Chapter 11
Horse and Musket Wargames Rules
UNIT TYPES
This game features the unit types of Infantry, Cavalry, Skirmishers, and Artillery. The first three occupy a frontage of 4–6 inches, whereas ordnance is deployed over a width of 2–3 inches. Any size or scale of figure may be used; wargamers should decide for themselves how many figures constitute a given unit.
SEQUENCE OF PLAY
Each complete turn comprises two player turns. Each wargamer follows the sequence listed below in his or her player turn:
1. MOVEMENT
Movement Allowances. Units may move up to the distances listed below during their turn:
Unit Type | Movement Distance |
Infantry and Artillery | 6” |
Skirmishers | 9” |
Cavalry | 12” |
Turning. Units turn by pivoting on their central point. They may do so at the start and/or the end of their move.
Terrain. Units are affected by terrain as follows:
Moving and Shooting. Units may not shoot if they have moved during the same turn.
Interpenetration. Only Skirmishers may pass through other units (and vice versa).
Charge Moves. Cavalry are the only unit type that may enter Hand-to-Hand Combat. Charges are resolved by moving the attacking unit into contact with their victim. They are subject to the following restrictions:
2. SHOOTING
The procedure for Shooting is as follows (note that cavalry units do not shoot; all other units can).
Adjudge Field of Fire. Units may only shoot at a single target within 45º of their frontal facing, except for:
Measure Range. Infantry and Skirmishers have a range of 12”; Artillery has a range of 48”.
Assess Casualties. Units roll a die when shooting. Infantry use the unmodified score; the result for Skirmishers and Artillery is reduced by 2. The final score gives the number of hits the target acquires, which is modified by the following:
3. HAND-TO-HAND COMBAT
The procedure for Hand-to-Hand Combat is as follows:
One Sided Combat. Only the attacking unit inflicts casualties.
Assess Casualties. The attacking cavalry unit rolls a die and adds 2 to the result; this denotes the number of hits acquired by the defender, which are modified by the following:
Retreat. If failing to destroy the enemy, attacking Cavalry units retreat 6” after the combat is resolved, ending the move facing their erstwhile target.
4. ELIMINATING UNITS
Units are eliminated upon the acquisition of 15 hits.
5. SQUARE FORMATION (OPTIONAL RULE)
Infantry units may move to or from Square formation at the start of the movement phase. The formation has the following effects: