Huzzah Book 1
Huzzah Book 1
Introduction to Huzzah!
Huzzah! has taken more than two years to develop – and happens when units close, Huzzah! also simulates a variety
that’s just in its recognisable form. The game’s origins are of possible outcomes without recourse to number-crunching.
even earlier, originally manifesting as the The Red, White and There are no written orders in Huzzah! This is partly
Blue, a system that had a clever mechanic for which I just because I believe gamers have better things to do with their
couldn’t get the numbers right. What turned it into Huzzah! time, partly because the orders system itself decides whether
was an inspired idea by my friend Robin Coutts about a an officer reacts in time to a changing situation, and partly
bonus move card for his solo games. This Huzzah! card not because I believe players who want to change their plans
only provided the title for my own game, but led me to create should be given enough rope to hang themselves.
a Napoleonic wargame that relies on morale and effect to The orders system is intentionally simple. Drill books were
produce a believable result. Robin and regular opponents cast aside in battle in favour of simple, achievable orders and
Mike Lewis, Andy Finkel and Jon Matthews have good- formations, because complicated manoeuvres or orders
humouredly conspired in the development of Huzzah!, offering invited disaster. Huzzah!’s system for issuing orders and the
suggestions that I have considered, if not actually adopted. restrictions on movement and manoeuvre are intended to
Huzzah! models the vagaries of the battlefield by using make gamers think about their initial deployments and get
variable movement and an orders system that depends on the them right, because changing a faulty deployment or
skill of an army’s officers. This way, armies such as the untangling intermingled commands is very hard indeed during
French are easily characterised and differentiated from their a battle. The orders system gives players a choice of making
divided enemies, such as the Austrian, Prussian and Russian strategic or tactical decisions as appropriate; only the
armies of the early Napoleonic wars. Although there is some outcome of the battle ultimately decides which was the best
distinction between the quality of the troops in all these decision.
armies – ultimately, Huzzah! has only six grades of troop As I detest working out fiddly angles or watching gamers
quality – the rules assume that the main difference between squeeze units through tight gaps with no thought of the
armies is related to their officer corps, because it is command consequences on order, Huzzah! uses simple, easy to define
decisions and indecision that lead to an army’s success or straight-line movement and threat zones. These provide
downfall. The men simply do what they can with the officers sophisticated results because of the way they are applied.
they have: even the armies that wargamers traditionally All sorts of odd events happened on a battlefield, from
regard as mediocre, such as the Spanish and 1806 caissons exploding at key moments to elite, well-disciplined
Prussians, could and did fight valiantly when well led. units getting out of control. Huzzah! reflect these extremes by
Huzzah! assumes that action is continuous and so it relying on die rolls that are weighted to producing the
dispenses with artillery and musketry phases. Instead of expected result, yet which also allow for upsets. This is simply
working out the results of firing, what is important in Huzzah! achieved using two ordinary six-sided dice.
is whether units succeed or fail when they advance through a Huzzah!, I regret, relies on players having some familiarity
hail of shot towards the enemy. Hence Huzzah! has a threat with wargaming terminology as well as with the history and
system, which tied to unit and command group morale allows the armies of the Napoleonic wars. There is undoubtedly a
the cohesion of units and the armies to be tracked. Once a need for a book explaining the basics for newcomers and for
unit starts to lose order and morale, it tends to lose more debunking the myths of Napoleonic warfare that persist in
cohesion with time; when a unit breaks, the brigade begins to wargaming circles. One day, I may write one.
suffer, and when brigades break the division in turn is
affected. Ian Marsh
By modelling the effect and not the minutiae of what Freshwater, Isle of Wight, December 2003
Huzzah! is © Ian Marsh and Oozlum Games 2001, 2003 Author: Ian Marsh
Write to: Oozlum Games, Green Butts, Colwell Road, Playtesters: Robin Coutts, Andy Finkel, Nathan Finkel, Mark
Freshwater, Isle of Wight PO40 9SL Hartman, Mike Lewis, Jon Matthews, Bill Rafferty
Web: www.oozlumgames.co.uk
Email: ian@fighting15s.co.uk Thanks to the following gamers on the Huzzah_UK
Yahoogroup: http://uk.groups.yahoo.com/group/Huzzah_UK Yahoogroup for suggestions, additions, error spotting and
running demonstrations: Peter Anderson, Michael Craighead,
Cover: 1806 Prussian cavalry tempt disaster by charging John Crouch, Enrico Dotti, Jim Getz, Jeff Hudelson, Steve
French squares. And yes, the French are in 1812 uniforms Irvin, Cam Millar, John Mumby
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HUZZAH! BOOK 1: RULES
Basic concepts
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HUZZAH! BOOK 1: RULES
by units or officers to mark forced orders and command maintain the same relative frontages between units and for
checks; track bombardment with extra, single artillery crew both sides to use the same basing and mounting scheme.
figures, and show blown status by a dead horse. Huzzah! is intended to work at one of two scales: 1mm
By all means use a roster or other means of recording equals 1 metre and 1mm equals one pace. Approximately. It’s
status if you prefer. a game of relative proximity and relative order or disorder, not
a game that measures the impact of individual casualties or
that expects artillery and musketry ranges to be precise to the
Unit sizes and organisation metre. Provided that unit frontages are roughly in proportion
with the rules and, more importantly, equal between opposing
Huzzah! was written with a particular ground scale in mind armies, then the rules will largely work.
and unit sizes were chosen to suit the frontage of infantry The game can be scaled (page 6) to suit different battlefield
battalions, cavalry regiments and artillery batteries at that sizes and ground scales so that movement distances and
scale. Unit frontages are flexible because variations in drill threat ranges remain relative.
books and the measurements themselves – each army’s pace
was its own unique standard of measurement – mean there Stands
are few consistent points of reference. What matters is to Huzzah! mounts figures on stands. A stand is a base with one
Huzzah! universal tactical and grand tactical basing (use 15mm figures and 1mm equals 1 pace)
Stand width Stand depth Figures per stand Stands per unit (tactical)
Infantry 40mm 40mm 8 4
Open order infantry 40mm 40mm 4 4
Cavalry 40mm 40mm 2 6
Battle Cavalry 40mm 40mm 3 6
Artillery 40mm 40mm 1 gun/4 crew 2
Stand width Stand depth Figures per stand Stands per unit
Infantry 30mm 15mm 3 or 4 4
Open order infantry 30mm 20mm 2 4
Cavalry 30mm 30 or 35mm 2 4 or 6
Artillery 30mm 40mm 1 gun/2 crew 2
Stand width Stand depth Figures per stand Stands per unit
Infantry 30mm 15mm 3 or 4 6
Open order infantry 30mm 20mm 2 6
Cavalry 30mm 30 or 35mm 2 6 or 8
Artillery 30mm 40mm 1 gun/2 crew 3 or 4
Stand width Stand depth Figures per stand Stands per unit
Infantry 40mm 40mm 4 4
Open order infantry 40mm 40mm 2 4
Cavalry 40mm 40mm 2 4 or 6
Artillery 60mm 60mm 1 gun/2 crew 2
Stand width Stand depth Figures per stand Stands per unit
Infantry 25mm 25mm 4 or 6 6
Open order infantry 25mm 25mm 1 or 2 6
Cavalry 25mm 25mm 2 8 or 12
Artillery 50mm 25mm 1 gun/4 crew 2
The different sizes of cavalry regiments represent compact and full deployment. Standardise on one and use it for all regiments in the game. Units that use
compact deployment will suit many other sets of rules.
At 1mm equals 1 pace, artillery batteries comprising three stands are six-gun batteries; those comprising four stands are eight-gun batteries.
For the 15mm basing schemes suggested above, infantry is mounted three or four wide and 1 deep; in 25mm they are based two wide and two deep.
Inch-based basing is for infantry and cavalry figures mounted on stands that are about one-inch square.
