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The Age of Musket

Shako and Musket


1812 - 1814
Rules for scaled battles of the War of 1812 in America

Peter Morffew

copyright 2006 Forward

These rules are part of a series that covers the era of the Musket . Starting when the smoothbore musket became the
primary weapon for Infantry in the 1690's , to the end of the era when the smoothbore Musket's were being converted to
rifled muskets or being discarded for more modern weapon's in 1862 during the American Civil War .
The Age of Musket series reflects to changes in tactics from the slow and ponderous pace of the infantry in the 18th
century to the more brisk pace that was to come about in the middle of the 19th century .

These rules are designed to capture the flavour of specific war's or campaign's with the subtle changes and nuance's. They
are also designed to be easy to use , fast flowing and capable of covering small and large scale games . Happy gaming .

Contents of rules
Troop types - Description's of the type of troop's of the period .
Unit size - A description of the maximum size for unit's when using these rules .
Formation's - A description of the different formation's used within these rules .
Scale - Description of the scale used in the rules and in a game
Definition's - A description of word's used within these rules and their definition's .
Setting up the game - A description of how to set a game , pre-game rules and sequence of play .
Charging - A description of the rules cover charges and charging .
Response to a charge - A description of the rules cover unit's that are being charged and their response .
Break through - A description of the rules for a break through after a charge and the melee .
Melee - A description of the rules covering the melee .
Movement - A description of the rules cover movement .
Firing - A description of the rules covering Artillery and Musket fire .
Morale - A description of the rules covering morale check's and the morale factor's .
Morale result's - A list of the morale result's and the reaction's from a morale check
Troop types
Militia
The Americans recruited Militia to help protect the borders and prevent any smuggling from America to
Canada this proved ineffective . The militia were employed in battle who were no match fort eh British troops
especially the Veterans deployed form the Iberian Peninsula .The American army composed mainly of Militia
.
Britain had recruited militia to protect the townships along the Canadian border . these troops would have been
used in engagements when America advanced into Canada .

Regulars
Both sides used regular troops . The British at the start of the war had regular troops that had not seen service
in the Iberian Peninsula . The quality of these troops was very similar on either side . At the beginning of the

Veterans
These were British troops that were deployed in America at the end of the Peninsula War . The British
Advance into America in 1814 would be mainly these type of troops .

Sailors
America deployed a number of sailors on some campaigns into Canada . The only way to navigate the border
area was by boat .
In 1814 sailors were used in the defence of New Orleans .

Unit size
Below is the Infantry Battalion and Cavalry regimental maximum strengths in figures covered by these rules .
You can have less figures if you wish .

Britain America
Dragoon's 14/20# 14
Line Infantry 16 16/12
Light Infantry 18
Guard Infantry 12^/20> 20
Formations
Line : Line is a formation of two rank's of figure's to indicate the unit in close formation in three rank's .

Column of attack : This formation's width is the same as the depth

Skirmish line : This formation is used by Light Infantry only . It is a single line of Infantry double spaced
which charging Cavalry and Infantry will automatically break through .

Unformed : This is a unit that has had it's uniformity disrupted , this could be caused by a number of reason's .
Melee , breakthrough , routing , etc. . To signify that a unit is unformed each base / stand is turned diagonally
to the next one .

Reforming : When a unit comes to reform the unit must be stationary . The unit changes it's formation from
that as above i.e. unformed and adopts the reforming formation . To signify a unit is reforming the stand's /
bases are formed up in staggered line with the corner's of each base touching .
Scale
The following scales apply to these rules

Ground scale : 3'' = 100 paces

Time scale : One bound = 5 minutes

Figure scale : Each figure represents fifty men or horses on a base size that represents an area covered by the
given ground scale in three ranks' or in the case of the Russian's , four rank's shoulder to shoulder and one rank
for Jager's .
The unit size represents the troops that would fight in a battle , this excludes officer's and drummer's .
The factor's are taken into account for the different depth's and the base size is kept the same for consistency .
These rules are designed for 15mm and 25mm figures . For 6mm , 10mm figures halve the firing and movement
. For 2mm figure's treat each firing and movement measurement in centimetres .

