Wargame Mechanics Index

Balagan's Marlburian Rules

Combat has no separate fire or melee resolution at all: every unit under fire or in contact simply tests morale, and accumulated failures cause rout.

Two-page fast-play rules for War of the Spanish Succession battles, with each unit a two-element brigade of foot, horse or artillery. Sides alternate bounds of morale testing then movement or actions. All firing and melee is resolved purely by morale tests; units rout after accumulating a set number of failed tests. Optional rules add rated generals, order counters carried by messengers, and black-powder fog of war.

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Mechanics 18 · 1 distinctive

Command & Control

2cmd

Anything beyond a straight-ahead move requires a d6 action roll.

How it works

Actions replace movement and take a bound: roll 1d6, 1-2 nothing happens, 3-6 succeeds; -1 if the unit failed a morale test this bound, and generals' ratings modify it. Actions are: change formation then half move, withdraw from or follow up a melee, charge into contact if in line, or move including a wheel or 180-degree turn.

Actions take one bound and replace movement. Throw 1d6 die for each attempt: 1-2 do nothing; 3-6 action successful. -1 to roll if failed morale test this bound.
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2cmd

Order changes travel by physical messengers who may be killed.

How it works

Messengers move as horse in column and cannot fight or be shot; in any bound they move they are killed on a 1 on 1d6, after which a replacement may be sent.

Messengers move as horse in column and can’t shot, be shot at or melee; they are killed if a 1 on 1d6 is rolled in any bound they are moving
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2cmd
Orders and Command ControlOrders states

Optional Advance/Hold/Retreat order counters bind units.

How it works

Each unit or division starts with an order counter: Advance to combat distance, Hold current location, or Retreat from all enemy. Orders change only when a general or messenger arrives, when a general rolls 5-6 plus rating to change his own orders, or randomly (1-2 advance, 3-4 halt, 5-6 retreat) if the general is killed.

These basic orders have to be adhered to and can only be changed in the following circumstances: (i) automatically, when a general or his messenger reach a unit or a brigade
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1cmd

Optional generals rated -1/0/+1 modify morale and action rolls and can be killed.

How it works

A division of 3-7 units has a general whose rating is added to morale tests and action attempts of units in the division he has joined; the CinC can join any unit. On an unmodified 1 in a morale test of his unit the general dies and a replacement rated -1 (1-3) or 0 (4-6) takes over.

The general is rated as -1 or 0 or +1 and this number is added to all morale tests and attempts at actions for units in the division that they have joined.
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Movement & Manoeuvre

1move

Charging into contact is an action available only to units in line.

How it works

A unit in line may attempt to charge into contact as its action (3-6 on d6). Artillery cannot charge. Units charged suffer -1 on morale in the bound after first being charged.

Charge into contact if in line.
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1move

Fixed move allowances by arm and formation, with free movement only straight ahead.

How it works

Scale is 100 paces per cm. Horse move 2400p in column or 1200p in line; foot 1200p in column, 600p in line; limbered artillery 800p, unlimbered none. Units cannot interpenetrate.

100 paces (p) is 1cm. A free normal move is straight ahead. Bad going slows movement.
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1move
Single line, double line, columnFormations & formation change

Two-element brigades form single line, double line or column; artillery limbers.

How it works

Horse and foot may be in single line (elements adjacent), double line (one behind the other with a small gap) or column of march (large gap). Artillery has gun and train elements; limbered has the train in front. Dragoons may dismount and fight as foot in single line. Formation change is an action.

Horse and foot can form into single line (adjacent elements), double line (one behind other, with a small gap), or column of march (one behind other, with a large gap).
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1move

Bad going multiplies distance cost by formation.

How it works

Bad going (woods, marsh, buildings, steep slopes, rivers) makes each cm count as 2 or 4 depending on arm and formation: horse in column x4 and impassable in line, foot column x2 and line x4, limbered artillery x4.

For example, x2 means each cm counts as two. Bad going includes woods, marsh, buildings, steep slopes and rivers.
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Morale & Cohesion

3morale

All firing and melee results are determined by morale tests.

