Table of Contents 1. The Seven Years War
2
6. Shooting
17
2. Introduction
3
6.2. How shooting works (example)
17
3
6.3. Ammunition and first volley
17
2.2. Basing
3
6.4. When can you shoot?
18
2.3. Troop classifications
3
6.5. Who can shoot?
18
2.4. Points per stand (PPS)
3
6.6. What can you shoot at?
18
6.1. Dice rolls per stand 2.1. Time and ground scale
2.5. Unit types
4
2.6. Formations
5
17
7. Charging
19
7.1. Charges
19
6
7.2. Charge responses
19
3.1. Prussia
6
7.3. Charging the flank or rear of the enemy
19
3.2. Russia
7
3.3. Britain
8
3. Army lists
8. Melee
20
3.4. France
9
8.1. Which stands can fight?
20
3.5. Austria
10
8.2. How melee works
20
3.6. Reichsarmee
10
8.3. Winning the melee
20
4. Game Mechanics
11
9. Movement
21
4.1. Command and control
11
9.1. Speed of movement
21
4.2. Setting and changing Brigade orders
11
9.2. Shooting and moving in the same bound
21
4.3. Independent units
11
9.3. Interpenetration
21
4.4. Hits per stand (HPS)
12
9.4. Special manoeuvres
22
4.5. Disorder
12
9.5. Charge, supporting charge & counter-charge moves
23
4.6. Removing stands
12
9.6. Evade moves
23
4.7. Damage to structures
12
9.7. Rout moves
23
4.8. Supporting units
13
9.8. Pursuit moves
23
4.9. Morale tests
13
9.9. Fall-back moves
24
4.10. Rout
13
9.10. Follow-up moves
24
4.11. Destroyed units
13
9.11. Evading, routing or falling back through a supporting unit
24
4.12. Types of terrain
14
9.12. Retreat moves
24
4.13. Setting out terrain (optional rules)
14
9.13. Standard moves
24
4.14. Visibility
14
4.15. Surprise
14
Scenario (1) - The Battle of Minden
25
5. Start of play
15
Scenario (2) - The Battle of Zorndorf
28
Appendix
31
5.1. Setting out the battlefield
15
5.2. Initial deployment
15
5.3. Sequence of play
16
Reading list
5.4. Winning the game
16
Figure Manufacturers
31
5.5. Dealing with situations not covered in the rules
16
Army Planning Sheet
32
31
Author’s acknowledgements I would like to give my thanks to Nick Rutherford and Mike Bailey, who’s contribution towards making these rules a success has been enormous; and to my lifelong friend and arch rival wargamer, Mark Goddard, for taking care of the printing. Most of the pictures in this book are of miniatures painted by myself for my private collection, with the exception of the Russian infantry, which were painted by Mike Bailey. All figures are manufactured by either Wargames Foundry (WF), Front Rank (FR), Crusader Miniatures (CM) or Dixons (DX) and are 25/28mm. We welcome your feedback, so email us at
[email protected], or write to the author at: Emperor Games Ltd, Corner Lodge, Whitecross Lane, Banwell, Somerset, BS29 6DP United Kingdom
www.emperorgames.co.uk th
Front cover: British 12 Regiment of Foot (Napier's), part of Sporkern's column at Minden (WF) Minden Rose Wargames Rules
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© Emperor Games Ltd
1.
THE SEVEN YEARS WAR
The Seven Years War (SYW) was a time of global conflict; many sources have suggested it was the first real “world war”. Britain fought France in North America, Europe, India, and at sea, and created the British Empire as a result. Prussia had gained Silesia in the Wars of Austrian Succession (1740-1748) and Austria was keen to get it back. The Prussians knew that they could not afford to distance themselves from the British. Britain on the other hand wanted to minimise any draw on their resources that a European conflict might cause, preferring to establish their dominance elsewhere in the world. Britain and Prussia saw the benefit of mutual support and both signed the Treaty of Westminster in 1756. During the same year, France, Austria and eventually Russia, signed the Treaty of Versailles to counter Prussia’s threat. The war was chiefly fought between these five nations, along with remnants of the Saxon army, and the army of the Holy Roman Empire (Reichsarmee), who fought alongside the French and Austrians. Prussia began the war by making a pre-emptive strike to invade the Electorate of Saxony, which was considered by Frederick to be of strategic importance. The Saxon army capitulated in October of 1756 after the siege of Pirna. Sweden entered the war and made minor incursions into Pomerania against the Prussians. Britain suspected that Spain and France had secretly negotiated a treaty, leading the British to launch an attack on Spanish territories in the West Indies in 1761 and in the Spanish Philippines the following year. Spain, unsuccessful in holding on to the Philippines, concentrated her efforts on attacking Britain’s ally Portugal. Prussia’s advances in the early stages of the war were checked by the Austrians and Russians, and by 1760, she was suffering heavy losses. Following the accession to the British throne of King George III the same year, Britain’s attitude to a war in Europe changed, with less financial support and manpower being made available. Prussia became more isolated. The war ended for Britain when she signed the Treaty of Paris in 1763 with Spain and France. The Prussians and Austrians signed the treaty of Hubertusberg the same year, with Austria exiting Silesia, and Prussia exiting Saxony. No territorial gains had been made, but Prussia was now a force to be reckoned with in Europe. SYW Battles in Europe The following is a list all off the major battles in Europe during the SYW. Sieges and minor encounters (of which there were many) are not included. Army sizes are approximate, as many sources differ substantially. Date 1756 1757
1758
1759
1760
1761 1762
01-Oct 21-Apr 06-May 18-Jun 26-Jul 30-Aug 07-Sep 05-Nov 22-Nov 05-Dec 23-Jun 25-Aug 10-Oct 14-Oct 13-Apr 23-Jul 01-Aug 12-Aug 20-Nov 23-Jun 31-Jul 15-Aug 15-Oct 03-Nov 15/16-Jul 24-Jun 21-Jul
Battle Lobositz Reichenberg Prague Kolin Hastenbeck Gross Jagersdorf Moys (Jackelsberg) Rossbach Breslau Leuthen Krefeld Zorndorf Lutterberg Hochkirch Bergen Paltzig (Kay) Minden Kunersdorf Maxen Landeshut Warburg Leignitz Kloster-kamp Torgau Vellinhausen Willelmstahal Burkersdorf
Between Prussian Prussian Prussian Prussian British & Allied Prussian Prussian Prussian Prussian Prussian British & Allied Prussian British & Allied Prussian British & Allied Prussian British & Allied Prussian Prussian Prussian British & Allied Prussian British & Allied Prussian British & Allied British & Allied Prussian
(size) 28500 22000 64000 32000 35000 24800 13000 22000 27000 32000 32000 37000 14000 30000 24000 27400 37000 52600 12000 11000 24000 30000 20000 48500 65000 50000 25000
and Austrian Austrian Austrian Austrian French Russian Austrian French & Reichsarmee Austrian Austrian French Russian French Austrian French Russian French Russian Austrian Austrian French Austrian French Austrian French French Austrian
(size) 34000 10000 61100 43000 60000 75000 25000 42900 83000 65000 50000 44500 42000 78000 35000 40000 45000 41000 42000 34000 21500 90000 25000 52000 92000 70000 25000
29-Oct
Frieberg
Prussian
30000
Austrian & Reichsarmee
40000
Minden Rose Wargames Rules
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© Emperor Games Ltd
2. 2.1
INTRODUCTION
Time and ground scale
The game is divided up into chunks of time referred to as “bounds”. Each bound is further divided into four phases (Shooting, Charging, Melee and Movement). All play within each phase is simultaneous. One bound represents approximately 1 hour in reality. All distances are measured in segments. Depending on which scale you use, so you should use a stick measuring 8 segments in length with each segment marked off. This makes moving and checking ranges very easy. • With 25mm figures, 1 segment = 40mm • With 15mm or smaller figures, 1 segment = 25mm
2.2
Basing
Figures are grouped together in units, each made up of several bases (stands) of figures. Units may vary in size between the smallest (for example, one which has been depleted by losses on campaign), and the highest (perhaps a guard battalion at full strength). The number of figures on each stand depends on the type of troops it represents. One stand in the unit should represent the "command stand", with an appropriate officer, standard bearer or musician figure(s). The size of stands (frontage and depth), what they represent, and the number of figures on each stand is illustrated below: Stand Sizes
Figures
Type of Stand
per Stand
Close Order Infantry
25mm Figures
15mm Figures
Representation:
Front (mm)
Depth (mm)
Front (mm)
Depth (mm)
Model
Approximately equals:
40mm
40mm
25mm
25mm
1 figure
30-50 men
1 stand
4 (2x2)
Light Infantry
2
40mm
40mm
25mm
25mm
Heavy/Medium Cavalry
2
50mm
50mm
30mm
30mm
Light Cavalry
2 companies of close order infantry 1 company of light infantry
2
50mm
50mm
30mm
30mm
1 squadron of cavalry
1 Gun + 2 crew
60mm
80mm
40mm
50mm
5 guns
Medium Gun
1 Gun + 3 crew
60mm
80mm
40mm
50mm
Unit
3 - 6 stands
Heavy Gun
1 Gun + 4 crew
60mm
80mm
40mm
50mm
Brigade
2 - 6 units
Light Gun
2.3
Troop classifications
In order to reflect the different fighting capabilities of troops during the era, each unit is graded as either A, B, C or D class (A being the best, and D being the worst). • A class: Most likely to be Elite Guards or Grenadiers. Many armies in the period brigaded together the grenadier companies of different foot battalions • B class: Veteran (experienced in battle) troops, better than average in melee • C class: Well trained troops but may well be fighting in their first campaign (most musketeers/fusiliers of the period) • D class: Troops with basic or little training, (e.g. militia, Prussian Friekorps, and many French infantry of the period) or a rabble of untrained or poorly equipped men
2.4
Points per stand (PPS)
For players that prefer games using an equal number of points per side, this table gives an arbitrary points value (“points per stand”, or PPS) to each different troop type. Note that points values are calculated per stand irrespective of how many figures on it. Type of Stand Close Order Infantry Light Infantry Heavy Cavalry Medium Cavalry Light Cavalry
PPS 15 10 25 20 20
Type of Stand Light Gun Medium Gun Heavy Gun Brigade General Commander-in-Chief
PPS 20 30 40 40 Free
Modifiers Horse Artillery +10 PPS A class +10 PPS B class +5 PPS D class -5 PPS Rifle +5 PPS
When playing a points based game, players are restricted to using the following composition: • Up to one third of the total points may be spent on cavalry • Up to one quarter of the total points may be spent on artillery • Up to 10 percent of the total points may be spent on temporary earthworks (10 points per segment) • All remaining points must be spent on infantry For example, in a game using 1200 points per side, a player could choose 300 points of artillery, 400 points of cavalry, and 500 points on infantry. An Army planning sheet is included in the appendix. Minden Rose Wargames Rules
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© Emperor Games Ltd
Introduction
2.5 Unit types Infantry Each infantry unit represents a battalion. Infantry units are subdivided into: • Close Order Infantry (musketeers, fusiliers, grenadiers or guards); armed with a musket, not very accurate, but devastating at close range. • Light Infantry (skirmishing troops such as Jagers, Pandours, Chasseurs, Grenze etc). Normally armed with musket (some units were armed with rifles).
Cavalry Each unit of cavalry represents part of a regiment (several squadrons operating together). Cavalry Units are subdivided into: • Heavy Cavalry. The “shock” cavalry of the era, including Cuirassiers, Heavy Horse, Cavalry of the line etc, often but not always wearing breastplate armour, and riding larger horses. • Medium Cavalry. Mostly Dragoons, although some of these by now were operating as heavy cavalry • Light Cavalry (such as Hussars, Lancers, Cossacks and Light Dragoons).
