ࡱ> mohijklq` bjbjqPqP .::*_2\\\\(((<$$$8\l<:"999&(((((($ghL(_69__L\\aEEE_\ (&E_&EErT ( @2z$5L J&w0XSTSS(09XEs999LLp999____<<<d<<<<<<\\\\\\ HORSE, FOOT AND GUNS" QUICK PLAY ARMY LEVEL WARGAMES RULES FOR LARGE LAND BATTLES 1701-1914 INTRODUCTION These rules are primarily intended for games between two players each controlling a complete army against its historical opponents using a minimum number of figures on a small table, but can also be used for larger or multi-player games featuring big armies split into wings and/or combinations of allied armies. There will also be more detailed companion sets, initially "Tricorne & Musket" covering 1701-1790, "Shako and Bayonet" for 1791-1850, and "Kepi & Rifle" for 1851-1914. The series' inspirations are that no current rules can cope with more than one corps per player, that few of the many wars of the period except the Napoleonic and American Civil Wars are covered by existing rule sets, the greater interest being shown in smaller model scales for which casualty removal is impractical, and the realisation that the methods of our quick play ancient set "De Bellis Antiquitatis" can be extended further than originally supposed. My intent here is to provide the simplest possible set of wargames rules that retain the full feel and generalship requirements of 18th and 19th century battle at army level. Those wishing for more specific period texture with more detailed troop classification and attention paid to lower level formation and tactics will find these in the companion sets. HFG's simplicity makes it especially suitable as an introduction to wargaming the era for beginners and the young. At first sight, you may doubt the simplicity, which is more real than apparent, but bear in mind that while many troop types are catered for, no individual army will employ more than a few of them. The extended historical scope may cause raised eyebrows, but while many wars were between like systems, many others were not. Traditional musket lines fought French columns and skirmishers, Russian musket columns fought British and French Minie rifles in the Crimea, Prussian Dreyse needle guns fought Austrian Minie in 1866 but were outranged by French Chassepot and machine guns in 1870, smoothbore and rifled artillery were partnered in more than one war, while at sea ironclads fought unarmoured steamers and wooden sail. Nevertheless, HFG is not intended for competition play unless with very rigid restrictions on period and priority pairing of historical opponents. It is also unsuitable for battles involving limited numbers of troops, such as most of those of the American War of Independence, nor for siege warfare. You should not assume that the differences between my perception of the realities of warfare during the era and received opinion are due to ignorance. Some formerly respected secondary sources have recently been discredited by modern research. "The Anatomy of Victory" and "Battle Tactics of Napoleon and his Enemies", both by Brent Nosworthy and "Forward into Battle" and "Rally Once Again" by Paddy Griffith provide good analysis, and many useful books by 18th and 19th century soldiers or theoreticians exist. Copyright (c) Phil Barker 1991, 1997, 2001, 2002, 2003, 2004, 2005. CONTENTS GAME PHILOSOPHY Page 2 PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES. 3 TROOP DEFINITIONS. 4 ORGANISING AN ARMY. 8 SETTING UP A BATTLE. 11 FIGHTING THE BATTLE. 16 DEFINITIONS 27 ADVICE FROM THE MASTERS 28 OPTIONAL PRELIMINARY MAP MOVEMENT. 30 COMMENTS. 31 EXPLANATORY DIAGRAMS 32 GAME PHILOSOPHY These rules are based on detailed analysis of a number of key battles for which a good sequence of events is available. This shows that, except for approach marches while out of contact, events are discrete initiatives and responses. This version is the result of testing against participants accounts of very many more battles In HFG, troops are assumed to attempt at all times to be in their preferred formation for their current situation. Whether they achieved this is sometimes shown by their combat results. For example, if infantry are destroyed by cavalry, they have probably failed to form square in time or flinched from the charge. The other rule sets in the series include a variety of formations and formation changing. Skirmishers integral to units are assumed to be present even if not represented by figures. Infantry elements represent the main body, but the range at which they fire may assume that the fire is actually coming from skirmishers posted in front. The forward edge of an element base does not represent the position of the front rank. Instead, the combined base depth between figures of opposing elements in base contact represents point blank range. Shooting ranges are those at which substantial casualties could be expected. Shooting is assumed to also occur at up to double that range, but to only put a brake on enemy movement by forbidding march moves in non-tactical formations such as column of route. Artillery ranges are those considered practical by contemporaries and were often limited by considerations of visibility and long range shot dispersion. Combat results are matched to the range or those recorded during confrontations between troops of those types in similar situations in real battles. Combat factors have been set to produce historical effects in conjunction with the combat outcome table and should not be judged in isolation. One innovation is a Spent result for cavalry that used up their mounts strength and the riders dash and cohesion but mostly survive, so that they are removed but do not count as lost. This encourages use rather than hoarding. At the other extreme, another innovation for the first time provides an adequate reason to reserve elite troops for the decisive moment of the battle. Conventional rule sets give the player far too much information. A real general does not know that a unit has just lost a certain number of men, or even its total losses until next day, if then. However, he will usually be in a position to see if a body is moving forward cheering, edging back looking over its collective shoulders, or has disintegrated. We provide players with that information and that only. Our command and movement system is arbitrary, but its results are very similar to those from elaborate systems incorporating written orders, transmission by a limited number of messengers or signals, and then testing interpretation by the recipient. In any case, as Clausewitz points out, confusion is the normal state in battle, good staff work merely reducing it to a barely acceptable level. The function of the command system in a wargame differs from that in a real battle in that it is not used to enable the general to manoeuvre his troops at all, but to prevent him doing so too freely! This we achieve. Some features of related rule sets are not applicable in this era and others were less or more important. For example, night marches were plentiful, but night attacks were rare and usually restricted to localised assaults on strong points, which is surprising considering the need towards the end of the era to overcome the defensive power of longer ranged firearms. Successful attacks taking advantage of morning mist were less rare, but invariably due to coincidence rather than planning. Indeed, on one occasion, the attacker actually waited for an hour in the hope that the mist that was to give him victory would clear! The effects of attacks also differ in this era, brigades attacked in both front and flank being more often repulsed or routed than destroyed. Naval co-operation was more common than previously, especially in America on coasts, great lakes and large rivers, though the feats of the Danish ironclad Rolf Krake against the Prussians also deserve a mention. Off-table flank marches and decentralisation into semi-independent Corps were increasingly important from the Napoleonic Wars on. While treachery resulting in allies changing side in mid-battle did not occur, misunderstanding and lack of co-operation between allies was rife. PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES CHOICE OF FIGURE AND MODEL SCALE These rules are primarily intended for 15mm or smaller figures. 25mm can also be used if the ground scale is increased by 50% and its easier visibility may be helpful in public demonstration games. TROOP REPRESENTATION AND ARMY SIZE Figures are combined into elements, each of which consists of several figures or figure blocks fixed to a rectangular base of card or some similar material. All bases used by both sides must have the same frontage. Each element type has a cost in Army Points (AP) ranging from 1 to 50, intended to render opposed armies approximately equal in ability and encourage realistic proportions of elite troops, cavalry and artillery. Opposing sides must be historical contemporaries, or if fictional, of the same putative year. Each side consists of elements of an agreed total of AP and each army (a side may have more than 1 army) must include 1 or more staff elements and up to 1 logistics element. 1 staff element represents the sides Commander-in-Chief (C-in-C) and others his subordinate or allied army, wing or corps commanders. A defending player can also use AP to add garrisoned strong points, provide field defences or conceal troops. A staff element represents a senior general together with his staff and escorts. A cavalry element represents a brigade of 6-10 squadrons (usually 1,000-1,500 men), or a commando (or about 500 men) of Mounted Rifles. A foot element represents a regiment or small brigade of 2 very strong or 3-4 average battalions (usually 1,500-2,500 men), reducing to a single battalion (about 1,000 men) if Rifles (1898>) or Marksmen. An artillery element represents 18-24 guns, twice as many machine guns, or 100 jingal or rocket men. A strong point garrison represents several companies of foot together with any subsequent reinforcements. A naval element represents 1-2 ironclads, a single submersible or semi-submersible or 2-3 other vessels. The units represented by an element are assumed to always attempt to be in the appropriate formation. This will normally be single or multiple columns while moving out of contact, and lines, columns or squares, sometimes with advanced skirmisher screens, when in combat. PLAYING AREA AND GROUND SCALE A playing area 6 miles wide by 3 miles deep is ample for normal sized battles of up to 400AP. Increasing width to 9 miles permits the largest historical battles, such as Borodino, Gettysburg or Koniggratz. Also increasing depth to 6 miles allows paired battles such as Quatre Bras/Ligny, Waterloo/Wavre or Gravelot-St.Privat. These improve elbowroom in multi-player games and scope for manoeuvre, but slow play. All distances are given in paces (p) of 0.75 metres or 30 inches. An element's frontage represents 400 paces in real life, which sets the standard ground scale at 10mm = 100p, 1 inch = 250p, and 200mm/8 inches = 1 mile. Measure distances on the table with a card strip or similar marked at 200p intervals up to 800p, then at 400p pace intervals. Element base dimensions are significant multiples of 100p and this will often make use of a measure unnecessary. A pair of 400p x 200p bases with handles instead of figures can be very useful for measuring gaps. Play is smoother and pleasanter if players do not try to position elements "just outside" a critical distance and specify intended separation distance on completing moves. TIME SCALE Play is in alternate bounds. These do not represent fixed arbitrary divisions of time, but initiatives and responses by the two sides. However, dividing known battle durations by the number of discrete phases that can be identified produces consistent enough results to define a bound as equivalent to an average of 10 minutes in real life. Except for march movement out of contact, which is assumed to be continuous and to have been during the previous enemy bound as well as your current bound, move distances are not a function of time available and theoretical speeds, but are based on typical moves in real battles. DICE One differently coloured ordinary 1 to 6 dice is required for each staff element used. TROOP DEFINITIONS Troops are defined by battlefield behaviour as well as by their weapons. We distinguish only those troops thought by contemporaries to differ sufficiently to need different handling by their commanders or the enemy. Each type is identified by a name descriptive of its armament and fighting methods. However, be warned that these necessarily arbitrary names may contradict regimental titles, which were often deceptive and/or obsolete. For example, not all regiments with dragoon titles still practised dismounted fighting and many light infantry regiments came to differ from line regiments only in dress distinctions. Where a date range is specified (????) = only before and including ???? and (????>) = only after ????. Staff elements can be a large Army HQ, a small Command Party, or a Native Potentate. Mounted elements can be Pistols, Cuirassiers, Heavy Cavalry, Dragoons, Light Cavalry, Repeaters, Mounted Rifles, Rifle Cavalry, Light Horse or Sipahis. Foot elements can be Firelocks, Muskets, Bayonets, Light Infantry, Stoic Foot, Minie, BL, Rifles, Marksmen, Spearmen, or a Strong Point (SP) garrison. Artillery elements can be Smoothbore, Mixed, Rifled, or Portable. Naval elements can be Flotilla, Sail, Steamer, Ironclad or Submarine. 1 can be an admirals Flagship. Train elements can be Pontooneers, a Supply Base, a Laager, or Aeronauts. A few elements can be additionally graded as BRILLIANT or INERT if staff, as ELITE if mounted or foot, as HORSE or HEAVY if artillery. Any number of mounted, foot or naval can be graded as INFERIOR. ARMY HEADQUARTERS (HQ), representing the person, advisers, aides, staff, gallopers, escort, and sometimes table and chair, tent, travelling carriage or even kibitzing royalty, of an army commander who prefers to change position infrequently and relies on ample messengers to exert authority, such as Napoleon at Waterloo, Schwartzenburg at Leipzig, McClellan in 1862 or Moltke in 1870, or more rarely, the similar entourage of an ally general. COMMAND PARTY (CP), representing the person and small entourage of an army commander who prefers seeing for himself and personal communication to total reliance on messengers, such as Marlborough, Wellington or Raglan, or of a subordinate general or ally general (AG) commanding a wing of the army or a corps. NATIVE POTENTATE (NP), representing the ruler, vizier or other sole commander of an African or Asiatic native army, often mounted on an elephant, horse or camel or sitting on a portable throne or litter, together with his advisors, lackeys, fan bearers and bodyguard. PISTOLS, representing early 18th century cavalry who moved deliberately in close formation and often received enemy cavalry charges at the halt with a fire of pistols and/or carbines rather than counter-charging, such as the French (>1730) and the Austrians (>1751). This tactic was the best against Turkish sipahis, but less effective against European cavalry charging sword in hand. CUIRASSIERS, representing cavalry in steel plate armour corselet or half-corselet on big horses who charged sword in hand in close formation, such as British cavalry under Marlborough, Prussian cuirassiers of the Seven Years War, French Napoleonic cuirassiers or later Prussian cuirassiers even if brigaded with uhlans. 