Minden Rose 1.1
Minden Rose 1.1
Minden Rose 1.1
6. Shooting
17
2. Introduction
17
17
2.2. Basing
18
18
18
2.6. Formations
17
7. Charging
19
7.1. Charges
19
19
3.1. Prussia
19
3.2. Russia
3.3. Britain
3. Army lists
8. Melee
20
3.4. France
20
3.5. Austria
10
20
3.6. Reichsarmee
10
20
4. Game Mechanics
11
9. Movement
21
11
21
11
21
11
9.3. Interpenetration
21
12
22
4.5. Disorder
12
23
12
23
12
23
13
23
13
24
4.10. Rout
13
24
13
24
14
24
14
24
4.14. Visibility
14
4.15. Surprise
14
25
5. Start of play
15
28
Appendix
31
15
15
16
Reading list
16
Figure Manufacturers
31
16
32
31
Authors acknowledgements
I would like to give my thanks to Nick Rutherford and Mike Bailey, whos contribution towards making these rules a
success has been enormous; and to my lifelong friend and arch rival wargamer, Mark Goddard, for taking care of
the printing. Most of the pictures in this book are of miniatures painted by myself for my private collection, with the
exception of the Russian infantry, which were painted by Mike Bailey. All figures are manufactured by either
Wargames Foundry (WF), Front Rank (FR), Crusader Miniatures (CM) or Dixons (DX) and are 25/28mm.
We welcome your feedback, so email us at Emperorbaz@btinternet.com, or write to the author at:
Emperor Games Ltd, Corner Lodge, Whitecross Lane, Banwell, Somerset, BS29 6DP United Kingdom
www.emperorgames.co.uk
th
Front cover: British 12 Regiment of Foot (Napier's), part of Sporkern's column at Minden (WF)
Minden Rose Wargames Rules
Page 1
1.
The Seven Years War (SYW) was a time of global conflict; many sources have suggested it was the first real world
war. Britain fought France in North America, Europe, India, and at sea, and created the British Empire as a result.
Prussia had gained Silesia in the Wars of Austrian Succession (1740-1748) and Austria was keen to get it back.
The Prussians knew that they could not afford to distance themselves from the British. Britain on the other hand
wanted to minimise any draw on their resources that a European conflict might cause, preferring to establish their
dominance elsewhere in the world. Britain and Prussia saw the benefit of mutual support and both signed the
Treaty of Westminster in 1756. During the same year, France, Austria and eventually Russia, signed the Treaty of
Versailles to counter Prussias threat. The war was chiefly fought between these five nations, along with remnants
of the Saxon army, and the army of the Holy Roman Empire (Reichsarmee), who fought alongside the French and
Austrians.
Prussia began the war by making a pre-emptive strike to invade the Electorate of Saxony, which was considered by
Frederick to be of strategic importance. The Saxon army capitulated in October of 1756 after the siege of Pirna.
Sweden entered the war and made minor incursions into Pomerania against the Prussians. Britain suspected that
Spain and France had secretly negotiated a treaty, leading the British to launch an attack on Spanish territories in
the West Indies in 1761 and in the Spanish Philippines the following year. Spain, unsuccessful in holding on to the
Philippines, concentrated her efforts on attacking Britains ally Portugal.
Prussias advances in the early stages of the war were checked by the Austrians and Russians, and by 1760, she
was suffering heavy losses. Following the accession to the British throne of King George III the same year, Britains
attitude to a war in Europe changed, with less financial support and manpower being made available. Prussia
became more isolated. The war ended for Britain when she signed the Treaty of Paris in 1763 with Spain and
France. The Prussians and Austrians signed the treaty of Hubertusberg the same year, with Austria exiting Silesia,
and Prussia exiting Saxony. No territorial gains had been made, but Prussia was now a force to be reckoned with in
Europe.
SYW Battles in Europe
The following is a list all off the major battles in Europe during the SYW. Sieges and minor encounters (of which
there were many) are not included. Army sizes are approximate, as many sources differ substantially.
Date
1756
1757
1758
1759
1760
1761
1762
01-Oct
21-Apr
06-May
18-Jun
26-Jul
30-Aug
07-Sep
05-Nov
22-Nov
05-Dec
23-Jun
25-Aug
10-Oct
14-Oct
13-Apr
23-Jul
01-Aug
12-Aug
20-Nov
23-Jun
31-Jul
15-Aug
15-Oct
03-Nov
15/16-Jul
24-Jun
21-Jul
Battle
Lobositz
Reichenberg
Prague
Kolin
Hastenbeck
Gross Jagersdorf
Moys (Jackelsberg)
Rossbach
Breslau
Leuthen
Krefeld
Zorndorf
Lutterberg
Hochkirch
Bergen
Paltzig (Kay)
Minden
Kunersdorf
Maxen
Landeshut
Warburg
Leignitz
Kloster-kamp
Torgau
Vellinhausen
Willelmstahal
Burkersdorf
Between
Prussian
Prussian
Prussian
Prussian
British & Allied
Prussian
Prussian
Prussian
Prussian
Prussian
British & Allied
Prussian
British & Allied
Prussian
British & Allied
Prussian
British & Allied
Prussian
Prussian
Prussian
British & Allied
Prussian
British & Allied
Prussian
British & Allied
British & Allied
Prussian
(size)
28500
22000
64000
32000
35000
24800
13000
22000
27000
32000
32000
37000
14000
30000
24000
27400
37000
52600
12000
11000
24000
30000
20000
48500
65000
50000
25000
and
Austrian
Austrian
Austrian
Austrian
French
Russian
Austrian
French & Reichsarmee
Austrian
Austrian
French
Russian
French
Austrian
French
Russian
French
Russian
Austrian
Austrian
French
Austrian
French
Austrian
French
French
Austrian
(size)
34000
10000
61100
43000
60000
75000
25000
42900
83000
65000
50000
44500
42000
78000
35000
40000
45000
41000
42000
34000
21500
90000
25000
52000
92000
70000
25000
29-Oct
Frieberg
Prussian
30000
40000
Page 2
2.
2.1
INTRODUCTION
The game is divided up into chunks of time referred to as bounds. Each bound is further divided into four phases
(Shooting, Charging, Melee and Movement). All play within each phase is simultaneous. One bound represents
approximately 1 hour in reality.
All distances are measured in segments. Depending on which scale you use, so you should use a stick measuring
8 segments in length with each segment marked off. This makes moving and checking ranges very easy.
With 25mm figures, 1 segment = 40mm
With 15mm or smaller figures, 1 segment = 25mm
2.2
Basing
Figures are grouped together in units, each made up of several bases (stands) of figures. Units may vary in size
between the smallest (for example, one which has been depleted by losses on campaign), and the highest
(perhaps a guard battalion at full strength). The number of figures on each stand depends on the type of troops it
represents. One stand in the unit should represent the "command stand", with an appropriate officer, standard
bearer or musician figure(s). The size of stands (frontage and depth), what they represent, and the number of
figures on each stand is illustrated below:
Stand Sizes
Figures
Type of Stand
per Stand
25mm Figures
15mm Figures
Representation:
Front (mm)
Depth (mm)
Front (mm)
Depth (mm)
Model
Approximately equals:
40mm
40mm
25mm
25mm
1 figure
30-50 men
1 stand
4 (2x2)
Light Infantry
40mm
40mm
25mm
25mm
Heavy/Medium Cavalry
50mm
50mm
30mm
30mm
Light Cavalry
50mm
50mm
30mm
30mm
1 squadron of cavalry
1 Gun + 2 crew
60mm
80mm
40mm
50mm
5 guns
Medium Gun
1 Gun + 3 crew
60mm
80mm
40mm
50mm
Unit
3 - 6 stands
Heavy Gun
1 Gun + 4 crew
60mm
80mm
40mm
50mm
Brigade
2 - 6 units
Light Gun
2.3
Troop classifications
In order to reflect the different fighting capabilities of troops during the era, each unit is graded as either A, B, C or
D class (A being the best, and D being the worst).
