Port & Cigars

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WARFARE IN THE AGE OF POWDERY WIGS Atkins Wargames P P P O O O R R R T T T & & & C C C I I I G G G A A A R R R S S S

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Easy play hores and musket rules.

Transcript of Port & Cigars

  • WARFARE IN THE AGE OF POWDERY WIGS

    Atkins Wargames

    PPPOOORRRTTT &&& CCCIIIGGGAAARRRSSS

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    Brown Bess In the days of lace-ruffles, perukes and brocade

    Brown Bess was a partner whom none could despise-- An out-spoken, flinty-lipped, brazen-faced jade,

    With a habit of looking men straight in the eyes-- At Blenheim and Ramillies fops would confess

    They were pierced to the heart by the charms of Brown Bess.

    Though her sight was not long and her weight was not small, Yet her actions were winning, her language was clear;

    And everyone bowed as she opened the ball On the arm of some high-gaitered, grim grenadier.

    Half Europe admitted the striking success Of the dances and routs that were given by Bess.

    When ruffles were turned into stiff leather stocks,

    And people wore pigtails instead of perukes, Brown Bess never altered her iron-grey locks.

    She knew she was valued for more than her looks. "Oh, powder and patches was always my dress, And I think am killing enough," said Brown Bess.

    So she followed her red-coats, whatever they did,

    From the heights of Quebec to the plains of Assaye, From Gibraltar to Acre, Cape Town and Madrid,

    And nothing about her was changed on the way; (But most of the Empire which now we possess

    Was won through those years by old-fashioned Brown Bess.)

    In stubborn retreat or in stately advance, From the Portugal coast to the cork-woods of Spain, She had puzzled some excellent Marshals of France

    Till none of them wanted to meet her again: But later, near Brussels, Napoleon--no less--

    Arranged for a Waterloo ball with Brown Bess.

    She had danced till the dawn of that terrible day-- She danced till the dusk of more terrible night,

    And before her linked squares his battalions gave way, And her long fierce quadrilles put his lancers to flight:

    And when his gilt carriage drove off in the press, "I have danced my last dance for the world!" said Brown Bess.

    If you go to Museums--there's one in Whitehall--

    Where old weapons are shown with their names writ beneath, You will find her, upstanding, her back to the wall,

    As stiff as a ramrod, the flint in her teeth. And if ever we English had reason to bless

    Any arm save our mothers', that arm is Brown Bess

    R Kipling

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    Page the fourth: Introduction

    Page the fifth: Scales, Equipment and Units

    Page the sixth: Units: Foot

    Page the seventh: Units: Horse

    Page the eighth: Evading

    Page the ninth: Units Artillery

    Page the tenth: Quality

    Page the eleventh: Commanders

    Page the twelfth: Formations

    Page the sixteenth: Setting up a game

    Page the seventeenth: Sequence of Play: The discipline test

    Page the Eighteenth: Rally and Morale

    Page the Twenty and second: Mufketry

    Page Third and Twenty: Melee

    Page Four and Twenty: Command phase

    Page Six and Twenty: Movement

    Page Seven and Twenty Reserving fire

    Page the Twenty-eighth : Army muster sheet

    Page the Twenty-ninth: Commanders joining units

    Page Thricescore (thats probably not a number) Unit Charactersistics Page Thricescore and one (seriously: am I going with this?) Scenarios

    Page Thricescore and three( So it would appear) Designers Notes

    CONTENTS

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    PARTE THE FIRST Of being a way of introduction to the rules

    A Port & Cigars is a set of war game rules for the Marlborough / Napoleonic / Crimea

    era.

    It was a refined age, where lace and powdered wigs were the height of masculinity.

    Battalions of 700 men stood through storms of shot and shell, shoulder to shoulder,

    colours blazing like the sun, facing death and conquering all.

    Using the Rules the Period 1700 to 1850 can be handily covered and certain era

    specific rules may prevent terrible faux-pas such as Louis Franois, duc de Boufflers Infantry forming a four rank square. Simple additions take the game forwards to as

    late as the 1880s

    No rules however that we can devise could ever safeguard against the reckless gamer

    who paints the turn-back piping of his Voltigeur in the wrong shade of cream.

    Men have been flogged red for less heinous crimes.

    There are, it is oft said, more Napoleonic Rule sets on the market than there were

    French casualties in 1812. Why would the world need another?

    The answer is a-priori: The others are incorrect, produced by simpering dandies deep

    in their cups.

    Port and Cigars offers, clarity, speed, flexibility, realism a minimum of bookkeeping, a wide range of historical coverage, and the chance for glory.

    By Gad Sir! You Dare enter the Mess without an Introduction?

    I am Archibald Winthrop-Howarde, General of His Majesty King George IIIs Army of the Peninsular and I will suffer no ungentlemanly conduct in the 8th Division.

    Yes, the 8th exists only on paper, but we still managed to lose Brigadier Cranston- Fynes last week in a fierce battle with his own obesity. You Sir are his replacement.

    Since The Staff College at High Wycombe only teaches foxhunting and dancing I suppose it is down to me to teach you. Take you under my wing, what-what?

    The First thing we need to do is take supper, you have had a long ride no doubt?

    Drink? We rescued a cellar full of Frog Brandy last night and I think we have some left. Take a seat Brigadier and let me tell you a little about your role here.

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    Well as much glory as someone can achieve pushing small lumps of white metal

    around a 6x4 table of MDF.

    Scales Port and Cigars is suitable for any scale troops as it uses inches as a measurement unit. An Inch in game roughly equates to the following ballpark guidelines, if you

    squint at them: An in-game Inch is about 100 feet in real life. Thus when a unit opens fire at 4 Inches it is shooting at a target 400 feet away

    A Column of Horses charges the enemy. They thunder 600 foot or 6 Inches across the

    tabletop

    Scale of Model Inch 54mm 2 28mm 1 15mm 1 6mm 1 CM

    Thus in 6mm scale infantry in line move 3 CM and 54mm troops would have an 8

    inch musket range.

    Equipment By accounting for such necessities players shalt need for execution of the game. Required equipment for play is not burdensome to the treasury. The itinerary is as below.

    D6: A die for each player numbered 1 through 6

    Rules: (The papery thing that you have just downloaded )

    Tape measure for Inches or CM

    Little toy soldiers, some in Red some in Blue firmly mounted to a base in a manner and style to suit the players collection. The sole requisite being that

    both sides have base widths and depths that are identical

    Small Beer (or French Wine at a pinch)

    Markers to mark a units status (Shaken/disorder/withdrawing/square etc.)

    Units

    Units in Port & Cigars are Unit formations of soldiers mounted on 4 stands.

    Multiple units constitute an Army

    Nominally the basic unit for infantry is the Battalion, for Cavalry it is the

    Regiment and Artillery it is the ttery. Each stand of foot and horse is a company

    There are three basic unit types in Port & Cigars.

    Foot, Horse & Artillery.

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    Foot

    Foot are infantry units who march or fight on foot. The dispensing of the Pike and

    Linear tactics in the 1700s along with the adoption of Flintlock Muskets which could be operated by the common peasantry changed the face of warfare. Infantry were the

    means of taking and holding ground and with the latest invention the Plug or Socket

    Bayonet each man had a spear for defence against cavalry.

