat at any range under at or 400 paces. If you want to allow longer range fire, consider applying a modifier to the roll that favors the “middle” results on the die/table. 11.1.1 Close Range Volley Fire: As an optional rule, the umpire may consider fire under 200 paces to be “close range volley fire.” In this case, the men do not miss so easily, and casualties are higher. The effect therefore is that both units take 1 disruption as long as they are exchanging fire. 11.1.2 Cover at Close Range: Units under cover, or behind breastworks, may ignore the disruption effect of close range volley fire. 11.1.3 Close Range Volley Fire and Unit Quality: In addition to rule 11.1.1, the umpire may make exceptions for unit quality. For example, an elite unit may be immune to the first turn of such fire, while poor quality units suffer doubly. 11.1.4 Gamey Tactics: Umpires should watch out for players who know this rule and employ their units in such a way as to consistently take advantage of it. This is unlikely, but it’s possible to do, as with any known mechanic. If observed, use discretion to modify the result and discourage such tactics. Simply put, knowing the rules should not deliver any notable advantage to a player. On the other hand, knowing sound tactics is great. 11.2 Melee Combat: Melee combat is a special case. Units should be in close contact and it should be explicitly ordered by one side or another. When melee combat occurs, roll the melee die instead of the normal combat die. Apply a DRM to the melee die to reflect any significant differences in CV (significant = 2 or move CV). All units, every single half-battalion block that makes contact, take losses in melee combat (a minimum of 1 step) , even elite units, and the units that “win.” Artillery that is charged is destroyed in this way, but they may add a +1 DRM to the melee. Reasonable exceptions to these rules may be made by the umpire, if desired. Melee should be rare and mutually destructive. It should not be a common, or preferred tactic. Even the winners should be significantly diminished, unless the combat is substantially imbalanced. Again, the umpire will need to apply discretion. There is an exception to this rule. See 11.2.2. 11.2.1 Breastworks/Trenches/Barricades: Breastworks/Trenches/Barricades may be constructed by any unit, and take time to build. They protect against fire and melee. It should take 1 hour to prepare a basic breastwork, although Engineers can do this in 30 minutes, and if ample materials are available, such as trees or combat is taking place in an urban setting, this further reduces the time by half. Therefore, engineers in an urban setting can build a basic work in 15 minutes. All other units should take 30 minutes to an hour to

25 complete this level of the task. The task should tire all units who perform it, so apply 1 level of disruption to any unit that prepares works. (Carter/Hines Rule Mod.) 11.2.2 Effect of Breastworks/Trenches/Barricades: A unit can enjoy a DRM of up to +3 for being in a trench. It takes an hour of work and 1 level of disruption to prepare 1 level of such a defense. If such a unit wins in melee, it does not take any losses in that melee. 11.2.3 Variability in preparing defensive works: The ability and speed of preparing defenses will vary depending on the terrain, condition of the force, and the materials available. If as an umpire you feel the work should take longer, make it so. If you do not feel works are possible, make it so. Use judgment when applying this rule. Generally, in most K22 games, the scenario will be too short to worry about defensive works. However, you may wish to have or allow them anyway. 11.3 Cavalry Combat: Combat between cavalry and any other unit occurs when they are in contact. Dragoons are the exception. Dragoons that are ordered to dismount and fight as infantry have a CV of 4 and behave as infantry that can mount horses and move quickly, or fight with sabers like hussars. Use this knowledge to logically resolve any complicated engagements with dragoons. 11.4 Effect of Artillery Support: Each artillery battery when fighting in support of infantry or cavalry adds a +1 DRM to the roll. It does not roll a separate die. The DRMs “stack,” meaning you can add more than 1 DRM to a roll if you have more than one battery. 11.5 Unopposed Artillery: Artillery which fires at units that cannot shoot back roll on the “Unopposed Artillery” table (or die). The number of dice rolled depends on range (see: X. Artillery - 10.3 Ranged Fire). 11.6 Counterbattery Fire: Artillery that fires counterbattery fire, rolls on the counterbattery table (or die). The number of dice rolled depends on the range. (see: X. Artillery - 10.6 Ranged Fire). 11.7 Attack Limitations: A unit may only participate in 1 attack per turn. 11.8 Defense Limitations: A unit may defend against no more than two attacks per turn. CRITICAL: Do not allow players to arrange attacks to take advantage of this rule. 11.9 Immunity to Ill Effects: A unit that attacks a unit that cannot defend against the attack, cannot suffer any ill effects, should the die roll go unfavorably. In such a case, ignore any ill effects, or roll again, at umpire’s discretion. Be consistent with this determination.

