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FAST PLAY RULES FOR SEVEN YEARS WAR

Ver. 2.0
1. Introduction
These are fast play rules for mid-18th century battles with 15 mm figures, the focus is on
playability. They are ideal for campaingnplay, where you would want to finish the battle in
one or maimum two hours. They are not suited for historical refights.
!fantry regiments consist of " stands. #a$alry of 2 - % stands. 1 &eneral for '- 10 regiments.
Troops are either inf, ca$ or arty and either massed or light (see )V*+V!*,-.
.istances in cm.
2. Sequence of play
This system uses an alternating mo$e se/uence with one side mo$ing and the other firing.
1- #ommand phase (phasing player-
2- 0o$enment (phasing player-
%- 1ire (non-phasing player-
"- 0elee (both players-
3. Command phase
%.1 Groups
*ach group has an order (attac2, ad$ance, reser$e, stand, retreat or rout-.
1 to % regiments of the same type (inf., ca$. or arty- may form a group. +egiments of a group
must stay in base contact, usually ad3acent to each other
1
, and ha$e the same facing at all
times. They must stay togheter if possible and this can only be changed by two ways 4
5 6 general may try to split regiments of a group, or he can combine groups that are ad3acent,
ha$e the same facing and same orders. This is called reforming and is done during the
command phase, before orders are gi$en. +egiments may ne$er be split howe$er.
5 !f, as a result of combat, one regiment of a group fails a moralechec2 and must change
orders, this regiment becomes a seperate group (the other regiment(s- of the group retaining
their former orders-.
%.2 *ach leader of the phasing player determines the number of commandpoints (#.7.- he
has for this turn by throwing 4
5 a ." for normal leaders
5 two ." for incompetent or competent leaders.
!ncompetent leaders use the lowets score.
#ompetent leaders use te highest score.
%.% *ach leader of the phasing player may now try to change orders of any group under his
control or reform a group for 1 #.p.
To change orders or reform groups 4
throw a .8
1
9ee the ane on formations.
5 the new orders are recie$ed if the score is higher than the distance between your general in
cm to the unit di$ided by 5. *nemy troops bloc2 this path of communications. 0easure
:around; them.
5 if the score was lower then or e/ual to this number the unit 2eeps its former orders.
5 6 8 is always considered succesful, regardless of distance (no automatic failiure-.
5 6 unmodified 1 is alway considered a failure (no automatic succes <-.
There may be only one attempt to change orders of a group per turn.
6 leader may decide to spend etra effort on a particular order by spending an etra 1 #.7 to
get an '1 modifier (maimum-. =e must decide this before he rolls his .8.
!f the entire group is out of sight there is a >1 modifier.
4. Moement.
9ee )V*+V!*, for the distances of the different units.
".1 !rders and moement.
5 6ttac2 4 0ust mo$e ma mo$ement-allowance straigt forward. (! mean straight forward <-
5 6d$ance 4 0inimum ? mo$e towards the enemy (general direction-
5 !nfantry may stop when they mo$e up to 5 cm from the enemy if they are
massed, 10 cm if they are light. @oth may engage in close combat.
5 6rtillery must mo$e up to 15 cm (close range-. !f in the command phase a
phasing players artillery unit is within 15 cm of an enemy unit it automaticly gets
stand orders and unlimbers.
5 #a$alry must mo$e closer e$ery turn.
5 +eser$e 4 The group may mo$e maimun ? of his mo$ement-allowance at any direction.
0orale-chec2 to ma2e contact. 6rtillery may unlimer as if on ad$ance oreders.
5 9tand 4 Ao mo$ement, only change facing to turn towards an enemy threat.
5 +etreat 4 0o$e minimum ? away from the enemy.
5 +out 4 0o$e maimum distace away from enemy
".2 Maneure
Aot possible if on attac2 orderes.
)bli/ue mo$ement is allowed ("5B ma-.
To turn C0B or more lose ? mo$ementallowance
There are % possible formations for regiments4
Dine 4 EEEE
.ouble line 4 EE
EE
#olum 4 E
E
E
E
#hanging formation from line to double line, colum to double line or $ise $ersa costs ? of the
regiments mo$ementallowance, changing formation from line to colum or $ise $ersa costs the
units; entire allowance (this is only alowed for a unit under reser$e orders-.
