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    HORSE, FOOT AND GUNS"

    QUICK PLAY ARMY LEVEL WARGAMES RULES FOR LARGE LAND BATTLES 1701-11!

    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 largeror 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 !-!#, "$hako and

    %ayonet" for !#-', and "(epi & )ifle" for '-#*. 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 ecept the

    apoleonic and merican ivil 0ars are covered by eisting rule sets, the greater interest being shown in

    smaller model scales for which casualty removal is impractical, and the realisation that the methods of our1uick play ancient set "2e %ellis nti1uitatis" can be etended further than originally supposed.

    My intent here is to provide the simplest possible set of wargames rules that retain the full feel andgeneralship re1uirements of th and #th century battle at army level. Those wishing for more specific

    period teture with more detailed troop classification and attention paid to lower level formation and tactics

    will find these in the companion sets. 345+s simplicity makes it especially suitable as an introduction to

    wargaming the era for beginners and the young. t first sight, you may doubt the simplicity, which is morereal 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 etended historical scope may cause raised eyebrows, but while many wars were between like systems,

    many others were not. Traditional musket lines fought 4rench columns and skirmishers, )ussian musket

    columns fought %ritish and 4rench Minie rifles in the rimea, 6russian 2reyse needle guns fought ustrian

    Minie in 77 but were outranged by 4rench hassepot and machine guns in !, smoothbore and rifled

    artillery were partnered in more than one war, while at sea ironclads fought unarmoured steamers and

    wooden sail.

    evertheless, 345 is not intended for competition play unless with very rigid restrictions on period and

    priority pairing of historical opponents. 8t is also unsuitable for battles involving limited numbers of troops,

    such as most of those of the merican 0ar of 8ndependence, nor for siege warfare.

    9ou should not assume that the differences between my perception of the realities of warfare during the eraand received opinion are due to ignorance. $ome formerly respected secondary sources have recently been

    discredited by modern research. "The natomy of :ictory" and "%attle Tactics of apoleon and his

    ;nemies", both by %rent osworthy and "4orward into %attle" and ")ally

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    $;TT85 C6 %TTA;.

    4853T85 T3; %TTA;.

    7

    2;488T8

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    GAME PHILOSOPHY

    These rules are based on detailed analysis of a number of key battles for which a good se1uence of events

    is available. This shows that, ecept for approach marches while out of contact, events are discrete

    initiatives and responses. This version is the result of testing against participantsE accounts of very many

    more battles

    8n 345, troops are assumed to attempt at all times to be in their preferred formation for their current

    situation. 0hether they achieved this is sometimes shown by their combat results. 4or eample, if infantry

    are destroyed by cavalry, they have probably failed to form s1uare in time or flinched from the charge. The

    other rule sets in the series include a variety of formations and formation changing.

    $kirmishers integral to units are assumed to be present even if not represented by figures. 8nfantry 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. 8nstead, the combined base depth between figures of opposing elements in base contactrepresents point blank range.

    $hooting ranges are those at which substantial casualties could be epected. $hooting is assumed to also

    occur at up to double that range, but to only put a brake on enemy movement by forbidding march moves innon-tactical formations such as column of route. rtillery ranges are those considered practical by

    contemporaries and were often limited by considerations of visibility and long range shot dispersion.

    ombat results are matched to the range or those recorded during confrontations between troops of thosetypes in similar situations in real battles. ombat factors have been set to produce historical effects in

    conFunction with the combat outcome table and should not be Fudged in isolation.

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    orps were increasingly important from the apoleonic 0ars on. 0hile treachery resulting in allies

    changing side in mid-battle did not occur, misunderstanding and lack of co-operation between allies was

    rife.

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    PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES

    CHOICE OF FIGURE AND MODEL SCALE

    These rules are primarily intended for 'mm or smaller figures. ?'mm can also be used if the ground scale

    is increased by 'K and its easier visibility may be helpful in public demonstration games.

    TROOP REPRESENTATION AND ARMY SIE4igures are combined into elements, each of which consists of several figures or figure blocks fied to a

    rectangular base of card or some similar material. ll bases used by both sides must have the same

    frontage. ;ach element type has a cost in rmy 6oints =6> ranging from to ', intended to render

    opposed armies approimately e1ual in ability and encourage realistic proportions of elite troops, cavalry

    and artillery.

    must

    include or more staff elements and up to logistics element. staff element represents the sideEsommander-in-hief =-in-> and others his subordinate or allied army, wing or corps commanders.

    defending player can also use 6 to add garrisoned strong points, provide field defences or conceal troops.

    staff element represents a senior general together with his staff and escorts. cavalry element represents a brigade of 7- s1uadrons =usually ,-,' men>, or a commando =or

    about ' men> of Mounted )ifles.

    foot element represents a regiment or small brigade of ? very strong or @-* average battalions =usually

    ,'-?,' men>, reducing to a single battalion =about , men> if )ifles =#L> or Marksmen.

    n artillery element represents -?* guns, twice as many machine guns, or Fingal or rocket men.

    strong point garrison represents several companies of foot together with any subse1uent reinforcements.

    naval element represents -? ironclads, a single submersible or semi-submersible or ?-@ 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 s1uares,

    sometimes with advanced skirmisher screens, when in combat.

    PLAYING AREA AND GROUND SCALE playing area 7 miles wide by @ miles deep is ample for normal siIed battles of up to *6. 8ncreasing

    width to # miles permits the largest historical battles, such as %orodino, 5ettysburg or (oniggratI. lsoincreasing depth to 7 miles allows paired battles such as Buatre %ras/Aigny, 0aterloo/0avre or 5ravelot-

    $t.6rivat. These improve elbowroom in multi-player games and scope for manoeuvre, but slow play.

    ll distances are given in paces =p> of .!' metres or @ inches. n element+s frontage represents * paces

    in real life, which sets the standard ground scale at mm p, inch ?'p, and ?mm/ inches mile.

    Measure distances on the table with a card strip or similar marked at ?p intervals up to p, then at*p pace intervals. ;lement base dimensions are significant multiples of p and this will often make use

    of a measure unnecessary. pair of *p ?p bases with handles instead of figures can be very useful

    for measuring gaps. 6lay is smoother and pleasanter if players do not try to position elements "Fust outside"

    a

    critical distance and specify intended separation distance on completing moves.

