Fast-Play
Rules
for the War of Spanish Succession
These rules were published as:
Coleby, A. and Thomas, S. (2005). Malplaquet Scenario: Including
Fast-play Marlburian Rules. Miniature Wargames, 271,
20-24.
Basic Rules
Troops: Types, Units, Formation
All troops are organised into units (brigades) of 2
elements (each 4´2
cm), either Foot, Horse or Artillery. Horse
and foot can form into single line (adjacent elements), double line (one behind
other, with a small gap), or column of march (one behind other, with a large
gap). Artillery has 1 gun element and 1 train element, both face
toward the short end; when limbered the train is in front of the guns, otherwise
behind. Dragoons are Horse who can
dismount with 1 foot element in front of 1 element of mounts; when dismounted
they move and fight as Foot in single line.
Turn Sequence
Sides alternate bounds, during which:
-
Own units test morale if in combat.
-
Own units may move or try an action.
Each bound is approximately 15 minutes.
Combat:
Firing and Melee
If a unit is in contact with an enemy unit then they are in
melee.
Artillery can't charge. Foot
in line and unlimbered artillery are assumed to be firing if facing enemy and within range. Range is 200p for foot and 1000p for artillery.
A unit in melee can not be shot at, nor can units exposed after a melee
because their opponents routed. An
element can count in combat against only one enemy; if an element can combat
more than one enemy, the player picks one.
Determine results of both firing and melee by testing morale.
Morale
For any unit under fire or in melee, total the tactical
factors, add 1d6. If the score is
< 4 then place a morale counter with the unit.
The tactical factors are:
+1
Defending favourable terrain (shot at entirely in buildings; uphill in
melee)
+1
Only shot at by artillery at 200+p
-1
In column or limbered
-1
Unsupported (supported units include foot in double line, and any unit
with a second unit within 200p behind)
-1
Horse or limbered artillery under fire
-1
Horse or limbered artillery, in melee in bad going
-1
Bound after being charged for first time
-1
For each element in combat with over two
-1
Foot or artillery in melee with any horse
-1
In combat with any enemy element entirely behind flank or rear
-1
Dragoon
Units rout and are removed when they fail multiple morale
tests: Foot 4, Horse (including Dragoons) and Artillery 2.
At the end of the bound in which half your army's units have routed, and
each bound in which another unit routs, roll 1d6: 1-3 lose battle because
remaining units rout.
Movement
100 paces (p) is 1 cm. A normal (free) move is straight
ahead. Bad going slows movement,
for example, ´2
means each cm counts as two. Bad
going includes woods, marsh, buildings, steep slopes and rivers. Units can't interpenetrate.
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Terrain:
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Good
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Bad
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Horse
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Column
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2400p
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´4
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Line
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1200p
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None
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Foot
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Column
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1200p
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´2
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Line
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600p
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´4
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Artillery
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Limbered
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800p
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´4
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Unlimbered
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None
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None
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Actions
Actions take one bound and replace other movement.
Throw 1d6 die for each attempt: 1-2 do nothing; 3-6 action successful.
-1 to roll if failed morale test this bound.
Possible actions are:
·
Change formation, and then move up to half the new movement
allowance.
·
Withdraw from a melee, or follow up those who withdrew last bound.
·
Charge into contact if in line.
·
Move including a wheel or a 180º turn.
Initial army deployment
Each army rolls 1d6: 1-3
all units are in column or limbered; otherwise as you wish.
The two armies start in zones 2000p apart; each zone is 1000p deep and
4000p wide.
Optional Rules
Generals
A division is a group of 3 to 7 units with a general in
command. The general is rated as -1
or 0 or +1 and this number is added to all morale tests and attempts at actions
for units in the division that they have joined. The army also has an overall Commander-in-Chief (CinC); CinCs
operate as other generals, but can join any unit. A general can be killed
if the unit he is with has to take a morale test; on an unmodified score of
1 he is killed. A new general
automatically takes his place and is rated by throwing a d6 die; a roll of 1, 2
or 3 means a rating of -1, while a roll of 4, 5, or 6 means a rating of 0.
Generals move as horse in column and can't shot, be shot at or melee.
Orders and Command Control
If there are generals on the battlefield then this rule can
be used to represent the difficulty of controlling an army in the middle of a
battle. Each unit and/or division
begins the battle with an order counter.
Advance:
objective is to advance to combat distance of nearest enemy (shooting range for
Foot and Artillery; charge distance for Horse);
Hold: objective
is to prevent the nearest enemy occupying their current location;
Retreat:
objective is to move away from all enemy.
These basic orders have to be adhered to and can only be
changed in the following circumstances:
i. automatically, when a general or his messenger reach a
unit or a brigade;
ii. a general can change his own orders by throwing a 5 or
6 on a d6 after adding his own rating;
iii. if a general with a unit or division is killed, then a
d6 is rolled and the orders are changed as follows: 1 or 2 means advance, 3 or 4 means halt, while 5 or 6 means
retreat.