".% "errain and moement
Two types 4 area (woods, swamp, town,F- and linear obstacle (wall, hedge, ri$er-.
*ach peice of terrain has either light, normal, hea$y or impassable mo$ement-effect (this
should be agreed on by the players before setup-.
0assed 4 - ." cm in light, -.8 cm in normal, -.10 cm in =ea$y.
6rty or #a$alry 4 -2." cm in light, -2 .8 cm in normal, -2 .10 cm in =ea$y.
7enalties are cumulati$e < (0assed ca$alry mo$es >%.8 cm in normal woods <- but al units
may mo$e minimum 1 cm.
*eption 4 light inf in normal terrain >." cm , in =ea$y terrain >.8 cm.
!f the groups mo$es only a part in difficult terrain hal$e these dice.
"." #out and retire moement caused by melee is $ 1 cm.
".5 Moement throug freindly units.
Dight throug Dight 4 Ao penalty
Dight throug massed or massed through light 4 ? 0o$ement
0assed through massed 4 not allowed
".8 "roops in contact with the enemy may not brea% contact or mo$e.
*eption 4 1aster troops that are in contact at the start of the mo$ementphase may brea2
contact. They turn 180B, and mo$e their full mo$ement away from the contact. 0a2e a
moralechec2, if it succeeds the unit gets retreat orders, if not, rout orders.
1aster troops are 4
Dight ca$. $ersus other ca$.
6ny ca$. $ersus inf or arty.
&. 'ire
&.1 #ange
9ee )V*+V!*,.
5.2 (.o.s) firing arcs) etc.
Ao D.o.s. throug units and certain types of terrain. !n woods, town, etc. 4 % cm l.o.s
1iring arc G "5B, only one corner of the stand must ha$e D.).9. within "5B to be able to fire..
0easure range and arc from any corner of the stand to any part of the target unit.
Hou may only fire at stands of regoments in contact on the turn they made contact, not if the
regiment was already in contact the pre$ious turns.
5.% *rocedure
*ach stand that is not routed with may fire by throwing a .8. .efender also throws a .8.
!f fireres modified result is 4
Dower or e/ual to defenders roll 4 Ao effect
1 or 2 more than defenders roll 4 0orale chec2 for the regiment of the stand.
%' more than defenders roll 4 Target stand 2illed
!f one regiment must ma2e more than one morale chec2 it ma2es only one chec2 with a >1
modifier per etra chec2.
0odifiers 4
Inder ad$ance, retreat, reser$e or attac2 orders. 4 -1
Dong range 4 -1
1lan2 fire 4 '1
#o$er 4 - 1 or >2
6rtillery firing at a colum formation (a regiment % or " stands deep-
7layers should argee before play on the co$er-bonus of each piece of terrain.
1lan2 fire is fire in whitch the firing unit is fully out of the targets arc of fire.
+. Melee
8.1 .etermine which stand attac2s which stand, o$erlaps, supporting stands and flan2 attac2s
*ach stand that is attac2ed ' o$erlaps, flan2s, supports etc. counts as one combat.
1aster units (any type of ca$. contacted by inf )+ light ca$. contacted by hea$y or medium
ca$- that are flanked and ha$e no contact in front may imediatly react by turning C0B.
1aster troops may also avoid contact of mo$ing inf. by e$ading. They are mo$ed away from
the enemy, a maimumof the amount they are faster
2
. *$ading ca$. retains the original facing
but must ma2e a moralechec2.
8.2 *ach side rolls 1 ,+ for each combat and modifies this result.
!f modified result is 4
e/ual 4 Ao effect
1 or 2 more 4 7ushbac2.
%' 4 2illed.
0odifiers 4
#ombat factor
#a$. with attac2 orders 4 '2 (eecpt when stand is flan2ed-
!nf. with attac2 orders 4 '1 (eept when stand is flan2ed or $ersus ca$.-
+etreat orders 4 -1
+out orders 4 -2
7er o$erlap 4 '1
2
5 cm for hea$y and medium ca$ $ersus inf
5 cm for light ca$. $ersus other ca$.
