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The document discusses the 1862 Kriegsspiel rules which simulated Prussian military tactics and took into account advances in weaponry from the 1840s-1860s. Kriegsspiel was used to train Prussian officers and spread to other armies.

When encountering enemy forces, the Prussians would deploy some battalions with only skirmishers forward while keeping other battalions in dense columns to the rear for flexibility. They sought to surround the enemy with extended skirmish lines while maintaining cohesion of the original battle formation.

The Prussian doctrine was to allow battalion commanders to deploy as many skirmish units ('Zuge') as they felt was appropriate for the tactical situation. During advances when only lightly opposed, they may deploy only one or two Zuge while keeping the battalion in a dense column formation.

KRIEGSSPIEL 1862

PAGE
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

Kriegsspiel 1862 -2- www.toofatlardies.co.uk


Foreword
The term Kriegsspiel, literally translated from the German as War Game, was widely used in the
nineteenth and early twentieth century to describe the representation of manoeuvres on a large scale
map, where troops were represented by moveable pieces. The 1824 rules produced by Leutnant von
Reisswitz of the Prussian Guard Artillery were adopted by the Prussian, and later other, armies as a means
of familiarising their officers with their duties, and those of their superiors, on the battlefield.

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

Kriegsspiel 1862 -3- www.toofatlardies.co.uk


still in common usage. Naturally we recommend that the reader acquires the von Reisswitz 1824 rules
should he wish to access this additional information.

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

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The Game
To play Kriegsspiel one requires and umpire, players, a suitably scaled map, playing pieces, a metric ruler
and dice. For small games a minimum of three players is required. One of them will be the umpire and
the other two will command either side. In larger games the Commanders usually do not lead any troops,
being solely responsible for commanding the force. In such a game it is recommended that the umpire has
assistants and the Commanders have troop leaders under their command.

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

Kriegsspiel 1862 -5- www.toofatlardies.co.uk


can be achieved in that period. However the information that the players receive will very much be
dictated by the events on the battlefield that oblige them to make decisions rather than by the passing of
a set amount of time.

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:

60 points for Tirailleurs = 1 company


48 points close ranked infantry = 1 company
60 points for cavalry = 1 squadron
25 points against artillery = 1 gun

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]

Kriegsspiel 1862 -6- www.toofatlardies.co.uk


The Equipment
Maps
The Maps used with these rules are drawn to a scale of 1:7500 or 1:8000 and terrain is shown in the
Müffling style, a commonly used method prior to the use of contours, with lines radiating from high-
points. The Meckel Map, covering a fictitious landscape, was much used in the period, however
increasingly maps of real terrain were produced, such as the Koniggratz or Metz maps.

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.

The Troop Symbols


The two opposing armies are distinguished by colour, one side being red and the other blue. The close-
ordered half battalions of infantry, Pioneers and Jägers are longer than the blocks for cavalry squadrons,
munitions columns and pontoon trains. The skirmish troops are represented by small oblong blocks, while
mounted skirmishers and individual troops are represented by small cubes, both types being shown in plain
colours.

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.

Kriegsspiel 1862 -7- www.toofatlardies.co.uk


The 1824 von Reisswitz rules included exchange pieces to represent units that had suffered casualties.
This system was not replicated in the 1862 rules, with the introduction of the smaller company pieces and
the move away from the battalion fighting in a solid line making such additional block unnecessary.

The Jäger blocks are essentially the same,

] however their sides are coloured green to


denote these specifically trained light
infantry. This is true for both the half
battalion, the company and the skirmish Zug
blocks.

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.

Four different types of cavalry are


FA HA KA represented. From left to right they are
Cuirassiers, Hussars, Dragoons and Uhlans.
The numbers on the blocks represent the
regiment to which the squadrons belong. All
the cavalry blocks are 100 paces square

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

Kriegsspiel 1862 -8- www.toofatlardies.co.uk


The exception to this arrangement is the twelve pounder battery which has two gun blocks and two wagon
blocks (see below).

12 12

12 12

Pioneers & Pontoons


A battalion of Pioneers and eight pontoon wagons are represented thus.

