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Minden Rose 1.1

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The document outlines the rules for a wargame set in the Seven Years War period and covers army lists, troop types, gameplay mechanics like shooting and movement.

The troop classifications mentioned are brigades, independent units, and types like infantry and cavalry.

The main army lists covered are Prussia, Russia, Britain, France, Austria, and Reichsarmee.

Table of Contents

1. The Seven Years War

6. Shooting

17

2. Introduction

6.2. How shooting works (example)

17

6.3. Ammunition and first volley

17

2.2. Basing

6.4. When can you shoot?

18

2.3. Troop classifications

6.5. Who can shoot?

18

2.4. Points per stand (PPS)

6.6. What can you shoot at?

18

6.1. Dice rolls per stand


2.1. Time and ground scale

2.5. Unit types

2.6. Formations

17

7. Charging

19

7.1. Charges

19

7.2. Charge responses

19

3.1. Prussia

7.3. Charging the flank or rear of the enemy

19

3.2. Russia

3.3. Britain

3. Army lists

8. Melee

20

3.4. France

8.1. Which stands can fight?

20

3.5. Austria

10

8.2. How melee works

20

3.6. Reichsarmee

10

8.3. Winning the melee

20

4. Game Mechanics

11

9. Movement

21

4.1. Command and control

11

9.1. Speed of movement

21

4.2. Setting and changing Brigade orders

11

9.2. Shooting and moving in the same bound

21

4.3. Independent units

11

9.3. Interpenetration

21

4.4. Hits per stand (HPS)

12

9.4. Special manoeuvres

22

4.5. Disorder

12

9.5. Charge, supporting charge & counter-charge moves

23

4.6. Removing stands

12

9.6. Evade moves

23

4.7. Damage to structures

12

9.7. Rout moves

23

4.8. Supporting units

13

9.8. Pursuit moves

23

4.9. Morale tests

13

9.9. Fall-back moves

24

4.10. Rout

13

9.10. Follow-up moves

24

4.11. Destroyed units

13

9.11. Evading, routing or falling back through a supporting unit

24

4.12. Types of terrain

14

9.12. Retreat moves

24

4.13. Setting out terrain (optional rules)

14

9.13. Standard moves

24

4.14. Visibility

14

4.15. Surprise

14

Scenario (1) - The Battle of Minden

25

5. Start of play

15

Scenario (2) - The Battle of Zorndorf

28

Appendix

31

5.1. Setting out the battlefield

15

5.2. Initial deployment

15

5.3. Sequence of play

16

Reading list

5.4. Winning the game

16

Figure Manufacturers

31

5.5. Dealing with situations not covered in the rules

16

Army Planning Sheet

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

Emperor Games Ltd

1.

THE SEVEN YEARS WAR

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

Austrian & Reichsarmee

40000

Minden Rose Wargames Rules

Page 2

Emperor Games Ltd

2.
2.1

INTRODUCTION

Time and ground scale

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

Close Order Infantry

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

2 companies of close order infantry


1 company of light infantry

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

Points per stand (PPS)

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

Emperor Games Ltd

Introduction

2.5 Unit types


Infantry
Each infantry unit represents a battalion. Infantry units
are subdivided into:
Close Order Infantry (musketeers, fusiliers,
grenadiers or guards); armed with a musket, not
very accurate, but devastating at close range.
Light Infantry (skirmishing troops such as Jagers,
Pandours, Chasseurs, Grenze etc). Normally armed
with musket (some units were armed with rifles).

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).

A close order infantry stand of


Hanoverian Grenadiers (FR)

Cavalry may dismount, although it was rare to use them


in this manner. When they do, they exchange each
stand for a stand of light infantry. While dismounted,
they operate as light infantry. Cavalry can only shoot
when they are dismounted.

A light infantry stand of


Russian Pandours (FR)

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.

Minden Rose Wargames Rules

Page 4

A cavalry stand of
Prussian Cuirassiers (WF)

A Russian artillery stand (FR)

Emperor Games Ltd

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.

A unit of Hanoverian Infantry advancing in a column (FR)

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.

A unit of Prussian Cuirassiers in line (WF)

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

British Hatmen in a square formation


(FR)
Emperor Games Ltd

3.
3.1

ARMY LISTS

Prussia

Frederick the Great


The reigning Prussian monarch, Frederick II,
inherited a well trained and disciplined Prussian army
from his father. Frederick gave them the experience
of battle that his father was not inclined to do. He
instigated many changes to the way in which his
troops fought, writing many instruction manuals for
his troops, including the famous oblique move and
training his cavalry to charge at the gallop rather than
the trot, to maximise the shock effect. Prussian
armies tended to beat larger opponents by bringing
their forces to bear on a wing of their opponents,
whilst pinning down the remainder. It is reasonable to
class Frederick as an Exceptional C-in-C (see 4.1).

(infantry, continued)

Foot Guards: Close Order Infantry (A) @ 25 PPS.


Only 1 unit per army allowed

Grenadiers: Close Order Infantry (A) @ 25 PPS.


1 per 6 Infantry units

Musketeers: Close Order Infantry (B) @ 20 PPS.


Up to half the total infantry

Fusiliers: Close Order Infantry (C) @ 15 PPS.

Friekorps: Light Infantry (D) @ 5 PPS.

Jager: Light Infantry - rifle (B) @ 20 PPS.