10 cm for light ca$ $ersus inf.
9upporting inf. stand(s- 4 '1
1lan2 attac2 4 ' 1 if no unit attac2s flan2ed unit in his front
' 2 if there is also an attac2 from the front of the flan2ed untit
+ear attac2 '2 J '% (idem as for flan2 attac2s-
Terrain 4 '1 or '2. 9ee 8.".
8.% +esol$e #ombat
6 regiment must ma2e a moralechec2 if 4
a stand of a regiment is 2illed or pushed bac2,.
a regiment is flan2ed.
Inits that are flan2ed and ha$e no enemy in contact in the front may now turn C0B if they are 4
5 faster troops (#a$. $ersus inf or Dight #a$ $ersrus other ca$-,
5 other units 6A. succeeded in their moralechec2
K.". Terrain and melee.
6t the start of the battle players should agree on the melee-effect of the types of terrain used.
The terrainbonus depends on the types of units fighting and the type of terrain. There are %
categories 4 light, medium or hea$y, gi$ing '0 , '1 and '2 modifiers. .efending $ersus #a$ in
light terrain gets an etra '1, in medium terrain an etra '2. #a$ may not attac2 units in
hea$y terrain or units in buildings.
Aormally this bonus is added T) T=* .*1*A9* of the unit in the terrain, not his attac2
(they are more difficult to 2ill but they do not 2ill more easy-. !f both units are fighting in the
terrain ingnore the terrainbonus.
Dinear obstacles and other protecti$e terrain are considered :concuered; (i.e. lose their
defensi$e bonus- if the defending stand gets a pushbac2 or if the attac2er has an o$erlap with
a stand that can cross the obstacle (you 2now what ! mean-.
-. Morale
+egiments (not groups or indi$idual stands- test from either fire, melee, e$ade, to face
flan2ers, rally or to charge under reser$e orders.
+oll 2.8 and modifie, if score is
8' 4 )L
5 4 0assed 4 6TT or 6.V becomes 6.V, 9T6A. remains 9T6A..
Dight 4 6TT, 6.V or 9T6A. becomes 9T6A..
" 4 0assed 4 go to 9T6A. orders.
Dight 4 go to +*T+ orders and mo$e immediatly
% 4 0assed 4 go to +*T+ orders an mo$e immediatly
Dight 4 become +)IT
2 4 +)IT
notes 4
5 +*9*+V* order counts as 9T6A. order
5 !f on +*T+ orders and 0oraleche2 is 5 or les become +)IT
5 6ny unit that becomes +)IT must mo$e immediatly full mo$e away from the enemy
changing facing 180B. !f it was in contact 4 full mo$e ' 1 cm.
5 +allying a unit is changing its orders (by same procedure as other changes and so it is done
in the commandphase-. !f this fails the unit wil remain on rout orders an flee towards their
base edge. !f the orders are succesfully changed, ma2e a moralechec2. !f the moralechec2
succeeds the unit gets stand orders and may change facing. !f not, the unit remains routed .
0odifiers 4
Deader morale roll succeeded '1 (roll succeeds if ." is M distance to general J 5-,
*lite J Inmoti$ated 4 '1J-1
7er Dost stand of the regiment this phase (not turn- 4 -1
7er stand of regiment lost4 -1
6rtillery in melee 4 -2
1lan2ed 4 -1 (melee only-
7er stand that lost combat in regiment 4 -1 (melee only-
,on close combat 4 '2 if regiment made more casulaties than it recie$ed )+,
4 '1 if regiment made more pushbacks than it recie$ed
.. /0ample of play
Two stands of 0edium #a$ (0#1 N 0#2- with attac2 orders charge a group of two
regiments of medium inf in double line formations (regiment 6 G 0! 1, 2, % N " and regiment
@ G0!5, 8, K N 8- with ad$ance orders in the mo$ement phase.