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HUZZAH! BOOK 1: RULES
or more figures mounted on it, and several stands together Small groups of cavalry would form a second line as a
form a unit. Common widths for stands are 30mm and 40mm reserve, halving this frontage; other nations even formed their
in 15mm figure scale, and 40mm or 50mm for 25mm figures. cavalry three ranks deep, reducing it by a third; and against
Depths are a matter of personal preference because the infantry squares it was not uncommon to form squadrons into
figures themselves have depths that are out of scale with their column to match the frontage of the target. It was not
frontages. Gamers who use 6mm or 10mm figures can simply unknown for regiments to field less than their full complement
take a stand size recommended for a larger scale and fill it of squadrons, with one remaining at the depot.
with as many figures as they like. The number of figures on In theory, a typical three-squadron or four-squadron cavalry
each stand is a matter of personal preference; the number of regiment should have a frontage at least half as much again
figures is secondary because Huzzah! concentrates on as an infantry battalion: 180mm at 1mm equals 1 metre;
frontages, not specific figure ratios. 240mm at 1mm equals 1 pace. Six stands 30mm or 40mm
It is possible to play with units comprising figures that are wide respectively will do the job. If you prefer formations that
mounted individually by dividing the individuals into groups reflect factors such as a range of tactics, national variations,
that become notional stands. campaign strengths, use of reserves and the absence of
depot squadrons, use four stands to represent cavalry
Frontages and unit sizes regiments, each 30mm or 40mm wide.
The basic infantry unit is the battalion. Infantry battalions on Units with more stands look more impressive and are more
campaign were typically from 500 to 600 strong – even unwieldy in line. They provide a strong impression of how
massive Austrian battalions quickly fell to this strength as men difficult it was in reality to move such formations on a
conscripted to fill the ranks fell by the wayside. battlefield.
Infantry battalions were expected to maintain a certain The Army Lists also have guidelines on handling units that
frontage where possible, and in combat the rear ranks of a are far smaller or larger than typical units.
unit were used to this end. Therefore unit frontage rather than Most playtesting was carried out using 15mm scale figures
an exact figure to man ratio is important, and Huzzah! uses organised into 16-figure battalions, eight-figure cavalry
standard sized units accordingly. regiments and two-gun batteries to a ground scale of 1mm
With its men arrayed in three ranks and gaps between equals 1 metre, and it is this structure that is predominantly
companies, the frontage of a battalion was around 120 to 130 illustrated in Book 3: Diagrams and FAQs. The author’s
metres. This represents anything from 160 to 180 paces preferred organisation for small-scale actions, however, is 24-
depending on whose standard for a pace is used and which figure battalions, 16-figure cavalry regiments and three or
drill book is used to determine the space between men in the four-gun batteries at 1mm equals one pace.
ranks. These distances correspond to frontages of 120 to
130mm at 1mm equals 1 metre and 160 to 180mm at 1mm Huzzah! universal basing system
equals 1 pace. Since the tactical version of Huzzah! was written, work has
To match these frontages, an infantry battalion can been progressing on a a grand tactical system that uses the
conveniently be represented by four stands of figures, each brigade as the base unit. The grand tactical rules use
30mm or 40mm wide. Using four stands allows lines, columns identically sized square bases for infantry, cavalry and
and squares to be easily and clearly represented. Equally, artillery. The grand tactical basing system is equally usable
using paces as the scale, a battalion can be represented with the tactical rules, and Book 3 contains diagrams showing
using six 30mm-wide stands. the arrangement of bases for formations using this system.
Artillery batteries were typically six or eight guns strong, The recommended size of square bases is 40mm by 40mm
and when unlimbered were deployed with about 9 to 10 for 15mm figures, using a ground scale of 1mm equals 1
metres between each piece. The frontage of an unlimbered pace. Square sabots can be used with figures that are based
artillery battery is therefore 60 to 90 metres (80 to 120 paces), differently.
or around half to two-thirds that of an infantry battalion in line.
An artillery battery can be represented as two stands 30mm Historical organisation of units
or 40mm wide at 1mm equals 1 metre; if you use paces, you Huzzah! is not over-concerned with representing individual
can represent them as three stands 30mm wide for a six-gun companies or squadrons within units because this has no
battery and four stands 30mm wide for an eight-gun battery. If effect on the game. Historical organisations of battalions and
you prefer 40mm bases, then at 1mm equals one pace simply unit strengths don’t always suit specific figure ratios, and the
use three 40mm-wide stands for batteries. need to represent each company tends to be a hang-up of
Cavalry is the most complicated arm. Squadrons typically Napoleonic gamers who must represent minutiae irrelevant to
formed up in two ranks, but not all of the squadrons in a the scale of game.
regiment were necessarily committed at the same instant. If a chosen basing system doesn’t suit historical
Although cavalry was organised in regiments of three, four, organisation, simply use centre company and command
five, eight and even ten squadrons, it was usual to commit the figures to make up a unit. Stands of grenadiers can be used
number of squadrons deemed sufficient for a task, rather than to make up combined grenadier battalions for those nations
send in a whole regiment, and to hold a reserve. In theory, a that used them.
regiment of cavalry is from 400 to 600 men strong; in two
ranks such a unit would have a frontage of anything upwards Basing of officers
from 180 metres (240 paces) – half as much again as an Command radii are always measured from the centre of an
infantry battalion, and even up to twice as much. Terrain officer’s base (in effect, his head), so the size of bases for
restrictions on the battlefield, however, mean that a cavalry officers is unimportant. This allows for some creativity when
regiment can seldom form all its squadrons in one line and be basing these figures.
manoeuvrable. Officers can be based according the level of command at
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HUZZAH! BOOK 1: RULES
which they act, using a single figure for brigade officers, a pair and the order immediately afterward receives a Down 2
of figures for divisional officers, three figures for corps officers instead of the usual Down 1.
and a small diorama for the CinC. This might typically require
a single general or regimental officer, a general and ADC, a
general and two ADCs, and a group of generals and ADCs Game size and duration
respectively.
It is easy to ruin a potentially excellent scenario by using too
many units for the time available or for the experience of the
Scaling the game players. Each unit and command group added to a side
creates extra decisions, which in turn slow down the game.
Battlefield size As a guide, for a three-hour game, have no more than 12
The measurements in Huzzah! and the scale of the game units a side, arranged in three command groups: a force that
have been chosen to suit what for some players can be a is equivalent to a weak division divided into three brigades.
luxuriously sized playing surface: 2.4 metres wide by 1.8 With about 15 or 16 units a side and four command groups,
metres deep (8ft by 6ft). A depth of 1.8 metres allows most games have more tactical flexibility and are more rewarding,
gamers to reach into the centre of the table and using the but take correspondingly longer to play: allow nearer four
intended ground scales means that artillery cannot shoot hours. The Points System (Book 2) has examples of armies
across its depth. This leaves room for both sides to set up in that are suitable for this time frame.
safety for an encounter game. Huzzah! is a tactical-level game. Although its command
Depth is therefore a crucial measurement, and if the playing structure caters for potentially huge games, a corps level
surface is substantially smaller the game ideally needs game will take the best part of a day, even a weekend, with
scaling to suit. only one player a side. Corps-sized actions are evidently not
The simple way of doing this is to treat every 5cm in envisaged as a common size for a battle between two
Huzzah! as one band. All distances are in multiples of 5cm, players, though are suitable for multiplayer games. The grand
so each will have an equivalent whole number of bands tactical version of Huzzah!, Huzzah! GT, is intended to deal
(Huzzah!’s tables give equivalent distances in bands next to with corps-level games.
the distances in centimetres). So the 5cm bonus for The duration of a game increases if the opponents start too
skirmisher superiority is 1 band; the 40cm short range threat far apart. Encounter and manoeuvre games, in which both
zone of heavy artillery is 8 bands and the extreme threat zone forces move towards each other, should start with the forces’
of heavy artillery is 16-24 bands. The typical depth of a leading units no further apart than extreme heavy artillery
battlefield in Huzzah! is 40 bands. range (120cm or 24 bands). Assault games, in which one side
Using a depth of 40 bands as a guide, on a four foot deep remains largely stationary in the initial phases of a battle,
table one band is one-tenth of a foot – not the most should start with the attacker’s closest units at long heavy
convenient measurement. But using the near and convenient artillery range (80cm or 16 bands).
measurement of one inch equals one band will scale the
game to suit the size of the battlefield (equally one band
equals 3cm would work). The ground scale therefore Multiplayer games
becomes 1 band equals 50 metres.
Huzzah!’s command structure makes multiplayer games easy
Unit size to organise by giving each player an appropriate command,
Unit sizes also need scaling to suit the ground scale. Huzzah! such as a division of two to four brigades. The rules are
units don’t neatly fit into a scale of bands because they are designed so that one large or two small divisions is a
intended to fit a certain frontage: the frontage of a battalion or comfortable number of units for one player to command. A
a cavalry regiment is typically from two to four bands, and a player can command as little as one brigade, but unless the
battery’s frontage is one to two bands. Units that broadly fit in officer in charge of that brigade is is skilful or excellent, the
with these limits will maintain the same relation between game may not be rewarding. Each player can issue orders as
frontage and distance. appropriate to their level of command while other players on
Scaling the game may have consequences for unit depth if the same side do the same.
fewer stands are used to represent units. The depth of If all players have under their control a number of troops
columns in particular may be out of scale with their frontage, that would ordinarily be sufficient for a two-player game of a
and it is therefore suggested that the lines used to define the few hours’ duration, then a larger scale game is potentially
flank zones (page 8) of such units are measured from the achievable in the same time, subject to the delays and
mid-point of one flank through and beyond the corners of the disagreements resulting from having several players trying to
opposing flank (Book 3, page 9). achieve the same objective.