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

Single man and two man posts

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

Kriegsspiel 1862 -9- www.toofatlardies.co.uk


Using the Troop Blocks
The following illustrations are designed to show how the troop blocks may be used to represent various
formations on the battlefield. Appendix One shows in more detail how these formations operated in
reality.

Infantry Manoeuvre Formations


Infantry in Open Column. A battalion is shown by two half-battalion blocks side by side. The intervals
between the half-battalions will be 25 paces at most. This formation will be employed when the march is
across ground sufficiently firm to allow the battalion to advance on a wide frontage.

DA DA
I I

Battalion Advancing In Company Columns


When the terrain restricts movement to a frontage of one Zug the following formation may be used.

Battalion Attack Column


Seldom use for a head on attack, the Prussian column was most likely to be found in support of other
battalions using firepower formations.

DADA
I
I

Infantry Brigade Mass


In German this was termed the Rendezvous-Stellung
(Meeting Position), a clear indication that it was simply
used to collect together the Brigade before utilising DADA DADA DADA
different formations to advances towards the enemy.
I II III
I I I

DAEA DAEA DAEA


I II III
I I I

Kriegsspiel 1862 - 10 - www.toofatlardies.co.uk


Infantry Firepower Formations
By the 1860s the Prussians had been using the breech loading rifle for twenty years and whilst their
opponents had not adopted similar technology the modern rifled muzzle loading weapons that had
developed from the original Minie concept were far too accurate to consider advancing into contact in the
columns of the Napoleonic times that had still been in use then the original von Reisswitz Kriegsspiel was
published in 1824.

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

Kriegsspiel 1862 - 11 - www.toofatlardies.co.uk


column is may deploy two skirmish Zuge and still keep a residue in column to the rear. They may deploy a
third Zug but this represents the entire Company in the skirmish line with no supports, so the company
column block should be removed.

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.

Brigade sized attacks tended to be undertaken in line,


with the component battalions (and companies)
encouraged to seek out weaknesses in the enemy’s
defences and exploit them by manoeuvre and then
firepower. The following diagram illustrated this, with
the firing line not conforming to any regular pattern, but
rather seeking out flanks where possible and
overpowering the enemy through rapid fire.

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

400 Paces 200 Paces 200 Paces

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

200 Paces 100 100

Kriegsspiel 1862 - 12 - www.toofatlardies.co.uk


Cavalry in Open Column. Four cavalry blocks, one behind the other, giving a column of 400 paces.
Reisswitz states that whether they are deployed in sixes, half troops, whole troops or squadrons they will
have intervals which allow them to wheel into line to the left or right. The column length is, therefore,
much the same as the frontage.

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.

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Artillery
A Battery with Intervals of 24 Paces or Smaller. The illustration below left represents a battery,
unlimbered with guns pointing forward. The space between the guns is 18 to 24 paces, the frontage being
200 paces. If the interval between the guns is reduced to 7 to 10 paces then the frontage is reduced to
100 paces, and is represented as below right.

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

Kriegsspiel 1862 - 14 - www.toofatlardies.co.uk


Two Batteries in Close Column of Eights. These batteries are moving forward as whole batteries in line
abreast.

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.

Dice, Tables and Results


As we have already seen, these rules allow for luck, both good and bad, to play its part in the game. The
effect of firing on a range is never constant, so on the field of battle, when faced with an enemy able to
fire back it is natural that we must assume that the range of possible results will be even less certain.

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.

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Game Rules
Section One - Preparation & Method

1.1. The Function of the Umpire


The role of the umpire has been described in general terms in the introduction. Here we seek to be more
specific to make that entirely clear.

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.

1.2. The General Idea or Scenario


The “General Idea”, or in more modern parlance the Scenario, has to provide the motive for the
manoeuvre without giving the players any more information than is necessary concerning the objective for
their operations.

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.

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1.3. The Number of Players
If the game is organised so that each side has six battalions, 8 squadrons and a battery, one player for
either side is enough. For larger forces one needs more players. For a game with 24 battalions on one
side at least three players would be needed to command that. Of these three one would be chosen to
have overall command and the others will be allotted suitable subordinate roles.

