Muskets & Mayhem:
Simple Rules for Horse & Musket Battles Fought with Toy Soldiers
Simple Rules for Horse & Musket Battles Fought with Toy Soldiers
Sequence
- Initiative (both sides roll D6 with higher roll choosing to go first/second)
- Movement (alternate formations EG I move a unit, you move a unit, units charging conduct their pre-charge morale check now. If failed, they remain at a halt. Targets of charge make their morale checks now. If passed they may fire on charging unit instead of in fire phase)
- Artillery Fire (apply casualties at end of artillery phase)
- Stationary Fire (apply casualties at end of Stationary Fire Phase)
- Moving Fire (apply casualties at end of Moving Fire Phase)
- Morale (conduct all morale checks as a result of stand loss through fire combat)
- Melee Combat (units in contact resolve melees at this time – initiative player determines who goes first)
Moving
Line units move and not fire 12 units of measurement. Line units who will fire and move 8. Attack columns move 12. Artillery may move 6, foot limbered may move 12. All cavalry move 20. Squares may not move.
Units of Measurement:
Inches for troops larger than 15mm. Centimeters for 15mm and below. If you're using blocks of 10mm or 6mm troops, consider making hits by base instead of by figure. (Just say each base fires with 2 D6 and takes 4 hits.)
Inches for troops larger than 15mm. Centimeters for 15mm and below. If you're using blocks of 10mm or 6mm troops, consider making hits by base instead of by figure. (Just say each base fires with 2 D6 and takes 4 hits.)
Unit Composition:
·
Line unit sizes are 16
troops, including figures representing officers, musicians, etc (unit
represents most likely an 18th or early
19th century battalion or ACW sized Regiment).
·
Light Infantry
Battalions are composed of 8 total troops individually based or based 2 to a
base, with each base receiving 1 fire die.
Light Infantry Battalions skirmishing always fire as if they were at
DISORGANIZED morale (they always hit on a 5).
·
Cavalry Squadrons are
8 to 10 mounts including officer and color bearer.
·
Artillery Batteries
are 1 gun model with up to 4 gunners
Shooting
Shoot groups of 2
figures. So a full strength line battalion gets 8D6 (8 six sided dice).
Game uses opposed shooting rolls. So firer shoots his fire dice.
For every hit, the unit being fired upon rolls its morale dice to see how
it stands the fire. Artillery batteries
fire based on number of gunners with cannon.
(4 gunners = 4 fire dice – casualties are removed for unsaved hits).
EG: Austrian foot
at normal morale (4 stands of 4 troops each) rolls 8 dice. Normal morale
hits on 4+. He rolls 1,1,2,3,4,4,5,6. Every die that is
"4" or higher scores a hit. The Austrian unit scores 4 hits.
The Prussian unit he fires at is currently also at Normal morale.
He rolls 4 dice (1 for each hit) and rolls 2,3,4,5, canceling out 2 hits
from the Austrian player. THe Prussian player takes 2 total hits to his
battalion. The Prussian player places a small die with the "2"
showing behind the left-most stand.
Skirmisher / Light
Infantry Battalions are units of 8
Morale
Morale Levels are Normal, Disorganized, Shaken.
For every 4 hits, you reduce your morale level by 1:
4 stands full
strength. 3 stands Disorganized. 2 stands Shaken. Units reduced to
4 figures or 1 stand are removed.
For Shooting and
Morale:
Normal Morale GREEN
Dice hit on 4+ / Save on 4+
Disorganized Morale
YELLOW Dice hit on 5+ / Save on 5+
Shaken Morale RED Dice
hit on 6 / Save on 6
ALTERNATE MORALE SAVE
DICE OPTIONS (roll number or higher on 1D6) for those who want combined
grenadier battalions, Guards troops, riflemen, etc)
MORALE Dice for
Opposing Fire
Elite 3+
Regular 4+
Second Rate 5+
Hastily Trained
Conscript / Mil. 6
Morale
Units must take a
morale check after losing a stand, prior to melee, and receiving a charge.
Must roll your morale level or better on 1D6.
Melee
Line up Battalions and
roll as per shooting. Winner must beat loser by 2 casualties.
(Prussian scores 4 hits, Austrian scores 2 - Prussian is the winner.)
Melee Sequence:
1. Moving player announces Charge and makes pre
charge morale check during movement phaseMoving player moves unit in.
2. Player to receive charge makes morale check. Must pass or retreat
full move distance.
3. If Morale check passed, player receiving charge may fire immediately
after charging player finishes charging unit’s movement)
4. Join units. Resolve melee combat dice rolls during Melee Phase.
5. Melee Phase roll 1D6 for every figure in unit, striving to meet or exceed
the Shooting/Morale number. (Normal Morale 4+, Disorganized Morale 5+,
Shaken Morale 6). Both sides make Morale 6. Save Dice throws for each hit.
7. Remove Casualties or use marker dice if troops are on bases.
8. Winner is the side who scored 2 more hits than opponent.
9. Losing side retreats 1 full move facing enemy.
9. Losing side retreats 1 full move facing enemy.
Combat Dice Additions:
Cavalry charging infantry in line receive double dice.
Infantry or cavalry charging artillery receive double dice if artillery
battery passes its pre charge morale check.
Excellent - thanks Steve.
ReplyDeleteLike the expansion of the charge explanation - I'd figured that charge and effects would happen during movement - but good to see it clarified here. I'm going to try and get a game with these today.
What are you thinking for catchy name...'OSWaG' (old school war game or 'OSHoM' (old school horse and musket) or perhaps an off the wall suggestion of 'Muskets and Mayhem' :) ?
Darren,
DeleteI thought it would be helpful clarified. That way if anyone wanted to try it, you had the recipe-book so to speak!
To be honest I had not thought of a catchy name but I sure like Muskets & Mayhem! Let's go with that! I am very much looking forward to your play-test. As stated, this week I should have some time to try it and see how the mechanics work.
Steve
First game is up now Steve.
Deletehttp://warfareintheageofcynicsandamateurs.blogspot.co.uk/2015/03/game-27-muskets-mayhem.html
Have published details of where we refined or added to rules.
What should happen to the loser in melee by the way? We opted for a 'push-back' option, unless stands had been lost, in which the loser was destroyed. Have some other discussion points on the blog, but thoroughly enjoyed the rules - and very adaptable to other Horse & Musket periods.
Huzzah! I have already left comments sir!
DeleteI added in a segment about the losing side retreating 1 full move away. Your method seems like it would lend itself to faster play. I'm very glad you enjoyed the rules. I can't wait to play them myself.
Thanks for the great post. I'm going to try and give these a play this week. Muskets and Mayhem is a great title.
ReplyDeleteJohn
LZBravo.com
Thank you John, glad you liked them. Please let me know if you have any questions at all.
DeleteSteve