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NEWEST PostJuly2021 GAME RULES QR CHARTS

The document is a comprehensive guide for wargaming the English Civil War, detailing rules for movement, combat, morale, and artillery. It includes various mechanics such as card draw for turn order, movement nuances, and combat ratings for different unit types. Additionally, it outlines setup instructions and battlefield configurations for gameplay.

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Jerod Howard
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0% found this document useful (0 votes)
4 views4 pages

NEWEST PostJuly2021 GAME RULES QR CHARTS

The document is a comprehensive guide for wargaming the English Civil War, detailing rules for movement, combat, morale, and artillery. It includes various mechanics such as card draw for turn order, movement nuances, and combat ratings for different unit types. Additionally, it outlines setup instructions and battlefield configurations for gameplay.

Uploaded by

Jerod Howard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WARGAMER'S GUIDE TO THE ENGLISH CIVIL WAR 3rd.

Edition July 27, 2021

① 1 Move by Card Draw: Red Royalist --- Black Paarliamentians 3 Forlorn Hope Fire and Morale
Turn One Side Moves All Units Followed By Other Side 4 Artillery Fire and Morale
Sequence Even if moved, charge if charged & logical evades are OKAY 5 All other Fire and Morale
2 Next actions are processed in order --- simultaneously for each 6 All Melees and Morale

