Seven Years War Wargames Rules
Seven Years War Wargames Rules
Seven Years War Wargames Rules
By Keith Flint
Dice - use a D6 except for rolls using the Hit Tables which are made using an average die.
Terrain
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Scenario-specific terrain rules may be applied from time to time, but these basic terrain rules can be
applied in most games.
Cover. Light Cover is woods, hedges, walls and fences. Heavy cover is built up areas and
entrenchments.
Woods. Woods restrict the movement of most troops (see Moving section). To fire out of a wood, or
to be seen and fired at when occupying a wood, troops must be placed at the edge. If opposing
forces are fighting within a wood, the maximum visibility distance is 6, and both sides count as
being in cover, except that chargers count as in the open.
Hills. These may be gentle or steep. Gentle hills do not affect normal movement but offer all the
usual properties of elevation, including melee advantage and cancellation of charge bonus. Steep
hills restrict the movement of troops as per the Moving section. Hill crest lines run through the
centre of the hill, parallel to the front of the observing unit. Only enemy units on or in front of the
crest line can be seen.
Built up areas. These are based on individual blocks about 8 square or the rough equivalent.
Blocks may be combined to create larger areas. Each block can accommodate a maximum of a
single infantry unit and a battery of artillery. Mounted cavalry cannot occupy or move through
BUAs, and cavalry may not charge or melee units in BUAs. Artillery may start the game in a BUA
but may not enter or leave one during the game. Infantry (light or close order) must have half their
move in hand to count as occupying a BUA once they reach it and to reform properly before
leaving it. Line infantry move through BUAs at half rate, light infantry at full rate.
Firing and visibility within BUAs is as per woods, except that BUAs count as heavy cover. Units in
BUAs are assumed to be in all round defence and can fire and melee with units attacking from
outside the BUA in more than one direction. If fighting in one direction only they will -1 from their
fire and melee dice, if fighting in 2 directions they -2, in three directions -3 etc.
Rivers and Streams. Streams are crossable by all troop types except artillery and transport, at the
cost of half a move. Fordable rivers can be crossed by infantry and cavalry, who end their move in
the middle of the river then continue on as normal next move. While in the river infantry fire with a
-2 modifier. Enemy holding the far bank will count as uphill if meleed. Artillery and transport must
cross rivers and streams by bridges or fords. Movement through a ford is in march column, at half
speed for all troops, fire and melee as normal for that formation.
Bases. These rules are designed for 25-30mm miniatures, mounted together on bases. A base has 4
close order infantry, 2 light infantry or 2 cavalry figures. Artillery bases have one gun model with
crew figures, and represent positional artillery of the 6-12pdr class. Reasonable base sizes would
be 40mm square for close order or light infantry, 50mm square for cavalry, and 70mm square for an
artillery base. These basing arrangements are mainly designed to allow units to adopt either column
or line formation.
Units. A standard infantry or light infantry battalion will have 5 bases (20 figures to a unit for close
order infantry, 10 figures to a unit for light infantry). A standard cavalry regiment will have 4 bases
(8 figures to a unit). Artillery bases operate singly as batteries. Battalions, regiments and batteries
are the basic game units. Standard formations for infantry and cavalry are line (all bases next to
each other) or march column (all bases one behind the other). Cavalry may form into a double rank
of bases but this still counts as line. An irregular line may be adopted to conform with terrain
features. Light infantry may adopt any formation provided all bases touch each other.
Brigades. Units should be organised into brigades normally of 2 to 8 units. Cavalry and close order
infantry cannot normally be mixed within brigades. Each brigade will have a brigade commander.
Brigade commanders are removed when all the units in their brigade are lost.
Brigade commanders can be rated dithering, dependable or dashing. These ratings can be decided
arbitrarily or diced for as below:
Prussian - 1, dithering; 2,3,4, dependable; 5,6, dashing.
Austrian 1,2, dithering; 3,4,5, dependable; 6, dashing.
Units of the same brigade must normally stay within an 8 command radius of their commander, or
within 2 of a unit which is within radius. Units not complying with these conditions may only
move on a roll of 4,5,6. Add one for superior units, deduct one for inferior units. Units more than
16 from their brigade commander become detached and will move away from the enemy towards
their baseline (one normal move per turn), where they may halt.
Independent Units. Light infantry battalions, light cavalry regiments and artillery batteries can act
as independent units which need not be part of a brigade formation (but can be if desired). For
command purposes, superior units will usually count as dashing, inferior units as dithering.
Troop classes. These are superior, line, and inferior. Guard and grenadier infantry and cuirassiers
are normally classed as superior. Frei-Korps and Reichs Army units are normally classed as
inferior. Austrian hussars are inferior in melee. Hussars count as light cavalry.