    Foot are rated as Line or Light also Melee also Grenadier

    Line: These are the core of infantry units. They operate in extended lines for

    volume of fire or close packed columns for manoeuvring on the field or delivering

    a shocking charge. Drilled, punished, beaten and abused a Line battalion is 700

    men standing shoulder to shoulder in the teeth of shot, shell and musket ball

    delivering the firepower that wins battles

    Light: A development in the mid 1700s from the irregular warfare carried out in the colonies. Light Troops sometimes eschewed the ridged formations to adopt

    skirmishing tactics. In this role they would harass and threaten the enemys advance or screen and protect their own Line troops. Sometimes armed with rifled

    muskets, light troops could also fight in the Line of Battle

    Melee: This category covers all troops that were armed with melee weapons and

    their primary battlefield role was to use that weapon. This may include troops

    armed with muskets, pistols or bows but who rarely or ineffectively used them.

    For example Scottish Schiltrons armed with axe spear and claidmorgh.

    Grenadier: This category both covers the actual Grenadiers, the right flank

    companies who contained the biggest and strongest men, but also troops renown

    the world over for their ferocity in hand to hand combat. Grenadiers in game

    terms have an advantage in melee combat and they also are much more likely to

    be able to overcome emplacements and fortifications. Examples might be Old

    Guard Grenadiers or Polish Zouaves of Death.

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    Horse

    Horse covers all Cavalry units from Chasseur dCheval to Cossacks. The unit fights and marches from horseback. Dragoons in the early part of this period are

    able to dismount and fight on foot. Cavalry was used for a variety of roles

    throughout the age. Their main roles were scouting, anti-partisan, foraging,

    raiding and, in a pitched battle, to threaten flanks, see off enemy cavalry or chase

    down the enemy as they routed. It was not uncommon that they would charge the

    enemy infantry or artillery either, however to be successful in this enterprise

    required a goodly dose of pluck and dash and often ended bloodily and badly.

    Horse are Classed furthermore as Light Medium or Heavy. They may also be

    rated as, Carabineer, Cossack, Cuirassier, Dragoon or Lancer.

    Horse fight in Echelon (Line) or Column

    If charged by Foot or Heavier Horse they may make an Evade move.

    Light Horse These include Hussars, Cossack and Light Dragoons. Their roles are

    mainly scouting and they do not hit quite as hard in the charge as their heavy

    cousins.

    Medium Horse: Medium Horse are no different really in role than Light. They

    just think they are and this gives them a minor edge in close combat

    Heavy Horse: Large men on Large Horses who carry large swords and often

    metal chest plates. They are terrifying in a charge and dont like scouting or foraging. They still have to do it when other troops are short however!

    Carabineers: This category includes all troops who fight mainly with melee

    weapons but are known to actually use missile weapons as something other than

    to hunt sheep with or as a decorative ornament. They have a limited capability to

    produce fire from horseback without dismounting. If in Echelon and within 4 of a formed enemy they may fire their carbines requiring a 6 with no modifiers.

    Success will disorder the enemy. They may receive a charge in an identical way

    but are not affected by troops coming within 4 of them

    Cossack: These Light Horse can fight (uniquely for Cavalry) in Skirmish or fight

    in column. They may not form echelon

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    Cuirassiers: The Cuirassier is an armoured behemoth and this category covers all

    such troops who had a reputation for hitting exceptionally hard on the charge.

    They are always heavy horse

    Dragoon: Note these chaps are different from Carbineers who will fire mounted.

    Dragoons will ride to a position, all dismount and then a proportion will head off

    to hold the horses whilst the bulk form an Infantry Line and fight as regular

    infantry. To dismount Dragoons simply at the end of their move remove a stand

    from the table as Horse Holders. Form the remaining stands into an infantry line.

    To remount, simply at the start of the movement phase replace the removed horse

    holders alongside the line or column.

    Note that many dragoon units 3 stands strong will be 2 stands strong when

    dismounted. It still counts as a cavalry unit for shattered purposes and thus will not shatter itself merely by dismounting!

    Note many dragoons later in this period were dragoons in name only. This rating

    of dragoon here refers to the ability to mount and dismount. Example British

    Heavy Dragoons would be Horse: Heavy Cuirassier Elite rather than Dragoon

    Beware lest you get dragged away by the Dragoons..which is not a pretty sight.

    Lancer: Lances, once out of fashion, returned in a limited way to provide an

    answer to infantry squares and their walls of bayonets. In practice lancers fared no

    better against a steady square unless the squares powder was wet. They did

    however gain a reputation for vigorous pursuits, pig-sticking the routing enemy as

    they fled the field.

    Evading

    Certain units such as Horse and Skirmishers may under some conditions make an

    evade move. This move is declared immediately upon the enemy making a

    declaration of a charge against them. An Evade marker is placed next to the unit.

    Directly before the charging unit is moved, the evading unit makes a discipline

    test and if it succeeds it may move in a direct line away from the chargers its full

    charge distance even if not in formation for such a move.

    It will end this evade move in disorder.

    If this move takes them into difficult terrain they will also gain a shaken marker.

    If it carries them into friendly troops then both units are disordered and shaken.

    If the evade move would leave them part way through their friends then the

    evading unit will pass through the friendly unit and be arranged directly on the

    other side of it.

    If an evading unit contacts an enemy during their evade then they immediately

    disperse and are removed. Something has gone drastically wrong and the troopers

    are having no more of such blundering generals, not whilst a tavern is a few miles

    back.

    A unit with an evade marker may not move in its command phase.

    Remove all evade markers at the end of their next turns command phase.

    The Charging unit may now Pursue and contact any unit still directly in their

    path, That unit may NOT receive and fire due to the surprise of the charge. Note

    also that pursuers will receive a bonus in melee for pursuing

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    Artillery

    Artillery is the undisputed Queen of the battlefield. It fires enormously powerful

    Roundshot that can cut through a column, canister shot that can rip a line to red

    ruin and grapeshot that can stop the most determined charge of heavy horse in a

    shower of death.

    Napoleon, an ex-artillery officer, massed his batteries and developed the tactics of

    the arm to create a battle winning weapon. Artillery is rated Light or Heavy and

    Foot or Horse Artillery.

    Artillery is always counted as a skirmish target when deployed and a column

    target when limbered

    Light: Light artillery is 9 pounders and below. Horse Artillery is always light.

    Heavy: Heavy artillery is 12 pounders and above

    Foot Artillery: Foot artillery is pulled by oxen or horse into position and the crew

    walk alongside. Mean spirited butchers the lot of them. Do not trust them.

    Horse Artillery: The Arse Hortillery gallop into action behind thundering hooves, light guns swaying and the dashing crews clinging to the caissons that

    they sit upon! Huzzah!

    Artillery fire the following ammunition types

    Name Range Effect

    Roundshot 12Light or

    14Heavy

    No additional effect.

    Fire capped at effective

    Canister 4 Forces Morale check when targeting even if fire is not effective and may cause withering fire

    Grapeshot 1 Positive modifier to musketry and may cause withering fire

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    Units regardless of type are also are further rated for

    Quality

    Poor: Poor troops are often badly trained, unmotivated and reluctant to obey orders.

    They may be the last to move but the first to flee. Be cautious when assigning this

    quality to troops for it does indeed denote a Marie-Louise or a Spanish regular

    battalion level of poor materiel

    Average: The average soldiers; unhappy, but doing their duty and serving their

    particular despot.

    Elite: Either well trained, experienced or at the very least troops with an inflated

    sense of self importance. They can be relied on to fight hard and well.

    Mufketry

    Lecoute dmussilin: These troops have terrible fire discipline. They shoot their ramrods, fire half cocked, forget to load the ball and sound like a Muslin cloth being

    ripped lengthways rather than a thunderous clap of a controlled volley. Their fire oft

    causes little harm.

    Average shots: The bulk of trained troops putting out 2 round a minute and scoring

    4% hits at 100 yards

    Disciplined Fire: Blank faced automons; drilled endlessly and at the point of the

    lash to be able to put out 3 well aimed and well tamped shots every minute in all

    weathers. But can they stand?

