WRG 1685-1845 Rule Amendments for SYW Competitions

Attack! 2006 - Devizes School, The Green, Devizes, July 8th-9th


Rules

WRG 1685 - 1845 Rules with Amendments from the SYW Army Lists published in 1992 and as further amended below. 1685-1845 Rules

Army Lists

WRG's SYW Army Lists published in 1992. Armies up to December 1759 only. Other limitations apply as detailed below. WRG SYW Army Lists

Points Values

2000 points from any one of the 2200 point lists. This must include the C-in-C and a Chief of Staff.

2000 pts

Figure Scale

15mm figures - painted

15mm


Competition Contact Details

The cost of entry is £8.00 per player and cheques should be made payable to DDWG
In case of any questions, players should contact the competition organiser Philip Mackie.
Email: Attack Competitions
Lists and entry payments to:
Philip Mackie
Attack! 2006 (Competitions)
39 Park Rd
Bowerhill
Melksham
Wiltshire
SN12 6WG

Cheques should be made payable to DDWG.

Terrain Objectives

* Terrain will be laid out in advance by the organiser and will feature up to 2 terrain objectives.
* Tables will be a minimum of 6' x 4' and up to 8' x 4'
* The objectives will be either one in each deployment zone or both (or a solo one) in neutral ground.
* The terrain objectives are worth bonus competition points.
* Half points will be scored if the objective is contested or has been captured and subsequently destroyed.
* An objective is considered to be held if it is occupied by one sides forces only or it is entirely behind an armies battle line and no enemy unit can trace a straight line move to it which is shorter than the nearest holding unit.

* An objective is contested if both sides occupy it or if a subsequent bound of hand-to-hand combat has been fought over it. This is intended to prevent a side contesting an objective by attacking it in the last bound.


Revised Points For Cavalry

Cuirassier figure 10 points each
Heavy Cavalry figure 8 points each
Regular Light Cavalry figure 7 points each
Regular Skirmishing Cavalry figure 6 points each
Irregular Skirmishing Cavalry figure 5 points each
Extra cost per figure if:
Elite
+ 3 points each
Veteran or Soldier
+ 1 point each
Reduce cost per figure if:
Raw
-2 points each
Levy
-2 points each

STARTING THE GAME

  • Players will dice (1 x d6) for the side of the table they will deploy on, the higher choosing. A side that has more scouting points will add one to the die roll.
  • Deployment is then made in the normal way.
  • Players dice to determine in whose movement phase the game will start, the highest score choosing. The game ends after the hand-to-hand phase of the first mover.

Other Notes

  • Revised morale charts will be issued on the day of the competition or in advance by email provided I have your email address. Mine is at the foot of this page.

SPECIAL AMENDMENTS
- revised 3/1/05

Austrians

To reflect the superior quality of the Austrian artillery, batteries of three pieces or more, may add one D6 to the number of dice thrown when firing at the same target. At least two pieces must fire to gain the bonus die.

If mixed batteries are used throw a die before firing: 1-4 the extra firing die is a gun, 5-6 the extra die is a howitzer.

Up to 3 units of Fusiliers may be fielded as Veteran Hungarians

Austrians may not attempt to rally from rout until two full rout moves have been made

British &
Hanoverian

British & Hanoverian Line, Grenadier and Guard units that are not shaken or disordered throw one D6 for every 3 infantry figures firing.

No Line infantry unit may be larger than 12 figures, others as per the lists.

Prussian

Prussian Musketeer, Grenadier and Guard units that are not shaken or disordered throw one D6 for every 3 infantry figures firing.

If used, Bayreuth Dragoons must be twice the size of the largest of any other cavalry unit fielded.

No Musketeer or Fusilier infantry unit may be larger than 12 figures.

French

To reflect their confidence and esprit de corps French Gendarmerie, Carabinier and Horse will cancel 1 reaction point for reaction purposes in all tests except for 'Rally Routers' 'Rally Pursuers or Feint Charge' and 'Reaction to Charge Home' and 'Reaction to Shooting Casualties' tests

Swiss units must be fielded at full strength

Russian

Russian artillery, other than battalion guns, must be fielded in batteries of no less than three pieces and armies must include one battery of at least four howitzers.


To reflect the superior quality of the Russian artillery, batteries may add one D6 to the number of dice thrown when firing at the same target. At least two pieces must fire to gain the bonus die.

If mixed batteries are used throw a die before firing: 1-4 the extra firing die is a howitzer, 5-6 the extra die is a gun.

Swedes

Up to 50% of the Ryttare Heavy Cavalry may be fielded as Trained Cuirassier

Army List & Rule Clarifications

NEW:
Zones of Control
- The Chief of Staff's influence will override that of subordinate generals as per the Control rule on page 17
- An Irregular General directly in command of a unit has a zone of control of 200 paces provided he is visible
- An Irregular General commanding a unit indirectly has a zone of control of 400 paces provided he is visible
- Generals in combat have their zone of control reduced by 50% even if they are visible
- Only close order troops classified as Elite, Veteran or Soldier may attempt to initiate a frontal charge if outside control of the general directly commanding them. Others, outside control of the general directly commanding them, may only attempt a frontal charge if joined by a higher ranking figure.

