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Fast-Play Rules for the War of Spanish SuccessionThese rules were published as:
Basic RulesTroops: Types, Units, FormationAll 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 SequenceSides alternate bounds, during which:
Each bound is approximately 15 minutes. Combat: Firing and MeleeIf 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. MoraleFor 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. Movement100 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.
ActionsActions 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 deploymentEach 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 RulesGeneralsA 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 ControlIf 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 warIf 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 systemQuality of troopsUnits 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
Troop proportions in armiesUp 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 armiesArmies 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
Design RequirementsKeep it simpleMy requirements were:
Simulation: the feel of the periodThe 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:
Justifications + ExplanationsBrigades 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.
Dragoons are neither horse, nor foot. Poor visibility due to the fog of war made infantry vulnerable to mounted attacks. AcknowledgmentsStephen Simpson for the inspiration and most of the rule mechanisms. BibliographyBarker, 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. |