Beruflich Dokumente
Kultur Dokumente
D A Burns 2013
The rules have been developed with reference to various other sets, and will
therefore be a little derivative. Those sets include HFG, La Belle Epoque, various
colonial sets, and others available on freewargamesrules.co.uk. However, the
main reference throughout has been tactical manuals of the time such as
Wagners Organization and Tactics, Homes Precis of Tactics and Dykes
Lectures on Tactics as being of the time. Later critical studies on the
development of tactics in the wake of the Boer War and the Russo-Japanese War
like Machine Gun Tactics, Captain Applin DSO (14 th kings Hussars), 1905 have
given some retrospective.
Weapons and Tactics
The infantry tactics of the time sought to provide a sufficiently strong firing line,
supported by field artillery, to shake the enemy enough for the closed bodies
of troops following in the second line to be able to cross the zone of fire and
defeat them with shock action. The third line troops would then be available as
a formed reserve to secure the victory by holding the ground won against
counter attack. The key determinants of the tactics were the firepower of the
weapons then available, and that is why the advent of smokeless powder,
magazine rifles and machine guns caused debate. We may look back and say
that the Russo-Japanese War showed the power of the defence backed by
machine guns and assume that the war in the trenches of 1914-18 was its
inevitable outcome. However, it was not that clear in 1894, and still disputed
after 1905 when the Japanese victory was taken to show the power of taking the
offensive.
By 1890 the German army had rearmed all its cavalry with the lance as the most
effective weapon for shock action on the battlefield, though they were later to
attach machine gun batteries to cavalry divisions. The Russians in contrast
emphasised dismounted fire action for their cavalry, issuing them with magazine
rifles. The British were untypically ahead and had two machine guns to each
brigade of four battalions in 1891, but were convinced of the need for mounted
infantry to support their cavalry, who were reluctant to give up larme blanche.
The French were working on the first quick firing guns for the next war (the
75mm Model 1897), but were still dressed for the last war. The Austrians were
ahead in adopting the box magazine rifle the Mannlicher and also a
recognisably modern and utilitarian military uniform, like the Russians.
Estimates of the effectiveness and best use of machine guns varied; with some
contemporary (pre Boer War and Russo-Japanese War) estimates put the
firepower of one machine gun firing regulated bursts at equivalent to 30 to 60
rifles rapid fire, though German estimates were later said to put it at equivalent
to about 100 rifles. The Maxim machine guns in British service were either
carried in General Service Wagons or were on wheeled carriages drawn by one or
two horses, even into the Boer War. The single shot breechloader, like the
Martini-Henry, would still have made an appearance on the mid-90s battlefield in
the hands of reservists and volunteers and as the carbine for the cavalry,
artillery and engineers. If the projected invasion of Le Quexs imagination took
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place, there could have been Gatlings fired in the battle for Manchester, while
the Russian elite troops might be armed with the new (1892) Mosin-Nagant bolt
action rifle, though others would still have the Berdan breechloader. (Photos in
the NYPL collection dated as late as 1898 show line infantry with Berdans).
The impact of increasing infantry firepower on the other arms was a key concern
of tactical treatises. The idea that cavalry could not live in front of the new
weapons was disputed with some seeing a role for formed cavalry charging even
unshaken infantry if they could just take them by surprise. Others maintained a
role for cavalry in strategic reconnaissance by whole divisions, corps even, and
therefore the advent of great cavalry battles as in The Great war of 189- near
Ligny.
Artillery tactics revolved around the field gun, a breech loading gun firing
common shell, shrapnel or case shot, from massed battery positions just like
its Napoleonic predecessors, only further. The limit on range was taken to be how
far the battery commander could see, though in practice long range fire was
discouraged. The idea was to get within effective range without getting within
effective range of the enemy rifles. Tricky to judge, particularly with the new
conditions as Long found at Colenso in 1899. Frenchs artillery at Elaandslagte
the same year however was textbook in terms of its application: Long range
reconnaissance by fire from 4,000 yards, then moving up to a first position to
bring the enemy guns under fire from 2,250 yards, and finally to a position to
support the infantry attack just out of effective rifle range at 1,950 yards. At the
beginning of the decade in which the French introduced the modern artillery
piece as we recognise it, the British still had heavy batteries of muzzle loading
guns, and even in the Boer War muzzle loading 7 pounders were used by a Natal
volunteer battery.