② MOVEMENT
③ Mounted Long March Caracole Trot Canter Gallop!
Horse Trot/Canter/Gallop 2" 1"-12" 12.1"-15" 15.1"-18" + 1xD6
Dragooneers, Lobsters Trot/Canter/Gallop 2" 1"-9" 9.1"-12" 12.1"-15" + 1xD6
④ Foote Long March Move No Fire Fire No Load Intro./Extro. CHARGE! Ring
Ordered Pike & Shot 12"+1D4 9"+1D4 6"+1D4 1" 12"+1D4 6"
Open Ord Shot, Dragooneers 15"+1D4 12"+1D4 9"+1D4 1" 12"+1D4 6"
⑤ Equipment Limbered Push/NoFire Push & Fire Turns/Load/Lim./Umlim.
Galloper Lt. Arty. 12" 6" 3" 1
Light Arty. 9" 4" 2" 1
Med. Arty. 6" 2" N/A 2
Heavy Arty. 3" 1" N/A 3
Mortars 6"/Wagon N/A N/A 2
Wagons 6" N/A N/A 2
⑥ Movement Nuances
Roads Add 50% On Road all turn.
Lt./Low Obstacles -1D4* Walls/Fences/Hedges, Shallow Water, Orchards/Crops, Low Hills, 1x Story House
Steep/Hvy Obstacles -2D4* Inf.Only: Woods, High Fences/Hedges, Deeper Water, Taller Hills, 2 Story Houses
* Subtract from movement remaining on arrival at obstacle. Apply till through.
Wheeling: Mounted: -1" each 45% or part of 45 degrees. On Foot: -1/2" Arty. = NA
Each Facing Change: Mounted: -1" at the trot only. Foot/Arty.: -1/2"
Formation Changes: One Turn
Dragooneers: One half turn to mount/dismount. 1/4 = horseholders.
Loading Small Arms: One Turn in place except if firing by Introduction, Extroduction and the Caracole.
Trot/Canter/Gallop: Increase/Decrease one level/turn. One gallop must be followed by two slower turns.
Mtd.Officers/Couriers: 36" + 2xD6
⑦ Pursuit of Routing Enemy
1 Foote vs Foote: Winner may pursue routed Foote with 1D6 = 4-5-6. Stop anytime.
2a Horse vs. Horse or Foote: Winner always pursue routed foe. If undesirable: 1D6 = 4-5-6 to stop.
2b Next turns: Pursuit halts 1D6 = 5-6 and 6 thereafter. Unit won't return if off table.
3 Pursuit: Foote Use Charge Speed. Mounted Throw 1D6: 1-2 Trot, 3-4 Canter, 5-6 Gallop
⑧ CR: Combat Rating (Point Value: Each Miniature Soldier)
Lobster/Cuirassier 4 Pikeman/Polearms 2 Charismatic Officer 0
Armored Horse/Lancer 3 Standard Bearer 2 1D6: 6 = Charismatic
Unarmored Horse 2 Artilleryman 2 Adds 1 to Pursuit and Morale
Dragooneers 1 Leader w/o PoleArm 1
Well-Trained, Elite or Guard 1 Musketeer/Drummer 1
p. 1
⑨ FIRE: Toss 1xD6 and Modify 1 Rank Deep Fire ⑫ Disorganized
⑩ Shooter Modifiers ⑪ Target Modifiers 1D6 + Mods.
Well Trained, Elite or Guard 2 Significant Different Elevation -1 Well Trained, Elite,
Poorly Trained -2 Open Order or Arty. Crews -2 Gds., Charismatic 2
First Fire of Game (not arty.} 2 In Lt. Or Soft Cover -1 Poor -2
Not Under Fire 1 Benefiting From Hard Cover -2 0-1 -3
Moving/Firing (Not Intro/Extro/Caracole) -1 Close Ordered Foote or Rings 2 2-3 -2
Giving Enfilade Fire 2 Units in the Long March 2 4-5 -1
Firing From Open Ord. (not arty.) -1 Small Arms Hitting Armoured -2 6 No Effect
Mounted Fire -1
Roundshot, Air Burst, Langridge 1, 2, 3 ⑭ Roundshot Accuracy 1D6 ⑮Air Burst Lands
Medium Range Long Range Must Land w/i 2"
⑬ Range When Firing At A Charger 1 4" Left 1 8" Left 1 6" Over
& Cavalry Charge Pistol Fire Short/Pt. Blank 2 2" Left 2 6" Left 2 6" Under
Starts At: 0 1 2 3 4 5 6 7 3-4 On Target 3-4 On Target 3-4 On Target
Long Fail L L M M S S PB 5 2"Right 5 6"Right 5 6" Left
Medium Fail M M M S S PB PB 6 4" Right 6 8" Right 6 6" Right
Short Fail S S S PB PB PB PB Ranks of Penetration x CR/Miniature 1D4 = Mins. Hit
Pt. Blank Fail S S S PB PB PB PB Light: 2 Medium: 3 Heavy 4 -1 Lt./Med. Arty.
Well-Trained/Elite/Gds. 2, Poor -2, Shooter Moved -1 ⑯ Counter Battery Fire 2D6: 11-12 Destroyed
⑰ Pt. Blank Range ⑱ Short Range ⑲ Medium Range ⑳ Long Range
Musket, Carbine 2" Muskets, Carbine 10" Musket, Carbine 15" Musket, Bow 20"
Pistol 1" Pistol 3"
Ball, Langridge Ball, Langridge and Ball, Langridge and Ball, Air Burst
Air Burst Air Burst
Light Arty. 10" Light Arty. 20" Light Arty. 30" Light Arty. 40"
Miniatures Med., Hvy. Arty. 12" Med., Hvy. Arty. 24" Med., Hvy. Arty. 36" Med., Hvy. Arty. 48"
↓ D6 → 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6
13, 14, 15, 16 3 4 4 4 5 6 3 3 3 3 4 4 1 2 2 2 3 3 0 0 1 1 2 2
9, 10, 11, 12 3 3 3 4 4 5 2 2 2 3 3 3 1 1 1 2 2 2 0 0 0 1 1 1
5, 6, 7, 8, Arty. 2 2 2 2 3 4 1 1 1 2 2 2 0 1 1 1 1 2 0 0 0 0 1 1
1, 2, 3, 4 1 1 1 2 2 3 1 1 1 1 1 1 0 0 1 1 1 1 0 0 0 0 0 1
Numbers Above Are Integers
21 Convert Integers To CR 23 MELEE
Subtract from Unit Roster 1 Fighting Ranks: Muskets 2 Pikes 4 Mounted 1
Infantry, Drag., Arty. x 1 2 Match opposing trays as evenly as possible + 2" to side.
Armored/Unarmored Horse x 2 3 Toss (2 x D6 + Modifiers) x CR.
Lancers x 3 High total wins round & loses 10% of loser's CR.
Low tot. loses 25% of winner's CR, is pushed back 2" and