Only 1 unit per army allowed

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:

General Hans Joachim von Zieten (1699-1786), commander


of the Hussar regiment no. 2 or Leib Hussars, who was
wounded at Kolin, and commanded a corps at Torgau;
Major-General Wilhelm von Seydlitz (1721-1773), of
Cuirassier Regiment no. 8, wounded at Rossbach, saved the
day at Zorndorf, and wounded again at Kunersdorf;
Fredericks brother Prince Henry, who commanded a
sizeable Prussian army in Saxony towards the end of the war
(at Frieberg and other battles).

Gardes Du Corps: Heavy Cavalry (A) @ 35 PPS.


Only 1 unit per army
Cuirassiers: Heavy Cavalry (B) @ 30 PPS.
Up to half the total cavalry
Dragoons: Medium Cavalry (C) @ 20 PPS.
At least half the total cavalry. 1 veteran unit may be
upgraded to B class (+5 PPS)
Bosniak Lancers: Light Cavalry (D) @ 15 PPS.
Only 1 unit per army
Friekorps Cavalry: Light Cavalry (D) @ 15 PPS.
Alternatively may be Medium cavalry (no extra points)
Hussars: Light Cavalry (C) @ 20 PPS.
Maximum 1 unit per 1500 points

Prussian Dragoons (FR)

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.

Prussian Grenadiers (WF)

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.

Minden Rose Wargames Rules

Foot Artillery - Heavy Guns @ 40 PPS.


Foot Artillery - Medium Guns @ 30 PPS.
Horse Artillery - Light Guns @ 30 PPS.
Only 1 unit per army

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

Emperor Games Ltd

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.

The Russian Army at the outbreak of the Seven


Years War suffered greatly from a lack of apparent
organisation and was slow to mobilise. Its greatest
strength was in its huge manpower resource, with an
ability to reinforce the army when it suffered losses.
This gave her a great advantage over the Prussians.
Had the Russians been able to properly unite with
Austria and been able to bring all their combined
resources to bear against the Prussians, the outcome
of the war in Central Europe could have been very
different. When Frederick was close to defeat in
1762, he was only saved by the death of the Tsarina.
Her son, Grand Prince Peter, succeeded her. Peter
was an admirer of Frederick and sought peace with
him. A treaty was signed in 1762, leaving the
Russians effectively neutral for the rest of the war.

Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS.


Only 1 unit per army
Cuirassiers: Heavy Cavalry (C) @ 25 PPS.
Only 1 unit per army
Dragoons: Medium Cavalry (D) @ 15 PPS.
Upgrade to C class (+ 5 PPS)
Lancers: Light Cavalry (D) @ 15 PPS.
Only 1 unit per army
Cossacks: Light Cavalry (B) @ 25 PPS.
Maximum 1 unit per 1500 points
Hussars: Light Cavalry (C) @ 20 PPS.
Maximum 1 unit per 1500 points

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.

Russian Hussars (CM)

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.

Russian Grenadiers (WF)

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.

Foot Guards: Close Order Infantry (A) @ 25 PPS.


Only 1 unit per army
Grenadiers: Close Order Infantry (A) @ 25 PPS.
1 per 6 Infantry units
Musketeers: Close Order Infantry (C) @ 15 PPS.
Observation Corps: Close Order Infantry (D) @ 10 PPS.
Up to 1/4 of infantry
Pandours: Light Infantry (C) @ 10 PPS.
Maximum 1 unit per 1500 points

Minden Rose Wargames Rules

Foot Artillery - Heavy Guns @ 40 PPS.


Foot Artillery - Medium Guns @ 30 PPS.
Horse Artillery - Light Guns @ 30 PPS.
Only 1 unit per army

Russian Artillery (FR)

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

Emperor Games Ltd

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.

Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS.


Only 1 unit per army
Dragoons: Medium Cavalry (C) @ 20 PPS
Upgrade to Heavy Cavalry (+5 PPS)
British Light Dragoons: Light Cavalry (C) @ 20 PPS.
Only 1 unit per army
German Cuirassiers: Heavy Cavalry (C) @ 25 PPS.
Only 1 unit per army
German Hussars: Light Cavalry (C) @ 20 PPS.
Maximum 1 unit per 1500 points

The following year, command was given to Prince


Ferdinand of Brunswick (1721-1782), a former
Lieutenant-General in the Prussian army and
Fredericks brother-in-law.
Infantry
A typical British infantry battalion consisted of a
Grenadier company and other companies of
Hatmen (so called to distinguish them from the
Grenadiers).

British Cavalry (FR)

British infantry were skilled in the use of volley fire,


developed 50 years previously by the Duke of
Marlborough. Incidents at Minden and Quebec
demonstrated the steadfastness of the foot, waiting
until the last moments of the enemy advance to
deliver decisive musketry, which, in the case of
Quebec, drove the French off the battlefield.

Artillery
Artillery crew wore dark blue uniforms (British) or
grey (Hanoverian).

Foot Artillery - Heavy Guns @ 40 PPS


Foot Artillery - Medium Guns @ 30 PPS

Hanoverians were used to fighting alongside the


British. British & Hanoverian Infantry wore red
uniforms, most other German states wore dark blue.
The British army had no light infantry in Europe at the
start of the war, but used Highland battalions to
operate in a similar manner, and Jagers were
provided by the German states

British Hatmen: Close Order Infantry (C) @ 15 PPS.


Upgrade to B class (+ 5 PPS)
Grenadiers: Close Order Infantry (A) @ 25 PPS.
1 per 6 Infantry units
Foot Guards: Close Order Infantry (A) @ 25 PPS.
Only 1 unit per army
Highlanders: Close Order Infantry (C) @ 15 PPS.
Maximum 1 unit per 1500 points
German Musketeers: Close Order Infantry (C) @ 15 PPS.
German Jager: Light Infantry (C) @ 10 PPS.
Only 1 unit allowed. Can add rifle (+ 5 PPS)

Minden Rose Wargames Rules

British Artillery (DX & FR)

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.

