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FOREWARD by Richard Clarke 3
THE GAME 4
THE EQUIPMENT 6
THE RULES 16
THE TROOP SYMBOLS 7
SECTION ONE - PREPARATION & METHOD 16
1.1. THE FUNCTION OF THE UMPIRE 16
1.2. THE GENERAL IDEA OR SCENARIO 16
1.3. THE NUMBER OF PLAYERS 17
1.4. THE RELATIONSHIP BETWEEN PLAYER & UMPIRE 17
SECTION TWO - MOVEMENT AND ACTIONS OF TROOPS 18
2.1 GENERAL NOTES ON MOVEMENT 18
2.1.1 Marches, Open or Concealed 18
2.1.2 Contracting a Column 18
2.2 GROUND CONDITIONS 19
2.3 WIDTH OF ROADS, BRIDGES &C. 19
2.4 PONTOON & REPAIRED BRIDGES 19
2.5 DITCHES 19
2.6 ALTERING FORMATION 19
2.7 SKIRMISHERS & OUTRIDERS DEPLOYING 20
2.8 RECONNAISSANCE PATROLS 20
2.9 MESSENGERS 20
SECTION THREE - RULES FOR FIREPOWER 21
3.1 RANGED FIRE 21
3.1.1 Infantry Fire 21
3.1.2 Artillery Fire 21
SECTION FOUR - RULES FOR ASSAULTS 23
4.1 NUMERICAL STRENGHT 23
4.2 ADJUSTING FACTORS 23
4.3 RESOLVING THE ATTACK 27
4.4 VANQUISHED TROOPS 28
4.4.1 Line of Retreat 30
4.4.2 Beaten Troops Moving Through Reserve Lines 30
4.4.3 Renewed Attacks on Beaten Troops 30
4.5 BEATEN TROOPS FINDING COVER 30
4.6 ATTACK & DEFENCE OF VILLAGES, DEFILES, HEIGHTS & FORTIFIED POSITIONS 30
4.7 DESTRUCTION OR BURNING OF STRUCTURES 31
4.7.1 Buildings & Villages. 31
4.7.2 Destruction of Bridges, Barricades, &c. 31
4.8 NIGHT ATTACKS 31
SECTION FIVE - OPPOSED ACTIONS 32
5.1 INFANTRY IN THE FIRE-FIGHT 32
5.2 ARTILLERY SEEKING TO DEPLOY UNDER FIRE 32
5.3 INFANTRY UNDER CANISTER FIRE 33
5.4 DEBOUCHING FROM A DEFILE 33
5.5 CAVALRY IN THE FACE OF INFANTRY FIRE 34
APPENDIX ONE - THE ATTACK AT BRIZ 35
Unlike any other systems that had attempted to mimic warfare the von Reisswitz Kriegsspiel was more of a
simulation than a game. Its purpose was to train and enlighten rather than to simply entertain.
Nevertheless Kriegsspiel was an enjoyable pastime, and developed an enthusiastic following in both
military and civilian circles for precisely the reason that in the enjoyment of the game was also the
opportunity to glimpse the realities of military command.
Kriegsspiel was peerless in its ability to present the player with all of the aspects of war that von
Clausewitz was writing of – especially the friction and uncertainty, the importance of planning and also
the importance of recognising that plans often needed to be adapted to face unexpected circumstances;
all were there. It is, therefore, not surprising that the Prussian Chief of the General Staff, Baron von
Muffling, described the game as “training for war”. What is more reassuring about that recommendation
is that the Baron was no political appointee; he had been Blucher’s liaison officer with Wellington at
Waterloo, a man who knew much of war.
Throughout the nineteenth century Kriegsspiel continued to be valued by the Prussian, and then German,
military establishment and its use spread abroad. However whilst some aspects of warfare remain
constant others, and in particular technology, change and evolve and tactics must move to keep pace.
The set of rules that we present here are a reaction to these changes, being published in their original
format in 1862 to take into account the advance in weaponry from the smooth-bore musket days of von
Reisswitz’s Napoleonic Wars to the more modern weapons of the mid-nineteenth century.
In 1841 the Prussians put themselves at the cutting edge of military technology, adopting the Dreyse
Zündnadelgewehr, the first universally adopted breach loading single shot rifle. By the 1860s they were in
the process of adopting rifled breach loading artillery. These advances in weaponry were to have a
significant impact on the campaigns of the 1860’s, with the wars against Danes and then the Austrians
seeing stunning victories for the Prussians under the leadership of von Moltke.
The men who led the Prussians to victory in 1864, 1866 and then against France in 1870-71 were officers
who would have been intimately acquainted with Kriegsspiel. Indeed many commentators saw this game
of war as being a major ingredient in those successes. The 1862 rules by Leutnant von Tschischwitz of the
2nd Upper Silesian Infantry Regiment (Nr. 23) would have been the set that these men used to train with in
the years immediately before those campaigns and, as such, offers us a unique window on their
understanding of combat.
Unlike the later versions of the rules, such as the Free Kriegsspiel of Verdy du Vernois, which suggested
that all judgements and combat results should be decided upon by the umpire, based upon his assessment
of the situation, von Tschischwitz’s rules fall firmly in the camp that used dice in conjunction with tables
in order to assess the results of firepower and the courage and skill of troops in action, allowing those
extremes of result that sometimes go against the anticipations of the participants but which, nonetheless,
still occur. Chance in war, as in life generally, plays its part.
Contained in the von Tschischwitz rules are all that is needed to play Kriegsspiel. The reader would be
advantaged were he, like the author and his counterparts, familiar with the original von Reisswitz rules,
however that is not strictly necessary. It is notable that this version of the rules is a slimmer volume than
the original von Reisswitz offering. It seems that some of the more detailed technical aspects of the
rules, such as the work of pioneers, have been sacrificed in the interest of brevity and clarity.