    TIME SCALE

    6lay is in alternate bounds. These do not represent fied arbitrary divisions of time, but initiatives and

    responses by the two sides. 3owever, dividing known battle durations by the number of discrete phases that

    can be identified produces consistent enough results to define a bound as e1uivalent to an average of

    minutes in real life. ;cept for march movement out of contact, which is assumed to be continuous and to

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    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

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    TROOP DEFINITIONS

    Troops are defined by battlefield behaviour as well as by their weapons. 0e distinguish only those troops

    thought by contemporaries to differ sufficiently to need different handling by their commanders or the

    enemy. ;ach type is identified by a name descriptive of its armament and fighting methods. 3owever, be

    warned that these necessarily arbitrary names may contradict regimental titles, which were often deceptive

    and/or obsolete. 4or eample, not all regiments with dragoon titles still practised dismounted fighting andmany light infantry regiments came to differ from line regiments only in dress distinctions. 0here a daterange is specified =NDDDD> only before DDDD, =LDDDD> only before and including DDDD and =DDDDL> only

    after DDDD.

    $taff elements can be a large rmy 3B, a small ommand 6arty, or a ative 6otentate.

    Mounted elements can be 6istols, uirassiers, 3eavy avalry, 2ragoons, Aight avalry, )epeaters,Mounted )ifles, )ifle avalry, Aight 3orse or $ipahis.

    4oot elements can be $hot, Muskets, %ayonets, Aight 8nfantry, $toic 4oot, Minie, %A, )ifles, Marksmen,

    $pearmen, or a $trong 6oint =$6> garrison.

    rtillery elements can be $moothbore, Mied, )ifled, or Aight.

    aval elements can be 4lotilla, $ail, $teamer, 8ronclad or $ubmarine. can be designated 4lagship.

    Train elements can be 6ontooneers, a $upply %ase, a Aaager, or eronauts.

    few elements can be additionally graded as %)8AA8T or 8;)T if staff, as ;A8T; if mounted or foot,

    as 3 commanding a wing

    of the army or a corps.

    T8:; 6, representing the ruler, viIier or other sole commander of an frican or

    siatic 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.

    68$T and the ustrians =L!'>. This tactic was the best against Turkishsipahis, but less effective against ;uropean cavalry charging sword in hand.

    C8)$$8;)$, representing cavalry in steel plate armour corselet or half-corselet on big horses whocharged sword in hand in close formation, such as %ritish cavalry under Marlborough, 6russian cuirassiers

    of the $even 9ears 0ar, 4rench apoleonic cuirassiers or later 6russian cuirassiers even if brigaded with

    uhlans. #th century eperts disagreed as to whether the protection offered by a cuirass Fustified its etra

    weight and fatigue, though most agreed it made the wearer braver, especially when attacking foot.

    3;:9 :A)9, representing other cavalry mounted on big horses intended almost eclusively for the

    mounted charge and inefficient at other duties, such as #th century %ritish dragoon guards and heavy

    dragoons, 4rench carabineers and horse grenadiers, or cuirassier regiments that had abandoned armour.

    2)5

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    some later dragoons and early merican ivil 0ar cavalry. ot all troops with a dragoon title 1ualify.

    A853T :A)9 =!*!L>, representing regular cavalry with theoretically smaller men mounted on light

    fast horses trained to charge in line, but also epected 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 firsttroops in this category were the 6russian hussars after their reorganisation by von 0interfeldt.

    );6;T;)$ =7@-#'>, representing cavalry mostly armed with repeating magaIine carbines as well aswith sabre and revolver, and at least as likely to fight with most troopers dismounted as to fight entirely

    mounted, such as later Cnion cavalry of the merican ivil 0ar.

    M, representing sharpshooters or infantry with modern rifles riding ponies,

    mules or camels, such as %oers or regular camel corps, or cavalry whose carbines have been replaced byrifles to fight mostly on foot in a single firing line. They were very wary of cavalry who had swords.

    )84A; :A)9 =#'L>, representing riders with modern rifles, but keeping =or if ustralians after #!scrounging> swords and combining dismounted fire with decisive mounted charges.

    A853T 3, representing infantry also armed with muIIle-loaded smoothbore musket and

    bayonet, but using the new 2utch drill and firings, such as the 2utch themselves =L!#*>, %ritish =N!!'>,

    4rench =!'*-!#>, 6russians =L!>, and ustrians =!*-!>. They usually formed in @ ranks with

    small intervals and marched in step and drilled in cadence, these greatly improving their ability to changeformation or direction. 0hether 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. ombat

    started with platoon fire, with each platoon volleying in its succession, but tended to degenerate into

    independent fire. t 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.

    %9 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, $wedish =L!>, %ritish =!!'-'>, 4rench =!#?-7!>, 6russian =-7*>, ustrian =-' and 7*-77> and merican ivil 0ar onfederates. Those like Muskets

    =!#L> preferred to form battalion s1uares 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,

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    though not depicted. $uccessful 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.

    A853T 84T)9 =!-7!>, representing infantry brigades similar to those classed above as

    %ayonets, but entirely of men trained to move eceptionally fast and act independently, such as those of the

    nglo-6ortuguese Aight 2ivision of the 6eninsular 0ar and 4rench Qouaves and Turcos before 7!. 8tdoes not include 6russian fusiliers and 4rench hasseurs de 6ied of '#, since these were brigaded withnormal infantry rather than together.

    $T 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 7 timeseasier to kill than to defeat", such as regulars of the $ikh khalsa until *# and )ussian line infantry.

    M88; ='-7!>, representing infantry armed with muIIle-loaded epanding bullet rifles such as theMinie, ;nfield, $pringfield, AorenI or 6odewil, the theoretical range of which was not however achieved in

    war due to the unfamiliar problem of range estimation, a short beaten Ione 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. ;amples include %ritish rimean 0ar infantry and Cnioninfantry of the merican ivil 0ar.

    %A =*-!>, representing infantry armed with low velocity breech-loaded rifles, such as the 2reyse

    needle gun, $nider or )emington. s well as firing faster, these they could load and fire prone with reduced

    eposure to enemy fire, so fought in a thick swarm instead of in line or column.

    )84A;$ =7!L>, representing infantry armed with higher velocity breech-loaded or =7L> magaIine

    rifles, such as the hassepot, Martini, %erdan or Aee-Metford, and usually fighting as a prone firing line

    with supports and reserve. flatter traFectory and adFustable sights permitted long range volleying, and the

    increased firing rate of magaIine rifles and aid by machine guns later allowed even more open formations.