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.

1.4. The Relationship Between Player & Umpire


The umpire is the final authority during the game. His decisions are final and any discussion of them must
wait until the end of the game if the players and umpire are not in agreement.

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:

1. The decision of the umpire is final


2. Players must not communicate with each other except through the umpire if they are more
than 1000 paces from each other on the map
3. All orders, both the initial instructions and any subsequently issued thereafter, must be made
via the umpire.

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.

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Section Two - Movement and Actions of Troops
Rates of movement given below are a general guideline based on what was expected in battle on
relatively flat, dry ground in daylight over a two minute period. When the way is rough, steep, the
ground particularly wet, or at night the umpire can modify these rates as he sees fit.

Troop Type Action Maximum Distance in Paces


Infantry Marching 200 paces
Infantry Infantry in the Attack 250 paces
Skirmishers at the run 350 paces (only one move in five)
Infantry in Thick Woods 100 paces
March 200 paces
Foot In Battle 250 paces
Artillery Exceptional Movement 3 moves at 400 paces OR
2 moves at 600 paces
Walk 200 paces
Walk on battlefield 250 paces
Cavalry or Trot & Walk 400 paces
Horse Trot 600 paces
Artillery Gallop 800 paces (2 moves only)
Full Stretch 900 paces (disordered)
In Light Woods 200 paces
In Heavy Woods No movement
Commanders
& Gallop 800 paces
Messengers
Cavalry on long marches should be limited to 40 moves at trot and walk followed by 20 moves at the walk.
Infantry “Marching in the attack” may be considered to be troops in Company Columns advancing within
range of the enemy.

2.1 General Notes on Movement


Notes Relating to the Movement Table
• Marches undertaken by cavalry are considered to be performed at the trot and walk. These will
be different for heavy and light cavalry as noted.
• Attacks by cavalry in ranks are considered impracticable on slopes of more than 10º
• Exceptional circumstances for artillery is considered to be when they are deploying into
immediate action or retiring from it.
• Skirmishers will normally be expected to deploy out or return to the main formation at top speed,
whatever the circumstances this should not exceed one turn in three.
• Where no figure is given for movement it is taken to mean that no progress can be made while in
regular ranks or at that gait.

2.1.1 Marches, Open or Concealed


When troops are set in motion they may be making an open or concealed march. If it is open the troop
blocks will be set out on the map. If it is a concealed march they can be set out on a small board in the
correct order of march as they would be if they were on the map.

2.1.2 Contracting a Column


If orders are given for a column to close up or adopt a formation which will give a shorter column depth,
only the tail of the column will move the full amount. The head will either halt or only move a small
distance until the tail has caught up.

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Example
Six battalions of infantry are marching in open column taking up a distance of 1500 paces. They
are ordered to form into close Zug columns, conforming on the head of the column. When all
six battalions have closed up the length of the column will be 225 paces or slightly less. With
the head of the column halted it will take thirteen minutes for the whole column, moving at
250 paces per minute, to take up their new formation. If, instead of halting, the head of the
column merely reduces its march rate to 50 paces per minute then the time taken to achieve a
similar result would be 26 minutes.

2.2 Ground Conditions


If weather, road conditions or hardness and softness of the ground are going to have an influence on troop
movements the umpire should give an indication of conditions in his initial briefing of the players. This is
especially important information for artillery.

2.3 Width of Roads, Bridges &c.


Where widths of roads are not given on the map the umpire must decide for himself what their capacity is
and advise the players accordingly. The following guidelines should apply.
• Large main highways. The maximum troop formation would be a half Zug of infantry (18 man
width), cavalry in sixes and artillery guns in pairs.
• Smaller roads. The maximum here would be infantry in sections, cavalry in threes and artillery in
single file.
• Large Undamaged bridges should be considered as the main highway.
• Small or temporary bridges as smaller roads.
• Gateways are considered to be restricted as per smaller roads.
• Town roads and villages can vary greatly, the map should be used as the best guide to their
capacity. The same may be said for defiles and sunken roads and river fords
When troops are forced to change formation due to the terrain, such as gateways or bridges, some
adjustment will be necessary. When the column attempts to close up after such an obstacle the head
must wait for the tail to catch up.