We can, of course, assume that the areas covered in the 1824 rules and omitted in 1862 had not been
dropped from use, quite the opposite. They were the accepted norm and, requiring no amendment, were
The text used throughout the rules section is based entirely on Bill Leeson’s translation of the 1862 von
Tschischwitz rules but it has been heavily amended to present the rules in a more readable and, more to
the point, useable format. The sections on the troops blocks has been added, based upon the 1824
version of the rules but with new block illustrations where these had changed over the years.
We know from period texts is that the Prussian battalion structure was identical in 1862 to what it was in
1824, and the way that it operated in battle was little changed, excepting the fact that the company
column was now the normal formation of manoeuvre in the face of the enemy. Apart from the
illustrations of the blocks Tschischwitz tells us little about formations, however that is information that I
have been able to add from studying other period works. This, along with the account of the action at
Briz in 1866 is entirely my work, added as I felt it presented the player of Kriegsspiel with options that
better reflected the tactics used in the campaigns of 1862, 1866 and 1870-71. If there are errors here
then they are solely mine and no blame can lie with Bill.
It is worth stating that the 1862 Kriegsspiel rules were used as a training aid for Prussian Army officers, as
such both red and blue forces represent Prussian forces and are organised and equipped accordingly.
Some players may wish to sue these rules as the basis for games where the Prussians are pitted against
their historical enemies, especially as the Koniggratz Map is now available and the Metz Map will be
released later this year. If this is to be done then the reader will need to undertake research into not only
the armament of the Austrians and French, but also the formations that they used in battle. In the case
of the French these were not too dissimilar to the Prussian extended firing line, however the Austrian
formations were entirely different and will undoubtedly require some specific blocks to be made up to
represent these.
My thanks must go to Bill Leeson for allowing me to publish his translation of the von Tschischwitz rules,
and to Martin James for his invaluable assistance in preparing these for publication. Mention there must
also be of von Reisswitz, without whom this magnificent system would not exist. After the sad
circumstances of his demise it is perhaps some consolation to think that over 180 years later his work lives
on.
Richard Clarke
2008
The game centres around the figure of the umpire who is key in the preparation and prosecution of the
game. It is the umpire who works out a scenario using the maps that are available and then delivering this
in the form of a briefing to the players. The first part of this briefing gives information that is known to
both sides at the beginning of the game, known historically as “the General Idea”. The second part
contains information that is confidential to the Commanding Officer of either side, known as “the Special
Report”, which will furnish the players with details of the strength of their forces, their locations, any
knowledge that they might have about the enemy, the time of day at which the game is supposed to
begin, and any special instructions they may have received from their superiors.
Once thus briefed the players have to come up with a plan of action, after which they pass their initial
orders in writing to the umpire, including any orders for him to pass on to the troop leaders, separate
reports, the troops they have been assigned and their role as advance guard, main body, reserve, flank
guard, cavalry, etc.
The full title of von Tschischwitz’s game is “Detachment Kriegsspiel”, which suggests forces of anything from
a couple of thousand men to a full Division per side. Much of the emphasis is on not just the main thrust
of planning but also the detailed work of allocating patrols and piquets to act as the eyes and ears of a
force.
Once provided with the players’ orders the umpire’s work on the map begins. It may well be that the
game is played with one map that is controlled by the umpire. Alternatively the players may have their
own map showing the forces that the commanders can see and nothing more.
Either way the umpire is responsible for working out what movements are taking place for both sides,
assessing where at a given time the patrols and heads of columns etc will be and when will be a suitable
time and place for the game proper to start. The troops that will be in sight of each other at this point
will be set out on the map; in flat open terrain by day all troops within 3000 paces of each other will be
set out. With less open country, or poorer weather, the umpire will decide what can and cannot be seen.
As soon as the actual game begins all further communication between the players – questions, answers,
orders, reports – will be made via the umpire unless they are both on the same spot on the map. The
communications are written and passed to the umpire, who works out how long it would take the message
to reach its recipient and marks the arrival time on it so that it will be received at the right time.
Similarly any new orders any player wishes to implement have to be given to the umpire or his assistants
who will actually move the troop blocks on the map.
To make the game more natural the commanders and troop leaders are only told of troop positions and
movements which they can actually see from their position or which they may have heard of from patrols,
observers etc, or from messages they have received from the others on their team. To make this possible
each player needs a smaller copy of the map which he can refer to discretely so that his actions and
intentions are not readily known to other players.
Throughout the game the time is recorded, being advanced as the game progresses. The umpire keeps a
note of the time of arrival of messages, the moment when troops are beaten and whether such troops will
be considered ready to resume the defensive or offensive again and ensures that this information reaches
the relevant commanders at the correct time. It should be stressed that a commander should only be in
possession of such facts in the game that he would have in real life.
The game is nominally broken down into two minute turns, movement rates are expressed as the distance
that can be covered in that time, firing and close combat tables also look at the damage and results that
Each troop leader considers what he wants to do and gives orders for the troops accordingly. After that
he needs not concern himself, he can rest assured that if anything happens to interfere with that plan he
will be informed by the umpire, and that his troops will be moved, as far as possible, as in reality.
For example, if the action is said to begin at 8.30, and there is no contact of any kind between the sides
until 9.30 game time, the umpire’s first communication with both players will be to pass back a message
with information such as “It is 9.30. Your column is approaching the village of Kroppen. You can see an
enemy cavalry column approaching about half a mile to the NW.”
