Wargame Rules For Toy Soldiers
Simple rules for musket-era battles with toy soldiers (military miniatures) wargameYearsago in England, men such as H. Wells and Don Featherstone wroterules for fast-moving, fun wargames with toy soldiers (militaryminiatures).
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They were eventually eclipsed by players who wantedmore sophistication and realism in their games. Unfortunately,this led to tedious gaming sessions as enjoyableas calculating one's income taxes.The rules here are a returnto the simple game, with a new wayof resolving combat and individualfigures rather than groups of men on stands.
Antietam park ranger Mannie Gentile has created a new bog, Toy Soldiers Forever, devoted to one of our mutual passions – 54mm toy soldiers. While my rather modest collection is exclusively my vintage figures from when I was a kid growing up in southern Ohio in the 1960s, Mannie has continued to purchase newer figures, and his new blog will.
The 'chance'version uses playing cards instead of dice, while the 'without-chance'version has automatic combat resolution, and in that sense is morechess-like. The rules work forany number of toy soldiers and are fine for solitaire games.Ihave included a number of battle reports below to illustrate thepossibilities. Thesetup in the rules is for a generic encounter game with terrain objectives, but anyscenario, including victory through routing the opposing force, willwork as well. Players may add rules for more realism at theirown peril.Blown AwayChanceversionSimplerules for musket-era battles with toy soldiersSetup - encounter scenarioEach side should have a deckof cards, the same number of men and artillery pieces, and one commander.Players place 4 objectives, such as a small hill, walled field, bridge, andvillage, across an 8 foot long table, near the middle. Optimally, each player writes his setup arrangement oftroops on a piece of paper before placing them on the table, so that oneplayer is not reacting to the other’s setup. Units may have any numberofmen in them, but may be of only one type (infantry, cavalry, or artillery). However, different types of infantry may be in the same unit (suchas pikemenand musketeers).
Officers, drummers, and flagbearers are included as members ofa unit. Units of 10 cavalrymen, 4 artillerymen, and 13 infantrymen (10soldiers plus a command element of an officer, drummer, and flagbearer)work well.
Once they are assigned to a unit, men must remain part of that unitfor the rest of the game. Units may be placed up to 7 inches from theplayer’s own rear edge of the table. After setting up, players flip acoin to determine who moves first.Course of playMove or rally, and move commanderFirelong-range artilleryConduct combatsTurns alternate. Each turn, a player maydo one thing. He may move one unit or rally one unit. He may also move hiscommander any distance. Then he may fire any or all of hislong-range artillery, and conduct combats withany or all of his engaged units.
A player is never requiredto move, fire, or conduct combat if he does not choose to.MovingInfantry and artillery may move up to 6inches (exception: artillery prior to 1750 may not move); cavalry may move up to 12 inches. Aunit with all its remaining men 'in ranks” (not running) may pivot on the center man in the front rank any number of degrees(artillery pivot on the cannon axle),then move forward. A column will follow the front men like a snake, whilea line will remain rigid. Units may move obliquely forward up to 45 degrees.
Theymust stop when any of their men are less than 4 inches from, and facing or beingfaced by,enemy troops. Units may pass closer than 1 inch by enemy troops when neitherside is facing the other. Units may pass through friendly troops. Aunit may change formation and the direction it is facing, but maynot move that turn. A unit engaged incombat with an enemy unit may not pivot or move.
Nor may units move if they have both men in ranks and menrunning. Units with no menstill in ranks (all remaining are running) may move in any direction as an unorganizedmob up to 18inches, but may not pass closer than 6 inches from enemy troops. If a unit encounters anenemy unit that has all running men, the running unit is moved away 18 inchesby the owning player, and the moving unit completes its move. Running unitsunable to go the entire 18 inches are eliminated.RallyingA player may rally aunit if 1) it has at least one man remaining in ranks and none are 6 inches or less from any enemy men in ranks whoare facing them, or 2) it has no men in ranks and all ofits running men are 24 inches or more from any enemy men in ranks facing anydirection.