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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:

Marshal Prince Soubisse, victor at Hastenbeck;


Marshal dEstrees;
Duc de Richelieu;
Marshal de Contades, (defeated at Minden);
Lieutenant General Le Chevalier du Muy (defeated at
Warburg).

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.

Household/EliteCavalry: Heavy Cavalry (B) @ 30 PPS.


Upgrade to A class (+ 5 PPS)
Line Cavalry: Heavy Cavalry (C) @ 25 PPS.
Upgrade to B class (+ 5 PPS)
Dragoons: Medium Cavalry (D) @ 15 PPS.
Upgrade to C class (+ 5 PPS)
Hussars: Light Cavalry (D) @ 15 PPS.
Maximum 1 unit per 1500 points

French Hussars (WF)

Artillery
Artillery crew wore mid-blue uniforms, with some
illustrations showing gun carriages painted red.

Fusiliers: Close Order Infantry (D) @ 10 PPS.


Grenadiers: Close Order Infantry (A) @ 25 PPS.
1 per 6 Infantry units
French or Foreign Foot Guards: Close Order Infantry (A) @
25 PPS.
Only 1 unit per army
French Veteran or Foreign Fusiliers: Close Order Infantry
(C) @ 15 PPS.
Up to half the infantry
Chasseurs: Light Infantry (C) @ 10 PPS.

Foot Artillery - Heavy Guns @ 40 PPS


Foot Artillery - Medium Guns @ 30 PPS

French Artillery (FR)

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.

French Infantry (FR)

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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.

Foot Artillery - Heavy Guns @ 40 PPS.


Foot Artillery - Medium Guns @ 30 PPS.
Horse Artillery - Light Guns @ 30 PPS.
Only 1 unit per army

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:

Field Marshal Prince Charles of Lorraine (defeated by


Frederick at Leuthen),
Baron von Loudon (1717-1790), who also served for a time
in the Russian army, and after the SYW was made Field
Marshal.
Austrian Grenze (CM)

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

Austrian or Hungarian Grenadiers: Close Order Infantry (A)


@ 25 PPS.
1 per 6 Infantry units
Austrian or Hungarian Fusiliers: Close Order Infantry (C)
@ 15 PPS.
Reichs or Allied Fusiliers: Close Order Infantry (D) @ 10
PPS.
Jager: Light Infantry (C) @ 10 PPS.
Only 1 unit allowed. Can add rifle (+ 5 PPS)
Frontiersmen or Grenzer: Light Infantry (C) @ 10 PPS.
Maximum one unit per 500 points

Horse Grenadiers: Heavy Cavalry (A) @ 35 PPS.


Only 1 unit per army
Cuirassiers: Heavy Cavalry (B) @ 30 PPS.
Up to half the total cavalry
Dragoons: Medium Cavalry (C) @ 20 PPS.
Reichs or Allied Cavalry: Medium Cavalry (D) @ 15 PPS.
May upgrade 1 unit to Heavy Cavalry @ 5PPS
Grenzer Cavalry: Light Cavalry (C) @ 20 PPS.
Maximum one unit per 1500 points
Hussars: Light Cavalry (C) @ 20 PPS.
Maximum one unit per 1500 points

Minden Rose Wargames Rules

Grenadiers: Close Order Infantry (B) @ 20 PPS.


1 per 6 Infantry units
Fusiliers: Close Order Infantry (D) @ 10 PPS.
Up to 1/3 of the Fusiliers may be upgraded to
C class @ 5PPS
Austro-Hungarians: Close Order Infantry (C) @ 15 PPS.
Only 1 unit per 1000 points
Friekorps: Light Infantry (D) @ 5 PPS.
Only 1 unit per army

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

The 10 regions of the Holy Roman Empire were


required to provide troops for the defence of the
Empire when needed. In 1757, 29,000 troops were
provided to serve under Soubise in the French army.
The quality of the troops (and their equipment)
ranged from average to poor, and the artillery was
particularly bad.

Austrian Cuirassiers: Heavy Cavalry (B) @ 30 PPS.


Only 1 unit per army
Cavalry: Heavy Cavalry (D) @ 20 PPS.
Upgrade every other unit to C class (+5 PPS)
Dragoons: Medium Cavalry (D) @ 15 PPS.
Upgrade every other unit to C class (+5 PPS)
Hussars: Light Cavalry (D) @ 15 PPS.
Only 1 unit per army

Artillery
the artillery either green or blue

Foot Artillery - Heavy Guns @ 40 PPS.


Only 1 unit per army
Foot Artillery - Medium Guns @ 30 PPS

Special Rules
No special rules apply.
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4.
4.1

GAME MECHANICS

Command and control

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

Setting and changing Brigade orders

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)

How they are interpreted


At least half the units in the brigade must be moving at least half speed towards
the enemy.
Brigades cannot advance toward the enemy beyond the current position. Units
may not initiate a charge. Units can follow-up (if they win the melee) but cannot
pursue
Units may not initiate a charge, and must evade if charged. Infantry/cavalry that
are within charge reach of any enemy can step-back. Artillery must cease firing,
limber up, and move to their rear. Others must head back toward the players
table edge by the fastest means possible

Brigade orders can change when:


A unit within the brigade is either routed or destroyed as a result of shooting or melee in the current
bound.
The C-in-C wishes to stop a retreat, or to begin or end an attack by one of his Brigade Generals. He can
send one fresh order to each Brigade General per bound but the more he does, the more difficult it
becomes. Players would be wise therefore to prioritise the fresh orders; otherwise they could be ignored or
unsuccessful.
In each case, the player must take a command test (Table 2). Roll 2xD6 and add/deduct from the total any
modifiers in the left half of the table, then use the right half of the table to determine if the Brigade orders have
changed. If they have, replace the counter with one of the new colour.
Table 2 - Command Tests
Roll 2D6 and modify the score as follows:

If the score is 8 or less

+2 The brigade currently has Retreat orders

Brigades with Retreat orders change to Hold immediately


Other brigades receive fresh orders at the start of the next bound.