Figure base : Below are the figure base sizes . These are per figure except for field artillery where this is the
base size for gun and crew. 1 gun represents a whole battery based on a suitable sized card. E.g. a battery of 4
guns in 15mm is represented by 1 gun on a card 80mm wide.
For Battalion gun's one single Artillerist figure represents the Battalion gun and crew , this is the same width as
the infantry figure but double the depth of a Infantry figure .

Infantry Cavalry Field Artillery General


2mm figures 10mm x 5mm 10mm x 4mm 10mm x 10mm 10mm x 10mm
6mm figures 5mm x 5mm 10mm x 5mm 20mm x 20mm 15mm x 15mm
10mm figures 10mm x 6mm 15mm x 10mm 35mm x 35mm 20mm x 20mm
15mm figures 10mm x 15mm 10mm x 20mm 40mm x 40mm 30mm x 30mm
25mm figures 15mm x 15mm 25mm x 50mm 70mm x 70mm 40mm x 40mm
Definitions

Retire : A unit will move away from the direction of the charge , attack , fire or melee in good order toward's
it's own base line for one bound . If attacked the unit will defend itself and only retire for half of a bound . If a
friendly unit is blocking the direction to be retired in the unit will halt in front of the friendly unit and turn to
face the enemy . If a friendly unit is directly behind blocking the route to retire in the unit retiring will pass
through the friendly unit's rank's leaving it unformed . After retiring the full bound the unit will turn to face the
enemy . A unit retires at the normal line pace .

Retreat : A unit retreating will move away from the direction of charge , attack , fire or melee towards it's
own base line for one bound . If the unit is followed up and contact is made the retreat will become a rout . If
the unit is retreating in response to a charge and the charging unit can make contact the unit will then rout for
the remainder of the move . If no follow up is made or contact made the unit will retreat as normal . If the line
of retreat is blocked by a friendly unit the retreating unit will pass through the friendly unit's rank's thus
unforming it self and the friendly unit . At the end of the retreat the unit will remain facing away from the
enemy and will have to turn to face next bound . A retreating unit will move at column of rout pace .

Rout :A unit routing will move away from the direction of attack , fire , charge or melee towards it's own base
line for one bound . If followed up the unit will rout for a further bound , if the morale check dictates yet
another bound of rout this will be added to the number of bounds that have already been dictated . If the line
of rout is blocked by a friendly unit the unit will rout through it's rank's thus unforming it .
At the end of a rout the unit will be facing away from the enemy and will also be unformed . A unit that rout's
has to spend two bound's reforming . Artillery that rout's will abandon the gun's and will not return to them for
the rest of the game . A routing unit will move at column of rout charging pace .

Battalion : A unit of Infantry that can be joined with other Battalion's to form Regiment's .

Reform : An action carried out by a unit so that it can dress it's rank's . This is carried out after a rout
regardless of circumstance's . It can also be carried out after a melee , charge , breakthrough or being broken
through by another unit . In the later the reform is optional .

Shaken : A unit has become unsteady , the morale is affected and could have a detrimental affect on any
future action's .

A stand : One stand is four figure's = 200 men . Referred to in the response to a charge , one stand may turn to
face .

Unformed : A unit that has lost it's cohesion and is unable to operate as normal i.e. it will lack impetus in a
charge . An unformed unit can charge but will have it's limitation's .
Getting started
To run a game the player needs a measure , pencil ,note paper and one six sided dice .
Prior to setting out the figures and starting the game players on each side must mark where they will set up
their figures and what their objective is on a map . The objective can be to hold ground on either flank / wing ,
attack and route the enemy , attack left or right flank or even to capture a geographical feature on the table .
having drawn up the start positions and the figures are laid out on table .

Once the troops are set up both sides determine if one or the other has the initiative .
Both sides role a six sided die , the player with the highest score has the initiative and gets a number of free
bounds as indicated by the difference between the die roles .
Add one to the die score for the French .

Sequence of play
1 ) Declare charges - move charging unit up to maximum musket range of the intended target .
2 ) Charged unit's need to check their response to the charge .
3 ) Charged unit carries out it's response to the charge .
4 ) Where contact is made carry out melee .
5) Charging unit check's to see if it's break's through .
6 ) If the unit breaks through and contacts another unit carry out the same as above for charges , i.e. response
to charge , etc.
7 ) If the charging unit breaks through and makes contact with another unit , again check charged unit's
response and then carry out action's and melee .
8 ) Other movement , those that moved in the morale reaction's from the previous bound or charge phase do
not move .
9 ) Other firing - unit's that fired in the charge response phase cannot fire .
10) Morale check's .
11 ) Morale reaction's - retire , retreat , rout , follow up . These unit's cannot move in the next bound's
movement phase
Charges
All charges are declared at the beginning of the bound cycle . The unit or unit's charging must be indicated as
well as the unit or unit's being charged .