When the formation narrows to negotiate such an obstacle the tail must wait while the troops ahead move
through.

2.4 Pontoon & Repaired Bridges


When crossing pontoon bridges, or any bridge which may have been hastily built or repaired, these are
treated as small roads and may only be crossed at the walk.

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.

2.6 Altering Formation


When close ordered troops are reforming or re-grouping by wheeling, marching and so on, the march rate
per two minute turn will be fixed as follows:
Infantry: 250 paces

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Foot Artillery : 300 paces
Horse Artillery: Trot or gallop
Cavalry: Trot or gallop

2.7 Skirmishers & Outriders Deploying


Skirmishers on foot do this at the run, when mounted they do so at the gallop, however not exceeding the
regularity with which this faster movement may be undertaken, namely one move in three.

2.8 Reconnaissance Patrols


Although small units may move faster than larger formations, the necessary reconnoitring will itself take
up time. As such, unless the terrain is completely open the march rate per two minute turn will be as
follows:
Infantry patrols – 200 paces
Cavalry patrols – 400 paces

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.

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Section Three - Rules for Firepower
Within the rules losses inflicted by firepower are always expressed as a points value. This can then be
converted to see what the actual physical losses are by consulting the table below. As can be seen denser
formations suffer greater losses than looser ones due to the differing points values.

Infantry Extended line - 1 point 4 men


Infantry close ranks - 1 point 5 men
Cavalry - 1 point 4 riders
Artillery - 25 points 1 gun

3.1 Ranged Fire


The following tables give results for infantry and artillery fire. There are two main columns for good
effect and poor effect and they each have six columns for the six possible dice throw results. Down the
left-hand side the columns are ruled of into sections for different weapons and distances.

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.

3.1.1 Infantry Fire


At this period the universal use of the Dreyse needle-gun is assumed for infantry. The fire table below
assumes that fire is being undertaken by a half battalion of infantry in line formation or four skirmish
blocks, i.e. a Company.

The umpire should ascertain the range at which the firing is taking place and how effective it is based
upon battlefield circumstances.

Table for Infantry Fire


Good Effect Bad Effect
Distance 1 2 3 4 5 6 1 2 3 4 5 6
At 100 paces 30 40 50 40 50 24 20 25 30 35 30 15
200 28 38 48 38 48 23 19 23 28 33 28 14
300 23 33 46 36 46 20 18 22 27 32 27 13
400 23 33 40 33 40 15 14 16 20 25 20 9
500 15 25 30 25 30 12 8 10 12 14 12 4
600 9 18 22 18 22 8 0 2 3 5 4 0
700 4 10 12 10 12 3 0 0 1 2 0 0
800 2 6 7 6 7 1 - - - - - -
900 1 3 4 3 4 0 - - - - - -

3.1.2 Artillery Fire


The artillery fire table is more complicated than that for infantry fire due to the different types of pieces
that may comprise the firing battery, however the mechanism is exactly the same.

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

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ammunition will be used. The effect, due to battlefield circumstances, is then considered as usual and a
dice rolled to achieve a result.