+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.

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Game Mechanics

4.4

Hits per stand (HPS)

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.

A disordered unit of Prussian Musketeers (WF)

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.

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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

If the score is 8 or less


A routing unit ceases routing but remains disordered for the rest of the bound.

+1 D class unit

Infantry or cavalry in melee must fall back.

+1 Any enemy unit is behind their flank or rear within 8 segments

All other units are unaffected

+1 Part of a Brigade with retreat orders or is surprised

If the score is between 9 and 10

+1 Unit is more than 8 segments from its Brigade General

A routing unit continues routing & loses 1 further stand.

+1 Each HPS received in the current phase of the bound

Infantry or cavalry in melee rout.

-1

Each HPS inflicted in the current phase of the bound

Other infantry or cavalry fall back.


If the score is 11 or over

-2

A class unit

-1

B class unit

A unit evading or routing, whose pursuers have contacted them in the rear, is destroyed.

-1

Unit is defending and obstacle or is supported

Others that are routing continue to do so & lose 1 stand.

-1

Unit is part of a Brigade lead by a exceptional Brigade General

Other units rout

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

4.11 Destroyed units


Destroyed units are removed from play immediately. Units can be destroyed by
Being beaten in a melee when a unit is fighting to its rear, in some circumstances (see Table 3 - Morale
tests)
Removing the last stand in the unit
Losing a melee if Artillery
Leaving the table while routing (or evading if an independent unit)

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Game Mechanics

4.12 Types of terrain


Terrain is divided into linear obstacles, difficult areas and hills; all of which can affect movement to certain troop
types (see Table 7) and may also affect visibility. All areas of the table that do not have a terrain feature are
referred to as open terrain.
Linear obstacles include:
Hard cover (such as a stone wall or a temporary earthwork)
Soft cover (such as a hedge or fence)
Deep and wide water features (such as rivers or lakes), which can only be crossed at a bridge or ford
Narrow water features (such as streams), crossable except by wheeled vehicles
Difficult areas include:
Woods (close order infantry must form column to pass through a wood)
Structures (such as buildings and fortifications)
Rough ground (such as marshland or rocky ground, gullies or other types of depressions
Hills are divided into:
Steep hills (which impair movement to all except light infantry)
Gentle hills (which have no effect on movement)
To avoid later disputes, it is advisable for all players to know the nature of each terrain piece at the start of the
game, such as whether hills are steep or gentle, or walls are soft or hard cover.

4.13 Setting out terrain (optional rules)


For a 6' x 4' table, each player should select 3 pieces of terrain from the available stock. Each player should roll a
dice, with the highest scorer positioning his first piece of terrain anywhere on the battlefield; the remainder being
laid out one piece at a time in turn. Only 1 piece of terrain can be positioned in each players forward deployment
zone. Increase the number of terrain pieces in proportion to the table size where appropriate (at a rate of 1 piece
per 4 additional square feet).

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.

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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

Setting out the battlefield


Diagram 3 the wargame table

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

Normal Deployment Zone Player A

Forward Deployment Zone Player A

Remaining
Table width

8 segs

Table Centre
Line

Forward Deployment Zone Player B

Normal Deployment Zone Player B

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.

Russian Infantry (FR) facing up to a charge by Prussian Cuirassiers (WF)

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Start of play

5.3

Sequence of play

Each bound follows the same sequence, as follows:


Table 4 - Sequence of play
1. Shooting Phase
Determine which units can fire (see 6.5)
Check target eligibility (see 6.6)
Calculate the HPS from shooting (Table 5)
Take morale tests (Table 3) resulting from shooting,
and remove stands
Make fall-back (see 9.9) or rout moves (9.7) resulting
from shooting

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

Winning the game

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

Dealing with situations not covered in the rules

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!

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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

Dice rolls per stand

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

How shooting works (example)

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

A Close Order infantry unit that came under fire

2DPS Dismounted Cavalry

Firing with:

(segs)

Target

Target

2DPS Light Infantry

Close Order Infantry

0 to 4

45H, 6HH

456H

4 to 8

56H

6H

Light Infantry or

0 to 4

45H, 6HH

56H

Infantry/Cavalry will become disordered


If the unit was already disordered prior to the

4DPS Medium Gun

Dismounted Cavalry

4 to 8

56H

6H

shooting phase, or was surprised,

5DPS Heavy Gun

Light Infantry + rifle

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

Infantry/Cavalry takes a morale test

0 to 16

45H, 6HH

456H

and will become/remain disordered

16 to 32

5H, 6HH

56H

Artillery battery is silenced

4DPS Close Order Infantry


3DPS Light Gun

Dice

Modifiers:

-1DPS Unit is Disordered

Light Gun

-1DPS Artillery low on ammunition


+1DPS A class unit

Medium Gun

+1DPS First volley or target is


enfilade or in square

Heavy Gun

from light - movement is impaired this bound


2HPS

it must take a morale test


3HPS

Infantry/Cavalry takes a morale test


and will become/remain disordered
Artillery battery is silenced

4HPS+

All units lose 1 stand

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

Ammunition and first volley

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.
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Shooting

6.4

When can you shoot?