    From these criteria any unit may be defined. For example:

    Austrian Jaegers would be Foot, Light, and Average. British Grenadiers are Foot, Average, Grenadiers, and Disciplined Fire Polish Lancers are Horse Elite Light and Lancers. Imperial Old Guard Grenadiers Foot, Elite, Grenadiers, and Disciplined

    Fire

    Shattered Units A shattered unit has dozens of dead within it, many more dozens are wounded. Perhaps 20% of its

    fighting strength has been lost through death, wounds, shock or desertion. It is barely capable of

    fighting. No matter the bravado of the men remaining; they are on the verge of collapse.

    A unit is shattered if it is an infantry unit reduced to 2 stands or a cavalry unit is reduced to 1

    stand. Artillery cannot be shattered. Some infantry units with the Over-strength trait are only

    shattered when 1 stand strong. Shattered units suffer effects to their mufketry and their morale

    A Shattered unit is removed if it loses another stand.

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    Commanders Commander units represent the Officers commanding the Army the Brigade and the unit, also their

    aide dcamps, batmen and concubines. These are represented on the field by single models on a round base. The model is a marker not a unit. It cannot be targeted and it may at the end of all other

    movement in the command phase move up to 24 on the tabletop ignoring all other models and all terrain even impassable terrain.

    They exert a command radius around them from their centre dependent on the skill, reputation and

    quality of the commander. They can of course order troops outside this area that belong to their brigade

    or army, however the distances involved may affect the quality of the command.

    General: The player. The commander of the whole army. Represented by a model

    Brigadier: The commander of a group of units. Represented by a model Major or Colonel. The commander of a unit. Assumed to be part of the unit

    itself

    Commander table Commander Command

    Radius Command modifier

    Blundering simpleton

    4 -1 All tests for command must be made whilst the commander is alive for the brigade he commands using this -1 modifier. If the

    General commanding is a Blundering Simpleton then the results

    apply to the whole army, however the Brigade commanders may use

    any positive modifier they have to mitigate the effect!

    Ineffectual Fop 4 +0

    A Regular Sort 6 +0

    A Capital Fellow

    6 +1

    Commander Command Radius

    Command modifier

    An Excellent Chap

    8 +1 Creuford and Ney. Excellent commanders with fine reputations

    The very model of a modern Major General

    8 +2 Blucher and Wellingtons level of ability. This should only represent a handful of exceptional officers

    Napoleon Bonaparte

    12 +2 (Note this is the values for the man himself only. No other commander can muster these values)

    +1 basic command range if player is wearing a Tricorned or Bicorned Hat

    The command modifier is decreased by 1 point for each multiple of the command radius to the unit

    receiving the order past the first radius.

    In other words an Ineffectual Fop ordering a unit 9 away has a -2 command modifier and a Capital Fellow ordering a unit at 8 range is at -0 command modifier

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    Formations An account of the disposition of forces upon the tabletop

    Foot Battalions are 4 stands strong. Loosely you may call each stand a company for want of a better word. They must adopt one of the following formations at the start of battle. The formations may be changed in the command

    phase by issuing orders

    So yve met the men eh? Capital! Capital! They will stand well for you no doubt.

    Now the best way of using them is the Bayonet dysee? The Firelock is a womans tool, the bayonet is the weapon of a virile man, and a Briton at that.

    His Lordship keeps saying I need to do my equality and diversity training again whenever I say that but I am a man of one book; The book of the bayonet. HMMMPH!

    Column dAssault is the formation you need at all times and all weathers. Yes, yes, it is vulnerable to the crapauds fire but can they shoot worth a damn anyway? Heh! Column will take you quickly towards the enemy so that you can be at them with the Bayonet!

    Admittedly you might have to order Square if cavalry are about. Ahh yes, a glorious last stand , back to back isnt it? One for the morning papers, hmmm? the Gatlings jammed and the colonels dead, have Gatlings been invented yet? No? Pitywhere was I ? Ahh yes!

    The Thin Red Line o heros! Line Formation. Thats something you should adopt if the enemy are in strength and you want to shoot them down as they advance.but really.just form column and give them a cheer and a charge! With the BAYONET! For Good King George lads!

    Ahh..yes, the Bayonet! The Bayyyy-Oh-Net. Capital, Capital..capital..

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    Line of battle (Line)

    Line of battle is a formation that has flanks projecting 45 Degrees to the side. The 90

    degree area to the front is the Firing Arc and,

    rather remarkably the 90 degree area to the

    rear is the Rear Arc. Line of battle gives a

    bonus modifier to mufketry. It is the primary

    formation for infantry units wishing to give

    fire to their enemies. Line is especially in

    danger when challenged to its flanks. It also

    has limited mobility

    Column dAssault: (Column) Column dAssault is so called because it sounds better in French. The size of the

    column varied but they were always compact

    and deep formations used to maneuver on the

    battlefield and to advance on and bayonet the

    enemy.

    A Column cannot fire. It has no Flank arc for the

    purposes of shooting at it. The 90 degree area to the rear however is still

    indeed a Rear arc for this purpose. There are reasons for this, but Im not explaining them now, just live with it.

    Columns are a fine target for mufketry but give a better shock of impact when charging to contact, kettle drums hammering!

    Square: (Square)

    Square formation has an all-round firing arc and

    no flanks or rear. Notably used for defence

    verses cavalry a square cannot move. A square

    in addition gives a morale bonus as long as it

    remains ordered.

    Skirmish order: (Skirmish)

    Skirmish order has an all-round fire arc and no flank or rears. Skirmishers are more mobile in difficult

    terrain and act as a screen to disorder and disrupt enemy infantry. They are vulnerable to cavalry and in

    melee.

    Only Light Foot troops and Cossacks may adopt skirmish order.

    Stands of a skirmishing battalion may adopt any facing they like individually but must remain within

    2 of all other stands in the unit

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    Flank Companies Many Nations adopted the use of Flank companies which included Light infantry and

    Grenadier Companies on the strength of the battalion.

    If a unit is so organised, and at more than one stand strength in the case of over-

    strength units then it may represent flank companies with the following rules.

    Light Company! FORM SKIRMISH LINE! At the start of a command phase a full strength battalion

    who are not in melee, can push out its skirmishers by

    placing the leftmost or forward most company (Stand)

    half an inch ahead of the formation. If there is no room,

    the skirmishers may not advance.

    This company remains part of the battalion for all

    morale purposes and cannot move more than 2 away from its parent unit. Whilst this is the case the battalion

    is classed as skirmishers advanced.

    The battalion moves as normal in the command phase

    but the skirmisher stand remains floating within 2 of its front. The parent battalion may not charge whilst

    skirmishers are advanced

    The parent unit may not fire whilst skirmishers are out through the screened arc.

    The skirmishers may be fired at separately by enemy units. This fire is of course at -1 (as the target is

    skirmishers), but if a stand loss does occur then it is on the skirmishers, the stand is removed and the

    battalion is no longer skirmishers advanced and can no longer advance skirmishers

    Light companies evading will re-join their parent Battalion and are no longer

    skirmishers advanced. They will not disrupt their own parent battalion when they

    evade

    Grenadier Company! FIX BAYYYYYYOOOO-NETS! At the start of a command phase a full strength Battalion not in melee who are in column may advance

    its Grenadier Company. Whilst in this state is is classed as Grenadier to the Front!

    Such a battalion will take its first stand loss from the grenadier company and lose its Grenadier to the

    Front status.

    It will on drawing a melee combat count instead as having won that combat by 1. If it loses the status

    and takes a morale test, it will test morale at -1

    Grenadiers to the front Units have a bonus on attacking fortifications in melee.