19th century experts disagreed as to whether the protection offered by a cuirass justified its extra weight and fatigue, though most agreed it made the wearer braver, especially when attacking foot. HEAVY CAVALRY, representing other cavalry mounted on big horses intended almost exclusively for the mounted charge and inefficient at other duties, such as 19th century British dragoon guards and heavy dragoons, French carabineers and horse grenadiers, or cuirassier regiments that had abandoned armour. DRAGOONS, representing plainer, cheaper and/or worse mounted cavalry who could not only charge or carry out outpost duties mounted, but retained some ability to fight on foot, such as early 18th century and some later dragoons and early American Civil War cavalry. Not all troops with a dragoon title qualify. LIGHT CAVALRY (1747>), representing regular cavalry with theoretically smaller men mounted on light fast horses trained to charge in line, but also expected to perform the bulk of the army's mounted outpost, escort, scouting, screening and skirmishing duties, such as dashing romantic regiments of hussars, light dragoons, chasseurs or lancers, sometimes supported by duller and less fashionable dragoons. The first troops in this category were the Prussian hussars after their reorganisation by von Winterfeldt. REPEATERS (1863-1905), representing cavalry mostly armed with repeating magazine carbines as well as with sabre and revolver, and at least as likely to fight with most troopers dismounted as to fight entirely mounted, such as later Union cavalry of the American Civil War. MOUNTED RIFLES (1880>), representing sharpshooters or infantry with modern rifles riding ponies, mules or camels, such as Boers or regular camel corps, or cavalry whose carbines have been replaced by rifles to fight mostly on foot in a single firing line. They were very wary of cavalry who had swords. RIFLE CAVALRY (1905>), representing riders with modern rifles, but keeping (or if Australians after 1917 scrounging) swords and combining dismounted fire with decisive mounted charges. LIGHT HORSE, representing those undisciplined irregular skirmishing horsemen or camel men who dominated the war of outposts, sought to engulf unwary enemy cavalry, but more often hovered in swarms around formed enemy than charged desperately to disaster, such as 18th century Austrian hussars, Russian Cossacks, Tartars, Maratha pindaris or marauding Bedouin. Also used for Light Cavalry present in small number for scouting, but not numerous enough to be formed into brigades, such as British, Loyalist and Rebel cavalry during the American War of Independence, and partisan rangers of the American Civil War. SIPAHIS, representing fiercer native cavalry charging wildly in loose swarms and superior to Europeans in a confused melee; such as Mamluks, Turkish Sipahis, Indian silhadars or Tuareg. FIRELOCKS, representing European infantry (1701-1749) still using the French system of the late 17th century, though now often all armed with flintlock smoothbore musket and bayonet. They still formed 4-6 ranks deep with large intervals between ranks that had to be closed up to deploy, change direction or fire. They defended with rank fire, each rank stooping after it fired so that the next could fire over its heads, but were supposed to attack with sword or bayonet without firing. Also those non-European infantry with matchlock or flintlock muskets who fired a volley or two, then charged with swords, such as Turkish Janissaries. MUSKETS (1701-1860), representing infantry also armed with muzzle-loaded smoothbore musket and bayonet, but using the new Dutch drill and firings, such as the Dutch themselves (>1794), British (<1775), French (1754-1791), Prussians (>1807), and Austrians (1741-1807). They usually formed in 3 ranks with small intervals and marched in step and drilled in cadence, these greatly improving their ability to change formation or direction. Whether in attack or defence, they fought erect in rigid shoulder-to-shoulder lines, the ranks "locked on" by moving half a man width sideways so that all could fire simultaneously. Combat started with platoon fire, with each platoon volleying in its succession, but tended to degenerate into independent fire. At short range, their fire was often more deadly than the skirmishing fire or single volley and charge of the following type, though less decisive than the latter. Their bayonets were chiefly valuable for defence against charging cavalry, against whom there was only time for a single close range volley. BAYONETS (1701-1885), representing infantry armed and drilled like those we class as Firelocks or Muskets or (1850>) like those we class as Minie, but chiefly relying on the moral effect of a bayonet or sabre charge in line after a single volley amid ringing cheers or rebel yell or of a rapid advance in column, such as brigaded grenadiers, Swedish (>1718), British (1775-1850), French (1792-1867), Prussian (1808-1864), Austrian (1808-1850 and 1864-1866) and American Civil War Confederates. Those like Muskets (1791>) preferred to form battalion squares when attacked by cavalry and relied for distant or more continuous fire against infantry on skirmishers thrown out in front, which are assumed to be present, though not depicted. Successful bayonet charges killed and wounded few enemy compared with more continuous shooting but were more decisive, since they left fleeing opponents in no doubt that they had lost. LIGHT INFANTRY (1700-1867), representing infantry brigades similar to those classed above as Bayonets, but entirely of men trained to move exceptionally fast and act independently, such as those of the Anglo-Portuguese Light Division of the Peninsular War and French Zouaves and Turcos before 1867. It does not include Prussian fusiliers and French Chasseurs a Pied of 1859, since these were brigaded with normal infantry rather than together. STOIC FOOT (1700-1915), representing infantry with muzzle-loaded smoothbore musket and bayonet and drilled as any of the types above, or (1857>) with rifles but still relying on dense formations and volley fire, more remarkable for endurance than for marksmanship but fond of the bayonet and whom "it is 6 times easier to kill than to defeat", such as regulars of the Sikh khalsa until 1849 and Russian line infantry. MINIE (1851-1867), representing infantry armed with muzzle-loaded expanding bullet rifles such as the Minie, Enfield, Springfield, Lorenz or Podewil, the theoretical range of which was not however achieved in war due to the unfamiliar problem of range estimation, a short beaten zone and a lack of practise facilities. They fought erect or kneeling in a looser two-deep line using available cover and mostly relying on its own fire rather than on that of detached skirmishers. Examples include British Crimean War infantry and Union infantry of the American Civil War. BL (1848-1870), representing infantry armed with low velocity breech-loaded rifles, such as the Dreyse needle gun, Snider or Remington. As well as firing faster, these they could load and fire prone with reduced exposure to enemy fire, so fought in a thick swarm instead of in line or column. RIFLES (1867>), representing infantry armed with higher velocity breech-loaded or (1886>) magazine rifles, such as the Chassepot, Martini, Berdan or Lee-Metford, and usually fighting as a prone firing line with supports and reserve. A flatter trajectory and adjustable sights permitted long range volleying, and the increased firing rate of magazine rifles and aid by machine guns later allowed even more open formations. MARKSMEN, representing both the occasional specialist jager battalion employed by European armies during the early part of the period and the larger numbers of irregulars such as Austrian pandours, Indian najibs or jezailachis, wily Pathans and Afghan irregulars; but not the skirmishers of 19th century regular units or specialist jager or rifle battalions integral to line brigades, such as Austrian jager in 1859 and 1866. SPEARMEN, representing undrilled foot mainly relying on a charge with spear and/or sword, such as Irish rebel pikemen, Russian Opolchenie militia, Dervish, Zulus, or in the related rule sets, Highland Scots Jacobite rebels. SMOOTHBORE ARTILLERY (1700-1868), representing entirely smoothbore artillery batteries allocated to a corps or its constituent divisions, or to a grouping of equivalent power centralised under the C-in-C's personal control as an artillery reserve for use in mass at a decisive point. It does not include light guns accompanying individual infantry battalions or regiments, which are instead assumed to be included in these. Each artillery element may include a minority of horse or heavy as well as field batteries, but some armies can also have a few elements entirely of horse artillery, or have their reserve artillery entirely or predominantly of heavy guns. MIXED ARTILLERY (1857-1879), representing divisional and corps or reserve artillery with a mixture of often larger calibre but light smoothbore batteries and longer-ranged but less lethal rifled batteries (1857-1871), such as American Civil War artillery, or of rifled and mitralleuse batteries (1870), such as the French artillery of 1870. RIFLED ARTILLERY (1866>), representing divisional and corps or reserve artillery entirely of rifled steel or shorter ranged brass batteries firing efficient point detonation explosive or shrapnel shells. PORTABLE ARTILLERY, representing man or pony-carried Chinese jingals, camel-mounted zamburaks and/or swarms of Indian rocketeers launching rockets by hand and their pack camels. PONTOONEERS, representing troops able to move to a river and construct a temporary bridge. SUPPLY BASE, representing the army's supplies, hospitals, stores and transport depots, and positioned contiguous to a built-up area (BUA) or battlefield edge and also on a waterway, navigable river, road or railway. It cannot be moved during a battle and is only feebly defended by its own personnel. Its function is to increase endurance, require protection and offer a target for raids. LAAGER, representing circled supply wagons such as those of a Boer army. It differs from a Supply Base in being heavily defended and able to move freely, if slowly. AERONAUTS (1794>), representing an observation balloon tethered at 1,000 feet and able to see 4 miles plus its detachment and wagon, or (1910>) 1 or more grounded aeroplanes able to see the whole battlefield when aloft, a canvas hangar, vehicles and ground crew. It can be moved, but can only operate if stationary for the whole of this bound and that preceding, in good going, in good weather, in daylight and within the C-in-Cs easy command distance. It can be attacked, but cannot fight back. FLOTILLA, representing small craft effective only in close combat including both groups of boarding craft such as galleys, cutting-out expeditions in ships boats, canoe fleets or war junks and also unarmoured rams, fire ships and (1860>) spar- or (1876>) other torpedo boats. SAIL (>1869), representing substantial wooden broadside warships dependent entirely upon sail and unable to move closer than 45 degrees to directly upwind. STEAMER (1824>), representing similar wooden warships additionally provided with a steam engine driving paddle wheels or screw propeller, or unarmoured vessels powered only by steam. IRONCLAD (1855>), representing broadside or turret steam warships with sufficient iron or steel armour to provide substantial protection against artillery for armament, engines and flotation. SUBMARINE (1861>), representing a single practical fully submersible boat or partly submersible David. Troops graded as ELITE include guard cavalry, full brigades of guard infantry or grenadiers, regular marksmen entirely armed with good rifles and fanatic spearmen. Elite cavalry were used for decisive attacks, foot guards and grenadiers to press difficult assaults on villages or as a final reserve to tip a battle hanging in the balance. Not only is the cost increased, but also each element counts as 2 element equivalents. Troops graded as INFERIOR include all those cavalry or foot significantly deficient in some of the battle skills expected of their type, such as recently recruited volunteers, militia, landwehr, badly-trained reservists, badly-officered and neglected regulars, cavalry dispersed into regiments, squadrons or companies instead of formed into brigades or on bad or half-starved horses. This grading does not reflect on the mens individual courage or mean that they will not fight well on occasion or be good value. Naval elements similarly graded are those too weakly armed or unseaworthy to lie in line of battle in open sea, such as sailing frigates, corvettes or brigs, steam frigates unless armed with large shell guns, river steamers, coastal, riverine or obsolete Ironclads and all submarines (<1900). Artillery is graded as HEAVY if heavy 12pdr or larger smoothbores or if 15pdr or larger rifled guns. Artillery is graded as HORSE if either smoothbores up to 6pdr or rifled guns up to 10pdr with gun crews carried on the limbers or riding the teams off-side horses, or smoothbores up to light 12pdr or rifled guns up to 13pdr with crew riding separate mounts. DISMOUNTABLE TROOPS Dragoons, Repeaters, Mounted Rifles and Rifle Cavalry can fight either mounted or dismounted and so are DISMOUNTABLE. Dismountable elements need not be duplicated in mounted and foot forms, but if not should have a mixture of mounted figures, dismounted figures and led horses. A dismountable element is always mounted if it has moved more than 600 paces this bound, and if not, always dismounted if shooting, entrenched, manning an obstacle or in difficult going. Otherwise, Dragoons are always mounted, Mounted Rifles always dismounted, Repeaters and Rifle Cavalry declared by their player before combat dicing. ORGANISING AN ARMY ELEMENT BASING An element consists of several figures fixed to a thin rectangular base of card or similar material. The size of this base and even the scale of the figures are not critical provided that all land elements have the same frontage. However, some standardisation is needed if you are to play against other peoples armies, and the conventions specified below are the best that can be done to represent the true space occupied. Standard basing mounts 25mm figures on 60mm wide bases and smaller figures on 40mm wide bases. If figures were previously on 30mm wide bases, fix these to the centre of a 40mm base. The standard basing for 25mm and 15mm figures is the same as in the other sets of the series. Figures smaller than 25mm can alternatively be mounted on 80mm bases, allowing formations to be depicted more realistically and WRG 1685-1845 elements to be combined into an HFG element. If so, use the 10mm number of figures per base for 15mm figures and double the number in each rank for all smaller scale elements except staff. BASE SIZES 60mm x: 40mm x: 80mm x: 120mm. 80mm. 160mm. Army HQ, Pontooneers, Supply Base, Laager and Aeronauts. 