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

Who can shoot?

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

What can you shoot at?

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.

Diagram 5 - Enfiladed Target


An enfiladed target is easier to hit because it is deeper
than a single line. Shooters add 1DPS if the target is
enfiladed (see Table 5a)
Draw a line 90 degrees from the front of the unit that is
shooting to the target unit, from each of the stands firing.
If any line passes through more than 1 stand of the target
unit, it is classed as an enfilade. If one stand sees the
target as an enfilade, all stands count it as an enfilade.
Note that, in the example shown, the target unit could
either be a column approaching the shooters, or a line
that is sideways on. Light infantry cannot be enfiladed.
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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

Charging the flank or rear of the enemy

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

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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

Which stands can fight?

Every stand in line, column, or square formation are counted providing:


At least one stand is in base to base contact with the opposing unit
The stand is facing the enemy (i.e. a stand cannot fight to its flank or rear)

8.2

How melee works

Table 6 - Melee
A - Dice Per Stand (DPS)
Dice

Fighting with:

4DPS

Close Order Infantry

B - Score to Hit
Fighting with:

Fighting against
Infantry/Artillery
Cavalry

2DPS

Other troops

Close Order Infantry

Dice

Modified by:

Light Infantry

456H

6H

Close Order Infantry fighting in wood or rough ground

Artillery

456H

6H

-2DPS

345H, 6HH

45H, 6HH

-2DPS

Disordered close order infantry

Heavy Cavalry

345H, 6HH

2345H, 6HH

-1DPS

Other disordered troops

Medium Cavalry

45H, 6HH

345H, 6HH

-1DPS

D class unit

Light Cavalry

456H

456H

-1DPS

Fighting opponents who are on higher ground

-2DPS

Unit is part of a Brigade with retreat orders, or fighting

C - Melee Outcome

an opponent who is defending an obstacle

An artillery battery that loses a melee is destroyed

+2DPS

Cavalry fighting against Infantry not in square or Artillery

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

Any troops who are supported

2HPS+

or fighting against an open flank/rear

4HPS+

following up or pursuing

If the melee is inconclusive, both sides fall back


The following chart effects winners & losers
HPS
Effect
All units will become/remain disordered
All units lose 1 stand

(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

Winning the melee

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.

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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

Normal Impaired Random


[N]
[I]
[R]

Unit Type

Wall/
Hedge

Stream

Steep
Hill

Wood

Other
difficult

Light infantry/dism'ted cavalry

D6+4

Light infantry/dism'ted cavalry

Close Order Infantry

D6+2

Close Order Infantry

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**

Foot artillery, limbered

N/A

Horse artillery, limbered

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

Reform: to recover from disorder

-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

180 degree Turn: Turning around to face the opposite direction

-2

Cavalry dismounting or re-mounting

-2

Artillery limbering or unlimbering

Oblique: Only infantry can make an oblique move (see diagram 8)

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

Shooting and moving in the same bound

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

Units may move through (interpenetrate) another unit, however:


A routing unit disorders any unit it interpenetrates, unless the routers are light infantry
Other light infantry or light cavalry can interpenetrate, or be interpenetrated by, another friendly unit,
without any effect on either unit
Artillery can only be interpenetrated when unlimbered; Artillery cannot interpenetrate, or be interpenetrated,
in any other circumstance
Where other troops interpenetrate friendly units, the unit it interpenetrates cannot also move this bound, or
shoot next bound
A unit of cavalry that is following up (see 9.10) against infantry in line that is falling back may interpenetrate
their opponents and move beyond them (i.e. burst through their opponent)

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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

In this example, the


rear ranks of the
column move up
into line either side
of the command
stand.

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.

Minden Rose Wargames Rules

Diagram 13
Turn 90 degrees
The example
shown is a unit in
column turning 90
degrees on the
command stand.

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Movement

9.5

Charge, supporting charge & counter-charge moves

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).
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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.

9.10 Follow-up moves


A follow-up move is made by a unit that has won a melee and whose opponent has fallen-back. Any unit in
support of a unit following-up can also make a follow-up move. A follow-up move is at standard move speed
(normal or impaired) and can include special manoeuvres. If the follow-up move does not reach an opponent that
has fallen back, the melee has ended.
Artillery, or units with retreat orders, cannot follow up. Units who have hold orders, or who are defending an
obstacle, or who stood to receive the initial charge, can choose to follow-up. All other units must follow-up.
A unit of cavalry following-up against a line of infantry can choose to interpenetrate the enemy in a follow-up move.
In effect, it is bursting through the enemy. If it contacts a new enemy unit to the rear of their opponents, it is treated
as a charge on the new enemy. The new opponent cannot move, counter-charge, change formation, or shoot at
the chargers. Fighting between these units takes place in next melee phase.

9.11 Evading, routing or falling back through a supporting unit


When a unit interpenetrates a unit to its rear during an evade, rout or fall-back move, the unit it interpenetrates now
becomes a potential target for any enemy unit pursuing or following-up. Provided they have sufficient move
distance to make contact with the new target, they convert their pursuit or follow-up move into a charge against the
new opponent. The new opponent cannot move, counter-charge, change formation, or shoot at the chargers, and
fighting between these units takes place in next melee phase.