A close order infantry stand of Hanoverian Grenadiers (FR)
Cavalry may dismount, although it was rare to use them in this manner. When they do, they exchange each stand for a stand of light infantry. While dismounted, they operate as light infantry. Cavalry can only shoot when they are dismounted.
A light infantry stand of Russian Pandours (FR)
Artillery Each unit of artillery represents a battery. Each gun is pulled by a limber. It cannot fire until it is "un-limbered" and placed into position. Artillery units are subdivided into: • Foot artillery. • Horse artillery. Lighter guns, pulled by teams of horses, therefore being more mobile. Only possible to certain armies of the period. Although a proportion of guns were in fact howitzers, the effect is averaged out across the battery. Therefore the only further classification of guns is into Light (e.g 3 pounders), Medium (6 pounders) and Heavy (12 pounders). The heavier the gun, the longer the range it has, and the more damage it could cause. Heavier guns such as 24 pounders are excluded as they were primarily used in sieges. Guns are assumed to be firing canister at short range and round-shot at all other times. Very light artillery pieces (battalion guns) were deployed with some infantry battalions. No specific references are made to these in the rules. However, if a player wishes to show such a piece, one stand of a close order infantry unit may be replaced by a single very light gun and 1 or 2 crew members on the same size base as the rest of the stands in that unit. This is purely representational, and is treated exactly as though it were another close order infantry stand in the unit.
Minden Rose Wargames Rules
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A cavalry stand of Prussian Cuirassiers (WF)
A Russian artillery stand (FR)
© Emperor Games Ltd
Introduction
2.6
Formations
Column A column is an advantageous formation for moving units into position quickly, because they can make a march move (see special manoeuvres, Table 7c). A column is deeper than it is wide, and is where all the stands belonging to one unit are set out one behind the other. The command stand should be positioned at the head of the column.
A unit of Hanoverian Infantry advancing in a column (FR)
Line Troops normally deployed into line before engaging the enemy. With a line formation, all the stands belonging to one unit are laid out in a single row, each stand in contact with the next, one stand deep, and several stands wide. A line that is distorted as a result of needing to conform to a terrain feature, such as a wall, is still considered to be a line. The command stand should be positioned in the centre of the line. When light troops adopt a line formation they are assumed to be in a less than regular formation, each man taking advantage of any terrain to dodge incoming fire.
A unit of Prussian Cuirassiers in line (WF)
Square A square was occasionally used in this period as a defensive measure for close order infantry threatened by cavalry, or when threatened on several flanks. A square has no flank, it has each stand facing in a different direction, and can fire with each stand in the direction the stand is facing (see arc of fire, page 5 – diagram 4). This formation is not available to light infantry, mounted troops or artillery Minden Rose Wargames Rules
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British “Hatmen” in a square formation (FR) © Emperor Games Ltd
3. 3.1
ARMY LISTS
Prussia
Frederick the Great The reigning Prussian monarch, Frederick II, inherited a well trained and disciplined Prussian army from his father. Frederick gave them the experience of battle that his father was not inclined to do. He instigated many changes to the way in which his troops fought, writing many instruction manuals for his troops, including the famous oblique move and training his cavalry to charge at the gallop rather than the trot, to maximise the shock effect. Prussian armies tended to beat larger opponents by bringing their forces to bear on a wing of their opponents, whilst pinning down the remainder. It is reasonable to class Frederick as an Exceptional C-in-C (see 4.1).
(infantry, continued) • Foot Guards: Close Order Infantry (A) @ 25 PPS. Only 1 unit per army allowed • Grenadiers: Close Order Infantry (A) @ 25 PPS. 1 per 6 Infantry units • Musketeers: Close Order Infantry (B) @ 20 PPS. Up to half the total infantry • Fusiliers: Close Order Infantry (C) @ 15 PPS. • Friekorps: Light Infantry (D) @ 5 PPS. • Jager: Light Infantry - rifle (B) @ 20 PPS. Only 1 unit per army allowed
Cavalry Frederick trained his cavalry to charge fast and deliver the shock of impact, beginning at the trot and developing into a gallop at the last 30 yards. He forbid them to fire, preferring to charge with cold steel. Prussian Cuirassiers wore white and Dragoons light blue. Mounted Friekorps could be either dragoons or hussars.
Generals Frederick personally led his troops into battle, a custom which was becoming less common amongst reigning monarchs. Other famous generals in his army included: •
• •
•
General Hans Joachim von Zieten (1699-1786), commander of the Hussar regiment no. 2 or Leib Hussars, who was wounded at Kolin, and commanded a corps at Torgau; Major-General Wilhelm von Seydlitz (1721-1773), of Cuirassier Regiment no. 8, wounded at Rossbach, saved the day at Zorndorf, and wounded again at Kunersdorf; Fredericks brother Prince Henry, who commanded a sizeable Prussian army in Saxony towards the end of the war (at Frieberg and other battles).
• • • • •
Gardes Du Corps: Heavy Cavalry (A) @ 35 PPS. Only 1 unit per army Cuirassiers: Heavy Cavalry (B) @ 30 PPS. Up to half the total cavalry Dragoons: Medium Cavalry (C) @ 20 PPS. At least half the total cavalry. 1 veteran unit may be upgraded to B class (+5 PPS) Bosniak Lancers: Light Cavalry (D) @ 15 PPS. Only 1 unit per army Friekorps Cavalry: Light Cavalry (D) @ 15 PPS. Alternatively may be Medium cavalry (no extra points) Hussars: Light Cavalry (C) @ 20 PPS. Maximum 1 unit per 1500 points
Prussian Dragoons (FR)
Artillery Frederick initially paid less attention to his artillery, giving the initiative to his Russian and Austrian enemies. Prussia did however introduce the first horse artillery, equipped with light guns reputedly able to keep up with cavalry, but subsequently lost them in their very first battle! Prussian artillery wore dark blue.
Prussian Grenadiers (WF)
Infantry Prussian infantry consisted of Guard/Grenadiers (elite troops), Fusiliers (who were differentiated by their metal fronted caps), and Musketeers. Whilst the veteran musketeer regiments were highly effective, some of the newer regiments comprised of prisoners and conscripts. All wore the dark blue Prussian uniforms. Prussian armies had a shortage of regular light infantry except for a few companies of Jager (who wore green and were often armed with rifles) and units of Friekorps, made up of foreigners and prisoners of war of variable quality. These were modelled on the Austria Grenzer regiments, but by no means a match for them, and ended up being deployed as cannon fodder.
Minden Rose Wargames Rules
• • •
Foot Artillery - Heavy Guns @ 40 PPS. Foot Artillery - Medium Guns @ 30 PPS. Horse Artillery - Light Guns @ 30 PPS. Only 1 unit per army
Special rules: Prussian training and discipline was top quality. Prussian A or B class infantry or cavalry can ignore movement deductions for a 90 or 180 degree turn, or changing formation.
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© Emperor Games Ltd
Army lists
3.2
Russia
Tsarina Elizabeth Tsarina Elizabeth Petrovna, daughter of Peter the Great, seized power in Russia in 1741 and ruled for 20 years.
Cavalry The Dragoons suffered from poor equipment and training, but over time, improved until at the end of the war they could hold their own against their Prussian counterparts. Russian cuirassiers wore offwhite coats, dragoons and horse grenadiers midblue. Cossacks were not uniformed. With the exception of the Hussars, no foreigners served in the Russian army.
The Russian Army at the outbreak of the Seven Years War suffered greatly from a lack of apparent organisation and was slow to mobilise. Its greatest strength was in its huge manpower resource, with an ability to reinforce the army when it suffered losses. This gave her a great advantage over the Prussians. Had the Russians been able to properly unite with Austria and been able to bring all their combined resources to bear against the Prussians, the outcome of the war in Central Europe could have been very different. When Frederick was close to defeat in 1762, he was only saved by the death of the Tsarina. Her son, Grand Prince Peter, succeeded her. Peter was an admirer of Frederick and sought peace with him. A treaty was signed in 1762, leaving the Russians effectively neutral for the rest of the war.
• • • • • •
Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS. Only 1 unit per army Cuirassiers: Heavy Cavalry (C) @ 25 PPS. Only 1 unit per army Dragoons: Medium Cavalry (D) @ 15 PPS. Upgrade to C class (+ 5 PPS) Lancers: Light Cavalry (D) @ 15 PPS. Only 1 unit per army Cossacks: Light Cavalry (B) @ 25 PPS. Maximum 1 unit per 1500 points Hussars: Light Cavalry (C) @ 20 PPS. Maximum 1 unit per 1500 points
Generals Key Russian commanders included: • • •
•
General Apraxin; General of Cavalry Villim Villlimovitch Fermor (1702-1771); Major-General Petr Semenovitch Saltykov (1698-1772), who, at the age of sixty, commanded the infantry at Zorndorf; James Keith, a Scottish Jacobite and favourite of the Tsarina.
Russian Hussars (CM)
Artillery The Russians introduced horse artillery by including light artillery pieces into their Dragoon and Horse Grenadier regiments during the war. The Russian field artillery wore red uniforms; gun carriages may have been painted grey.
Russian Grenadiers (WF)
Infantry The Russian army had 3 Guard units, who rarely saw active service in the field. The bulk of the infantry consisted of Grenadiers, Musketeers and units of the Observation Corps (conscripts used primarily for garrison duties). Russian infantry uniformly wore green coats with red facings, waistcoats and breeches, but often were seen without their coats in battle. They were an extremely stubborn opponent. Russia had very few light infantry, relying on a small number of Pandours, who were similar to the Austrian Grenzer. • • • • •
• • •
Foot Guards: Close Order Infantry (A) @ 25 PPS. Only 1 unit per army Grenadiers: Close Order Infantry (A) @ 25 PPS. 1 per 6 Infantry units Musketeers: Close Order Infantry (C) @ 15 PPS. Observation Corps: Close Order Infantry (D) @ 10 PPS. Up to 1/4 of infantry Pandours: Light Infantry (C) @ 10 PPS. Maximum 1 unit per 1500 points
Minden Rose Wargames Rules
Foot Artillery - Heavy Guns @ 40 PPS. Foot Artillery - Medium Guns @ 30 PPS. Horse Artillery - Light Guns @ 30 PPS. Only 1 unit per army
Russian Artillery (FR)
Special rules: Russian infantry were stubborn in the defence of a situation. Therefore, when taking a morale test, Russian units can deduct 1 from their morale test score when losing a melee. Page 7
© Emperor Games Ltd
Army lists
3.3
Britain
King George II “His Britannic Majesty’s Army in Germany” (referred to hereafter as the British & Allied Army) consisted of British and German states and fought the French with greater success. The largest contingent of Germans were from Hanover; these were not mercenaries, as King George was the Elector (and ruler) of Hanover. Other German states supplying troops to this army included the landgrave of Hesse-Cassel, Brunswick and Saxe-Gotha. Frederick lent some Prussian troops when he could afford to.
Cavalry Although some cavalry regiments had light troops, the first regiment of British Light Dragoons (15th) were raised in 1759. They conducted themselves well in their first action, a small affray at Emsdorf, charging French infantry no fewer than three times. Their losses, however, were significant. • • •
Generals King George II’s commander in chief of the British Army at the outbreak of the SYW was the Duke of Cumberland. Cumberland’s involvement in the war was short-lived, and after his defeat by Soubisse at the battle of Hastenbeck in 1756, much of Hanover was occupied by the French.