Multiplayer games benefit most from the Reorganise rule
Scaling options (page 24), which allows players whose commands have fled
Scaling a game results in smaller unit sizes, movement to have a chance of bringing them back into action.
distances and threat ranges. If movement and threat All players, of course, must watch out for their commander
distances seem too small, Huzzah! may flow better using in chief (CinC) issuing orders, because the consequence of
standard movement and threat distances with the reduced the CinC failing is that all his subordinates must immediately
size units, but with a Down 2 for each successive order after stop issuing orders.
an advance or retire order, and a Down 1 for each successive
order after a manoeuvre, deploy, appoint or rearm order. In
effect, each advance or retire is treated as a double move
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HUZZAH! BOOK 1: RULES
Common terms
Command Contact
A command, or command group, is a group of units led by an Units that physically touch are in contact. A unit can advance
officer. A command group can also comprise a number of to engage an enemy unit and make contact using its entire
smaller command groups, or sub-commands. In order of front, part of its front or one of its front corners. Units are not
seniority, possible command groups are the army, corps, squared up if they contact obliquely: they maintain their same
division and, lastly, brigade; the composition of each is relative position at the point of contact. A unit’s corner is both
defined in the army’s order of battle. Within a group, units and its front and its flank: its relative position to an enemy defines
sub-commands are either within effective control distance of whether it makes frontal contact or flank contact (Engaged to
the group’s officer or outside that distance: these statuses are flank or rear, page 21, and Book 3, page 22), and therefore
respectively referred to as “in command” and “out of disadvantages itself. Units that meet square on are always
command” (also described as “not in command”). engaged frontally if they contact each other along their front
A unit is in command if it is within or partly within the faces; a unit is engaged to the flank if it its flank face is
command radius of its brigade officer even if that officer is contacted by the front face of an enemy unit.
attached to another unit. An individual unit attached to any
officer is always in command. Disadvantaged
An entire command group is in command if all the individual A unit that is disadvantaged is placed in a unfavourable
units in that group are within or partly within the command position that outweighs any and all favourable circumstances.
radius of the group’s officer. Such units use their disadvantaged morale in tests. Units that
A unit is out of command if it is entirely outside the are not disadvantaged use their full (normal) morale rating.
command radius of the officer trying to issue an order. A
command group is out of command even if only one unit is Flank line
entirely outside the command radius of that group’s officer. A flank line is the line drawn through the two corners of a unit
Within a command group it is therefore possible to have on the same flank (Book 3, page 9). The area in front of a unit
sub-commands that themselves are in command of their between its two flank lines and up to the distance appropriate
respective officers, but out of command with regard to a to its formation is its frontal threat zone.
senior command group’s officer: orders from the senior officer
to his group will therefore not receive the bonus for being in Flank and rear threats
command. It is also possible to have commands that are A unit must satisfy four conditions to exert a flank threat: it
within the command radius of a senior officer but outside the must be within or partly within the flank zone of the target;
command radius of their own officers: orders from the senior more of its threat zone must project on or beyond the flank of
officer will receive the bonus for the group being in command; the threatened unit than on the threatened unit’s front; it must
the individual units that are out of command with respect to face the target; and it must have line of sight to the target
junior officers will be penalised when rallying and reforming. along all of the threatening face.
Command radius (see table, below) depends on command The flank zone is the area between the diagonal lines
level, modified by quality of the officer. Command radius is drawn through and beyond the opposing corners of the target
measured from the centre of the officer figure’s base (in effect, unit’s formation (Book 3, page 9). For deep formations in
his head) to the nearest part of the unit. scaled games, the flank zone can on the agreement of the
Because officers move only after all unit orders have been players be defined by lines drawn from the mid-point of a
completed, troops may go out of command as they advance. flank through and beyond the corners of the opposing flank.
A unit faces the flank if a line drawn perpendicular to any
point on its front impinges on the flank of the target.
Command radii and modifiers A rear threat is therefore a threat from behind that doesn’t
satisfy the requirements for a flank threat (but the difference
Command level Command radius in cm (bands) is immaterial). Anything else is a frontal threat.
CinC 120cm (24) A square cannot be threatened from the flank or rear, but is
Corps 80cm (16)
Division 40cm (8)
disadvantaged by artillery.
Brigade 20cm (4) A unit that is threatened from the flank or rear is never in a
favourable position: it is disadvantaged.
Officer quality Command radius modifier
Excellent +20cm (+4) Kills
Skilful +10cm (+2) Kills are permanent losses of cohesion, morale and
Average/Poor –
Abysmal -10cm (-2)
manpower. They are cumulative and cannot be removed. A
unit whose total of staggers and kills equals or exceeds its full
morale rating is immediately broken and removed.
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HUZZAH! BOOK 1: RULES
Line of communication
After an initial rout or retire move, Huzzah! assumes that Morale ratings
further retrograde moves will be towards the army’s line of
communication. The line of communication, by default, is the Quality Full Morale Disadvantaged Morale
Veterans 10 6
road nearest the centre of the baseline of an army or the Experienced 9 5
centre of the baseline if there are no roads. A player can Trained 8 4
nominate a different line of communication before the game Green 7 4
starts. Certain scenarios may have more than one line of Raw 6 4
communication for an army: one for the main force and one Unreliable 5 3
for a force arriving on a flank.
No unit can be worse than unreliable nor better than veteran.
Line of sight
Line of sight is simply having a clear field of view to a target,
unobstructed by any other unit or terrain feature. Line of sight flanks only if both its flanks are protected by any of these
is blocked if any straight line drawn from the front face of a means. The edge of the table never provides a secure flank.
unit to its target passes through any other unit or terrain A unit that has secure flanks is in a favourable position
feature; it does not matter how many clear lines of sight exist, (page 13).
the fact that one is blocked means that there is no line of
sight to the target. Staggers
Line of sight particularly affects artillery bombardment Staggers are degrees of disorder. They are cumulative but
(Book 3, page 7). It ensures guns have a clear field of fire, can be removed by successfully reforming or rallying. The
and determines whether a threat is from the flank or rear. more staggers a unit has, the more disordered it is. A unit that
Terrain features at the same elevation block line of sight to rallies but does not recover all of its staggers is still in a state
targets that are both beyond and below them. Terrain features of disorder. A unit whose total of staggers and kills equals or
at a higher elevation block line of sight to all targets that are exceeds its full morale rating is immediately broken and
beyond them. Note that troops on the forward slope of hills removed.
are clearly not beyond the terrain feature (the ridge line
determines which troops are beyond the feature). Support
A unit in line or column has support if its rear is entirely
Modifiers: Ups and Downs covered by the threat zone of a single friendly infantry or
On the playsheet and throughout the rules, modifiers are cavalry unit (so a line supports a line it is directly behind, a
expressed in terms of shifts in a unit’s quality rating, such as column supports a column it is directly behind, and a line
Up 1, Up 2, Down 1 and Down 2. These cumulative modifiers supports a column). A unit in line or column also has support
are applied to the descriptive quality of a unit, not the numeric if the threat zone of a single friendly cavalry or infantry unit is
value, because the numeric values are capped or have entirely covered by that unit (so a column supports a line). A
plateaus that a simple +1 or -1 cannot reflect. Hence Trained square has support if any face of the square is entirely covered
troops go Up 1 to Experienced, Up 2 or more to Veteran, or by the threat zone of a friendly infantry or cavalry unit.
Down 1 to Green, Down 2 to Raw and Down 3 or more to A unit that has support is in a favourable position (page 13).