    M)($M;, representing both the occasional specialist Fager battalion employed by ;uropean armies

    during the early part of the period and the larger numbers of irregulars such as ustrian pandours, 8ndiannaFibs or FeIailachis, wily 6athans and fghan irregularsO but not the skirmishers of # thcentury regular

    units or specialist Fager or rifle battalions integral to line brigades, such as ustrian Fager in '# and 77.

    $6;)M;, representing undrilled foot mainly relying on a charge with spear and/or sword, such as 8rish

    rebel pikemen, )ussian , such as merican ivil 0ar artillery, or of rifled and mitralleuse batteries =!>, such as the 4rench

    artillery of !.

    )84A;2 )T8AA;)9 =77L>, representing divisional and corps or reserve artillery entirely of rifled steel

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    or shorter ranged brass batteries firing efficient point detonation eplosive or shrapnel shells.

    6, representing substantial wooden broadside warships dependent entirely upon sail and unable

    to move closer than *' degrees to directly upwind.

    $T;M;) =?*L>, representing similar wooden warships additionally provided with a steam engine

    driving paddle wheels or screw propeller, or unarmoured vessels powered only by steam.

    8), representing broadside or turret steam warships with sufficient iron or steel armour

    to provide substantial protection against artillery for armament, engines and flotation.

    $C%M)8; =7L>, representing a single practical fully submersible boat or partly submersible

    G2avidH.

    Troops graded as ELITE include guard cavalry, full brigades of guard infantry or grenadiers, regular

    marksmen entirely armed with good rifles and fanatic spearmen. ;lite cavalry were used for decisiveattacks, foot guards and grenadiers to press difficult assaults on villages or as a final reserve to tip a battle

    hanging in the balance. ot only is the cost increased, but also each element counts as ? element

    e1uivalents.

    Troops graded as INFERIORinclude all those cavalry or foot significantly deficient in some of the battle

    skills epected of their type, such as recently recruited volunteers, militia, landwehr, badly-trained

    reservists, badly-officered and neglected regulars, cavalry dispersed into regiments, s1uadrons orcompanies instead of formed into brigades or on bad or half-starved horses. This grading does not reflect on

    the menEs individual courage or mean that they will not fight well on occasion or be good value. aval

    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 8ronclads and all submarines =N#>.

    rtillery is graded as 3;:9 if heavy ?pdr or larger smoothbores or if 'pdr or larger rifled guns.

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    rtillery is graded as 3

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    ORGANISING AN ARMY

    ELEMENT BASING

    n element consists of several figures fied to a thin rectangular base of card or similar material. The siIe

    of this base and even the scale of the figures are not critical provided that all land elements have the same

    frontage. 3owever, some standardisation is needed if you are to play against other peopleEs armies, and the

    conventions specified below are the best that can be done to represent the true space occupied.$tandard basing mounts ?'mm figures on 7mm wide bases and smaller figures on *mm wide bases. 8f

    figures were previously on @mm wide bases, fi these to the centre of a *mm base. The standard basing

    for ?'mm and 'mm figures is the same as in the other sets of the series. 4igures smaller than ?'mm can

    alternatively be mounted on mm bases, allowing formations to be depicted more realistically and 0)5

    7'-*' elements to be combined into an 345 element. 8f so, use the mm number of figures per base

    for 'mm figures and double the number in each rank for all smaller scale elements ecept staff.

    %$; $8Q;$

    7mm *mm mm

    ?mm. mm. 7mm. rmy 3B, 6ontooneers, $upply %ase, Aaager anderonauts.

    7mm. *mm. mm. ative 6otentate, 2ismounted and rtillery.

    *mm. @mm. 7mm. ommand 6arty, Mounted, %A, )ifles and $pearmen.

    @mm. ?mm. *mm.

    U?)UU73

    )epeaters. ?UU?3) @UU@3?) *UU*3?) '$kU

    U7)73

    Mounted )ifles. @s/rUU@3 's/rUU'3 7s/rUU73 $kU

    U?3

    )ifle avalry. ?sUU?3) @s?)UU@3 @s@)UU@3 '$k7)U

    U73

    4irelocks. * 7sU7s 7sU7sU7s *=*d>

    Muskets. * o *=@d>

    $toic 4oot. * 7o7 oo *=7d>

    Marksmen. ?s *r *r $k

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    %ayonets =linear>.* ?sUU ?sUUo '$kUU?7=?d>

    %ayonets =columns>. * @sV??o? @sV?@o@o@ $k U

    U?7=*d>

    Aight 8nfantry. * *sUU7 *sUU7o7 $kUU?=?d>

    Minie. * sUUr sUUror *-*=?d>

    %A. @s 7sUU??7sUU@?o? ?AUU?7=*d>)ifles. @s 7sUU* 7sUU7 ?AU

    U?7=?d>

    $pearmen. @-*ro?-*r D @-!ro!-ro'-7r D

    6ortable artillery. ?s @s *s D

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    ELEMENT COLOUR CODING

    0hile 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. 0e 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. )oyal %lue 4rench or hilean, %lack 6russian, %runswick, Montenegro or $udanese, Aight 5rey ustrian or onfederate, 2ark 5reen

    )ussia, 6iedmont/$ardinia or (ingdom of 8taly, Aight 5reen Turkish, ;gyptian, 3anoverian, 8rish )ebelor fghan, )ed %ritish, %ulgarian, 6eruvian or 3ungarian revolutionaries, , normally between and , 6. 8n all games each side is controlled by or more

    staff elements, which must include a ommander-in-hief =-in->.

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    '

    )epeaters. 7 - * 8f 4lagship U

    Mounted )ifles. ' $ubmarine - -

    )ifle avalry. - !Aight 3orse. ? @

    $ipahis. @ ' ?

    4irelocks. ? *

    Muskets. @ ' ?

    %ayonets. * ' @

    Aight 8nfantry. ' 7 *

    $toic 4oot. @ ' ?

    Minie. * ' @

    %A. 7 ! *

    )ifles. ! '

    Marksmen. ? @

    $pearmen. @ -

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    SETTING UP A BATTLE

    SETTING UP SEQUENCE

    => 2ecide which army is the attacker and which is the defender.

    =?> hoose and place battlefield terrain.

    =@> 2ecide battlefield base edges.

    =*> )ecord command structure and deployment plans.

    ='> 2efender deploys all undelayed unconcealed troops and unconcealed battlefield preparations.