9.12 Retreat moves


A unit that is part of a brigade which has retreat orders must head back toward the table edge, by the quickest
route possible, unless any of the following apply:
Infantry or cavalry that are threatened by enemy units (i.e. the enemy is within charge reach) are allowed to
fall-back as part of a retreat, in order to avoid presenting their flank to an opposing unit.
Any unit engaged in melee can continue to fight, but cannot follow-up or pursue beaten opponents
Artillery must cease firing, limber up, and move towards the table edge as fast as it is permitted to do so.

9.13 Standard moves


After all other moves have been concluded, players can make standard moves. Although play is deemed to be
simultaneous, in the case of standard movement each player rolls one D6 to determine initiative. The player with
the highest score has the initiative and can choose which player makes all of his standard moves first. Standard
moves are made at normal or impaired move speed and all types of special manoeuvres are allowed.
Standard moves are not possible to troops who:
Have already charged, counter-charged, moved in support of either, or evaded this bound
Have already made a fall-back, follow-up, rout, pursuit or retreat move this bound
Is an artillery battery that has been silenced

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SCENARIO (1) - THE BATTLE OF MINDEN


1st August 1759
Combatants:
French Army:
Marshal Marquis de Contades
35,000 infantry and 9,500 cavalry

The British & Allied Army:


Prince Ferdinand of Brunswick
30,000 infantry and 7,000 cavalry

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.

At 5am on the morning of the 1st August, the British,


Hanoverian and Germans began to advance forward
in 8 columns with Wangenheim on the left flank to
take care of de Broglies advance. The action on this
flank continued throughout the day and had very little
effect on the outcome.

British Infantry (FR) face the charge by Fitzjames' French Cavalry (FR)

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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.

Suffice is to say that the victory for the Allies would


have been far more significant had Sackvilles cavalry
pursued the French.
By 11am the French had withdrawn to their original
positions south of Minden, without any pursuit by the
Allies, who themselves had paid a heavy price in
terms of casualties for the mornings work.

The superior discipline and allied firepower drove the


first line of the French infantry back. Further French
infantry attacks came from Grenadiers, followed by
Swiss and Saxon battalions fighting for the French.
At this point Ferdinand ordered Scheeles column
forward and brought his artillery up in support.
The French cavalry bravely launched a third assault,
this time on the left flank of Sporkerns column,
breaking through the Hanoverians. The allied column
of von Wurtignau and the rear ranks of the
Hanoverians in Sporkerns column successfully
repulsed the French cavalry with musket fire.
Where is Sackville?
By now the French were streaming back towards the
town of Minden in disarray. Now was the moment to
strike against the enemy, but the Allied cavalry on the
right flank had not yet advanced.

British Dragoons (WF)

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).

Much has been written about the inactivity on the part


of Sackvilles cavalry, who, for whatever reason, did
not follow Ferdinand's order to engage the French.
Scenario Battle Map

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The Scenario

French Army List

This is a very even contest between the two forces,


one that demonstrates some of the command
aspects of the rules very well. In reality, the Allies
won, but in a re-fight, it is by no means a foregone
conclusion. This scenario is intended to give a feel for
the issues faced by both sides on the day, without the
need to go to the extreme lengths of all the units
involved, over what would be a massive table! The
names of the Brigade Generals used in the scenario
are real, albeit some have been demoted to Brigade
Generals, when most were in fact in charge of an
entire Corps or Column.
We have therefore scaled the engagement down to a
game which can be concluded in 3-4 hours, with
armies of less than 1800 points per side. The French
manpower slightly outnumbers the Allies as they did
on the day (albeit they were poorer quality).
The French forces (a-f) are deployed (in line)
according to the map, inside the normal deployment
zone, with Broglie on the right flank and the
remaining troops in the centre and left. Broglie and
Fitzjames have attack orders; the remaining French
Brigade Generals are given hold orders for 2 bounds.
Contades can attempt to change orders at the end of
the second bound.
The scenario hopefully gives a opportunity to
experience the two well-documented events that
make this scenario very interesting to play out,
namely the advance by Sporkern's column, and the
inactivity of the Allied cavalry, in the following way:

1750

a. Brigade General - Comte de Lusace

40

French Fusiliers: 4 stands of D class Close Order Infantry

40

French Fusiliers: 4 stands of D class Close Order Infantry

40

Veteran Fusiliers 4 stands of C class Close Order Infantry

60

Veteran Fusiliers 4 stands of C class Close Order Infantry

60

Artillery Battery: 5 Heavy Gun(s)

120

b. Brigade General - Lt Gen Guerchy

40

French Fusiliers: 4 stands of D class Close Order Infantry

40

French Fusiliers: 4 stands of D class Close Order Infantry

40

Veteran Fusiliers 4 stands of C class Close Order Infantry

60

French Grenadiers 4 stands of A class Close Order Infantry

100

c. Brigade General - Duc de Fitzjames

40

Gendarmes: 4 stands of B class Heavy Cavalry

120

Line Cavalry: 4 stands of C class Heavy Cavalry

100

Dragoons: 4 stands of D class Medium Cavalry

80

d. Brigade General - Lt Gen Beaupreau

40

French Fusiliers: 4 stands of D class Close Order Infantry

40

French Fusiliers: 4 stands of D class Close Order Infantry

40

Veteran Fusiliers 4 stands of C class Close Order Infantry

60

Veteran Fusiliers 4 stands of C class Close Order Infantry

60

Artillery Battery: 3 Medium Gun(s)

90

e/f. Brigade General - de Broglie

40

French Fusiliers: 4 stands of D class Close Order Infantry

40

Veteran Fusiliers 4 stands of C class Close Order Infantry

60

Veteran Fusiliers 4 stands of C class Close Order Infantry

60

French Grenadiers 4 stands of A class Close Order Infantry

100

Dragoons: 4 stands of D class Medium Cavalry

80

Hussars: 4 stands of D class Light Cavalry

60

British & Hanoverian Army List

1. The Allies are positioned according to the map


(1-7); Sporkern and Scheeles brigades are given
a forward deployment with attack orders, aiming
at the French Cavalry. Ferdinand cannot change
these orders until the end of the second bound.