Unreliable before reading off the corresponding numeric value
for morale. For tests that do not involve unit quality, the Ups Unit classes and grades
and Downs equate to a simple plus or minus. Huzzah! rates the expected performance of units according to
one of three grades – Elites, Regulars and Militia – and four
Quality and morale classes, from A to D, giving 12 ratings in total. The grades
Six descriptive quality ratings determine how well units and classes are, from best to worst: Elites A, Elites B, Elites
respond in Huzzah! From best to worst, these ratings are C, Elites D, Regulars A, Regulars B, Regulars C, Regulars D,
Veterans, Experienced, Trained, Green, Raw and Unreliable. Militia A, Militia B, Militia C, and Militia D. The grade and class
Modifiers are applied to these ratings to find a corresponding determine the expected performance of a unit during a
numeric value known as the effective morale. particular period. Elites A includes units such as the Old
Guard; most line infantry is either Regulars B or Regulars C;
Secure flanks poor quality units such as Egyptian Fellahin are Militia D.
Dense or impassable terrain unoccupied by the enemy provides Unit classes and grades are used in the Army Lists to
a secure flank, as does the physical presence of a friendly generate one of six descriptive quality ratings – Veterans,
unit or the threat zone of a friendly unit. A unit has secure Experienced, Trained, Green, Raw and Unreliable.
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HUZZAH! BOOK 1: RULES
Sequence of play
Non-phasing player:
l Bombards
4 Move officers
l Officer movement
l Attach/detach officers
l Supersede/relinquish command
7 Threat tests
9 Move officers
12 Turn ends
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HUZZAH! BOOK 1: RULES
Skirmisher superiority
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HUZZAH! BOOK 1: RULES
Threat tests
Threat zones
A threat zone is the area immediately in front of a unit between its flank lines. The depth of the threat zone depends on the
type of unit involved and on its formation.
Only part of a unit needs to be in a threat zone to be subject to a threat test. Whether a unit is within the threat zone of
another is simply determined by placing a ruler along the flank line of the threatening unit. Infantry in square presents a
threat zone from each of its four faces. Open order troops project the same threat as a line. See Terrain (page 27) for the
effects of terrain on threat zones.
A unit’s threat zone stops along its whole front at the point where the closest part of a friendly unit extends into its threat
zone. Threat zones continue past, but not through, enemy units. Engaged units continue to present a threat zone along any
part of their front face that is not in contact with an enemy unit. Units do not project threat zones to their flanks or rear.
Artillery has an inherent threat zone at short range only that can affect multiple targets. Batteries can also threaten single
targets at short, long and extreme range by bombarding them (page 19).
The threat zone for infantry assumes that skirmishers are present. Whichever army has skirmisher superiority for the turn
increases its infantry threat zones against infantry and artillery in the open, but not against cavalry, by 5cm (1 band).
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HUZZAH! BOOK 1: RULES
effective morale rating of the unit, the unit passes the test. Forced orders
If the result is greater than the effective morale rating of the A unit that fails a threat test may receive a forced order, which
unit, the unit fails the test and takes a number of staggers represents a conventional response to a situation.
equal to the difference between the result and the effective Infantry in column that fails a threat test against infantry in
morale rating. Record the appropriate number of staggers line receives a forced order of deploy to form line.
against the unit. A roll of 11 or 12 always fails. An infantry unit with two unsecured flanks that fails a threat
A unit whose total of staggers and kills equals or exceeds its test against cavalry receives a forced order of deploy to form
full morale rating is broken and immediately removed from play. square.
Place a single smoke marker by all artillery units that Forced orders are issued to that unit as the first order
threatened the testing unit or units (see Smoke, below). during the Orders phase and are rolled for using an
appropriate officer’s command rating as usual. The unit takes
Huzzah! results one stagger if the forced order fails. If the player disobeys the
If the unit gets a Huzzah! result (double one), its unflinching forced order by issuing other orders first, the unit takes one
determination unnerves its opponents. Each enemy unit extra stagger for each order issued by their officer before the
threatening the testing unit that is in the testing unit’s threat forced order is issued. Units on forced orders can be marked
zone takes a threat test. with a blue counter or an ADC figure as a reminder.
13
HUZZAH! BOOK 1: RULES
Intent Conditions
Units, brigades, divisions, and corps require orders to move, The highest command group is the army, progressing
and their ability to act on their orders depends on the downwards through corps, division, and brigade to the lowest,
command rating of their officers. Well officered, well-led the unit. Each command group is also the sub-command of the
troops are more likely to move as desired than poorly command group above it. A unit is typically a single infantry
officered, badly led troops. The command rating of officers battalion, cavalry regiment or artillery battery. A brigade might
depends on both their nation and the year in which a battle is consist of two to six infantry battalions, or two to three cavalry
set, and is determined for all officers before battle regiments, plus supporting artillery, or one or more batteries of
commences. Officer figures are required for every command medium to heavy artillery. A division typically consists of two to
group, from brigade to corps, plus a figure for the commander four brigades. A corps consists of two or more infantry or
in chief (CinC). cavalry divisions and up to one artillery brigade. An army
Restrictions on orders
The commander in chief (CinC) can: l issue orders to any individual unit in his brigade to which
l issue orders to a command group only if he supersedes he is attached.
its officer (Officer Movement, page 20); or
l issue orders to an individual unit in his army to which he If a brigade officer fails a command roll, neither his brigade
is attached. nor units in his brigade can receive further orders that
phase, except for units attached to other officers.
A side’s Orders phase ends immediately if the CinC fails a
command roll. An officer at any level who is attached to a single unit:
l cannot issue orders to any other unit or to any command
A corps officer can: group;
l issue orders to his corps as one group, unless he is l is the only officer that can issue orders to that unit.
attached to a unit;
l issue orders to either divisions or brigades within his A command group that contains a unit with an attached
corps, unless he is attached to a unit; or officer can receive and act on orders as if the unit were not
l issue orders to any individual unit in his corps to which part of the command, but the unit with the attached officer
he is attached. cannot act on them: it is under the attached officer’s
personal command. Attaching an officer to a unit in effect
If a corps officer fails a command roll, no divisions, brigades makes that unit an independent command for the purposes
or units in his corps can receive further orders that phase, of orders (but not for command checks).
except for units attached to other officers.
All officers can issue orders to:
A division officer can: l advance;
l issue orders to his division as one group, unless he is l retire;
attached to a unit; l manoeuvre; or
l issue orders to brigades within his division, unless he is l deploy.
attached to a unit; or
l issue orders to any individual unit in his division to which In addition, provided that he has not superseded an officer
he is attached. or attached himself to a unit, the CinC can:
l appoint a new officer to a command that lost its officer in
If a division officer fails a command roll, no brigades or units a previous turn; and
in his division can receive further orders that phase, except l issue a rearm order to bring up reserve ammunition for
for units attached to other officers. his artillery.
A brigade officer can: Routing units cannot be given orders and never act on
l issue orders to his brigade as one group, unless he is orders given to their command group.
attached to a unit; Only officers that are attached to units move in this phase;
l issue orders to individual units within his brigade, unless all other officers move during the Officer Movement phase.
he is attached to another unit; or
14
HUZZAH! BOOK 1: RULES
The net result of all modifiers is applied to obtain the officer’s In command
effective command rating. There is no minimum to the See page 8.
effective command rating, although an order cannot be issued
if an officer’s effective command rating reaches 1. Inspirational officer
The phasing player rolls two six-sided dice (2D6). The order Inspirational officers are defined as such either by the
succeeds if the result is less than or equal to the officer’s Officer Ratings or the Points System.
effective command rating. An order always fails on a roll of 11
15
HUZZAH! BOOK 1: RULES
or 12. An order also fails if the player does not state the type the purposes of threats. Units must stop at each and every
of order before rolling the dice. threat zone encountered. Units that encounter a threat zone
If an order succeeds, units in the command group can act are positioned one stand depth within this zone. Units
according to the order given. Units in a command group that entering a threat zone obliquely are positioned so that the
has been given an order to advance, therefore, cannot front edge of the first stand to enter the zone is entirely within
deploy, manoeuvre or retire – they can only advance. If an it (Book 3, page 19). Units that stop on entering a threat zone
order is successfully given to a command group at least one or which begin in a threat zone can move within this zone on
unit in that group must obey it. Provided that one unit acts on a subsequent order.
the order, other units in a command group need not act on it. An advance move can never be used to break contact with
If no unit acts on an order, the order fails and the officer can an enemy. An advance order is the only order than can be
issue no further orders than turn. used to make contact with the enemy.
Units in a command group are moved one at a time; each A unit that advances into contact with an enemy (so the
unit must complete its order before another unit in the units are touching) cannot act on any further orders that
command is moved. Moving units singly can temporarily phase. A unit that contacts the enemy keeps its current facing
deprive them of favourable position bonuses if they are and position – it is not “squared up” with the enemy unit. A
bombarded. unit need make contact with only part of its front, or with one
of its two front corners. A unit that is in contact with the enemy
Multiple orders is said to have engaged the enemy.