How it works

Any unit under fire or in melee totals tactical factors and adds 1d6; below 4 it gains a morale counter. Factors: +1 favourable terrain, +1 only shot by artillery at 200p+; -1 each for column/limbered, unsupported, horse or limbered artillery under fire, first bound after being charged, each element in combat over two, foot/artillery in melee with horse, enemy behind flank or rear, dragoons.

Determine results of both firing and melee by testing morale.
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2morale
Losing the battleArmy breakpoint

Once half the army has routed, each further rout risks total collapse.

How it works

At the end of the bound in which half your units have routed, and each subsequent bound in which another unit routs, roll 1d6: on 1-3 the remaining army routs and the battle is lost.

At the end of the bound in which half your army’s units have routed, and each bound in which another unit routs, roll 1d6: 1-3 lose battle because remaining units rout.
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Damage & Attrition

2dmg
Morale countersStep losses

Failed morale tests accumulate as counters until the unit routs.

How it works

Each failed test places a morale counter. Foot rout and are removed on their 4th failure; horse, dragoons and artillery on their 2nd.

Units rout and are removed when they fail multiple morale tests: Foot 4, Horse (including Dragoons) and Artillery 2.
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Resolution Engine

1engine

Single d6 rolls with modifiers for all tests.

How it works

All resolution uses 1d6 plus tactical factors (morale) or a straight 3+ target (actions); design explicitly restricted to d6 and no bookkeeping.

-Only use d6 -No bookkeeping
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Battlefield & Environment

2env
Fog of war (smoke)Visibility & time of day

Firing units generate a smoke zone that horse can exploit when charging.

How it works

A firing unit places fog 50p wider than itself and 50p deep in front; it is removed at the end of the bound after it stops firing. Horse charging entirely through the fog roll 1d6 after moving: 4-6 adds 200p to the move.

If a unit fires, then indicate the “fog of war” in front of it. This is 50 paces wider than the unit and extends out 50 paces.
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Ranged Combat

2fire

Foot in line and unlimbered artillery fire automatically at enemies in range.

How it works

Foot in line and unlimbered artillery facing an enemy within range (200p foot, 1000p artillery) are assumed to fire, triggering a morale test on the target. Units in melee cannot be shot at; artillery at 200p+ gives the target +1.

Foot in line and unlimbered artillery are assumed to be firing if facing enemy and within range. Range is 200p for foot and 1000p for artillery.
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Forces & Unit Definition

1force
Units (brigades) of 2 elementsElement basing & representation

Every unit is a brigade of two 4x2 cm elements.

How it works

Foot, horse and artillery brigades all comprise two 4cm x 2cm elements; artillery is one gun and one train element. A foot brigade is ~2,000 men, horse ~1,000, artillery ~8 guns.

All troops are organised into units (brigades) of 2 elements (each 4 cm x 2 cm), either Foot, Horse or Artillery.
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Close Combat

1melee

Unsupported units and flank/rear contact penalise morale.

How it works

A unit is supported if foot in double line or if a second unit is within 200p behind; unsupported units suffer -1. Enemies entirely behind flank or rear give -1, as does each element in combat beyond two.

-1 Unsupported (supported units include foot in double line, and any unit with a second unit within 200p behind)
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Scenario, Campaign & Victory

2scen
Initial Army DeploymentPre-game sequence

A d6 roll decides whether the army starts in march column.

How it works

Each army rolls 1d6: on 1-3 all its units start in column or limbered, otherwise deployed freely. Deployment zones are 1000p deep and 4000p wide, 2000p apart.

Each army rolls 1d6: 1-3 all units are in column or limbered; otherwise as you wish.
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Turn Structure & Sequence

1turn

Sides alternate bounds of about 15 minutes each.

How it works

In its own bound a side first tests morale for its units in combat, then each unit may move or attempt an action. Each bound represents roughly 15 minutes.

Sides alternate bounds, during which: (1) Own units test morale if in combat. (2) Own units may move or try an action. Each bound is approximately 15 minutes.
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