1740

1. Brigade General - Lt Gen Lord George Sackville

40

British Horse Grenadiers: 4 stands of A class Heavy Cavalry

140

British Dragoons: 4 stands of C class Heavy Cavalry

100

British Dragoons: 4 stands of C class Heavy Cavalry

100

2. Brigade General - Major Haase

40

Hanoverian Artillery Battery: 3 Heavy Gun(s)

120

Artillery Guard: 4 stands of C class Close Order Infantry

60

3. Brigade General - Major Gen von Scheele

40

British Hatmen: 4 stands of C class Close Order Infantry

60

British Hatmen: 4 stands of C class Close Order Infantry

60

Hanoverians: 4 stands of C class Close Order Infantry

60

2. Sackville's orders are set to Hold until the end


of the second bound. After this, Ferdinand may
attempt to send fresh orders to him, but Sackville
is an Inferior general, so may not necessarily
obey them!

4. Brigade General - Lt Gen von Sporcken

40

British Grenadiers: 4 stands of A class Close Order Infantry

100

British Hatmen: 4 stands of C class Close Order Infantry

60

Hanoverians: 4 stands of C class Close Order Infantry

60

5. Brigade General - Lt Gen von Holsten-Gofforp

40

German Cuirassiers: 4 stands of C class Heavy Cavalry

100

All remaining allied forces are given attack orders,


and may be deployed in column to speed up the
advance. Normal victory conditions apply for this
scenario (see 5.4 - Winning the game)

German Dragoons: 4 stands of C class Medium Cavalry

80

Suggested further reading:

7. Brigade General - Lt Gen von Wangenheim

40

German Musketeers: 4 stands of C class Close Order Infantry

60

German Musketeers: 4 stands of C class Close Order Infantry

60

German Musketeers: 4 stands of C class Close Order Infantry

60

Minden 1759, by Howard N Cole; Published by


Charles Knight & Co (Knights Battles for Wargamers
series) sadly long out of print but an excellent
reference source. The book includes a full order of
battle, a brief account of the lead up to the battle and
its aftermath.

Minden Rose Wargames Rules

Page 27

6. Brigade General - Lt Gen von Wurtignau

40

German Musketeers: 4 stands of C class Close Order Infantry

60

German Musketeers: 4 stands of C class Close Order Infantry

60

German Musketeers: 4 stands of C class Close Order Infantry

60

Emperor Games Ltd

SCENARIO (2) - THE BATTLE OF ZORNDORF


25th August 1758
Combatants:
Russian Army:
General Fermor
35,000 infantry and 9,500 cavalry

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.

rear, knowing that they could potentially be cut down


if they attempt to retreat. Crossing back over the river
would not only be hazardous for them, but it also
prevented other Russian forces from coming to their
relief.
Cossacks set fire to the village of Zorndorf to hamper
the Prussian advance, while the rest of the Russians
took up their positions between the villages of
Quartschen and Zicher. To their credit, they managed
to redeploy their troops facing south before the battle
commenced, but had lost most of the advantages
that the terrain had previously given them. The
majority of the Russian cavalry, under the command
of Demitku, were deployed on their left flank.

What was an advantageous position for the Russians


had now become a problem, with the marsh to their
.

Russian Cossacks (WF) burn the village of Zorndorf before the battle

Minden Rose Wargames Rules

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Emperor Games Ltd

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.

As they advanced, the Prussian musketry was telling,


but the Russians held their ground. Several attempts
by Schorlemers Prussian cavalry to break through
were thwarted. Once again, Seydlitzs cavalry
appeared and attacked the Russians, delaying them
for a sufficient time to allow the Prussian infantry to
regroup. Finally the Prussian infantry attacked and
the Russians broke, cut down as they fled through
the marshes.

The battle started with a ferocious exchange of


artillery fire. Through the smoke, the Prussian infantry
appeared. Both sides exchanged volleys at 40 yards,
but a lack of ammunition caused the Russians to
make a bayonet charge. The Russians were first to
bring up their second line after heavy losses the
Prussian second line (Kanitz) was nowhere to be
seen.

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.

A gap opened on the Prussian right enabling the


Russian cavalry to charge and break Manteuffels
infantry, who ran back through Kanitzs troops who
were just arriving. Russian infantry then fired on
Kanitzs right flank and a further bayonet charge saw
off the remaining Prussian attack, who fled back to
Zorndorf in disarray. The Russian gains were
checked by the Prussian cavalry, who beat the
Russians back to the Galen-grund, then withdrew to
Zorndorf, leaving the field strewn with dead and both
armies in a stalemate.

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.

Scenario Battle Map

Minden Rose Wargames Rules

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Emperor Games Ltd

The Scenario
2000

Prussian Army List

The aim of this scenario is to create a game which


reflects the key aspects of the battle (particularly the
terrain) but, as with the Minden scenario, is scaled
down to fit a 3-4 hour time frame on a typical sized
wargames table (6 to 8 feet in width).
The two armies are listed opposite. The three ravines
need to be represented (but streams would be
sufficient if no suitable terrain pieces are available).
The ravines serve the purpose of making the Russian
deployment difficult, but at the same time protecting
them from any attack on the flank.
The armies are deployed according to the map.
Some discretion is allowed as to the precise location
of each unit within the brigade.
The Russian player deploys his troops first. All
infantry are deployed in the forward deployment
zone, but the cavalry must be deployed in the normal
deployment zone on the flanks.
The Prussian player can observe the Russian
deployment and then deploy his units in the normal
deployment zone. The Prussians may not forward
deploy any units.
The town of Zorndorf cannot be occupied by any
troops, as it is ablaze.