    Horse Horse regiments are 3 stands strong. Each stand you might refer to as a squadron for narrative

    purposes, but dont get too caught up in the terminology. They must adopt one of the following formations at the start of battle. They may change formation in the command phase.

    Echelon: a formation that has flanks projecting 45 Degrees to the side. The 90 degree area to the front is the Firing Arc and, rather remarkably the 90 degree area to the rear is the Rear Arc. Echelon

    gives a bonus modifier to mufketry for the few occasions where Horse are musfket armed. It is the

    primary formation for Cavalry units wishing to maneuver or charge their enemies. Line is especially in

    danger when challenged to its flanks. Echelon also has a psychological effect on advancing on the

    enemy causing a discipline test when coming into range of foot.

    Column: A Column of Horse cannot fire, even if carabineer, and like an infantry column it has no flank arc for purposes of shooting. The 90 degree area to the rear is a Rear arc. The close column has

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    less of a psychological effect with Horse than Echelon does, but if it manages to hit home it hits home

    hard with a +1 modifier

    Skirmish: Certain Horse units may adopt skirmish. The rules for them are the same as for infantry

    Skirmishers Skirmishers are light troops used to screen and harass the foe. Each regular Line battalion has a light company and whole battalions of light troops may skirmish. Skirmishers operate under several extra rules as below.

    Skirmish order may evade chargers. Skirmishers may make normal (Non Forced and Non-evade) movement

    freely in any direction, as long as their total move allowance is not

    exceeded by any part of their bases.

    They may freely interpenetrate friendly units without disorder to either. Skirmisher companies wholly within 2 of a formed units front or flank or

    rear screen that unit. The screened unit can be targeted then anywhere

    through the relevant arc but only at a -1 from mufketry fire (artillery is not

    affected by a skirmish screen).

    A skirmish stand may at the start of a turn make a free move to re-join the screened unit which means they are no longer skirmishers advanced

    Skirmishers firing do not cause stands to be removed, instead they force a morale check when targeting non skirmishing enemy

    Artillery Artillery units are always classed as skirmish formation when deployed

    (unlimbered). When limbered they are treated as a column for targeting.

    When targeted by artillery (counterbattery), artillery deployed counts as

    shooting at a line.

    Note artillery cannot ever charge any unit themselves, nor can they move any

    faster so being in column grants them nothing other than being a denser target!

    1.

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    Setting up a game Phone a wargaming mate, and ask them if they want a battle. If you are unsure which

    of your mates are wargamers compare their picture to the following.

    Wargamer Computer Nerd Port & Cigars player

    The Easy Way

    Decide upon a scenario, arrange scenery, build forces out of a agreed points limit, etc etc. lets skip past

    all that stuff and assume that , between the two of you there are two forces set up on a table. A good

    distance to set apart is about 16.Add scenery to taste.

    The Refined Way

    Create a scenario from painstaking research and diligent enquiry. Craft a battlefield of jaw dropping

    aesthetic pleasure that mirrors the real field of the time replete with undulations and the location of

    significant cows. This could be a fun club project.

    Just be aware that it will never get off the ground and everyone will have moved on like bees round the

    next scale or period after hours of wasted time and hundreds of wasted pounds leaving you with a mass

    of chaos black sprayed metal that , at some point you will put on Ebay. Probably next week.

    Armies may also be created using the army muster sheets in the appendix to correlate to the order of

    battle.

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    The game is played in a my-turn your-turn fashion. Player 1 completing all actions then Player 2 taking

    his turn.

    I was struggling for a while working out if I should say his or her turn, but come now! The amount of girls insane enough to play a Napoleonic wargame must globally be a half dozen at most. To them I

    apologise.

    Decide on the first player by scissors/ paper/stone, rolling a dice or duelling with swords or

    whatever.

    Conduct on the Battlefield

    Sequence of play By now the players should be ready to begin with armies drawn up on the tabletop

    facing each other and a plentiful supply of bullets dice and cheese n onion crisps

    The Discipline Test A Discipline Test is a roll made in various situations which represents how well the

    men are kept in hand. The result of success or failure depends on why the test was

    taken.

    To take a discipline test Roll D6. A score of 1 is a fail.

    Poor troops and Jittery Troops deduct 1 from the roll. Elite Troops add 1 A Brigade commander within his basic command range unit adds 1 Ordered Cavalry in echelon cause a -1 to the opponents roll for After You

    tests (see page 27)

    It is well that you have me here to keep you in hand. I do not consider an unwashed black T Shirt with COLOURS 1996 emblazoned on it suitable mess dress.

    It would be remiss if I did not remind you of your duty.

    Any man who pilfers is awarded 60 lashes,

    Any man who Blasphemes the name of the Lord : 100 lashes

    Any man who picks up his dice, claiming a six was rolled before the foe can confirm it: 24 lashes. An extra 10 for the man who takes too long shaking his dice in the superstition that it affects the result. It does not! It merely antagonises your opponent and delays the after-game repairing to a tavern.

    Any man quibbling over a few millimetres of fire arc or clipping of a base with another: 80 Lashes and deduct 6 days pay

    Any man sliding his unit moving them faster than they are allowed: To Run The Gauntlet and 10 days pay

    Any officer who loses his composure in front of the enemy: Death By Hanging

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    Phase 1:Rally Attempts

    The Turn opens with any Rally attempt being conducted. All units who are shaken

    withdrawing or disordered may attempt to gather themselves and recover their

    composure. The Sergeants bellow orders, the Corporals close the files Steady Lads and the Colonel trots along the front of the unit giving wise and sage advice such as

    Firm now my boys! Recollect that you are Englishmen. Would you disgrace yourself in front of the Crapauds?

    Steady Lads All tests for removing disorder are conducted prior to any rally attempts. This test is

    known as a Steady Lads

    To perform a Steady Lads test, roll 1D6. A score of 3 or below the unit simply fails

    the Steady Lads and remains in disorder. A score of 4 or more remove the disorder.

    Rally! You may now rally a unit which is withdrawing or shaken as long as it does not have

    a morale marker

    To attempt a Rally the player simply makes a short but rousing speech to his

    disgruntled and nervous command then tests the units morale as described in Phase 2 applying the effect immediately. A player may test his units in any order it pleases

    him.

    Phase 2: Morale Once all Steady Lads checks are completed the acting player now makes morale tests

    for any units with a Morale markers. A Morale test represents the psychological

    shock of the battlefield. It is the panic that spreads through a unit from losing its

    officers, taking canister fire, a squadron of cavalry thundering towards its flanks.

    Note a Morale test is not in itself a Rally attempt. The commander may not add his +1

    steadying words apart from in the Rally Phase as above.

    A unit which is Disordered and charged successfully by an enemy unit is given a morale marker

    A unit which is successfully charged in the flank or rear gains a morale marker at the end of the enemies movement phase

    Units in cover under artillery fire last turn gain a morale marker in the Morale Phase.

    Units under canister fire gain a morale marker at the end of the fire phase Units which take effective fire gain a morale marker at the end of the fire

    phase

    Units which lost a melee gain a morale marker at the end of the melee phase

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    To test morale:

    The unit rolls D6.

    Add or deduct relevant modifiers from the morale table

    Apply result to the Pluck Table

    Apply result to the unit.

    Remove the morale marker

    Table 1 MORALE Situation Modifier

    Charged to Rear arc -2

    Charged to Flank arc -1

    Rally attempt and all enemy greater than mufket shot away +1

    In Disorder -1

    General Dead -1

    Poor unit -1

    Elite unit +1

    In Steady Square +2

    General within basic command range of unit +command

    Rally Attempt and the player makes a short inspiring speech +1

    Lost melee this turn -1

    Shattered unit -1

    What? The South Rutlands are wavering? Damn it to blazes! I shall have to give them a few sage words.