26

XII. Combat Results 12.0 Results on the Dice: Combat results are on the dice (Tabletop Simulator Module). A table will be added later for generic D10 use. 12.1 Negative Results: There are three basic kinds of negative combat results, which units may suffer; fall back, retreat, and routed. These are not the only possible outcomes, but these are the basic results. Other outcomes will be discussed momentarily. These units apply to all units in the game, regardless of type. 12.2 Fall Back: A unit that falls back moves back 200 paces, and holds position. It does not suffer disruption or losses. 12.3 Retreat: A unit that retreats moves back 400 paces and suffers 1 disruption per all units. 12.4 Routed: A unit that is routed falls back 800 paces and suffers 2 disruption per all units, and loses 1 step from the unit of the attackers choice. Other Possible Outcomes 12.5 Surrender: Units may surrender if they are already routed and are forced to rout again, or if the umpire believes they would surrender rather than fight. To surrender, a unit needs to be routed, needs to have suffered a loss, and must have an enemy unit in close proximity (within 200 paces) to surrender to. This may be negated if the unit is immediately adjacent (within 100 paces) to friendly forces which are not routed. 12.5.1 Out of Ammunition: A unit that is out of ammunition may surrender regardless of the above circumstances, if the umpire deems it appropriate. There is no system in these rules to regulate ammunition expenditure. However, a good suggestion is to allow a unit to fire about four times before it must be in range (800 Paces) of an ammunition wagon to be considered resupplied. Each time an ammunition wagon provides full supply to 1 battalion, remove it from play.At least 1 wagon should accompany each battalion. Wagons can be captured and destroyed, if you wish to use them for more realistic play. They move at the speed of infantry. 12.5.2 Surrender Roll: If an umpire desires to roll a die to determine surrender, they may do so, considering the morale of the unit involved. 12.5 Unit Destruction: Units may be destroyed if they have suffered three losses. The third step reduction means the unit is removed from play. Units are also removed from play if they leave the map for any reason, or have their combat value reduced to 0 for any reason. 12.6 Advance After Victory: Units that “win” a combat may advance into the enemy position that is now vacated, if the result involves the losing side falling back, or more. This

27 is at the umpire’s discretion, however if playing with two players, the attacker may choose to do this after seeing the result.

28

XIII. Orders 13.0 Orders Format: Orders may be given in any manner the umpire chooses. This may include written orders, verbal orders, or orders drawn on the map or drawn on some other medium. An umpire may also allow a combination of the above. 13.1 Two-Player Orders Games: In two player games, orders should be written, although with some limits to ensure brevity. One way to do this is to allow only 1-2 minutes of time to write orders, or to limit them to a word count. Players should avoid conditional orders and orders that require branching logic. 13.2 Two-Player Game Order Resolution: In two player games, orders should be revealed simultaneously, and both players should cooperate to resolve the Groups, inferior/Superior, the die to roll, as well as any DRMs. The superior player should roll the die and both players should cooperatively look after application of the results. This game is intended to be a fun exercise for friends, not a competition between adversaries. Again, this should not be a hyper-competitive exercise, but a gentlepersonly one.

29

XIV. Building Units 14.0 Option to Build Units: If it is decided to do so, use the following guide to build the formations that will participate in the battle. Otherwise, the umpire may specify the exact Order of Battle for one or both sides. Building Brigades 14.1 Player Points: Players spend points to build their brigades. This tends to vary the combat values of brigades in the game, and makes the game more dynamic. Players will be assigned points by the umpire, or may draw chits or lots to determine how many points they may spend. The minimum a player should have is 20 points for a small formation. 40 points would allow for a large formation. 14.2 Infantry or Cavalry?: A player may build either an infantry formation or a cavalry formation. This means, they may build infantry with foot artillery, or cavalry with horse artillery. They may not build a mix of both. An exception could be made for the commander on each side, who may have a mixed selection of units that operate as a “reserve.” 14.3 Unused Points: Any leftover points are lost. Infantry 14.4 Infantry Battalion Costs: Infantry are purchased by the battalion, and come with two blocks, each representing a half-battalion of 450 men. You may never purchase only a half-battalion. Militia Infantry

8

Militia units may not include a skirmish company.

Regular Infantry

10

with a skirmish company 11

Elite Infantry

12

with a skirmish company 13

Jager Infantry player.

7

Skirmisher unit - only a single ½ battalion is available per

14.5 Skirmish Companies: To add a skirmish company to an infantry formation, increase the cost by 1. The skirmish company adds a +1 DRM for the player. This company is part of the battalion and enhances its effectiveness in combat. However, it does not get a separate piece, and is not commanded separately. Jagers are skirmishers and you cannot add a skirmish company to them. (Optional Rule: Half battalions may not be split from one another and should never be more than 800 paces away from each other. Orders to split them should be refused.)

30 14.6 Foot Artillery Costs: 6lb Foot infantry.)

10

Bonus: +1 DRM when firing counterbattery die. (Two blocks, like

12lb Foot 12 Bonus: +1 DRM when firing unopposed artillery die. (Two blocks, like infantry.) Has 200 paces greater range. 6lb Foot Half 5

(Half battery, 1 block) Bonus: +1 DRM when firing counterbattery die.

12lb Foot Half 6 (Half battery, 1 block) Bonus: +1 DRM when firing unopposed artillery die. Has 200 paces greater range. (You may not buy sections, unless the umpire allows it. Sections cost 3, 4 respectively. All bonuses as above.) Cavalry 14.7 Cavalry Costs: Cavalry is purchased by the squadron. Unlike infantry, only one block is purchased at a time. Dragoons square.

5

Fight as dismount infantry with base CV 4. +2 DRM v. Infantry not

Hussars

5

Move 1400 paces per 5 minutes. +2 DRM v. Infantry not square.

Lancers

6

+1 DRM vs. Dragoons and Hussars. +3 DRM v. Infantry not square.

Cuirassiers

7

+1 DRM vs. all other cavalry. +3 DRM v. Infantry not square.

Horse Artillery 6lb Horse infantry.)