Finally, the apparent anachronism of volley firing. In the fictional battle of Kosulji
near Varna the British fire a withering volley followed by magazine fire to break
the Russians. Volley firing was used in the Boer War. At Elaandsgaate the
Devonshires firing line of three companies halted at 1,200 yards from the enemy
and opened fire, then continued the advance firing a few volleys executed at the
halt (Wisser, the Boer War 1899-1900) and moved on to within 750 yards of the
enemy where they lay down under fire to await the order for a final assault. The
theory behind volley firing even with magazine rifles was based on conserving
ammunition, ensuring correct sighting for range, and exploiting the cone of fire
produced by a body of troops firing together and inflicting casualties almost
simultaneously. The effect of a sudden loss of casualties on a body of troops was
considered logically to have more impact on their moral than gradual, though
continuous losses, particularly if they were advancing. The cone of fire was also
to be exploited against suitable targets at long range like limbered artillery, or
close columns of infantry reserves. The idea that magazine rifles made rapid
aimed fire possible or even desirable was disputed. The tactical manuals of the
day laid down a rate of fire of around three to four rounds a minute being
desirable at normal rate to give aimed volleys. Independent rapid firing was to
be reserved for the final assault or defence at point blank range before contact.
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This is not to say that such tactics werent questioned in some quarters, even
British, or supported in others, even non-British. The point is that the ballistics
of breechloading rifles supported the theory of volley firing at suitable distant
targets, just as the ballistics of a Brown Bess supported volley firing in close
order ranks. Whether it was appropriate tactically in particular circumstances is a
different matter.
NOTE ON SOURCES
All sources mentioned (plus plenty not mentioned) are freely available through
openlibrary.org and archive.org
SCENARIOS
For alternate scenarios using Moltkes Tactical Problems provides real staff
problems from around the time that can provide the basis for divisional to corps
battles
FEEDBACK
Id be grateful for feedback if you try the rules. Send to
greatwarof1894@yahoo.co.uk.
THE RULES
Tactical Units (Unit depiction and frontages)
A tactical unit is any body of troops trained and ready to march, manoeuvre and
fight under one superior. For example an Army Corps is a tactical unit under a
general officer , and a mere section of 40 men detached under a subaltern for
the defence of a house is also a tactical unit Dykes. This statement was to
clarify the British position, as compared to the German which seemed to want to
define the Company as the tactical unit.
The size of unit represented by a tactical unit in the game has been
standardised as about 200-250 men. This equates to a company in Continental
armies or a double company in British and US armies of the time. For cavalry
the tactical unit is half a regiment (2 squadrons) and for artillery a battery.
Time and Space (Scales)
The actual size of the stand/base/element of figures that go to make up tactical
units remains constant at about 2x1 for infantry and cavalry and 1 square for
deployed artillery with another base of 1 square representing the gun teams
etc.
An Infantry battalion is made up of four bases, a cavalry regiment by two bases
and artillery battery of one base of guns and one for limbers, teams and
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Approx Size
250
Ground
1 = 100yds
Action Time
1 turn = 5 min
Game time
1 turn =10
min
Unit frontages are based on the fairly standard allowance of 30 per man. 1,000
men in close order double line would therefore occupy about 400 yards. This
would be represented by placing two bases of the battalion in contact behind the
other two. This gives an unrealistic depth, but the close order line was not
seriously advocated by many (and they were British). The standard formation for
a battalion would be half a battalion in extended line (about 1 man per yard of
front) as the firing line, with another body (supports) 300 yards behind one flank
and a reserve about 500 yards behind the other flank. This constituted the First
line of an attack which in the German tactics would have another battalion of the
regiment formed in columns of companies or similar as a Second Line further
back, and the third battalion in half or battalion column as the Third line.
Moral/Morale
The main effect of Fire or Shock action is taken to be on the morale of a unit
whether it continues doing what it is ordered, stops, retires or is shattered by a
combination of casualties and men skulking away. A number of markers are
needed to indicate units that are demoralised, shaken, retiring, following up,
pursuing or charging under compulsory combat results.
Turn Sequence: Alternate between sides each in turn:
1.
2.
3.
4.
Command
1. Rally one throw of 1d6 per base to step down moral markers 4/5/6 for
D, 5/6 for S, 6 RTR. (optional can also dice in manoeuvre phase if a
friendly unit with no morale markers moves through it from the rear)
2. Keep the troops in hand dice to cancel compulsory follow up, charge or
pursue results as above, on a 4/5/6; a 5/6 or a 6 for pursuit.
3. Declare Charges and dice for reaction time of target 1d6. 1,2 = caught
without moving, 3,4= can change formation or move slowest pace, 5 or
6 can do both
Manoeuvre
Distance (in yards) based on standards of the time for foot, mounted and artillery
and transport movement
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Pace
Foot
Pace
Rushes
100
Walk
March
400
Gallop
Quick
500
Full
gallop
2400
Mount
ed
Artiller
y
Train
600
1200
1800
All
Horse Only
Double
700
Charge
1400
All
Lt. Ammo/Amb
Only
Artillery can move half and unlimber or vice versa , or move and unlimber and
fire that turn with a negative modifier. Same for Mounted to dismount and
reverse. Gallop and Double should incur fatigue penalty in action if used without
a rest before going into action i.e. if infantry double and then fire or fight, or
cavalry gallop to reach enemy rather than charge which is executed at the trot
for most of the distance.