In the first case, the unit may return to ranks as many men whoare already in ranks. For example, if a unit of 15 has 3 men in ranks,3killed, and 9 running, it may rally 3 of the running men. Next turn itmay rally the remaining 6 running men, if the player decides that is the onething he wants to do with his turn, because it will then have 6 men in ranks.In the second case, the unit may rally 1 man if the commander is nextto the unit. Thereafter, rallying proceeds as in the first case (rallying 1,then 2, then 4, etc.) if the player decides that is the one thing he wantsto do with each of his turns. Thus rallying a unit with no men in rankstakes longer than a unit with men in ranks. Artillery gunners that haverun 6 inches from their cannon return to it when they rally.If they have run farther, after they rally they must be movedback to their cannon, 6 inches per turn, before they can fire itagain.Long-range artilleryAfter moving or rallyingone unit, the moving player may (if he chooses) fire long-range artillery. Each artillerypiece gets 4 cannon balls (represented by markers such as black marbles) at the start of the game.It may fire at any enemy unit in a clear line of sight between 4 and 36inches away and 45 degrees left or right of its boresight.
Oneman is killed in the target unit. He is put in the storage tray, unless the targetunit is engaged in combat, in which case the killed man is leftwhere he fell. No men run when a unit is hit by longrangeartillery. Only one artillery gunner is needed to fire a cannon.
When itfires, the artillery piece eliminates 1 cannon ball marker if the target unitis in the open or in soft cover such as woods; if the target unitis behind a solid wall, eliminate 2 cannon ball markers; if thetarget unit is behind a redoubt or in a trench, eliminate 3 markers.An artillery piece without enough markers may not fire.CombatCombat is between all types of opposing units (infantry,cavalry, artillery) that are less than 4 inches apart, with at least one ofthe opposing units facing the other. The moving player maychoose whether or not to conduct a combat with a particular unit of his. Hemay only conduct combat once per turn with each of his units, but an opposing unit canbeengaged by more than one unit. Cavalry may not conduct combat against anenemy unit behind a redoubt,wall, in a trench, or in woods.To conduct a combat, each playerturns up the top card in their deck. An infantry or artillery unit defendingbehind a redoubt,wall, or in a trench adds 3 to their card. If one card is higher than the other(Ace = 1, Jack = 11, Queen = 12, King = 13), one enemy man is killed. The winning player gets to choose whichone of the enemy men to kill and which one(s) will run.
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Normally, one manruns 6 inches to the rear (and faces to the rear) for each man killed in thefight thus far. So with the first man killed, one man runs; when the secondman in the unit is killed, two men run; when the third man is killed, threemen run; etc. To keep track, leavekilled men on the field until the engagement is over. While engaged in combat with an enemy unit, men killed by long-range artillery are included in thecount. When an artillery unit is in combat, the cannon never runs; thegunners do.If both cards are equal invalue, both sides 'win' the combat. Each side loses a man killed, and the number who run is based on the number of menalready killed in each unit; these are selected by the opposing, not owning,player.A unit's command element, consistingof a flag bearer, commanding officer, and other special figuressuch as drummers, may not be killed or made to run until they arethe only ones left in ranks.
Of these, the flag bearer mustbe the last to go.Special combat situationsWhen artillery wins a combat, one enemy man is killed and the numberof men who run is equal to the number on the winning card, so up to 10 menmay be caused to run (Jack, Queen, and King each cause 4 men to run). Alwaysuse the face value of the card for the number of men who run, evenwhen defending behind a redoubt, wall, or in a trench.A winby cavalry causes 1 more man to run than would normally.A unit withany pikemen or guardsmen left in it after taking a casualty has 1 less man run thanwould normally.A militia unit has 2 more menrun than would normally after taking a casualty.A win by a unit attacking the flank or rear of an enemyunitcauses 4 more enemy men to run than would normally.End of engagementAn engagement usually lasts more than one turn.
Whileit continues, each side may involve additional units. An engagement is over when one or both players have no menin ranks remaining in that particular fight. Return all killed men to thestorage tray.