• •
Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS. Only 1 unit per army Dragoons: Medium Cavalry (C) @ 20 PPS Upgrade to Heavy Cavalry (+5 PPS) British Light Dragoons: Light Cavalry (C) @ 20 PPS. Only 1 unit per army German Cuirassiers: Heavy Cavalry (C) @ 25 PPS. Only 1 unit per army German Hussars: Light Cavalry (C) @ 20 PPS. Maximum 1 unit per 1500 points
The following year, command was given to Prince Ferdinand of Brunswick (1721-1782), a former Lieutenant-General in the Prussian army and Frederick’s brother-in-law. Infantry A typical British infantry battalion consisted of a Grenadier company and other companies of “Hatmen” (so called to distinguish them from the Grenadiers).
British Cavalry (FR)
British infantry were skilled in the use of volley fire, developed 50 years previously by the Duke of Marlborough. Incidents at Minden and Quebec demonstrated the steadfastness of the foot, waiting until the last moments of the enemy advance to deliver decisive musketry, which, in the case of Quebec, drove the French off the battlefield.
Artillery Artillery crew wore dark blue uniforms (British) or grey (Hanoverian). • •
Foot Artillery - Heavy Guns @ 40 PPS Foot Artillery - Medium Guns @ 30 PPS
Hanoverians were used to fighting alongside the British. British & Hanoverian Infantry wore red uniforms, most other German states wore dark blue. The British army had no light infantry in Europe at the start of the war, but used Highland battalions to operate in a similar manner, and Jager’s were provided by the German states • • • • • •
British Hatmen: Close Order Infantry (C) @ 15 PPS. Upgrade to B class (+ 5 PPS) Grenadiers: Close Order Infantry (A) @ 25 PPS. 1 per 6 Infantry units Foot Guards: Close Order Infantry (A) @ 25 PPS. Only 1 unit per army Highlanders: Close Order Infantry (C) @ 15 PPS. Maximum 1 unit per 1500 points German Musketeers: Close Order Infantry (C) @ 15 PPS. German Jager: Light Infantry (C) @ 10 PPS. Only 1 unit allowed. Can add rifle (+ 5 PPS)
Minden Rose Wargames Rules
British Artillery (DX & FR)
Special rules With a shortage of light infantry, British armies often used Highlanders in a similar role, therefore Highlander units can move at the speed of light infantry.
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© Emperor Games Ltd
Army lists
3.4
France
Louis XV Louis XV was the ruler of France during the time of the SYW, a disastrous period of military history for the French. Poor leadership and discipline within the ranks, combined with changes to tactics and training which had not been fully implemented at the start of the war, were major factors. In addition, France concentrated its wartime resources on mainland Europe, and consequently lost significant overseas territory to the British, whose focus was entirely the opposite of France. Casualties, desertion and sickness also played a big part in ensuring that the French never managed to inflict a resounding defeat against the Allied army in Germany.
Cavalry The elite of the French cavalry came from the Maison (Household) or Gendarmerie. These heavy cavalry did not normally wear the breastplate. Dragoons were poorly equipped at the start of the war, some regiments did not even have sufficient horses, but they performed better as the war went on. The French army also had reasonable numbers of Hussar regiments. Units of light infantry and light cavalry were often grouped together to form legions. These were mostly volunteer troops. • • •
Generals French commanders included:
• • • • •
•
Marshal Prince Soubisse, victor at Hastenbeck; Marshal d’Estrees; Duc de Richelieu; Marshal de Contades, (defeated at Minden); Lieutenant General Le Chevalier du Muy (defeated at Warburg).
Infantry The rank and file of the French infantry were generally of low morale, with the better of them being veterans or foreign mercenaries. The “Elite” of the French infantry were the Kings battalions of Gardes Suisses and Gardes Francaises. The latter, along with the Grenadiers de France wore blue uniforms. French fusiliers wore Grey-white uniforms; Swiss and Irish red. French infantry tactics were still to attack in column, closing up and charging the enemy, only forming line when they had broken through and faced a counter attack. • • • • •
Household/EliteCavalry: Heavy Cavalry (B) @ 30 PPS. Upgrade to A class (+ 5 PPS) Line Cavalry: Heavy Cavalry (C) @ 25 PPS. Upgrade to B class (+ 5 PPS) Dragoons: Medium Cavalry (D) @ 15 PPS. Upgrade to C class (+ 5 PPS) Hussars: Light Cavalry (D) @ 15 PPS. Maximum 1 unit per 1500 points
French Hussars (WF)
Artillery Artillery crew wore mid-blue uniforms, with some illustrations showing gun carriages painted red.
Fusiliers: Close Order Infantry (D) @ 10 PPS. Grenadiers: Close Order Infantry (A) @ 25 PPS. 1 per 6 Infantry units French or Foreign Foot Guards: Close Order Infantry (A) @ 25 PPS. Only 1 unit per army French Veteran or Foreign Fusiliers: Close Order Infantry (C) @ 15 PPS. Up to half the infantry Chasseurs: Light Infantry (C) @ 10 PPS.
• •
Foot Artillery - Heavy Guns @ 40 PPS Foot Artillery - Medium Guns @ 30 PPS
French Artillery (FR)
Special Rules: French Close Order Infantry in column can deduct 1 from any morale test – this reflects their old training which mistakenly led them to believe they were invincible when adopting this approach! French Armies are allowed to use up to 1/3 of their total points allocation with Reichsarmee allies.
French Infantry (FR)
Minden Rose Wargames Rules
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© Emperor Games Ltd
Army lists
3.5
Austria
Maria Theresa A hundred years of warfare had taken its toll on Austria, culminating in the loss of Silesia to the Prussians during the decade before the start of the SYW. Empress Maria Theresa instigated reforms allowing the Austrian army to develop into a formidable opponent for the Prussians, and Frederick commented after the battle of Lobositz “These are not the old Austrians”. The Austrian Empire included Bohemia, Hungary, Belgium, Croatia, Transylvania and parts of Northern Italy. Its army, under the command of Count Daun, included forces from all of these along with a number of poor quality troops from the 10 regions of the Holy Roman Empire. Daun inflicted a major defeat on Frederick’s army at Kolin.
Artillery Austrian Artillery crew wore brown uniforms; gun carriages could be a yellowish hue. • • •
Foot Artillery - Heavy Guns @ 40 PPS. Foot Artillery - Medium Guns @ 30 PPS. Horse Artillery - Light Guns @ 30 PPS. Only 1 unit per army
Special rules Grenzer units can add 1 dice per stand (see 6.1) in melee when fighting in difficult areas. Austrian Armies are allowed to use up to 1/3 of their total points allocation with Reichsarmee allies.
Generals Other famous Generals in the Austrian army included:
• •
Field Marshal Prince Charles of Lorraine (defeated by Frederick at Leuthen), Baron von Loudon (1717-1790), who also served for a time in the Russian army, and after the SYW was made Field Marshal. Austrian Grenze (CM)
Infantry Infantry consisted of both Austrian (German) and Hungarian regiments, consisting of either Grenadiers or Fusiliers, but no Guards. There were 44 regular infantry regiments, virtually all wore white uniforms. Grenze (light) troops, mainly from the Balkans, were highly regarded by their enemies, and often deployed on the flanks to harass the enemy, to reconnoitre and forage. Grenze troops included both foot and mounted units, wearing uniforms similar in cut to Hussars in a variety of colours. • • • • •
3.6
Infantry Uniforms were styled either after Austrian or Prussian fashions
Austrian or Hungarian Grenadiers: Close Order Infantry (A) @ 25 PPS. 1 per 6 Infantry units Austrian or Hungarian Fusiliers: Close Order Infantry (C) @ 15 PPS. Reichs or Allied Fusiliers: Close Order Infantry (D) @ 10 PPS. Jager: Light Infantry (C) @ 10 PPS. Only 1 unit allowed. Can add rifle (+ 5 PPS) Frontiersmen or Grenzer: Light Infantry (C) @ 10 PPS. Maximum one unit per 500 points
• • • •
• • • • •
• • •
Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS. Only 1 unit per army Cuirassiers: Heavy Cavalry (B) @ 30 PPS. Up to half the total cavalry Dragoons: Medium Cavalry (C) @ 20 PPS. Reichs or Allied Cavalry: Medium Cavalry (D) @ 15 PPS. May upgrade 1 unit to Heavy Cavalry @ 5PPS Grenzer Cavalry: Light Cavalry (C) @ 20 PPS. Maximum one unit per 1500 points Hussars: Light Cavalry (C) @ 20 PPS. Maximum one unit per 1500 points
Minden Rose Wargames Rules
Grenadiers: Close Order Infantry (B) @ 20 PPS. 1 per 6 Infantry units Fusiliers: Close Order Infantry (D) @ 10 PPS. Up to 1/3 of the Fusiliers may be upgraded to C class @ 5PPS Austro-Hungarians: Close Order Infantry (C) @ 15 PPS. Only 1 unit per 1000 points Friekorps: Light Infantry (D) @ 5 PPS. Only 1 unit per army
Cavalry Most of the Reichsarmee cavalry wore white uniforms
Cavalry The Cavalry were traditionally strong to counter the threat from the Turks. The charge would be at the trot, then (unlike the Prussians) discharge the pistols and gallop at 20 paces. In these rules, units cannot fire whilst mounted, a simplification because the firing normally had very little effect. •
Reichsarmee
The 10 regions of the Holy Roman Empire were required to provide troops for the defence of the Empire when needed. In 1757, 29,000 troops were provided to serve under Soubise in the French army. The quality of the troops (and their equipment) ranged from average to poor, and the artillery was particularly bad.
•
Austrian Cuirassiers: Heavy Cavalry (B) @ 30 PPS. Only 1 unit per army Cavalry: Heavy Cavalry (D) @ 20 PPS. Upgrade every other unit to C class (+5 PPS) Dragoons: Medium Cavalry (D) @ 15 PPS. Upgrade every other unit to C class (+5 PPS) Hussars: Light Cavalry (D) @ 15 PPS. Only 1 unit per army
Artillery the artillery either green or blue • •
Foot Artillery - Heavy Guns @ 40 PPS. Only 1 unit per army Foot Artillery - Medium Guns @ 30 PPS
Special Rules No special rules apply. Page 10
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4. 4.1
GAME MECHANICS
Command and control
At the head of the army is the Commander-in-chief (C-in-C), represented by a suitably chosen mounted officer figure or vignette. His force is divided up into several brigades, each consisting of between 2 and 6 units of infantry, cavalry, artillery or a mixture of the three. Each brigade is under the control of a Brigade General, who operates independently from the units in his command and does not play any part in the firing or melee. Units should normally remain within 8 segments of their Brigade General or could face penalties (see Table 2 - Command Tests and Table 3 - Morale tests). The character of the Cin-C or Brigade General can be Exceptional, Average, or Inferior. At the start of the game roll 1 D6 for each Brigade General and consult Table 1a to determine what his character is.
4.2
Setting and changing Brigade orders
The Brigade General will have Attack, Hold or Retreat orders. The effects that these orders have on the units within the brigade are shown in Table 1b. Place a coloured counter (green, yellow or red) next to the Brigade General to signify what orders he has been given. At the start of the game the initial orders set by the C-in-C must be either attack or hold. The order is assumed to have been received before the first bound begins. Table 1 - Brigade orders A. Generals Character Nationality Prussian or Austrian British/Allied or Russian French or Reichs
B. Brigade Orders
Inferior
Average
Exceptional
1
2, 3 or 4
5 or 6
1 or 2
3, 4 or 5
6
Hold (Yellow counter)
6
Retreat (Red counter)
1, 2 or 3
4 or 5
Order Attack (Green counter)
How they are interpreted At least half the units in the brigade must be moving at least half speed towards the enemy. Brigades cannot advance toward the enemy beyond the current position. Units may not initiate a charge. Units can follow-up (if they win the melee) but cannot pursue Units may not initiate a charge, and must evade if charged. Infantry/cavalry that are within charge reach of any enemy can step-back. Artillery must cease firing, limber up, and move to their rear. Others must head back toward the players table edge by the fastest means possible
Brigade orders can change when: • A unit within the brigade is either routed or destroyed as a result of shooting or melee in the current bound. • The C-in-C wishes to stop a retreat, or to begin or end an attack by one of his Brigade Generals. He can send one fresh order to each Brigade General per bound but the more he does, the more difficult it becomes. Players would be wise therefore to prioritise the fresh orders; otherwise they could be ignored or unsuccessful. In each case, the player must take a command test (Table 2). Roll 2xD6 and add/deduct from the total any modifiers in the left half of the table, then use the right half of the table to determine if the Brigade orders have changed. If they have, replace the counter with one of the new colour. Table 2 - Command Tests Roll 2D6 and modify the score as follows:
If the score is 8 or less
+2 The brigade currently has Retreat orders
Brigades with Retreat orders change to Hold immediately Other brigades receive fresh orders at the start of the next bound.