Units and commands can receive more than one order from A unit cannot advance to engage an enemy that is outside
an officer each turn. An officer can repeatedly order the same its threat zone unless that enemy is within 5cm (1 band).
unit or command until he either fails an order or moves on to Artillery cannot advance to engage the enemy whether it is
ordering a different unit or command. There is a penalty of –1 limbered or unlimbered.
for each successive order to the same unit or command. The A unit that contacts the flank or rear of an enemy unit with
penalty applies with respect to the units ordered, not the its own flank or rear immediately halts, takes one stagger, and
officer, which means that an officer that moves on to order a cannot act on further orders that phase: it is repositioned one
different, previously unordered unit does so without any stand depth away from the enemy unit, back along the path of
penalty for issuing successive orders. its advance. The enemy unit is unaffected by the contact.
Friendly units that end up touching or that touch during
Huzzah! results movement, unless executing a passage of lines, each take
Any officer who gets Huzzah! carries out the initial order and one stagger because parts of the formations become
can then automatically successfully issue another order of intermingled.
any type to the same command or unit. After completing a An advance order can be used to execute a passage of
Huzzah! order, a group or individual unit can receive no other lines: a unit of infantry or cavalry in line can advance though a
orders that turn. The officer, however, can go on to issue stationary unit of the same arm that is also in line and which
orders to other commands that he has not already ordered. faces the same direction. Units executing a passage of lines
An officer can forgo the opportunity to use the Huzzah! order do not receive staggers. A passage of lines executed in a
and roll if he prefers. threat zone, however, results in the advancing unit stopping
one stand depth into the zone from its stationary colleague:
Effects of officers on movement both units will therefore end up touching and take one stagger
Units move straight through friendly officers. Units that end up apiece. The only safe way of executing a passage of lines in
on top of a friendly officer displace the officer. Officers are a threat zone is to retire the lead unit.
displaced so they are just out of contact with and behind the Open Order units in open order can advance through other
centre of the unit that displaced them. A unit that contacts an units in open order as a passage of lines. Hence infantry or
enemy officer captures him (the figure is removed) unless cavalry in open order can pass through unlimbered artillery,
there is a non-routing friendly unit within his command radius, infantry in open order or cavalry in open order. Units that end
in which case he attaches to the nearest such unit: his figure up touching after the advance order take one stagger apiece,
is moved and placed in contact with the unit. as for formed units executing a passage of lines.
Retire
Orders A unit that receives an individual retire order can move
backwards up to half its full movement allowance. Units in a
Advance group can move backwards only up to half the full move
A unit that receives an individual advance order can move allowance of the slowest unit in that group. Moves must be
forwards up to its full movement allowance. Units in a group made straight backwards without turning, inclining or drifting
at any command level can move forwards only up to the any unit. All units keep the same facing.
maximum move allowance of the slowest arm in that group. A retire move can never be used to bring a unit into contact
Cavalry in the same command group as infantry can therefore with the enemy. A retire move can never be used to engage
move only as far as the maximum movement allowance of the or to break an engagement with an enemy: such an action is
infantry (20cm or 4 bands). Unlimbered artillery is not obliged only decided by resolving the engagement.
to advance and does not limit the movement of units in a Units must stop moving the instant they enter or touch the
command group. Moves must be made straight ahead without threat zone of an enemy unit, even if they ignore the zone for
turning, inclining or drifting any unit. the purposes of threats. Units must stop at each and every
Units must stop moving the instant they enter or touch the threat zone encountered. Units that encounter a threat zone
threat zone of an enemy unit, even if they ignore the zone for are positioned one stand depth within this zone. Units
16
HUZZAH! BOOK 1: RULES
Movement distances
Movement in cm (bands)
Troops Line Column Open order March column Square
Infantry 15cm (3) 20cm (4) 20cm (4) 20cm (4) 5cm (1)
Cavalry 25cm (5) 30cm (6) 30cm (6) 30cm (6) –
Heavy Foot Guns – – – 15cm (3) –
Foot Guns 5cm (1) – – 20cm (4) –
Horse Guns 5cm (1) – – 30cm (6) –
Officers 60cm (12) – – – –
entering a threat zone obliquely are positioned so that the in open order can pass through unlimbered artillery, infantry in
rear edge of the first stand to enter the zone is entirely within open order or cavalry in open order. Units that end up touching
it. Units that stop on entering a threat zone or which begin in after completing the order take one stagger apiece.
a threat zone can retire on a subsequent order.
Unlimbered artillery cannot retire: the prolongue was used Deploy
only to advance artillery. Limbered artillery that faces toward Units can change from any allowable formation into another
the back of its command can retire with its command: it does allowable formation. Infantry can therefore form line, column,
not need separate advance orders to move “backwards”; it march column, square or go into open order. Cavalry can
also moves at full rate. form line, column or march column. No change of facing is
Friendly units that end up touching or that touch during permitted for infantry or cavalry – this requires a manoeuvre
movement, unless executing a passage of lines, each take order. Artillery, however, can limber and manoeuvre or
one stagger. unlimber and manoeuvre on a deploy order: it cannot
A retire order can be used to execute a passage of lines: a manoeuvre on a deploy order unless it also limbers or
unit of infantry or cavalry in line can retire though another, unlimbers. One stand of an infantry or cavalry unit must
stationary unit of the same arm that is also in line and which remain stationary during deployment to anchor the position of
faces in the same direction. Units executing a passage of the new formation; one stand of an artillery battery must
lines do not receive staggers unless they remain in contact maintain its same relative position after limbering or
after completing the order. unlimbering.
Open Order units in open order can retire through other units A deploy order can never be used to engage the enemy or
in open order as a passage of lines. Hence infantry or cavalry to break off an engagement.
Unit formations
Line March column
A thin, long formation that presents a broad threat zone. A A thin, long formation used to march along roads and
line can only manoeuvre through 45 degrees. Troops in line through narrow terrain, such as bridges and fords. A unit in
are in close order. Unlimbered artillery is in line formation for march column has no threat zone and always uses its
prolongue movement. Treat unlimbered artillery batteries as disadvantaged morale rating if threatened or during
lines for movement and engagements, but as open order engagements. March columns on a road can follow its route
troops for threats. without requiring manoeuvre orders. Troops in march
column are in close order.
Column
A dense, closed-up formation with a frontage of one or two Mob
companies or squadrons intended for assault. Although the Mobs result when a unit routs or when cavalry loses control.
column’s narrow frontage limits its threat zone, multiple Mobs use the movement rate for march column, have no
columns can present a greater threat by virtue of their threat zone and use their disadvantaged morale rating if
superior numbers. Columns are easier to manoeuvre than threatened or engaged. Mobs can manoeuvre freely. Mobs
lines because they are more compact and the smaller are in neither open nor close order.
frontage makes it easier to dress lines. A column can
manoeuvre through 90 degrees. Troops in column are in Square
close order. Infantry squares are an effective defensive formation against
cavalry, but present attractive targets to artillery. Squares
Open order given an advance order can move in any of the four
A dispersed formation typically used by light troops. Only directions that their sides face. Squares cannot manoeuvre.
units with the Open Order or Skirmish abilities (see Army Movement by squares is intended to reflect that the men
Lists) can adopt open order. Troops in open order have the turn to face one direction, advance as a hollow column and
same frontage as units in line. Units in open order can then turn outwards to reform the square. Faster movement
manoeuvre through 45 degrees. Treat unlimbered artillery is only possible by advancing in column and forming square
batteries as open order troops for threats, but as lines for on a deploy order. Troops in square are in close order. In
movement and engagements. woods, a square is assumed to be several rally squares.
17
HUZZAH! BOOK 1: RULES
Units that enter or touch the threat zone of an enemy unit the CinC doesn’t fail an order and therefore end the Orders
while deploying do not stop on entering the threat zone: they phase.
complete their change of formation. A unit that deploys within If the CinC gets a Huzzah! result, he can also elect to
or into a threat zone must immediately take a threat test on appoint another officer automatically, although doing so ends
completing the change of formation. his Orders phase and therefore that of the army.
Units can change formation in any order the player wishes, The CinC can make as many appointments as his luck
but each unit is moved one at a time. Any friendly units that holds good for, with each appointment counting as a
end up touching or that touch while changing formation each successive order. New officers are placed next to the figure
take one stagger. that represents the CinC. The CinC cannot appoint officers
while attached to a unit or if he has superseded an officer.