A class: Most likely to be Elite Guards or Grenadiers. Many armies in the period brigaded together the
grenadier companies of different foot battalions
B class: Veteran (experienced in battle) troops, better than average in melee
C class: Well trained troops but may well be fighting in their first campaign (most musketeers/fusiliers of the
period)
D class: Troops with basic or little training, (e.g. militia, Prussian Friekorps, and many French infantry of the
period) or a rabble of untrained or poorly equipped men
2.4
For players that prefer games using an equal number of points per side, this table gives an arbitrary points value
(points per stand, or PPS) to each different troop type. Note that points values are calculated per stand
irrespective of how many figures on it.
Type of Stand
Close Order Infantry
Light Infantry
Heavy Cavalry
Medium Cavalry
Light Cavalry
PPS
15
10
25
20
20
Type of Stand
Light Gun
Medium Gun
Heavy Gun
Brigade General
Commander-in-Chief
PPS
20
30
40
40
Free
Modifiers
Horse Artillery +10 PPS
A class +10 PPS
B class +5 PPS
D class -5 PPS
Rifle +5 PPS
When playing a points based game, players are restricted to using the following composition:
Up to one third of the total points may be spent on cavalry
Up to one quarter of the total points may be spent on artillery
Up to 10 percent of the total points may be spent on temporary earthworks (10 points per segment)
All remaining points must be spent on infantry
For example, in a game using 1200 points per side, a player could choose 300 points of artillery, 400 points of
cavalry, and 500 points on infantry. An Army planning sheet is included in the appendix.
Minden Rose Wargames Rules
Page 3
Introduction
Cavalry
Each unit of cavalry represents part of a regiment
(several squadrons operating together). Cavalry Units
are subdivided into:
Heavy Cavalry. The shock cavalry of the era,
including Cuirassiers, Heavy Horse, Cavalry of the
line etc, often but not always wearing breastplate
armour, and riding larger horses.
Medium Cavalry. Mostly Dragoons, although
some of these by now were operating as heavy
cavalry
Light Cavalry (such as Hussars, Lancers,
Cossacks and Light Dragoons).
Artillery
Each unit of artillery represents a battery. Each gun is
pulled by a limber. It cannot fire until it is "un-limbered"
and placed into position. Artillery units are subdivided
into:
Foot artillery.
Horse artillery. Lighter guns, pulled by teams of
horses, therefore being more mobile. Only possible
to certain armies of the period.
Although a proportion of guns were in fact howitzers,
the effect is averaged out across the battery. Therefore
the only further classification of guns is into Light (e.g 3
pounders), Medium (6 pounders) and Heavy (12
pounders). The heavier the gun, the longer the range it
has, and the more damage it could cause. Heavier guns
such as 24 pounders are excluded as they were
primarily used in sieges. Guns are assumed to be firing
canister at short range and round-shot at all other
times.
Very light artillery pieces (battalion guns) were deployed
with some infantry battalions. No specific references are
made to these in the rules. However, if a player wishes
to show such a piece, one stand of a close order
infantry unit may be replaced by a single very light gun
and 1 or 2 crew members on the same size base as the
rest of the stands in that unit. This is purely
representational, and is treated exactly as though it
were another close order infantry stand in the unit.
Page 4
A cavalry stand of
Prussian Cuirassiers (WF)
Introduction
2.6
Formations
Column
A column is an advantageous formation for moving units into position quickly, because they can make a march
move (see special manoeuvres, Table 7c). A column is deeper than it is wide, and is where all the stands belonging
to one unit are set out one behind the other. The command stand should be positioned at the head of the column.
Line
Troops normally deployed into line before engaging the enemy. With a line formation, all the stands belonging to
one unit are laid out in a single row, each stand in contact with the next, one stand deep, and several stands wide.
A line that is distorted as a result of needing to conform to a terrain feature, such as a wall, is still considered to be
a line. The command stand should be positioned in the centre of the line. When light troops adopt a line formation
they are assumed to be in a less than regular formation, each man taking advantage of any terrain to dodge
incoming fire.
Square
A square was occasionally used in this period as
a defensive measure for close order infantry
threatened by cavalry, or when threatened on
several flanks.
A square has no flank, it has each stand facing
in a different direction, and can fire with each
stand in the direction the stand is facing (see arc
of fire, page 5 diagram 4).
This formation is not available to light infantry,
mounted troops or artillery
Minden Rose Wargames Rules
Page 5
3.
3.1
ARMY LISTS
Prussia
(infantry, continued)
Cavalry
Frederick trained his cavalry to charge fast and
deliver the shock of impact, beginning at the trot and
developing into a gallop at the last 30 yards. He
forbid them to fire, preferring to charge with cold
steel. Prussian Cuirassiers wore white and Dragoons
light blue. Mounted Friekorps could be either
dragoons or hussars.
Generals
Frederick personally led his troops into battle, a
custom which was becoming less common amongst
reigning monarchs. Other famous generals in his
army included:
Artillery
Frederick initially paid less attention to his artillery,
giving the initiative to his Russian and Austrian
enemies. Prussia did however introduce the first
horse artillery, equipped with light guns reputedly
able to keep up with cavalry, but subsequently lost
them in their very first battle! Prussian artillery wore
dark blue.
Infantry
Prussian infantry consisted of Guard/Grenadiers
(elite troops), Fusiliers (who were differentiated by
their metal fronted caps), and Musketeers. Whilst the
veteran musketeer regiments were highly effective,
some of the newer regiments comprised of prisoners
and conscripts. All wore the dark blue Prussian
uniforms. Prussian armies had a shortage of regular
light infantry except for a few companies of Jager
(who wore green and were often armed with rifles)
and units of Friekorps, made up of foreigners and
prisoners of war of variable quality. These were
modelled on the Austria Grenzer regiments, but by
no means a match for them, and ended up being
deployed as cannon fodder.
Special rules:
Prussian training and discipline was top quality.
Prussian A or B class infantry or cavalry can ignore
movement deductions for a 90 or 180 degree turn, or
changing formation.
Page 6
Army lists
3.2
Russia
Tsarina Elizabeth
Tsarina Elizabeth Petrovna, daughter of Peter the
Great, seized power in Russia in 1741 and ruled for
20 years.
Cavalry
The Dragoons suffered from poor equipment and
training, but over time, improved until at the end of
the war they could hold their own against their
Prussian counterparts. Russian cuirassiers wore offwhite coats, dragoons and horse grenadiers midblue. Cossacks were not uniformed. With the
exception of the Hussars, no foreigners served in the
Russian army.