(A) Brigade General: Seydlitz.

40

Cuirassiers: 4 stands of Heavy Cavalry (B)

120

Cuirassiers: 4 stands of Heavy Cavalry (B)

120

Hussars: 4 stands of Light Cavalry (C)

80

(B) Brigade General: Manteuffel.

40

Grenadiers: 4 stands of Close Order Infantry (A)

100

Musketeers: 4 stands of Close Order Infantry (B)

80

Musketeers: 4 stands of Close Order Infantry (B)

80

Fusiliers: 4 stands of Close Order Infantry (C)

60

Artillery Battery: 3 stands of Foot Artillery - Heavy Guns

120

(C) Brigade General: Kanitz.

40

Grenadiers: 4 stands of Close Order Infantry (A)

100

Musketeers: 4 stands of Close Order Infantry (B)

80

Musketeers: 4 stands of Close Order Infantry (B)

80

Fusiliers: 4 stands of Close Order Infantry (C)

60

(D) Brigade General: Dohna.

40

Grenadiers: 4 stands of Close Order Infantry (A)

100

Musketeers: 4 stands of Close Order Infantry (B)

80

Musketeers: 4 stands of Close Order Infantry (B)

80

Fusiliers: 4 stands of Close Order Infantry (C)

60

Artillery Battery: 3 stands of Foot Artillery - Heavy Guns

120

(E)Brigade General: Schorlemer.

40

Cuirassiers: 4 stands of Heavy Cavalry (B)

120

Dragoons: 4 stands of Medium Cavalry (C)

80

Dragoons: 4 stands of Medium Cavalry (C)

80

2000

Russian Army List

All Prussian Brigade Generals start the game with


attack orders; and the Russian Brigade Generals
start the game with hold orders for the first two
bounds.
Normal victory conditions apply for this scenario (see
5.4 - Winning the game).

Russian Infantry (WF)

Suggested further reading:

(1) Brigade General: Saltykov.

40

Grenadiers: 4 stands of Close Order Infantry (A)

100

Musketeers: 4 stands of Close Order Infantry (C)

60

Musketeers: 4 stands of Close Order Infantry (C)

60

Musketeers: 4 stands of Close Order Infantry (C)

60

Artillery Battery: 4 stands of Foot Artillery - Heavy Guns

160

(2) Brigade General: Golitsyn.

40

Grenadiers: 4 stands of Close Order Infantry (A)

100

Musketeers: 4 stands of Close Order Infantry (C)

60

Musketeers: 4 stands of Close Order Infantry (C)

60

Musketeers: 4 stands of Close Order Infantry (C)

60

(3) Brigade General: Browne.

40

Observation Corps: 4 stands of Close Order Infantry (D)

40

Observation Corps: 4 stands of Close Order Infantry (D)

40

Observation Corps: 4 stands of Close Order Infantry (D)

40

Observation Corps: 4 stands of Close Order Infantry (D)

40

Artillery Battery: 4 stands of Foot Artillery - Heavy Guns

160

(4) Brigade General: Gaugruben.

40

Horse Grenadiers: 4 stands of Heavy Cavalry (A)

140

Dragoons: 4 stands of Medium Cavalry (D)

60

(5) Brigade General: Demitku.

40

Dragoons: 4 stands of Medium Cavalry (C)

80

Dragoons: 4 stands of Medium Cavalry (D)

60

Dragoons: 4 stands of Medium Cavalry (D)

60

Hussars: 4 stands of Light Cavalry (C)

80

Hussars: 4 stands of Light Cavalry (C)

80

Independent Units

Zorndorf 1758, Published by Osprey (Campaign


series no. 125) an excellent reference source. The
book includes a full order of battle, a detailed account
of the lead up to the battle and the battle itself. As
always with Osprey, excellent illustrations throughout.
Minden Rose Wargames Rules

Page 30

(6) Cossacks: 4 stands of Light Cavalry (B)

100

(7) Cossacks: 4 stands of Light Cavalry (B)

100

Emperor Games Ltd

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!

The Wargame - Charles Grant (A&C Black)


This is one of the books that started it all for me, a classic. Set in the Wars of Austrian succession, adorned
with lavish pictures of the Spencer Smith plastics and balsa wood buildings.
Charge, or how to Play Wargames - Peter Young (reprinted by Athena)
Another classic wargames rule-set
Uniforms of the Seven Years War - John Mollo (Blandford)
Good enough to get started with and some battles are covered at the end
The Lace Wars Vol 1 & 2 - L & F Funcken (Ward Lock)
Probably the best uniform guide ever produced, versions in French are easier to find
His Britannic Majesty's Army in Germany - Savoury, (reprinted by Athena)
The Army of Frederick the Great & The Army of Maria Theresa (2 books) Duffy
Definitive works on the Prussian and Austrian Army, a must read.

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

Old Glory 15's


First Corps

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

Emperor Games Ltd, Corner Lodge, Whitecross Lane


Banwell, Somerset, BS29 6DP United Kingdom

www.emperorgames.co.uk
Minden Rose Wargames Rules

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Emperor Games Ltd

Army Planning Sheet

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

You have permission to photocopy this page


Minden Rose Wargames Rules

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Emperor Games Ltd

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