0#1 0#2
0!1 0!2 MI5 MI6
0!% 0!" MI7 MI8
The inf fire with " stands (the corner of the inf stands 0! 1 and 0! 8 is within "5B of a part of
the target unit- with a >1 modifier (ad$ance orders-. 0! 1 rolls 5 and 0# 1 rolls " 4 no eff. O
0! 2 rolls % and 0# 1 rolls " 4 no eff. O 0! 5 rolls and " 0# 2 rolls 2 4 0orale chec2 O 0! 8
rolls 8 and 0# 2 rolls " 4 0orale chec2.
The ca$ ma2es 1 moralechec2 with a >1 modifier (2 chec2s caused by fire-. !t rolls 2.8,
result is K 4 )L. (if the result was 8 the unit would get ad$ance orders-.
The melee eists of 2 combats, each one ca$ $ersus one inf with a support and a o$erlap.
5 0elee 14 0# 1 roll 1.8 G ", ' % (combat factor- , ' 2 (attac2 orders- G C
4 inf roll 1.8 G %, '% (combat factor-, ' 1 (support-, '1 (o$erlap- G 8
+esult melee 1 4 push bac2 for the inf.
Resolve combat 1 4 inf.regiment 6 must ma2e a moralechec2 with a > 1 (pushbac2- modifier
They roll 2.8 G 5 >1 G "
1inal result 4 they get stand orders and continue fighting the net turn.
5 0elee 2 4 ca$ G 10, inf K
+esult melee 2 4 !nf stand 2illed.
Resolve combat 24 inf.regiment @. must ma2e a moralechec2 with a > 2 modifier (-1 stand lost
this phase, -1 stand lost-. The roll of 2 .8 G " (aarrgh- > 2 G 2.
1inal result 4 they rout, changing facing C0B and mo$e 11 cm. (basic '1 cm- away from
contact. +egiment @ is now a seperate group.
The 2 stands ca$ line up with regiment 6.
!1/#1I/2
Type 1ormation 0o$ement #ombatfactor 1ire
range
=ea$y #a$ 0assed 15 cm. " Ao 1ire
0edium #a$ 0assed 15 cm. % Ao 1ire
Dight #a$ Dight 20 cm. 2 Ao 1ire.
=ea$y inf 0assed 10 cm. " $s inf J % $s #a$ 5 J 10
0edium inf 0assed 10 cm. % 5 J 10
Dight inf Dight 10 cm. 2 10 J -
0ilitia Dight 10 cm. 2 - J 10
6rtillery 0assed 10 cm. -2 15 J %0
Close combat modifiers 4
#ombat factor
#a$. with attac2 orders 4 '2 (eecpt when stand is flan2ed-
!nf. with attac2 orders 4 '1 (eept when stand is flan2ed or $ersus ca$.-
+etreat orders 4 -1 3 +out orders 4 -2
7er o$erlap 4 '1
9upporting inf stand(s-4 '1
Terrain 4 '1 or '2
1lan2 attac2 4 ' 1 if no unit attac2s flan2ed unit in his front
' 2 if there is also an attac2 from the front of the flan2ed untit
+ear attac2 '2 3 '% (idem as for flan2 attac2s-
'ire Modifiers 4
Inder ad$ance, retreat, resre$e or attac2 orders. 4 -1
Dong range 4 -1
1lan2 fire 4 '1
#o$er 4 - 1 or -2
6rtillery firing at colum 4 '1
Morale chec%s
8' 4 )L
5 4 0assed 4 6TT or 6.V becomes 6.V, 9T6A. remains 9T6A..
Dight 4 6TT, 6.V or 9T6A. becomes 9T6A..
" 4 0assed 4 go to 9T6A. orders.
Dight 4 go to +*T+ orders and mo$e immediatly
% 4 0assed 4 go to +*T+ orders an mo$e immediatly
Dight 4 become +)IT
2 4 +)IT
0odifiers 4
Deader morale roll succeeded '1 (roll succeeds if ." is M distance to general J 5-,
*lite J Inmoti$ated 4 '1J-1
7er Dost stand of the regiment this phase (not turn- 4 -1
7er stand of regiment lost4 -1
6rtillery in melee 4 -2
1lan2ed 4 -1 (melee only-
,on close combat 4 '2 if regiment made more casulaties than it recie$ed,
4 '1 if regiment made more pushbacks than it recie$ed

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