Generals
Key Russian commanders included:
General Apraxin;
General of Cavalry Villim Villlimovitch Fermor (1702-1771);
Major-General Petr Semenovitch Saltykov (1698-1772), who,
at the age of sixty, commanded the infantry at Zorndorf;
James Keith, a Scottish Jacobite and favourite of the
Tsarina.
Artillery
The Russians introduced horse artillery by including
light artillery pieces into their Dragoon and Horse
Grenadier regiments during the war. The Russian
field artillery wore red uniforms; gun carriages may
have been painted grey.
Infantry
The Russian army had 3 Guard units, who rarely saw
active service in the field. The bulk of the infantry
consisted of Grenadiers, Musketeers and units of the
Observation Corps (conscripts used primarily for
garrison duties). Russian infantry uniformly wore
green coats with red facings, waistcoats and
breeches, but often were seen without their coats in
battle. They were an extremely stubborn opponent.
Russia had very few light infantry, relying on a small
number of Pandours, who were similar to the
Austrian Grenzer.
Special rules:
Russian infantry were stubborn in the defence of a
situation. Therefore, when taking a morale test,
Russian units can deduct 1 from their morale test
score when losing a melee.
Page 7
Army lists
3.3
Britain
King George II
His Britannic Majestys Army in Germany (referred
to hereafter as the British & Allied Army) consisted of
British and German states and fought the French with
greater success. The largest contingent of Germans
were from Hanover; these were not mercenaries, as
King George was the Elector (and ruler) of Hanover.
Other German states supplying troops to this army
included the landgrave of Hesse-Cassel, Brunswick
and Saxe-Gotha. Frederick lent some Prussian
troops when he could afford to.
Cavalry
Although some cavalry regiments had light troops,
the first regiment of British Light Dragoons (15th)
were raised in 1759. They conducted themselves
well in their first action, a small affray at Emsdorf,
charging French infantry no fewer than three times.
Their losses, however, were significant.
Generals
King George IIs commander in chief of the British
Army at the outbreak of the SYW was the Duke of
Cumberland. Cumberlands involvement in the war
was short-lived, and after his defeat by Soubisse at
the battle of Hastenbeck in 1756, much of Hanover
was occupied by the French.
Artillery
Artillery crew wore dark blue uniforms (British) or
grey (Hanoverian).
Special rules
With a shortage of light infantry, British armies often
used Highlanders in a similar role, therefore
Highlander units can move at the speed of light
infantry.
Page 8
Army lists
3.4
France
Louis XV
Louis XV was the ruler of France during the time of
the SYW, a disastrous period of military history for
the French. Poor leadership and discipline within the
ranks, combined with changes to tactics and training
which had not been fully implemented at the start of
the war, were major factors. In addition, France
concentrated its wartime resources on mainland
Europe, and consequently lost significant overseas
territory to the British, whose focus was entirely the
opposite of France. Casualties, desertion and
sickness also played a big part in ensuring that the
French never managed to inflict a resounding defeat
against the Allied army in Germany.
Cavalry
The elite of the French cavalry came from the Maison
(Household) or Gendarmerie. These heavy cavalry
did not normally wear the breastplate. Dragoons
were poorly equipped at the start of the war, some
regiments did not even have sufficient horses, but
they performed better as the war went on. The
French army also had reasonable numbers of Hussar
regiments. Units of light infantry and light cavalry
were often grouped together to form legions. These
were mostly volunteer troops.
Generals
French commanders included:
Infantry
The rank and file of the French infantry were
generally of low morale, with the better of them being
veterans or foreign mercenaries. The Elite of the
French infantry were the Kings battalions of Gardes
Suisses and Gardes Francaises. The latter, along
with the Grenadiers de France wore blue uniforms.
French fusiliers wore Grey-white uniforms; Swiss and
Irish red. French infantry tactics were still to attack in
column, closing up and charging the enemy, only
forming line when they had broken through and faced
a counter attack.
Artillery
Artillery crew wore mid-blue uniforms, with some
illustrations showing gun carriages painted red.
Special Rules:
French Close Order Infantry in column can deduct 1
from any morale test this reflects their old training
which mistakenly led them to believe they were
invincible when adopting this approach!
French Armies are allowed to use up to 1/3 of their
total points allocation with Reichsarmee allies.
Page 9
Army lists
3.5
Austria
Maria Theresa
A hundred years of warfare had taken its toll on
Austria, culminating in the loss of Silesia to the
Prussians during the decade before the start of the
SYW. Empress Maria Theresa instigated reforms
allowing the Austrian army to develop into a
formidable opponent for the Prussians, and Frederick
commented after the battle of Lobositz These are
not the old Austrians. The Austrian Empire included
Bohemia, Hungary, Belgium, Croatia, Transylvania
and parts of Northern Italy. Its army, under the
command of Count Daun, included forces from all of
these along with a number of poor quality troops from
the 10 regions of the Holy Roman Empire. Daun
inflicted a major defeat on Fredericks army at Kolin.
Artillery
Austrian Artillery crew wore brown uniforms; gun
carriages could be a yellowish hue.
Special rules
Grenzer units can add 1 dice per stand (see 6.1) in
melee when fighting in difficult areas. Austrian
Armies are allowed to use up to 1/3 of their total
points allocation with Reichsarmee allies.
Generals
Other famous Generals in the Austrian army
included:
Infantry
Infantry consisted of both Austrian (German) and
Hungarian regiments, consisting of either Grenadiers
or Fusiliers, but no Guards. There were 44 regular
infantry regiments, virtually all wore white uniforms.
Grenze (light) troops, mainly from the Balkans, were
highly regarded by their enemies, and often deployed
on the flanks to harass the enemy, to reconnoitre and
forage. Grenze troops included both foot and
mounted units, wearing uniforms similar in cut to
Hussars in a variety of colours.
3.6
Infantry
Uniforms were styled either after Austrian or Prussian
fashions
Cavalry
Most of the Reichsarmee cavalry wore white
uniforms
Cavalry
The Cavalry were traditionally strong to counter the
threat from the Turks. The charge would be at the
trot, then (unlike the Prussians) discharge the pistols
and gallop at 20 paces. In these rules, units cannot
fire whilst mounted, a simplification because the firing
normally had very little effect.
Reichsarmee
Artillery
the artillery either green or blue
Special Rules
No special rules apply.
Page 10
4.
4.1
GAME MECHANICS
At the head of the army is the Commander-in-chief (C-in-C), represented by a suitably chosen mounted officer
figure or vignette. His force is divided up into several brigades, each consisting of between 2 and 6 units of infantry,
cavalry, artillery or a mixture of the three.
Each brigade is under the control of a Brigade General, who operates independently from the units in his command
and does not play any part in the firing or melee. Units should normally remain within 8 segments of their Brigade
General or could face penalties (see Table 2 - Command Tests and Table 3 - Morale tests). The character of the Cin-C or Brigade General can be Exceptional, Average, or Inferior. At the start of the game roll 1 D6 for each
Brigade General and consult Table 1a to determine what his character is.
4.2
The Brigade General will have Attack, Hold or Retreat orders. The effects that these orders have on the units
within the brigade are shown in Table 1b. Place a coloured counter (green, yellow or red) next to the Brigade
General to signify what orders he has been given. At the start of the game the initial orders set by the C-in-C must
be either attack or hold. The order is assumed to have been received before the first bound begins.