Commanding General. This figure represents the player, is not normally rated, and may always
move first in any turn. The commanding general can encourage and direct one brigade commander
per turn, or take personal command of any single unit. He cannot do both during the same turn.
If the commanding general moves to within 8 of a brigade commander, a dithering officer
becomes dependable, a dependable officer becomes dashing, and a dashing officer adds one to his
command dice throw. The effect ceases when the commanding general moves away.
If the commanding general places himself within 4 of a single unit, it can always make one move,
and can double move on a 5 or 6 if inferior, 4, 5 or 6 if line, or 3, 4, 5 or 6 if superior.
Commanding generals can also use their influence to remove a hit from a unit during the Rally
phase.
Command figures do not block line of sight or line of fire, and cannot be fired at or meleed.
3. Movement: dice for command performance, then carry out charges and moves.
4. Dice for firing initiative. 5. Firing and reaction. 6. Melee and reaction. 7. Rally.
Movement Phase
1. Command Performance
During each movement phase, first one side moves a single brigade or independent unit, then the
other side does the same; this continues until all brigades and units from both sides that want to
move have done so. The player with the initiative can decide whether to start or make his opponent
do so. Every turn, before moving each brigade or independent unit, dice for command performance
on the following table:
COMMAND
DITHERING DEPENDABLE DASHING
TABLE
1 Feeble Poor Steady
2 Poor Steady Steady
3 Steady Steady Steady
4 Steady Steady Steady
Ste 5 Steady Steady Admirable
ady 6 Steady Admirable Inspiring
Brigade commanders move after all the units in their brigade have been moved.
Brigaded units outside command radius will only move (whether advancing or retreating) or rally
off hits if they make the appropriate throw from the Organisation and Command section.
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2. Normal Moves
3. Movement Conditions
1. Infantry and cavalry units can move in any direction up to a full move provided they start and
finish in the same formation. In all cases, no part of any base may move further than the allowed
maximum move. However, movement to the flank is not allowed within 8 of the enemy
2. Infantry and cavalry units in march column which remain more than 18 from all enemy units
may double move when command performance is steady. Limbered artillery and transport units
on roads that remain more than 18 from the enemy may do the same.
3. No unit may ever move more than a double move in a single turn, except to counter-charge.
4. Prussian infantry or cavalry units (unless inferior quality), as well as all light infantry and
retreating units, may change formation with no deduction from their move. Other units take half a
move to change formation. In all cases use line movement when changing formation.
5. Units may pass voluntarily through friendly units but deduct half their move, unless either or
both of the units is light infantry. Interpenetration is not allowed if either unit starts 8 or less from
the enemy.
6. Only light infantry and light cavalry can move through woods, across steep hills, through rough
ground etc., at their normal rate. All other units move at half normal rate on these occasions, except
that artillery and transport may not move over steep hills.
7. Fences, walls and hedges that are deemed passable take half a move to cross for cavalry, artillery
or transport, but are not an obstacle to infantry movement. Entrenchments are always impassable to
cavalry, artillery or transport, take half a move to cross by formed infantry, but are no obstacle to
light infantry.
8. Artillery takes half a move to limber or unlimber, and moves at half rate to its flank or rear if
limbered. Measure movement/limbering/unlimbering from centre of gun or base.
9. Cavalry mounting or dismounting takes half a move. Replace each cavalry base with a
dismounted base. Dismounted cavalry fight as light infantry. Cuirassiers will not dismount.
10. Units cannot move if in an L, U or square shaped formation (except light infantry). They
must reform into line or column before moving.
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4. Charges
Charges may take place as required during the movement phase, and occur when a unit is moved
into contact with an enemy unit. There are no special charge moves.
A unit may only be charged by one enemy unit in each of its sectors. As long as at least half the
attacking unit can be moved into contact a charge can occur. You cannot normally charge through
your own troops, but units with a double move may interpenetrate friends during the first move
before charging on the second move. Units in march column cannot charge.
Infantry may not charge or counter-charge cavalry; light infantry may only charge or counter-
charge other light infantry unless the enemy units are infantry in march column or infantry already
in melee with another unit. Artillery may never charge or counter-charge. Cavalry cannot charge
troops in BUAs or entrenchments.
Cavalry may always counter-charge if the attackers move more than half their move distance to get
into contact. Otherwise they may only counter-charge on a throw of 4, 5 or 6. Infantry may only
counter-charge on a dice throw of 4, 5 or 6 in any circumstances. In both cases, +1 for superior
units, -1 for inferior units. A unit may counter-charge even if it has already made a double move
that turn. Counter-charging units meet their opponents at the half way point between the units.