60mm. 40mm. 80mm. Native Potentate, Dismounted and Artillery. 40mm. 30mm. 60mm. Mounted, BL, Rifles and Spearmen. 40mm. 30mm. 30mm. Command Party. 30mm. 20mm. 40mm. Other foot. RECOMMENDED NUMBER OF FIGURES OR MODELS PER BASE G = General, R = Rider on horse, H = Led horse, A = Artillery piece and crew, Sk = in Skirmisher block, L= in Loose order block, (? d) is the number of ranks a figure block is cast in if greater than 1. Spacing codes are: Front to rear: o = No gap between ranks, + = Small (1/2 figure depth) gap between ranks, ++ = largest possible gap between ranks. * = Singly, between and beside columns front ranks. Side to side: No code = shoulder-to-shoulder in centre of base, s = spaced equally across base, r = spaced randomly, s/r = s if soldiers and r if irregulars, ?x = in that number of separate groups. 25mm & 15mm: 10mm: 6mm: 2mm: HQ. G+1-2+1-3R G+2+2-3R G+2-3 +2-3R G> Command Party. G1R G1-2R G=2R G2R Native Potentate. G2R G2R Go4-6R ? Light Horse. 2Rs/r 3Rs/r 3Rs/r 10Rs Sipahis. 3Rs/r 4Rs/r 5Rs/r ? Pistols. 3-4R 5R 4Ro4R 8Ro8R Others if mounted. 3 5R 6R 12-16R++0-6R Dragoons if not. 3++3H 4++4H1R 5+1R+6H 16(2d)+2R++16H Repeaters. 2++2H1R 3++3H2R 4++4H2R 5Sk++6R6H Mounted Rifles. 3s/r++3H 5s/r++5H 6s/r++6H 10Sk++12H Rifle Cavalry. 2s++2H1R 3s2R++3H 3s3R++3H 5Sk6R++6H Firelocks. 4 6s+6s 6s+6s+6s 40(4d) Muskets. 4 8 8o8 48(3d) Stoic Foot. 4 6o6 8o8o8 48(6d) Marksmen. 2s 4r 4r 10Sk Bayonets (linear). 4 2s++8 2s++8o8 5Sk++26(2d) Bayonets (columns). 4 3s*2x2o2 3s*2x3o3o3 10Sk ++2x16(4d) Light Infantry. 4 4s++6 4s++6o6 10Sk++20(2d) Minie. 4 1s++8r 1s++8ro8r 40-48(2d) BL. 3s 6s++2x2 6s++3x2o2 20L++2x16(4d) Rifles. 3s 6s++4 6s++6 20L++26(2d) Spearmen. 3-4ro2-4r 3-4ro4-6ro3-5r 3-7ro7-8ro5-6r ? Portable artillery. 2As 3As 4As ? Other artillery. 1A 1A 2A 3A A strong point garrison is represented by a single un-based figure or block to fit in among model buildings. Most foot figures should be positioned at the rear of their base so that muzzles do not protrude beyond its front edge. Those with an o spacing code can be locked, i.e. covering the intervals of the front rank with muzzles between the front rank heads. Figures further forward represent skirmishers or 18c grenade throwers. HQ can be embellished with tents, tables, led horses or travelling coach as desired. Supply bases can be represented by tents, field bakeries, transport animals, or anything else your artistic mind desires. Ground scale considerations make it inconvenient to represent draft teams under these rule unless using 6mm or 2mm, so they are otherwise assumed to have been withdrawn out of sight into dead ground. It is not necessary to duplicate dismountable elements as mounted and dismounted bases unless you wish to. If you do not, dismounted bases are usually preferable. Spearmen can alternately use dismounted base depth to permit substitution of 1-2 DBR or DBM elements of similar figures. The increased depth of Repeaters, Mounted Rifles, Rifle Cavalry, BL and Rifle elements is to suit the use of prone firing figures and also the increased tactical depth due to horse holders in rear and later 19c infantry organisation into separated firing line, supports and reserves. Although 6mm and 2mm blocks are intended for use without bases, our experience shows bases ARE needed and that using the same base sizes as 15mm figures is most realistic. 2mm blocks are in a variety of widths that can be selected or combined. 2mm cavalry are cast in blocks of 6 light or 8 heavy. My basing allows a single line of heavy or 2 lines of light, or even a mixed brigade of cuirassiers and uhlans. Horse artillery are best represented by 6 horse teams with guns hooked up, field artillery by guns in action with 4 horse teams behind, and heavy artillery by guns in action with 6 horse teams behind. Irregular Miniatures cast 6mm British Napoleonic infantry blocks as loose order, so substitute their Crimean blocks. When 6mm manufacturers do not distinguish heavy guns, try substituting Renaissance sakers, but with contemporary horse teams and crew. Those 6mm cavalry or infantry blocks cast with slight gaps between figures can be easily cut and combined to fit base frontages. Naval and Aeronaut elements are represented by smaller models than other land elements, this being rationalised as the element being viewed from a greater distance. There are excellent ranges of 1/1200 ships for the American Civil War and of 1/2400, 1/3000 and 1/6000 ships for other wars of our era. 1/1200 naval elements have a frontage of 30mm and depth of 150mm. 1/2400 or 1/3000 naval elements have a frontage of 20mm and depth of 100mm. 1/6000 naval elements have a frontage of 20mm and depth of 50mm. Models based for the experimental DBSA naval rules also on my web page can also be used 1890>. ELEMENT COLOUR CODING While uniform colours provide opponents with all the identification clues they are entitled to, the player controlling them, especially with the smallest figure scales, may need some aid. We recommend painting the rear edge of each base with a single colour indicating the nationality and differing from those of as many as possible of its historical opponents and battlefield allies. Royal Blue = French or Chilean, Black = Prussian, Brunswick, Montenegro or Sudanese, Light Grey = Austrian or Confederate, Dark Green = Russia, Piedmont/Sardinia or Kingdom of Italy, Light Green = Turkish, Egyptian, Hanoverian, Irish Rebel or Afghan, Red = British, Bulgarian, Peruvian or Hungarian revolutionaries, Orange = Netherlands, Nassau or Boer Republics, Light Blue = Bavarian, Danish, Greek, Argentine, Texas Republic or United States, Yellow = Swedish, Saxon, Romanian, Mexican, Bolivian, Sikh or Imperial Chinese, White = Spanish, Hessian, Serbian or Japanese, Mid-Brown = Portuguese or Belgian, Purple = Neapolitan or Indian Princely. Where 2 nations have the same colour, their dress will usually distinguish them. Troop grade can then be indicated by central dots of a contrasting colour Gold = Elite, Silver = Light Cavalry, Light Infantry or Horse Artillery, Mud = Inferior. ARMY SIZE Unless the battle is a campaign or scenario game, each side consists of troop elements up to an agreed total of army points (AP), normally between 100 and 1,000 AP. In all games each side is controlled by 1 or more staff elements, which must include a Commander-in-Chief (C-in-C). Other staff elements can be subordinate or allied generals, sometimes grouped under an intermediate army commander. Each subordinate or allied staff element controls a command of at least 6 elements including it self. Each element must be part of one of these commands and, unless in a C-in-Cs or other army commanders command, cannot be transferred to another. Logistic elements must be part of a C-in-Cs or other army commanders own command. NAVAL CONTINGENTS Naval forces in the army lists reflect the relative strength and ship types of opposed nations, but not usually overall numbers, since only small portions of fleets were likely to be involved in supporting land forces. Any naval element other than a Flotilla or Submarine can be nominated as a flagship equivalent to an allied general controlling all naval elements; otherwise all naval elements are controlled by the C-in-C ELEMENT COST Cost in AP if: Basic. Brilliant. Inert. Cost in AP if: Basic. Heavy. Horse. Inferior. Army HQ. 20 40 10 Smoothbore Arty. 8 12 16 - Command Party. 15 30 10 Mixed Artillery. 10 15 20 - Native Potentate. 10 20 5 Rifled Artillery. 12 18 24 - Admiral in Flagship. 10 20 5 Portable Artillery. 5 - - - Pontooneers. 5 Supply Base. 8 Laager. 4 Aeronauts. 25 Cost in AP if: Basic. Elite. Inferior. Pistols. 5 7 3 Cuirassiers. 6 8 4 Flotilla. 3 - - - Heavy Cavalry. 5 7 3 Sail. 6 - - 4 Dragoons. 4 5 2 Steamer. 8 - - 6 Light Cavalry. 5 6 3 Ironclad. 20 - - 15 Repeaters. 6 - 4 Submarine 0 - - 10 Mounted Rifles. 8 10 5 Rifle Cavalry. 10 - 7 Flagships add the admirals cost. Light Horse. 2 3 1 Sipahis. 3 5 2 Firelocks. 2 4 1 Muskets. 3 5 2 Bayonets. 4 5 3 Light Infantry. 5 6 4 Stoic Foot. 3 5 2 Minie. 4 5 3 BL. 6 7 4 Rifles. 7 8 5 Marksmen. 2 3 1 Spearmen. 1 3 - SETTING UP A BATTLE SETTING UP SEQUENCE (1) Decide which army is the attacker and which is the defender. (2) Choose and place battlefield terrain. (3) Decide battlefield base edges. (4) Record command structure and deployment plans. (5) Defender deploys all undelayed unconcealed troops and unconcealed battlefield preparations. (6) Attacker deploys all undelayed troops. DECIDING ATTACKER AND DEFENDER The army commanders each dice and add their armys aggression factor (which is based on its historical preference for tactical attack or defence and not on which nation is invading the other), plus or minus 1 for a Brilliant C-in-C. The high scorer is the attacker and the low scorer the defender. Equal scorers dice again. BATTLEFIELD TERRAIN Players must be able to provide a battlefield in case they become the defender. As generalship is definable as the skill with which generals adapt their troops movements to those of the enemy and to the battlefield, varied and realistic terrain is essential for interesting battles. Since the playing area is so small, we hope players will spend time and ingenuity on making their terrain as visually attractive as their troops. The battlefield is normally produced by placing separate terrain features of a type appropriate to the theatre of war on a flat board or cloth representing flat or slightly rolling good going. The types of terrain that are significant at army scale during this era often differ from those familiar from other scales and eras. Those selected appear on published maps of major historical battles. Features can be Linear or Area. Linear features can be Waterways, Streams or Gullies, Rivers, Roads or (from 1859) Railways. Area features can be BUA (Built Up Area), Hills, Woods, Marsh or Slow Going. All except BUA must have curved edges. An element in more than 1 type of terrain is treated: For visibility and as a shooting target as in that hindering visibility least For movement, its own shooting and close combat as in that reducing mounted movement most. The features chosen may be restricted by army lists, otherwise must include a minimum of 3 Roads and 2 BUA; and maxima of 1 each of Waterway, River and Railway and 6 of any single type of feature. For every 9 square miles of total battlefield area, there must be 5-8 features, at least 2 of which must be area features other than BUA (only 1 of which can be more than 1,000p across in any direction), and at least 1 a stream, river or gully. All features that cannot be placed where positioning dice require are discarded. Each short edge of the battlefield and each half of each long edge are numbered clockwise from 1 to 6 by the defender. Features are now diced for and placed in the order they are listed in below. The attacker can provide and place up to 2 features if he chooses. The remainder to make up the minima and maxima are provided and placed by the defender. If both defender and attacker wish to place features of the same type, the defender dices and places first. If there is a gap between area features, it must be at least 400p wide. WATERWAYS represent the sea or a large un-fordable and navigable river such as the Mississippi, lower Danube or Yiangtse/Hwangshi. A Waterway requires 1 positioning dice and extends 600p-2,000p inward from a side edge running to, from or along the edge section corresponding to its score. STREAMS represent minor rivers, streams, creeks or brooks, which, although easily fordable, are a significant obstacle due to steep or muddy banks or rocky bed. They are depicted as of an element base width across and flowing in (often reversing) gentle curves. A Stream requires 2 positioning dice and runs from one of the indicated edge sections to the other unless it meets a previously placed Waterway, Stream or River, which it joins instead. Its length cannot exceed 1 times the straight-line distance between its ends. RIVERS represent a single wider and mostly unfordable river, created by optionally upgrading 1 Stream that runs between 2 long battlefield edges by increasing its width to up to 1 element base width across. A River at least an element base width wide is navigable, but only by Flotilla elements. GULLIES represent a sunken dry or almost dry sunken streambed, gully, wadi, jhil, khor or nullah. In dry climates, such as in India during the fighting season or the Crimea in summer, they are substituted for all Streams not already replaced with a River. They have the same effect as Streams, except that they can conceal foot within them and cannot run through or contact a Marsh. MARSHES can be up to 3,000p long but no more than 500p wide. A Marsh requires 1 positioning dice and must be placed both nearer to the indicated edge section than to any other and also either at the edge of a Waterway or under a Stream so that it protrudes on both sides of this. Marshes are impassable to Army HQ, artillery unless Portable and Laager, difficult going to all other troops. HILLS must be between 500p and 4,000p across in every direction. A Hill requires 1 positioning dice and must be placed nearer to the indicated edge section than to any other. It can be difficult or gentle. Difficult Hills are steep and rocky or heavily vegetated and are difficult going. Gentle Hills are smooth bare or lightly treed or brushed good going. Gentle Hills whose minimum width is less than 1,000p and all Difficult Hills slope up to a central crest line. Other Gentle Hills slope up to a flat plateau starting 500p in, the edge of which counts as a crest. All hills give a close combat advantage if all an elements front edge started the bound higher than all of its opponent, even if the hills crest then separated them or the initially higher element moved down or off the hill to contact its opponents nearest