Table 1 - Brigade orders
A. Generals Character
Nationality
Prussian
or Austrian
British/Allied
or Russian
French
or Reichs
B. Brigade Orders
Inferior
Average
Exceptional
2, 3 or 4
5 or 6
1 or 2
3, 4 or 5
Hold
(Yellow counter)
Retreat
(Red counter)
1, 2 or 3
4 or 5
Order
Attack
(Green counter)
+1 For each unit in the Brigade that is routing, or has been destroyed
+1 Any unit in the Brigade is further than 8 segments from the Brigade General
If the score is 9 or more
+1 Any other unit belonging to another Brigade is seen retreating or routing within 8 segments Brigades responding to a routing or destroyed unit change Attack
of any unit in the brigade
orders to Hold, or Hold change to Retreat, immediately
+1 For each additional order issued in the same bound (after the first)
Brigades ignore fresh orders from the C-in-C
+1 Brigade is lead by an inferior Brigade General
-1 Brigade is lead by an exceptional Brigade General
-2 No enemy is within 8 segments of any unit in the brigade
-1 The C-in-C is exceptional and is visible and within 16 segs of the Brigade General
-2 Any enemy unit seen routing or in retreat within 8 segments from the Brigade General
4.3
Independent units
Units of light troops (light infantry or light cavalry) can act as independent units if the player chooses; i.e. they are
not part of a brigade, and do not have to observe battlefield orders. However, if they rout, they cannot be rallied.
Page 11
Game Mechanics
4.4
When a unit receives hits from either shooting or melee, the result is expressed in terms of the number of "hits per
stand" (HPS). To calculate this, divide the number of hits it receives by the number of stands in that unit, ignoring
fractions or remainders. For example, a unit that has 4 stands and receives 16 hits suffers 4HPS (16 divided by 4).
4.5
Disorder
The term "disorder" is used to represent a temporary loss of cohesion by a unit of infantry or cavalry. Disorder
occurs as a result of:
Receiving 2 or more HPS from shooting or melee, or
Being interpenetrated by routing troops (other than light infantry)
Disorder can be perpetuated by receiving further causes of disorder in subsequent bounds. While disordered,
shooting and fighting capability for that unit is reduced. Disorder also impairs movement (see 9.1). A unit that was
disordered in the previous bound, but has not received any further cause of disorder in the current bound, must
reform (see special manoeuvres, Table 7); it is then no longer counted as disordered.
4.6
Removing stands
A unit loses 1 stand each time it receives 4HPS. The stand that is removed is at the discretion of the player to
whom that unit belongs, but must be from the flank of a line, from the rear of a column, or from any side of a
square.
4.7
Damage to structures
Buildings and sections of fortifications are given a notional Structure value as follows:
Wooden buildings
Structure value of 3
Stone buildings
Structure value of 4
Section of fortification Structure value of 5 (for each section 5 segments in length)
When artillery fires upon troops occupying a building or section of fortification, it is counted as firing at the structure
and not the unit itself. The structure is classed as a difficult target. In order to calculate the HPS on the structure,
divide the number of hits the structure receives by its structure value, and ignore any remainder.
Each time a structure receives 3HPS or more, it collects damage as follows:
The first time in the game a structure receives 3HPS it receives minor damage. This has no effect on any
occupying unit. (Place yellow counter next to the structure to denote minor damage).
When a structure with minor damage receives a further 3HPS, it suffers major damage (replace the yellow
counter with a red one). In these circumstances,
o a building is set on fire. Any occupying unit must take a morale test and evacuate the building
o a fortification section now reduced to effectiveness of an obstacle.
When a structure with major damage receives a further 3 or more HPS, it is destroyed and removed.
If the structure receives 4 or more HPS, any occupying unit must lose 1 stand in addition to the above.
Page 12
Game Mechanics
4.8
Supporting units
A unit that is directly to the rear of a friendly unit and within 1 segment distance is counted as "in support". Having
troops in support improves morale, and gives them an advantage in a melee, but the downside is that the
supporting unit might find itself in difficulty if the unit it is supporting turns and routs (see later). A supporting unit
can only support one other unit. Light infantry units cannot count as either being supported by, or in support of,
another unit.
Diagram 1
Supporting Units
In this example, unit A can
count support from unit C,
because the majority of
unit Cs frontage is behind
unit A, and it is within 1
segment of them. Unit B
cannot also count as being
supported.
4.9
Morale tests
At key points in the game (after shooting or melee, or when attempting to rally routing units) players may be
required take a morale test (Table 3). The procedure is as follows: Roll 2xD6 and add/deduct from the total score
any of the factors that apply in the left half of the table. Then compare the total score to the right half of the table to
determine the effect on the unit(s) involved.
Table 3 - Morale tests
Roll 2D6 and modify as follows:
+1 Each stand lost during the game
+1 D class unit
-1
-2
A class unit
-1
B class unit
A unit evading or routing, whose pursuers have contacted them in the rear, is destroyed.
-1
-1
4.10 Rout
Routing occurs as a result of failing a morale test. Units continue routing for the remainder of the game until either a
Brigade General rallies them (i.e. they pass the morale test Table 3), or they leave the table edge. Remove one
stand each time the unit fails the morale test and continues routing. Independent units cannot be rallied.
A Brigade General can attempt to rally a unit from rout unless:
The unit made an initial rout move (from shooting or melee) during the current bound
The unit is still in base to base contact with the enemy
Page 13
Game Mechanics
4.14 Visibility
All units are visible on the battlefield unless they are:
At least 1 segment inside a difficult area (they are assumed to be hiding in the terrain)
Behind the brow of a hill (gentle or steep), or obscured by an intervening wood, structure or unit
Troops may see over an intervening unit that is further than 3 segments from the target, or more than 3 segments
from the unit shooting, when viewed from or to a hill or fortification (see diagram 2).
Diagram 2
Visibility (and overhead shooting)
Unit C is visible to unit A (in this case, an artillery unit
positioned on top of a hill), provided:
Distance X is 3 segments or more, and
Distance Y is 3 segments or more
As unit C is visible and in range of unit A, unit A can
fire over the heads of unit B
4.15 Surprise
When a unit that was not previously visible emerges from terrain, an enemy unit is treated as surprised for the
remainder of the current bound, providing:
The emerging unit is behind the enemy units flank or rear, and
The emerging unit is not more than 8 segments distance from the enemy unit.
Page 14
5.
START OF PLAY
At the beginning of the game each player chooses his army, sets out the battlefield, deploys his troops, determines
the character of each Brigade General, and then issues initial orders to each.
5.1
Player A
The table is divided into four
sectors (diagram 3).
Each players half is
subdivided into 2 zones: the
forward deployment zone is
anywhere from the table centre
line and a line stretching from
one flank to the other, 8
segments from the table
centre.
The remaining section of the
players half of the table is the
players normal deployment
zone. Once all terrain is
positioned, dice to see which
player deploys on which table
edge
Remaining
Table width
8 segs
Table Centre
Line
8 segs
Remaining
Table width
Player B
5.2
Initial deployment
If one player has twice as many light cavalry stands than their opponent, that player can ask their opponent to
deploy all the brigades in his army first - otherwise each player deploys each brigade in turn, with each player
rolling a D6 to see who deploys the first brigade.