10

Able to keep up with Cavalry when limbered. (Two blocks, like

6lb Horse Half 5

Able to keep up with Cavalry when limbered. (1 full block.)

6lb Horse Sec. 3

Able to keep up with Cavalry when limbered. (½ block.)

14.8 Engineers Cost: Should not be built, but added to the scenario by the umpire as a free block, as needed. 14.9 But What About…?: If your favorite kind of cavalry isn’t included here, feel free to modify these costs and bonuses as you see fit to model other forms of cavalry. I would discourage adding more than 1 point and 1 DRM to anything as that can make some units overpowered.

31

It must be understood that the Napoleonic Wars involved a long period of history, with extensive military development, across many different nations, all with different traditions, strengths, weaknesses, philosophies, and tactics. It is impossible to reflect every kind of unit that was involved and its abilities. However, most probably fall within the balanced parameters of these rules. It is suggested that you use the units provided and “consider” them to be what you want them to be, and if you feel passionately that they should follow a custom rule, or have a custom cost or DRM, add it to taste. Be careful not to overpower your favorite unit and to assess a cost to build the unit commensurate with its abilities. 14.10 Fun: Remember, you should be having fun.

32

XV. Scenario Design 15.0 General Rule of Design: The general rule for all scenarios is they should be winnable by both sides. If a scenario is designed to represent a “no-win” situation, then victory should be possible by exceeding the baseline expectation of the designer. 15.1 Two Basic Scenarios for Beginner Play: There are two basic scenario types that are suggested for players. For first time umpires, a “pitched battle” is a good scenario. For more experienced umpires, a “meeting engagement” works well, but takes longer to play. 15.2 The Pitched Battle Scenario: A Pitched Battle is an arranged fight between combatants. Both sides may choose their units, but they should be of the same type. Infantry is strongly recommended. It is also recommended to give both sides more points so they may field more units. 40-70 seems to be a good point spread for a pitched battle fight. This type of battle should play quickly, and how players manage their reinforcements will make the difference. To score the battle, look for players rotating in fresh units to replace weak ones or to plug gaps, and for them to use artillery to fire in infantry, rather than counterbattery the whole time. If they maneuver a bit to secure good terrain, that is generally a good sign. They may try to flank one another, and as long as they do not send units on wide, flanking marches that take too long to complete (not really reasonable for a tactical battle) it is okay to let them spar on the flanks. If desired, you may give them 2-4 cavalry blocks to help secure their flanks, and to have more to spar with. The winner is not so much the one who secured the ground, since luck remains a factor, but the one who manages their forces best. Of course, this player often wins the ground too, but it might not always be the case. 15.3 The Meeting Engagement Scenario: A Meeting Engagement is where both sides begin on the map edge and must meet in the middle to fight over some objective. Make sure the objective is close to the middle. Any objective can be declared, and any reason to fight over it can be made up. “This building has a store of arms.” Or, “this crossroads must be taken so the main column can pass through later.” Give the players smaller formations to command. 25-40 points is reasonable, with 40 being a very large formation for the task. Score the battle based on who holds the objective at the end, with a strong preference for the player who has not squandered all their forces. Some players may turn this into a “Search and Destroy” operation, but those aren’t the orders… Watch for players who want to play along the map edge, this should be discouraged, along with most play near the map edge. 15.4 Expediting Opening Moves: To speed things along, a good way is to ask players to provide you with their route of march to the objective. As an umpire, fast forward the game to the point of contact between the two forces. Then, set up the columns based on where they will spot one another, provide a report to the players, and let them begin play from there.

33 15.4 Design Suggestions: Any scenario may be designed by you, as you see fit. Feel free to be creative, but also be reasonable, fair, and consistent.

Suggestions: -

-

-

-

-

-

-

Avoid strictly historical scenarios, as players who know the history will be tempted to do the same things as their successful predecessors. They may also become too critical of your implementation. Avoid historic Orders of Battle, for the same reasons why you should avoid historic scenarios. Avoid minutiae, such as tracking individual casualties, commander “traits,” weapon types and ranges, and the like. Such details while interesting, simply add a lot of work to the umpire’s duties but rarely provide a corresponding increase in quality of experience. Instead, they often slow the game down so it cannot be played to a natural conclusion, or the players and umpires become bogged by endless discussion of details. Simply put, it does not pay to include such detail, even though it is tempting to do so. It’s a liability. If you really must play a historic scenario, consider rotating the map by 90 degrees and changing names and other key features to throw players off. If you must use a historic map, consider changing historic circumstances such as routes and times of arrival. Tell players you are fighting a hypothetical scenario, with a hypothetical Order of Battle, and fictional conditions. Otherwise, someone who knows the history better than you will cause infinite grief. Keep player units small, so they command perhaps 5-6 pieces. Too few can become boring, although not always. Too many becomes too cumbersome and slows the game. Players also begin detaching units and giving lengthy orders, so limit the variables by limiting the size of the brigades they can have. Don’t teach players the rules or how to play. The time for learning the “how to” is before play begins. You want players to wait no longer than 15 minutes between reports. Strive for 5 to 10 minutes, with ten being quite reasonable and 5 being hard on the umpire. Longer turns risk the players becoming bored and the game moving too slowly. Short turns often means accuracy is sacrificed for speed, which is a nice way of saying that mistakes can happen. Carefully consider how you want to handle mistakes. Sometimes you will allow them to remain, at other times you may want to correct them. Decide in advance if you want to allow players to touch the pieces. Generally, players will abuse this privilege (they’re only human!) so it is usually best if the umpire moves the pieces. Strive to recruit other umpires until you have a 1:1 player to umpire ratio. That helps the game progress.