In fact should the other commander be less advantageously placed, maybe back with his infantry rather
than with the cavalry that have been spotted, he will not immediately know of the sighting, only being
made aware of it once a messenger finds him with that information. What his cavalry column does in the
meantime will depend a lot on any instructions they were given before they set off on their march.
Once contact occurs between opposing forces it is the responsibility of the umpire to use the rules to work
out the result of that combat, be it with ranged weapons or in the assault and apply the results on the
map. All firing and attacks must be ordered through the umpire who decides which dice to use, what the
result is, and keeps a track of what losses are suffered. If one of the sides has to lose a company,
squadron or two guns, the umpire will decide which ones must go.
The umpire, or team of umpires in a larger game, has a set of tables giving marching rates for cavalry,
infantry, and artillery, which would be common knowledge to officers of the period. As such it is
recommended that these are also supplied to the players.
The umpire’s decision is final and during the game there should be no discussion or argument about it
whatsoever.
If combatants are so far apart that it will take some time before there will be any action the umpire can
take the game on a number of moves to a suitable place where fresh orders or decisions have to be made.
This is recommended also for drawn out conflicts around a position that take place but that will have little
influence on the game as a whole. In such cases, for instance, the umpire might decide that after a
certain length of time a dice throw will settle whether the attackers of a village succeed or fail.
The original rules included a sheet designed to make the recording of game time and losses incurred by
both sides easier to record. The first column gave 30 spaces to record 30 two-minute moves. The second
column allows for the recording of up to 48 hours. The rest of the table is for losses in points. The idea is
that a record is made by sticking pins in the sheet that is fixed to a board. As in Reisswitz’s original text
the loss of a number of points means the loss of a certain unit, as follows:
These losses result in the removal of a troop block except for the artillery where two guns have to be lost
before an artillery piece has to be given up, the smallest artillery piece being two guns.
[Ed. The original system outlined above saw overall casualties tracked and then relied on the umpire to
remove complete blocks where he felt it was most equitable. Personally I am more inclined to track
losses of each unit, even if that is done in an abbreviated format]
In the nineteenth century these maps would have been attached to the table with tacks; today we have
far less damaging options available to us, however the principle of using multiple map sheets to represent
the area over which operations may take place is constant.
It is fortunate for the modern gamer that this scale was selected as it conveniently allows us to take 1cm
on the map as being 100 paces in distance.
Troops
Troops are represented by metal blocks of different sizes representing the units of various branches of
service. The troops for one side are coloured red, those of the other side blue. They are represented as
being at war strength, and in frontage they are to the same scale as the map sections. They are wider in
depth than was the case historically to allow them to be handled more easily. The 1862 blocks were
simplified from the 1824 versions and the dimensions changed. Largely these were now 100 paces square
for the larger blocks, with a handful of smaller ones for sub-battalion sized units. The colour scheme
suggested here are based more on the 1824 examples as only black and white illustrations of the 1862
blocks survive.
A close ordered infantry block is 100 paces deep and 100 paces long. It represents
two companies in company column side by side, a total of 500 men, in other words DA
half a battalion. Two such blocks together make up a battalion of 1000 men in
manoeuvre formation. A half battalion block may be preceded by up to two groups
of skirmishers, as below, whilst retaining its integrity as a body. A battalion may
I
deploy four skirmish groups.
The thin blocks represent skirmishers, each one being a Zug (roughly a platoon) 100 paces
long. Each block represents one third of one company.
The skirmish blocks are only put on the map when skirmishers are ordered out. When they are ordered in
again they are removed from the map. A battalion can use four skirmish blocks without
affecting its frontage. If a player wants to use more men in the skirmish line – for the
defence of a village or wood for example – then the battalion will need to be broken down
by company, using the company column blocks. These are represented by blocks 75 paces
square, two of which make up a half battalion.
Each company block may detach two skirmish Zuge (Zuge being the German plural of Zug) and still retain
the Company column block to represent the formed body of the company acting as a reserve. If the
player wishes to deploy three skirmish Zuge from a single Company then that represents the entire
company in the firing line and the company column block is removed.
The Arabic numerals on the infantry blocks denote the regiment and the Roman numerals the battalion.
Jager blocks only show the letter ‘J’. One should be careful not to let the half battalion blocks get mixed
up, but keep them together according to their battalion and Regimental numbers.
For artillery small cannon symbols denote the battery blocks, with small wagon symbols showing the
artillery wagon trains. All of these symbols are 100 paces square. These are deployed together to form
battery sized units on the map. A horse battery (below) has two gun blocks and one wagon block.
A four pounder battery (below left) has the same, as would a six pounder howitzer battery (below right).
4 4 6 6
4 6
12 12
12 12
The number of outpost blocks in 1862 was significantly reduced from the selection originally proposed by
von Reisswitz. This more was sensible, if only on the basis that some blocks were so small as to be
impractical for common usage.
An infantry patrol
A cavalry patrol
Left to right below are two gun sections from a horse, 4 pounder, 6 pounder and 12 pounder batteries.
These should be 100 paces deep with a frontage of 50 paces.
4
6l 6
6l 6l
12
DA DA
I I
DADA
I
I
Now it was firepower that would decide the battle rather than the weight of mass columns and tactics,
whilst unproven on the battlefield, had been developed to anticipate this new form or warfare. That said
they were not universally accepted. In the war of 1864 against the Danes the conflicting ideas of the
conservative elderly veterans, led by Baron von Wrangel, and the modernisers led by von Moltke were to
be played out, the former insisting on using outmoded mass tactics. The results, however, were clear,
and by 1866 and the war against Austria the more nimble open order tactics prevailed, with the reliance
on the company column for the advance and the skirmish line to do the fighting.