Each player can choose to "forward deploy" one brigade, anywhere in his forward deployment zone. Brigades in
forward deployment must be deployed first, and this Brigade General's orders must be set to "hold" (see later) until
the end of the second bound. A forward deployment might be a good tactic to take and hold a useful position
anywhere in that zone. Other initial deployments must be in the normal deployment zone.
Page 15
Start of play
5.3
Sequence of play
3. Melee Phase
Determine which stands are eligible to fight in
melee (see 8.1)
Calculate HPS from melee (Table 6)
Determine the winners and losers of the melee
(see 8.3)
Make any morale tests resulting from melee (Table
3) and remove any stands
2. Charge Phase
Declare charges (see 7)
Determine charge responses (see 7.2)
Make evade moves (see 9.6) & pursue evaders (9.8)
Make charge/support/counter-charge moves (see
9.5) & emergency formation changes
Shoot again at chargers if allowed; make any morale
tests (Table 3) rout or fall back moves resulting from
this
4. Movement Phase
Make fall-back (see 9.9) or rout moves (9.7)
resulting from melee
Make follow-up (see 9.10) or pursuit moves (9.8)
resulting from melee
Take morale tests to rally units that routed last
bound (Table 3), and continue routing with those
that fail to rally.
Take command tests (Table 2)
Make any retreat moves (see 9.12)
Dice for initiative and make standard moves (see
9.13)
5.4
When one side has two-thirds or more of its original number of units either in retreat, routing or destroyed, it is
deemed to have lost the game. This rule may be replaced by specific victory conditions set out in a scenario game.
5.5
Any rule set is a compromise between, at one end of the scale, a comprehensive work catering for every possible
situation, weapon and troop type; and the other, single sheet of paper with bang your dead simplicity. Our
objectives for these rules is to provide a game that is both simple to learn and quick to play that reflects, with a
reasonable degree of accuracy, the feel of the period. We know, therefore, there will occasionally be circumstances
that crop up which are not specifically covered in the rules.
Our best advice is to resolve these amicably, possibly on the roll of a dice. After all, this is a game which is as much
about socialising with your friends, in the pursuance of a fascinating hobby, than it is about winning. There is a
small minority of overly-competitive people who seek to exploit loopholes in the rules to gain an advantage. Our
recommendation is to avoid gaming with them at all costs!
Page 16
6.
SHOOTING
At the start of the shooting phase, each player decides which of their units are going to fire at which target.
Shooting takes place simultaneously; therefore all shooting by both sides must be completed before the effect
(such as morale tests or removing stands) is calculated.
6.1
When units are either shooting or fighting in melee, a number of six sided dice (D6) are rolled for each stand (see
Table 5 - Shooting and Table 6 - Melee). These are referred to as Dice per Stand or DPS.
6.2
Table 5 - Shooting
A - Dice Per Stand (DPS)
Dice
B - Score to Hit
Stand Type
C - Effect of Shooting
Range
Normal
Difficult
HPS
Effect
1HPS
Firing with:
(segs)
Target
Target
0 to 4
45H, 6HH
456H
4 to 8
56H
6H
Light Infantry or
0 to 4
45H, 6HH
56H
Dismounted Cavalry
4 to 8
56H
6H
0 to 6
45H, 6HH
56H
6 to 12
56H
6H
0 to 8
45H, 6HH
456H
8 to 16
5H, 6HH
56H
0 to 12
45H, 6HH
456H
12 to 24
5H, 6HH
56H
0 to 16
45H, 6HH
456H
16 to 32
5H, 6HH
56H
Dice
Modifiers:
Light Gun
Medium Gun
Heavy Gun
4HPS+
D Class meeting first opposition: Roll1D6, score 1, 2 or 3 can hold fire; score 4, 5 or 6 must fire this bound at nearest.
Artillery ammunition: When Artillery gets 4HPS+ on target, must roll 1D6 to see if low on ammunition. Score 1 = low ammunition for 1 bound, 2 = 2 bounds, 3 = 3 bounds, 4 = 4
bounds, 5 or 6 = no effect
(1) Calculate the number of dice rolls for the unit (Table 5a). This initial number of DPS is modified by certain
conditions (e.g. disorder). For example, a unit with 4 stands of disordered close order infantry rolls 12 dice
in total, 4 stands each rolling 3D6 (4D6-1D6 for disordered). If the number of dice per stand adds up to less
than one, the unit cannot shoot.
(2) Measure the range and determine the type of target.
(3) Look up the score needed with each dice to hit the target at that range (Table 5b). For example, the same
close order infantry unit firing with musket at short range (0-4 segments) at a normal target needs 4 or
better to hit, with 6 counting as two hits (shown in the table as 45H, 6HH).
(4) Roll the appropriate number of dice calculated in step 1. Compare each dice against the score to hit (step
3) and calculate the number of hits on the target. In the above example, dice rolls of 2x1s 2x2s, 3x3s,
1x4, 2x5 and 2x6 would add up to a total of 7 hits.
(5) Divide the total number of hits by the number of stands in the target unit to give the total score expressed in
Hits per Stand (HPS). In the example, the target unit consists of 4 stands, so the score is 1HPS (7 divided
by 4, disregarding any remainder). When several units shoot at the same target, add the total number of
hits together from all shooting at the target before calculating the number of HPS.
(6) Consult Table 5c to determine the effect the score has on the target unit.
6.3
Infantry are assumed to have a sufficient supply of ammunition to see them through a days fighting, so do not
suffer from shortages. The first volley from well prepared muskets could often be devastating (particularly at close
range), therefore the first time a unit of close order infantry shoots during the game, players add 1DPS (see Table
5a). Players can choose at what point the unit fires its first volley unless the unit is D class, as poorly trained troops
often shot as soon as their opponent came into range. When a D class close order infantry unit comes within range
of the enemy for the first time in a game, the player must first roll one D6; on a score of 4 or more the unit must fire
at the nearest enemy this bound.
Artillery may be prone to a shortage of ammunition at any point in the game. To reflect this, if an artillery battery
inflicts 4HPS on its target, it must roll one D6 dice to see if it becomes low on ammunition (LOA). A score of 5 or 6
has no effect, a core of 4 means the battery is LOA for 4 bounds, score 3 is LOA for 3 bounds, score 2 is LOA for 2
bounds, and score 1 is LOA for 1 bound. Use appropriate munitions pieces as markers or the face of a dice to
show how many bounds the battery remains LOA.
Minden Rose Wargames Rules
Page 17
Shooting
6.4
With one exception, all shooting takes place in the shooting phase. If a player anticipates an enemy unit is going to
charge, he may wish to hold his fire until the charge move is executed, which may enable him to shoot at a closer
range and therefore (normally) better odds. Therefore, infantry or artillery that did not shoot in the shooting phase,
who are charged and elect to stand and receive the charge, can shoot in the charge phase at the charging unit
provided they did not make an emergency formation change in response to the charge (see charge responses 7.2).
6.5
Infantry may only shoot with the leading stand when in column formation. Close order infantry in square can shoot
with each stand, but only in the direction that stand faces. All stands of infantry in line are eligible to shoot.
