Wargame Mechanics Index

Loose Files and American Scramble

Randomised movement in which formed troops gain disorder for every low roll makes manoeuvre itself the enemy, so troop training (the ability to redress ranks) dominates the game.

Rules for the smaller battles of the American War of Independence, with 1 figure = 10 men and regiments of three-figure company bases. Movement is simultaneous and randomised with average dice, and every low movement roll inflicts D. Points (Disorganisation, Demoralisation, Desertion) on formed troops. Commanders spend Command Points to move, order, inspire and rally; well-trained units redress ranks by themselves while militia depend on commanders. Firing and combat inflict DPs, with casualties only once a unit holds the maximum 5 DPs.

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Mechanics 26 · 2 distinctive

Movement & Manoeuvre

3move
Randomised MovementRandom movement distance

Units choose how many average dice to roll for movement, risking disorder on low rolls.

How it works

1st-3rd Class units move one or two Average Dice x inches; 4th/5th Class one AvD or AvD + D6. Skirmishers may add a D6, cavalry one or two D6. All troops except skirmishers take 1 DP for each 1 or 2 rolled (1-3 in woods). Woods/uphill -1" per die; on roads the player may choose the value of average dice.

All troops except skirmishers take l DP for each 1 or 2 rolled. In woods, take 1 DP for each 1, 2, or 3 rolled.
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2move
Collisions/InterpenetrationsInterpenetration & zones of control

Interpenetrating units both take a DP; routers crash through less-ordered friends.

How it works

Each unit involved takes 1 DP. Retreating or routing units move around supports that have fewer DPs but run through and collide with units equally or worse formed.

Retreating or Routing units move round supports that are better formed (i.e., have less DPs), but run through and collide with units equally or worse formed.
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2move
Cavalry speed changesMomentum / vector movement

Cavalry can change speed by only one or two dice per turn.

How it works

Cavalry at rest may move off at up to two dice; at top speed (four dice) they can only slow to two dice next turn. When intending to close to contact a cavalry unit must roll at least three dice regardless of distance, taking any DP penalties.

Cavalry: May only change speed by one or two dice in a turn (i.e., if a unit is at rest, it may only move off at up to two dice x inches
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1move
Manoeuvre / Formations PermittedFormations & formation change

Line, column and skirmish order, with formation changes costing a turn and DPs.

How it works

Regulars use line and column (column as attack formation only vs fieldworks, bridges, defiles); militia and light infantry may skirmish. Changing formation takes a turn and 1 DP (2 under fire); limbering takes two turns; wheels are treated as uphill and cost 1 DP; about face or crossing fences costs half a move.

Change Formation: Takes one turn. Take 1 DP (2 DPs if under fire).
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1move
Woods/Uphill, obstaclesTerrain movement effects

Terrain reduces each movement die and obstacles cost turns and DPs.

How it works

Woods/uphill subtract 1" from every die rolled and raise the DP threshold to 1-3. Minor obstacles take a turn and 1 DP (2 under fire); fences/walls take half a move; major obstacles like abatis are set by players.

Woods/Uphill: -1" from all dice rolled.
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Command & Control

2cmd
Command Points (CPs)Command points / PIPs

Commanders have CP budgets spent on movement, orders, inspiring and rallying.

How it works

C-in-C has Average Die + 1 CPs (unless set by scenario); brigadiers have an Average Die's worth (3 in the 1987 text). Costs: move one die x inches 1 CP; order a unit or brigade within 6" 1 CP; written order in multiplayer 2 CPs (one turn delay); inspire +1 in combat 3 CPs; rally one DP 2 CPs. Allocation was tracked with pins on a cork tile.

Move up to one dice (average or D6, as you choose) x inches = 1 CP. Give an order to a unit (or to more than one unit in the same Brigade to do the same thing): 1CP (Command range is 6").
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1cmd
Written orders / couriersCommand friction & delay

In multiplayer games orders are written and take a full turn to take effect.

How it works

Writing an order costs 2 CPs and a unit takes one full turn to react to it; couriers move up to four dice x inches. Scenario reinforcement requests use the same write-and-read CP costs.

Write an order (in multiplayer games) = 2 CPs (note: a unit takes one full turn to react to a written order).
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1cmd
Risk to CommandersLeader effects

Commanders inspire and rally but risk wounds that cost Command Points.

How it works

Attached commanders must stay until combat is resolved and share the unit's fate. If the unit takes a DP from fire or any casualty, roll a D6 (max once per turn): on 1 roll again: 4-6 light wound (-2 CPs), 2-3 serious wound (leaves the field), 1 killed.

1 = Hit. Roll again: 4/5/6 = Light wound. Lose 2 CPs. 2/3 = Serious wound. Retire from field. Loses all CPs. 1 = Killed.
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Ranged Combat

1fire
Infantry firingDice pool fire

One die per company firing, minus DPs, with 6s inflicting DPs.