The unit or unit's charged must check their response to being charged .

The melee phase is resolved as normal .

If a charging unit is fired on and takes casualties . The casualties are removed before contact is made . If the
casualties amount to more than fifty percent of the front rank the charge has been broken and will halt at the next
range bracket i.e. if fired at from medium range the Cavalry will halt at short range . If fired at from medium
range the unit halts half an inch short of contact . If the Cavalry unit has any movement left it may use that up ,
taking into account the deduction for turning about . If there are any friendly troops behind the unit that has been
stopped who are also charging they will move up to base to base contact with the rear rank and halt there . When
this happens the front unit , the one that has had it's charge broken cannot elect to use up any movement that
remains and will stay where it is for the rest of the bound . The unit behind can if it wishes use up any remaining
movement and turn about .

In the event of a Cavalry unit breaking through that melee must be resolved first and the casualties taken off . The
breakthrough takes place and if a second unit is contacted that melee is then resolved .

Infantry cannot charge and fire regardless of the distance they will move.
Response to a charge
A unit being charged must check it's response to being charged . The only unit that does not have to check it's
response to being charged by Cavalry is a Infantry unit formed up in square . A unit that has checked it's
response to being charged and chooses to form square cannot fire and the square can still be broken through ,
the square would not have been formed properly and is still vulnerable to a Cavalry charge .

If a friendly unit is in base to base contact with a charged unit this unit must check it's response to a charge as
well .

A Cavalry unit that has a reaction to obey order's and is unformed can remain stationary and dress rank's . The
unit will be form to
receive the charge .

If the Infantry or Artillery response to a charge is to fire and the target is closer than the range given then the
unit does not fire as it is construed that the unit is unable to respond quickly enough and is shaken . Infantry will
stand and receive the charge . Artillery crew's will abandon the gun's . Artillery crew's who abandon the gun's
will seek cover with Infantry within six inches and when the threat has receded can return to the guns .
If the closest Infantry are further than six inches but less than twelve inches they will abandon the gun's and will
need a morale check to return to the gun's unless an Infantry unit moves to within base to base contact with the
gun bases , physically recapturing the gun's . If the closest Infantry are more than twelve inches the Artillery
crew's will abandon the gun's and not return for the rest of the game . Where the Artillery crew's seek refuge
with an Infantry unit they are effectively part of that unit and will adopt the same charge and morale reaction's .
Where the Infantry unit rout's the gun's are also lost for the rest of the game .

To check a unit's response to being charged . Role a six sided die and compare the score against the unit's
present morale status on the chart below .

Die role score Response to the charge


6 or more points Infantry fire at 2'' , if charge is halted will counter charge . Artillery will fire at 3'' and stay
under present with gun's . Cavalry counter charge and use charge factor's
morale status
4 or 5 point's under Infantry fire at Cavalry at 2'' range , Infantry counter charge Infantry . Artillery fire at 3''
present morale range and retire to closest Infantry . Light Infantry fire at 3'' and retire . If attacked in the
status flank Cavalry and Infantry turn to face . Cavalry counter charge but do not count the
charging factor . Artillery crews of 8lb or less turn the guns . Heavier gun's crew's
abandon gun's and retire to nearest Infantry unit .
Equal to the morale Cavalry and Infantry against Infantry obey order's . Light Infantry fire at 6'' and retire . If
status or 1,2 or 3 attacked in the flank or rear one stand my turn and face . Artillery fire at 6'' then retire to
point's under present safety .
morale status
1 or 2 points over Infantry fire at 5'' , Artillery fire at 8'' , Light Infantry fire at 8'' and retire , Light Cavalry
present morale retire . If being charged in the flank rear will retreat .
status
3 or 4 point's over Infantry shaken , will not fire . Artillery fire at 10'' , Light Cavalry retreat . Light Infantry
present morale retreat . If being charged in the flank or rear will rout .
status .
5 or 6 points over
Infantry rout . Artillery fire at 15'' , Light Cavalry rout ,
present morale
If being charged in the flank or rear will rout for two bounds .
status
More than 6 points All rout for two bounds . If charged in the flank will rout off table .
over present morale
status
Break through
A charging Cavalry unit must check to see if it breaks through the unit or unit's it is charging .