The Company Column was, by now, the prescribed formation for manoeuvring on the battlefield. It was
smaller, and therefore a worse target for enemy artillery, but more importantly it allowed for a flexible
means of deploying troops. By advancing on a broad frontage the individual companies could very quickly
deploy their troops forward into an extended firing line.
The following illustration shows the next phase of deployment on the battlefield. As can be seen the
battalion has now deployed just over two-thirds of its troops in an extended firing line in order to engage
the enemy with firepower. We have removed one company column block in the centre of the line as it
has deployed all three of its Zuge into the firing line.
This firing line is not a rigid formation, but rather attempts to manoeuvre to get the best position from
which to attack the enemy, ultimately seeking to achieve an enfilading fire from the flank. To the rear of
the firing line the company columns are still in tight formation, now much smaller formed bodies, that
could reinforce the firing line if required or act as formed supports if required. As we have seen in the
example above some companies (and even battalions) would deploy all of their men into the firing line,
leaving no reserves and simply relying on their firepower to overwhelm any enemy threat. Each Company
When the firing line is ordered out from the battalion the blocks may be placed 100, 200 or 300 paces
ahead of the line. This is actually no longer the skirmish line of von Reisswitz, but rather an extended line
that is denser and maximises the delivery of firepower, especially as the individual soldier may now lie
down and reload efficiently. To reflect this denser formation we allow the battalion that is deploying
more than eight Zuge into the firing line to place them as a second rank to denote a deeper formation.
Cavalry
Whilst infantry tactics in the face of the enemy had altered significantly the cavalry was still considered
to be an effective shock force, and continued to utilise tactics almost identical to those of their
Napoleonic predecessors.
Cavalry in Line, Three Ranks. The following figure shows eight squadrons of lancers in line. There would
actually be a small (25 pace) gap between the two regiments. Prussian cavalry squadrons of this period
fought in two lines with a weak supernumerary third rank to replace casualties.
K K K K J J J J
Column of Route in Twos. Four squadrons in twos will have a length of 1200 paces. Two hundred paces
left between the first, second and third, 400 paces between the third and fourth.
L
Column of Route in Threes. The column length now is 800 paces, so 100, 100 and 200 pace intervals are
left between the squadron blocks.
H
F
F
F
Close Column of Half Troops. One of the blocks has been placed on the top of the other three to shorten
the length of the column.
D
D
D
Close Column of Whole Troops. Two blocks placed on top of two others.
D
D
D
A Regiment in Two Divisions. Each of the divisions is show with one block placed on top of another.
There is an interval of 100 paces between the divisions.
F F
F F
A Regiment in Squadron Columns. This shows four squadrons in line, one behind the other.
E
E
E
E
Mounted Skirmishers. If one wants to represent the sending out of mounted skirmishers, five or six small
blocks may be used, placed in front of the cavalry line.
A Battery in Open Column. The figure below shows a 12lb battery with two wagon blocks in open
column. The guns may be in single file or in twos and fours abreast but with sufficient space between to
allow the guns to be wheeled into line.
12 12 12 12
A Close Column – Guns in Pairs. This column is 200 paces in length, with one block placed upon the
other.
126 6
A Close Column - Guns in Fours. This gives a shortened column again, with a depth of 100 paces.
126
6
6 6
6 6
6 6
The Positioning of the Wagons. At the start of the battle the munitions wagons would be behind the first
two lines of cavalry or infantry, some 1000 to 1500 paces from their own battery. In the course of the
action they would take up the most advantageous position according to the terrain.
Measuring Distance
It would seem that the Prussian, and then German, Army used maps of both 1:7500 and 1:8000 scale with
little or no differentiation in how the rules were applied. In both cases it was assumed that 100 paces on
the map was represented by one centimetre. With the original rules rulers were provided marked with
the relevant firing ranges, however any centimetre rules will be found ideal for both movement of troops
and checking firing ranges.
When a force is to be moved the umpire may do so using a ruler or by taking a set of dividers and setting it
for the march rate of the units concerned, then stepping off the distance covered in the move or moves.
If whole lines are to be moved one measures the distance for the two wings and then aligns the rest of the
troops. For the columns the head of the column’s move is measured and the units behind moved up
accordingly.
To reflect this the rules provide tables for deciding the outcome of firing, assaults, advancing whilst under
fire or the like. In using these tables the umpire will take into account a myriad of external factors that
may influence the result; he must consider the terrain, numerical strength, morale and physical condition
of the troops concerned. Once this is done it will provide the umpire with the odds of success or failure.
To see what the result is we then use an ordinary dice, referencing the result of the roll against the
relevant table which provides a range of possible results depending on the circumstances.
These tables need no description here, suffice to say that they appear in the relevant section of the rules
along with specific instructions for their use.
The umpire has the task of providing a natural and interesting scenario which will allow for either side to
gain its objective.
In the course of the game he has to see that both sides conduct their operations through orders and
according to the rules. He has to see that losses are properly taken into account, and that both sides only
receive information on enemy troops at the proper time. He also has to see that concealed marches are
made exactly according to the dispositions, with no more and no less troops arriving at their concealed
destination.
He has to make sure that the players on the same side who are represented on the map as being in
different places may not speak to each other except by the exchange of orders and messages through the
umpire, and he will make sure that any time taken to deliver those messages will be accounted for.
The game has to be kept going at a good pace and whenever possible he should take more than one move
at a time. Indeed he will only usually take one move at a time when fiercely contested fights are taking
place.
Apart from the general idea, which both sides receive together, both sides get a separate report detailing
the following:
1. The strength of their own forces. How many battalions, squadrons, batteries (with their calibre),
Jager companies, pioneer companies and any bridging equipment and pontoon trains.