+1 For each unit in the Brigade that is routing, or has been destroyed
+1 Any unit in the Brigade is further than 8 segments from the Brigade General If the score is 9 or more +1 Any other unit belonging to another Brigade is seen retreating or routing within 8 segments Brigades responding to a routing or destroyed unit change Attack of any unit in the brigade orders to Hold, or Hold change to Retreat, immediately +1 For each additional order issued in the same bound (after the first) Brigades ignore fresh orders from the C-in-C +1 Brigade is lead by an inferior Brigade General -1 Brigade is lead by an exceptional Brigade General -2 No enemy is within 8 segments of any unit in the brigade -1 The C-in-C is exceptional and is visible and within 16 segs of the Brigade General -2 Any enemy unit seen routing or in retreat within 8 segments from the Brigade General
4.3
Independent units
Units of light troops (light infantry or light cavalry) can act as independent units if the player chooses; i.e. they are not part of a brigade, and do not have to observe battlefield orders. However, if they rout, they cannot be rallied.
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Game Mechanics
4.4
Hits per stand (HPS)
When a unit receives hits from either shooting or melee, the result is expressed in terms of the number of "hits per stand" (HPS). To calculate this, divide the number of hits it receives by the number of stands in that unit, ignoring fractions or remainders. For example, a unit that has 4 stands and receives 16 hits suffers 4HPS (16 divided by 4).
4.5
Disorder
The term "disorder" is used to represent a temporary loss of cohesion by a unit of infantry or cavalry. Disorder occurs as a result of: • Receiving 2 or more HPS from shooting or melee, or • Being interpenetrated by routing troops (other than light infantry) Disorder can be perpetuated by receiving further causes of disorder in subsequent bounds. While disordered, shooting and fighting capability for that unit is reduced. Disorder also impairs movement (see 9.1). A unit that was disordered in the previous bound, but has not received any further cause of disorder in the current bound, must reform (see special manoeuvres, Table 7); it is then no longer counted as disordered.
A disordered unit of Prussian Musketeers (WF)
4.6
Removing stands
A unit loses 1 stand each time it receives 4HPS. The stand that is removed is at the discretion of the player to whom that unit belongs, but must be from the flank of a line, from the rear of a column, or from any side of a square.
4.7
Damage to structures
Buildings and sections of fortifications are given a notional “Structure” value as follows: • Wooden buildings Structure value of 3 • Stone buildings Structure value of 4 • Section of fortification Structure value of 5 (for each section 5 segments in length) When artillery fires upon troops occupying a building or section of fortification, it is counted as firing at the structure and not the unit itself. The structure is classed as a difficult target. In order to calculate the HPS on the structure, divide the number of hits the structure receives by its structure value, and ignore any remainder. Each time a structure receives 3HPS or more, it collects damage as follows: • The first time in the game a structure receives 3HPS it receives minor damage. This has no effect on any occupying unit. (Place yellow counter next to the structure to denote minor damage). • When a structure with minor damage receives a further 3HPS, it suffers major damage (replace the yellow counter with a red one). In these circumstances, o a building is set on fire. Any occupying unit must take a morale test and evacuate the building o a fortification section now reduced to effectiveness of an obstacle. • When a structure with major damage receives a further 3 or more HPS, it is destroyed and removed. If the structure receives 4 or more HPS, any occupying unit must lose 1 stand in addition to the above.
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Game Mechanics
4.8
Supporting units
A unit that is directly to the rear of a friendly unit and within 1 segment distance is counted as "in support". Having troops in support improves morale, and gives them an advantage in a melee, but the downside is that the supporting unit might find itself in difficulty if the unit it is supporting turns and routs (see later). A supporting unit can only support one other unit. Light infantry units cannot count as either being supported by, or in support of, another unit. Diagram 1 Supporting Units In this example, unit A can count support from unit C, because the majority of unit C’s frontage is behind unit A, and it is within 1 segment of them. Unit B cannot also count as being supported.
4.9
Morale tests
At key points in the game (after shooting or melee, or when attempting to rally routing units) players may be required take a morale test (Table 3). The procedure is as follows: Roll 2xD6 and add/deduct from the total score any of the factors that apply in the left half of the table. Then compare the total score to the right half of the table to determine the effect on the unit(s) involved. Table 3 - Morale tests Roll 2D6 and modify as follows: +1 Each stand lost during the game
If the score is 8 or less A routing unit ceases routing but remains disordered for the rest of the bound.
+1 D class unit
Infantry or cavalry in melee must fall back.
+1 Any enemy unit is behind their flank or rear within 8 segments
All other units are unaffected
+1 Part of a Brigade with retreat orders or is surprised
If the score is between 9 and 10
+1 Unit is more than 8 segments from its Brigade General
A routing unit continues routing & loses 1 further stand.
+1 Each HPS received in the current phase of the bound
Infantry or cavalry in melee rout.
-1
Each HPS inflicted in the current phase of the bound
Other infantry or cavalry fall back. If the score is 11 or over
-2
A class unit
-1
B class unit
A unit evading or routing, whose pursuers have contacted them in the rear, is destroyed.
-1
Unit is defending and obstacle or is supported
Others that are routing continue to do so & lose 1 stand.
-1
Unit is part of a Brigade lead by a exceptional Brigade General
Other units rout
4.10 Rout Routing occurs as a result of failing a morale test. Units continue routing for the remainder of the game until either a Brigade General rallies them (i.e. they pass the morale test – Table 3), or they leave the table edge. Remove one stand each time the unit fails the morale test and continues routing. Independent units cannot be rallied. A Brigade General can attempt to rally a unit from rout unless: • The unit made an initial rout move (from shooting or melee) during the current bound • The unit is still in base to base contact with the enemy
4.11 Destroyed units Destroyed units are removed from play immediately. Units can be destroyed by • Being beaten in a melee when a unit is fighting to its rear, in some circumstances (see Table 3 - Morale tests) • Removing the last stand in the unit • Losing a melee if Artillery • Leaving the table while routing (or evading if an independent unit)
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Game Mechanics
4.12 Types of terrain Terrain is divided into linear obstacles, difficult areas and hills; all of which can affect movement to certain troop types (see Table 7) and may also affect visibility. All areas of the table that do not have a terrain feature are referred to as “open terrain”. Linear obstacles include: • Hard cover (such as a stone wall or a temporary earthwork) • Soft cover (such as a hedge or fence) • Deep and wide water features (such as rivers or lakes), which can only be crossed at a bridge or ford • Narrow water features (such as streams), crossable except by wheeled vehicles Difficult areas include: • Woods (close order infantry must form column to pass through a wood) • Structures (such as buildings and fortifications) • Rough ground (such as marshland or rocky ground, gullies or other types of depressions Hills are divided into: • Steep hills (which impair movement to all except light infantry) • Gentle hills (which have no effect on movement) To avoid later disputes, it is advisable for all players to know the nature of each terrain piece at the start of the game, such as whether hills are steep or gentle, or walls are soft or hard cover.
4.13 Setting out terrain (optional rules) For a 6' x 4' table, each player should select 3 pieces of terrain from the available stock. Each player should roll a dice, with the highest scorer positioning his first piece of terrain anywhere on the battlefield; the remainder being laid out one piece at a time in turn. Only 1 piece of terrain can be positioned in each players forward deployment zone. Increase the number of terrain pieces in proportion to the table size where appropriate (at a rate of 1 piece per 4 additional square feet).
4.14 Visibility All units are visible on the battlefield unless they are: • At least 1 segment inside a difficult area (they are assumed to be hiding in the terrain) • Behind the brow of a hill (gentle or steep), or obscured by an intervening wood, structure or unit Troops may see over an intervening unit that is further than 3 segments from the target, or more than 3 segments from the unit shooting, when viewed from or to a hill or fortification (see diagram 2). Diagram 2 Visibility (and overhead shooting) Unit C is visible to unit A (in this case, an artillery unit positioned on top of a hill), provided: • Distance X is 3 segments or more, and • Distance Y is 3 segments or more As unit C is visible and in range of unit A, unit A can fire over the heads of unit B
4.15 Surprise When a unit that was not previously visible emerges from terrain, an enemy unit is treated as surprised for the remainder of the current bound, providing: • The emerging unit is behind the enemy units flank or rear, and • The emerging unit is not more than 8 segments distance from the enemy unit.
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5.
START OF PLAY
At the beginning of the game each player chooses his army, sets out the battlefield, deploys his troops, determines the character of each Brigade General, and then issues initial orders to each.
5.1
Setting out the battlefield Diagram 3 – the wargame table
Player A The table is divided into four sectors (diagram 3). Each player’s half is subdivided into 2 zones: the forward deployment zone is anywhere from the table centre line and a line stretching from one flank to the other, 8 segments from the table centre. The remaining section of the players half of the table is the player’s normal deployment zone. Once all terrain is positioned, dice to see which player deploys on which table edge
Normal Deployment Zone – Player A
Forward Deployment Zone – Player A
Remaining Table width
8 segs
Table Centre Line
Forward Deployment Zone – Player B
Normal Deployment Zone – Player B
8 segs
Remaining Table width
Player B 5.2
Initial deployment
If one player has twice as many light cavalry stands than their opponent, that player can ask their opponent to deploy all the brigades in his army first - otherwise each player deploys each brigade in turn, with each player rolling a D6 to see who deploys the first brigade. Each player can choose to "forward deploy" one brigade, anywhere in his forward deployment zone. Brigades in forward deployment must be deployed first, and this Brigade General's orders must be set to "hold" (see later) until the end of the second bound. A forward deployment might be a good tactic to take and hold a useful position anywhere in that zone. Other initial deployments must be in the normal deployment zone.
Russian Infantry (FR) facing up to a charge by Prussian Cuirassiers (WF)
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Start of play
5.3
Sequence of play
Each bound follows the same sequence, as follows: Table 4 - Sequence of play 1. Shooting Phase • Determine which units can fire (see 6.5) • Check target eligibility (see 6.6) • Calculate the HPS from shooting (Table 5) • Take morale tests (Table 3) resulting from shooting, and remove stands • Make fall-back (see 9.9) or rout moves (9.7) resulting from shooting
3. Melee Phase • Determine which stands are eligible to fight in melee (see 8.1) • Calculate HPS from melee (Table 6) • Determine the winners and losers of the melee (see 8.3) • Make any morale tests resulting from melee (Table 3) and remove any stands
2. Charge Phase • Declare charges (see 7) • Determine charge responses (see 7.2) • Make evade moves (see 9.6) & pursue evaders (9.8) • Make charge/support/counter-charge moves (see 9.5) & emergency formation changes • Shoot again at chargers if allowed; make any morale tests (Table 3) rout or fall back moves resulting from this
4. Movement Phase • Make fall-back (see 9.9) or rout moves (9.7) resulting from melee • Make follow-up (see 9.10) or pursuit moves (9.8) resulting from melee • Take morale tests to rally units that routed last bound (Table 3), and continue routing with those that fail to rally. • Take command tests (Table 2) • Make any retreat moves (see 9.12) • Dice for initiative and make standard moves (see 9.13)
5.4
Winning the game
When one side has two-thirds or more of its original number of units either in retreat, routing or destroyed, it is deemed to have lost the game. This rule may be replaced by specific victory conditions set out in a scenario game.