Manoeuvre
Units can wheel on an anchored corner through up to 45 Rearm
degrees if in line, open order or march column and through up The CinC can resupply his artillery provided at least one
to 90 degrees if in column. A unit in any formation can about battery in his army has no bombardment counters remaining.
face through exactly 180 degrees. Unlimbered artillery can Roll 2D6: if the result is less than or equal to the modified
only manoeuvre forwards (no backward movement is allowed bombardment factor of the army, then all batteries in the army
by unlimbered artillery). return to their full bombardment allowance.
Alternatively, an infantry, cavalry or limbered artillery unit An army’s bombardment factor is modified as follows:
can forgo the ability to wheel or about face and instead side-
step up to 10cm (2 bands) to the left or to the right while Up 1 if the majority of batteries are depleted
maintaining the same facing. Unlimbered artillery cannot Up 1 if all batteries are depleted
“side-step”.
A unit in square cannot manoeuvre. A battery is depleted if it has no bombardment counters
A manoeuvre order can never be used to engage or to remaining.
break an engagement with an enemy. The majority of an army’s batteries are only depleted if
Units must stop manoeuvring the instant they enter or touch more batteries are depleted than not depleted; if equal
the threat zone of an enemy unit, even if they ignore the zone numbers are depleted and not depleted, then the majority is
for the purposes of threats. Units must stop at each and every not depleted.
threat zone encountered. Units that encounter a threat zone If the result is less than or equal to the bombardment factor
are positioned one stand depth within this zone. Units of only some of the factions of an army, then only those
entering a threat zone obliquely are manoeuvred so that the factions return to their full bombardment allowance.
front edge of the first stand to enter the zone is entirely within If the order fails, the player’s Orders phase ends, although
it. Units that stopped on entering a threat zone or which the CinC can try to rearm again in the next Orders phase.
began in a threat zone can manoeuvre freely within this zone A Huzzah! result increases the bombardment ability of an
on a subsequent order. army by one, to a maximum allowable for a nation, and
Units can manoeuvre in any order that the player wishes, rearms the guns to this level.
but each unit manoeuvres one at a time. Any friendly units The CinC cannot issue rearm orders while attached to a
that end up touching or that touch while manoeuvring each unit or if he has superseded an officer.
take one stagger.
Appoint officer
The CinC can appoint an officer to replace one killed in a Example: Rearm
previous turn. The order counts just like any other order, with
the risk that trying to issue it may result in that army’s turn The CinC of an Anglo-Spanish army tries to issue a rearm
ending immediately if the order fails. The affected command order. The British have a bombardment factor of 4 and the
group must be entirely within the command radius of the Spanish a bombardment factor of 3. He rolls 2D6.
CinC. On a 4 or less, only the British batteries are rearmed; on
Roll 2D6: the appointment succeeds if the result is equal to a 3, the British and the Spanish batteries are rearmed.
or less than the command rating of the CinC. Roll for the On a 5 or more, the player’s Orders phase ends
quality of the officer as usual (officers bought using the points because the order has failed.
system roll using the same modifiers as their predecessors). On a Huzzah!, the bombardment factors of both
The new officer can issue orders from next turn; if the CinC contingents increase to 5 and 4 respectively, and the guns
gets a Huzzah! result, however, the appointment is immediate of each are rearmed to these new levels.
and the officer can issue orders starting this turn assuming
18
HUZZAH! BOOK 1: RULES
Artillery bombardment
Bombardment ranges
Range in cm (bands)
Battery type Short range Long range Extreme range Bounce through
Light 0-30cm (0-6) 30-60cm (6-12) 60-90cm (12-18) 10cm (2)
Medium 0-35cm (0-7) 35-70cm (7-14) 70-105cm (14-21) 15cm (3)
Heavy 0-40cm (0-8) 40-80cm (8-16) 80-120cm (16-24) 20cm (4)
Units that are split between ranges are at the closest of the two ranges.
19
HUZZAH! BOOK 1: RULES
Officer movement
20
HUZZAH! BOOK 1: RULES
Intent In all other situations, units use their normal quality rating.
Engagements represent the telling moment of a conflict, Regardless of whether a unit uses its normal or
either resulting from close-range fire or the real threat of disadvantaged quality, no unit can be rated higher than
melee. One side will typically break and run as its nerve fails, Veteran, nor lower than Unreliable. Hence, Veterans with
or recoil from the enemy and fall back. Engagements can see positive modifiers are treated simply as Veterans; Unreliable
whole units wiped out, representing the effects of casualties, troops with negative modifiers are treated as Unreliable.
captives and cowardice. Modifiers are applied to the descriptive quality (Veteran,
Experienced, Trained, Green, Raw and Unreliable) and then
Conditions the corresponding numeric value is read off according to the
Enemy units that are in physical contact on the battlefield are unit’s final descriptive quality. Modifiers are not applied
engaged. Such units must resolve the conflict during this directly to the numeric value.
phase. Their ability to fight depends on their quality and their
situation. Procedure
Modify each unit’s quality as follows:
Units use their disadvantaged quality rating if they are:
Down 1 if more kills than opponent
l Engaged to their flank or rear; Down 1 if more staggers than opponent
l In march column; Down 1 if small unit
l Cavalry against infantry in square; Down 1 if engaged with renowned opponent
l Blown; Down 1 if not in doctrinal deployment
l Routing; Up 1 if in a favourable position
l Attacking a strong point, fortress wall or breach; Up 1 if open order troops in dense terrain
l Downhill of enemy on a steep hill; Up 1 if leader attached
l Cavalry on a steep hill; Up 1 if inspirational leader attached
l Infantry engaged with close order cavalry while in both Up 1 if battle cavalry
open order and open terrain; Up 1 if pursuit cavalry fighting a disadvantaged enemy
l Cossacks or yoruks engaged frontally with close order
troops in open terrain; or The result of all modifiers is calculated and applied to a unit’s
l Close order cavalry in dense terrain. descriptive quality rating to obtain the appropriate numeric
value (the effective morale rating). A unit receives all modifiers
Disadvantaged units never get the favourable position modifier. due to it according to its situation at the start of the phase.
21
HUZZAH! BOOK 1: RULES
Players roll 2D6 for each of their own units involved in an Unlimbered artillery that loses an engagement is broken
engagement. and removed.
A unit that rolls under or equal to its effective morale rating Infantry that is not in square or mass and which loses an
inflicts a number of staggers on its opponent equal to the engagement in open terrain involving enemy cavalry is broken
difference between its morale rating and the result on the unless it gets a Huzzah! result.
dice. Although a unit that rolls exactly its effective morale
rating inflicts no staggers on its opponent, that unit wins the Multiple unit engagements
engagement if its opponent fails the roll. Where possible, break engagements into a series of one-on-
Any unit that rolls 11 or 12 or that rolls more than its effective one combats. Two units against two, for example, always
morale rating takes one kill whether its side wins or loses. becomes two one-on-one engagements. Only then resolve
A unit whose total of staggers and kills equals or exceeds remaining multiple-unit engagements.
its full, not disadvantaged, morale rating is broken and Roll for each unit involved. The unit that rolls the greatest
immediately removed. difference between its morale rating and the result on the dice
The unit that succeeds by the greatest amount is the wins the engagement for its side. Only its result is used in
winner, the other side is the loser. The result is a tie if the determining the number of staggers taken by its opponents.
winner breaks as a result of staggers and kills inflicted in the If a side consists of more than one unit, any staggers are
engagement. The result is also a tie if both sides fail to roll divided equally between units. Any odd staggers are first
equal to or under their effective morale rating or if the allocated to any unit that takes a kill: if more than one or no
difference between the results is equal. units took kills, the controlling player decides which unit
In a tie, all defending units hold their ground. Attacking units receives odd staggers.
in a tied engagement retire one move directly away from and All units that roll 11 or 12 or that roll over their effective
facing the enemy. A unit in line that retires can pass through morale rating take one kill even if their side wins the
other friendly units of the same arm in line and which face in engagement.
the same direction without taking staggers for contacting All units obey the results for ties or losing, as for one-on-
them. It does so by executing a passage of lines. one engagements. If the winning unit on one side breaks, the
All losing units rout. Each one forms a mob and then makes result is a tie.
one move at march column rate directly away from the enemy
(typically straight backwards) and facing away from the Huzzah! results
enemy. Routing units move their full allowance regardless of Any unit that rolls Huzzah! inflicts one kill on each opposing
terrain for this initial move, can manoeuvre freely while routing unit in the engagement and ignores all staggers it would take
to avoid impassable terrain or enemy units, and do not stop at as a result of the engagement. In a multiple-unit engagement
enemy threat zones. A unit that cannot rout because it is such staggers are lost, not redistributed.
surrounded by enemy units, and where no gap wider than a A unit that rolls Huzzah! can still lose an engagement if the
mob exists between such units, is broken. difference between the die roll and its quality is less than the
Any friendly unit that a routing unit touches or passes difference rolled by its opponent. A unit that rolls Huzzah! but
through as it routs receives one stagger; the routing unit also loses retires, not routs.
receives one stagger. Subsequent routs are made in
accordance with the procedure detailed in the Rally phase Officers
(page 25). An officer who is attached to a unit that takes a kill or is
Any unit that leaves or is forced to leave the battlefield, broken is himself killed and immediately removed. An officer
even if it only retires, is broken. attached to a unit that takes only staggers but does not break
remains attached to that unit and is unharmed. Officers
attached to units that retire or rout remain attached to the unit
Examples: Engage the enemy and move with it.