2. An outline of any orders from the Corps, as well as their objective. This can be in the form of
operational orders of messages.
3. Such information on the enemy’s position and movements that the umpire thinks is appropriate.
This information should make clear what source the information has come from; patrols, spies of
varying degrees of reliability, local inhabitants or travellers who will have had little practice in
making effective reports, especially when it comes to estimating troop strengths.
The umpire can give all this information before the game, or he can leave some of it to one side to be
introduced while the game is in play. In the latter case he will need to decide what this information is
when designing the general idea.
The devising of a good scenario, or general idea, can give as much pleasure as actually taking part in a
game, and the umpire will have earned the friendly thanks he will receive at the end if he has succeeded
in conducting and interesting and lively game.
For even larger forces the numbers required will increase further, as will the number of umpires required.
One of the umpires would deal with movement whilst the other would look at casualties. The subordinate
commanders would assume the responsibilities of staff officers, artillery officers and so on.
Games involving larger numbers of players can only really work when everyone is fully acquainted with
the details of the game and the equipment and have some experience of how the system works.
We must note here that when a group of officers have decided to enter into an exercise designed by one
of their own members they must be able to trust his impartiality and knowledge of the rules. They must
be able to willingly comply with whatever directions he finds necessary to give, and that what otherwise
might become a painfully embarrassing business will be made easier with willing and friendly co-
operation.
However, even among educated people who have willingly entered into a serious exercise it must not be
assumed that the position of the umpire will never be misunderstood by one side or the other and so,
without going into great detail, it is enough to say that anyone who takes part in the game must observe
the following rules:
At the end of the game either side may give a critique, but during the game such discussion is forbidden.
If an experienced officer is present it will add to the interest and usefulness of the exercise if he
evaluates the course of the game and the general idea.
When the formation narrows to negotiate such an obstacle the tail must wait while the troops ahead move
through.
2.5 Ditches
The marking out of the ditches edges for crossing takes 2 moves. The creation of a walkway over ditches
of up to 12 feet wide takes 4 moves. The construction of floating and trestle bridges takes 15 moves for
each 50 paces if everything needed is to hand, otherwise 5 to 10 moves longer. For constructing pontoon
bridges 10 to 15 moves for each 50 paces.
Enemy gunfire will cause the building to take 4 to 6 moves longer, and if the fire is significant and cannot
be suppressed Die III decides whether the bridge can be built or not at the umpire’s discretion.
If, however, the terrain is completely open then the usual march rates may apply. This is also the case if
the patrols are falling back before an advancing enemy.
2.9 Messengers
When the distance travelled by a messenger is not more than 2000 paces, roughly one mile, it will be
covered at the gallop, i.e. 900 paces per two minute turn. Beyond this distance the pace will drop to 700
paces in the same time period.
Good effect can be considered to be fire against columns and massed troops in open terrain and clearly
viewed by the firer. Bad effect can be more scattered troops, broken ground or cover.
The losses given are for fire against targets of one battalion, two squadrons, half a battery or four
skirmish platoons strong. If more or less troops are concerned the results may be modified on a pro-rata
basis.
Infantry may not stand under enemy fire indefinitely. The umpire should consult the Opposed Actions
section to ascertain the morale effect of fire on a unit.
The umpire should ascertain the range at which the firing is taking place and how effective it is based
upon battlefield circumstances.
The type of battery is first selected followed by the type of round being used. It should be assumed by
the umpire that, unless otherwise instructed by the players, the most appropriate and effective
If troops are in two ranks they lose one quarter less the losses through artillery fire than those in three
ranks. Artillery firing into a unit’s flank is counted as having double effect.
Once the chances of success are ascertained then combat dice, here presented in tabular format are used.
The six rows of the table give the odds for the units concerned according to terrain, numbers, state and so
on. These are as follows:
Cross-reference the larger force using the horizontal line with the smaller on the vertical. If the table
gives an X or a blank result then the result is a foregone conclusion in favour of the larger side, the
smaller side being Totally Defeated.
Once we have ascertained the basic odds we need to look at other factors that may affect and adjust the
die used.
If, for example, both sides are equal in strength we start the process assuming that Die I will be used,
giving equal chance to both sides. By consulting the lists below we may discover that the Red side has to
add two Index Points due to circumstances being in his favour. In that case the dice finally used will be
Die III (Die I plus 2), with odds in favour of the Red side.
The adjustments considered are both general, applying to all circumstances, and specific to one type of
combat, applying only in those circumstances.
General Adjustments
¾ Fresh troops are those which have not been in action for 10 moves
¾ Lightly shaken* troops lose 1 Index Point for their first three moves in that state
¾ Badly shaken* troops lose 2 Index Points for three moves and then 1 Index Point for a
further 3 moves
¾ If victorious infantry or cavalry are attacked immediately after the combat (in the next
move) the infantry lose 1 Index Point, the cavalry lose 2 Index Points
¾ Surprised troops lose 2 Index Points if in a formed body, 4 if not in a formed body.
If the infantry have a second line not more than 300 paces in their rear, and at least half
the strength of the first line the first line will only be Repulsed in a defeat unless they
received the attack in line in which case they may be Totally Defeated. For cavalry the
second line must be between 400 and 800 paces behind the first.
*Whether the troops are slightly or badly shaken rests most on the amount of fire they have
been subjected to and is decided by the umpire. In addition repulsed or beaten troops are
badly shaken until they are capable of defence, and then slightly shaken until able to assume
the offensive again.
Cavalry must be considered slightly shaken when they have been trotting in column for 8
moves, and badly shaken when they have been in attack several times.
Now look at the specific type of combat and adjust according to the notes shown there.
Infantry Attacks
Infantry versus Infantry.