5.5
Dealing with situations not covered in the rules
Any rule set is a compromise between, at one end of the scale, a comprehensive work catering for every possible situation, weapon and troop type; and the other, single sheet of paper with “bang your dead” simplicity. Our objectives for these rules is to provide a game that is both simple to learn and quick to play that reflects, with a reasonable degree of accuracy, the feel of the period. We know, therefore, there will occasionally be circumstances that crop up which are not specifically covered in the rules. Our best advice is to resolve these amicably, possibly on the roll of a dice. After all, this is a game which is as much about socialising with your friends, in the pursuance of a fascinating hobby, than it is about winning. There is a small minority of overly-competitive people who seek to exploit loopholes in the rules to gain an advantage. Our recommendation is to avoid gaming with them at all costs!
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6.
SHOOTING
At the start of the shooting phase, each player decides which of their units are going to fire at which target. Shooting takes place simultaneously; therefore all shooting by both sides must be completed before the effect (such as morale tests or removing stands) is calculated.
6.1
Dice rolls per stand
When units are either shooting or fighting in melee, a number of six sided dice (D6) are rolled for each stand (see Table 5 - Shooting and Table 6 - Melee). These are referred to as “Dice per Stand” or DPS.
6.2
How shooting works (example)
Table 5 - Shooting A - Dice Per Stand (DPS) Dice
B - Score to Hit
Stand Type
C - Effect of Shooting Range
Normal
Difficult
HPS
Effect
1HPS
A Close Order infantry unit that came under fire
2DPS Dismounted Cavalry
Firing with:
(segs)
Target
Target
2DPS Light Infantry
Close Order Infantry
0 to 4
45H, 6HH
456H
4 to 8
56H
6H
Light Infantry or
0 to 4
45H, 6HH
56H
Infantry/Cavalry will become disordered If the unit was already disordered prior to the
4DPS Medium Gun
Dismounted Cavalry
4 to 8
56H
6H
shooting phase, or was surprised,
5DPS Heavy Gun
Light Infantry + rifle
0 to 6
45H, 6HH
56H
6 to 12
56H
6H
0 to 8
45H, 6HH
456H
8 to 16
5H, 6HH
56H
0 to 12
45H, 6HH
456H
12 to 24
5H, 6HH
56H
Infantry/Cavalry takes a morale test
0 to 16
45H, 6HH
456H
and will become/remain disordered
16 to 32
5H, 6HH
56H
Artillery battery is silenced
4DPS Close Order Infantry 3DPS Light Gun
Dice
Modifiers:
-1DPS Unit is Disordered
Light Gun
-1DPS Artillery low on ammunition +1DPS A class unit
Medium Gun
+1DPS First volley or target is enfilade or in square
Heavy Gun
from light - movement is impaired this bound 2HPS
it must take a morale test 3HPS
Infantry/Cavalry takes a morale test and will become/remain disordered Artillery battery is silenced
4HPS+
All units lose 1 stand
D Class meeting first opposition: Roll1D6, score 1, 2 or 3 can hold fire; score 4, 5 or 6 must fire this bound at nearest. Artillery ammunition: When Artillery gets 4HPS+ on target, must roll 1D6 to see if low on ammunition. Score 1 = low ammunition for 1 bound, 2 = 2 bounds, 3 = 3 bounds, 4 = 4 bounds, 5 or 6 = no effect
(1) Calculate the number of dice rolls for the unit (Table 5a). This initial number of DPS is modified by certain conditions (e.g. disorder). For example, a unit with 4 stands of disordered close order infantry rolls 12 dice in total, 4 stands each rolling 3D6 (4D6-1D6 for disordered). If the number of dice per stand adds up to less than one, the unit cannot shoot. (2) Measure the range and determine the type of target. (3) Look up the score needed with each dice to hit the target at that range (Table 5b). For example, the same close order infantry unit firing with musket at short range (0-4 segments) at a normal target needs 4 or better to hit, with 6 counting as two hits (shown in the table as 45H, 6HH). (4) Roll the appropriate number of dice calculated in step 1. Compare each dice against the score to hit (step 3) and calculate the number of hits on the target. In the above example, dice rolls of 2x1’s 2x2’s, 3x3’s, 1x4, 2x5 and 2x6 would add up to a total of 7 hits. (5) Divide the total number of hits by the number of stands in the target unit to give the total score expressed in “Hits per Stand” (HPS). In the example, the target unit consists of 4 stands, so the score is 1HPS (7 divided by 4, disregarding any remainder). When several units shoot at the same target, add the total number of hits together from all shooting at the target before calculating the number of HPS. (6) Consult Table 5c to determine the effect the score has on the target unit.
6.3
Ammunition and first volley
Infantry are assumed to have a sufficient supply of ammunition to see them through a days fighting, so do not suffer from shortages. The first volley from well prepared muskets could often be devastating (particularly at close range), therefore the first time a unit of close order infantry shoots during the game, players add 1DPS (see Table 5a). Players can choose at what point the unit fires its first volley unless the unit is D class, as poorly trained troops often shot as soon as their opponent came into range. When a D class close order infantry unit comes within range of the enemy for the first time in a game, the player must first roll one D6; on a score of 4 or more the unit must fire at the nearest enemy this bound. Artillery may be prone to a shortage of ammunition at any point in the game. To reflect this, if an artillery battery inflicts 4HPS on its target, it must roll one D6 dice to see if it becomes “low on ammunition” (LOA). A score of 5 or 6 has no effect, a core of 4 means the battery is LOA for 4 bounds, score 3 is LOA for 3 bounds, score 2 is LOA for 2 bounds, and score 1 is LOA for 1 bound. Use appropriate munitions pieces as markers or the face of a dice to show how many bounds the battery remains LOA. Minden Rose Wargames Rules
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Shooting
6.4
When can you shoot?
With one exception, all shooting takes place in the shooting phase. If a player anticipates an enemy unit is going to charge, he may wish to hold his fire until the charge move is executed, which may enable him to shoot at a closer range and therefore (normally) better odds. Therefore, infantry or artillery that did not shoot in the shooting phase, who are charged and elect to stand and receive the charge, can shoot in the charge phase at the charging unit provided they did not make an emergency formation change in response to the charge (see charge responses 7.2).
6.5
Who can shoot?
Infantry may only shoot with the leading stand when in column formation. Close order infantry in square can shoot with each stand, but only in the direction that stand faces. All stands of infantry in line are eligible to shoot. The following units are not eligible to shoot: • An artillery battery that is either limbered, or "silenced" this bound, or part of a Brigade in retreat • Any troops that are mounted • A unit that is still engaged in melee (or supporting a unit that is engaged in melee) • A unit that has not rallied from rout • A unit more than 1 segment inside a wood • Generals
6.6
What can you shoot at?
The target must visible, with no intervening unit obscuring it (see visibility 4.14). Furthermore the target must be in range and not already engaged in melee (or supporting a unit that is engaged in melee). Shooting at Generals is not permitted. Infantry must shoot at the nearest enemy directly facing the unit, or else at any other target within an arc of fire (see diagram 4). Artillery cannot shoot at troops within a structure but must shoot at the structure itself. Infantry cannot shoot at the structure, but may shoot at the troops within the structure. Targets are classified as either normal or difficult. Firing at the following is classed as a difficult target: • at a unit in or behind cover, in a wood or in a structure, (from muskets or rifles) • at a unit in or behind hard cover (from artillery) • at light infantry (from any weapons) • at a structure (from artillery) In all other circumstances, the target is classed as normal. Diagram 4 - Arc of Fire Draw an imaginary line 45 degrees from the left and right front corners of each stand belonging to the unit firing. If any of the stands in the target unit is within this sector, it is an eligible target. In the example shown, stand D cannot shoot at the target unit, but A, B and C can.
Diagram 5 - Enfiladed Target An enfiladed target is easier to hit because it is deeper than a single line. Shooters add 1DPS if the target is enfiladed (see Table 5a) Draw a line 90 degrees from the front of the unit that is shooting to the target unit, from each of the stands firing. If any line passes through more than 1 stand of the target unit, it is classed as an enfilade. If one stand sees the target as an enfilade, all stands count it as an enfilade. Note that, in the example shown, the target unit could either be a column approaching the shooters, or a line that is sideways on. Light infantry cannot be enfiladed. Minden Rose Wargames Rules
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7. 7.1
CHARGING
Charges
At the beginning of the charge phase, if a player wishes to move a unit into contact with an opposing unit this bound, he must declare a charge with that unit. The following troops may not charge • Units in a Brigade with hold or retreat orders • Artillery batteries • A unit that would have to move into or across terrain that would normally block movement • Troops already engaged in melee, or who are routing The charging unit must be within reach of the target by a standard or impaired move (whichever is applicable), allowing for any wheeling necessary. The target must also be visible (with no intervening units or obstacles that would prevent the chargers from seeing the target).
7.2
Charge responses
The unit that is the target of the charge has up to three different responses that it can make, but only if it is not already routing or engaged in a melee from a previous bound. (1) Evade. Light infantry must attempt to evade a charge by mounted troops, and can choose to evade a charge by any others. Light cavalry can choose to evade from a charge. Dismounted cavalry must re-mount and evade. Troops already routing or part of a brigade with retreat orders must attempt to evade. No other troops may evade. (2) Counter-charge. Provided they have either attack or hold orders, mounted troops can choose to countercharge. Close order infantry can counter-charge only other infantry units, and only if they have attack orders. Light infantry can counter-charge other light infantry units. No other counter-charging is allowed. (3) Stand and receive the charge. Any other unit that has not counter-charged or evaded, and all artillery, must stand (to receive the charge). Providing it is not routing or already engaged in melee from a previous bound, it can make a formation change before the chargers move in to contact, but only to form square (if it is allowed), or to turn to face a charging enemy. It is not allowed to use this move to get out of reach of the charging unit. If it has not already shot this bound, it can shoot at the charging unit.
7.3
Charging the flank or rear of the enemy
In order for a unit to charge a unit in the flank (side), it must be already partially behind the opponent’s front edge before the charge is declared. If it is completely behind the opponent’s front, it may choose to charge its opponent in the rear. Diagram 6 Charging a Flank or rear In this example, unit A can charge the flank of unit C because it is partially behind its front. Unit A cannot charge the rear of unit C because it is not completely behind its front. Unit B can only charge unit C’s front.
Diagram 7 In melee with a unit to the flank or rear All stands of unit A & B can fight against unit C All stands of unit C fight against unit B only
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8.
MELEE
All hand to hand combat, brought about as a result of an earlier declared charge, is deemed to be simultaneous, even though for practical reasons it is necessary to resolve one melee at a time. The outcome of one melee therefore (such as a unit routing) does not impact the result of another melee in the same bound. The impact is felt during the move phase when command tests are taken.
8.1
Which stands can fight?