    =7> ttacker deploys all undelayed troops.

    DECIDING ATTACKER AND DEFENDER

    The army commanders each dice and add their armyEs aggression factor, which is based on its historical

    preference for tactical attack or defence and not on which nation is invading the other. The army with thelarger total is the attacker and that with the smaller is the defender. ;1ual scorers dice again.

    BATTLEFIELD TERRAIN

    6layers must be able to provide a battlefield in case they become the defender. s 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. $ince 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 maFor historical battles.

    Ainear features can be 0aterways, $treams or 5ullies, )ivers, )oads or =from '#> )ailways.

    rea features can be %C =%uilt Cp rea>, 3ills, 0oods, Marsh or $low 5oing. ll ecept %C must have

    curved edges.

    The features used may be restricted by army lists, otherwise must include a minimum of @ )oads and ?

    %CO and maima of each of 0aterway, )iver and )ailway and 7 of any single type of feature. 4or every

    # s1uare miles of total battlefield area, there must be '- features, up to ? of which can be area featuresmore than ,p across in any direction.

    ;ach short edge of the battlefield and each half of each long edge are numbered clockwise from to 7 by

    the defender. 4eatures are now diced for and placed in the order in which they are listed below. The attacker

    can provide and place ? of these features if he so wishes. ll others are provided and placed by thedefender. 8f both defender and attacker wish to place features of the same type, the defender dices and

    places first. 8f there is a gap between area features, it must be at least *p wide.

    0T;)09$ represent the sea or a large un-fordable and navigable river such as the Mississippi, lower

    2anube or 9iangtse/3wangshi. 0aterway re1uires positioning dice and etends 7p-?,p inward

    from a side edge running to, from or along the edge section corresponding to its score.

    $T);M$ represent minor rivers, streams, creeks or brooks, which, although easily fordable, are asignificant obstacle due to steep or muddy banks or rocky bed. They are depicted as W of an element base

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    width across and flowing in =often reversing> gentle curves. $tream re1uires ? positioning dice and runs

    from one of the indicated edge sections to the other unless it meets a previously placed 0aterway, $tream

    or )iver, which it Foins instead. 8ts length cannot eceed S times the straight-line distance between its

    ends.

    )8:;)$ represent a single wider and mostly unfordable river, created by optionally upgrading $treamthat runs between ? long battlefield edges by increasing its width to up to element base width across.

    )iver at least S an element base width wide is navigable, but only by 4lotilla elements.

    5CAA8;$ represent a sunken dry or almost dry sunken streambed, gully, wadi, Fhil, khor or nullah. 8n dry

    climates, such as in 8ndia during the fighting season or the rimea in summer, they are substituted for all

    $treams not already replaced with a )iver. They have the same effect as $treams, ecept that they can

    conceal foot within them and cannot run through or contact a Marsh.

    M)$3;$ can be up to @,p long but no more than 'p wide. Marsh re1uires 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

    0aterway or under a $tream so that it protrudes on both sides of this. Marshes are impassable to rmy 3B,

    artillery unless 6ortable and Aaager, difficult going to all other troops.

    38AA$ must be between 'p and *,p across in every direction. 3ill re1uires positioning dice and

    must be placed nearer to the indicated edge section than to any other. 8t can be difficult or gentle. 2ifficult3ills are steep and rocky or heavily vegetated and are difficult going. 5entle 3ills are smooth bare or

    lightly treed or brushed good going. 5entle 3ills whose minimum width is less than ,p and all

    2ifficult 3ills slope up to a central crest line. tarmac.

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    )8A09$ ='#L> represent a single track of ? 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. 8t re1uires positioning dice and runs from the indicated edge section to that

    directly opposite. 8t is assumed to allow train each way per double bound.

    %C8AT-C6-);$ =%C> must be 'p-7p s1uare. They are usually small villages or hamlets but canoccasionally be sections of a larger village or town separated by roads. They re1uire positioning dice.

    They must be closer to the indicated edge section than to any other. They must be astride a road or road

    Function. Movement inside a %C or march movement completely through it is in good going. are then bundled out 1uickly in disorder if they fail to hold. $ome %Cderive 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. lthough distant shooting from more than one source can be

    combined against a %C, close combats against each edge are treated as separate and consecutive, thedefender facing each in turn. ny recoil by the defending element is into the %CEs interior.

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    Troops more than p inside a wood edge or in the interior of a %C are not visible from outside and

    cannot see out. fter the introduction of smokeless powder in #?, foot or dismounted who shoot out from

    a oncealed 6osition =see net page> and do not move are invisible to enemy not within *p who have not

    already shot at them.

    CHOICE OF BATTLEFIELD EDGE

    fter all terrain has been positioned, the players commanding each side dice for choice of battlefield edge,the attacking side adding ? 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.

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    ;T);3M;T, representing p of straight trench, breastwork of earth and/or logs 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.

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    SURPRISE

    n attacker that has a %rilliant -in- or that has used 6 for oncealed 6ositions throws dice. dd to

    the score if its -in- is %rilliant and for each oncealed 6osition, if the enemy -in- is 8nert and ? if

    the weather is misty. 2educt ' if the enemy has eronauts and the weather is good. 3alf the total rounded

    up is the number of bounds the attacker can make before the defender can throw 686 2ice or move anyelement. $urprise ceases early if any troops shoot, enter close combat or become visible within p.

    FIGHTING THE BATTLE

    SEQUENCE OF PLAY

    The attacker takes stbound, and then the two sides alternate bounds. 2uring each side+s bound

    => 8t dices for player initiative points =686>, and then uses these first to search for fords, then for

    march movement, then for tactical moves and lastly for rallying routed elements.

    =?> ll elements of both sides that are able to shoot in distant combat and have a valid target can shootonce each and make or inflict outcome moves, in an order decided by the side whose bound it is.

    =@> ll 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. ;lements whose

    pursuit move contacts their original or fresh enemy immediately fight these and make or inflictoutcome moves. ;lements 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 differently coloured dice for each command that has any

    element on the battlefield or yet to arrive.

    8f a -in- or army commander so wishes, he can echange his score for that of a directly subordinate =but

    not an allied> general whose element is within the seniorEs easy command distance =?,*p if an 3B and

    p if a 6 or 6> and whose score was lower. n army commander can transfer element or group ofhis own command per bound to that of a subordinate general within easy command distance of it. ny

    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. 686s cannot otherwise be transferred between commands. Cnused 686s are lost.