    AHEM! Lads of the 136th! I am desirous to say a few words unto you as you stand here shaken under the terrible effective fire of your Elite enemy the un-vanquishable French, who have killed dozens upon dozens of you. Bloodily and horribly, leaving you only two stands strong. (shattered -1)

    Recollect, my barely trained conscripts (being what I would generously call a -1 poor unit,) that your Sovereign, King George the Mad demands your blood.

    Know that I myself, Archie The Black Hearted Butcher Howarde stand alongside you for as long as this speech may take and I trust my command of 0 will steady you from your current shamble of -1 disorder.

    As will this +1 speech

    So a Cheer my boys! A Cheer! A roll of 2 on a D6 and apply that -2 total modifier. For England! To certain death!....LadsLads??

    Where are you going??? COME BACK!!!

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    Table 2 PLUCK Score Result

    4 or more Steady: Unit carries out orders. If it was shaken it removes the shaken marker. If it

    was withdrawing, it removes its shaken marker and reforms to face the enemy without

    rolling for the reform.

    3 Shaken: unit receives a Shaken marker. Unit May not whilst shaken charge or pursue

    enemy. If the unit is charging then the unit halts at 1 from enemy in disorder.

    1 or 2 Withdraw: As for shaken, but must immediately pull back half a move retaining

    facing and in disorder.

    Enemy Units in contact when a unit withdraws may conform to their front.

    0 Routing: unit reverses facing away from the nearest enemy for free and moves 1 full

    move directly away from enemy in disorder. They may wheel to avoid enemy units

    only, but will interpenetrate friends. They receive a rout marker. Routed units must

    rout off the nearest table edge avoiding enemy units and they may not be rallied.

    Notes on the Pluck table results A Unit in Square that withdraws or routs will lose square formation and become line. Foot Artillery withdrawing is dispersed and removed. Horse Artillery conduct a discipline

    test. If successful they may withdraw like infantry otherwise they are dispersed and removed

    Units withdrawing/ routing through friends will disorder both units, unless either unit is skirmishers.

    A unit that cannot withdraw is destroyed. Remove all stands.

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    Phase 3: Mufketry FRONT RANK! FIRE! PERRYS! FIRE! VICTRIX! FIRE!

    Thats not a typo; its what they call musketry in the period. Honest.

    Range Mufkets have a range of 4and an arc of fire out to 45 degrees of the front if in line or echelon. Square and Skirmish formation naturally has all round fire arcs and Columns have no fire arc at all

    Artillery has the same arc forward when deployed but a range of 14 inches for heavy guns and 12 for Light guns.

    They have no fire arc when limbered. The fact that I have to write this down disturbs me. Really this

    sort of thing should be obvious to all but the most inbred fop.

    To Give Fire Foot or Artillery unit that is within arc of fire and range may now give fire upon the enemy! It is at

    the Generals pleasure which units fire and in which order and at which target if there be a choice.

    It is sufficient that any part of the target is within the arc or range of any part of the firer. Bear in

    mind screening skirmishers and terrain blocking the line of sight, also if over a quarter of a

    friendly units ranks or files are blocking line of sight or a friendly unit is engaged in melee with

    the target then the firer cannot fire at that target

    Roll D6 and add and subtract modifiers on the Mufketry table. Apply total on the Effect of Fire table to determine if fire is Desultory, Effective, Withering or Shattering.

    Remove the relevant number of Stands from the unit starting with the furthest one from the firing unit.

    Add a morale marker for units receiving effective fire or worse. Add a Morale Marker for units receiving fire from Skirmishers or canister

    Table 3 MUFKETRY

    +3 +2 +1 -1 -2 Artillery Enfilading fire

    Firing @ charge

    to contact

    Target Horse Target is skirmishers or firing

    through a skirmish screen* Roundshot vs. Non artillery Skirmishers

    Enfilade fire* Target Column Firer is Lecoute dmussilin Artillery vs. Cover

    Grapeshot Disciplined Fire Firer is a Shattered unit

    Self in Line Target in Cover*

    Artillery targeting a Square

    Firer Disordered

    * Artillery ignores these modifiers.

    Enfilading fire is fire directed at a unit by a unit not in the enfiladed units fire arc

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    Table 4 EFFECT OF FIRE Unit/ Result

    Desultory Effective Withering Shattering

    Foot 5 or less 6+ 8+ 10+

    Artillery 5 or less 6+ 8+(when allowed) Not available

    Desultory fire Has no effect. Effective fire removes one stand. Withering fire removes two stands. Shattering fire removes three stands.

    Artillery firing Roundshot is capped at effective fire. Squares firing are capped at effective fire Carbineers are capped at effective fire

    Phase 4: Melee .

    1.

    No.No.. That WILL NOT DO! That will not do at all, Dyhear?

    You have rolled a 2. By God this is dammed poor rolling. Were you never trained in mufketry?

    Even when I add in the bonus for you being a seasoned British unit who hath disciplined fire, that brings it to a 3!

    I have flogged you red that you might stand together in line shoulder to shoulder so bringing the total to 4

    The enemy were rattling forwards in their high step gait, their drums a-tapping their death knell. They were in Freaking Column which brought your fire to a 5!

    This was desultory fire! You killed a handful and wounded some more. Some Frenchies skulked away in fear and yet what did your fire do to stop them? NOTHING!

    Sgt Major Grubswille: Take Their Names.

    Mark their names well.

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    Phase 4: Melee Thank god I am out of cartridges- now I shall be at them with the bayonette! Melee represents the events when sabres clashes with bayonet, sabre and handspike. Although the

    lines are drawn up, it is meet that the player imagines a swirling mass of men, usually mixed

    together or in the case of squares a mob of milling horse swirling about the squares faces

    To fight melee The active player chooses an enemy unit that they are in contact with. If

    they are in contact with several then this matters not. They fight against

    one enemy unit and one only. A unit gets the outnumbering bonus if it is in

    melee but is not the target of a melee attack

    Roll D6: Add and deduct Modifiers from the Cold Steel Table Apply results to the Effects of Melee Table to determine if the combat is

    Uncertain, Decisive, Overwhelming or Irresistible

    Remove the relevant stands from the target units Check Morale for the unit which lost. Winners may pursue withdrawing or routed units if able

    Table 5 COLD STEEL +3 +2 +1 -1 -2 Lancers charging or pursuing targets in skirmish or disorder

    Non-Lancer Horse charging

    or pursuing targets in

    skirmish or disorder

    Charging Disordered Horse vs. Steady Square

    Contact to the rear Contact to the Flank Heavy vs. light Shaken withdrawing or

    routing

    Target in Fortifications

    Spear Points Gleaming( See Unit traits)

    Horse vs. Foot Poor

    Target Disordered Skirmishers

    In Column Shattered unit

    Height advantage

    Elite

    Grenadier vs. cover

    Outnumbering enemy.

    Table 6 EFFECT OF MELEE Unit/ Result Uncertain Decisive Overwhelming Irresistible

    Foot 5 or less 6+ 8+ Not available

    Horse 5 or less 6+ 8+ 9+

    Artillery 5 or less 6+ Not available Not available

    Uncertain: remove no Stands

    Decisive: Remove one stand

    Overwhelming: Remove 2 Stands

    Irresistible: Remove 3 stands

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    The loser of a melee is the unit which lost the most stands. If both units lost the same then the winner is the unit which had the higher modifiers in the combat. If both units

    had the same modifiers the result is a draw and no morale checks are taken. The

    combat will continue next turn. Note Grenadiers and commanders who have joined

    the unit affect drawn results. Once in melee a unit may not voluntarily withdraw from

    it. The fight is to the death!