edge, but not if it contacted any other edge. An element with such an advantage is said to be uphill. Troops within 400 paces of the far side of the crest of a Gentle Hill can be fired on by artillery, though at much reduced effect, being reached only by ricochets, rolling round shot and shell, as were the British squares in nominally dead ground at Waterloo. Those foot classed as Bayonets (1790>), Light Infantry or Minie can shoot over a Gentle Hills crest if within 200 paces to their front, being assumed to send skirmishers forward to that crest. ROADS are the most important terrain features. They must form a connected net. Some were now metalled, so a single turnpike or similar maintained good road can be depicted as a roughly 10-25mm wide strip coloured as paving, cobbles, gravel, pale brown packed dry earth or even (1820>) tarmac. Others are bad roads and should instead be depicted as earth with deep ruts, potholes and/or stretches of dark wet mud. Roads can be superimposed on any area feature. Elements on a road are treated for combat as in the terrain it is passing through. Each road requires 2 positioning dice and must run from one indicated edge section towards the other, except that if both scores are the same, it runs to the orthagonally opposite edge section. If the terminal edge is a waterway the road must end at a BUA touching that waterway. A good road that reaches a bad road continues across it. A bad road that reaches another road can either end there or continue on the far side. A road that intersects a river, stream or gully is assumed to cross it at a ford if no bridge is provided. A permanent bridge can be destroyed by an element which declares that intention and remains in contact with it for 2 entire friendly bounds even if in combat. A permanent or temporary bridge can be destroyed with difficulty by artillery or naval shooting or in close combat by naval, foot or dismounted. RAILWAYS (1859>) represent a single track of 2 iron rails laid on wooden sleepers bedded in gravel. This cannot cross a hill, but it can cross a marsh, pass through a wood or cross a river, stream or gully by a bridge, or cross a road. It requires 1 positioning dice and runs from the indicated edge section to that directly opposite. It is assumed to allow 1 train each way per double bound. BUILT-UP-AREAS (BUA) must be 400p-600p square. They are usually small villages or hamlets but can occasionally be sections of a larger village or town separated by roads. They require 1 positioning dice. They must be closer to the indicated edge section than to any other. They must be astride a road or road junction. March movement completely through a BUA is in good going. Other movement out from a BUA other than into an adjacent BUA section is at slow going rate even if by road. A BUA can be garrisoned and defended by a single foot or dismounted element. This does not prevent other friendly elements passing through it to end on the far side. Defenders have a substantial advantage over attackers until these succeed in entering, but (except for specialist skirmishers, who tended to get cut-off inside buildings) are then bundled out quickly in disorder. Some BUA derive their defensive strength from stone or brick perimeter walls, substantial stone buildings or mud brick houses with flat roofs and blind walls, but most from gardens, fences, enclosures, winding alleys, general irregularity and especially from orchards. Although distant shooting from more than one source can be combined against a BUA, only one element can assault each edge. Close combats against assaults are separate and consecutive, the garrison facing each in turn until one succeeds. The enemy element that defeated the garrison pursues into the interior. It then needs a tactical move to garrison the BUA for defence. A BUA set afire by artillery has smoke and flame markers placed. It is not untenable, but is difficult going and its defensive value reduced. WOODS represent areas thickly covered with mature trees. They must be between 500p and 3,000p across in every direction and are difficult going. They require 1 positioning dice and must be placed nearer to the indicated edge section than to any other. They give a substantial combat advantage to foot and dismounted defending them against enemy outside. Foot and dismounted getting the worst of a combat while within them can be driven back only slowly. Shooting in distant combat at or by troops in a Wood is possible only if they are within 100p inside its edge and their opponents are outside it. SLOW GOING is a catch-all term for terrain cover that offers concealment and hinders movement but not shooting, such as bush or jungle of low brush with occasional trees, sand hills or boulders, elephant grass, hazel or juniper shrub, gorse, vineyards, hop gardens, olive groves, orchards, tall kaoliang millet or areas divided into small fields by substantial hedges, walls, sunken lanes, irrigation channels or paddy bunds. An area of slow going must be between 500p and 3,000p across in every direction. It requires 1 positioning dice and must be closer to the indicated edge section than to any other. Troops that end an off-road move in a stream or gully and any crossing an entrenchment except foot are in slow going until moved clear. FLAT GOOD GOING is the remainder of the playing area surface still exposed after all terrain features have been placed. It should be depicted as a reasonably uniform approximation of flat or slightly rolling pasture, large cultivated fields or desert, but is still assumed to provide some cover for skirmishing foot. EFFECT OF TERRAIN ON VISIBILITY We distinguish the terms KNOWN (to all elements of a command) and VISIBLE (to a specific element). Elements visible to any element are known to all elements of its command. Features and elements visible to Aeronauts in good weather are known to all commands with the same entry edge except allied commands, but not until the C-in-C has had an unadjusted PIP score in any previous bound of at least 4. Terrain features beyond the crest of any intervening hill are visible only to Aeronauts. Troops beyond an intervening BUA or wood are visible only from the upper half of a hill or to Aeronauts. Troops beyond the crest of a difficult hill or 400p> beyond that of a gentle hill, are visible only to Aeronauts. Troops more than 100p inside a wood edge or in the interior of a BUA are not visible from outside and cannot see out or see other such troops until they contact these. After the introduction of smokeless powder in 1892, foot or dismounted who shoot out from a Concealed Position (see next page) and do not move are invisible to enemy not within 400p who have not already shot at them. CHOICE OF BATTLEFIELD EDGE After all terrain has been positioned, the players commanding each side dice for choice of battlefield edge, the attacking side adding 2 to its score. The side with the higher total chooses which long side will be its base edge. The other side takes the opposite long edge as its base edge. ARMY COMMAND STRUCTURE Troops must now be allocated to commands. It will obviously save playing time if this has been done in advance and this will normally be the case if the army is permanently organised in Corps. However, some adjustment of resource allocation once the terrain has been seen and a plan formulated is reasonable, but do appreciate that the time available for victory can easily be frittered away by micro-management. We allow generals to be graded according to their historical performance. Brilliant generals are capable of a sudden stroke throwing the opposing army off balance. However, only good players will have the necessary situational awareness and sense of timing to benefit and even then opponents may deny them opportunities. Inert generals may handicap their troops by lethargy, indecision, timidity, over-confident neglect of elementary precautions, failure to take firm control of subordinates, innate incapacity, dementia, jealousy, extreme pig-headedness, reluctance to beat the enemy badly or even wanting to lose, but are cheap. A small army will usually be commanded in its entirety directly by the Army Commander. The extra PIPs provided by additional generals will rarely justify those generals cost. A larger army that intends to manoeuvre is best divided into commands for extra PIPs, though large native armies which rely on sheer numbers of troops or on field defences can make do without them and indeed may not be permitted them. If the Army Commander is using an HQ element, he will usually only retain a reserve of elite troops or artillery under his personal command and dole these out to the other commands when needful. If he is using a CP element, he may sometimes command a large proportion of the army directly, but this may hinder him moving to crucial points using his extra mobility. DEPLOYMENT PLANNING The defender writes down the order of his initially present commands from left to right and front to rear, the position of his extreme element on each flank, the type and position of his battlefield preparations, the position of any bridges pre-constructed by Bridging Trains and the arrival roads or railway lines of commands not initially present. He cannot initially have any elements forward of the centreline, or any within 1,200p of a side edge unless either naval or in a BUA or SP. The attacker writes down the order of his initially present commands from left to right and the arrival roads or railways of commands arriving later or from flank edges. He cannot initially have any elements further forward than 1,200p from his base edge or less than 400p from a side edge. BATTLEFIELD PREPARATION The defender can use AP he has allocated to prepare the battlefield as permitted by his army list by garrisoning strong points, constructing fieldworks, mining waterways or concealing troops. The attacker can use AP only for concealment, all AP allocated to other preparations being wasted. Types of preparation are: STRONG POINT (SP) up to 250p square, consisting of a strong stone building, such as a seminary, walled farm, chateau or other large house, or in India a walled garden/orchard such as a bagh or mango tope, but not earthworks. Its garrison, initially of several companies or a battalion detached from one or more of the armys elements but assumed to be kept up to strength by reinforcements, is represented by a single foot figure. Its walls aid defence but prevent escape. Capture destroys it. Cost 10 AP. Up to 3 can be used, placed anywhere in the defenders deployment zone except within 1,200p of a previously placed SP or redoubt. REDOUBT, representing open-backed earthwork redoubt/s protecting an artillery or foot element from enemy not directly to their rear. It cannot be enfiladed or overlapped, but can be contacted in flank. Prevents occupants turning, or moving other than directly to its rear. Cost 5 AP. Up to 3 can be used, placed anywhere in the defenders deployment zone except within 200p of a previously placed redoubt or within 1,200p of a previously placed SP. Each model redoubt represents 1 large real life redoubt or up to 4 smaller. ENTRENCHMENT, representing 800p of siege trench or 1,200p of field entrenchments such as a shallow trench, breastwork or rough line of fleches or sangars to protect foot or dismounted from enemy not enfilading them or in front edge contact with their flank or rear. Occupiers cannot turn, but can slide a base width sideways. Costs 15 AP. Up to 6 can be used, placed in good going in the defenders deployment zone. EXPLOITABLE LINEAR FEATURE (ELF), up to 1,200p long, such as a railway embankment or cutting or a hedge-banked or sunken road, or a high riverbank on the enemy side of the river. If it is a riverbank, the river is fordable along the ELFs length, but can be crossed only to retire to the other side or by the enemy. An ELF provides the same protection as an entrenchment. Cost 0. Need not be specified in army list, but only 1 can be used and then only if diced for at deployment and 5 or 6 scored and along an existing railway, road or river in the defenders deployment zone. Cannot be used if the C-in-C is inert. OBSTACLE, up to 400p long, such as improvised barricades of wagons or furniture, abatis of felled trees, thorn bush zariba or barbed wire. Placed as if an entrenchment but protects troops manning it only in close combat. If undefended, counts as difficult going. Removed when crossed by either side. Cost 2AP CONCEALED POSITION, representing a hidden position in a BUA, wood, gully or slow going, on a difficult hill, or behind a BUA, wood or hill for 1 element or a group of up to 10 elements. The troops position and direction is recorded, and they are deployed only when they first move, shoot, or become known to enemy. It also hides entrenchments, a redoubt or an ELF occupied by the concealed troops. Cost 10 AP. Only 3 concealed positions can be used by the defender, placed in any such position within his deployment zone. The attacker must convert any concealed position paid for into a Surprise. NAVAL MINEFIELD, 400p square, representing an area of a Waterway that has been sown with command- or contact-detonated explosive mine/torpedoes/infernal devices or other deadly obstructions. This cannot be entered by friendly naval. Each enemy naval element entering it must dice and is destroyed if it scores 1. Cost 20 AP. Only 1 can be used, placed anywhere in a Waterway within the sides deployment zone. INITIAL DEPLOYMENT The defender deploys all initially present elements and battlefield preparations that are not concealed. The attacker then deploys all initially present elements. DELAYED DEPLOYMENTS The Army Commanders own command must always arrive from the sides base edge. An Allied Generals command or (1795>) a Subordinate Generals command can either be deployed then or be retained for later arrival along a road, or (1859>) a railway, specified in deployment planning. Such a command arrives in their own sides next bound in which the commands unadjusted PIP score is 4, 5 or 6 if from its sides base edge, 5 or 6 if from a side edge. All elements to arrive in that bound must do so by railway or in column on a road entering the battlefield either on their own sides base edge, or on a side edge but nearer to their sides base edge than the enemys. They measure their move from where that road crosses the edge. Any enemy element blocking arrival by a road is repulsed 400p. No more than 4 elements can arrive by any one road each bound. A command that cannot arrive completely in its initial bound continues to arrive in subsequent bounds without needing a further arrival score. Troops arriving by railway can deploy up to 4 foot or 1 other land element at a single place on that railway each bound. They