The following units are not eligible to shoot:
An artillery battery that is either limbered, or "silenced" this bound, or part of a Brigade in retreat
Any troops that are mounted
A unit that is still engaged in melee (or supporting a unit that is engaged in melee)
A unit that has not rallied from rout
A unit more than 1 segment inside a wood
Generals
6.6
The target must visible, with no intervening unit obscuring it (see visibility 4.14). Furthermore the target must be in
range and not already engaged in melee (or supporting a unit that is engaged in melee). Shooting at Generals is
not permitted. Infantry must shoot at the nearest enemy directly facing the unit, or else at any other target within an
arc of fire (see diagram 4).
Artillery cannot shoot at troops within a structure but must shoot at the structure itself. Infantry cannot shoot at the
structure, but may shoot at the troops within the structure.
Targets are classified as either normal or difficult. Firing at the following is classed as a difficult target:
at a unit in or behind cover, in a wood or in a structure, (from muskets or rifles)
at a unit in or behind hard cover (from artillery)
at light infantry (from any weapons)
at a structure (from artillery)
In all other circumstances, the target is classed as normal.
Diagram 4 - Arc of Fire
Draw an imaginary line 45 degrees from the left and right
front corners of each stand belonging to the unit firing. If
any of the stands in the target unit is within this sector, it
is an eligible target.
In the example shown, stand D cannot shoot at the target
unit, but A, B and C can.
Page 18
7.
7.1
CHARGING
Charges
At the beginning of the charge phase, if a player wishes to move a unit into contact with an opposing unit this
bound, he must declare a charge with that unit.
The following troops may not charge
Units in a Brigade with hold or retreat orders
Artillery batteries
A unit that would have to move into or across terrain that would normally block movement
Troops already engaged in melee, or who are routing
The charging unit must be within reach of the target by a standard or impaired move (whichever is applicable),
allowing for any wheeling necessary. The target must also be visible (with no intervening units or obstacles that
would prevent the chargers from seeing the target).
7.2
Charge responses
The unit that is the target of the charge has up to three different responses that it can make, but only if it is not
already routing or engaged in a melee from a previous bound.
(1) Evade. Light infantry must attempt to evade a charge by mounted troops, and can choose to evade a charge
by any others. Light cavalry can choose to evade from a charge. Dismounted cavalry must re-mount and
evade. Troops already routing or part of a brigade with retreat orders must attempt to evade. No other troops
may evade.
(2) Counter-charge. Provided they have either attack or hold orders, mounted troops can choose to countercharge. Close order infantry can counter-charge only other infantry units, and only if they have attack orders.
Light infantry can counter-charge other light infantry units. No other counter-charging is allowed.
(3) Stand and receive the charge. Any other unit that has not counter-charged or evaded, and all artillery, must
stand (to receive the charge). Providing it is not routing or already engaged in melee from a previous bound, it
can make a formation change before the chargers move in to contact, but only to form square (if it is allowed),
or to turn to face a charging enemy. It is not allowed to use this move to get out of reach of the charging unit. If
it has not already shot this bound, it can shoot at the charging unit.
7.3
In order for a unit to charge a unit in the flank (side), it must be already partially behind the opponents front edge
before the charge is declared. If it is completely behind the opponents front, it may choose to charge its opponent
in the rear.
Diagram 6
Charging a Flank or rear
In this example, unit A can charge the flank of unit C
because it is partially behind its front. Unit A cannot charge
the rear of unit C because it is not completely behind its
front. Unit B can only charge unit Cs front.
Diagram 7
In melee with a unit to the flank or rear
All stands of unit A & B can fight against unit C
All stands of unit C fight against unit B only
Page 19
8.
MELEE
All hand to hand combat, brought about as a result of an earlier declared charge, is deemed to be simultaneous,
even though for practical reasons it is necessary to resolve one melee at a time. The outcome of one melee
therefore (such as a unit routing) does not impact the result of another melee in the same bound. The impact is felt
during the move phase when command tests are taken.
8.1
8.2
Table 6 - Melee
A - Dice Per Stand (DPS)
Dice
Fighting with:
4DPS
B - Score to Hit
Fighting with:
Fighting against
Infantry/Artillery
Cavalry
2DPS
Other troops
Dice
Modified by:
Light Infantry
456H
6H
Artillery
456H
6H
-2DPS
345H, 6HH
45H, 6HH
-2DPS
Heavy Cavalry
345H, 6HH
2345H, 6HH
-1DPS
Medium Cavalry
45H, 6HH
345H, 6HH
-1DPS
D class unit
Light Cavalry
456H
456H
-1DPS
-2DPS
C - Melee Outcome
+2DPS
All other unit that lose a melee must take a morale test
+1DPS
+1DPS
A or B class unit
Any troops in open terrain who are charging, counter-charging,
+1DPS
2HPS+
4HPS+
following up or pursuing
(1) For each stand that is eligible to fight (see above) calculate the number of dice to be rolled (Table 6a). This is
modified by certain conditions (e.g. disorder). For example, a unit with 4 eligible stands of disordered close
order infantry rolls 8 dice in total, 4 stands each rolling 2D6 (4D6-2D6 for disordered). If the number of dice per
stand adds up to less than one DPS, the unit cannot fight.
(2) Look up the score needed with each dice to hit the target in Table 6b. Notice that the score needed is different
depending on whether the unit is fighting against foot or cavalry. For example, the same close order infantry
fighting against another close order infantry unit needs 3 or better to hit, with 6 counting as two hits (shown as
345H, 6HH in the table).
(3) Roll the appropriate number of dice calculated in step 1. Compare each dice against the score to hit (step 2)
and calculate the number of hits on the target. In the above example, dice rolls of 1x1, 0x2, 2x3s, 1x4, 2x5 and
2x6 would add up to a total of 9 hits.
(4) Divide the total number of hits by the number of stands in the opposing unit to give the total score expressed in
Hits per Stand (HPS). In the example, the target unit consists of 4 stands, so the score is 2HPS (9 divided by
4, ignoring the remainder).
(5) Determine the winners and losers of the melee (see next section)
8.3
To win a melee, a unit must inflict more HPS than it receives and at least 1HPS. If the scores are equal, or
neither side inflicts 1HPS, the melee is drawn and both sides must fall-back. If a melee involves more than one unit
per side, then any unit which receives more HPS than it inflicts and at least 1HPS is deemed to have lost the
melee. After the melee has been concluded, refer to Table 6c to determine what response the losers must make,
and what effect any hits per stand have on either unit.
Page 20
9.
9.1
MOVEMENT
Speed of movement
Units move at three different speeds, namely: Normal (N), Impaired (I) or Randomised (R), as illustrated in Table
7a. Movement is impaired if the unit is disordered, or passes through certain types of terrain (Table 7b), or when
close order infantry received 1HPS from light infantry shooting at them during the current bound. Note also:
Roads and gentle hills do not affect movement speed
Some types of terrain block movement altogether (see Table 7b)
Troops in square cannot move until they change formation back into line or column
Artillery batteries that are silenced cannot move (or limber/unlimber)
Units cannot be closer than 1 segment to an enemy unit unless it has charged or counter-charged.