22
HUZZAH! BOOK 1: RULES
Command integrity checks, or command checks for short, Difference in command level
represent the ability of officers to hold their formations together A senior officer can take a command check for a junior
and the confidence that a command has in its leaders. All officer who is dead or captured. All units in the command
command checks must be resolved before rallying, reforming, must be within the senior officer’s command radius and the
reorganising or routing any units or commands. officer must be higher up the chain of command. Hence a
divisional officer can take a command check for a dead or
Conditions captured brigade officer, but a brigade officer cannot take
A command must take a command check if: the command check for another brigade officer. The
command must also be part of the senior officer’s
l Any of its sub-commands broke or routed this turn; command. The senior officer takes the test but at Down 1
l It failed a command check last turn; or for each level of command removed from the officer who is
l It has broken or routing sub-commands and a unit in the meant to take the test. Division, corps and army officers
command is within an enemy threat zone. (the CinC) are respectively one, two and three levels
removed from a brigade officer and accordingly take the
During the turn, mark any officers whose commands must test at Down 1, Down 2 and Down 3. In effect the senior
take command checks as a reminder (use a blue counter or officer dispatches staff officers to keep control of the
an ADC figure). command.
A CinC who has superseded an officer whose command
Procedure must take a command check receives no penalty for the
Command checks are resolved starting at the highest level of difference in command level. He is there in person, rather
command and working downwards. The result of each than acting remotely through his staff.
command check is applied before taking the next check and
as a consequence some commands may be affected by more Seize the flag
than one command check. The officer voluntarily performs a conspicuous act of
If more than one command at the same command level heroism to inspire his men. For an officer to seize the flag
must take a command check, the command with most routing all units in the command must be within his command
and broken sub-commands tests first. If the commands have radius. The officer takes the test at Up 1, but if he fails he
the same number of routing and broken sub-commands, the is killed and immediately removed from play.
command with a unit nearest to the enemy tests first.
23
HUZZAH! BOOK 1: RULES
24
HUZZAH! BOOK 1: RULES
the command take kills equal to the number of attempts made Modifiers are applied to the descriptive quality (Veteran,
at reorganising the command. Any units that break as a result Experienced, Trained, Green, Raw and Unreliable) and then
are destroyed and are permanently removed; the command the corresponding numeric value is read off according to the
enters without them and its strength is reckoned on the unit’s final descriptive quality. Modifiers are not applied
number of surviving units; units broken in this way do not directly to the numeric value.
count against future orders and command checks.
Procedure
Huzzah! results A unit’s quality rating is modified as follows:
A Huzzah! result immediately reorganises a command. Units
take no extra kills for the number of attempts made at Down 1 if the unit has kills against it
reorganising them and the command’s officer is immediately Down 1 if the unit is routing
placed at the army’s line of communication as for the Down 1 if blown battle cavalry
Reinforcement rules. He can order his reorganised command Down 1 if within an enemy threat zone
in the player’s next Orders phase. Up 1 if in command
Up 1 if in a favourable position
Up 1 if an officer is attached
Remove smoke Up 1 if an inspirational officer is attached
Artillery batteries that threaten units during the enemy’s turn The net result of all modifiers is calculated and applied to the
accumulate smoke markers. The phasing player can now unit’s descriptive quality rating to obtain the appropriate
remove one smoke marker from each unlimbered battery and numeric value (the effective morale rating).
two smoke markers from each limbered battery. Batteries may Roll 2D6 for each unit: it rallies if the result is less than or
not be able to remove all their smoke markers. equal to its effective morale rating. It fails to rally if the result
is higher than its effective morale rating. A roll of 11 or 12
always fails.
Rally and reform Routing troops that rally immediately halt facing the enemy
and assume whichever allowable formation they wish.
All routing, staggered or blown units on the phasing player’s Blown troops that rally immediately lose the blown status.
side must attempt to restore order by rallying or reforming. All They keep their original formation and facing. Blown troops
routing units must try to rally before staggered or blown that fail to rally remain blown and may lose control. They
troops try to reform, because a routing unit that fails to rally receive a forced order of recall and are marked with a blue
may affect other units in its flight. counter or an ADC figure to indicate they have received a
forced order.
Conditions In addition, troops whose roll is less than their effective
Rallying and reforming takes place strictly in the following morale rating reform by removing a number of staggers equal
order: to the difference between the result on the dice and their
effective morale rating. It follows that a unit that rolls equal to
l Rally routing units; its effective morale rating recovers no staggers, although the
l Compulsory movement of routing units; roll is good enough to rally routers or to reform blown cavalry.
l Reform blown and non-routing units; and
l Compulsory casualties. Huzzah! results
A Huzzah! result automatically removes all staggers from a unit.
Rallying or reforming always uses the full, not disadvantaged,
quality rating of a unit. No unit can be rated higher than Compulsory movement: Rout
Veteran, nor lower than Unreliable. Hence, Veterans with Routing units that fail to rally immediately make one move
positive modifiers are treated simply as Veterans; Unreliable towards their line of communication at march column speed in
troops with negative modifiers are treated as Unreliable. mob formation. Routing units obey all terrain effects on
movement, but can manoeuvre freely while routing to avoid
impassable terrain and to avoid enemy units, and do not stop
Example: Rally at enemy threat zones.
Unless otherwise specified, the line of communication is to
A routing Raw cavalry regiment with two kills and two a road nearest the centre of the army’s baseline, or the centre
staggers and within the command radius of its officer tries of that baseline if there are no roads. A player can nominate a
to rally. Its effective morale rating is Unreliable (5) – its different line of communication before the game starts.
base value of Raw (6) is modified Up 1 for being in If a routing unit moves through a friendly unit, both units
command, Down 1 for the kills and Down 1 for routing. If it take one stagger. A routing unit that passes through more
were also out of the command radius of its command than one friendly unit takes one stagger for each unit it
group’s officer, it would remain Unreliable (5), requiring a contacts – if it takes enough staggers it will break. Non-
roll of 5 or less to rally. A result of 4 would rally it and routing units that take staggers in this way must attempt to
remove one stagger; it would then take one kill. A result of reform after every routing unit on the phasing player’s side
3 would rally the unit and remove all the staggers. The has been rallied or moved. Choke points, such as bridges or
unit’s chance of rallying can be improved by attaching an narrow passes, and the approaches to them may potentially
officer in the Officer Movement phase. lead to several units being staggered as a routing unit
blunders through.
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HUZZAH! BOOK 1: RULES
A unit that is forced to rout away from the most direct path rally; other orders can be given first, but cavalry that must
to its line of communication, for example, by an enemy unit recall cannot act on them. If no recall order is given or if an
positioned behind it, takes an additional stagger. A unit that officer fails a preceding order to the cavalry’s command, then
cannot rout because it is surrounded by enemy units or by the recall order fails.
enemy units and impassable terrain is immediately broken. If the order succeeds, the cavalry remains where it is – the
Any unit that routs from the battlefield is immediately broken. recall order has been obeyed, although order has yet to be
restored. The unit is still blown. If it fails to rally during the
Compulsory casualties next Rally, Reform and Rout phase, it will again receive a
Any unit in the phasing player’s army that still has staggers forced order of recall.
against it after attempting to rally or reform takes one kill and If the recall order fails, the cavalry loses control and
retains all its staggers (the staggers are not “converted” into advances one move in mob formation towards the nearest
kills). Its state of disorder is considered such that casualties enemy unit along the enemy’s line of communication,
and a drift towards the rear have permanently affected its automatically manoeuvring as necessary to follow this route.
morale. The cavalry is stopped by threat zones and obeys all terrain
Any unit whose total of kills and staggers equals its normal limitations. If forced by terrain to diverge from the line of
morale rating is broken and immediately removed from the communication, it will take the shortest route around any
battlefield. A unit that takes kills equal to its normal morale obstruction. If it engages an enemy it fights using its
rating is destroyed and permanently removed from play; such disadvantaged morale rating. Cavalry that loses control is
a unit can never return to the battlefield if its command is always blown and therefore has no threat zone. If the unit
reorganised. fails to rally during the Rally, Reform and Rout phase, it
receives another forced order of recall.