Messengers move as horse in column and can't shot, be shot
at or melee; they are killed if an 1 on 1d6 is rolled in any bound they are
moving; a replacement may then be sent.
Fog of war
If a unit fires, then indicate the “fog of war” in
front of it. This is 50 paces wider
than the unit and extends out 50 paces. If
the unit stops firing, the fog is removed at the end of their next bound.
Horse may get extra movement when charging entirely through such fog.
After they move, they throw 1d6 for extra movement: 1-3 none; 4-6 add
200p to their move. The chargers
must be obscured by the fog at all times during the charge.
Army lists and points system
Quality of troops
Units which are superior
for any reason add 1 to morale rolls and to the score on the die roll when
attempting an action. Inferior
units deduct 1 from these rolls. All
other units are ordinary.
Points cost
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Inferio
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Ordinary
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Superior
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Foot
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8
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10
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14
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Dragoon
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12
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15
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21
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Horse
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16
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20
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28
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Artillery
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-
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15
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-
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Troop proportions in armies
Up to 10% Artillery.
Up to 20% Horse (excluding Dragoons).
Up to 35% Horse (including Dragoons).
Rest Foot.
Troop quality is restricted by nationality, but is
otherwise at your discretion.
Nationalities of armies
Armies can be Anglo-Dutch, French, Portuguese, Spanish,
Franco-Spanish or Anglo-Portuguese.
Anglo-Dutch and French armies are limited to 8 units in
size; other armies can be any size.
In Franco-Spanish and Anglo-Portuguese armies of > 8
units, then the Spanish and Portuguese must out number the rest of army,
ignoring Artillery.
Superior: All elite troops and troops using innovative
tactics (Foot using platoon firing; Horse using shock action) and/or technology
(battalion guns). Includes Guards
of any nation, and all Anglo-Dutch Foot and Horse (except Dragoons).
Inferior: Levies of any nation. Includes all native Spanish and Portuguese except Guards.
Ordinary: Veterans. All
other units.
Example list: Anglo-Portuguese
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Combined
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3
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Artillery (O)
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15
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45
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Anglo-Dutch
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3
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Foot (S)
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14
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42
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1
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Horse (S)
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28
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28
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1
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Dragoon (O)
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21
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21
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Portuguese
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3
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Foot (I)
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8
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24
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1
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Horse (I)
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16
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16
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1
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Dragoon (I)
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12
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12
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188
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Design Requirements
Keep it simple
My requirements were:
Simulation: the feel of the period
The setting is the War of Succession in Spain (1702-1713).
This section lists a number of facts and thoughts about the period which
input into the rules:
-
Spanish, French, Portuguese, English, Dutch, troops were involved
and had different attributes.
-
Troops were divided into horse, foot, artillery, and dragoons.
Dragoons were horse that would/could dismount.
-
Units were typically at 80% of their nominal strength.
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Units deployed into line to fight.
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Foot were organised into similar sized battalions.
Spanish and English 750/600, French 690/552. Spanish and Portuguese tercios are slightly bigger -
Portuguese 1000/800 (pre-1707) . A
deployed English battalion was three deep with a frontage of 810 feet, and if
French, four deep and 486 feet.
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Horse were organised into similar sized regiments.
French 432/345, English Horse 400/360, English Dragoons 480/384.
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Each gun was serviced by 10+ men.
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Units deployed into lines to fight, but approached in column.
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Armies deployed in successive lines.
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Battles had 2,000-40,000 men total.
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Musket had an effective range of 50 yards.
Artillery 800 yards.
-
At Blenheim the Allies had to "deploy" after crossing
the river. Tallard was criticised
for not attacking while they were deploying.
-
At the Schellenberg, the French had guns firing from woods.
Justifications + Explanations
Brigades
were chosen as the tactical unit to allow grand tactical battles.
They are assumed to contain 3-4 foot battalions or about 10 squadrons of
horse.
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Unit type
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Effectives
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Horse
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~1000 men
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Foot
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~2000 men
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Artillery
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~8 guns, 80 crew
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Dragoons are neither horse,
nor foot.
Poor visibility due to the fog
of war made infantry vulnerable to mounted attacks.
Acknowledgments
Stephen Simpson for the inspiration and most of the rule
mechanisms.
Bibliography
Barker, P.,
& Bodley Scott, R. (1990).
De Bellis Antiquitatis.
WRG.
Bickley, D.
(1994). Charles, Third Earl of Peterborough's campaigns in Spain
1705-1706. Wargames Illustrated, pp. 22-23.
Condray, P.
(1992). The Portuguese Army
during the War of Spanish Succession (1704-1715).
Editions Brokaw.
Grant, C. S.
(1986). From pike to shot.
WRG.
Simpson, S.
(1994, Dec). Rules for the
mid-eighteenth century. Wargames
Illustrated, 75, pp. 13-15.
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