    A Unit who completely destroys all their opponents in melee may make a discipline

    test. If they succeed then they may make a follow up pursuit move up to their full

    move distance within their charge arc or attempt a reform. If this pursuit move takes

    them into an enemy unit then that enemy may not fire at them even if the

    consolidating unit approached from a valid fire arc, such is the surprise and confusion

    caused by the assault.

    Stands are removed in melee by the victor who chooses which stands to remove. If the

    result is a draw then each player removes his own stands

    Phase 5 Command Phase BY THE CENTRE! MARCH! In the command phase units are given orders and carry out movement and manoeuvre.

    Commanders of a Brigade may give orders to members of their brigade

    and the Army commander may give orders to any unit in the army.

    To issue a command simply state which unit you are ordering and

    describe what you wish to happen.

    An example would be The 40th will march to their front and halt then deploy into line alongside the 35

    th in order to form a continuous line or

    9th Hussars! Threes about! About Turn! or some such twaddle.

    Pick up the dice and boldly roll them. Add the modifiers for

    tactical factors and if the total equals or exceeds the

    minimum score required then the unit carries out your command. If they fail any part of their order then they are in confusion about what is required. Perhaps the Aide dcamp scribbled his note incorrectly? Perhaps the Colonel of the Battery was away for a short time with his hounds and the

    Captain lacked confidence to realign the guns? Perhaps a stray musket ball ate the order and you will

    get the order tomorrow? We shall perhaps never know.

    The crucial point is the unit is order-less and, in this age where Initiative was rewarded with demotion,

    the unit cannot act this turn. This may cause the gentle General consternation as his line of infantry is

    about to be run down by a mass of cavalry. Rest assured that many such generals felt your frustration.

    Once an order is failed the unit cannot take another order this turn unless the General will see them

    hanged as below.

    A unit which passes an order may be given one (or for Horse artillery two) more orders

    Only one of the orders given in any turn may be for movement. The other(s) must be formation

    change.

    Note then that Horse artillery may successfully limber, successfully move and then successfully

    unlimber again, whilst Foot may form line and then march by wheel or form column and march inside

    their charge arc by wheel for example and that foot artillery may move and unlimber or limber and

    move.

    Unlimbered Artillery may also with no need for orders reform for free and without orders, known as

    traversing the guns

    When a unit has finished its movement and all its orders then the player may move to the next unit till

    he hath completed all such commands that he desires.

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    Units without orders

    A unit may be order less as the Brigadier or General may have moved to personally command a unit.

    Other occasions may be that the roll needed for the unit to move may be impossible to achieve on a D6.

    The player may then rely on the Major commanding the battalion, battery or regiment to _shock

    horror_ use their own initiative and give ONE order. The Major may only order his own unit and will

    require a 6 to succeed.

    Ill see you hanged! Once per command phase a General may issue a

    further single command to a unit which has

    received an order and failed it by riding up to the

    unit and , purple with rage, screaming his

    instructions in such a manner that they are carried

    out forthwith in some haste and fear, if in a rather

    panicked way!

    The unit must be within his command range. The

    player moves the generals model alongside the unfortunate unit and states he will see the unit

    hanged. The unit then passes the order he gives it

    but ends the phase in disorder.

    COMMAND

    Order Minimum Score

    To Move a unit up to their maximum allowance. 1

    To Move by wheeling a unit outside their charge arc 2

    To Form Line or Column or Skirmish 2 To Limber or Unlimber Artillery 2

    To Form a Foot unit into Square 3

    To Reform unit around its centre rotating it as desired and ending in a formation of the Genrls desire

    4

    Tactical factors Modifier Ordering a Poor unit -1

    Per CR range from General to unit being ordered over the first CR

    -1

    Disordered -1 Ordering an Elite unit +1

    Generals command modifier +/-x

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    Movement Of the art of positioning forces upon the field of battle

    Units may move up to their allowance as listed in the March table Units may Charge enemy within their fire arc if the enemy was in the

    charge arc at the start of the turn. Note that if a charge does not connect with

    the target then the unit must take a discipline test lest it becomes disordered

    Units may wheel freely during their movement any number of times. Artillery pivot without a test and do not count as moving. Units in square cannot move Interpenetrating units which at the end of the movement are

    overlapping simply move to the other side of the interpenetrated units

    formation and halt.

    Formed (non-skirmish) units interpenetrating formed units disorder both units.

    Units in melee may not move other than to Pursue withdraw or rout. Foot artillery may not limber and unlimber in the same turn. Horse

    artillery may

    Units in column add 1 to their move allowance

    Right then Brigadier, Time to get to work.

    An arduous time is ahead for us all. Myself, you and these gallant boys here about to march up that 30degree incline carrying 80 pounds of kit. and our well-fed horses that carry us.

    A short lesson in drilling the men;

    The rules are simple. Roll the dice add the modifiers, beat the minimum score needed and do not spare the lash.

    I knew a Colonel once who was light with the lash and he came down with the gout. Let that be a warning to ye lest ysuffer the same fate.

    THE 136TH WILL ADVANCE AND WHEEL TO THE RIGHT! RIGHT WHEEL!

    There, a six on a D6. Nothing to it, eh? What-what?

    I believe dinner must be ready by nowcare to join me?

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    Moving up a steep hill lowers move at one rate lower than normal. For example Horse in column and moving uphill move at Horse in echelon rate.

    Foot in line uphill move 1

    Difficult terrain is impassable for artillery Moving through difficult terrain causes disorder unless unit is

    skirmishers

    Units in disorder move at one rate lower than normal. For example Horse in column and disordered move at Horse in echelon rate. Foot in line

    who are disordered move 1

    After You! Reserving Fire When any unit moves within musket range and fire arc for the first time of a Mufket

    armed foot unit of the enemy, the enemy unit must IMMEDIATELY take a discipline

    test.

    Ordered Cavalry in echelon cause a -1 to the opponents roll

    A Jittery unit also suffers a -1

    A Score of 1 or less means the unit makes a hasty volley. It fires a ragged volley

    that has no effect and it loses its next Mufketry phase.

    March Table

    Unit Maximum Move Rate

    Foot in line in difficult terrain 2

    Foot in line and foot artillery limbered

    3

    Foot in column and units of skirmishing foot

    4

    Horse in echelon 5

    Limbered horse artillery and Horse in column

    6

    Skirmishing cavalry 7

    Sequence of movement

    1. Give orders. Place evade markers 2. Roll for success of orders 3. Move enemy evaders. 4. Move units 5. Carry out any discipline tests for foot units with enemy coming within

    musket shot range

    6. Remove any evade counters from your units

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    Army Muster Sheet

    A Decent sized force will be around 100 points.

    Name Description Point Cost Foot 5 Horse 12

    Artillery 15 Grenadiers +1 in melee vs. fortifications 7

    Light Foot May skirmish 7

    Guards +1 Morale Foot 7

    Lancers 16

    Cuirassiers Heavy Horse 20 Horse Artillery 20

    Gribeauval All Roundshot has canister effect

    +5

    Blundering simpleton 0

    Ineffectual Fop 5 A Regular Sort 10

    A Capital Fellow 14 An Excellent Chap 19

    A Hero of the Empire 25

    Fire Discipline +3 Elite +5

    Melee Sword or spear armed only -1 Poor -2

    Lecoute dmussilin -1

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    Players may construct a force to an agreed points limit. The force must have a

    general commanding and 4 units.

    Regular foot units have the abilities Skirmishers to the front and Grenadiers fix

    bayonets.