Tables for Artillery Fire


Good Effect Bad Effect
Guns Firing Distance 1 2 3 4 5 6 1 2 3 4 5 6
Canister Up to 300 12 24 24 20 32 20 5 12 4 4 4 5
Rifled 300-600 8 16 16 13 21 13 3 8 3 3 3 3
6 pdrs Shrapnel Up to 800 40 45 40 35 30 35 20 22 22 17 15 17
800-1200 20 25 30 25 20 28 10 12 15 12 10 14
1200-1800 20 15 18 16 18 10 10 7 9 8 9 5
1800-2400 9 8 10 7 10 5 4 4 5 3 5 2
Elevation Up to 800 30 35 40 42 30 35 15 17 20 21 15 18
800-1200 20 25 30 25 20 28 10 11 12 10 11 11
1200-1800 20 15 18 16 18 10 7 9 8 7 5 6
1800-2400 9 8 10 7 10 5 4 3 3 2 1 2
Canister Up to 500 12 24 24 20 32 20 5 12 4 4 4 5
300 - 600 8 16 16 13 24 13 3 8 3 3 3 3
Shrapnel 500 - 700 25 16 28 20 25 18 16 19 14 11 13 12
Smooth 700 - 1000 19 16 10 12 18 17 6 4 6 9 14 8
Bore Elevation Up to 500 17 12 12 10 14 10 10 9 8 7 6 5
6 Pdrs 500 - 900 11 7 7 8 9 6 4 3 5 6 5 3
900 - 1200 8 6 6 5 4 7 5 4 3 2 2 1
1200 - 1500 3 4 5 6 5 4 1 2 3 1 1 2
Random 1200 - 1800 6 7 8 8 7 6 5 4 3 2 1 2
Canister Up to 400 26 40 30 35 20 25 20 15 13 10 11 12
Smooth 400-700 13 25 20 20 18 22 6 12 7 7 5 10
Bore Shrapnel 700-1000 25 30 30 15 20 25 12 15 11 9 9 10
12pdrs 1000-1200 21 18 15 12 17 13 10 8 7 6 7 7
1200-1500 12 7 5 8 9 6 3 4 2 2 4 1
Elevation Up to 500 13 14 15 16 18 20 8 9 8 10 8 11
500-900 14 13 12 11 10 11 6 5 7 4 8 4
900-1200 11 9 8 7 8 10 5 3 4 6 6 4
1200-1500 8 7 6 5 4 6 3 2 1 2 3 4
Random 1400-2200 9 10 8 9 7 8 2 4 3 5 1 2
Canister Up to 400 11 8 7 8 9 10 6 4 4 4 5 5
400-800 5 6 4 4 5 4 2 3 2 2 1 3
7 pdr Shrapnel 400-800 15 20 16 17 19 18 8 10 8 8 9 9
Howitzer 800-1200 10 12 9 8 11 7 2 3 2 2 1 3
Low Up to 1000 8 9 10 10 9 8 5 4 3 6 5 5
Elevation 1000-1500 7 6 5 6 7 5 4 4 4 3 3 3
1500-2000 4 5 3 4 5 4 3 2 2 3 2 1
2000-2400 3 3 2 3 2 3 1 2 1 1 1 2
High 500-1000 7 8 9 9 7 8 4 3 4 4 5 3
Elevation 1000-1500 6 5 4 5 6 4 3 2 3 4 2 3
1500-1900 3 4 2 3 4 3 2 1 1 1 2 3
Random 700-2400 5 6 7 8 9 10 4 4 3 3 2 1

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.

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Section Four - Rules for Assaults
When an attack presses home to close quarters the umpire will be responsible for establishing the chances
of success that the attack has. This process involves looking at the numerical strength of both forces,
their relative formations and arms and the circumstances of the attack in terms of troop quality,
freshness, terrain and any other external circumstances that are relevant.

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:

Die Odds Black White


Die I Evens 3 3
Die II 3:2 3 2
Die III 2:1 4 2
Die IV 3:1 3 1
Die V 4:1 4 1
Die VI 5:1 5 1

4.1 Numerical Strenght


If both sides are equal in strength then we begin by assuming that Die I will be used before taking into
account any of the other factors. If, however, the strengths of the two sides are unequal then we use the
“Unequal Forces in Combat” table, below, to decide what the basic odds are for unequal numbers of
troops. The Arabic numbers at the top and the side are for the numbers of squadrons, battalions, etc. The
Roman numerals give the Die to use. For reckoning numerical odds 1 infantry battalion = 2 cavalry
squadrons = half artillery battery = 4 light infantry companies.

