WARFARE SEVEN YEARS WAR COMPETITION 16 - 17 October 2002

Rule Amendments and Clarifications

Entries MUST be in very quickly as there are limited places

RULES & ARMY LISTS

The rules to be used are the WRG 1685-1845 set with the Seven Years' War amendments and army lists published by WRG in January 1992 as further amended below.

ARMY SIZE

YOUR ENTRY

TERRAIN

  • Table size will be 6' x 4'

  • All terrain will be laid out in advance by the organiser and will feature terrain objective points. These will relate to cross roads, bridges, fords or single buildings.

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.

TERRAIN OBJECTIVES

  • Each table will have up to 2 terrain objectives.
  • 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.

ARMY LIST AND RULE CLARIFICATIONS

  • 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.
  • Unless advised otherwise by the umpire.

  • 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, falls below 25% of its original size or is 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.
  • Regular Cavalry may not dismount.
  • 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.

COST OF CAVALRY FIGURES

Due to the reduced effect of cavalry under these amendments their cost will be revised as follows:

Cuirassier figure 10 points

Other heavy cavalry figure 8 points

Regular light cavalry figure 7 points

Regular skirmishing cavalry figure 6 points

Irregular skirmishing cavalry figure 5 points

Extra if:

Elite +3 points

Veteran or soldier +1 points

Reduce cost if:

Raw -2 points

Levy -2 points

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.

© Philip Mackie 2002


October 2002

phildm@philmac.demon.co.uk