If two Cavalry unit's charge each other and only one breaks through , that unit will carry on . The other unit will
have it's movement arrested at the point of contact and will remain stationary for the rest of the bound . It will
reform if not attacked .

Infantry and Cavalry will automatically break through infantry in skirmish line .

To test for a break through . Total up the factor's below to determine the factor needed required to break through
. Role a six sided die . If the score is less than the factor the the charging Cavalry unit has broken through .
Charging unit factor :
Light Cavalry............................................................... 3
Factor's :
If charging a unit in the flank or rear .......................+ 2
Cavalry charging Cavalry .........................................- 2
Both unit's charging each other ................................+ 1
Each casualty lost during the charge ........................- 1
Charging unit unformed ...........................................- 2
Charging in column ..................................................+1
Melee
When a melee is carried out the first two rank's of a unit are counted . There is also an over lap of two figures at
each end .

After one bound of melee all troop's become unformed unless in square . To reform the unit need's to be
stationary for one bound and carry out no other function , i.e. fire , move or come under fire .

A unit unformed can still charge , test for a break through and melee but with impediment's .

Unit's in skirmish line will avoid a melee . If charged they will fall back as indicated by the response to a charge
and will then reform in skirmish line at the end of the bound , unless in hard cover then the unit will stay where
it is .

If a Cavalry unit contact's with a unit in skirmish line it will automatically break through .

Artillery that is attacked will fall back to safety to the closest Infantry within 6'' . They will return to the gun's
once safe and will not be able to fire until next bound .

The melee factor for the charging unit breaking through is applicable for both units whether they have broken
through or have been broken through .

Casualty calculation :
Multiply the melee factor's by the number of figures . Add or subtract the tactical factor . Subtract the score of a
six sided die . For each total score of six one figure or one gun is lost .
If the final score is less than six than the die is rolled the score must be equal or be less than the remaining
melee factor .

Melee factor :

In contact : melee from last bound Charging


Infantry / Light Cavalry........1 Infantry / Light Cavalry .......1 . 5

Tactical factor adjustment :


Being attacked in the rear or flank ......................................................................................Deduct 2
Infantry meleeing against troop's behind hard cover ..........................................................Deduct 2
Meleeing up hill ..................................................................................................................Deduct 1
Reforming , shaken , unformed, retreated last bound .........................................................Deduct 1
Unit routed last bound ........................................................................................................Deduct 2
Movement
Formation's : Line is a unit of figures formed up in two rank's . Skirmish line is a unit - battalion formed up in
single rank . Column of attack is a unit formed up in a column , two figures wide .

Advancing and firing : Infantry may advance and fire . The distance they can advance and fire depend's on the
type of Infantry they are .
Light Infantry can advance 5'' and fire , other Infantry can advance 3'' and fire .
Infantry cannot fire whilst charging.

Formation changes : These are carried out with the unit stationary and will take one bound to complete .
A unit forming square can change formation whilst being charged . This can only be carried out during the
response to the charge phase . Turning about , turning to the right or left only takes half a bound .

Reforming : Unit's take two bound's / cycles to reform after a rout and one bound to reform after any other
event i.e. melee , charge , breaking through another unit or being broken through . Unit's reforming must be
stationary whilst carrying out this action and cannot change formation .
If a unit need's to defend itself it cannot reform until it has finished firing or meleeing .
Any troops routing off table will not return to the game . Any troops following up a routing unit off table will
need a morale check to return i.e. obey order's or better . Arriving on table they will be unformed .

Obstacles : Wood's , wall's , hedge's , uphill , moving in and out of building's , crossing stream's and ditches
reduces a unit's speed by half .Wood's , wall's , ditches , stream's building's and hedges nullify the charge
impetus of Infantry .
Wall's , wood's and building's nullify the charge impetus of Cavalry .