Note that as men are killed or run, remaining menin ranks may be more than 4 inches from the enemy they are engagedwith. Regardless, the units remain engaged until it isover.Re-engaging before rallying iscompleteA unit may havefinished an engagement, leaving it with both men in ranks and men running, and itsdead removed to the storage tray. If the unit is engaged in combat by anenemy unit before the unit has rallied all of its running men, calculationsfor the new fight proceed normally: with the first man killed, one man runs;when the second man in the unit is killed, two men run; when the third man iskilled, three men run; etc. (taking into account special types like pikemen,guardsmen, and cavalry). The unit will of course have less depth because it beganthefight with less men in ranks; some were already running.Winning an encounter scenarioAs soonas men in ranks of one side completely occupy, or were the last to occupy, three ofthe four objectives, that player wins. Having been the last ones to pass through an objective counts as being thelast to occupy; a garrison does not need to hold an objective.Blown AwayWithout-chanceversionSimplerules for musket-era battles with toy soldiersSetup - encounter scenarioEach side should have the samenumber of men and artillery pieces, and one commander.Players place 4 objectives, such as a small hill, walled field, bridge, andvillage, across an 8 foot long table, near the middle.
Optimally, each player writes his setup arrangement oftroops on a piece of paper before placing them on the table, so that oneplayer is not reacting to the other’s setup. Units may have any numberofmen in them, but may be of only one type (infantry, cavalry, or artillery). However, different types of infantry may be in the same unit (suchas pikemenand musketeers). Officers, drummers, and flagbearers are included as members ofa unit.
Wargame Rules For Toy Soldiers 2017
Units of 10 cavalrymen, 4 artillerymen, and 13 infantrymen (10soldiers plus a command element of an officer, drummer, and flagbearer)work well. Once they are assigned to a unit, men must remain part of that unitfor the rest of the game. Units may be placed up to 7 inches from theplayer’s own rear edge of the table. After setting up, players flip acoin to determine who moves first.Course of playMove or rally, and move commanderFirelong-range artilleryConduct combatsTurns alternate. Each turn, a player maydo one thing.
He may move one unit or rally one unit. He may also move hiscommander any distance. Then he may fire any or all of hislong-range artillery. And finally, both players conduct combats withany or all of their engaged units. A player is never requiredto move, fire, or conduct combat if he does not choose to.MovingInfantry and artillery may move up to 6inches (exception: artillery prior to 1750 may not move); cavalry may move up to 12 inches.
Aunit with all its remaining men 'in ranks” (not running) may pivot on the center man in the front rank any number of degrees(artillery pivot on the cannon axle),then move forward. A column will follow the front men like a snake, whilea line will remain rigid. Units may move obliquely forward up to 45 degrees. Theymust stop when any of their men are less than 4 inches from, and facing or beingfaced by,enemy troops.
Units may pass closer than 1 inch by enemy troops when neitherside is facing the other. Units may pass through friendly troops. Aunit may change formation and the direction it is facing, but maynot move that turn. A unit engaged incombat with an enemy unit may not pivot or move. Nor may units move if they have both men in ranks and menrunning. Units with no menstill in ranks (all remaining are running) may move in any direction as an unorganizedmob up to 18inches, but may not pass closer than 6 inches from enemy troops.
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If a unit encounters anenemy unit that has all running men, the running unit is moved away 18 inchesby the owning player, and the moving unit completes its move. Running unitsunable to go the entire 18 inches are eliminated.RallyingA player may rally aunit if 1) it has at least one man remaining in ranks and none are 6 inches or less from any enemy men in ranks whoare facing them, or 2) it has no men in ranks and all ofits running men are 24 inches or more from any enemy men in ranks facing anydirection. In both cases, if the commander is nextto the unit the unit may rally up to 6 men. Artillery gunners that haverun 6 inches from their cannon return to it when they rally.If they have run farther, after they rally they must be movedback to their cannon, 6 inches per turn, before they can fire itagain.Long-range artilleryAfter moving or rallyingone unit, the moving player may (if he chooses) fire long-range artillery. Each artillerypiece gets 4 cannon balls (represented by markers such as black marbles) at the start of the game.It may fire at any enemy unit in a clear line of sight between 4 and 36inches away and 45 degrees left or right of its boresight. Oneman is killed in the target unit.
He is put in the storage tray, unless the targetunit is engaged in combat, in which case the killed man is leftwhere he fell. No men run when a unit is hit by longrangeartillery. Only one artillery gunner is needed to fire a cannon.