cannot do so if any enemy could shoot at them between entry edge and detraining point. DILATORY ALLIES If an Allied Generals command has a lower aggression factor than that of the Army Commander, it throws no PIP dice until the number of friendly bounds completed exceeds the difference. SURPRISE An attacker that has a Brilliant C-in-C or that has used AP for Concealed Positions throws 1 dice after his 1st bound. Add 1 to the score if its C-in-C is Brilliant and 1 for each Concealed Position, 1 if the enemy C-in-C is Inert and 2 if the weather is misty. Deduct 5 if the enemy has Aeronauts and the weather is good. Half the total rounded up is the number of further bounds the attacker can make before the defender can throw PIP dice, shoot or move any element. Surprise ceases early if any of the attackers troops shoot, enter close combat or become visible within 800p. FIGHTING THE BATTLE SEQUENCE OF PLAY The attacker takes 1st bound, and then the two sides alternate bounds. During each side's bound: (1) It dices for player initiative points (PIP), and then uses these first to search for fords, then for march movement, then for tactical moves and lastly for rallying routed elements. All elements of both sides that are able to shoot in distant combat and have a valid target can shoot once each and make or inflict outcome moves, in an order decided by the side whose bound it is. (3) All elements of both sides that are now in suitable contact with enemy fight in close combat and make or inflict outcome moves, in an order decided by the side whose bound it is not. Elements whose pursuit move contacts their original or fresh enemy immediately fight these and make or inflict outcome moves. Elements with enemy in front edge contact with their flank or rear edge can now turn to face unless also in contact to their front. PLAYER INITIATIVE POINT DICING The army commander simultaneously throws 1 differently coloured dice for each command that has any element on the battlefield or yet to arrive. A Brilliant general or admiral can double his raw score in 2 bounds of his choice during the battle, unless within his inert C-in-Cs easy command distance. An Inert general or admiral always deducts 1 from his raw score. If a C-in-C or army commander so wishes, he can exchange his final score with that of a single directly subordinate (but not an allied) general whose element is now within the seniors easy command distance (2,400p if an HQ and 800p if a CP or NP) and whose score was lower. An army commander can transfer 1 element or group of his own command per bound to that of a subordinate general within easy command distance of it. Any general can move or rally a non-staff friendly element in front or rear edge contact with him of a different or even allied command. Unused PIPs are lost. No PIP is used up by: The 1st march move this bound of an element or column if entirely by road. 1 PIP is used up by: Any other move by, or transfer between commands of, a single element or group. 2 PIPs are used up by: Searching for a ford. 3 PIPs are used up by: Rallying a routing element. 1 extra PIP is used up: (a) All of the land element or group using PIPs to move, rally or search is beyond its for each of: general's easy command distance, or its general is in difficult going off-road, in close combat, routing, disabled or has been lost. (b) The move is off-road and includes artillery unless supporting, Stoic Foot, troops starting in an entrenchment or redoubt, an Army HQ, a Laager or Aeronauts. (c) Marching a group that has already made 3 march moves this bound if entirely along good roads and/or bad roads in dry weather, or 2 if at least partially along bad roads in wet weather or off-road or if naval. (d) Retiring an element now within 1 base width distance (400p) of any enemy. (e) Rallying a routing element that has neither passed through friends facing in the opposite direction who do not rout, nor is in full front edge to front edge contact with any friendly staff element. WEATHER Wind direction is chosen by the attacking C-in-C, weather decided by his 1st bound unadjusted PIP score. If this is 6, it is misty (or dust storm in desert) and continues so until the attacking C-in-C has an unadjusted PIP score of 6. Until then, maximum visibility and shooting range is 200p, Aeronauts cannot function, Naval other than Flotilla cannot move and off-road land movement cannot exceed slow going distance. If it is 1, the weather is wet and rain continues so until the defending C-in-C has an unadjusted PIP score of 1. Until then, maximum visibility is 1,200p and Aeronauts cannot function. Until he has a 2nd such score, Artillery and Laager cannot move more than slow going distance off-road. Until the end of the battle, movement on bad roads is hindered by mud and gullies are changed into streams. TACTICAL, MARCH AND OUTCOME MOVES Tactical and March moves are voluntary moves by a single element or a group of elements in their own side's bound before combat and expend PIPs. A March move cannot start or go closer than 600p to known enemy. If in difficult going, it must be by road unless by Spearmen or Marksmen. An element can take part in either 1 or more March moves or 1 Tactical move. A legal move cannot be taken back once made. Outcome moves are compulsory or optional Press Forward, Charge, Recoil, Repulse, Rout and Pursuit moves made by single elements in both sides' bounds as result of combat and do not require PIPs. MOVING SINGLE ELEMENTS A tactical or march move by a single element can be in any directions, even diagonal or oblique, can pass through any gap as wide as its leading edge, and can end facing any way. It can therefore be used not only to advance, but also to retire, to expand a group's frontage, to pivot an artillery element to face in another direction, or to rally and turn a routed element. It cannot be used to break-off from close combat. MOVING ELEMENTS TOGETHER AS A GROUP Elements are a group if each is in edge or corner contact, and either facing the same direction or in column. A column is a group only 1 element wide with each element following that in front. This represents bodies larger than an element with units all moving in succession along a road or on a constricted frontage. Groups are temporary: if the whole of a group cannot move, some of its elements will probably be able to move as a smaller group or as individual elements. Conversely, a group or single element can move to join other elements and make its next move as a group with these. Supporting artillery cannot unite 2 groups. To move as a group, each element must start or end the move in the group and not exceed its permitted move distance. It must end facing in the original direction of 1 or all elements, except that: A group moves only in the direction it is facing. It can change direction by 1 or more wheels, each pivoting on the inner front corner of the group and measuring move distance along the outer arc of the wheel. If the group is a column, each element wheels in succession as it reaches the pivot point. If it is not, all elements wheel simultaneously. A column with no bend in it can use a group move to turn 90 degrees into a 1 or 2 element deep block representing a single line of battle or pair of successive lines. The leading elements open flank ends in the former position of its front edge. Conversely, such a group can turn 90 degrees into column. A group move can end in a column, and must do so if either leaving a BUA, or moving along a road, or following the bank of a river, or crossing a river, stream, gully or (unless Spearmen or Marksmen) difficult going. The future front element of the column moves forward the full move of its slowest element. Other elements move without measuring, the nearest falling in behind the column, others to close up any resulting gaps. No element can end further to the rear than its previous position. All elements count as moving along a road if the head of the column does. It may take more than one move before the whole group is in column. A group can move less than a base width sideways to line up directly opposite enemy within 400p. This is the only sideways or oblique movement permitted to an entire group and is not deducted from the move. TACTICAL AND MARCH MOVE DISTANCES ON LAND A single element that overlapped an enemy element last bound can always move into close combat against its flank. Otherwise, moves are measured between the starting point of the front base corner moving furthest of a single element or group and that corners final position, and cannot exceed: If entirely along road or in good going. If at least partly off-road in: Slow going. Difficult going. Army HQ, NP, Pistols or Cuirassiers. 800p 400p 200p Heavy Cavalry or Sipahis. 1,200p 400p 200p Dragoons, Repeaters or Mounted Rifles. 1,200p 400p 400p Light Cavalry or Rifle Cavalry. 1,600p 400p 300p CP or Light Horse. 2,000p 400p 300p Muskets or Stoic Foot unless marching, or Firelocks. 400p 400p 200p Light Infantry, Spearmen if Elite, or Marksmen. 800p 800p 600p Other foot. 600p 400p 400p Horse artillery. 1,200p 400p 200p Portable Artillery. 800p 400p 400p Heavy artillery. 400p 200p 0p Other artillery (>1756). 400p 200p 200p (1756>). 600p 400p 200p Pontooneers, Laager or Aeronauts. 400p 200p 0p CROSSING OR MOVING BY WATER Water features include Waterways, Rivers, and Streams and also Gullies, even if currently dry. A Waterway is unfordable and is always navigable by naval elements. If it is a giant river rather than a sea or lake, the army list will specify which end is upstream. A River, Stream or Gully can always be crossed at a road ford or road, rail or temporary bridge by a single element or column, it being assumed that if there is no bridge there is a reliable ford or easy gully crossing. Crossers move normal distance. Pontooneers intended to construct a temporary bridge are moved to the riverbank, then exchanged for a bridge at the end of their 3rd consecutive full bound there unless repulsed. Such bridges can also be pre-constructed by the defender in his deployment area. A River cannot be crossed where there is no ford or bridge unless an ELF (see P.14). It may have unknown fords, but these must be searched for. To search for a ford, move an element up to the river edge using up 2 extra PIPs, and dice. Add 1 to the score if there is a BUA within 400p on the near side of the river or within 400p plus the width of the river on the far side, or 4 if both. If the total score is now: Less than 5: No unknown ford exists within 1,200p, even if searched for again. At least 5: A 1 element wide ford is marked and the searching element is moved until its front edge touches the far bank. A Stream or Gully can be crossed off-road anywhere, but the initial move (whether March, Tactical or Outcome) must end when the rear base edge of a single element or of the leading element of a column is half way across. Elements crossing or moving in or astride it are treated as in slow going until clear. A River at least a land element base width wide is navigable, but only by Flotilla elements. Movement on it counts as upstream if moving away from its juncture with a Waterway, moving in the direction from which most streams join it, or failing that, moving away from the end specified by the player who placed it. The maximum distance between the starting point of any front corner of a naval element moving on a navigable water feature and that corners final position is: Unless partly upstream. If partly upstream. Steamer or Ironclad. Flotilla (1876>), 2,000p 1,200p Submarines. 800p 400p Sail or Flotilla (>1875). 1,200p 800p MOVING THROUGH OTHER TROOPS OR GAPS Friendly naval elements can always interpenetrate if they have a clear space to end in within move distance. Land elements making a tactical or march move can move through friends occupying a BUA, or facing in the same or opposite direction and not on a road. Staff can move through friends facing in any direction. A Supply Base can only be passed through by single element moves. A repulsed or routed element can pass through friends facing in any direction. Elements recoiled, repulsed or routed from outside into a friendly or unoccupied BUA, SP or redoubt are assumed to flow through or round it, and end in the first clear space beyond it if they have insufficient move to go further. Recoiled and pushed-back elements otherwise do not pass through friends. If there is insufficient move to clear the first element met, the interpenetrating element is inserted immediately beyond it, subsequent elements being moved back to make room. Mounted move through enemy artillery or (1790>) through Bayonets, Light Infantry or Stoic Foot after scoring equal to these in close combat or if subsequently repulsed or routed back into these. This simulates flowing around unbroken squares or failing to take possession of batteries. An element cannot enter a space between elements or terrain features insufficient for its own frontage. This does not prevent it moving sideways out of a column. A gap less than 1 element wide between the flanks of friendly or enemy redoubts or entrenchments (including elements in them), or between these and a terrain feature, can be moved through, the move ending when clear of the gap. MOVEMENT RESTRICTIONS DUE TO ENEMY PROXIMITY Marksmen can only contact Train. HQ, Artillery or train can contact enemy only by an outcome move, and: No mounted, Spearmen or CP elements can move more than 600p, nor other foot or dismounted or naval element move more than 200p, and end in any contact with known enemy. No element can move into frontal contact with a known enemy element's flank or rear unless it starts entirely behind a line prolonging that base edge of the enemy element or partly behind both flank and rear edges (c) No element may move while within 400p of a visible enemy element or enemy-occupied BUA or SP to its front (see p.27); except to move directly towards, line up opposite or into close combat with this, or directly to its own rear. RESPONDING TO CONTACT WITH ENEMY An element or group moving, pressing forward or pursuing, or a CP not in a group, must conform to enemy in contact. It can pivot and/or shift sideways an extra distance of up to 1 base width if necessary to do so. A staff, mounted, dismounted or foot element contacted by enemy only on its flank or rear edges (and which is not in an entrenchment or already repulsed or routing), turns immediately to conform to whichever opponent its player prefers, provided all its opponents moved more than 400p in sight this bound or from overlap. Otherwise it turns after close combat if the outcome permits. If it turns immediately, its new flank or rear cannot be contacted this bound. If 2 elements are contacted by 1, both turn, the 2nd