Randomised moves are of a variable speed (for example, where Table 7a shows D6 + 4, the move speed is the
score on one D6 plus 4, in segments). Randomised moves are not impaired by disorder or terrain, and are not
reduced as a result of any special manoeuvres required (but cannot include formation changes or an oblique
move). Evade, Pursuit and Rout moves are all at randomised move speed.
Table 7 - Movement
A. Movement Speed (in segments)
Unit Type
B. Effect of Terrain
Unit Type
Wall/
Hedge
Stream
Steep
Hill
Wood
Other
difficult
D6+4
D6+2
I*
Light Cavalry
Heavy/Medium Cavalry
8
8
8
6
D6+6
D6+5
Light Cavalry
Heavy/Medium Cavalry
B*
B*
I
I
I
I
I
B
I
I
Artillery, manhandled
N/A
Artillery
B*
B**
N/A
N/A
Generals
N/A
Key: (N) Normal speed; (I) Impaired speed; (I*) Impaired - must be
in column; (B) Blocked movement; (B*) Blocked unless gated;
(B**) Blocked unless across a bridge
C. Special Manoeuvres
Reduce movement by (segs)
-1
-2
Fall-back: Possible to infantry at all times, or cavalry when required to do so from a morale test
-2
Making a 90 degree turn and/or changing formation between Line, Column or Square (see diagram 10-13)
-1
-2
-2
A Wheel or "curved move" to change direction; distance measured from the outer edge of the unit (see diagram 9)
+2
March: Only possible to close order infantry, who must begin and end the move in column. May include a wheel, but no other special manoeuvres while
marching. Units can only march in open terrain
9.2
Firing by infantry earlier in the bound does not prevent the unit from moving and/or making a special manoeuvre.
Unless manhandled, artillery must be limbered before it can be moved. Artillery batteries cannot limber, move and
unlimber in the same bound, but can:
Shoot and manhandle the guns in the same bound
Shoot, and limber up, but not move in the same bound
Not shoot, but limber up and move (-2 segs see Table 7c) in the same bound
If already limbered, it can make a full move, or move and unlimber (-2 segs see Table 7c) ready to shoot
next bound
9.3
Interpenetration
Page 21
Movement
9.4
Special manoeuvres
Some special manoeuvres (Table 7c) reduce the movement allowance for both normal and impaired movement,
but these deductions do not apply to randomised moves or any moves by light troops. For example, a unit turning
to rout does not reduce its movement allowance for the change in direction.
Diagram 8
Oblique Move
This is a diagonal forward movement. The example
shown is an infantry unit in line, which moves half its
standard move forwards, (2 segs) and half its standard
movement sideways (2 segs)
Diagram 9
Wheeling
When units wheel to change direction the distance
travelled is measured from the outer edge of the unit.
No deduction to movement is made when making a
wheel
Diagram 10
Formation Change
- Column to Line
Diagram 11
Formation Change
- Column or
Line to Square
The square formation forms
around the command stand,
then has each stand facing in
one of four directions; forward,
back, left and right
Diagram 12
Formation Change
- Column to Line
(method 2)
In this example, each
element turns 90
degrees where it is,
with the command
stand switching with
other stands to find
the correct position in
the unit.
Diagram 13
Turn 90 degrees
The example
shown is a unit in
column turning 90
degrees on the
command stand.
Page 22
Movement
9.5
Both a charge and counter-charge moves are at normal or impaired move speed. Any unit that is in support of the
charging/counter-charging unit can move with them to remain in support. The only special manoeuvre allowed as
part of a charge, counter-charge or support charge, is a wheel.
Diagram 14 A supported charge
In this example, unit A is supported by unit B because
they are 1 segment apart. Unit A declares a charge on
an enemy artillery unit. Unit A moves into contact with
the enemy, and unit B moves with them, finishing the
move still 1 segment behind unit B.
If the target of the charge is able to shoot at the chargers, the charging unit moves up to 1 segment distance from
the target; the target then shoots at the chargers, who may need to take a morale test. If the morale test result for
the chargers is either fall-back or rout, the charge has failed and no melee occurs. The charging unit must instead
comply with the outcome of the morale test.
9.6
Evade moves
When a unit evades from a charge it moves at randomised move speed, and must move directly away from the
chargers, interpenetrating any friendly unit in its path. If their opponents do not maintain contact, the unit ends the
move facing any direction the player chooses. Once the evade move has occurred, the charge move now becomes
a pursuit move. If the pursuers maintain contact with the evaders, the pursuers fight them in the rear, unopposed.
An evade move ceases at the table edge unless the evaders are an independent unit (i.e. not part of a brigade), in
which case they leave the table and cannot return.
9.7
Rout moves
A rout is a compulsory move resulting from a morale test and is at randomised move speed. A unit that routs ends
the bound facing away from the enemy.
Any unit that routs in the current bound because it has failed a morale test, must first turn away, then move directly
away from the enemy, interpenetrating any supporting or intervening unit it cannot move around. In subsequent
bounds, if the unit continues to rout, the unit moves directly toward the players table edge by the shortest route.
The rout move takes place in the shooting phase if the unit routs as a result of shooting, in the charge phase as a
result of a failed charge, or in the movement phase in all other circumstances.
9.8
Pursuit moves
A pursuit move is made by a charging unit in response to an opponent either evading or routing. A pursuit move is
at randomised move speed. A unit that is in support of a unit pursuing does not pursue with it.
When the opponent evades, the pursuit move takes place in the charge phase. If the pursuers succeed in
contacting the evaders, fighting ensues during the Melee phase, striking their opponents in the rear and fighting
unopposed. If the pursuers fail to make contact and they do not make contact with any other unit in its path, they
halt at the end of the move, and the pursuit has ended.
A unit must make a pursuit move in an attempt to remain in contact unless:
It is an infantry unit defending an obstacle or who stood to receive the initial charge. In these
circumstances, it can choose whether to pursue or not
It is part of a brigade with hold or retreat orders
It is an artillery battery
Pursuit continues in subsequent bounds until it is either no longer able to remain in contact with the unit it is
pursuing, its opponents are destroyed or leave the table, or if it reaches terrain that would normally block
movement. When the pursuit ends, the unit halts in its current position (facing whichever direction it chooses).
Minden Rose Wargames Rules
Page 23
Movement
9.9
Fall-back moves
A fall-back is a compulsory move required as a result of a morale test or a drawn or inconclusive melee (neither
side winning). Fall-back moves are made at normal or impaired move speed. A unit that is falling back can pass
through any supporting unit (see interpenetration 9.3). Infantry or cavalry falling-back must use the fall-back
special manoeuvre and move the full distance allowed directly to its rear; Artillery must limber up first.
A unit that is in support of a unit making a fall-back move can either:
Make a fall-back move itself, or
Allow the unit that is falling-back to interpenetrate it and remain where it is
The fall-back move takes place in the shooting phase if the unit falls-back as a result of shooting, in the charge
phase as a result of a failed charge, or in the movement phase in all other circumstances.
Page 24
Background
The French forces moved out of their position just
south of Minden in Westphalia and advanced
northwards towards the Allied army. To his right,
Contades had given command of about a quarter of
his forces to Broglie, who was advancing towards
(what he believed to be) a small Allied force under
Wangenheim, with the town of Maulbeer-kamp on
Broglies left, and the River Weser on his right.