TABLE OF UNEQUAL FORCES


1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
1 I IV X
2 I III IV V X
3 I III III IV V V X
4 I II III III IV IV V V X
5 I II III III IV IV IV V V V X
6 I II III III III IV IV IV V V V X
7 I I II III III III IV IV V V V X
8 I I II II III III III IV IV IV V
9 I I II III III III IV IV IV IV
10 I I II II III III III IV IV
11 I I II II III III III III
12 I I II II II III III

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.

4.2 Adjusting Factors


In addition to numerical strength we need to consider other factors that may influence combat, such as
troop formations, their current state, terrain and other external matters that can have some bearing.

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In order to take these into account we use Index Points. These are used to adjust the basic numerical
odds and decide which dice will finally be used to resolve a combat. For each shift in Index Points the die
selected is changed, up or down, to proportionately increase or decrease the chance of success.

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.

Infantry versus Cavalry.


¾ Infantry can attack cavalry who are not ready to assume the offensive, adding 1 Index Point.

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Infantry against Artillery.
If skirmishers attack unsupported artillery (at least 1 company per 2 guns) from the front:

At 800 paces Die VI 5:1against infantry


At 600 paces Die V 4:1 against infantry
At 400 paces Die III 2:1 against infantry
If a White dice result falls the artillery is taken.

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.

Infantry (1 battalion to 1 battery) attacking artillery in column:


At 800 to 600 paces Die VI 5:1 against infantry
At 400 Die IV 3:1 against infantry
At 200 Die II 3:2 against infantry
If a White dice result falls the artillery is taken.

For front and flank attack:


Over 600 paces Die II 3:2 against infantry
400 to 600 paces Die I even chances
Nearer than that the artillery are taken automatically

¾ Beaten skirmishers cannot repeat an attack if beaten off.


¾ Beaten columns can try again after 15 moves.
¾ If the infantry are immediately thrown out of the battery the battery loses 12 points and can fire
again or limber up after 4 moves.

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.

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Each cavalry attack of at least 1 squadron to 1 battalion, which the infantry does not stand and accept, is
successful. For less strength the umpire decides.

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.

Cavalry against Cavalry.


If one party intends to make a cavalry charge against another, he must notify the umpire who will then
find out how the other side will respond, either through existing orders or by consulting a player if he is
accompanying the target unit.

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.

Cavalry against Artillery.

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.

Cavalry Fighting on Foot.


In exceptional cases light cavalry can be employed on foot for the occupation of defiles etc. The umpire
must decide on their effectiveness in this role.

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4.3 Resolving the Attack
When deciding upon the chances of success the umpire then decides which side is represented by the
white or black results. In all circumstances except an even fight, Die I, the side with the advantage is
considered to be White. A normal six-sided dice is then rolled and the resulting score cross-referenced
against the relevant row on the Combat table. If a die roll results in a blank space ignore this, the die
being thrown again until a result is obtained.

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.

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Example
4 cavalry squadrons attack a surprised battalion of infantry.

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 cavalry are charging formed infantry so lose 4 Index Points


™ The infantry are surprised so lose 2 Index Points

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.

4.4 Vanquished Troops

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.

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Defeated Troops
When the die gives ‘D’ the beaten troops turn back. Only some of them regain their order and the rest
begin to scatter. Losses are significant. These ‘Defeated’ troops need four moves before they can defend
themselves and eight before they may assume the offensive. Two troop blocks will be turned over to
signify this status.

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.

Totally Defeated Troops


When the die gives ‘T’ it means the troops are ‘Totally Defeated’. They go back in disorder in full flight.
They need eight moves before they can rally for defence, and sixteen before they can assume the
offensive. As soon as they are able to defend themselves one troop block is turned face up and when they
are able to assume to offensive all the troop blocks are turned face upwards again.

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.

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4.4.1 Line of Retreat
The line of retreat for the beaten side is not restricted in any way except by the consideration that a
diagonal line of retreat will keep them in the close vicinity of the enemy for longer, and will consequently
leave them longer exposed to the threat of a renewed attack.