moving behind the 1st.. Only the 1st fights, but both obey the outcome. TYPES OF COMBAT Combat is either distant or close. Distant combat consists entirely of shooting and is limited to those troop types that shot effectively at long range and their targets. Close combat includes not only hand-to-hand combat with sword, lance, bayonet or pistol, but also musketry and canister at decisive range or at charging enemy and bridge destruction by foot or dismounted. DISTANT COMBAT Each element of a type that can shoot and is neither in close combat other than as an overlap nor prevented from shooting by its own movement or situation can shoot at 1 enemy element that is a valid target, either as a primary or aiding shooter. The base edge shot from is the "shooting edge". This is any edge of a garrisoned BUA, an SP, a Laager or any naval elements except Flotilla or Submarine, the front or side edge of an element in a redoubt, but the front edge only of any other element. The edge shot at is the target edge An element is a valid target if it is visible to the shooting element, in arc and range, it is not in frontal edge contact with enemy other than routers, nor in a BUA, SP or field work in such contact; and (unless overhead shooting is permitted) no part of any element is between imaginary lines connecting 1 shooting edge corner to any visible corner of the target edge and the other to its other corner without the lines crossing. Foot and dismounted elements must shoot in an enemy bound at a valid or target not in an entrenchment or redoubt. Other shooting is voluntary. If more than 1 valid target is available, artillery with no valid target within 400p, naval, BUA and SP can choose which to shoot at. Other elements must shoot at that closest to the centre of the shooting edge, or if equidistant, most directly in front. All mutual shooting is simultaneous. No troops can shoot while mounted. No element can shoot that made a march move this bound. Artillery cannot shoot while crossing a river, stream or gully, even if by a bridge, or while even partly in a marsh, wood or BUA, or from any part of a difficult hill except its crest, or from there to less than 400p beyond its foot. Other troops in woods or BUA can only shoot outward from the edge. Artillery also cannot shoot if they made a tactical move this bound and are either heavy or would be shooting from behind a hillcrest. An Artillery element is in support if its front edge is in contact with the rear edges of 1 or 2 elements of foot, dismounted or mounted (but is assumed to be distributed by batteries or sections in front of or between units). It aids the elements in contact and 1 element in side edge-to-side edge or corner-to-corner contact with each, in distant and close combat against enemy that would be in the Artillery elements arc and range from the supported elements front edge. It cannot be a primary shooter if can instead aid supported troops. A naval elements or BUA or SP garrison's target is in arc if any part of the target element is between lines extending beyond the shooting edge through diagonally opposite corners of the naval elements, BUAs or SPs base. Other shooters' targets are in arc if any part of the target is within a element base width (200p) of straight ahead of any part of the shooting edge and no part is behind a line extending that edge. Maximum ranges from the nearest point of the shooting edge to the nearest point of the target are: Artillery: 800p if Portable, 1,200p if smoothbore >1790, 1,600p if smoothbore 1790>, 2,400p if Mixed or Brass Rifled, 3,200p if other Rifled. Add 400p to each of these if Heavy Artillery. Increase to 6,000p if heavy Rifled firing at a BUA, or at troops on a hill, or at a logistics target. Naval: Flotilla 400p (>1845). Flotilla or Submarines 800p against naval only (1876>). Others 800p (<1850), 1,200p (1850-1858), 2,000p (1859-1886), 3,000p (1887-1905), 6,000p (1906>). Others: 200p if Firelocks, Muskets, Bayonets (>1790 or if shooting at mounted <1851), Stoic Foot (>1856) or dismounted Dragoons (>1863). 400p if other Bayonets, Light Infantry, Marksmen (>1857), dismounted Repeaters, or SP garrison. 600p if Minie, Marksmen (1857>), Stoic Foot (1857-1875 if Elite, 1857-1880 if not), BL, dismounted Dragoons (1863>) or a Laager. 1,200p if Rifles, Stoic Foot (1875> Elite, 1880> other), dismounted Rifle Cavalry or Mounted Rifles. When artillery or naval shoot at a BUA, SP or bridge, this is at an Other target, but occupiers also have separate combat outcomes. Other elements shoot at the occupiers unless these are now in the interior of a BUA. Troops in a wood can be shot at only from outside and then only if within 100p of the near edge. Targets beyond a wood or BUA (not SP) cannot be shot at unless shooting between upper halves of 2 hills. The only shooting allowed over intervening hillcrests or unconcealed troops is: Bayonets (1790>), Light Infantry, Minie, BL and Repeaters can shoot over a gentle or steep hills crest that is within 200p. This simulates integral skirmishers being sent forward of the crest. Rifled Artillery (1899>) can shoot from 200-400p behind a gentle hills crest at a target at least 800p distant, or over entrenchments and foot occupying them, or at enemy more than 1,200p from them and up to 400p beyond a gentle hills crest. Smoothbore or Mixed Artillery can shoot at enemy more than 400p from them and up to 400p beyond a gentle hills crest. This simulates ricochet fire with round shot and shells from the 1 or 2 howitzers included in each smoothbore battery or rifled guns. Intervening troops more than 400p from both shooter and target can be shot over by artillery on a hill, or by artillery or naval shooting at a hill, or by Rifled Artillery more than 800p from them. Artillery can always shoot over troops it can support (its guns being assumed to be before or between) , or over enemy Marksmen more than 400p from the shooters, or over friendly Marksmen. If more than 1 element shoots at a single enemy element, the additional elements aid the primary shooter instead of their shooting being resolved separately. If artillery or naval shoot at the same target as foot or dismounted and are not shot back at, the latter are the primary shooters. Otherwise, the primary shooter is that which the target element will shoot back at or if it will not shoot back, the closest to the target. A target element that will be shot at without shooting back at any of the shooters can shoot at a third party (or aid friends shooting at this) immediately after, provided it can still shoot and has a legal target after combat outcomes. It then uses the same dice score, but not the previous combat and tactical factors. CLOSE COMBAT Close combat occurs when an element's front edge is in both edge and front corner-to-any enemy corner base contact lined up with an enemy element, or in contact with (assaulting) an enemy-held BUA or SP. An element in close combat with the flank or rear of an enemy element which is also fighting to its front, or which overlaps it, acts as a tactical factor instead of fighting itself. It acts as an overlap if either: Both right or both left front base corners touch and at least the nearest part of the overlapping elements front edge is not in contact with an enemy element. Both elements flank edges are in contact, neither element is artillery, and the elements are facing in opposite directions, even if the overlapping element is in contact with a friendly or enemy element to its front. Each then mutually overlaps the other. However, foot cannot overlap in an enemy bound except on behalf of friendly Artillery. Tactical factors for an enemy front edge in contact with an elements side or rear edge apply in all bounds. An element can overlap two enemy elements on opposite flanks or enemy elements exposed by its own frontal opponent having recoiled or been repulsed, routed or destroyed that bound. An element can only be overlapped once on each flank and cannot be both overlapped and contacted on the same edge. An SP, BUA, Supply Base or Laager can overlap but not be overlapped. Each element in close combat with its edges fights it separately and consecutively. A redoubt cannot be overlapped, but can overlap or be contacted in flank. A staff element that would fight as such cannot provide overlap or flank or rear contact tactical factors RESOLVING COMBATS The order of Distant Combats is chosen by the moving side, Close Combats by the other side. Whether in close combat, shooting in distant combat or only shot at, both sides dice for each fighting element and add the combat factor below and any tactical or grading factors that apply to its score. A command party substitutes the combat value of a mounted or foot element contiguous to its rear and then uses that elements tactical factors and outcomes. If in close combat, it adds its own combat factor. A dismountable element is always mounted if it moved more than 600p this bound, and if not, always dismounted if shooting, entrenched, manning an obstacle or in difficult going. Otherwise a Dragoons element is always mounted, a Mounted Rifles element is always dismounted and a Repeaters or Rifle Cavalry element's player chooses whether it is to be mounted or dismounted before dicing for its combat. When troops occupying a BUA or Bridge are in combat only against artillery that are all beyond 400p, 1 dices score is used for both, even though the troops and the BUA/Bridge will have different outcomes. Combat factors of: Against: Staff or Mounted. Dismounted or Foot. Other. Army HQ. +2 +2 +2 Command Party. +1 +2 +3 Native Potentate. +4 +2 +2 Cuirassiers. +4 +3 +2 Heavy Cavalry or mounted Rifle Cavalry. +4 +2 +2 Pistols. +3 +3 +2 Light Cavalry and mounted Dragoons or Repeaters. +2 +2 +2 Mounted Rifles when mounted. +1 +2 +2 BL or Rifles and all dismounted except Dragoons. +4 +4 +2 Muskets, Minie, Bayonets or Light Infantry. +4 +3 +2 Stoic Foot. +4 +2 +2 Firelocks. +3 +2 +2 Marksmen. +1 +2 +3 Dragoons if dismounted. +1 +2 +2 Heavy Artillery. +2 +4 +4 Other Artillery. +3 +3 +3 Sipahis. +3 +2 +2 Spearmen. +2 +2 +1 Light Horse. +1 +1 +2 Sail or Steamer. +2 +3 +4 Flotilla. +1 +1 +2 Ironclad. +1 +2 +5 Submarine. - - +4 Pontooneers or Aeronauts. +1 +1 +3 Laager. +5 +4 +2 Supply Base. +3 +1 +2 BUA. - - +5 SP and its garrison. +4 +3 +3 Temporary bridge - +2 +3 Permanent bridge. - +3 +4 Tactical factors: Adjust your elements, BUAs or bridges score by each of the following that apply: +3 if in close combat against an element of a defeated enemy command. +2 if either shot at or in close combat while either (a) protected in a redoubt or siege entrenchment, or (b) a garrison defending the edge of a BUA or an SP, if these are not yet afire. +2 if Marksmen shot at or in close combat while defending a BUA, wood or difficult hill. +1 if foot or dismounted, for each of: Shooting or shot at or in close combat while protected in a field entrenchment. Shot at on a base edge entirely in difficult going other than a burning BUA or marsh. Shot at by artillery while in slow going other than a gully or stream. In close combat while manning an obstacle. +1 if shot at by enemy all of which are beyond: 200p if the shooters are foot, dismounted or an SP or Laager, and the target is not artillery. 400p if the shooters are Smoothbore, Mixed or Portable Artillery and the target is neither artillery, a BUA or an SP. Half maximum range if both shooters and target are Artillery or naval. +1 if shot at only by artillery either beyond a hill crest, or shooting over its own troops, or in support. +1 for each element up to 3 (only 1 of which can be Artillery) aiding a primary shooter or a target. - 1 if supporting artillery is aiding opponent in close combat other than mounted against mounted. - 1 for each flank of a land element overlapped in close combat. - 1 if close combat opponents started the bound uphill. - 1 if any land troops being shot at either (a) after making a march move, or (b) if Rifles, BL or dismounted except Dragoons and being shot at by foot, dismounted or an SP after making a tactical move, or (c) if artillery shot at after a tactical move or who were repulsed this bound or last. - 2 if either (a) an enfiladed land element, or (b) Sail shooting from or shot at on its front or rear edge. - 2 if mounted, artillery or a Laager; and in close combat in slow or difficult going or in a BUA. - 2 if silenced artillery in close combat, or a damaged naval element. - 2 if repulsed or routing, or if pursuers in close combat against new enemy mounted. - 3 for each enemy land element in front edge contact with a land elements flank or rear edge. Grading factors: Compare your elements current total after tactical factors to that of its opponent, and then adjust it by: +1 if: ELITE and its total is - Equal in close combat unless either is mounted and the other is foot or artillery. Less if either (a) shot at in distant combat unless by artillery or naval, or (b) in close combat. - 1 if: INFERIOR and its total is - Less if in close combat. Equal or more if in distant combat and shot at by artillery or shooting. COMBAT OUTCOME Now compare the final total of your element with that of its opponent, and then make any immediate outcome move specified below. This depends on its type and that of the enemy element in close combat against it or shooting at it. The affected player can often choose between outcomes or vary the distance moved. If none of the outcomes apply, the element does nothing. Supporting artillery use the lowest total of the supported elements directly in front, but artillery outcomes. Elements shooting in distant combat, but not shot at by any enemy except artillery in support, ignore outcomes except press forward. Elements in close combat against the flank or rear of an enemy element always recoil if the enemy total is higher. Elements attempting to destroy an undefended bridge ignore outcomes. An SP garrison ignores outcomes not mentioning SP. Otherwise: If its total is more than that of the enemy: Mounted. If in distant combat in their own bound, charge to contact any enemy in good going and within 600p directly to front. If in close combat, pursue 400p to 1,200p. Foot or dismounted. Halt if defending a BUA, SP, redoubt, entrenchment, ELF or obstacle. If not: If shot at in distant combat after moving by foot or dismounted without shooting back, press forward 200p. If in distant or close combat in other circumstances, press forward 200p if desired. Naval. Move into close combat against enemy already within 200p if desired. If its total is the same as that of the enemy: Mounted or staff. If in close combat against enemy artillery or (1790>) against, Bayonets, Light Infantry or Stoic Foot and there is room beyond these, interpenetrate them and pursue 400p to 800p. If there is