Every stand in line, column, or square formation are counted providing: • At least one stand is in base to base contact with the opposing unit • The stand is facing the enemy (i.e. a stand cannot fight to its flank or rear)
8.2
How melee works
Table 6 - Melee A - Dice Per Stand (DPS) Dice
Fighting with:
4DPS
Close Order Infantry
B - Score to Hit Fighting with:
Fighting against Infantry/Artillery Cavalry
2DPS
Other troops
Close Order Infantry
Dice
Modified by:
Light Infantry
456H
6H
Close Order Infantry fighting in wood or rough ground
Artillery
456H
6H
-2DPS
345H, 6HH
45H, 6HH
-2DPS
Disordered close order infantry
Heavy Cavalry
345H, 6HH
2345H, 6HH
-1DPS
Other disordered troops
Medium Cavalry
45H, 6HH
345H, 6HH
-1DPS
D class unit
Light Cavalry
456H
456H
-1DPS
Fighting opponents who are on higher ground
-2DPS
Unit is part of a Brigade with retreat orders, or fighting
C - Melee Outcome
an opponent who is defending an obstacle
An artillery battery that loses a melee is destroyed
+2DPS
Cavalry fighting against Infantry not in square or Artillery
All other unit that lose a melee must take a morale test
+1DPS +1DPS
A or B class unit Any troops in open terrain who are charging, counter-charging,
+1DPS
Any troops who are supported
2HPS+
or fighting against an open flank/rear
4HPS+
following up or pursuing
If the melee is inconclusive, both sides fall back The following chart effects winners & losers HPS Effect All units will become/remain disordered All units lose 1 stand
(1) For each stand that is eligible to fight (see above) calculate the number of dice to be rolled (Table 6a). This is modified by certain conditions (e.g. disorder). For example, a unit with 4 eligible stands of disordered close order infantry rolls 8 dice in total, 4 stands each rolling 2D6 (4D6-2D6 for disordered). If the number of dice per stand adds up to less than one DPS, the unit cannot fight. (2) Look up the score needed with each dice to hit the target in Table 6b. Notice that the score needed is different depending on whether the unit is fighting against foot or cavalry. For example, the same close order infantry fighting against another close order infantry unit needs 3 or better to hit, with 6 counting as two hits (shown as 345H, 6HH in the table). (3) Roll the appropriate number of dice calculated in step 1. Compare each dice against the score to hit (step 2) and calculate the number of hits on the target. In the above example, dice rolls of 1x1, 0x2, 2x3’s, 1x4, 2x5 and 2x6 would add up to a total of 9 hits. (4) Divide the total number of hits by the number of stands in the opposing unit to give the total score expressed in “Hits per Stand” (HPS). In the example, the target unit consists of 4 stands, so the score is 2HPS (9 divided by 4, ignoring the remainder). (5) Determine the winners and losers of the melee (see next section)
8.3
Winning the melee
To win a melee, a unit must inflict more HPS than it receives and at least 1HPS. If the scores are equal, or neither side inflicts 1HPS, the melee is drawn and both sides must fall-back. If a melee involves more than one unit per side, then any unit which receives more HPS than it inflicts and at least 1HPS is deemed to have lost the melee. After the melee has been concluded, refer to Table 6c to determine what response the losers must make, and what effect any “hits per stand” have on either unit.
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9. 9.1
MOVEMENT
Speed of movement
Units move at three different speeds, namely: Normal (N), Impaired (I) or Randomised (R), as illustrated in Table 7a. Movement is impaired if the unit is disordered, or passes through certain types of terrain (Table 7b), or when close order infantry received 1HPS from light infantry shooting at them during the current bound. Note also: • Roads and gentle hills do not affect movement speed • Some types of terrain block movement altogether (see Table 7b) • Troops in square cannot move until they change formation back into line or column • Artillery batteries that are silenced cannot move (or limber/unlimber) • Units cannot be closer than 1 segment to an enemy unit unless it has charged or counter-charged. Randomised moves are of a variable speed (for example, where Table 7a shows “D6 + 4”, the move speed is the score on one D6 plus 4, in segments). Randomised moves are not impaired by disorder or terrain, and are not reduced as a result of any special manoeuvres required (but cannot include formation changes or an oblique move). Evade, Pursuit and Rout moves are all at randomised move speed. Table 7 - Movement A. Movement Speed (in segments) Unit Type
B. Effect of Terrain
Normal Impaired Random [N] [I] [R]
Unit Type
Wall/ Hedge
Stream
Steep Hill
Wood
Other difficult
Light infantry/dism'ted cavalry
6
6
D6+4
Light infantry/dism'ted cavalry
N
N
N
N
N
Close Order Infantry
4
3
D6+2
Close Order Infantry
I
I
I
I*
I
Light Cavalry Heavy/Medium Cavalry
8 8
8 6
D6+6 D6+5
Light Cavalry Heavy/Medium Cavalry
B* B*
I I
I I
I B
I I
Artillery, manhandled
1
0
N/A
Artillery
B*
B**
I
B
I
Foot artillery, limbered
4
3
N/A
Horse artillery, limbered
8
6
N/A
Generals
8
8
N/A
Key: (N) Normal speed; (I) Impaired speed; (I*) Impaired - must be in column; (B) Blocked movement; (B*) Blocked unless gated; (B**) Blocked unless across a bridge
C. Special Manoeuvres Reduce movement by (segs) -1
Reform: to recover from disorder
-2
Fall-back: Possible to infantry at all times, or cavalry when required to do so from a morale test
-2
Making a 90 degree turn and/or changing formation between Line, Column or Square (see diagram 10-13)
-1
180 degree Turn: Turning around to face the opposite direction
-2
Cavalry dismounting or re-mounting
-2
Artillery limbering or unlimbering
0
Oblique: Only infantry can make an oblique move (see diagram 8)
0
A Wheel or "curved move" to change direction; distance measured from the outer edge of the unit (see diagram 9)
+2
March: Only possible to close order infantry, who must begin and end the move in column. May include a wheel, but no other special manoeuvres while marching. Units can only march in open terrain
9.2
Shooting and moving in the same bound
Firing by infantry earlier in the bound does not prevent the unit from moving and/or making a special manoeuvre. Unless manhandled, artillery must be limbered before it can be moved. Artillery batteries cannot limber, move and unlimber in the same bound, but can: • Shoot and manhandle the guns in the same bound • Shoot, and limber up, but not move in the same bound • Not shoot, but limber up and move (-2 segs – see Table 7c) in the same bound • If already limbered, it can make a full move, or move and unlimber (-2 segs – see Table 7c) ready to shoot next bound
9.3
Interpenetration
Units may move through (interpenetrate) another unit, however: • A routing unit disorders any unit it interpenetrates, unless the routers are light infantry • Other light infantry or light cavalry can interpenetrate, or be interpenetrated by, another friendly unit, without any effect on either unit • Artillery can only be interpenetrated when unlimbered; Artillery cannot interpenetrate, or be interpenetrated, in any other circumstance • Where other troops interpenetrate friendly units, the unit it interpenetrates cannot also move this bound, or shoot next bound • A unit of cavalry that is following up (see 9.10) against infantry in line that is falling back may interpenetrate their opponents and move beyond them (i.e. burst through their opponent)
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Movement
9.4
Special manoeuvres
Some special manoeuvres (Table 7c) reduce the movement allowance for both normal and impaired movement, but these deductions do not apply to randomised moves or any moves by light troops. For example, a unit turning to rout does not reduce its movement allowance for the change in direction. Diagram 8 Oblique Move This is a diagonal forward movement. The example shown is an infantry unit in line, which moves half its standard move forwards, (2 segs) and half its standard movement sideways (2 segs)
Diagram 9 Wheeling When units wheel to change direction the distance travelled is measured from the outer edge of the unit. No deduction to movement is made when making a wheel
Diagram 10 Formation Change - Column to Line
Diagram 11 Formation Change - Column or Line to Square The square formation forms around the command stand, then has each stand facing in one of four directions; forward, back, left and right
In this example, the rear ranks of the column move up into line either side of the command stand.
Diagram 12 Formation Change - Column to Line (method 2) In this example, each element turns 90 degrees where it is, with the command stand switching with other stands to find the correct position in the unit.
Minden Rose Wargames Rules
Diagram 13 Turn 90 degrees The example shown is a unit in column turning 90 degrees on the command stand.
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Movement
9.5
Charge, supporting charge & counter-charge moves
Both a charge and counter-charge moves are at normal or impaired move speed. Any unit that is in support of the charging/counter-charging unit can move with them to remain in support. The only special manoeuvre allowed as part of a charge, counter-charge or support charge, is a wheel. Diagram 14 – A supported charge In this example, unit A is supported by unit B because they are 1 segment apart. Unit A declares a charge on an enemy artillery unit. Unit A moves into contact with the enemy, and unit B moves with them, finishing the move still 1 segment behind unit B.
If the target of the charge is able to shoot at the chargers, the charging unit moves up to 1 segment distance from the target; the target then shoots at the chargers, who may need to take a morale test. If the morale test result for the chargers is either fall-back or rout, the charge has failed and no melee occurs. The charging unit must instead comply with the outcome of the morale test.
9.6
Evade moves
When a unit evades from a charge it moves at randomised move speed, and must move directly away from the chargers, interpenetrating any friendly unit in its path. If their opponents do not maintain contact, the unit ends the move facing any direction the player chooses. Once the evade move has occurred, the charge move now becomes a pursuit move. If the pursuers maintain contact with the evaders, the pursuers fight them in the rear, unopposed. An evade move ceases at the table edge unless the evaders are an independent unit (i.e. not part of a brigade), in which case they leave the table and cannot return.
9.7
Rout moves
A rout is a compulsory move resulting from a morale test and is at randomised move speed. A unit that routs ends the bound facing away from the enemy. Any unit that routs in the current bound because it has failed a morale test, must first turn away, then move directly away from the enemy, interpenetrating any supporting or intervening unit it cannot move around. In subsequent bounds, if the unit continues to rout, the unit moves directly toward the player’s table edge by the shortest route. The rout move takes place in the shooting phase if the unit routs as a result of shooting, in the charge phase as a result of a failed charge, or in the movement phase in all other circumstances.
9.8
Pursuit moves
A pursuit move is made by a charging unit in response to an opponent either evading or routing. A pursuit move is at randomised move speed. A unit that is in support of a unit pursuing does not pursue with it. When the opponent evades, the pursuit move takes place in the charge phase. If the pursuers succeed in contacting the evaders, fighting ensues during the Melee phase, striking their opponents in the rear and fighting unopposed. If the pursuers fail to make contact and they do not make contact with any other unit in its path, they halt at the end of the move, and the pursuit has ended. A unit must make a pursuit move in an attempt to remain in contact unless: • It is an infantry unit defending an obstacle or who stood to receive the initial charge. In these circumstances, it can choose whether to pursue or not • It is part of a brigade with hold or retreat orders • It is an artillery battery Pursuit continues in subsequent bounds until it is either no longer able to remain in contact with the unit it is pursuing, its opponents are destroyed or leave the table, or if it reaches terrain that would normally block movement. When the pursuit ends, the unit halts in its current position (facing whichever direction it chooses). Minden Rose Wargames Rules
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Movement
9.9
Fall-back moves
A fall-back is a compulsory move required as a result of a morale test or a drawn or inconclusive melee (neither side winning). Fall-back moves are made at normal or impaired move speed. A unit that is falling back can pass through any supporting unit (see interpenetration 9.3). Infantry or cavalry falling-back must use the “fall-back” special manoeuvre and move the full distance allowed directly to its rear; Artillery must limber up first. A unit that is in support of a unit making a fall-back move can either: • Make a fall-back move itself, or • Allow the unit that is falling-back to interpenetrate it and remain where it is The fall-back move takes place in the shooting phase if the unit falls-back as a result of shooting, in the charge phase as a result of a failed charge, or in the movement phase in all other circumstances.