34 -

At the middle of the game, especially if it takes more than a couple hours to play, consider switching the umpires/assistants between the sides. Umpires who assist for one team for too long will begin to identify with the players and may advocate too much for them.

35

XVI. The Cadence or Turn Cycle 16.0 The Cadence: The actual “how to” is called the Turn Cycle. I also call it the “Cadence,” and discipline is important to keeping the game moving. Please stick to these steps, and keep them moving. Do not slow down or stop for questions, other than the most simple and basic ones. This is not the time to teach players how to play. It is time to progress the exercise. 16.1 Cadence Step 1: Provide each player with a report. Describe what they see (or if playing online, also provide a screenshot, in person, a picture, if you see fit). If the player has one or two reasonable questions about your report, give a reasonable answer, if it is information they would probably have. 16.1.1 What to Report?: Report anything the eye can see using these ranges as a guide: 800 Paces: A soldier and his side affiliation. 1,200 Paces: Men on horses, Artillery units. 1,600 Paces: Infantry in line. 8,000 Paces: A mass of men, dust. Smoke may be seen further away, if it is a thick column. Otherwise, smoke from campfires or a blaze may fill the air across a wide area and be perceived by sight or scent, even if the individual source is out of sight. Approximate ranges; a fair generalization for what can be seen and understood at a distance. 16.2 Cadence Step 2: After providing reports, and giving players time to think, anywhere from a few seconds to several minutes, to days, depending on the medium of play (in person, live online, play by email/post) ask for their orders. Orders are to be given in the manner the umpire prefers. These can be verbal, written, drawn on a map, drawn on the official map, or a combination of these. Whatever you require, based on the nature of the exercise. In live games, it is critical that steps 1 and 2 only take a couple or a few minutes at maximum per player! If you are taking more than a few minutes, you are taking far too long. If needed, you may have to cut off the player, or yourself! Battles do not allow the luxury of time. 16.3 Cadence Step 3: Once all orders are received, begin simultaneous execution of all orders. Keep in mind, all sides are moving at the same time, so you need to average the movement of every unit on the board. This is not as hard as it sounds, but it may require some practice because you are a human, not an octopus. Be patient and strive for some accuracy at first, and in time the speed will follow. Perhaps this will be easy for you, as it is for some, but do be careful and pay attention to terrain and other factors. Remember, you do not have to be precise, and you should not be doing much measuring. Eyeballing is fine. Kriegsspiel is the Land of Fudge! Real life isn’t very precise either.

36 16.4 Cadence Step 4: Resolve each combat using The Six Steps. Then return to Cadence Step 1 to begin the next turn of the game.

37

XVII. Ending the Scenario 17.0 When to End the Game: Games do not often run to the bitter end. Instead, they are usually called once a clear outcome is obvious, or the purpose of the exercise is achieved. They may also be called for time, or any other reason. For example, if the purpose of the game is to emphasize scouting, you may call the game once the two main bodies of troops make contact, and evaluate how well the players screened their forces and scouted. You decide when and how to end the scenario. You may, of course, play to the bitter end, however the losing player may find the experience less and less enjoyable as the game approaches this end.

38

XVIII. The Critique 18.0 What is the Post-Battle Critique?: The Post-Battle Critique is when you share results with the players and provide some feedback on their play. This is customarily done at the umpire map, so all players can see what you see as the umpire. 18.1 Order of the Critique and its Nature: Beginning with yourself, provide the overview of the scenario you designed, its purpose, and what you expected and wanted to see. Then, provide a brief synopsis of what actually happened. Next, talk about any particular moments that you felt were of note, then provide each player with a brief review of their play, beginning with something they did well, then something they can improve upon. When playing casually, and with friends, it is critical that these critiques do not become negative in any way, even if it means you leave a major criticism unsaid. This should be a positive experience for the players, not a negative one. Next, allow any other umpires to speak in turn of seniority. Then, proceed to the side commanders, then go through the players themselves until each person has had a few minutes to speak about their experience and debrief. Naturally, this will be quick in a small, two-player game, and take much longer in a larger game. However, this post-battle review is an important part of the overall exercise. Again, keep it positive!

39

XIX. Tips for Players 19.0 Tips for Players: -

-

-

-

-

-

-

Kriegsspiel when played as a game, is a game for gentlepersons. A degree of chivalry and civility is expected. Be positive and try to enjoy the game as a learning experience, or as a fun gaming session. Do not emphasize competitiveness. The time to learn how to play is before play begins. Do not ask questions of the umpires during the game, other than minor ones to which they may provide a quick answer, such as “What is the current time in-game?” Keep your orders brief and to the point. Give each formation a task and a purpose. Unit X is to move from Position 1 to Position 2, and when it arrives it is to do Y. Write the in-game time on your orders as well as who the orders or dispatch is to and from. Umpires often like it when you draw a diagram for your orders. This requires some practice. Keep north at the top of your drawing and be as clear as you can be. Too many markings can interfere with the diagram. Label as much as you can. You may feel an umpire has missed something important, such as an order you issued. It is okay to ask about a unit that hasn’t been moved, or a detail you worry may be overlooked, however you must accept the umpire’s answer. You may feel an outcome went against all odds, despite your careful planning. Understand that sometimes the dice do produce outlier results. It is also possible that you do not have all the information the umpire has, so there is a factor of which you are not aware that has adversely affected you. Remember, you are in command, but you are not in control.