    Commanders in Units Twere never go, lads go it was always follow me! Commanders may at the start of a players turn join a unit. They remain with that

    unit till the start of their next turn when they may detach. Place a marker with the

    unit and remove the commanders figure.

    The Commander when with a unit may ONLY command that unit and units

    within 4. He may give no orders to other units. Whilst with the unit if the unit takes a stand loss or loses a melee immediately roll

    a D6. On a 6 the commander is killed. The Brigade is leaderless. It may still

    receive orders from the General commanding the army, but of course note that this

    will severely affect the whole armys cohesion. The general cannot be everywhere at once! Recollect that the Major may show some initiative for that unit.

    If by some mishap it is your General that has been so reckless as to get himself

    shot, any Brigade commanders step up to the mark and act as the general for better

    or worse. However until after the command phase following his death, this

    reshuffling of power freezes the army and units can only move by each Majors

    own initiative.

    If perchance all your Brigadiers and Generals have paid the ultimate price then

    you really are stuffed. The army will act only on its individual Majors initiatives.

    Good luck with that!

    Whilst with a unit then that unit gains a +1 to discipline tests and on drawing a

    melee combat they will win the combat instead with a margin of 1 point. If

    grenadiers or enemy commanders are involved then the combat is instead drawn

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    Unit Character Units have a wide range of variety from the Grim Russian peasant who stands despite

    his appalling losses to the lan of the British Heavy Horse and their reckless charges.

    In addition to the mandatory troop classifications already mentioned, here lies a list of

    useful traits to measure the cut of your mens jib by.

    Trait Effect Berserk Charge Add 1 to the charge movement on declaring a charge and unit

    gains Grenadier for this turn

    BL Artillery 60 range artillery +1 firing modifier

    Cautious Discipline test to charge

    Cowardly Successful (4+) Morale test to charge

    Exhausted Certain troops after a long campaign are ragged, shoeless and half

    starved. They suffer a -1 to all rolls. Yes ALL rolls. Use with

    caution

    Gribeauval System Artillery fire not capped at 6

    Gardener Gun A 24 range artillery piece that is not capped for effective fire. Roll 1D6 before firing. On a 1 it jams this turn and may not fire

    Gatling Gun Fires as a Gardener Gun with a +1 firing modifier and 36 range.

    Grim Defenders If receiving a morale test to rout they may reroll that test

    High Explosive and

    Shrapnel shells

    +1 firing modifier at ranges over 6

    Jittery Such troops have a -1 on Discipline tests to reserve fire when

    troops move within 4

    Linear tactics May not form square. Initial setup must be with all Infantry in the

    centre and Horse on their flanks

    Over strength Unit only becomes Shattered when 1 stand strong

    Open Order Tactics Only available post 1876. -1 when firing at OOT +1 when in

    melee against them. Otherwise setup and move as Line

    Reckless

    If within 8 of an enemy not formed in square the cavalry must take a discipline test not to charge towards the enemy in their turn

    Rifled muskets 6 range

    Rifled Breech Loading

    musket

    12 range +1 firing modifier

    RML artillery 60 range artillery

    Spear Points Gleaming These troops are trained for only one form of combat. Fighting up

    close with club, spear, Claidmorg or repeating pistols. Use with

    caution.

    Terrifying Causes morale test on charging from any flank or front.

    Use with Caution. Perhaps such as Zulu impis or Troops unused to Cuirassiers facing them for the first time

    Top of His Class The units Major may use his initiative on a 4+

    Vacillating Coward The units Major cannot use his initiative at all. Unordered, the

    unit will simply stand around helpless whilst the Major dithers

    and stammers.

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    Scenarios The Lines of Torres Vedras

    June 1810. Wellingtons army hides behind strong fortifications in southern Portugal. Massna Dithers on the plains waiting for an opportunity to attack. Massna in this fictional Battle redeploys to the north, however one Brigade is left several hours behind by a blocked road. Mgr. Gen Aylmer seeing an opportunity petitions Sir Arthur to let him attack. Lord Wellington throws a half-eaten chicken leg over his shoulder and exclaims BY GOD! I Think we have him! and unleashes Lord Aylmers troops who rush down the foothills towards the sweating French.

    Aylmer's Brigade: Major General Lord Aylmer (A Regular Sort)

    1/37th Foot (Hampshire) Map 60x 48 Foot} Line}Average}Disciplined Fire

    2/62nd Foot (Wiltshire) Foot} Line}Average}Disciplined Fire

    77th Foot (East Middlesex) Foot} Line}Average}Disciplined Fire

    85th Foot (Shropshire) Foot} Line}Average}Disciplined Fire} Cautious

    Battery Royal Artillery Artillery}Foot} Average

    9th

    Brigade: Major General Deepe

    (An Ineffectual Fop)

    31st Lger (3rd battalion) Foot} Light}Average

    32nd Lger (3rd battalion) Foot} Light}Average

    26th of the Line (3rd battalion) Foot} Line}Average} Cautious }Jittery

    66th of the Line (3rd battalion) Foot} Line}Average}

    82nd of the Line (3rd battalion) Foot} Light}Average

    Lgion de Midi (1st battalion Foot} Light}Poor} Cautious

    Hanoverain Legion Foot} Line Poor}Jittery

    Foot Artillery Artillery} Foot} Elite } Gribeauval

    37 RA

    8

    5

    77 62

    31 32 26 66

    82 Lm Hl

    Foothills

    The French set up as above in the right lower quarter

    facing east in columns the British set up in the left upper

    quarter facing south apart in Columns excepting the 85th

    who set up central on the western edge facing east in

    Line . All artillery begins limbered

    The French mission is to exit off the western or northern

    edge of the map, the British to destroy as many French

    before they do so.

    Each French unit exiting the map by the W or N edge

    gains 5 Victory Points for the French(VP)

    Each British unit destroyed gains 1VP for the French

    Each French Unit destroyed gains 2 VP for the British

    The Game is 15 turns long

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    The Bridges of Gunzberg September 1805 Napoleon marches .into Germany to encircle the unhappy Austrian General Mack. Mack attempts escape but his route requires he hold the Bridges of Gunzberg. Mahler on orders from the Emperor has other ideas

    Mahler s Brigade: (A Capital Fellow)

    9me Light Infantry Regiment, two battalions: Foot} Line}Average; one battalion Foot} Grenadier} Elite 32me Line Infantry Regiment, one battalions Foot} Light} Elite two battalions: Foot} Line} Elite one battalion Foot} Grenadier} Elite

    96me Line Infantry Regiment, four battalions: Foot} Line}Average 2eCuirassiers one regiment, Horse, Heavy , Cuirassier, terrifying

    9th

    Brigade: Major General Werneck

    (An Ineffectual Fop)

    Wurttemberg IR38 (3 battalions s); Foot}Line}Poor} Jittery Tyrolian Jager 1 battalion Foot}Light}Average Hohenzollern Kur KR8 1 regiment Horse, Heavy, Average, Reckless ; Rosenberg ChL 1 regiment Horse, Heavy, Average ; Schwarzenberg Uhlans 1 regiment Horse }Light}Cossack}Elite Heavy Artillery Reg: Artillery Foot Heavy, Poor

    Map 72x 48

    The French enter from the north edge and

    have the first turn.

    The French mission is to have units cross

    the bridges and be south of the bridges by

    end of game, the Austrians to prevent the

    French Crossing

    Each French unit south of the bridge at

    the end of turn 8 equals 5 Victory Points

    for the French(VP)

    Each Austrian unit destroyed gains 1VP

    for the French

    Each French Unit destroyed gains 2 VP

    for the Austrians

    The Game is 8 turns long

    IR38 TJ KR8

    CL

    SU HA

    R

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    Designer Notes

    Port & Cigars first emerged in 1997 from a once page ruleset called Marlborough Lights. Over the past

    17 years it has evolved and emerged as the game it is today. The first thing I wanted was simplicity.