¾ Infantry in line add 1 Index Point if facing infantry in column, the line will, however, always be
Totally Defeated if beaten, even if they have a second line
¾ Infantry attacking infantry in open terrain lose 4 Index Points if their attack is not supported by a
flank attack, If it is supported by a flank attack they lose only 1 Index Point
¾ If an attack fails the attackers cannot make another attempt for 10 moves. If following the failed
attack other troops follow up quickly with a fresh attack the second attack gets 1 Initiative Dice
better than the first. The third attack gets 2, the fourth attack gets 3, and subsequent attacks get
according to numerical proportion.
For front and flank attacks against unsupported artillery by skirmishers, if the skirmishers get to within
400 paces of the guns, the guns are lost. Similarly so for supported artillery if the supporting unit is
attacked by other units.
In the case of the guns being retrieved by a prompt counter-attack the following rules will apply.
¾ If the infantry were amongst the artillery for 1 move the artillery can only recommence activity,
firing or retiring, after 8 moves
¾ For each minute longer 6 moves more are required for the artillery to recover, and for longer than
4 moves the artillery are put out of action. The loss to the artillery in each of the first 4 moves is
20 points.
CAVALRY ATTACKS
Cavalry versus Infantry.
¾ Intact infantry attacked by cavalry always add four Index Points
¾ Slightly shaken infantry attacked by cavalry add 2 Index Points
¾ Badly shaken infantry attacked by cavalry lose 2 Index Points
¾ Infantry who have already successfully beaten of an attack that are attacked again on the next
move lose 1 Index Point (i.e. they get 1 Die worse than in the first attack)
¾ If cavalry attacks moving infantry from a distance of 400 paces or less they add 2 Index Points
Successful and beaten cavalry will lose 20 points per squadron from infantry fire. If the attack does not
succeed the cavalry are only Repulsed, however if they are pursued by enemy cavalry of at least half their
strength for one move they become Defeated, and if pursued for two moves Totally Defeated.
If the attack succeeds, the infantry are always Totally Defeated and lose a quarter of their strength for
every move in which the cavalry are amongst them. The cavalry will lose a quarter of the losses they
suffered in the initial attack for each turn they maintain contact with the infantry.
If the cavalry are beaten off through other infantry they are Defeated and if beaten off by other cavalry
they will be Totally Defeated.
If infantry can reach some terrain cover in 1 move (400 paces) they can defend the attack, but if the
cavalry were closer than 600 paces when they started to run the infantry are Totally Defeated and the
victorious cavalry lose 20 points per squadron.
If the attack is accepted each side must advance 300 paces towards the enemy before any before any
further decisions are taken.
¾ Cavalry which come across ditches within 400 paces of the enemy lose an Index Point.
¾ Cavalry attacking uphill on a 10° slope add an Index Point.
¾ Slopes of 15° or more make an attack impossible
¾ One Squadron in the flank equals two in the front. If cavalry attack cavalry in the flank the
attacked side are always Defeated
The victors lose half the losses if the vanquished are Repulsed or Defeated.
If the vanquished are Totally Defeated the victors lose one third of their losses in the attack.
¾ Cavalry which makes a frontal attack against artillery in action receives loses 4 Index Points
Guns in the open attacked by cavalry in the flank are always taken. If the artillery have cover the
flank attack succeeds if the cover is also attacked. Artillery in motion when attacked by cavalry are
always lost.
If the cavalry are immediately thrown out of the battery the battery loses 12 points and can fire again
or limber up after 4 moves.
If the cavalry were amongst the artillery for 1 move the artillery can only recommence activity, firing
or retiring, after 8 moves
For each minute longer 6 moves more are required for the artillery to recover, and for longer than 4
moves the artillery are put out of action. The loss to the artillery in each of the first 4 moves is 20
points.
Die No. 1 2 3 4 5 6
12 12 18 18 30 30
I R R D D T T
2 2 4 4 8 8
12 12 18 18 30
II R R D D T
2 2 4 4 8
12 12 18 18 20 30
III R R D R D T
2 2 4 4 6 8
12 12 18 30
IV R R D T
2 2 4 8
12 12 18 20 20
V R R D D T
2 2 4 6 8
12 18 20 30 15 25
VI R D D T D T
2 4 6 8 5 7
In the body of the table one can see for each row letters R, D and T, and above and below them are
numbers. The background colour indicates which side has lost the combat, whilst the letter signifies what
the level of defeat; R denotes repulsed, D is defeated whilst T is totally defeated.
The numbers given are points losses from hand to hand fighting suffered by the loser. Those above being
for infantry per battalion, those below cavalry per squadron. The victors lose half the losses if the
vanquished are Repulsed or Defeated. If the vanquished are Totally Defeated the victors lose one third of
their losses in the attack.
Example
A Red infantry battalion assaults a Blue Battalion of similar strength, both in extended order,
suggesting Die I for even odds. The attack is, however across open ground and Red has no
support from artillery or friendly infantry on Blue’s flank, so the attacker loses 4 Index Points,
resulting in Die V being thrown (1 + 4 = 5).
A 3 is rolled resulting in Defeat for the attacker with him losing 18 points of strength.
One battalion is considered the equal of two squadrons so the numerical proportion is 2:1,
indicating Die IV on the Table for Unequal Combats with the advantage being to the cavalry.
We do, however, need to take into account other circumstances, as follows:
The net result, therefore being that the cavalry lose two Index Points (4-2 = 2), taking the Die
IV in their favour to a Die 2 in their favour.
As the odds are in favour of the cavalry we consult the Combat table, using the row for Die II,
any black result representing defeat for the infantry, any white result a reversal for the
cavalry.
