Quick Reference Sheet – Setting up a Game
• Battle can take place on any size area.• Each foot in length equates to 1 mile• Players take it in turns to place scenery.• Players then take it in turns to place 3 objectives each.
Each of a players own objectives is worth 2 points to themselves (Primary Objectives), while the oppositions are worth 1 (Secondary Objectives).
• Players count the number of Light Infantry and Light Cavalry units in their force. These are deployment markers.
• The winner of a roll off decides which side of the table her wishes to start on.
• Taking it in turns starting with the player who won the roll, each player takes it in turns to place a marker on at a designated point on their side of the table. All markers will come on at the same point.
• Players then take it turn to move these markers 30 cm at a time. Making sure that a marker is within 30cm of another friendly marker at the end of its move.
• Once markers come within 30 cm of an enemy those markers are locked.
• Once all markers are locked, the area they’ve advance through is that players deployment zone.
Objective 1Objective 2
Objective 3
Objective 4
Objective 5
Objective 6
Quick Reference Sheet – Awareness Points, ADC’s & Orders
Earning Awareness Points
Spending Awareness Points
Orders to Brigades and Artillery units are delivered by an ADC marker. This
can be any marker you choose, a counter, a single model on a base, however the marker once it arrives must designate what objective that
Brigade has been assigned to attack or defend.
ADC's move at a distance of 40 cm per turn, once an ADC has reached a
Brigade that Brigade is 'Activated' for the remainder of the game. The ADC
should have a marker to denote which objective that Brigade has been
assigned.
Orders
• There should be a number of objectives placed on the field of battle before the game begins. The objective markers should be placed on suitable terrain pieces such as villages, hills or bridges.
• Each player has 3 objectives they may place for a total of 6. These objectives should have some form of marker so the players know what number each objective is.
• A players own Objective markers are worth 1 ‘Tactical Point’ if he holds them at the beginning of the turn with a unit activated for that objective.
Reward
+1
+1
+1
+1
Event
A new turn begins
Each enemy unit Revealed
Primary Objective held at beginning of a turn
Each enemy unit that routs from the battlefield
Event
Bringing on Reserves
Sending an Order by ADC
30 minus Turn Number (I.e. Turn 10 a reserve would cost 20 points)
Cost
The cost is the same as the number of bases in that unit.
Clausewitz Wargame – Sample QRS 14/08/2020
Quick Reference Sheet – Movement & Actions
Terrain Types Examples
Open Rolling countryside
Rough Gentle Hills, Ploughed Fields
Difficult Steep Hills, Woods, Forests
Impassable Ravines, Cliffs
• Each player has a number of coloured dice equal to the number of Brigades they have activated on the table. They place these dice into a bag.
• Each player takes turns to draw a dice from the bag. Whoever's dice it is activates and uses one of their brigades.• Once all the dice have been drawn from the bag, that turn is over.• Each unit drawn that turn has 5 actions it may make chosen from the table below.
A game is 30 Turns with one turn representing 10
minutes of time.
Movement
Actions & Reactions
Once a unit has closed to within 10cm of an enemy, remaining actions are made one at a time after passing a morale test. Once the player has completed their action, the enemy can react if they also pass a morale test. Both
sides continue until either the attacker fails a morale test, a unit is removed from play following a rout (losing all its
morale) or 5 actions/reactions have been completed successfully.
Action Units Action Cost
Move All 1
Withdraw All 1
Change Unit Formation Infantry/Cavalry 1
Fire & Reload Infantry/Artillery 1
Recover Morale All 5
Change Brigade formation All 3
Detach from Brigade All 1
Attach to Brigade All 1
Unlimber Guns Artillery 1
Limber Guns Artillery 2
Hold All 1
Charge/Counter Charge All 1
About Face All 1
Unit Movement Terrain March Quick Step Charge
Foot Open 2 cm 3 cm* -
Mounted Open 4 cm 8 cm 27 cm**
Foot Rough 2 cm - -
Mounted Rough 4 cm 6 cm -
Foot Difficult 1 cm - -
Mounted Difficult - - -*Can only be used by Units in Column Formation. Cannot be used within 10cm of the enemy. You want the enemy seeing you remain calm after all! Can be used by skimirshers AND within
10cm of the enemy.