19.1 Umpire Mistakes: Although the umpires are gods, they retain some element of their humanity. This means they may occasionally make a mistake in executing your orders, in the calculus of the game, or they may forget or overlook something. Sometimes this is intentional, and they are not telling you. They may wish to create a new problem for you to solve, or simulate an error made by a subordinate commander. You may ask about the concern, but you are bound to accept their answer. They may have made an honest mistake and the game may be too far along for them to change it. This sometimes happens, and it can sometimes cost you a game. (Been there, suffered that!) However, remember your attitude and accept the situation. Work with it as best you can, and keep the experience pleasant. Umpires often catch their mistakes, and even when they cannot reverse them, they tend to try to compensate for them out of your view. Let it be, it does not pay to argue.

40

XX. THE SIX STEPS 20.0 The Six Steps: 1.

GROUPING

2.

DETERMINE SUPERIOR/INFERIOR

3.

DETERMINE WHICH DIE TO ROLL

4.

DETERMINE MODIFIERS

5.

ROLL

6.

APPLY RESULTS

20.1 Grouping: Group any units that are clashing together. This may involve two single, opposing units, or it could involve multiple units on one side or another. This is a somewhat subjective determination. 20.1.1 Guidelines for Grouping Definition of a Group: A group is defined as two opposing forces, fighting for an immediate objective which they occupy, or wish to occupy at the end of the turn. This definition helps to define each group, since each unit in a group should hypothetically, more or less, be able to attain the objective during the turn. If a unit cannot gain the objective during the turn, you should consider if it is better suited to a different group, or if it is too far to participate in the current round of combat. 20.1.2 Second Lines: Units which are in line behind those fighting, should not be factored into combat value. Only those firing on a given turn should be considered for combat value purposes. 20.1.3 Defending More than Once: Units may fire in defense of their position up to twice, if attacked by multiple enemies. An umpire may ignore this rule at their discretion, if they feel it is reasonable to do so. 20.1.4 Suggested Way to Break Up Groups: Where the forces have a division of command, or of direction, or terrain, the group should be broken, and another group designated as a separate fight, even if they are otherwise immediately related. In testing, groups often look like 1-4 blocks, sometimes as many as six, fighting a force of similar size on the opposing side. It can rarely be more, but generally no more than ten, or a dozen, and such cases are virtually nonexistent. As a useful guideline, if more than a half-dozen units should be engaged on each side, consider breaking up the group.

41

The purpose of grouping is efficiency, but there are other important reasons as well. If each unit throws its own die, a weird result can develop where units win and lose in an alternating fashion. This is not realistic. Generally, one side won out over another, and the loser at least fell back. Grouping ensures this behavior. However, if in the umpire’s judgment, individual units should fight in this way, each one throwing a die, or if numerous small groups along a line should do so, and an alternating win-lose-win-lose arrangement should result, it is suggested that both sides fall back or retreat simultaneously, otherwise the engagement turns into a confusing mess more typical of medieval or ancient warfare than Napoleonic. 20.1.5 Two-player rule: If there is a minor disagreement over a grouping, roll a die to decide. If the disagreement is major, reread these rules once. If the disagreement remains, play a different game because your friendship and the spirit of friendly play are more important than finishing the battle. 20.2 Determine Superior/Inferior: Of all the units on both sides of the group, tally the combat value of the engaged infantry on both sides. The side with the higher combat value must be designated “Superior,” and the other side “Inferior.” If combat value is identical between the two sides, designate them Superior and Inferior using any means you wish; most DRMs, die roll, coin toss, alternating turns, player age, red, then blue, always red, always blue… 20.3 Determine Which Die to Roll: If the Superior side has 2 or move combat value than the inferior side, roll the “Advantage” die. Otherwise, if the difference between the sides is less than 2 combat value, roll the “Even” die. If rolling a cavalry vs. cavalry combat, roll the Cav vs. Cav die. If rolling cavalry vs. infantry combat, roll the Cav vs. Infantry die. If rolling counterbattery fire, roll the Counterbattery die. If rolling artillery versus an infantry or cavalry unit that cannot fight back, roll the Unopposed Artillery die. 20.4 Determine Modifiers: Determine any modifiers (DRM) that apply to the combat. Look at terrain, flanking, or anything you feel should significantly influence a combat. Apply modifiers to both sides as they have earned them. Obviously some may cancel each other out. There will be cases when only one side has modifiers. The Inferior side may have more modifiers than the Superior side. All this is possible. Artillery support is also worth 1 DRM per battery. 20.5 Roll the Dice: Roll - roll the die, apply the DRMs.