Evading. Light infantry, light cavalry and limbered artillery may move out of turn to evade contact;
light infantry may fire as they do so. Move the chargers into contact, then move the evading unit
away up to their maximum move distance, making appropriate deductions from the Moving section.
Chargers then halt for that turn unless the target is limbered artillery, or cavalry are charging light
infantry in the open. In these cases, chargers continue into contact with evaders if still in range. If
not, chargers may halt, complete their move, or charge another unit in range, as preferred.
Flank or rear charges. A unit may be charged in flank if more than half the charging unit is in the
flank sector of the defending unit. A unit may be charged in rear if more than half of the attacking
unit is in the defenders rear sector. The unit being attacked has a chance to turn and face only if the
chargers are using more than half their move to get into contact. In this case they succeed in turning
on a throw of 4, 5, or 6. Add one if the defenders are cavalry or light infantry. If already engaged to
the front the defenders cannot turn to face. Even if units turn to face they cannot counter-charge, but
they can fire.
Only units that have a double move may charge the flank of an enemy unit if they start from its
front sector (or rear when starting from flank). They must reach the flank sector in the first move.
The defenders will be able to turn and face automatically, unless contacted to their front as well.
Changing formation when being charged. Defenders may attempt to change formation when being
charged. Use the same procedure as turning to face.
Firing in the charge phase. The unit being charged can fire at its attackers at any point in the
charge. Chargers moving in to attack may also be fired at by enemy units whose line of fire they
cross, under the traversing fire rules, unless those troops already have a better target, i.e. one that is
closer or more directly to their front. Target units react to firing immediately. Charging or counter-
charging units may not fire.
Units that have fired in the movement phase cannot fire again in the Firing phase.
Close range combat resulting from charges is resolved in the Melee phase
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Firing Initiative
Each side rolls a dice for firing initiative, the highest winning. The Prussians add one to their roll.
Firing Phase
1. General.
Roll one average dice per unit firing and consult the appropriate Hit Table (p.10).
Firing is by alternate brigades or independent units from each side, as with movement. The player
with the initiative may start. Units that have fired in the movement phase cannot fire again in the
firing phase. No unit (except howitzers) can fire through a gap narrower than the units frontage.
Units in march column cannot fire.
Units can only fire at targets 30 left or right of their front, except light infantry who can fire within
their whole front sector. For BUA rules see Terrain section. Measure firing ranges from the centre
front of the firing unit. Light infantry may fire at full effect with bases in 2 ranks.
Units must normally fire at the nearest enemy unit to their front. However, fire may be split
between 2 target units provided they are not more than 3 apart and at least half of both units is
within the appropriate firing arc. If target range or troop class differs, dice to decide which modifier
to use. Distribute hits equally, dice for allocation of odd hits if necessary.
Flanking/rear fire applies if more than half of the firing unit is within the flank or rear sector of the
target unit.
Traversing fire. This takes place in the Movement Phase when a units front is crossed by an enemy
unit. If all or part of the enemy unit spends at least half a normal move within a units firing zone,
but ends its move more than half out of the firing arc or in melee with a friendly unit, it may be
fired on at a point chosen by the firer. However, it may not be fired on if it has simply retired out of
range.
Difficult targets are light infantry and artillery in the open, and other units in light cover or more
than half outside the firing arc.
Very Difficult targets are light infantry and artillery in any cover or more than half outside the firing
arc, and other units in heavy cover.
2. Infantry Firing.
Infantry cannot fire overhead friendly units even to or from higher ground.
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3. Artillery firing.
Artillery can fire over their own troops from higher ground if the target is not closer than 6 inches to
friendly troops. They may fire over their own troops at enemy on higher ground if friendly units are
not closer than 6 to the guns. Dead ground behind woods or houses when firing from a hill is 6.
Canister cannot be fired overhead, or if the line of fire is within 3 of friendly units.
Artillery on higher ground does not need to fire at the closest enemy unit.
March columns. Applies to artillery only. A firing bonus is applied if the entire artillery base is
within the front or rear sector of a target unit in march column.
Grazing fire. Units up to 12 behind the front edge of the original target, in a line of fire through the
centre of the original target, and in range, may also need to roll for hits using the standard process.
Grazing fire will be effective on a throw of 4, 5 or 6 for each possible target unit. When the firer
and target are on different levels, when obstacles (hedges, walls, streams, woods, broken ground)
are across the line of fire, or during heavy rain/storm, grazing fire is only effective on a roll of 6.