Note that cavalry on the non-phasing side that wins an
Forced orders engagement does not test to rally until after its next Orders
phase. It does not receive a forced order of recall unless it
Recall fails a rally roll after that phase. It cannot move (i.e. advance,
Blown cavalry that fails to rally receives a forced order of retire, manoeuvre or deploy) during that player’s Orders
recall (mark affected units with a blue counter or an ADC phase because it is blown; in effect it pays a penalty for
figure as a reminder). A cavalry unit with a forced order of having the attacker decide where and when the engagement
recall can act on no other type of order until a recall order has took place. However, one advantage is that the player is more
been issued and obeyed; it is still blown. A recall order to the able to get officers in place to maximise the cavalry’s chances
cavalry can be issued in the next Orders phase after it fails to of recovering from being blown.
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HUZZAH! BOOK 1: RULES
Other rules
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HUZZAH! BOOK 1: RULES
units in the open can threaten units at the edge of woodland Cavalry cannot initiate engagements across hedges unless
but not beyond. such obstacles are designated otherwise.
Cossacks and infantry have a threat zone of 5cm (1 band)
in woods. Skirmisher superiority has no effect on infantry Walls and redoubts
threat zones in woods. All cavalry, except cossacks, has no Walls are substantial raised linear obstacles and are either
threat zone within or into woodland and is disadvantaged high or low. Redoubts are substantial low raised linear
while in such terrain; because cavalry has no threat zone in obstacles – otherwise artillery cannot bombard or threaten
woods, it can advance to engage an enemy only if that enemy from behind them.
is within 5cm (1 band). All units must stop on contacting a wall or redoubt and can
Howitzer batteries (see Army Lists) and rocket batteries on cross only on a subsequent order. All such obstacles are
a higher elevation than light woodland have line of sight to impassable to artillery; high obstacles are impassable to
any unit in that woodland and can bombard such a unit at cavalry. Infantry and cavalry can cross low obstacles and
long or extreme, but not short, range provided the enemy unit move at half rate on a subsequent order. Infantry can also
is more than 5cm (1 band) from friendly troops. Howitzer fire cross high obstacles; they are positioned adjacent to and on
negates the favourable position modifier for being in dense the other side of the obstacle on a subsequent order.
terrain. Artillery can bombard or threaten a unit that is positioned
both behind and adjacent to a wall or redoubt. The threatened
Rivers and streams unit is in a favourable position. Howitzer batteries, however,
Rivers and streams are flat or sunken linear obstacles that negate the favourable position modifier given by a wall or
can be fordable or impassable. Troops can cross impassable redoubt if bombarding such a target at long or extreme range.
rivers or streams only at designated fords and at bridges. Infantry can threaten a unit that is positioned both behind
Fordable rivers and streams can be designated as fordable by and adjacent to a wall or redoubt. The threatened unit is in a
only certain units: all troops, infantry and cavalry, or cavalry favourable position.
only. Walls and redoubts block all threat zones except for infantry
All units must stop on contacting a river or stream. If it is and artillery positioned next to a low wall or redoubt, which
fordable, they can cross on a subsequent order, moving threaten over that obstacle.
through the water at half rate. Infantry and artillery units that are adjacent but at an angle
All rivers and streams block the threat zones of cavalry and to a low wall or redoubt project their threat zone up to and
have no effect on infantry and artillery threat zones. Infantry over the obstacle provided the angle between the terrain and
and artillery cannot threaten troops in a sunken river or the front of the unit where it contacts the terrain is no more
stream unless positioned at the edge of the water. than 45 degrees.
Artillery cannot unlimber in a river, stream or ford, or on a Cavalry cannot initiate engagements across walls unless
bridge. such obstacles are designated otherwise. Redoubts are
assumed to have a sloping front face and therefore cavalry
Hedges can initiate engagements across the front of a low redoubt
Hedges are insubstantial raised linear obstacles and are against units positioned behind the redoubt. Note that
either high or low. redoubts may have deep trenches or wolf pits in front of them,
All units must stop on contacting a hedge and can cross which prevent cavalry from reaching the front of the
only on a subsequent order. Hedges are impassable to fortification.
artillery; high hedges are impassable to cavalry. Infantry and
cavalry can cross low hedges and move at half rate on a Ditches, sunken roads and trenches
subsequent order. Infantry can also cross high hedges, and Ditches, sunken roads and trenches are sunken linear
are positioned adjacent to and on the other side of the hedge obstacles and are either shallow or deep.
on a subsequent order. All units must stop on contacting a sunken linear obstacle and
Hedges block all threat zones except for infantry and can cross only on a subsequent order. Shallow obstacles are
artillery positioned next to a low hedge, which threaten over impassable to artillery; deep obstacles are impassable to
that obstacle. Artillery positioned adjacent to any hedge can artillery and cavalry. Cavalry and infantry move across a shallow
bombard through the hedge at short range only, permanently obstacle at full rate on a subsequent order. Infantry moves at
removing a section of hedge equal to the width of the battery. half rate across a deep obstacle on a subsequent order.
The hedge is removed after the bombardment threat test is Shallow sunken obstacles have no effect on threat zones;
resolved. deep sunken obstacles block the threat zone of cavalry.
Artillery can bombard or threaten a unit that is positioned Artillery and infantry can threaten units in a deep sunken
both behind and adjacent to a hedge. The threatened unit is obstacle only if they are adjacent to the edge of that obstacle.
in a favourable position. Howitzer batteries, however, negate Units moving along, not across, a sunken road can do so
the favourable position modifier given by the hedge if freely provided they are in mob or march column.
bombarding such a target at long or extreme range. Cavalry cannot initiate engagements across sunken roads
Infantry can threaten a unit that is positioned both behind or trenches unless such obstacles are designated otherwise.
and adjacent to a hedge. The threatened unit is in a
favourable position. Difficult terrain
Infantry and artillery units that are adjacent but at an angle Cliff faces, lakes, marshes, wolf pits, and rivers in flood are
to a low hedge project their threat zone up to and over the difficult terrain. They are usually impassable. Terrain with wolf
hedge provided the angle between the terrain and the front of pits is passable to infantry and marshes may be designated
the unit where it contacts the terrain is no more than 45 as passable to infantry, which moves through such terrain at
degrees (Book 3, page 15). half rate.
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HUZZAH! BOOK 1: RULES
Difficult terrain blocks the threat zone of cavalry. Cliffs block Close order infantry adjacent to or partly or wholly within an
all threat zones. Artillery, however, can bombard at long and uncontested building sector can deploy into that sector on a
extreme ranges from the top and edge of cliffs. Deploy order: the stands representing the unit are positioned
on two adjacent sides of that sector. A unit so deployed
Bridges and fords presents a threat zone up to 10cm (2 bands) from the two
Bridges and fords (as opposed to a river that is fordable along edges along which is deployed and benefits from the
its length) are narrow obstacles that can be crossed at full favourable position modifier. In engagements, however, it also
rate only by units in march column. Evidently any unit that suffers the penalty for not being in doctrinal deployment.
crosses in march column projects no threat zone and is Close order units deployed in buildings are treated as
disadvantaged while in that formation. Units in any other disadvantaged in engagements, not threats, if the enemy is
formation cannot cross a bridge or ford; they project threat engaging them from the sides of the sector along which they
zones appropriate to the terrain. are not deployed. Close order troops deployed in one sector
Artillery cannot unlimber in a ford or on a bridge. cannot deploy into adjacent sectors: they must deploy into a
close order formation, advance, and then redeploy.
Roads A town sector is contested if an enemy unit is within or
The rough roads of the time offered no discernible advantage partly within it, or if the front of such a unit touches one face
to any arm, except to provide a convenient, easy to follow of the sector. Units cannot deploy into sectors that are
route. Units in march column can move along a road, contested by the enemy. A unit that is deployed in a building
following its twists and turns without the need for a sector is engaged if the front of any enemy unit touches any
manoeuvre order. face of that sector.
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HUZZAH! BOOK 1: RULES
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