    Then I wanted a game that was fun. Then I wanted a game that can be played to conclusion in a hour

    thus leaving time for the after game drinks.

    It has grown in complexity without a doubt, but is still simple at the heart of it. Shoot by rolling a dice

    and removing a stand if necessary, usually dont bother with orders unless the unit is trying something tricky or far from its commander. Once a few games are under your belt then the system is

    exceptionally easy to use. I almost never need the firing charts as they are pretty simple to remember.

    But Napoleonic wargaming often loses its FUN! And that is WRONG! You are a shambolic

    commander with a paunch and gout, drunk to blazes and wearing silk tights. You should as this

    commander be able to engage with your troops. Shout at them, Rally them, Scream fire orders, and

    compliment them well. Just if they start answering back then see a psychiatrist.

    Such was the Rallying rule and the Ill see you hanged rule. Its why you get a bonus commanding if you wear the top hat or the bicorne

    Despite this I have balanced the effects of the mechanics to reflect historical reality. You CAN break a

    steady British Square with Cuirassiers, but you are taking a damn risky move . You CAN break

    through the enemys artillery with your Light Brigade down a valley of death, but againare you that sort of butcherer of models?

    Your Thin Red Line may Die Hard when outnumbered three to one, but its the exception not the rule.

    You have flexibility within the rules to create Heroes and Villains, doddering cowards and raging bulls.

    Legends will be made, cigars smoked, Port quaffed.

    Advance my lads. TO GLORY

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    Tommy

    I went into a public-'ouse to get a pint o' beer, The publican 'e up an' sez, "We serve no red-coats here." The girls be'ind the bar they laughed an' giggled fit to die, I outs into the street again an' to myself sez I: O it's Tommy this, an' Tommy that, an' "Tommy, go away"; But it's "Thank you, Mister Atkins", when the band begins to play, The band begins to play, my boys, the band begins to play, O it's "Thank you, Mister Atkins", when the band begins to play. I went into a theatre as sober as could be, They gave a drunk civilian room, but 'adn't none for me; They sent me to the gallery or round the music-'alls, But when it comes to fightin', Lord! they'll shove me in the stalls! For it's Tommy this, an' Tommy that, an' "Tommy, wait outside"; But it's "Special train for Atkins" when the trooper's on the tide, The troopship's on the tide, my boys, the troopship's on the tide, O it's "Special train for Atkins" when the trooper's on the tide. Yes, makin' mock o' uniforms that guard you while you sleep Is cheaper than them uniforms, an' they're starvation cheap; An' hustlin' drunken soldiers when they're goin' large a bit Is five times better business than paradin' in full kit.

    Then it's Tommy this, an' Tommy that, an' "Tommy, 'ow's yer soul?" But it's "Thin red line of 'eroes" when the drums begin to roll, The drums begin to roll, my boys, the drums begin to roll, O it's "Thin red line of 'eroes" when the drums begin to roll. We aren't no thin red 'eroes, nor we aren't no blackguards too, But single men in barricks, most remarkable like you; An' if sometimes our conduck isn't all your fancy paints, Why, single men in barricks don't grow into plaster saints; While it's Tommy this, an' Tommy that, an' "Tommy, fall be'ind", But it's "Please to walk in front, sir", when there's trouble in the wind, There's trouble in the wind, my boys, there's trouble in the wind, O it's "Please to walk in front, sir", when there's trouble in the wind. You talk o' better food for us, an' schools, an' fires, an' all: We'll wait for extry rations if you treat us rational. Don't mess about the cook-room slops, but prove it to our face The Widow's Uniform is not the soldier-man's disgrace. For it's Tommy this, an' Tommy that, an' "Chuck him out, the brute!" But it's "Saviour of 'is country" when the guns begin to shoot; An' it's Tommy this, an' Tommy that, an' anything you please; An' Tommy ain't a bloomin' fool -- you bet that Tommy sees!

    R Kipling

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    Unit/ Result Uncertain Decisive Overwhelming Irresistible

    Foot 5 or less 6+ 8+ Not available

    Horse 5 or less 6+ 8+ 9+

    Artillery 5 or less 6+ Not available Not available

    Cold Steel

    Order Minimum Score

    To Move a unit 1 Unit Maximum Move Rate

    To Move by wheeling >45deg 2 Foot in line in difficult terrain 2

    To Form Line or Column or Skirmish 2 Foot in line and foot artillery limbered

    3

    To Limber or Unlimber Artillery 2 Foot in column and units of skirmishing foot

    4

    To Form a Foot unit into Square 3 Horse in echelon 5

    To Reform unit 4 Limbered horse artillery and Horse in column

    6

    Skirmishing cavalry 7

    Tactical factors Modifier

    Ordering a Poor unit -1

    Per CR range -1

    Disordered -1

    Ordering an Elite unit +1

    Generals command modifier +/-x

    Orders

    +3 +2 +1 +1 -1 -2

    Lancers charging or pursuing targets in skirmish or disorder

    Non-Lancer Horse charging or pursuing targets in skirmish or disorder

    Charging Horse vs. Foot Disordered Horse vs. Steady Square

    Contact to the rear

    Contact to the Flank Heavy vs. light Target Disordered Shaken withdrawing or routing

    Target in Fortifications

    Spear Points Gleaming

    Elite In Column Poor

    Grenadier vs. cover Height advantage Skirmishers

    Outnumbering enemy.

    Shattered unit

    Unit/ Result

    Effective Withering Shattering

    Foot 6+ 8+ 10+

    Artillery 6+ Not available

    Not available

    MUFKETRY

    +3 +2 +1 -1 -2

    Artillery Enfilading fire

    Firing @ charge to contact

    Target Horse Target is (non-artillery) skirmishers or firing through a skirmish screen*

    Roundshot vs. Non artillery Skirmishers

    Enfilade fire* Target Column Lecoute dmussilin Artillery vs. Cover

    Grapeshot Disciplined Fire Shattered unit

    Self in Line Target in Cover*

    Square targeted by artillery

    Disordered

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    Port and Cigars

    Hi Guys. James Abecrombie here.

    You may remember me from such battles as charging Fort Ticonderoga frontally until even the Black Watch had had enough?

    Well today I m here to tell you about Port and Cigars.

    Port and Cigars (apart from being something I like after Breakfast, Tiffin, Mid Tiffin, Late Tiffin and dinner) is a set of Napoleonic wargame rules that bring honour and glory to the tabletop.

    They are usable in all scales and all base sizes; by God I dont care a Damn if you use cardboard chits. They draw upon decades of research and literally hours of watching Sharpe.

    With these rules you can follow Wolfe to Quebec , Wellesley to Assay. , Stand in line as your Prussians deliver their automated volleys or lead the charge of your Cuirassiers as they punch a hole in anything in their path.

    Port & Cigars is playable in a hour. Time for glory on the tabletop and enough to repair down the tavern; (with a few bottles of wine,) to celebrate your victory.

    It uses a single D6. No modern twenty sided or D percent here thank you! If the D6 has served us for a hundred years it shall serve a hundred more!

    Here you can finally use all those armies you bought but are about to E-Bay because all other rules systems suck. Two plastic box sets and your army is ready. No quibbling over vague rules anymore as quibblers are flogged senseless the moment they start.

    And they are Free of course which helps when you have pursers as corrupt as mine.

    But enough waffle, enjoy the rules and please excuse me . I have to do and throw good soldiers lives away in pointless attacks.

    I wish you Joy of The Day

    Jim Abercrombie