42 20.6 Apply the Results: If both sides remain engaged, leave them fixed, do not allow the players to issue any orders other than perhaps charge or retreat. Otherwise, the two sides stay locked in combat. 20.7 List of Common Results: (See also: Section XII. Results) Fall Back: The suffering group falls back 200 paces, but in good order. They suffer no other ill effects. Retreat: The suffering group falls back 400 paces, and suffers 1 hit of disruption to every unit in the group. Routed: The unit is shattered, all units take one disruption. One block, umpire’s choice (if playing with 2 players, the attacker’s choice) is reduced by 1 step (takes 1 loss). Surrendered: The units surrender and are removed from play, or moved to the rear by the winning player. They are disarmed and may not be utilized as combatants for the rest of the battle, no matter what happens. However, artillery guns can be captured and used, unless they are spiked by their owner. If such an order is given, they are destroyed and do not fire in the round of combat where the order is given.

43

XXI. Combat Results Tables and Aids

D10 Combat Results Table

44

45

Cavalry Rules Aid

46

The Free K22 Module for Tabletop Simulator https://steamcommunity.com/sharedfiles/filedetails/?id=268861788 2

Resources for Building a Physical Copy (For separate purchase from respective stores.)

Pieces: Official Supplier: http://www.photoncutterstudios.com/kriegsspiel.ht ml Alternate Source: https://www.commandpostgames.com/product-category/kriegsspie l/

Maps:

47

https://toofatlardies.co.uk/product-category/kriegsspiel /

Two Player Modifications When playing with two people, please consider the following tips for play. -

-

-

-

Decide together on the scenario, choosing to fight either a pitched battle or a meeting engagement. Meeting engagements are better for two-player games, but also take longer to play. If playing a meeting engagement, select an objective in the middle of the map for both brigades or divisions to obtain. Build your forces in secret, and plan your movements in secret by drawing a diagram or writing them out. When finished, reveal your unit builds and check one another’s math to ensure the builds are correct. They may not be changed, unless an error has been made. Reveal your routes of march. Move the lead elements of each column to determine where contact will appear, and at what time. Once you know when first contact will occur, set up any other columns and pieces that will be involved in play. Although fog of war will be lost, both players are honor-bound not to act on anything unless their men can “see” or “hear” something on the battlefield. Couriers can be sent with written orders to other units that are out of contact. Once the courier arrives, the unit can then react, but not before. A fun thing to do is to specify where a courier must go to deliver a dispatch, before the set off. The courier must ride to that location first! For each subsequent turn, compose your orders separately, in written fashion. Then, as the turn is resolved, reveal your orders together and cooperate to resolve them fairly. You may not change any orders once resolution begins! If an order is genuinely unclear, it is your choice if you want to modify it or simply ignore it. At the end of the scenario, discuss how you think you and your opponent did, keeping in mind the rules of critique found in section XVIII.

48

Multiple Player Modifications -

-

-

If playing with more than an umpire and two players, consider the workload for the umpire. The game works well with a 1:1 player to umpire ratio. So, it is reasonable to have three umpires, 1 lead, and two assistants (one for each side). The assistants relay all communications between the players and lead umpire. Above a ratio of 1:2 or 1:4 with veteran umpires, the game begins to slow down a lot. This becomes more important as players are added. Assistant umpires do not need to know the rules, they simply need to reliably relay communications. Only umpires should touch the playing pieces. Assistants must not accept too many or too complicated questions from players. Rotate assistants between the sides halfway through the game to discourage attachments to one side or another. Keep units small! The more players, the longer the turns. Turns should never take more than 15-20 minutes. If they do, you are too slow, or the game is too large. Players can get bored with longer turns, and you are in danger of not finishing a battle. If the game is large, consider starting units closer together so there is less time to contact. Think about the last player on the map. Make sure all players have a reasonable chance to engage in combat.

49

XXII. Frequently Asked Questions 22.0 What about morale?: Morale is baked into the system, which is great because it makes the game move faster since you do not have to roll to determine a unit’s reaction or fate. However, several players feel passionately about rolling for morale. There are some circumstances where a morale roll makes sense. -

Determining “contagion” when a neighboring force begins to rout. Determining how far a unit routs, instead of the standard 800 paces. Determining recovery from disruption. Determining if a unit should have a DRM in a melee or other dangerous situation.

For example, determining how far a routing unit retreats. Instead of retreating 800 paces, a die can be rolled to add 100 paces per number, modified by unit experience. Example: Elite unit is routed, which is 800 paces. Morale die roll result is a 3. Add another 300 paces distance, but modify it by -100 due to unit experience, so the unit routs 1,000 paces. The problem you can see from the example is it takes time to perform the roll and calculation. Once only takes a few seconds, but if you begin adding a die rolls to the game, you significantly lengthen the turn. The little things add up. This may be fine, or not, depending on the time you have to play. This is meant to be your game, not a religious re-presentation of original Kriegsspiel that requires you to follow strict protocols. If you wish to add a rule or detail, feel free to do so. But consider doing it judiciously and adding layers of complexity across several games. See for yourself if the added work and extra time adds value to the experience or not. If it’s right for you, then do it! A final reminder, this is a playset, these rules are guidelines. The purpose is to have fun, not be mired in rules or minutiae.

22.1 What about formations?: Original Kriegsspiel allowed players to use formations and depicted these by stacking blocks and arranging them in different ways. Generally, at the scale of the games played with K22, specialized formations are a bit uncommon. However, we do have them. Squares are quite common, and assault or mixed order also exist. To depict these, we typically align the units in a row with one battalion immediately behind another, or sometimes they are arranged vertically, with the battalions in packed columns.