Grazing fire does not occur when firing canister or howitzers, across crest lines or rivers, or at
targets on steep hills.
Howitzers These can fire over their own troops on level ground, provided no friendly troops are
within 6 of the gun or target. The target must still be visible through a gap of at least 1. Overhead
fire from hills is as per normal guns but safety distance is 3.
Only a -1 modifier is applied for targets behind entrenchments. No negative modifier is applied for
targets in BUAs. No grazing fire, march column bonus is only available within canister range (10).
4. Reaction to Firing.
This is assessed for each unit after all firing from both sides is complete. Reaction is always
assessed using total hits present, so previous remaining firing or melee hits are added to firing hits
received this turn.
5 hits or more received unit is Done For. Retreat 1 move prior to removal in the rally phase.
4 hits received loss of morale, retreat at least 1 move but not more than 2 moves.
3 hits received move as normal, some loss of fire and melee effectiveness.
2 hits or less received continue as normal
Make any retreat moves immediately. Retreat moves are made into the sector opposite that from
which casualties were last received. They are not affected by passable terrain or friendly units:
always move the full distance required. If impassable terrain or enemy units are met, units retreating
are Done For and removed. Retreating units may change formation only to try and avoid impassable
terrain or enemy units. Retreating units which are not already Done For who reach the table edge
may halt there and rally as normal.
Units passed through by friendly units making a retreat move take 1 hit. This will count as a firing
or melee hit taken in that turn, and units must react accordingly.
Deployed artillery forced to retreat by firing dices: 1, 2 and the guns are abandoned and the unit is
Done For; 3, 4, 5, 6 and the unit deducts half a move to limber before retreating as normal.
Retreating units face the enemy. Units already Done For face away from the enemy.
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Melee Phase
1. General
Roll one average dice per unit in melee and consult the appropriate Hit Table (p.10). Fighting takes
place simultaneously. Each unit in a melee fights in one sector only; front, flank or rear (unless in a
BUA - see Terrain). Continue fighting rounds of melee in the same turn until one or both sides
retreat or are Done For.
Charging modifier. The bonus only applies to cavalry charging (or counter-charging) other cavalry,
light infantry or artillery. It is also subject to the following conditions:
(a) Troops charging uphill, or at defences such as walls, fences, built up areas etc., or charging
across a river ford or through or into a wood do not get the charging bonus.
(b) If a unit is counter-charged, both sides get the charging bonus.
(c) The bonus only applies to the first round of fighting.
Cover in melee. Define targets as Difficult or Very Difficult as per firing, except that for these
modifiers artillery and light infantry in melee are treated the same as line infantry.
The advantage of cover in melee is lost once the defenders have received more melee hits than the
attackers. This is taken to mean that the attackers have broken through or into the cover.
Reinforcing a melee. If side A moves first and attacks side B, then side B is allowed to move
reinforcing troops into the melee these troops will get the charging bonus if applicable.
Cavalry Pursuit. If a cavalry unit wins a melee, they will pursue on a roll of 4, 5 or 6. Add 1 for
superior class units, deduct 1 if inferior, add one if the player desires a pursuit, deduct one if not.
Cavalry who pursue may move up to a normal move and must move at least half a normal move. If
they re-contact their original opponents or another enemy unit, fight a further melee immediately
under the normal rules. Pursuing units count as charging, units retreating count as hit in flank or
rear. Units already Done For cannot fight. Units will only pursue once per move.
2. Reaction to melee
Reaction to hits following a round of melee is the same as for reaction to firing. Reaction is always
assessed using the total hits present - hits caused in melee are added to all previous hits remaining
on the unit.
Make any retreat moves immediately. Retreat moves from a melee follow the same rules as those
for firing, except for deployed artillery forced to retreat from a melee. In this case the guns are
abandoned and the unit Done For on a roll of 1, 2, 3, or 4. On a roll of 5 or 6 the unit deducts half a
move to limber before retreating as normal.
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Hit Tables
Throw one average dice for each unit firing or in melee, then consult the appropriate table.
Hits received are shown with a green mini-die and are cumulative throughout the game. It may be
possible to remove some hits during the Rally phase.
Firer has received 3 or more hits -1 Cavalry charging CAV, LI, ART +1
Difficult target -1 Rolling unit has 3 hits or more -1
Very Difficult target -2 Target Difficult/uphill -1
Target classed as inferior +1 Target Very Difficult -2
Target classed as superior -1 Target classed as inferior +1
Flanking/rear fire +1 Target classed as superior -1
Artillery firing canister +1 Artillery or light infantry -1
Artillery vs. march column +1 Attacked in flank or rear -2
Firing from BUA -1 per fire direction March column -2
Fighting from BUA -1 per direction
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Rally Phase
Units Done For this turn are normally removed from the table in this phase. However, they may be
retained on table for display. In the latter case disorder the bases and face them away from the
enemy to indicate that the unit can take no further part in the game.