A 5 is thrown, which is black, so the infantry are beaten. D would normally mean that they are
Defeated but according to the notes on Cavalry versus Infantry , infantry will always be Totally
Defeated if they lose to cavalry.
As a result the infantry lose 20 points from their strength. The cavalry will also lose 20 points
through infantry fire, as indicated in the Cavalry versus infantry notes.
Example
Three slightly shaken Blue squadrons are attacked by two intact Red squadrons who also have
the advantage of terrain.
Odds of 3:2 on the Table of Unequal Forces give a result of Die III in favour of Blue. Blue is,
however, lightly shaken and loses 1 Index Point (see the General Adjustments section) for
that. Red has a terrain advantage and the umpire gives him 1 Index Point for that; so 2 Index
points in favour of Red overall.
This results in Die I being selected (3 - 2 = 1). As the odds are even the umpire decides that
the black result will represent Red, a white result Blue.
A 3 is thrown. In Die I this is White, so the three squadrons are beaten, and as it is also marked
D they are defeated and lose 4 points per squadron.
Repulsed Troops
When the die gives the initial ‘R’ the beaten troops are ‘Repulsed’. They have turned back from the
attack, but they remain in good order as they retire, without significant losses. They need two moves to
reorganise before they can defend themselves against any attack, and four moves before they may assume
the offensive. One of the troop blocks is turned over to signify this status.
If the Repulsed troops are attacked by the enemy while they are still reorganising, they are deemed
unable to offer an effective defence. To reflect this the enemy’s strength is considered to be doubled
when resolving the combat.
If repulsed troops can reach a terrain obstacle in the first move after their defeat they can defend
themselves against an attack immediately but start with Die VI to their disadvantage before any other
factors are considered. If the enemy attack fails the aggressor is only Repulsed, but of they win the
defenders are Totally Defeated.
If the Defeated troops are attacked by the enemy while they are deemed unable to offer a defence the
enemy’s strength is considered to be multiplied by four.
If the Totally Defeated troops are attacked by the enemy while they are deemed unable to offer a
defence the enemy’s strength is considered to be multiplied by six.
Vanquished Cavalry
Defeated cavalry must retire straight to the rear for 800 paces on the first move after combat. After the
first move a flank squadron can deviate by 30° from a straight line. If pursued for two moves they become
Totally Defeated.
Repulsed cavalry must also retire straight back but more calmly. If they are pursued they become
Defeated after one move and Totally Defeated after three moves. For four moves the pursued outpace
their pursuers by 100 paces per turn.
If beaten cavalry reach a terrain obstacle (including a rise in ground of 20°) in the first move of pursuit
they lose one third of their strength for each turn they are unable to pass it, and after three moves are
removed from the game. If they reach an obstacle in the second move of pursuit they only lose double
the loss that they suffered in the attack.
For each move of the pursuit the pursued lose as much as they lost in the attack and the pursuers lose one
third of that amount. If the enemy come against a terrain obstacle the victors only lose quarter of the
loss of the losers.
If a second line is present the cavalry are only Repulsed whatever the dice result says, and can reform
behind the second line.
Single squadrons may be able to retreat over bridges etc., but they lose double the losses suffered in the
attack.
PRISONERS
The surrender of troops is assumed to take place when a unit is smaller than one third of the surrounding
enemy and all retreat is cut off within 800 paces.
If the surrounded troops are outnumbered by less than three to one then they fight with Die III to their
disadvantage. If red falls they surrender, otherwise they have to be attacked as normal.
In defiles, thick woods etc. the capture can be made by troops of equal strength.
The captured troops must be escorted by a guard of at least 1/10th its size. If this column is attacked by
enemy troops at least half as strong as the escort the prisoners are said to be set free. This and other
circumstances are at the umpire’s discretion.
Infantry Shelter
For infantry a suitable refuge point might be a thicket or coppice, woods, trench, small stream which
must be waded, or hill tops which have been occupied by artillery.
Cavalry Shelter
For cavalry this may be small ditches and streams, a coppice or thicket which is occupied by skirmishers or
hilltops occupied by artillery
If the fleeing troops manage to reach a refuge the enemy must attack them again to force them out, but it
will take place with one Index Point more advantage to the attacker than the previous attack unless
circumstances have changed through reinforcements &c.
4.6 Attack & Defence of Villages, defiles, Heights & Fortified Positions
To effectively defend the outskirts of villages, woods, etc one skirmish company per 200 paces is
sufficient. For stronger defence one needs a battalion for every 400 paces. When the defender has such
number in place they will have a significant advantage over an attacker.
If the attack is launched without, or with insufficient, preparatory fire then the attackers will lose 4 Index
Points.
To attack such a position effectively one may do so in extended order or in a denser column. If attacking
in extended order and the skirmishers precede their attack with five moves of skirmishing fire then they
will lose only 2 Index Points when the attack goes in.
Every attack in column against defended Village or woods, defile, etc. should be preceded by five moves
of canister, shrapnel, or grenade fire, or ten moves of round shot, or five moves of skirmish fire. If this
occurs the attack will lose only 2 Index Points in the attack.
If the first attack fails but is followed up quickly with another attack by fresh troops then this attack (and
each subsequent one if the fight is even more protracted) will gain 1 Index Point. Troops Repulsed in the
attack need 10 moves to recover before undertaking further attacks.
For villages with good natural defences or walls that have not been specifically built for defence the
attackers get 3 Dice less. If the walls have been specially built for defence the place will only be taken
with artillery support, an infantry attack in extended order being considered ineffective.
If a breach is made but there is another defensive position inside the town or village then the defenders
may be able to rally and reform there, but they will need at least five moves to make their preparations.