50 But stacking units is the traditional approach, which is recommended. Place one block atop another and this simulates a dense formation. Such attacks enjoy a special rule, which is they all roll one after another. If the first wave fails, the second rolls, then the third, and so on. Usually no more than 3-4 at most. The defender fights each time as well, but generally this breaks most lines. The basic defense against it (aside from good positioning) is to keep a reserve that can be sent to plug the hole. Aside from this case, you may simulate any formation you desire by arranging the units in a manner that conveys to you and the players what is happening. You may stack them, line them up differently, or indicate their status with some kind of marker. If such a formation has an effect of any kind, which it will (that’s why you use them), simply assess what that effect would be and its relative value in DRMs. For example, an assault column might roll the melee die with a +2 DRM. After the roll, just apply the DRM. Consider the impact a choice has on the entire formation and its target. Try not to apply too big a DRM. I recommend no more than 1 or 2 drm per roll. If attacking in waves, expect the first wave to fail in many cases, but the second or third to break the enemy, as that’s why the attack is being used. Apply results to the target block(s), as you go.

51

XXIII. Illustrations Illustrations are not included in the Kriegsdepot digital download version, due to file size limitations. However, you are entitled to free access to the K22 rules, available from the author on Google Drive. You should have received an email from the author within a short time of your order on Kriegsdept. Check the email you used to purchase these rules for the access link to the living, digital copy, which includes some helpful illustrations. Contact the author with questions: [email protected]

52

K22 Cheat Sheet A note about the rules. The rules are more like guidelines and may be modified to taste. It is impossible to compose rules for every situation. Strange things can happen. In the event the rules seem inadequate to address a situation, use your judgement as an umpire to resolve it in a manner that is reasonable and justifiable to the players. This applies, even if you must issue a simple ruling without rolling any dice. If the situation is justifiable, you are “good to go.”

Movement -

Infantry moves 400 paces (1 square) in column, on road.

-

Complications reduce this movement by 25% per complication.

Cavalry moves 1,000 paces per turn (2.5 squares), Hussars move 1,400 paces (3 squares). -

Couriers and Officers move 2,000 paces per turn on a road (5 squares).

All units always move a minimum of 100 paces, as long as the terrain is passable.

Common Complications to Movement -

Moving in formation (instead of column)

-

Moving uphill

-

Moving off road

-

Moving through forest or brush (not on a road)

-

Moving through a settlement

-

Moving through another formation

-

Changing formation

-

Any other complications that may arise, at the umpire’s discretion

53

Combat Value A critical concept in K22 is Combat Value, abbreviated as CV. All infantry blocks have a combat value. Jager Infantry = 7 Each Elite block = 6 Each Regular block = 5 Each Militia block = 4 Dragoons when fighting dismounted = 4 Cavalry CV, if you need to calculate it, is based on the cost of the block. See “Building Units” for the exact values. Note: Skirmish companies cost 1 point to add to a full battalion. They do not add CV to a unit. They provide a +1 DRM for each battalion that has them. Units lose 1 point of CV for each level of Disruption and each Step Loss. CV lost to Disruption can be recovered, of course, but not step losses.

Calculating Combat Value - Superior vs. Inferior Another critical concept is the designation of which side is “Superior” or “Inferior.” This is primarily determined by Combat Value. Understand that designating one side or the other as Superior or Inferior does not make much difference to the result. Instead, it is a mechanic for allowing a single die roll to provide a result for both sides. All that matters is that the designation is made before the die is rolled.

54

Procedure: Total the Combat Value of both sides in the group. Each half-battalion has its own Combat Value which it adds to the total. Generally, only infantry blocks are counted. Artillery does not contribute CV, but adds DRMs to the roll. Skirmish Companies, which can be embedded in a battalion (1 company per battalion) do not contribute CV, but adds DRMs to the roll. The side with the greatest Combat Value is to be designated as “Superior.” If one side has 3 OR MORE CV than the other, it is not only “Superior,” but it also rolls the Advantage Die. This is one exception where the designation matters because the odds are not the same for both sides when using the Advantage Die. Another thing to note is that it is possible for one side to have the greater CV and Advantage, but suffer negative DRMs. This happens when the Inferior side has lots of bonuses, such as for terrain, or perhaps skirmishers, or artillery.

When Combat Value is the Same When Combat Value is the same between the two groups, you still need to designate which side is Superior or Inferior. Any method can be used, since the odds are the same when you are not rolling the Advantage Die. You can tally DRMs and designate the side with the most, or look at terrain and positioning, or roll a die, odd or even, choose a color, or any method you like. It does not matter, as long as the designation is made before the die is cast.

55

The Six Steps 1.

Grouping – All units fighting each other in a single skirmish are to be grouped.

2. Determine Superior/inferior – Determine which unit is more powerful, based on Combat Value. a. Add the combat value of all infantry/cavalry units involved. The side with the highest combat value is “superior” regardless of all other considerations. b. If combat value between the two sides is identical, declare one side superior using any other preference you choose. 3. Determine which Die to Roll - Choose the correct die for the situation. Each die has rules printed on each die side 1 in the K22 TTS Module. In most cases, you will only ever roll 1 die to determine an outcome. Artillery is sometimes the exception, where range requires you to roll two dice instead of one. 4. Determine all Die Roll Modifiers - Calculate anything that will change the die roll. Note, the cumulative impact if all DRMs can be either positive or negative. a.