Choice of Targets (minor amendment)
When an enemy body has more than one eligible target, its targets must be chosen according to the following list of priorities:
1 Enemy charging the shooters' body or are advancing towards it and within short range
2 If shooters are artillery, any enemy body or mingled enamy and friends that the player selects
3 The earliest enemy body to become available as a target during the enemy bound immediately preceeding
4 The nearest enemy body
5 Enemy staff figures; these may only be targeted if the C-in-C or C-of-S has joined the shooters (Hey! This is the age of reason).

The standard stuff used previously

  • A ground scale of 1mm to 2 paces will be used.
  • Light field defences may be used where permitted in the lists. They may not be placed outside the owning players deployment area.
  • All ploughed fields count as bush for movement penalties.
  • Cornfields count as open woods for movement and visibility.
  • Single buildings count as cover and can hold up to 12 figures.
  • Built up areas are surrounded by a low wall, count as cover and can hold as many figures as will fit.
  • Walls and hedges count as minor linear obstacles.
  • Cavalry squadrons may be increased to 4 figures. If any are so increased, all must be.
  • Battalion guns and crews will be costed at half points and may not fire at long range. If moved battalion guns may only fire directly ahead.
  • Howitzers used as battalion guns may not move and fire.
  • A battalion gun is lost if the unit to which it belongs is destroyed or routed.
  • Battalion guns attached to skirmishing infantry units evade with their parent unit.
  • Howitzers may not be used to start fires in woods or built up areas but can set light to single buildings.
  • Artillery that has been manhandled, apart from battalion guns, count as disordered for reaction purposes in the opponents succeeding bound and the players own following reaction phase.
  • Streams or rivers count as minor linear obstacles and prevent artillery, except battalion guns, crossing except by a ford or bridge.
  • The optional rule for Prussian infantry to move faster is compulsory for all Prussian lists.
  • Note 2 in the Prussian list and note 4 in the Prince Henry list will not apply.
  • The optional shooting casualties rule on page 53 will be applied to any cossacks in Russian armies.
  • Visibility is limited to 50 paces in woods and cornfields and 300 paces in built up areas.
  • Troops inside a wood or cornfield may only be seen from 25 paces by troops outside or if they shoot.
  • A C-in-C in base contact with a brigadier at the time he takes a first opposition test counts the brigade as being under the command of a Bold general for reaction purposes.
  • The C-in-C may only override a general who has failed a first response test by moving into contact with that general after the test has failed.
  • Stationary cavalry can shoot.
  • All units initiating flank charges must have at least 50% of their unit behind the targets flank at the time of testing to initiate the charge.
  • Troops who start their charge in terrain that disorders them count as crossing disordering terrain for reaction purposes, both their own and that of the target.
  • The penalties for moving in difficult terrain apply until all figures of a unit have cleared the terrain.
  • Troops may not surrender until they have made one continued rout move, unless they are totally surrounded by enemy troops.
  • Troops who evade in a response phase may not rally in the same bound's manoeuvre phase.
  • Regular infantry in column count as disordered for reaction purposes and as shaken in hand-to-hand combat.
  • Cavalry in hand-to-hand combat whilst in difficult terrain will count shaken.

MARCH MOVES

Marches will be allowed as page 50 of the WRG 1992 amendments, but a limit of twice normal distance will apply.

BIG BATTERY FIRE

If a battery of 3 or more artillery models (or two batteries totalling 3 or more models where the army list maximum is 2 models per battery) shooting at a single target fails to achieve any hits (including overshoot targets) add up the scores of the dice thrown and if the total is 6 or more then 1 consolation hit is achieved on the primary target. No matter what the final score, range or target type no more than 1 hit can be scored in these circumstances. This does not prevent or limit the risk to a player's own troops in the danger zone.

COUNTER BATTERY FIRE

Counter battery fire was seldom successful in destroying artillery pieces. Where artillery was silenced this was achieved by casualties to the gun crew.

Therefore when dicing for hits on a battery from roundshot or shell a '6' will not eliminate a gun and gunner, but will instead eliminate 3 gunners. If the hit is a consolation hit a '6' will eliminate one gunner only.

LOSS OF GUNS

Battalion guns are removed and count as lost when all artillery crew figures manning them are eliminated. Battery guns will only count as lost if the models are captured by enemy troops.

So what are you waiting for? Get your entry in now

For a Army List or Rule Query, contact:

Philip Mackie

For information about joining the
Seven Years War Association
To see photographs and information about the SYW Competition at Attack in 2002 click
here

© Philip Mackie, April 2006
Uploaded Tuesday, April 18, 2006