insufficient room or if in close combat against other troops, repulsed 600p to 1,200p unless Light Horse. Horse Artillery in support are repulsed with them. Foot or dismounted. If shot at in distant combat in their own bound by dismounted or foot without shooting back, press forward 200p if desired. If not, halt. If in close combat with enemy defending a BUA or SP, recoil. Artillery. If in close combat against mounted who interpenetrate them, then in subsequent bounds while these remain to their rear; they cannot move, shoot or be shot at or fight in close combat and are destroyed by enemy foot or dismounted in contact. If its total in distant combat is less than that of the enemy but more than half: Mounted or staff. Light Horse repulsed 1,600p to 2,400p. Others repulsed 600p to 1,200p by enemy within 400p, recoiled if beyond 400p. Foot or dismounted. Silenced if in a redoubt or entrenchment. Halt if will be contacted by enemy pressing forward. Otherwise Dragoons or Repeaters are repulsed 600p to 1,200p, other dismounted, Marksmen, Rifles or BL shot at from beyond 400p or Stoic Foot halt, others recoil. In addition to these, artillery destroy any obstacle protecting the target element. Artillery if its total Choose whether to be silenced; or to be repulsed 200p if in difficult or slow going is at least 2 less. or a redoubt, otherwise l,200p to 1,600p if Horse Artillery, 800p if not. Naval if its total is at Damaged by naval or artillery unless Submarine. least 2 less. BUA. Set afire by artillery or naval. If its total in close combat is less than that of the enemy but more than half: Mounted. Spent if fighting against routers. Destroyed if already routing or if attacking over an obstacle. Destroyed if Cuirassiers, Heavy Cavalry, Dragoons or Mounted Rifles and fighting against Sipahis or Light Horse. Routed 1,200p if not destroyed or spent and already repulsed this bound. If none of these, repulsed 600p to 1,200p. Foot or staff. Destroyed if in good going and any enemy mounted in front edge contact with front, flank or rear. Destroyed if either (a) defending a redoubt or SP, or (b) Marksmen in a BUA. Routed 800p if in an entrenchment or others in a BUA. Recoiled if in a Wood or defending an obstacle.. Repulsed 400p if attacking the edge of a BUA or SP or an entrenchment or redoubt. If none of the above, recoiled if Stoic Foot, otherwise routed 800p by Firelocks, Bayonets, Light Infantry, Stoic Foot, BL or Rifles if these moved or pressed forward into contact this bound, destroyed by Spearmen. If none of these apply, routed 800p if any enemy are in front edge contact with flank, repulsed 400p if only with front. Dismounted. Destroyed if in good going and any enemy mounted in front edge contact with front, flank or rear. Repulsed 1,200p if in the interior of a BUA or defending an obstacle. Recoiled if in a wood or defending the edge of a BUA. Repulsed 400p if attacking the edge of a BUA or SP or an entrenchment or redoubt. If none of the above, repulsed 400p by Marksmen or artillery, repulsed 800p by Spearmen, routed 1,200p by others. Other land. Rout 1,200p if Horse Artillery in good going fighting against foot. If not, destroyed. Naval. Repulsed 800p if Flotilla. Inferior Submarine and opponent both destroyed (>1877). If not, destroyed by Submarine or Flotilla, damaged by other naval. If its total in distant or close combat is half or less than half that of the enemy: Staff. Destroyed if in close combat or if a Native Potentate. If not, recoil disabled. Mounted. Spent if in close combat against any except mounted. Repulsed 1,200p if Light Horse fighting against Cuirassiers or Heavy Cavalry. Repulsed 1,200p if in distant combat in enemy bound. If none of these, destroyed. Marksmen. Destroyed if in close combat in the interior of a BUA or against mounted in good going or against any foot except Muskets or Stoic Foot. Repulsed 800p if in distant combat. If none of these, routed 1,200p. Naval. Ironclads destroyed by Mixed or Rifled Heavy Artillery or Ironclad or Flotilla (1876>) or if in close combat against Flotilla or Submarine. Other naval destroyed by Ironclad, Steamer, Sail or artillery or if in close combat against Flotilla or Submarines, repulsed 400p by land troops other than artillery. Others. BUA or SP set afire by artillery or naval or bridge destroyed. Troops in BUA routed 400p if in distant combat, destroyed if in close combat. SP garrison destroyed and SP rendered useless if in close combat. Pontooneers destroyed if in close combat, repulsed 400p if not. Repulsed by Supply Base, Pontooneers or Aeronauts. Other land troops not in an SP or BUA destroyed. Destroyed elements are removed. This represents artillery having lost too many men and horses to function effectively or retire safely, other troops' broken survivors dispersing, fleeing discarding weapons, surrendering as prisoners or being slaughtered by a savage pursuit, or a naval element's vessels blowing-up, sinking, running aground as wrecks or being taken by boarding or rammed. Damaged naval elements incur a permanent 2 tactical factor and their maximum move is permanently reduced by 400p. If markers are needed, small puffs of dark brown cotton wool or wreckage are suitable. Spent elements have expended their mounts' strength and the riders' dash and cohesion but mostly survive, so are removed but do not count as lost. They reappear before the next battle of a campaign. Disabled staff elements remain so until they next have an unadjusted PIP score of 6. This simulates the effects of confusion while a general recovers from injury or is being replaced by the next in command. A Brilliant generals replacement is not Brilliant. An Inert generals replacement is Inert. Silenced elements remain so until the end of the immediately following bound. Until then, they cannot shoot in distant combat, support or make a tactical or march move. This represents a temporary unwillingness of troops behind defences to expose themselves, or artillery crew depleted, driven from or repairing guns. If a marker is needed, a small puff of dust coloured cotton wool, a casualty figure or a shell hole are all suitable. Opponents they would otherwise have shot at can charge or press forward as if shot at unsuccessfully. Halted elements do not make an outcome move this bound, but act normally in subsequent bounds. Recoiled elements have staggered back a short distance in response to casualties. The element moves back its base depth still facing its original direction, pushing back friends facing the same direction or following it along a road, or Marksmen, or friendly staff. If the recoil would be from shooting from entirely behind a line extending its rear edge, it turns to face instead. Elements recoiling across a bridge end on the bank. Elements recoiling into a BUA end in its interior. Elements recoiling against occupied entrenchments end beyond. Recoiled or pushed-back elements that cannot complete a recoil are destroyed if in close combat or reaching terrain they cannot cross or enemy, otherwise repulsed 800p together with any friends preventing the recoil. Repulsed elements have lost cohesion and are falling right back to reorganise. They recoil, then turn 180 degrees and move the remaining distance directly to their former rear, except that they divert around impassable terrain or to cross a bridge. They pass through friendly elements met. They cannot make a tactical or march move in their next bound, but turn 180 degrees at the end of it unless contacted by enemy. They cannot shoot until the bound after they turn. Routed elements turn 180 degrees and move either straight back to their rear or follow a road, river bank or terrain feature edge leading nearer to their original entry point, passing through friendly elements they meet. Routers that reach a bridge or ford stop at the nearside. Friendly elements contiguous to the initial rear edge of cavalry destroyed in close combat or routers immediately rout full tactical move distance unless defending a BUA, SP or redoubt or the routers are Marksmen or naval or the routers only are Inferior. The element moving furthest ends in front. Routers end their rout move facing in the direction they are moving and remain there until their armys next bound. If they are not rallied in that bound, they are destroyed. A repulsed element halts on reaching terrain it cannot cross or avoid, a routing element is destroyed. A repulsed or routing element that reaches enemy must immediately conform to and fight them if it can. If it cannot conform or is not destroyed it routs 1,200p straight ahead, bursting through the enemy who halt. Pressing forward is always straight ahead unless along a road or the element contacts enemy. Elements pressing forward cannot shoot or be shot at again until next bound. Friendly elements lined up either in flank contact with or to rear of that with the press forward outcome, but which have not and would not themselves be shot at or shoot, can choose to move with it (conforming with it to enemy it contacts). Elements pressing forward into close combat as a result of distant shooting fight this bound. Elements pressing forward after close combat (unlike pursuers) do not fight again until next bound. Pursuing elements follow recoiled, repulsed or routed opponents they were in close combat with this bound, or if these were destroyed, move straight ahead. They need not exceed minimum pursuit move or enter slow or difficult going (other than a BUA) unless they choose to, or leave the table. If they contact enemy, one side must conform in the usual way described in RESPONDING TO ENEMY CONTACT on P.19 and the combat is resolved immediately. Pursuit of opponents in or entering a BUA ends in its interior Elements in frontal contact with an enemy element's flank or rear recoil if friends in close combat against its front are recoiled, repulsed, routed or destroyed and join those friends to prolong their front if they press forward or pursue. An element contacted only to flank or rear and not obligated to move turns to face. When a Command Party has added the combat factor of an element contiguous to its rear, it is repulsed 600p to 1,200p if the latter becomes spent, otherwise both obey the latters outcome. If the outcome is charge to contact enemy, press forward or pursue the element behind follows the same distance. Rallied elements turn 180 degrees instead of moving that bound. They act normally in subsequent bounds. LOST ELEMENTS Destroyed troops are permanently lost. A routing element that has not left the battlefield counts as lost until it rallies. Troops that recoil, rout or that are pushed back or repulsed across its edge are counted as lost, but reappear in the next period of a campaign. ELEMENT EQUIVALENTS An ELITE or Artillery element counts as 2 element equivalents. A Laager counts as 2 and a Supply Base as 3 element equivalents per 200 AP (rounded up) of elements in the army. A Flotilla, Submarine or inferior naval element count as an element equivalent. All other elements count as 1 element equivalent. DEFEATED COMMANDS A command (but not a naval contingent) that at the end of any bound has lost a third of the total of its original element equivalents plus or minus any elements transferred to or from it, or which has all its original elements lost or spent is defeated. Elements cannot be transferred to a defeated command or from a command that would then be defeated. If allied, all its PIPs must be used for single element moves towards and over its original battlefield edge. If subordinate, its elements cannot move closer to enemy elements unless these are between them and the commands original battlefield edge. WINNING OR LOSING THE BATTLE The first side at the end of any bound to have its cumulative losses exceed a quarter of its original element equivalents and to have lost more element equivalents in that bound than the enemy loses the battle. All battles end at nightfall unless renewed the next day. Nightfall occurs after 24 pairs of bounds unless the optional map movement system is being used. DEFINITIONS BEYOND means further than. WITHIN means at or closer than. DIRECTLY SUBORDINATE means one command level down i.e. A Corps commander is directly subordinate to one Army commander. If there is more than one Army commander, all are directly subordinate to the C-in-C. An allied commander is directly subordinate only to a more senior commander of his own nation. ENFILADED means a line extending your elements rear edge meets an enemy shooting edge. An SP, BUA, Supply Base or Laager, or a Pontooneers, Aeronauts or naval element cannot be enfiladed. TO ITS FRONT/ REAR means with any part directly in front of/behind the element. CONTACT means touching on any edge or corner. FRONTAL CONTACT means with own front edge in contact with any enemy edge. SAME DIRECTION means exactly the same direction. COLUMN means a group only 1 element wide with each element following that in front. LINE means a group only 1 element deep with each element in front corner-to-front corner contact. ADVICE FROM THE MASTERS In war all is simple; but the most simple is still very difficult. The instrument of war resembles a machine with prodigious friction, but cannot, as in ordinary mechanics, be adjusted at pleasure, but is ever in contact with a host of chances.It thus falls out that we remain behind the line we have drawn by anticipation, and that no common powers are required to maintain us even at a medium point. (Clausewitz). Tactical talent consists in causing the unexpected arrival, upon the most accessible and the most important positions, of means which destroy the equilibrium, and give victory; to execute, in a word, with promptness, movements which disconcert the enemy, and for which he is entirely unprepared. (Marmont). Fatigue the opponent, if possible, with few forces and conserve a decisive mass for the critical moment. Once this critical mass has been thrown in, it must be used with the greatest audacity. (Clausewitz) Always mystify, mislead and surprise the enemy if possible (Stonewall Jackson). If the art of war consisted merely in not taking risks, glory would be at the mercy of very mediocre talent. (Napoleon). First reckon, then risk. (Moltke). There is always hazard in military movements, but we must decide between possible loss from inaction and the risk of action. (Lee). If you attack expecting to prevail, do it in full strength, because a surplus of victory never caused any conqueror one pang of remorse. (Xenophon). Luck is like a sum of gold, to be spent. (Allenby). Not only strike while the iron is hot, but make it hot by striking. (Cromwell). In war there is only one favourable moment. Genius seizes it. It is very advantageous to rush unexpectedly on an enemy who has erred, to attack him