    B#$%%$&'(general can double his initial score in ? bounds of his choice during the battle, unless within hisinert -in-Es easy command distance.

    n I')#(general always deducts from his final score.

    o 686 is used up by The stmarch move this bound of an element or column if entirely by road.

    686 is used up by ny other move by, or transfer between commands of, a single element or group.

    ? 686s are used up by $earching for a ford.

    @ 686s are used up by )allying a routing element.

    etra 686 is used up if =a> The land element or group using 686s to move, rally or search is beyond its

    general+s easy command distance, or its general is in difficult going off-road,

    in close combat, routing, disabled or has been lost.

    =b> tactical move by artillery, $toic 4oot, troops in an entrenchment or

    redoubt, an rmy 3B, a ative 6otentate, a Aaager or eronauts.

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    =c> Marching a group that has already made @ march moves this bound if

    entirely

    along good roads and/or bad roads in dry weather, or ? if at least partially

    along bad roads in wet weather or off-road or if naval.

    =d> )etiring an element now within base width distance =*p> of any enemy.

    =e> )allying 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

    0ind direction is chosen by the attacking -in-, weather decided by his stbound unadFusted 686 score.

    8f this is 7, it is misty =or dust storm in desert> and continues so until the defending -in- has an

    unadFusted 686 score of 7. Cntil then, maimum visibility and shooting range is ?p, eronauts cannotfunction, aval other than 4lotilla cannot move and off-road land movement cannot eceed slow going

    distance.

    8f it is , the weather is wet and rain continues so until the defending -in- has an unadFusted 686 score of. Cntil then, maimum visibility is ,?p and eronauts cannot function. Cntil he has a ?ndsuch score,

    rtillery and Aaager cannot move more than slow going distance off-road. Cntil 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 epend 686s. March move cannot end closer than 7p to known enemy.

    8f in difficult going, it must be by road unless by $pearmen or Marksmen. n element can take part in

    either or more March moves or Tactical move. legal move cannot be taken back once made.

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    element wide column can use a group move to change into a or ? element deep line at # degrees to

    its leading elementEs facing at the start of the move. The leading elementEs open flank ends in the former

    position of its front edge. onversely, such a line can turn # degrees into column.

    group move must end in a element wide column if leaving a %C, or moving along a road, or

    following the bank of a river, or crossing a river, stream or gully or, unless $pearmen or Marksmen,difficult going. The element that is to head the column moves forward by up to its full tactical move

    distance.

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    TACTICAL AND MARCH MOVE DISTANCES ON LAND

    single element can always move from front corner-to-front corner contact with an enemy element into

    close combat with its flank. . *p ?p?p

    =!'7L>. 7p *p

    ?p

    6ontooneers, Aaager or eronauts. *p ?p p

    CROSSING OR MOVING BY WATER

    0ater features include 0aterways, )ivers, and $treams and also 5ullies, even if currently dry.

    0aterway is unfordable and is always navigable by naval elements. 8f it is a giant river rather than a sea

    or lake, the army list will specify which end is upstream.

    )iver, $tream or 5ully can always be crossed at a road ford or road, rail or temporary bridge by a singleelement or a element wide column, it being assumed that if there is no bridge there is a reliable ford or

    easy gully crossing. rossers move normal distance. 6ontooneers intended to construct a temporary bridgeare moved to the riverbank, then echanged for a bridge at the end of their ? ndconsecutive full bound there

    unless repulsed. $uch bridges can also be pre-constructed by the defender in his deployment area.

    )iver cannot be crossed where there is no ford or bridge unless an ;A4 =see 6.*>. 8t 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 ?

    etra 686s, and dice. dd to the score if there is a %C within *p on the near side of the river or within

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    *p plus the width of the river on the far side, or * if both. 8f the total score is now

    Aess than ' o unknown ford eists within ,?p, even if searched for again.

    t least ' element wide ford is marked and the searching element is moved until its front edge

    touches the far bank.

    $tream or 5ully can be crossed off-road anywhere, but the initial move must end when the rear base edgeof a single element or of the leading element of a column is half way across. ;lements crossing or moving

    in or astride it are treated as in slow going until clear.

    )iver at least S a land element base width wide is navigable, but only by 4lotilla elements. Movement

    on it counts as upstream if moving away from its Functure with a 0aterway, moving in the direction from

    which most streams Foin it, or failing that, moving away from the end specified by the player who placed it.

    The maimum distance between the starting point of any front corner of a naval element moving on a

    navigable water feature and that cornerEs final position is

    U'%) (%+ 5(#)&6/ I* (%+ 5(#)&6/

    $teamer or 8ronclad. ?,p ,?p

    $ubmarines. p *p$ail or 4lotilla. ,?p p

    MOVING THROUGH OTHER TROOPS OR GAPS

    4riendly naval elements can always interpenetrate if they have a clear space to end in within move distance.

    Aand elements making a tactical or march move can move through friends occupying a %C, or facing in

    the same or opposite direction and neither on a road nor occupying an entrenchment. $taff can move

    through friends facing in any direction. $upply %ase can only be passed through by single element

    moves.

    repulsed or routed element can pass through friends facing in any direction. ;lements recoiled, repulsed

    or routed into a friendly or unoccupied %C, $6 or redoubt are assumed to flow through or round it, endingin the first clear space beyond it if they have insufficient move to go further. )ecoiled and pushed-back

    elements otherwise do not pass through friends, but push them back if they are facing in the same direction,

    rout instead if they are not.

    8f there is insufficient move to clear the first element met, the interpenetrators are inserted immediately

    beyond it.

    Mounted move through enemy artillery or =!#L> through %ayonets, Aight 8nfantry or $toic 4oot after

    scoring e1ual to these in close combat or if subse1uently repulsed or routed back into these. This simulatesflowing around unbroken s1uares or failing to take possession of batteries.

    The smallest gap that can be entered or shot through between elements or terrain features is element wide.

    This does not prevent an element moving sideways out of a column. gap less than element widebetween friendly or enemy redoubts or entrenchments =including elements in them> or between these and aterrain feature can be moved through, the move ending when clear of the gap.

    MOVEMENT RESTRICTIONS DUE TO ENEMY PROIMITY

    Marksmen can only contact Train. rtillery or train cannot contact any enemy. Cnless in an outcome move

    =@> o mounted, non-inferior $pearmen or 6 elements can move more than 7p, nor other foot,dismounted or naval element move more than ?p, and end in any contact with enemy.

