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2page Tricorne

The document outlines wargame rules for large 18th century battles, focusing on various troop types such as infantry, cavalry, and artillery, with specific movement and firing mechanics. It details unit formations, morale effects, and the sequence of play, emphasizing quick gameplay with minimal complexity. The rules are designed for 2mm or 6mm miniatures and include modifiers for combat outcomes based on troop quality and positioning.

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Adrian Patino
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0% found this document useful (0 votes)
56 views2 pages

2page Tricorne

The document outlines wargame rules for large 18th century battles, focusing on various troop types such as infantry, cavalry, and artillery, with specific movement and firing mechanics. It details unit formations, morale effects, and the sequence of play, emphasizing quick gameplay with minimal complexity. The rules are designed for 2mm or 6mm miniatures and include modifiers for combat outcomes based on troop quality and positioning.

Uploaded by

Adrian Patino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Tricorne

Infantry 3”
Artillery 3”
Heavy Cavalry 6”
Light Infantry 6”
Light Cavalry 9”
2 Page Wargame Rules
Difficult terrain may be -2” or -4” or impassible for
What You Need movement.
The rules are written for fighting large 18th century battles
quickly, with minimal superfluous detail. They are intended Fire
for European battles from around 1690 to around 1780. Infantry can fire up to 1” with 1 dice
Firearm cavalry have the same range with 1 dice.
Each unit is a battalion of Infantry, 2 squadrons of Cavalry Light artillery fires in bands of 2 inches with 2 dice and 4
or a battery of Artillery represented by a base with inches with 1 dice.
wargaming miniatures (2mm or 6mm are ideal, but you can Heavy artillery rolls 3 dice up to 3”, 2 dice up to 6” and 1
use whatever scale). dice up to 9”.
Units hit on a 6. They gain +1 dice for firing on the flank,
The rules use a six sided dice for everything. +2 for firing on the rear.
The base sizes I have used are 1” wide by 1/2” deep. All Units get a saving throw of 4+ if they are in hard cover, or
measurements are in 1” multiples so other sizes can be used fired upon by firearm cavalry. A unit has a saving throw of
just substituting the base width for 1” in the movement. 6+ if its in light cover or light infantry, or the enemy is of
Generals may be based on any square or round base up to poor quality, or the enemy has pikes.
1” across.
Hits cause a move on the morale clock
Units Good → Weakened → Broken → Destroyed (removed)
Units can be artillery, infantry, light infantry, heavy or light
cavalry. Assault
Troops can be elite, average or poor. Units may assault units in base to base contact.
Some troops may be shock troops or have pikes. Artillery may not assault but may be assaulted.
Units may also be irregular. Roll 1 d6 per unit (both sides)
6s cause one hit on the morale clock.
Contingents and Formations The following modifiers are applied.
Armies are structures along the lines of contingents. An All vs artillery +1d6
example of a contingent is Prince Eugene's Austrians at All vs light Infantry +1d6
Blenheim. The army may contain 1+ contingents. Heavy vs Light cavalry +1d6
All the troops in a contingent have one commander and Flanking +1d6
may also have a special ability or characteristic. In the rear +2d6
Units may join a formation which allows certain benefits Opponent weakened +1d6
Single line --------------- All units except flanking units get a Opponent broken +2d6
4+ save versus all damage caused by cavalry Shock troops +1d6
Double line ======== where the second line is within 3” Elite troops +1d6
of the first. Units get the same save ability as a single line Pikes vs Cavalry +1d6
but units from the second line may replace those in the first A unit may only fight against one enemy per turn. If it is
as a free move. contacted by 2 or more enemies then the unit closes to its
March columns – formed of units one behind the other. A front is the one attacked. A unit may be attacked by more
march column may move twice but any attacker may re-roll than one unit per turn.
misses.
Column of battalions – may re-roll misses in combat but Rally Phase
attackers may re-roll all misses in firing. All broken units move a double move towards their own
Moving between formations takes one turn and the new baseline. After this double move all broken units may try to
formation must be centred on one of the units within the old improve their morale state but rolling one d6.
formation. On a roll of 6 the unit moves one space back on the morale
clock.
Sequence of Play The following modifiers apply
a. Player A moves his units, fires units, then makes Assaults +1 for elite
and then rallies +1 for an attached commander
b. Player B moves his units, fires units, then makes Assaults +1 in cover
and then rallies. +1 more than 9” from all enemy
-1 if poor.
Movement
Either the unit, or part of its formation, must be within
6” of its contingent commander
Samuel Chapman, Brindisi, 16/03/14

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