Common modifications:

-

Artillery support

-

Skirmish company embedded

-

Disruption

-

Terrain

-

Cover

-

Flanking/Enfilade

5.

Roll – Give the die/dice a good roll.

6.

Apply the result a.

-

Typical Results:

Fall back: A losing group retreats 200 paces, it takes no disruption or losses.

Retreat: A losing group unit retreats 400 paces, all units in the formation take 1 disruption. Rout: A losing group retreats 800 paces. All units in the group take 2 disruptions. At least 1 loss is applied to 1 unit in the group, possibly more, depending on the umpire discretion. The number of losses should at least conform to a logical number. 25% is a good baseline.

56

Disruption Disruption reduces a unit’s Combat Value by 1 as long as it is present on the unit. -

Disruption is cumulative.

-

Disruption is recovered at a rate determined by the Lead Umpire.

Artillery Bonus Per Type of Battery -

12lb Foot Artillery gets a +1 DRM when firing on infantry or cavalry.

-

6 lb Foot Artillery gets a +1 DRM when it fires counterbattery.

-

6lb Horse gets no bonuses.

Artillery Support When firing in support of infantry, do not roll any dice for the guns. Instead, add a DRM according to the following rubric: -

Full Battery (two full artillery blocks) +3 DRM

-

Half-Battery Plus a Gun Section +2 DRM

-

Half Battery (one full artillery block) +1 DRM

-

One Gun Section No DRM

A full battery has FOUR gun sections.

When Firing the Unopposed Arty Die Roll this die when a battery is firing on a unit that cannot shoot back. 6/7 Pdr: -

At 400 Paces or Less, roll 2 dice, apply both results.

-

Between 400 and 800 Paces, roll 2 dice, apply the greatest result.

-

Between 800 and 1200 Paces, roll 1 die, apply the result.

57 -

Between 1200 and 1600 Paces, roll 2 dice, apply the least result.

10/12 Pdr: -

At 500 Paces or Less, roll 2 dice, apply both results.

-

Between 500 and 1000 Paces, roll 2 dice, apply the greatest result.

-

Between 1000 and 1500 Paces, roll 1 die, apply the result.

-

Between 1500 and 2000 Paces, roll 2 dice, apply the least result.

When firing with less than a full battery, the following negative DRMs apply: Full Battery: No -DRM. ¾ Battery: -1 DRM ½ Battery: -2 DRM ¼ Battery -3 DRM

58

Infantry Infantry Forming Squares: If no enemy cavalry is observed within 1,000 paces, the square is always formed. If enemy cavalry is within 1,000 paces the square may be formed on player order accordingly: o Elite Infantry - Always succeeds. o Regular Infantry - Succeeds on a D10 result of 2 or greater. o Militia Infantry - Succeeds on a die roll of 3 or greater. -

If taken by surprise, the infantry may form square on its own accordingly: o Elite Infantry - Always succeeds. o Regular Infantry - Succeeds on a D10 result of 3 or greater. o Militia Infantry - Succeeds on a die roll of 6 or greater.

-

If square formation fails, the unit takes 1 disruption.

Use the Exchange blocks to indicate Infantry losses. Remember to apply 2 Disruption for each loss. Each disruption reduces Combat value by 1. Each loss reduces Combat Value by 1.

Cavalry -

Cavalry vs. Cavalry rules are on the Cavalry aid.

-

Spent Cavalry is either removed (recommended), or fights with a -1 DRM.

59

Dice Which Die to Roll? Infantry vs. Infantry Die Roll this die when infantry forces are fighting and the combat value of the two sides is within 2 points of each other. They may have artillery support, which provides a DRM. Artillery does not contribute combat value. (I sometimes call this the “even money die,” although it has nothing to do with Las Vegas or money. What I mean is, the die has even odds for Superior and Inferior.) Advantage Die (Infantry vs. Infantry) Roll this die when infantry forces are fighting and the combat value of one side is greater than 2. (A difference of 3 or more.) Artillery may be involved which provides an DRM. Artillery does not contribute combat value. This die is weighted in favor of the Superior force. Counterbattery Die Roll this when artillery is performing counterbattery. Each battery rolls one of these die, however, the if there is a difference in size between them, apply a +1 DRM for each step in size difference. (A full battery consists of four gun sections. Each difference in the number of gun sections provides a +DRM for the larger battery.) Unopposed Artillery Die Roll this die when artillery is firing at an infantry or cavalry target that cannot shoot back. Cavalry vs. Cavalry Die Roll this die when cavalry are fighting with cavalry. Use the cavalry aid chart to determine die roll modifiers.

60

Cavalry vs. Infantry Die Roll this die when cavalry clashes with infantry. If the infantry is in square, the infantry gets a +3 DRM. If the infantry is not in square, the cavalry gets a DRM based on its type. Melee Die Roll this when two infantry forces engage in melee combat. All forces engaged in melee take 1 step loss, no matter the outcome. The die result may increase these losses. On all dice, the faces are also numbered, 1 - 10. This allows the die to be used for a straight “odds” roll, if and when needed.

DRMs DRMs are at the umpire’s discretion. Common DRMs are: -

Artillery firing in support

-

Artillery battery at less than full strength

-

Embedded skirmish company

-

Disruption

-

Terrain

-

Cover

Lesson common, but also notable: -

Comparative Size of forces

-

Flanking

-

Fatigue