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    =*> o element can move into frontal contact with an enemy element+s flank or rear unless it startsentirely behind a line prolonging that base edge of the enemy element or partly behind both flankand side edges

    =c> o element may cross the front of an enemy element that is within base width distance =*p> or

    pass an occupied %C or $6 within *p unless to retire directly to its own rear, or to move up toa S element width sideways and/or pivot to contact or line up opposite such an element+s front.

    RESPONDING TO CONTACT WITH ENEMY

    n element or group moving, pressing forward or pursuing into close combat with an enemy element mustpivot and/or shift sideways up to base width to conform to that enemy.

    staff, mounted, dismounted or foot element contacted by enemy only on its flank or rear edges turns

    immediately to conform to one such if not already repulsed or routing and all its opponents moved more

    than *p in sight this bound or pivoted from overlap.

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    naval elementEs or %C or $6 garrison+s target is in arc if any part of the target element is between lines

    etending beyond the shooting edge through diagonally opposite corners of the naval elementEs, %CEs or

    $6Es base.

    of straight ahead of any part of the shooting edge and no part is behind a line etending that edge.

    Maimum ranges from the nearest point of the shooting edge to the nearest point of the target are

    rtillery p if 6ortable, ,7p if $moothbore, ?,*p if Mied or %rass )ifled, @,?p if other )ifled.

    dd *p if 3eavy rtillery.

    8ncrease to 7,p if heavy )ifled firing at a %C, or at troops on a hill, or at a logistics target.

    aval 4lotilla or $ubmarines p =!7L only>.

    , @,p =!-#'>, 7,p

    =#7L>.

    or dismounted 2ragoons =L7@>.

    *p if other %ayonets, Aight 8nfantry, Marksmen =L'!>, dismounted )epeaters, or $6

    garrison.

    7p if Minie, Marksmen ='!L>, $toic 4oot ='!-!' if ;lite, '!- if not>, %A,dismounted 2ragoons =7@L> or a Aaager.

    ,?p if )ifles, $toic 4oot =!'L ;lite, L other>, dismounted )ifle avalry or Mounted

    )ifles.

    0hen artillery or naval shoot at a %C, $6 or bridge, this is at an O(9)#target, but occupiers also have

    separate combat outcomes. cannot be shot at unless shooting between upper halves of ? hills.

    The only shooting allowed over intervening hillcrests or unconcealed troops is

    ='> %ayonets =!#L>, Aight 8nfantry, Minie, %A and )epeaters can shoot over a gentle or steep hillEscrest that is within ?p. This simulates integral skirmishers being sent forward of the crest.

    =7> )ifled rtillery =##L> can shoot from ?-*p behind a gentle hillEs crest at a target at leastp distant, or over entrenchments and foot occupying them, or at enemy more than ,?p from

    them and up to *p beyond a gentle hillEs crest.

    =!> $moothbore or Mied rtillery can shoot at enemy more than *p from them and up to *pbeyond a gentle hillEs crest. This simulates ricochet fire with round shot and shells from the or ?

    howitIers included in each smoothbore battery or rifled guns.

    => 8ntervening troops more than *p from both shooter and target can be shot over by artillery on ahill, or by artillery or naval shooting at a hill, or by )ifled rtillery more than p from them.

    =#> rtillery can always shoot over enemy Marksmen more than *p from the shooters or overfriendly Marksmen.

    8f more than element shoots at a single enemy element, the additional elements aid the primary shooter

    instead of their shooting being resolved separately. 8f artillery or naval shoot at the same target as foot or

    dismounted and are not shot back at, the latter are the primary shooters.

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    target land element that will be shot at without shooting back at any of the shooters can either aid friendsE

    shooting or shoot immediately after it has been shot at and if it still has a legal target after combat

    outcomes. 8t then uses the same dice score, but not any tactical factors already used.

    CLOSE COMBAT

    lose 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 an enemy-held %C or $6.

    n 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. 8t acts as an overlap if either

    => %oth right or both left front base corners touch and at least the nearest part of theoverlapping elements front edge is not in contact with an enemy element.

    => %oth elementsE flank edges are in contact, neither element is artillery, and the elementsare facing in opposite directions, even if the overlapping element is in contact with a friendly or

    enemy element to its front. ;ach then mutually overlaps the other.

    3owever, foot cannot count as an overlap against mounted. Tactical factors for an enemy front edge incontact with an elementEs side or rear edge do apply.

    n element can overlap two enemy elements on opposite flanks or enemy elements eposed by its own

    frontal opponent having recoiled or been repulsed, routed or destroyed that bound. n element can only be

    overlapped once on each flank and cannot be both overlapped and contacted on the same edge. n $6,

    %C, $upply %ase or Aaager can overlap but not be overlapped. ;ach element in close combat with itsedges fights it separately and consecutively. redoubt cannot be overlapped, but can overlap or be

    contacted in flank. staff element that would fight as such cannot provide overlap or flank or rear contact

    tactical factorsRESOLVING COMBATS

    0hether 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.

    command party substitutes the combat value of a mounted or foot element contiguous to its rear and thenuses that elementEs tactical factors and outcomes. 8f in close combat, it adds its own combat factor.

    dismountable element is always mounted if it moved more than 7p this bound, and if not, alwaysdismounted if shooting, entrenched, manning an obstacle or in difficult going.

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    U?

    3eavy avalry or mounted )ifle avalry. U* U?

    U?

    6istols. U@ U@

    U?Aight avalry and mounted 2ragoons or )epeaters. U? U?

    U?Mounted )ifles when mounted. U U?

    U?

    %A or )ifles and all dismounted ecept 2ragoons. U* U*

    U?

    Muskets, Minie, %ayonets or Aight 8nfantry. U* U@

    U?

    $toic 4oot. U* U?

    U?

    4irelocks. U@ U?

    U?Marksmen. U U?

    U@

    2ragoons if dismounted. U U?

    U?

    3eavy rtillery. U? U*

    U*

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    U@

    Temporary bridge - U?

    U@

    6ermanent bridge. - U@

    U*

    T&4($4&% *&4(#2

    dFust your elementEs, %CEs or bridgeEs score by each of the following that apply

    U@ if in close combat against an element of a defeated enemy command.

    U? if either shot at or in close combat while protected in a redoubt.

    U if foot or dismounted, and either

    $hooting or shot at or in close combat while protected in an entrenchment.