22 Firing Conventions is followed by winner. Loser check's morale.
Fire w/i 45 at closest target. 4 Modifiers
Small Arms: One turn to load except Cavalry Speed: Trot, Canter, Gallop 1, 2, 3
if firing by Intro./Extro./Caracole. Foote Defending Hill Slope Top or Light Cover 1
Only horse fire pistols charging/melee Foote/Dragooneers Defending Heavy Cover 2
Attacking Flank or Rear of the Foe 2
Disorganized See Chart 12
5 Foote may reinforce melees to its front only if there is room.
6 If a cavalry melee lasts more than one turn, mix up units still
fighting. Reserve lines may be added in at the rate of one
new line/turn. New unit pistol fire is disorganized
p. 2 7 3 Turn Duration. If unresolved, all rally back 2 moves now.
24 Disorganization See Chart 12
1 Moved through significant obstacle. 6 Horse pistol fire entering existing melee
2 Meleed before completing formation change. 7 Melee winners and rallied units have not
3 Meleed while in The Long March. rested/reorganized in place for one turn.
4 Foote in close order or ring in melee vs. other foote. 8 You are routing.
5 You charge for more than one turn to enter a melee.
25 MORALE ! Melee Winners Never Check Morale
Toss 4xD6 when negative situations below occur. Add dice score. Apply +/- factors to total score.
9 or Above: Unit may carry on next turn.
5-8 Toss 1xD6: 5-6 Unit retires orderly to the rear now ending turn facing the foe who may not pursue.
0-4 Unit Routs. See Pursuit Chart # 7. Below 0 Unit Surrenders if in Melee or Rout.
26 UNIT QUALITY VARIABLES 28 IMPETUS VARIABLES
Well-Trained, Elite or Guard 2 Foot (Not Dragooneers) charging 1
Poorly trained and suffers casualties -2 Horse charging at the Trot, Canter, Gallop 1, 2, 3
Charismatic officer w/i 10" (one unit) 3 Charging Set-Up Arty. w/i 45° of its front -3/Gun
27 ATTRITION VARIABLES
Full strength 1
First casualties -1 29 ARTILLERY EFFECT VARIABLES
Fell below 75% CR -2 Roundshot casualties -1
Fell below 50% CR -4 Air Burst casualties -2
Fell below 25% CR -8 Langridge/Hail Shot casualties -3
Below 25% CR suffers casualties * -12
* N/A the turn unit falls below 25% CR
30 TACTICAL VARIABLES
Unit is fired upon or meleed in the flank or rear -6
Foot not behind cover not countercharging enemy foot 0
Horse not countercharging enemy horse -3
Foot not in ring or close ordered charged frontally by horse -3
Non-ordered or double ordered foot charged by ordered or double ordered foot -3
Unit is charged or meleed by CR 4 or more times it's own ** -3
Unit is defending light cover or a hill slope top 3
Unit is defending hard cover 6
** Arty. Crews test morale only if charging units are able to melee their pieces.
31 CRISIS VARIABLES
Unit lost this melee round -2
Unit lost a standard, colour or guidon this turn -1
Unit captured a standard, colour or guidon this turn 1
Unit captured an artillery piece last turn 1
Unit is ROUTING! -6
Unit is ROUTING for a third, fourth, etc. consequtive turn -3
Friends routed through you this turn *** -6
Friends routed within 3" this turn *** -3
Friends joined you in an existingmelee this turn 1
*** Does not affect units 4 or more times greater in miniatures
32 PERMANENT MORALE ADJUSTMENTS
Add or subtract adjustments below to unit CR on rosters, every turn something can be applied
33 CRISIS ADJUSTMENTS 34 SUCCESS ADJUSTMENTS
Lost flag this turn -1 Won the melee (not the round) 3
Lost melee (not the round) this turn -3 Captured a flag or Cannon 1
Each turn of Rout -3 Unit rallied after routing 1
p. 3 Frightened foe to rout w/o a melee 1
WARGAMER'S GUIDE TO THE ENGLISH CIVIL WAR 3rd. Edition July 27, 2021
Set-Up Place soldiers up to: Forlorn Hopes 25", Pre-positioned Arty. 20" and Foot/Horse 15"
"…Sir, it is a very fine thing on paper, but there is no such thing in the field." {Lord Eythin to Prince Rupert before Marston Moor}

Battlefield This area is off table

Map

15" Foote/Horse 15" Foote/Horse


20" Arty. 20" Arty.
25" F.Hopes 25" Forlorn Hopes

25" Forlorn Hopes 25" Forlorn Hopes


20" Arty. 20" Arty.
15" Foote/Horse 15" Foote/Horse

This area is off table


Turn 0: Pre-Turn 1 BOMBARDMENT Turn 1: Arty. is reloaded/ready to fire again followed by MOVEMENT

ARMY ORDER OF BATTLE


Brig. Horse Tertia of Foote Tertia of Foote Brig. Horse

1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
FH FH FH FH

Brig. Horse Tertia of Foote Tertia of Foote Brig. Horse

1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
FH FH FH FH

Army Headquarters
Commander in Chief
Courier #1
Courier #2
Left Wing
Center
Right Wing
FH = Forlorn Hopes, if any.
p. 4

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