Artillery :
Movement of Artillery is restricted by the weight of the cannon / howitzer .
Light Artillery : 3lb /6lb cannon's and Howitzer's up to 7lb . These are considered to be light gun's for the
period . These move at line pace when unlimbered and at skirmish pace when limbered up , i.e. Battalion and
Regimental gun's . Battalion gun's always move at the same pace as the Battalion they are with .

Medium Artillery : 7lb , 8lb , 10lb , 12lb cannon's and 10lb Howitzers are considered to medium gun's for the
period . These can only be moved limbered up . When unlimbered they can be pivoted through 90 degree's per
bound or 45 degree's and fired at half effect .

Heavy Artillery : 18lb , 24lb 30lb cannon's and howitzer's are considered to be heavy gun's for the period .
These can only be moved limbered up . Once unlimbered they cannot be pivoted but fire from the position they
are pointing in , with a 45 degree arc to the front .
Light Light
Infantry Light Medium Heavy
Infantry Cavalry
Line 12'' 15" 18'' 8'' 6'' 4''
Skirmish
18''
line
Charge +3'' +3'' +8''
Limber up Half One bound Two
unlimber bound bound
Firing
Both rank's in a Infantry unit formed up in line may fire when stationary . Line Infantry can advance 3'' and
fire. Light Infantry can move 5'' .
If a unit being charged intends to fire it must remain stationary .

There are three types of fire in these rules they are direct , diagonal or oblique and enfilade fire .
Direct fire is directed at right angles to the target unit and is aimed at the widest part of the target unit , there is a
45 degree angle either side of the right angle and can be fired at the rear or front of the target unit .
Diagonal or oblique fire is directed at a 45 degree angle and is aimed at the widest part of the target unit thus
firing across the target unit and can be aimed at the front or rear of the target unit .
Enflade fire is directed at right angles to the target unit and is aimed at the narrowest part of the target unit thus
firing along the target unit , there is a 45 degree arc either side of the right angle .

A unit firing has a 45 degree arc to it's front . Any target in this arc can be fired upon by all of the figures in the
Battalion or Battery . If an intended target is outside this arc the firing unit must wheel or pivot around with the
distance moved measured from the outer edge .
Calculation of casualties :
Multiply the weapon factor's by the number of figures in the Infantry unit or the number of gun's in the battery.
Apply the firing factor's then subtract the score of a six sided die from the subsequent score . The final score is
the casualty factor .
For each score of six a figure or gun is lost . If the final figure is less than six or there is a remaining amount
then a six sided die is rolled , the die role must equal or be less than the factor to gain a casualty .

Wepaon factor's Short range Medium range Long range


British Musket - per figure 2'' - 1 . 5 4'' - 1 6'' - 0 . 5
U.S muskets - per figure 2"- 2.5 3" - 1 4" - 0.5
Rifles - per figure 3'' - 1 . 5 6'' - 1 9'' - 0 . 5
3lb / 4lb gun - per gun 9'' - 1 . 5 15'' - 1 30'' - 0 . 5
6lb gun - per gun 9'' - 2 18'' - 1 30'' - 0 . 5
12lb gun - per gun 9'' - 2 . 5 18'' - 1 . 5 33'' - 1
18lb / 24lb gun - per gun 9'' - 3 18'' - 1 . 5 36'' - 1
30lb gun - per gun 9'' - 3 . 5 18'' - 1 . 5 39'' - 1

Firing factor's :
Target formed up in skirmish line . Deduct 2
Target enfiladed . Add 2
Target in diagonal / oblique fire. Add 1
Target in or behind hard cover . Deduct 2
Target in or behind soft cover , i.e. in a wood Deduct 1
Musket fire at Cavalry. Add 2
Artillery fire at Cavalry. Add 1
Infantry advancing and firing . Deduct 1
Firer shaken , unformed , retired this bound or retreated last bound . Deduct 1
Infantry firing first volley of the game, ( each group of 3 figures ). Add 1
Firing unit routed last bound . Deduct 2
Morale
Morale check's are carried out for the following reason' s . Having taken casualties during a melee , casualties
from Artillery or musket fire , if a friendly routing unit passes through another unit's rank's - unless either are
Light Infantry or if when formed up in line the unit is in base to base contact with the next unit which rout's , if a
unit that follows up a routing unit and goes off table , it will need to take a morale check to return .