    $hot at or in close combat while defending the edge of a %C or an $6, not yet afire.

    $hot at on a base edge entirely in difficult going other than a burning %C or marsh.$hot at by artillery while in slow going other than a gully or stream.

    8n close combat while manning an obstacle.

    U if shot at by enemy, all of whom are beyond

    ?p if the shooters are foot, dismounted or a Aaager, and the target is not artillery.

    *p if the shooters are $moothbore or Mied rtillery and the target is not artillery, a

    %C or an $6.

    3alf maimum range if the shooters are )ifled rtillery or naval.

    U if shot at only by artillery shooting from beyond a hill crest or over troops of the artilleryEs side.

    U for each friendly element aiding a primary shooter or a target in distant combat, or a single

    supporting artillery element aiding close combat.

    - for each flank overlapped in close combat, or each flank enfiladed by shooting.

    - if close combat opponents started the bound uphill.

    - if any land troops being shot at after making a march move, or if )ifles, %A or dismounted ecept

    2ragoons and being shot at by foot or dismounted after making a tactical move, or if artillery shotat after a tactical move or who were repulsed this bound or last.

    - if $ail shooting from or shot at on their front or rear shooting edge.

    - if 4irelocks, Muskets or $toic 4ootO and in close combat in difficult going or in the interior of a%C.

    - ? if mounted, artillery or a AaagerO and in close combat in slow or difficult going or in a %C.

    - ? if silenced artillery in close combat, or a damaged naval element.

    - ? if pursuers in close combat against new enemy mounted, or if repulsed or routing.

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    - @ for each enemy element in front edge contact with flank or rear edge.

    G#&.$' *&4(#2

    ompare your elementEs current total after tactical factors to that of its opponent, and then adFust it by

    U if ELITEand its total is -

    ;1ual to its opponentEs in close combat unless either is mounted and the other is foot or artillery.Aess than its opponentEs if shot at in distant combat unless by artillery or naval or if in closecombat.

    - if INFERIORand its total is -

    Aess than its opponentEs if in close combat.

    ;1ual to or more than its opponentEs if in distant combat and shot at by artillery or shooting.

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    COMBAT OUTCOME

    ow 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. 8f none of the outcomes apply, the element does nothing.

    ;lements shooting in distant combat but not shot at by any enemy ignore outcomes ecept press forward.;lements in close combat against the flank or rear of an enemy element always recoil if the enemy total ishigher. $upporting artillery use the total of the supported element directly in front, but artillery outcomes.

    ;lements attempting to destroy an undefended bridge ignore outcomes. n $6 garrison ignores outcomes

    not mentioning $6.

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    going

    is at least ? less. or a redoubt, otherwise l,?p to ,7p if 3orse rtillery, p if not.

    aval if its total is at 2amaged by naval or artillery unless $ubmarine.

    least ? less.

    %C. $et afire by artillery or naval.I* $(: ((&% $' 4%) 468&( $ %) (9&' (9&( * (9) )')6+ 85( 6#) (9&' 9&%*2

    Mounted. $pent if fighting against routers.

    2estroyed if already routing or if attacking over an obstacle.

    2estroyed if uirassiers, 3eavy avalry, 2ragoons or Mounted )ifles and

    fighting against $ipahis or Aight 3orse.

    )outed ,?p if not destroyed or spent and already repulsed this bound.8f none of these, repulsed 7p to ,?p.

    4oot or staff. 2estroyed if in good going and any enemy mounted in front edge contact withfront, flank or rear.

    2estroyed if defending a redoubt.

    )outed p if in an entrenchment.

    )epulsed p if in the interior of a %C or defending an obstacle.)ecoiled if in a 0ood or defending the edge of a %C.

    )epulsed *p if attacking the edge of a %C or $6 or an entrenchment or

    redoubt.

    8f none of these, recoiled if $toic 4oot, otherwise routed p by 4irelocks,%ayonets, Aight 8nfantry, $toic 4oot, %A or )ifles if these moved or pursued into

    contact this bound, destroyed by $pearmen. ll others routed p if any enemy

    are in front edge contact with flank, repulsed *p if only with front.

    2ismounted. 2estroyed if in good going and any enemy mounted in front edge contact withfront, flank or rear.

    )epulsed ,?p if in the interior of a %C or defending an obstacle.

    )ecoiled if in a wood or defending the edge of a %C.

    )epulsed *p if attacking the edge of a %C or $6 or an entrenchment orredoubt.

    8f none of these, repulsed *p by Marksmen or artillery, repulsed p by

    $pearmen, routed ,?p by others.

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    aval. 8ronclads destroyed by Mied or )ifled 3eavy rtillery or 8ronclad or 4lotilla

    =!7L> or if in close combat against 4lotilla or $ubmarine.

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    D)(#+).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.

    D&6&).naval elements incur a permanent X? tactical factor and their maimum move is permanently

    reduced by *p. 8f markers are needed, small puffs of dark brown cotton wool, or wreckage are suitable.

    S)'(elements have epended 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 net battle of a campaign.

    D$&8%).staff elements remain so until they net have an unadFusted 686 score of 7. This simulates the

    effects of confusion while a general recovers from inFury or is being replaced by the net in command.

    %rilliant generalEs replacement is not %rilliant. n 8nert generalEs replacement is 8nert.

    S$%)'4). elements remain so until the end of the immediately following bound. Cntil 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 epose themselves, or artillery crew depleted, driven from or

    repairing guns. 8f a marker is needed, a small puff of dust coloured cotton wool, a casualty figure or a shell

    hole are all suitable.

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    which is not itself in close combat or going to be shot at also presses forward. ;lements pressing forward

    cannot shoot or be shot at again until net bound. ;lements pressing forward into close combat with enemy

    as a result of distant shooting fight them this bound. ;lements pressing forward after close combat =unlike

    pursuers> do not fight again until net bound.

    P5#5$'elements follow recoiled, repulsed or routed opponents they were in close combat with thisbound, or if these were destroyed, move straight ahead. They need not eceed minimum pursuit move or

    enter slow or difficult going unless they choose to, or leave the table. 8f they contact enemy, one side mustconform in the usual way described in );$6

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    4).

    G4irst reckon, then risk.H =Moltke>.

    GThere is always haIard in military movements, but we must decide between possible loss from inaction

    and the risk of action.H =Aee>.