suddenly and come down upon him with thunder before he has seen the lightning. (Napoleon). If a segment of ones force is located where it is not sufficiently busy with the enemy, or if troops are on the march that is, idle while the enemy is fighting, then those forces are being managed uneconomically. In this sense they are being wasted, which is even worse than using them inappropriately. When the time comes, the first requirement should be that all parts must act, even the least appropriate task will occupy some of the enemys forces and reduce his overall strength, while completely inactive troops are neutralised for the time being. (Clausewitz). There is a gift of being able to see at a glance the possibilities offered by the terrainOne can call it the coup doeil and it is inborn in great generals. (Napoleon). A general should show boldness, strike a decided blow, and manoeuvre upon the flank of his enemy. The victory is in his hands. Carry your troops well on and attack the enemy vigorously. In war as in love, we must achieve contact ere we triumph. In order to smash, it is necessary to act suddenly. (Napoleon) The bayonet is a wise man; the bullet is a fool. We must attack!!! Cold steel - bayonets and sabres. Push the enemy over, hammer them down, dont lose a moment! Overcome everything that stands in your way, however insurmountable it may appear! Follow on their heels, destroy them to the last man! The Cossacks will catch the fugitives and all their baggage. Forward without rest and exploit the victory. (Suvorov). He who stays on the defensive does not make war, he endures it. (Goltz). The defensive-offensive is the strongest form, but the most difficult of execution (Clausewitz). Nothing is more dangerous than the attempt at defending seriously a river line, by keeping his side of the river occupied; for if the enemy were to cross suddenly with surprise effect and that he will always be able to do somehow we would find the defender in extensive positions from which the latter will be unable to assemble in time. (Napoleon). Time spent in reconnaissance is seldom wasted. (FSR 1912). A general should never have to say, I did not expect it. (Maurikios). You will usually find that the enemy has three courses open to him, and of these he will usually choose the fourth. (Moltke). The first duty of an advance guard is to advance. (Slim). The true speed of war is not headlong precipitancy, but the unremitting energy that wastes no time.(Mahan). Most opponents are at their best if they are allowed to dictate a battle; they are not so good when they are thrown off-balance by manoeuvre and are forced to react to your own movements and thrusts. (Montgomery) The use of cavalry demands boldness and ability: above all, it should not be handled with any miserly desire to keep it intact. Charges of cavalry are equally useful at the beginning, the middle and the end of a battle. They should be made always, if possible, on the flanks of the infantry, especially when this last is engaged in front. (Napoleon). The defeat of the hostile cavalry is purely a family affair and without influence on the course of the battle if the cavalry contents itself with this small success and does not endeavour to attain the greater and more important result of advancing against the flank and rear of the enemy. (Balck). It is with artillery that one makes war. One must have as much artillery as ones enemy. There is no infantry, however brave, which can, without artillery, march with impunity ten or twelve hundred yards against 16 pieces of cannon well placed and well-served. (Napoleon). No extraordinary effort is required for infantry to seize a few guns; but when the fire of many guns is concentrated to oppose its attack, the havoc created is so dreadful that the most courageous infantry frequently fails in the attempt to carry a powerful battery. (Robertson). We still have in our recollection the character of weariness and exhaustion which it (the battle of Borodino) assumed. The infantry masses were so reduced, that, perhaps, not more than a third of their original strength was engaged. The rest were either killed, wounded, engaged in removing the wounded, or rallying in the rear. Large vacancies were everywhere apparent. That enormous artillery, which had brought on the two sides nearly 2,000 pieces into the field, was now heard only in single shots, and even these seemed to have lost the force and thunder of their original voice, and to give a hoarse and hollow tone. The cavalry had almost everywhere taken up the place and position of the infantry, and made its attacks in a weary trot; riding hither and thither, disputing and gaining by turns the field works. Towards 3pm it was evident that the battle was on its last legs, and that, according to all rule, the decision depended entirely on the possession of the last trump card, i.e. the strongest reserve. (Clausewitz). Providence is always on the side of the last reserve. A general who retains fresh troops for the day after a battle is almost always beaten. He should throw in his last man. (Napoleon) The great secret of battle is to have a reserve. I always had one. (Wellington). To fight without a reserve is like playing cards without capital sheer gambling. (Fuller) A prompt and vigorous pursuit is the only means of ensuring complete success. (Sheridan). Never let up in pursuit while your men have strength to follow, for an army, if hotly pursued, becomes panic stricken and can be destroyed by half their number. (Stonewall Jackson). Historyis indeed little more than a chronicle of the crimes, follies and misfortunes of mankind(Gibbon). The kind of person who could not lead a patrol of 9 men is happy to arrange armies in his imagination, criticise the conduct of a general, and say to his misguided self My God, I know I could do better in his place.(Frederick). OPTIONAL PRELIMINARY MAP MOVEMENT Real battles were not mutually arranged, but were the consequence of previous movement by the opposing sides in attempting to apply their respective strategies. The deployment rules give some of the flavour of this, but this can be enhanced if you wish by a simple preliminary map campaign using the following system. More elaborate campaigns using real maps and third party umpires can be substituted, but will need more time, effort and organiser expertise. The two sides share a single stylised map. This is marked with road or water links between nodal points which are usually villages, but can also be road junctions, defiles or just arbitrary intermediary points. The distance between two adjacent nodes is called a STAGE, and is notionally 7.5 miles or 12 kilometres. Only major rivers are shown and in Europe are crossed by existing bridges. Each campaign day is split into three periods MORNING, AFTERNOON and NIGHT. Movement is simultaneous, to simulate the fact that generals usually heard of other actors' movements, but only after some delay. Before the start of play, each player writes down movement orders that will be implemented at game start. At dawn each day, each player then writes down movement orders for that day. The previous days moves are then implemented on the common map. The only reason for having weather in a war game is to cause inconvenience. It should not therefore be omitted because it is inconvenient! Dice at the end of each afternoon. A score of 1 indicates bad weather, which for our purposes is assumed to be prolonged heavy rain that turns bad roads to mud. Dice again at the start of each succeeding period, a score of 4 or more indicating that the rain stops, but that roads are still affected until the end of that period. Command parties, Dragoons, Light Cavalry, Repeaters, Mounted Rifles, Rifle Cavalry, Light Infantry, Light Horse, Spearmen or Marksmen march up to 3 stages in one period and up to 3 stages in total per day. Cuirassiers, Pistols, Heavy Cavalry, Sipahis, Bayonets, Minie, BL or Rifles or HQ march up to 2 stages in one period and up to 3 stages in total per day. Other foot march 2 stages in one period and up to 2 stages in total per day. Horse Artillery or Portable Artillery march 3 stages in one period and up to 3 stages in total per day. Other Artillery and train other than a Supply Base march 1 stage in one period and up to 2 stages in total per day. A march partly or entirely over bad roads in bad weather and/or by night cannot exceed 1 stage. 1 period of work is needed to construct infantry entrenchments or break down a bridge, 2 periods to construct artillery redoubts or repair a bridge, 3 periods to construct a bridge. Unless in rout, no more than 2 commands or 15 elements can be marching on the same stage during the same period. Troops cannot march or work for more than 2 successive periods. A march starting or finishing at night must be followed by a rest period. In colonial warfare, we suggest that the native side moves only every second day, but then makes two days' moves, so as to provide an extra element of surprise. Naval can move 1 dice score of stages per period and 3 periods per day. If the score for the latest stage is 4 or more, surf prevents landing or embarkation other than at a friendly port. Landing or embarkation takes 1 whole period for foot or command parties and 2 consecutive periods for other troops. Only foot can land at night. Troops transported by railway move 8 stages per period and up to 3 periods per day. Line capacity limits despatches and arrivals to 1 element per period. The first element disembarks at the start of the 3rd period following despatch, then 1 each subsequent period. When opposing forces meet, they are transferred to the wargames table and a battle is fought. A side arriving first is always the defender, but not all the opposed troops will necessarily be on the battlefield at the start and if not they will continue to arrive. After 12 bounds by each side, another map period starts during which troops may start arriving from 1 stage away marching to the sound of the guns. Retreat to avoid battle is possible only if the retreating force has movement remaining and has no troops with a shorter tactical move than the shortest of the other force. Retreat from a battle once started is by a compulsory army rout of 1 or 2 stages. Battles cease at nightfall. The night can be used to retreat, or the battle can resume next morning. COMMENTS The primary web site for HFG is now  HYPERLINK "mailto:horsefootgunslist@yahoogroups.com" horsefootgunslist@yahoogroups.com, but HFG can also presently be accessed via my own personal web page at  HYPERLINK "http://www.phil-barker.pwp.blueyonder.co.uk" www.phil-barker.pwp.blueyonder.co.uk. Suggestions, comments and criticisms are still very welcome. Ideally, you should send me a brief report on each game you play, preferably to the list if you are a member, otherwise to my current email address of  HYPERLINK "mailto:pc.barker@blueyonder.co.uk" pc.barker@blueyonder.co.uk. My thanks are due to all those that have provided HFG input, especially to John Rohde, Adrian Webb and Norman Whapshott, who have been from the start prolific and exceptionally well informed testers and commentators, to Martin Winser and Sue Laflin-Barker for providing the diagrams, and to Geoff Pearson for the birds eye view photograph of his 15mm Waterloo game that provides the basis for the front cover. My own web page also provides access to other experimental rules, currently including Damn Battleships Again (DBSA) - simple Victorian naval set, De Bellis Velitum (DBV) - DB style ancient skirmish set, De Bellis Magistrorumi Militum (DBMM) - a radical successor for DBM, and The Sharp End a ground-breaking company level modern set covering Wars in the Third World instead of the Third World War HFG has already inspired a tempting new range of excellent lively 15mm figures for the Balkan wars. Sadly the designer, Spiros Koumassis, has since died, but we hope that the range may be adopted by some other manufacturer. Phil Barker.  EXPLANATORY DIAGRAMS [1] Distant Combat Fig. 1.1 In arc    base width extension of frontage of A In this case B is in arc of A (and vice-versa) .. any part of the target is within a element base width of straight ahead. C is not in arc of A (see above) whereas A is in arc of C. Fig. 1.2 Valid / Invalid target       . No valid target here It is not possible to draw both a line between 1 shooting edge corner and a visible corner of the target edge and another line between the other shooting edge corner and the other target edge corner, without the 2 lines crossing. If Wood 2 was not present, it would be possible and A and B could exchange shooting. Fig. 1.21 Valid /Invalid Target     In this case C is not a valid target for A (or vice versa) since B does not fulfil No part of any element is between imaginary lines connecting 1 shooting edge corner to any visible corner of the target and the other to another corner of the target without the lines crossing. Fig. 1.3 Enfilade      A is enfiladed by B but NOT by C Enfiladed means a line extending your elements rear edge meets an enemy shooting edge Fig. 1.4 To rear     C is to the rear of A. B is not. To rear means with any part directly behind the element. [2] Group Moves Fig. 2.1  (End of move)          (Start of move) This is a legitimate 1 pip group move - because each element starts and/or ends in a group, no element exceeds its maximum permitted move distance and it (the group) ends facing in the original direction of 1 element (E) Fig. 2.2      AAA Both Figs.2.2 and 2.3 (overleaf) are legitimate group moves, provided each individual element does not exceed its maximum permitted move distance in that terrain  Fig. 2.3      (End of Move) (Start of Move) Fig. 2.4   Both Figs. 2.4 and 2.41 (overleaf) are legitimate group moves since: A column can use a group move to change into a 1 or 2 element deep line at 90 degrees to its leading elements facing at the start of the move. The leading elements open flank ends in the former position of its front edge (so the 2 corners marked O are in the same position).         Fig. 2.41           F  [3] Moving into Close Combat  3.1 3.11 3.12   Assuming that B has made a tactical, press forward or pursue move into contact with A (Fig. 3.1), B will now pivot and /or shift sideways to conform with to A. (Fig. 3.11). However, if A is a CP (Command Party) not currently part of a group, A will instead pivot and/or shift sideways to conform to B (Fig. 3.12) Fig. 3.3  The elements shown in Fig. 3.3 are not in close combat; since both the front edge of B and a front corner of B are not touching A. [4] Overlaps Fig. 4.1.    C is overlapped by B Fig. 4.2   There are no overlaps.  4.3     B overlaps D and F, while both D and F overlap B     Horse, Foot & Guns. 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