**Can only be used after a unit has Marched and then Quick Stepped
Quick Reference Sheet – Morale & Formations
A Brigade starts with 7 morale with +1 for each battalion, Squadron or Battery that is included in its order of Battle at
the start of the game.
Modification
+1
-1
+1
-1
-2
+1
'Heavy Cavalry' - A Heavy Cavalry unit within 20cm of an enemy foot
unit
For every extra row of Battalions, Squadrons or Batteries in a Brigade
formation.
Morale Modifier Description
Each Battalion in Column
Each Hit Suffered
Each 'Recover Morale' Action
'Cavalry' - Light or Line Cavalry unit within 20cm of an enemy foot unit
Morale Test Failures
Formations
Formation Firing Dice Combat Dice
Line All Half if attacked in Flank
Column None All
Square Quarter Quarter
Skirmish All All
Other
Double damage from Artillery and Small Arms
Double damage from Artillery and Small Arms; Cannot move
Cannot cause damage, instead causes double morale damage
A unit that has been broken, has to pass a morale test the following turn to act again, otherwise it will withdraw a further 30cm (Foot) or
40cm (Mounted).
Generals can try and rally broken units by coming into base to base contact with a broken unit. Once they have done so the unit can
use a morale factor of 10 to attempt to rally.
If a unit leaves the table in this fashion it is removed from play
and cannot be used further.
Test failed by (Amount) Distance From Enemy Damage Received
1 or 2 Outside 4 cm None
3 or more Outside 4 cm None
1 or 2 Within 4 cm 1
3 or more Within 4 cm 1
1 or 2 Within 2 cm D3
3 or more Within 2 cm D3Unit is Broken and flees 6 cm (Foot) 8 cm (Mounted) away from the enemy, they end their move
facing away from the enemy
Resulting Action
Move directly away from the enemy one march move and finishes their move facing the enemy
Unit is Broken and flees 6 cm (Foot) 8 cm (Mounted) away from the enemy, they end their move
facing away from the enemy
Move directly away from the enemy one march move and finishes their move facing the enemy
Unit is Broken and flees 6 cm (Foot) 8 cm (Mounted) away from the enemy, they end their move
facing away from the enemy
Move directly away from the enemy one march move and finishes their move facing the enemy
Quick Reference Sheet – Strength, Firing & Combat
The strength of a unit can be determined by the number of men present in the battalion or squadron. Or by the number of guns present in an artillery battery.
For example, in the case of a Battalion of 1,000 men the men is divide by a value of 200 to arrive at the strength of the unit. In this case 5. The number of firing dice or combat dice is the strength value divided by a value of 2.
A player can calculate the number of killed or wounded his side has suffered at the end of the game by taking the total number of hits cause on
his units and multiplying the number by 50 for infantry units and 10 for Cavalry and Artillery units. The player with the least amount of killed or
wounded is considered to have won a ‘Strategic Victory’.
Unit Men Per Strength PointArtillery per Strength
Point
Infantry 50
Cavalry 10
Artillery 10 1
Strength Number of Firing/Combat Dice
29-30 15
27-28 14
25-26 13
23-24 12
21-22 11
19-20 10
17-18 9
15-16 8
13-14 7
11-12 6
9-10 5
7-8 4
5-6 3
3-4 2
1-2 1
Casualties
Quick Reference Sheet – Strength, Firing & Combat Continued
Each successful hit from these units cause 1 strength damage and 1 morale damage to its target. Once an enemy receives damage from fire it should immediately make a morale test on its modified morale.
Shooting
Melee
Melee combat occurs when two opposing bases meet in base-to-base contact. Infantry in square formation cannot be contacted by Cavalry, who must remain at least 1 cm away
form the Infantry unit.