    G8f you attack epecting to prevail, do it in full strength, because a surplus of victory never caused any

    con1ueror one pang of remorse.H =Renophon>.

    GAuck is like a sum of gold, to be spent.H =llenby>.

    Got only strike while the iron is hot, but make it hot by striking.H =romwell>.G8n war there is only one favourable moment. 5enius seiIes it.H G8n order to smash, it is necessary to act

    suddenly.H G8t is very advantageous to rush unepectedly on an enemy who has erred, to attack him

    suddenly and come down upon him with thunder before he has seen the lightningH. =apoleon>.

    G8f a segment of oneEs force is located where it is not sufficiently busy with the enemy, or if troops are on

    the march X that is, idle X while the enemy is fighting, then those forces are being manageduneconomically. 8n this sense they are being wasted, which is even worse than using them inappropriately.

    0hen the time comes, the first re1uirement should be that all parts must act, even the least appropriate task

    will occupy some of the enemyEs forces and reduce his overall strength, while completely inactive troops

    are neutralised for the time being.H =lausewitI>.

    GThere is a gift of being able to see at a glance the possibilities offered by the terrainY.

    G general should show boldness, strike a decided blow, and manoeuvre upon the flank of his enemy. The

    victory is in his hands.H Garry your troops well on and attack the enemy vigorously.H G8n war as in love,

    we must achieve contact ere we triumph.H G8n order to smash, it is necessary to act suddenly.H =apoleon>

    GThe bayonet is a wise manO the bullet is a fool.H G0e must attackJJJ old steel - bayonets and sabres. 6ush

    the enemy over, hammer them down, donEt lose a momentJ .

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    G3e who stays on the defensive does not make war, he endures it.H =5oltI>.

    GThe defensive-offensive is the strongest form, but the most difficult of eecutionH =lausewitI>.

    Gothing is more dangerous than the attempt at defending seriously a river line, by keeping his side of the

    river occupiedO for if the enemy were to cross suddenly with surprise effect X and that he will always beable to do somehow X we would find the defender in etensive positions from which the latter will be

    unable to assemble in time.H =apoleon>.

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    GTime spent in reconnaissance is seldom wasted.H =4$) #?>.

    G general should never have to say, G8 did not epect it.H =Maurikios>.

    G9ou will usually find that the enemy has three courses open to him, and of these he will usually choose the

    fourth.H =Moltke>.

    GThe first duty of an advance guard is to advance.H =$lim>.

    GThe true speed of war is not headlong precipitancy, but the unremitting energy that wastes no

    time.H=Mahan>.

    GMost opponents are at their best if they are allowed to dictate a battleO they are not so good when they are

    thrown off-balance by manoeuvre and are forced to react to your own movements and thrusts.H

    =Montgomery>

    GThe use of cavalry demands boldness and ability above all, it should not be handled with any miserly

    desire to keep it intact.H Gharges of cavalry are e1ually 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.H =apoleon>.

    GThe 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 moreimportant result of advancing against the flank and rear of the enemy.H =%alck>.

    G8t is with artillery that one makes war.H G.

    Go etraordinary effort is re1uired for infantry to seiIe a few gunsO but when the fire of many guns is

    concentrated to oppose its attack, the havoc created is so dreadful that the most courageous infantry

    fre1uently fails in the attempt to carry a powerful battery.H =)obertson>.

    G0e still have in our recollection the character of weariness and ehaustion which it =the battle of

    %orodino> 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. Aarge vacancies were everywhere apparent. That enormous artillery, which had broughton the two sides nearly ?, 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. Thecavalry had almost everywhere taken up the place and position of the infantry, and made its attacks in a

    weary trotO riding hither and thither, disputing and gaining by turns the field works. Towards @pm 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.H =lausewitI>.

    G6rovidence is always on the side of the last reserve.H G general who retains fresh troops for the day after

    a battle is almost always beaten. 3e should throw in his last man.H =apoleon>

    GThe great secret of battle is to have a reserve. 8 always had one.H =0ellington>.

    GTo fight without a reserve is like playing cards without capital X sheer gambling.H =4uller>

    G prompt and vigorous pursuit is the only means of ensuring complete success.H =$heridan>.

    Gever 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.H =$tonewall Packson>.

    G3istoryYis indeed little more than a chronicle of the crimes, follies and misfortunes of

    mankindH=5ibbon>.

    GThe kind of person who could not lead a patrol of # men is happy to arrange armies in his imagination,

    criticise the conduct of a general, and say to his misguided self GMy 5od, 8 know 8 could do better in his

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    place.H=4rederick>.

    OPTIONAL PRELIMINARY MAP MOVEMENT

    )eal battles were not mutually arranged, but were the conse1uence of previous movement by the opposing

    sides in attempting to apply their respective strategies. The deployment rules give some of the flavour ofthis, but this can be enhanced if you wish by a simple preliminary map campaign using the followingsystem. More elaborate campaigns using real maps and third party umpires can be substituted, but will need

    more time, effort and organiser epertise.

    The two sides share a single stylised map. This is marked with road links between nodal points which are

    usually villages, but can also be road Functions, defiles or Fust arbitrary intermediary points. The distance

    between two adFacent nodes is called a $T5;, and is notionally !.' miles or ? kilometres.

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    during which troops may start arriving from stage away Gmarching to the sound of the gunsH. )etreat 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. )etreat from a battle once started is by a

    compulsory army rout of or ? stages. %attles cease at nightfall. The night can be used to retreat, or the

    battle can resume net morning.

    COMMENTS

    The primary site for 345 is now my own www.phil-barker.pwp.blueyonder.co.uk. 345 can no longer beviewed as 3TMA files, but can be downloaded as an 3TMA file or 0 - simple :ictorian naval set, G2e

    %ellis :elitumH =2%:> - 2% style ancient skirmish set, and G2e %ellis Magistrorumi MilitumH=2%MM> -

    an eperimental big battle ancient set based on 2%M.

    My thanks to all those that have provided input so far, especially to Pohn )ohde, drian 0ebb and orman

    0hapshott, who are currently the most prolific testers and commentators.

    345 has already inspired new ranges of 'mm figures for the %alkan wars. 8 have seen some of the5reeks, %ulgarians and Turks, which are both accurate and full of character. ontact

    $.(oumoussis, @* 8thakis $tr., 6.(okkinia ? @@, 6iraeus, 3ellas-5reece,

    or

    skoumousisZhotmail.com.

    6hil %arker.