9.10 Follow-up moves A follow-up move is made by a unit that has won a melee and whose opponent has fallen-back. Any unit in support of a unit following-up can also make a follow-up move. A follow-up move is at standard move speed (normal or impaired) and can include special manoeuvres. If the follow-up move does not reach an opponent that has fallen back, the melee has ended. Artillery, or units with retreat orders, cannot follow up. Units who have hold orders, or who are defending an obstacle, or who stood to receive the initial charge, can choose to follow-up. All other units must follow-up. A unit of cavalry following-up against a line of infantry can choose to interpenetrate the enemy in a follow-up move. In effect, it is bursting through the enemy. If it contacts a new enemy unit to the rear of their opponents, it is treated as a charge on the new enemy. The new opponent cannot move, counter-charge, change formation, or shoot at the chargers. Fighting between these units takes place in next melee phase.
9.11 Evading, routing or falling back through a supporting unit When a unit interpenetrates a unit to its rear during an evade, rout or fall-back move, the unit it interpenetrates now becomes a potential target for any enemy unit pursuing or following-up. Provided they have sufficient move distance to make contact with the new target, they convert their pursuit or follow-up move into a charge against the new opponent. The new opponent cannot move, counter-charge, change formation, or shoot at the chargers, and fighting between these units takes place in next melee phase.
9.12 Retreat moves A unit that is part of a brigade which has retreat orders must head back toward the table edge, by the quickest route possible, unless any of the following apply: • Infantry or cavalry that are threatened by enemy units (i.e. the enemy is within charge reach) are allowed to fall-back as part of a retreat, in order to avoid presenting their flank to an opposing unit. • Any unit engaged in melee can continue to fight, but cannot follow-up or pursue beaten opponents Artillery must cease firing, limber up, and move towards the table edge as fast as it is permitted to do so.
9.13 Standard moves After all other moves have been concluded, players can make standard moves. Although play is deemed to be simultaneous, in the case of standard movement each player rolls one D6 to determine initiative. The player with the highest score has the initiative and can choose which player makes all of his standard moves first. Standard moves are made at normal or impaired move speed and all types of special manoeuvres are allowed. Standard moves are not possible to troops who: • Have already charged, counter-charged, moved in support of either, or evaded this bound • Have already made a fall-back, follow-up, rout, pursuit or retreat move this bound • Is an artillery battery that has been silenced
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SCENARIO (1) - THE BATTLE OF MINDEN 1st August 1759 Combatants: French Army: • Marshal Marquis de Contades 35,000 infantry and 9,500 cavalry
The British & Allied Army: • Prince Ferdinand of Brunswick 30,000 infantry and 7,000 cavalry
Background The French forces moved out of their position just south of Minden in Westphalia and advanced northwards towards the Allied army. To his right, Contades had given command of about a quarter of his forces to Broglie, who was advancing towards (what he believed to be) a small Allied force under Wangenheim, with the town of Maulbeer-kamp on Broglie’s left, and the River Weser on his right. Broglie’s orders were to take care of Wangenheim and turn the Allies flank. Contades, on the other hand, advanced the remainder of his force on the left and centre. Some marshy area occupied the extreme left flank, causing the French to deploy its main cavalry force under the Duc de Fitzjames in the centre of the French army.
Sporkern’s advance The advance by the Allies was led by Sporkern’s column, who through a misinterpretation of orders found itself well ahead of the rest of the army. As the early morning mist cleared, the French realised that they were heading directly for the French cavalry in the centre. French artillery opened fire on the Allied column. Although casualties were high, the advance continued. The first line of French cavalry advanced forward and charged at the allied column. The Allies held their fire until the cavalry were just forty paces distant, then delivered a crushing first volley which tore through the French, who were repulsed. Undaunted, Fitzjames ordered the second line of cavalry to attack. Once again, the Allies held their fire until the last moment and then delivered a devastating volley to repulse the enemy.
At 5am on the morning of the 1st August, the British, Hanoverian and Germans began to advance forward in 8 columns with Wangenheim on the left flank to take care of de Broglie’s advance. The action on this flank continued throughout the day and had very little effect on the outcome.
British Infantry (FR) face the charge by Fitzjames' French Cavalry (FR)
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Allies attack Not waiting for a third onslaught, the Allies closed ranks and re-commenced their advance, but in doing so exposed their right flank to the French infantry, who closed in on the Allies. The Allies right flank wheeled to counter them and a short but telling exchange of musketry unfolded.
Suffice is to say that the victory for the Allies would have been far more significant had Sackville’s cavalry pursued the French. By 11am the French had withdrawn to their original positions south of Minden, without any pursuit by the Allies, who themselves had paid a heavy price in terms of casualties for the mornings work.
The superior discipline and allied firepower drove the first line of the French infantry back. Further French infantry attacks came from Grenadiers, followed by Swiss and Saxon battalions fighting for the French. At this point Ferdinand ordered Scheele’s column forward and brought his artillery up in support. The French cavalry bravely launched a third assault, this time on the left flank of Sporkern’s column, breaking through the Hanoverians. The allied column of von Wurtignau and the rear ranks of the Hanoverians in Sporkern’s column successfully repulsed the French cavalry with musket fire. Where is Sackville? By now the French were streaming back towards the town of Minden in disarray. Now was the moment to strike against the enemy, but the Allied cavalry on the right flank had not yet advanced.
British Dragoons (WF)
Remembering Minden Many British regiments still celebrate the victory by wearing a white rose on Minden Day, 1st August (hence the title chosen for the rule-set).
Much has been written about the inactivity on the part of Sackville’s cavalry, who, for whatever reason, did not follow Ferdinand's order to engage the French. Scenario Battle Map
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The Scenario
French Army List
This is a very even contest between the two forces, one that demonstrates some of the command aspects of the rules very well. In reality, the Allies won, but in a re-fight, it is by no means a foregone conclusion. This scenario is intended to give a feel for the issues faced by both sides on the day, without the need to go to the extreme lengths of all the units involved, over what would be a massive table! The names of the Brigade Generals used in the scenario are real, albeit some have been demoted to Brigade Generals, when most were in fact in charge of an entire Corps or Column. We have therefore scaled the engagement down to a game which can be concluded in 3-4 hours, with armies of less than 1800 points per side. The French manpower slightly outnumbers the Allies as they did on the day (albeit they were poorer quality). The French forces (a-f) are deployed (in line) according to the map, inside the normal deployment zone, with Broglie on the right flank and the remaining troops in the centre and left. Broglie and Fitzjames have attack orders; the remaining French Brigade Generals are given hold orders for 2 bounds. Contades can attempt to change orders at the end of the second bound. The scenario hopefully gives a opportunity to experience the two well-documented events that make this scenario very interesting to play out, namely the advance by Sporkern's column, and the inactivity of the Allied cavalry, in the following way:
1750
a. Brigade General - Comte de Lusace
40
French Fusiliers: 4 stands of D class Close Order Infantry
40
French Fusiliers: 4 stands of D class Close Order Infantry
40
Veteran Fusiliers 4 stands of C class Close Order Infantry
60
Veteran Fusiliers 4 stands of C class Close Order Infantry
60
Artillery Battery: 5 Heavy Gun(s)
120
b. Brigade General - Lt Gen Guerchy
40
French Fusiliers: 4 stands of D class Close Order Infantry
40
French Fusiliers: 4 stands of D class Close Order Infantry
40
Veteran Fusiliers 4 stands of C class Close Order Infantry
60
French Grenadiers 4 stands of A class Close Order Infantry
100
c. Brigade General - Duc de Fitzjames
40
Gendarmes: 4 stands of B class Heavy Cavalry
120
Line Cavalry: 4 stands of C class Heavy Cavalry
100
Dragoons: 4 stands of D class Medium Cavalry
80
d. Brigade General - Lt Gen Beaupreau
40
French Fusiliers: 4 stands of D class Close Order Infantry
40
French Fusiliers: 4 stands of D class Close Order Infantry
40
Veteran Fusiliers 4 stands of C class Close Order Infantry
60
Veteran Fusiliers 4 stands of C class Close Order Infantry
60
Artillery Battery: 3 Medium Gun(s)
90
e/f. Brigade General - de Broglie
40
French Fusiliers: 4 stands of D class Close Order Infantry
40
Veteran Fusiliers 4 stands of C class Close Order Infantry
60
Veteran Fusiliers 4 stands of C class Close Order Infantry
60
French Grenadiers 4 stands of A class Close Order Infantry
100
Dragoons: 4 stands of D class Medium Cavalry
80
Hussars: 4 stands of D class Light Cavalry
60
British & Hanoverian Army List
1. The Allies are positioned according to the map (1-7); Sporkern and Scheele’s brigades are given a forward deployment with attack orders, aiming at the French Cavalry. Ferdinand cannot change these orders until the end of the second bound.
1740
1. Brigade General - Lt Gen Lord George Sackville
40
British Horse Grenadiers: 4 stands of A class Heavy Cavalry
140
British Dragoons: 4 stands of C class Heavy Cavalry
100
British Dragoons: 4 stands of C class Heavy Cavalry
100
2. Brigade General - Major Haase
40
Hanoverian Artillery Battery: 3 Heavy Gun(s)
120
Artillery Guard: 4 stands of C class Close Order Infantry
60
3. Brigade General - Major Gen von Scheele
40
British Hatmen: 4 stands of C class Close Order Infantry
60
British Hatmen: 4 stands of C class Close Order Infantry
60
Hanoverians: 4 stands of C class Close Order Infantry
60
2. Sackville's orders are set to “Hold” until the end of the second bound. After this, Ferdinand may attempt to send fresh orders to him, but Sackville is an Inferior general, so may not necessarily obey them!
4. Brigade General - Lt Gen von Sporcken
40
British Grenadiers: 4 stands of A class Close Order Infantry
100
British Hatmen: 4 stands of C class Close Order Infantry
60
Hanoverians: 4 stands of C class Close Order Infantry
60
5. Brigade General - Lt Gen von Holsten-Gofforp
40
German Cuirassiers: 4 stands of C class Heavy Cavalry
100
All remaining allied forces are given attack orders, and may be deployed in column to speed up the advance. Normal victory conditions apply for this scenario (see 5.4 - Winning the game)
German Dragoons: 4 stands of C class Medium Cavalry
80
Suggested further reading:
7. Brigade General - Lt Gen von Wangenheim
40
German Musketeers: 4 stands of C class Close Order Infantry
60
German Musketeers: 4 stands of C class Close Order Infantry
60
German Musketeers: 4 stands of C class Close Order Infantry
60
Minden 1759, by Howard N Cole; Published by Charles Knight & Co (Knight’s Battles for Wargamers series) – sadly long out of print but an excellent reference source. The book includes a full order of battle, a brief account of the lead up to the battle and its aftermath.
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6. Brigade General - Lt Gen von Wurtignau
40
German Musketeers: 4 stands of C class Close Order Infantry
60
German Musketeers: 4 stands of C class Close Order Infantry
60
German Musketeers: 4 stands of C class Close Order Infantry
60
© Emperor Games Ltd
SCENARIO (2) - THE BATTLE OF ZORNDORF 25th August 1758 Combatants: Russian Army: • General Fermor 35,000 infantry and 9,500 cavalry
Prussian Army: • Frederick the Great 30,000 infantry and 7,000 cavalry
Background: The Russian army, in the lead up to the battle, had besieged Custrin (to the south of Zorndorf) and destroyed most of the bridges in the vicinity. Expecting to be attacked from the north, the Russians are deployed on raised ground interspersed by 3 ravines (known as the Zaber-grund, Galengrund and Langer-grund) to the south of the river Metzel. Between them and the river, are areas of wood and marshland. Frederick knew that an attack from this position would be foolhardy, so instead, he made a sweeping march around the eastern flank of the Russians to attack from the south.
rear, knowing that they could potentially be cut down if they attempt to retreat. Crossing back over the river would not only be hazardous for them, but it also prevented other Russian forces from coming to their relief. Cossacks set fire to the village of Zorndorf to hamper the Prussian advance, while the rest of the Russians took up their positions between the villages of Quartschen and Zicher. To their credit, they managed to redeploy their troops facing south before the battle commenced, but had lost most of the advantages that the terrain had previously given them. The majority of the Russian cavalry, under the command of Demitku, were deployed on their left flank.