4.4.2 Beaten Troops Moving Through Reserve Lines


If Totally Defeated troops retire through their own reserve line in the first or second turn after combat
then the reserve line will lose one Index Point in the combat. From the third move on the Totally
Defeated troops are considered so dispersed that they have no effect on the reserves.

4.4.3 Renewed Attacks on Beaten Troops


Once troops have been Totally Defeated the umpire should note their regimental or battalion number. If
they are attacked again they will be at a disadvantage. If it happens before they have time to recover
that will be a serious disadvantage.

4.5 Beaten Troops Finding Cover


Troops who have been ‘Repulsed’ or ‘Defeated’ may take refuge behind a terrain obstacle and halt their
retreat there, rallying and reorganising as normal.

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.

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To breach the walls 6pdrs will open fire at no greater then 400 paces, 12 pdrs at 600 paces maximum and
rifled artillery at no more than 1000 paces. They achieve the breach after one move with Die III, after
two moves with Die II and further moves with Die I, requiring a White result on the Combat table.

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°.

4.7 Destruction or Burning of Structures


Structures may be destroyed by burning or, in some cases, bombardment using the Combat Table.

4.7.1 Buildings & Villages.


To see whether wooden buildings are set ablaze by 2 howitzers or 2 rifled guns after 4 moves use Die VI.

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.

For massive buildings the number of moves is doubled.

4.7.2 Destruction of Bridges, Barricades, &c.


For the destruction of bridges by artillery fire use Die IV after 4 moves for firing at good effect. If firing at
bad effect use the same dice but after 7 moves.

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.

4.8 Night Attacks


The umpire will decide the visibility, and therefore which blocks representing troops will be placed on the
map. Fire effect at long ranges is not counted. Nothing over 300 paces for infantry and nothing over 600
paces for artillery, and only half the score given in the table. Fire from skirmishers which may already in
daylight have been directed on defiles etc will be calculated as usual.

Due to the uncertainties of night combat, and the difficulties of command and control, all troops defeated
at night will be considered Totally Defeated.

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Section Five - OPPOSED ACTIONS
Opposed actions occur when a force attempts to undertake an action whilst sufficiently close to the
enemy that the effect of their fire could result in the action failing to be completed according to plan.
Where this happens the Combat Table is used to dictate success or failure.

5.1 Infantry in the Fire-Fight


Due to the volume of fire delivered by the breach-loading rifle it is deemed that infantry in open country
who are firing at each other cannot exchange fire for an unlimited time before one side or the other falls
back. The length of time the fire-fight may continue is governed by the range at which it is taking place,
after which the combat dice will be used to decide the outcome.

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.

5.2 Artillery Seeking to Deploy Under Fire


If artillery wish to come into action in the face of enemy fire the Dice used against the move against
infantry fire is:

At 600 paces Die I


At 500 paces Die III against the artillery
At 400 paces Die IV against the artillery
At 300 paces Die VI against the artillery
Less than 300: Not possible.

Against Smooth bore Artillery:

600 – 1000 paces Die I


400 – 600 paces Die III against the artillery
Less than 400: Not possible.

Against rifled artillery:

1000 – 1200 paces Die I


800 – 1000 paces Die III against the artillery
600 – 800 paces Die IV against the artillery
400 – 600 paces Die VI against the artillery
Less than 400 paces not possible.

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:

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400 paces after 2 moves
800 paces after 4 moves

For rifled artillery:


At 400 paces after 1 move
400 – 600 paces after2 moves
800 – 1200 paces after 4 moves

Losses by both sides must also be reckoned.

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.

Artillery fire in the flank is always to count as double.

5.3 Infantry Under Canister Fire


There is a limit to the degree of punishment that troops can take before they move, either forward or
back, in the interest of self-preservation. This is particularly true of canister and low elevation range fire.

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.

5.4 Debouching From a Defile


Troops attempting to debouche from a defile in the face of enemy fire may find themselves hard pressed
to do so. If attempting to do this under infantry fire of 300 paces or less, or artillery fire from under 400
paces then the umpire must seriously consider whether this can happen at all, only allowing it if other
circumstances are very favourable to the force attempting to advance.