Any troops involved in a hard-fought stronghold attack, be they defenders or attackers, need at least five
moves to regroup after the fighting has ended.
If supporting troops attack each other after the outskirts have been carried, the Die chosen to find a
result will be directly according to numerical proportion with no terrain advantage being considered.
For attacks on defiles the numerical proportion only comes into consideration if one side is at least twice
as strong as the other. The attacker gets Dice II to his disadvantage. If he is even stronger he gets Die I.
As far as preparation is concerned the rules outlined above apply.
For attacks on heights with a 5° slope or more, the attacker loses one Index Point for each 5°.
If White falls they are set alight. If Black falls Die V is thrown on move 5. If Black falls again Die IV is used
on move 6 etc. Until move 9 when Die I is used for this and subsequent moves.
If a fire is started Die I decides after another 5 moves whether the fire has spread. If black falls the fire
has either not spread or been extinguished, and the procedure must begin again.
If more than 2 guns are involved the dice for 4 howitzers will be Die V, For 6 howitzers Die IV.
After a further 2 moves use Die V. When it gets down to Die I (after move 14/17), Die I continues to be
used after every 2 moves. If White falls the bridge is destroyed.
For destruction of barricades or small obstacles, fire with good effect is diced for using Die III after four
moves. With bad effect this is done after 7 moves, also with Die III. After that Die II will be used in the
following turn, etc. White signifies success for the artillery.
Due to the uncertainties of night combat, and the difficulties of command and control, all troops defeated
at night will be considered Totally Defeated.
Fire-fight Duration
Range Duration
Up to 300 paces After one turn of fire
300 to 400 paces After two turns of fire
400 to 500 paces After three turns of fire
500 to 600 paces After four turns of fire
600 to 700 paces After five turns of fire
700 to 800 paces After ten turns of fire
The dice chosen will be according to numerical proportion and the defeated side is only repulsed.
If artillery come under fire from skirmishers or artillery under cover the distances and the dice given
above will be used to decide after 2 moves whether the artillery can come into action.
If the artillery succeed in coming into action it must be decided, considering numerical proportions,
terrain, etc. which battery must retire after a certain time. For smooth bore artillery:
Artillery forced to retire in the circumstances outlined above is counted as Repulsed and can be active
again after 5 moves. If the artillery commander does not wish to retire they can continue to fire for
another 2 moves but at 2 dice less.
It cannot be assumed that the troops will remain still for long under effective canister fire or low
elevation range fire without either going forwards or back. There can be very few exceptions to this.
If, therefore, a half battery is firing against 1 battalion or two squadrons in canister range, under
conditions which will give good effect, and without itself coming under canister fire from an enemy
battery, Die II is rolled after each move to the advantage of the battery to decide whether they troops can
remain in position or retire.
If the dice decides against them the troops must retire without any other penalty apart from the losses
from artillery fire. If the dice falls in their favour they may remain where they are but will test on all
subsequent turns.
At ranges greater than that it may still be problematic. The following tables give the chances of success.
If close ordered troops are stationed behind the bridge the cavalry cannot pass through.
If cavalry wish to remain in position in the presence of skirmishers at a distance of 400 paces Dice VI
decides to the cavalry’s disadvantage. At 300 paces it is considered impossible for cavalry to remain in
position.
For cavalry riding by at these distances Dice V decides. If it falls against the cavalry then they must cease
their deployment and retire directly away from the fire.
Battalion in Line
8 7 6 5 4 3 2 1
Zug IV Zug I
This would create four more Zuge which, to distinguish them from those of the main body were given
Roman numeral designations, I, II, III and IV. In this manner the battalion was broken down into twelve
Zuge of equal strength.
Keeping the three battalions to the rear allows the Brigade commander the flexibility of deploying them
quickly in any direction as opportunity or threat demands.
What is interesting is how this force deploys once it encounters the enemy. What we see above is only
different to a Napoleonic deployment in that the skirmishers deployed are twice as many in number as
would have been normal when undertaking such a manoeuvre in 1824.
In the case of the 28th Brigade their first real encounter with the enemy was the Saxon 1st Infantry
Brigade. These troops had strengthened the Briz wood to the south of the farm at Bor with abates along
its edges. Behind this they were deployed to defend the position, thereby protecting the Austro-Saxon
left flank from collapse.
Using a section of the Koniggratz map we can see, on the next page, exactly how the Prussians deployed
to engage the enemy in that particular instance. It is noteworthy as with the Saxons in a defensive
position, and therefore a fixed entity, it allows the Prussians to dictate the nature of the battle, deploying
exactly as they see fit according to their tactical doctrines. It also shows us how easily, and accurately,
this can be represented using a mix of battalion, half battalion and company sized blocks along with the
skirmish blocks as suggested by von Tschischwitz.
This last body is intermingled with two skirmish Zug from the 2nd Battalion, 17th Regiment, the main body
of which is standing in square. The Fusilier Battalion of the 57th is in column with all its four Skirmish
Zuge deployed forward.
As we can see we have a very variable picture. Some battalions are deploying just their skirmish Zuge into
the firing line, whereas the body that led the Brigade’s advance and therefore made the initial contact
has got seven of its nine zuge (three companies only) forward.
Hauptmann Theodore May who also fought at Koniggratz and was killed in action during the Franco-
Prussian War was quite specific in his 1869 retrospective appraisal of Prussian tactics. He wrote of
Prussian formations deploying with a “most extraordinary extension of front with a very small degree of
depth. The whole force appears extended in long thin lines, or separated into individual bodies fighting
independently; above all, appears an inclination to surround the enemy by means of long extensions of the
wings; and in this the preservation of the original “ordre de bataille” is quite out of the question”.