What was an advantageous position for the Russians had now become a problem, with the marsh to their .
Russian Cossacks (WF) burn the village of Zorndorf before the battle
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The afternoon The Russian infantry under Browne, who had suffered heavy casualties from Prussian artillery, were given orders to attack the Prussian right flank. In support of them were Demitku’s cavalry.
First blood The initial Prussian attack was led by an advance guard belonging to Lt-Gen Manteuffel, followed by LtGen Kanitz, leaving the remainder of the infantry, under Lt-Gen Dohna, to “refuse” the right wing. Seydlitz took command of a large contingent of cavalry on the left wing. Manteuffel had orders to attack the Russians deployed between the Zabergrund & Galen-grund, occupied by Russian infantry under the command of Saltykov and Golitsyn.
As they advanced, the Prussian musketry was telling, but the Russians held their ground. Several attempts by Schorlemer’s Prussian cavalry to break through were thwarted. Once again, Seydlitz’s cavalry appeared and attacked the Russians, delaying them for a sufficient time to allow the Prussian infantry to regroup. Finally the Prussian infantry attacked and the Russians broke, cut down as they fled through the marshes.
The battle started with a ferocious exchange of artillery fire. Through the smoke, the Prussian infantry appeared. Both sides exchanged volleys at 40 yards, but a lack of ammunition caused the Russians to make a bayonet charge. The Russians were first to bring up their second line after heavy losses the Prussian second line (Kanitz) was nowhere to be seen.
End of Day 1 Fermor regrouped what was left of his forces along the west bank of the Galen-grund, north to south. The Prussians, now weary form the days events, launched yet another attack from the east. This final offensive came to nothing - the battle was over and the fighting had been bloody but inconclusive.
A gap opened on the Prussian right enabling the Russian cavalry to charge and break Manteuffel’s infantry, who ran back through Kanitz’s troops who were just arriving. Russian infantry then fired on Kanitz’s right flank and a further bayonet charge saw off the remaining Prussian attack, who fled back to Zorndorf in disarray. The Russian gains were checked by the Prussian cavalry, who beat the Russians back to the Galen-grund, then withdrew to Zorndorf, leaving the field strewn with dead and both armies in a stalemate.
26th August Tiredness and lack of ammunition on both sides meant that neither side put up much of a struggle the next day and both armies eventually withdrew. Frederick had learned the stubbornness and tenacity of the Russian army, who claimed Zorndorf as a victory.
Scenario Battle Map
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The Scenario 2000
Prussian Army List
The aim of this scenario is to create a game which reflects the key aspects of the battle (particularly the terrain) but, as with the Minden scenario, is scaled down to fit a 3-4 hour time frame on a typical sized wargames table (6 to 8 feet in width). The two armies are listed opposite. The three ravines need to be represented (but streams would be sufficient if no suitable terrain pieces are available). The ravines serve the purpose of making the Russian deployment difficult, but at the same time protecting them from any attack on the flank. The armies are deployed according to the map. Some discretion is allowed as to the precise location of each unit within the brigade. The Russian player deploys his troops first. All infantry are deployed in the forward deployment zone, but the cavalry must be deployed in the normal deployment zone on the flanks. The Prussian player can observe the Russian deployment and then deploy his units in the normal deployment zone. The Prussians may not forward deploy any units. The town of Zorndorf cannot be occupied by any troops, as it is ablaze.
(A) Brigade General: Seydlitz.
40
Cuirassiers: 4 stands of Heavy Cavalry (B)
120
Cuirassiers: 4 stands of Heavy Cavalry (B)
120
Hussars: 4 stands of Light Cavalry (C)
80
(B) Brigade General: Manteuffel.
40
Grenadiers: 4 stands of Close Order Infantry (A)
100
Musketeers: 4 stands of Close Order Infantry (B)
80
Musketeers: 4 stands of Close Order Infantry (B)
80
Fusiliers: 4 stands of Close Order Infantry (C)
60
Artillery Battery: 3 stands of Foot Artillery - Heavy Guns
120
(C) Brigade General: Kanitz.
40
Grenadiers: 4 stands of Close Order Infantry (A)
100
Musketeers: 4 stands of Close Order Infantry (B)
80
Musketeers: 4 stands of Close Order Infantry (B)
80
Fusiliers: 4 stands of Close Order Infantry (C)
60
(D) Brigade General: Dohna.
40
Grenadiers: 4 stands of Close Order Infantry (A)
100
Musketeers: 4 stands of Close Order Infantry (B)
80
Musketeers: 4 stands of Close Order Infantry (B)
80
Fusiliers: 4 stands of Close Order Infantry (C)
60
Artillery Battery: 3 stands of Foot Artillery - Heavy Guns
120
(E)Brigade General: Schorlemer.
40
Cuirassiers: 4 stands of Heavy Cavalry (B)
120
Dragoons: 4 stands of Medium Cavalry (C)
80
Dragoons: 4 stands of Medium Cavalry (C)
80
2000
Russian Army List
All Prussian Brigade Generals start the game with attack orders; and the Russian Brigade Generals start the game with hold orders for the first two bounds. Normal victory conditions apply for this scenario (see 5.4 - Winning the game).
Russian Infantry (WF)
Suggested further reading:
(1) Brigade General: Saltykov.
40
Grenadiers: 4 stands of Close Order Infantry (A)
100
Musketeers: 4 stands of Close Order Infantry (C)
60
Musketeers: 4 stands of Close Order Infantry (C)
60
Musketeers: 4 stands of Close Order Infantry (C)
60
Artillery Battery: 4 stands of Foot Artillery - Heavy Guns
160
(2) Brigade General: Golitsyn.
40
Grenadiers: 4 stands of Close Order Infantry (A)
100
Musketeers: 4 stands of Close Order Infantry (C)
60
Musketeers: 4 stands of Close Order Infantry (C)
60
Musketeers: 4 stands of Close Order Infantry (C)
60
(3) Brigade General: Browne.
40
Observation Corps: 4 stands of Close Order Infantry (D)
40
Observation Corps: 4 stands of Close Order Infantry (D)
40
Observation Corps: 4 stands of Close Order Infantry (D)
40
Observation Corps: 4 stands of Close Order Infantry (D)
40
Artillery Battery: 4 stands of Foot Artillery - Heavy Guns
160
(4) Brigade General: Gaugruben.
40
Horse Grenadiers: 4 stands of Heavy Cavalry (A)
140
Dragoons: 4 stands of Medium Cavalry (D)
60
(5) Brigade General: Demitku.
40
Dragoons: 4 stands of Medium Cavalry (C)
80
Dragoons: 4 stands of Medium Cavalry (D)
60
Dragoons: 4 stands of Medium Cavalry (D)
60
Hussars: 4 stands of Light Cavalry (C)
80
Hussars: 4 stands of Light Cavalry (C)
80
Independent Units
Zorndorf 1758, Published by Osprey (Campaign series no. 125) – an excellent reference source. The book includes a full order of battle, a detailed account of the lead up to the battle and the battle itself. As always with Osprey, excellent illustrations throughout. Minden Rose Wargames Rules
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(6) Cossacks: 4 stands of Light Cavalry (B)
100
(7) Cossacks: 4 stands of Light Cavalry (B)
100
© Emperor Games Ltd
APPENDIX Reading list The following list of "out of print" titles are becoming rare now but most have been invaluable to me over the years they do sometimes crop up on eBay! • • • • • •
The Wargame - Charles Grant (A&C Black) This is one of the books that started it all for me, a classic. Set in the Wars of Austrian succession, adorned with lavish pictures of the Spencer Smith plastics and balsa wood buildings. Charge, or how to Play Wargames - Peter Young (reprinted by Athena) Another classic wargames rule-set Uniforms of the Seven Years War - John Mollo (Blandford) Good enough to get started with and some battles are covered at the end The Lace Wars Vol 1 & 2 - L & F Funcken (Ward Lock) Probably the best uniform guide ever produced, versions in French are easier to find His Britannic Majesty's Army in Germany - Savoury, (reprinted by Athena) The Army of Frederick the Great & The Army of Maria Theresa (2 books) – Duffy Definitive works on the Prussian and Austrian Army, a “must read”.
Figure Manufacturers This list of the main figure manufacturers gives an outline of what is available within each of their ranges. Most of them have excellent websites so why not check them out. All details are correct at the time of going to print. Size 6mm 15mm
Manufacturer Baccus Essex Miniatures
15mm 25mm
Old Glory 15's First Corps
25mm 25mm
Old Glory Wargames Foundry
25mm
Front Rank
25mm 25mm 25mm 25mm
Crusader Miniatures Elite Miniatures Sash and Sabre Eagle Figures
15/25mm
Dixon
25mm
Perry Miniatures
25mm 25mm
Redoubt Spencer-Smith
25mm
Ellerburn
20mm (plastics)
Various
What's available Prussian, Austrian, British, Russian, French. Prussian, Austrian, British, Russian, French; and some French-Indian wars. A big favourite amongst 15mm collectors Prussian, Austrian, British, Hanoverian, Russian, French British and French; and one of the only manufacturers to do Sepoys 25mm Austrians, Prussians and Russians; French-Indian wars Prussians and Russians currently available, with British and French on the way The most comprehensive range of SYW figures, and include Jacobite and more recently Marlburian era’s, many of these can be used for the period Nice range of Austrians and Prussians British, French and Prussian Prussians and Russians Prussian, Austrian, British, Russian, French; Good to see these figures recently return to the market (formerly Eagle Miniatures.) Compatible in size to Foundry Prussians, French-Indian wars, and some Marlburian figures available, many of which could be used in the period Some Hessians in their American Revolution ranges are useful for the period. Probably the best sculptors in the world! New range of French-Indian wars The old plastic figures no longer available - but they have returned in metal! Cheap and cheerful All the old Hinchliffe figures, including the lovely artillery pieces, Prussians (including Horse artillery) and Austrians. Dated, but still a favourite of many For plastic figure availability we recommend looking at Plastic Soldier Review website, which gives great details of what is available
Website www.baccus6mm.com www.essexminiatures.co.uk www.oldglory15s.com www.1stcorps.com www.oldgloryuk.com www.wargamesfoundry.com www.frontrank.com www.crusaderminiatures.com www.eliteminiatures.co.uk (available in UK from Old Glory) www.eaglefigures.co.uk www.dixon-minis.com www.perry-miniatures.com www.redoubtenterprises.com www.spencersmithminiatures.co.uk www.hinchliffe.co.uk www.plasticsoldierreview.com
Emperor Games Ltd, Corner Lodge, Whitecross Lane Banwell, Somerset, BS29 6DP United Kingdom
www.emperorgames.co.uk Minden Rose Wargames Rules
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© Emperor Games Ltd
Army Planning Sheet
Nationality Commander-in-Chief
Army Tot:
Brigade General Unit Name
Stands Type
PPS
Brigade tot: Unit total
Brigade General Unit Name
Stands Type
PPS
Brigade tot: Unit total
Brigade General Unit Name
Stands Type
PPS
Brigade tot: Unit total
Brigade General Unit Name
Stands Type
PPS
Brigade tot: Unit total
Brigade General Unit Name
Stands Type
PPS
Brigade tot: Unit total
Stands Type
Independents total PPS Unit total
Independent Units Unit Name
You have permission to photocopy this page Minden Rose Wargames Rules
Page 32
© Emperor Games Ltd