At ranges greater than that it may still be problematic. The following tables give the chances of success.

Against infantry fire at:


400 paces Die VI against the target
500 paces Die II against the target
600 paces Die I

Against smooth-bore artillery:


500 – 600 paces for artillery Die VI against the target
for cavalry Die II against the target
for infantry Die II against the target

700 – 800 paces for artillery Die IV against the target


for cavalry Die II against the target
for infantry Die I

900 – 1000 paces for artillery Die II against the target

Against rifled artillery:

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700 paces A Die less than against smooth bore artillery
1100 to 1500 for artillery Die I

5.5 Cavalry in the Face of Infantry Fire


Cavalry cannot pass bridges or ditches occupied by skirmishers if the terrain is open for 500 paces, for
more than that roll Dice IV to decide, with the cavalry being White.

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.

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Appendix One - The Attack at Briz
In 1866 Prussian tactical theories were largely untested and, as a consequence, applied with a degree of
localised interpretation. Probably the best example for us to examine to get a feel for how units were
deployed in action is the attack of the Prussian 28th Infantry Brigade against the fortified Briz wood on
their right (Saxon) flank at Koniggratz. This has been described in detail by Hauptmann Fritz Hönig in his
work “Untersuchungen über die Taktik der Zunkunft”. Hönig took part in this attack as a Lieutenant,
commanding the Skirmish Zug of the 2nd Company, 57th Infantry Regiment. Not only is this work
interesting as it shows us the tactics that were employed by a sizeable force in the face of the enemy, but
also as it gives the reader an excellent opportunity to see how the structure of the Prussian Battalion and
its standard practices had remained relatively constant since the 1824 Reisswitz Kriegsspiel. It is worth
referring to pages 56 and 57 of the 2007 edition of the Reisswitz rules to examine this further with regards
the deployment of skirmishers.

The Prussian Battalion in Battle


The following illustration shows how the Prussian battalion drew its skirmishers from its third line. This
process was exactly the same in 1866 as it has been in 1824 with the four companies broken down into two
Zugs each, these being numbered 1 to 8 for the main body of the battalion. The skirmish Zugs (or Zuge for
the plural in German) would form to the rear as we can see below:

Battalion in Line
8 7 6 5 4 3 2 1

Battalion Assembling Skirmishers – Part One


8 7 6 5 4 3 2 1

Zug III Zug II


Zug IV Zug I

Battalion Assembling Skirmishers – Part Two


8 7 6 5 4 3 2 1

Zug III Zug II

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.

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Deploying Skirmishers
In both 1824 and 1862 the Prussian doctrine was to allow the battalion commander to deploy however
many skirmish Zug he felt were appropriate for the situation. When advancing some distance from the
enemy, or when only lightly opposed that may be only one or two of the Skirmish Zuge. Indeed during the
advance from the Bistritz river as far as Problus the 28th Brigade advanced in either battalion column or
half-battalion column with only two skirmish Zuge each deployed, as seen below.

As they approached the enemy


the lead battalion, the 1st
Battalion of the 57th Regiment,
became more circumspect. As
it was this battalion had one
Company detached to other
duties and so, with only three
companies, broke down into
company columns deploying
two to the fore, each screened
by two Zuge in skirmish, with
the third to the rear in close
column. The three other
battalions in the Brigade were
still deployed in dense
formations to the rear, as
right.

As can be seen the two


foremost company columns are
only a residue body, one third
of the strength of a close
column, as they have two-
thirds of their men deployed
forward into the skirmish line.
These solid bodies would
provide a rallying point for the
skirmishers if they were forced
back by strong enemy forces.

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.

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Almost the entire 1st Battalion of the 57th Regiment is deployed in the skirmish line. Specifically at the top
of the Prussian line the 1st Battalion, 17th Regiment is deployed in close column with two companies
forward, each with its single skirmish Zug forward. Next is the I/57, its third Company in company column
with two Zugs skirmishing. The comes the 1st Company which is entirely in the skirmish line with no
formed body to its rear, then the 2nd Company with two Zug forward and a small column formed behind.

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”.

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