They each roll their number of Firing/Combat Dice, any rolls of 4+ are considered Hits. The side with the most hits is considered the winner, however they still take 1 damage due to
casualties inflicted during the struggle. The loser suffers D3 damage and falls back their fleeing distance from the victor. Hits against cavalry can only be achieved with a roll of 6+.
Ending the Game
• Once a turn limit of 30 turns has been reached, the day has reached a point where darkness is falling and fighting cannot continue.• A player can concede the field before this time if they wish.• Once the game is over, players total up the number of hits against their infantry and multiply this by 50. They also multiply the hits against any Cavalry units and Artillery units by 10.
These values give a rough estimate of how many men were killed, wounded or captured during the battle. The player with the least amount of casualties is considered to have won a ‘Strategic Victory’.
• The player who has scored the most ‘Tactical Points’ through the game is considered to have won a ‘Tactical Victory’.
Weapon RangesWeapon Effective Range Long Range
Musket 2 cm 4 cm
Rifle 4 cm 8 cm
3 pdr Cannon 17 cm 8 cm
4 pdr Cannon 12 cm 21 cm
6 pdr Cannon 13 cm 24 cm
8 pdr Cannon 14 cm 25 cm
9 pdr Cannon 16 cm 29 cm
12 pdr Cannon 15 cm 30 cm
Austrian 7 pdr Howitzer 12 cm 23 cm
5.5 inch Howitzer 12 cm 29 cm
6 inch Howitzer 12 cm 21 cm
Prussian 7 pdr Howitzer 12 cm 27 cm
12 pdr Howitzer 12 cm 34 cm
Unicorns 12 cm 42 cm
Small Arms
Cannons
Howitzers
Small Arms Artillery Roll Needed
Ready' 1st Step - A unit will roll the
number of available firing dice
relative to its strength and
formation.
Ready' 1st Step - A unit will roll
the number of available firing dice
relative to its strength and
formation.
5+
Short Range: 4+
Long Range: 6+
'Fire!' 2nd Step - All succesful
'Ready' rolls are used for the 'Fire!'
Roll
'Fire!' - The Artillery unit rolls the
number of firing dice it has
availble.
Flank & Rear AttacksA unit which successfully makes a flank or rear attack will have an
additional -1 or -2 to all its combat roll results respectively.
This will mean that a unit fighting foot will need 3+ (Flank) or 2+
(Rear).
While fighting cavalry will need 5+ (Flank) or 4+ (Rear).
Brigade/General: Morale:
Unit Number Unit Name Men Strength# Firing/Combat
Dice
Unit 1:
Unit 2:
Unit 3:
Unit 4:
Unit 5:
Totals:
Brigade/General: Major-General Ferguson Morale: 10
Unit Number Unit Name Men Strength# Firing/Combat
Dice
Unit 1: 36th Regiment of Foot 600 12 3
Unit 2: 1/40th Regiment of Foot 900 18 5
Unit 3: 1/71st Regiment of Foot 950 19 5
Unit 4:
Unit 5:
Totals: 2450 49 13
Brigade/General: Morale:
Unit Number Unit Name Men Strength# Firing/Combat
Dice
Unit 1:
Unit 2:
Unit 3:
Unit 4:
Unit 5:
Totals:
Brigade/General: Morale:
Unit Number Unit Name Men Strength# Firing/Combat
Dice
Unit 1:
Unit 2:
Unit 3:
Unit 4:
Unit 5:
Totals:
Brigade/General: Morale:
Unit Number Unit Name Men Strength# Firing/Combat
Dice
Unit 1:
Unit 2:
Unit 3:
Unit 4:
Unit 5:
Totals:
Orders of Battle
Blank ‘Order of Battle’ cards for your use
Name of the Brigade/GeneralMorale of the Brigade (7 + number of Battalions)Base NameStrength of BaseFiring/Combat Dice for Base
Brigade Totals