If two bases are in long edge contact they are in close order. Movement across
disordering terrain or obstacle reduces move speed by half.
Fire Action:
Firer\Range
Close to
Effective to
Long to
Extreme to
BL Rifles
400
800
1200
2400
Mag Rifles
600
1200
1800
3600
Machine
as BL for Gardner & Gatling, etc. or Mag Rifles for Maxims etc
Guns
Arty (BLR)
800
2000
3600
To limit of
MLR Field
500
1000
2500
sight
Arty
Heavy MLR
700
1500
3000
Carbine ranges are 200, 400, 900 for BL, 300,800, 1400 for mag. Point
Blank = close range
To fire designate target (one sub-unit/base of the enemy) and throw 2d6 for each
base firing, add tactical factors to the basic factor and consult results table
BL Rifles
or
carbines
0
Mag
Rifles or
carbines
1
Hvy
Field
Art
2
Field
Art
Early (Gardner
etc) MG per 2
Later(Maxim)
MG per 2
Tactical factors: (Can add moral factors of -1/-2 to reflect steadiness of target
troops if wished)
+1 target mounted and moved at walk or less in open; target infantry moving
more than 100yds in open, target enfiladed, target (not arty) has no rear support
within 300yds; close range; target in close order/limbered artillery
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-1 if firing unit is disordered ; if beyond effective range; if arty and moved this
turn; target in light buildings, woods or hasty shelter trenches; if doubled this
turn
-2 if firing unit that is shaken; target at extreme range; target entrenched; target
in stone buildings (small arms only); if firing from the saddle.
Shock Action - dice for each sub-unit in contact (of the player whose turn it is)
using 2d6
Tactical Factors: (Can add moral factors of +/-1 if wished)
Factor is plus if circumstance favourable to dicer minus if the unfavourable or it
applies to the enemy.
Combatant
s
Factor
Circumstance
+1/-1
Charged downhill
Heavier or Lance armed vs those without
Enemy Caught halted
In Close order vs enemy in extended order
Charged Uphill
Charged in extended order vs troops not
in CO
Charged artillery or magazine armed
infantry in front
Attacking enemy in entrenchments or
cover
Charged at quickstep/pas de charge, -1 if
at double
Fighting downhill
In close order vs infantry or cavalry, -1 if v
artillery
Enemy defending entrenchments/obstacle
Charged artillery firing case shot in front
(each battery can use once only in game)
Demoralised
Caught in flank
Shaken
Caught in rear
Charged at Double or at the Gallop
Cav vs Cav
+/-1
Cav vs
Others
-1 always
-2 always
+/-1
Infantry
-1 always
-2 always
+/-1
ALL
+/-2
-1 always
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Less
than 0
Less
than 2
2
3
4
5
6
A: RTR
D: Pursue/Follow UP
A: Shaken
D: Charge/Follow up
A: Demoralised
D: Charge/Follow up
A: /Demoralised
D: Follow Up
A: No Effect
D: Follow Up
A: No Effect
D: No Effect
A: No Effect
D: No Effect
7
8
9
10
11
12
More
than
12
Note
A: No Effect
D: No effect
A: No Effect
D: Demoralised
A: No Effect
D: Demoralised
A: Follow Up
D: Shaken
A: Charge
D: Shaken
A: Pursue
D: Retire
A: Pursue
D: Shattered
2xD=Shaken, Shaken +D
= Retire, S+S or R + any
= shattered
Compulsory results apply only to the attacker subunit and defender subunit
and can be removed in the command phase by dicing
Charge
Pursue
Follow up
Demorali
sed
Shaken
Retire
Shattered
ENDNOTE
Captain Galls Tactical Model was exhibited to the RUSI in May 1883 and was
simply a wargames terrain formed by laying a green cloth over contours, using
lichen for trees, etc and a penny box of toy soldiers cemented to cardboard
bases to illustrate tactical principles and conduct minor war games, all to a
scale of 18 inches to one mile, or about 1 inch to 100 yards. The writer
recommended the use of measures to show the regulation distances troops
moved in 5 minutes.
I discovered this after finishing the rules and deciding the scale from the size of
table available to me. Captain Gall recommended use of barrack room trestle
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tables which were 6 foot by 2 foot, representing over 6 square miles, with two
or more joined to represent larger areas.
A billiard table would also be convenient.
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