Otherwise, units 12 or more from all enemy units may remove 1 hit. Units 24 or more from the
enemy may remove 2 hits. One unit within 4 of the commanding general may also rally off 1 hit
regardless of its distance from the enemy. The last hit on a unit may never be rallied off.
Units that have retreated after a loss of morale which are not Done For take at least one full turn to
reform. Change hit marker dice to red to indicate a reforming unit. Reforming units rally off hits as
normal, but if they are unable to rally off any hits in the first rally phase they must retreat again in
the movement phase of the next turn. This continues until the unit is able to rally to less than 4 hits,
or is Done For. Once they have 3 hits or less, and have spent at least one move reforming,
reforming units may continue as normal; change the hit dice back to green to indicate this.
Reforming units may only make formation changes in place or move away from the enemy (no
double moves). They may not fire: if charged successfully they are Done For.
3. Battles may include one or more geographical objectives, which can be classed as minor, major
or vital. Minor objectives are worth one point, major objectives 2 points. Vital objectives will be
particularly large or important features and can be allocated 3 or more points. Objectives lost by an
army will lose it the appropriate number of army points.
A disputed objective is worth no points for either side. All objectives must be held by at least one
unit, even if the objective is situated behind your battle line.
4. At the end of each turn, after the rally phase, each side should add up the number of army points
lost so far. When the overall total equals or exceeds the Army Breaking Point, that army has lost the
battle. If both armies arrive at their breaking point on the same turn the battle is drawn.
5. If the game has to end before either side reaches its breaking point, the army which has lost the
most points overall loses. If both armies have lost the same number of points, the game is drawn.
6. In some scenarios it may be necessary to specify a turn limit within which specific objectives
must be achieved. These should normally apply to one side only, so that if the objectives are not
achieved within the turn limit that side will lose. If both sides have an objective or objectives with a
turn limit, the side which attains them first wins.
If either army is broken before a turn limit expires, or before its or the enemys objectives are
achieved, that army automatically loses.
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Visibility 12. All moves deduct half. No double moves. No bonus for
2 Fog
any charges. Weather dice of 1 or 2 means move up one space.
3 Light rain Deduct 1 from firing dice for all firing.
4-9 Fair Normal play
10 Light Rain Deduct 1 from firing dice for all firing
All moves deduct one quarter, except artillery and transport off roads
11 Heavy Rain
deduct half. Deduct 2 from all firing dice. No grazing fire.
Visibility 12. All moves deduct half, except artillery and transport off
road may not move. No double moves. No bonus for any charges. No
12 Storm
infantry fire, artillery deduct 2 from firing dice. No grazing fire. Weather
dice of 5 or 6 means move down one space.
2. Weather changes
Before commencing each subsequent turn roll 1D6:
1,2 move down one space (unless in fog)
3,4 weather stays the same
5,6 move up one space (unless in a storm)
Deployment for other scenarios will be tailored to each individual set up. Normally the attacker will
take the initiative in the first turn.
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French and Russian armies deduct 1 when dicing for movement initiative. Reichs Army deducts 2.
Reichs Army deducts 1 from firing initiative roll.
France ordinary line fusiliers should be rated inferior. Only veteran or foreign infantry units count
as line.
Russia infantry from the Observation Corps should be counted as inferior.
Britain/Hannover as Austria.
Reichs Army Guard/Grenadier and cuirassier units count as line. All other units of any type should
be classed inferior, including artillery.
Infantry: a unit with 7 or more bases adds one to its firing and melee dice. A unit with 3 bases or
less deducts two.
Cavalry: a unit with 6 or more bases adds one to its melee dice, a unit with 2 bases deducts two.
Dashing Lieutenant Generals operate as Commanding Generals, subject to the above limitations.
Dependable Lieutenant Generals are the same but cannot raise the rating of their brigade
commanders above dependable.
Dithering Lieutenant Generals cannot raise the rating of their brigade commanders at all, and
cannot take personal command of a single unit. They can only rally off an extra hit if both unit and
Lieutenant General are at least 12 from the enemy.
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WEATHER BOARD
12
STORM
11
HEAVY RAIN
10
LIGHT RAIN
9
FAIR
8
FAIR
7
FAIR
6
FAIR
5
FAIR
4
FAIR
3
LIGHT RAIN
2
FOG