Broglies orders were to take care of Wangenheim
and turn the Allies flank. Contades, on the other
hand, advanced the remainder of his force on the left
and centre. Some marshy area occupied the extreme
left flank, causing the French to deploy its main
cavalry force under the Duc de Fitzjames in the
centre of the French army.
Sporkerns advance
The advance by the Allies was led by Sporkerns
column, who through a misinterpretation of orders
found itself well ahead of the rest of the army. As the
early morning mist cleared, the French realised that
they were heading directly for the French cavalry in
the centre.
French artillery opened fire on the Allied column.
Although casualties were high, the advance
continued. The first line of French cavalry advanced
forward and charged at the allied column. The Allies
held their fire until the cavalry were just forty paces
distant, then delivered a crushing first volley which
tore through the French, who were repulsed.
Undaunted, Fitzjames ordered the second line of
cavalry to attack. Once again, the Allies held their fire
until the last moment and then delivered a
devastating volley to repulse the enemy.
British Infantry (FR) face the charge by Fitzjames' French Cavalry (FR)
Page 25
Allies attack
Not waiting for a third onslaught, the Allies closed
ranks and re-commenced their advance, but in doing
so exposed their right flank to the French infantry,
who closed in on the Allies. The Allies right flank
wheeled to counter them and a short but telling
exchange of musketry unfolded.
Remembering Minden
Many British regiments still celebrate the victory by
wearing a white rose on Minden Day, 1st August
(hence the title chosen for the rule-set).
Page 26
The Scenario
1750
40
40
40
60
60
120
40
40
40
60
100
40
120
100
80
40
40
40
60
60
90
40
40
60
60
100
80
60
1740
40
140
100
100
40
120
60
40
60
60
60
40
100
60
60
40
100
80
40
60
60
60
Page 27
40
60
60
60
Prussian Army:
Frederick the Great
30,000 infantry and 7,000 cavalry
Background:
The Russian army, in the lead up to the battle, had
besieged Custrin (to the south of Zorndorf) and
destroyed most of the bridges in the vicinity.
Expecting to be attacked from the north, the
Russians are deployed on raised ground interspersed
by 3 ravines (known as the Zaber-grund, Galengrund and Langer-grund) to the south of the river
Metzel. Between them and the river, are areas of
wood and marshland. Frederick knew that an attack
from this position would be foolhardy, so instead, he
made a sweeping march around the eastern flank of
the Russians to attack from the south.
Russian Cossacks (WF) burn the village of Zorndorf before the battle
Page 28
The afternoon
The Russian infantry under Browne, who had
suffered heavy casualties from Prussian artillery,
were given orders to attack the Prussian right flank.
In support of them were Demitkus cavalry.
First blood
The initial Prussian attack was led by an advance
guard belonging to Lt-Gen Manteuffel, followed by LtGen Kanitz, leaving the remainder of the infantry,
under Lt-Gen Dohna, to refuse the right wing.
Seydlitz took command of a large contingent of
cavalry on the left wing. Manteuffel had orders to
attack the Russians deployed between the Zabergrund & Galen-grund, occupied by Russian infantry
under the command of Saltykov and Golitsyn.
End of Day 1
Fermor regrouped what was left of his forces along
the west bank of the Galen-grund, north to south. The
Prussians, now weary form the days events,
launched yet another attack from the east. This final
offensive came to nothing - the battle was over and
the fighting had been bloody but inconclusive.
26th August
Tiredness and lack of ammunition on both sides
meant that neither side put up much of a struggle the
next day and both armies eventually withdrew.
Frederick had learned the stubbornness and tenacity
of the Russian army, who claimed Zorndorf as a
victory.
Page 29
The Scenario
2000
40
120
120
80
40
100
80
80
60
120
40
100
80
80
60
40
100
80
80
60
120
40
120
80
80
2000
40
100
60
60
60
160
40
100
60
60
60
40
40
40
40
40
160
40
140
60
40
80
60
60
80
80
Independent Units
Page 30
100
100
APPENDIX
Reading list
The following list of "out of print" titles are becoming rare now but most have been invaluable to me over the years they do sometimes crop up on eBay!
Figure Manufacturers
This list of the main figure manufacturers gives an outline of what is available within each of their ranges. Most of
them have excellent websites so why not check them out. All details are correct at the time of going to print.
Size
6mm
15mm
Manufacturer
Baccus
Essex Miniatures
15mm
25mm
25mm
25mm
Old Glory
Wargames Foundry
25mm
Front Rank
25mm
25mm
25mm
25mm
Crusader Miniatures
Elite Miniatures
Sash and Sabre
Eagle Figures
15/25mm
Dixon
25mm
Perry Miniatures
25mm
25mm
Redoubt
Spencer-Smith
25mm
Ellerburn
20mm
(plastics)
Various
What's available
Prussian, Austrian, British, Russian, French.
Prussian, Austrian, British, Russian, French; and some
French-Indian wars. A big favourite amongst 15mm collectors
Prussian, Austrian, British, Hanoverian, Russian, French
British and French; and one of the only manufacturers to do
Sepoys
25mm Austrians, Prussians and Russians; French-Indian wars
Prussians and Russians currently available, with British and
French on the way
The most comprehensive range of SYW figures, and include
Jacobite and more recently Marlburian eras, many of these
can be used for the period
Nice range of Austrians and Prussians
British, French and Prussian
Prussians and Russians
Prussian, Austrian, British, Russian, French; Good to see
these figures recently return to the market (formerly Eagle
Miniatures.) Compatible in size to Foundry
Prussians, French-Indian wars, and some Marlburian figures
available, many of which could be used in the period
Some Hessians in their American Revolution ranges are useful
for the period. Probably the best sculptors in the world!
New range of French-Indian wars
The old plastic figures no longer available - but they have
returned in metal! Cheap and cheerful
All the old Hinchliffe figures, including the lovely artillery
pieces, Prussians (including Horse artillery) and Austrians.
Dated, but still a favourite of many
For plastic figure availability we recommend looking at Plastic
Soldier Review website, which gives great details of what is
available
Website
www.baccus6mm.com
www.essexminiatures.co.uk
www.oldglory15s.com
www.1stcorps.com
www.oldgloryuk.com
www.wargamesfoundry.com
www.frontrank.com
www.crusaderminiatures.com
www.eliteminiatures.co.uk
(available in UK from Old Glory)
www.eaglefigures.co.uk
www.dixon-minis.com
www.perry-miniatures.com
www.redoubtenterprises.com
www.spencersmithminiatures.co.uk
www.hinchliffe.co.uk
www.plasticsoldierreview.com
www.emperorgames.co.uk
Minden Rose Wargames Rules
Page 31
Nationality
Commander-in-Chief
Army Tot:
Brigade General
Unit Name
Stands Type
PPS
Brigade tot:
Unit total
Brigade General
Unit Name
Stands Type
PPS
Brigade tot:
Unit total
Brigade General
Unit Name
Stands Type
PPS
Brigade tot:
Unit total
Brigade General
Unit Name
Stands Type
PPS
Brigade tot:
Unit total
Brigade General
Unit Name
Stands Type
PPS
Brigade tot:
Unit total
Stands Type
Independents total
PPS
Unit total
Independent Units
Unit Name
Page 32