Morale checks are carried out at Battalion level for Infantry , Squadron l level for Cavalry and battery level for
Artillery .

To check the present morale status of a unit you add or subtract the morale factor's to the relevant unit morale
factor below. The resulting score is the present morale status . Role a six sided die and consult the morale
result's chart , the bold type refers to the die roll .

Unit morale factor's :

Sailors Militia Artillery , British Regular British Veterans,


U.S Regulars troops Guard's
3 4 5 6 7

Morale factor's :
General with unit - base to base contact Add2
Unit in hard cover Add2
General within 3'' Add1
Each casualty taken by a unit during game . Deduct1
Battalion , Regiment shaken or retired this bound / Infantry rank's broken through by Cavalry Deduct1
Being attacked in the flank or rear Deduct3
Unit retreated this bound . Deduct2
Unit routed this bound Deduct3
Unit routed last bound Deduct 2
Morale results
5 or more point's under the morale status : Infantry in melee follow up routing or retreating Infantry for half
a bound . Artillery man gun's . Otherwise obey order's .

4 points under the morale status : Infantry in melee follow up routing Infantry for half a bound . Artillery
man gun's . Otherwise obey order's .

3 point's under morale status : Infantry in melee follow up routing Infantry for half a bound . Artillery man
gun's . Otherwise obey order's .

Equal or 1 or 2 point's under morale status : Obey order's .

1 point over morale status : Shaken , will not initiate a charge , halt for half a bound to dress rank's . Artillery
battery that is limbered up will unlimber to fire . If unlimbered will hold unless in melee will then abandon guns
.

2 point's over morale status : Shaken , will not initiate a charge , Infantry in melee will recoil 3'' , if followed
up will retire . Cavalry will retire for one bound . Artillery battery unlimbered will hold present position .
Artillery limbered up will unlimber to fire . Artillery in melee will abandon gun's .

3 point's over morale status : Shaken , will not initiate a charge , halt for one bound to dress rank's . Infantry
in melee will retire , if followed up and casualties received will become a retreat . Artillery unlimbered will hold
present position for the rest of the game unless it has a reaction to retire , retreat or rout . Artillery limbered up
will retire for one bound and unlimber - will not advance any further for the rest of the game . Artillery in melee
will abandon gun's for two bound's .

4 point's over morale status : Retire for one bound at line pace , if followed up and casualties received will
become a retreat . Artillery unlimbered or limbered up will limber up and retire for one bound and not advance
for the rest of the game . Artillery in melee will abandon gun's .

5 point's over morale status : Retreat at line pace for one bound , if retreat is followed up the retreat becomes
a route .
Artillery retreat for one bound whether unlimbered or limbered up , If battery is attacked or fired upon whilst
retreating it will become a rout .

6 points over morale status : Rout for one bound at column of route pace , Artillery will abandon gun's for the
rest of the game . Unit will take two bounds to reform .

More than 6 points over morale status : For each point the die roll exceeds 6 point's over the morale status
the unit will rout one extra bound , i.e. a unit has a morale status of minus one . A die roll is six . This is one
point above six and so the unit will route two bounds .
The sets of rules in the Age of Musket series is always expanding.
Those available via the internet are.

Tricorne and Musket 1690 – 1739


These rules cover the Marlbourian Wars

Tricorne and Musket 1740 – 1763


These rules cover the Wars of Austrian Succession and Seven Years War

Bicorne and Musket 1792 – 1803


These rules cover the French Revolutionary Wars

Shako and Musket 1803 – 1814


These rules cover the Napoleonic Wars up to Napoleons defeat in 1814 by the
Grande Alliance.

Shako and Musket 1808 – 1814


These rules cover the Napoleonic War in the Iberian Peninsula

Shako and Musket 1812


These rules cover the North American War between Britain and America

Shako and Musket 1815


These rules cover Napoleons 100 day campaign leading up to Waterloo

Shako and Musket 1854


These rules cover the Crimean War

Kepi and Musket


These rules cover the American Civil War

Rules that are in the pipe line

Shako and Musket 1807


These rules will cover the Wars of San Martin and Simon Bolivar in South America

Tricorne and Musket 1742


These rules will cover the Jacobean Wars of 1742

Shako and Musket 1772


These rules will cover the War of American Independence

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