How it works

Musket 0-8", rifle 0-10". Roll one D6 per company (or group of three skirmishers) minus the unit's DPs; halve vs artillery or skirmishers, halve again vs fieldworks/buildings, rounding up. Each 6 inflicts 1 DP; only skirmishers may fire and move in the same turn.

Roll one D6 for each company or group of three skirmishers firing, minus the number of DPs on the firing unit.
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1fire
Artillery rangesRange bands

Artillery rolls a modified D6 per gun with different results at long and short range.

How it works

Light, field and heavy guns; long range 10-36" (-6" light, +6" heavy), short under 10". Modifiers include +1 for repeating the same target at the same range, -1 per DP on the gun, -2 vs skirmishers or fieldworks. Long range: 4+ inflicts 1 DP; short range: 2-3 1 DP, 4-5 2 DPs, 6+ 1 DP and 1 casualty.

At long range inflict 1 DP for final total of 4 or over. At short range inflict 1 DP for total of 2 or 3, inflict 2 DPs for total of 4 or 5
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1fire
Firing at same target and rangeRanging / bracketing

Artillery gains +1 when firing at the same target at the same range as the previous turn, and -1 when it switches target.

How it works

Artillery effect is rolled on one D6 per gun with modifiers. +1 applies if the gun fires at the same target at the same range as in the previous turn; -1 applies when firing at a new target. This rewards steady fire and penalises switching.

+1: Firing at same target, at same range, as in previous turn. -1: Firing at new target.
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Close Combat

2melee

Each side rolls an Average Die plus modifiers; the difference decides results for both.

How it works

Combat occurs when a unit advances within 4". Modifiers: +3 per training grade above the opponent, +3/+2 fortifications, +2 British bayonet attack, +1 terrain, +1/2 inspiring general, -3 skirmish order, -3 flank/rear, -2 per DP, -2 per casualty, -1 to -5 for outnumbering (cavalry figure = 3 infantry, gun = 6). The difference gives each side's result from Easy victory (+4) to Routed (-9).

Result: Compare scores. If side A’s total is, say, +3 and side B’s is -2; then side A is the winner by a total of +5 and B is the loser by-5.
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2melee

Graded results apply DPs, casualties and retreats to each side by its own margin.

How it works

+4 easy victory (1 DP; 4th/5th class pursue); +2/3 success (1 DP, maybe 1 casualty, halt); +1/0/-1 standoff (both 1 DP and casualty, continue); -2 to -4 driven back (2 DPs, 1 casualty, retreat a move); -5 to -8 defeated (2 DPs, 2 casualties, retreat behind next line); -9 routed. Cavalry standoffs against infantry count as driven back.

-2/-3/-4: Driven Back. Take 2 DPs and one casualty. Retreat one move at maximum speed (no deduction for about face).
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2melee
Bayonet attackTroop-type matchups

British regulars may declare a bayonet attack for +2 but forgo inflicting casualties on a standoff.

How it works

Open only to British regulars, declared before the attack. On a standoff the defender takes no casualty, so the attacker goes into the next round worse off (-4 vs -2). Infantry facing cavalry also avoid standoff casualties.

+ 2: Making bayonet attack (option open only to British regulars. Declare before attack).
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Morale & Cohesion

3morale

Temporary disorganisation, demoralisation and desertion points accumulate up to five.

How it works

DPs come from movement rolls, manoeuvre, collisions, morale, fire and combat; each DP gives -2 in combat and -1 die in fire. A unit can hold at most 5; further DPs from fire, combat or morale become casualties. Counters (pebbles) beside the command group show DPs openly.

These represent the temporary Disorganisation, Demoralisation, and Desertion that can affect a unit’s performance in action. Unlike casualties (see below) DPs do not have a permanent effect.
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2morale

Friendly retreats and routs within 6" inflict DPs scaled by relative grade.

How it works

Troops ignore retreats of lower-grade friends but take 1 DP if one routs past within 6". An equal/higher grade unit retreating past within 6" gives 2 DPs; an equal grade rout gives 2 DPs and 1 casualty; a higher grade rout gives 3 DPs and 1 casualty.

If higher grade unit routs past within 6" take 3 DPs and l Casualty.
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2morale
Re-dress ranksRout & rally

Units remove DPs by training class at the end of the turn, or via commanders.

How it works

1st Class remove up to 2 DPs if stationary and not in combat; 2nd Class 1; 3rd Class 1 only if also not under fire; 4th Class only via a commander's CPs; 5th Class only via the C-in-C's CPs. Rallying costs 2 CPs per DP.

4th Class units may only remove DPs by a commander using his Command Points. 5th Class units only remove DPs if a commander-in-chief uses his Command Points.
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Scenario, Campaign & Victory

2scen
Reinforcements (Freeman's Farm)Reinforcements & schedules

Scenario reinforcements depend on written requests and die rolls.

How it works

Arnold may send a 2-CP written request to Gates; the reply, read for 2 CPs next turn, is rolled on a d6 table modified by which side has units retiring, deciding which brigades arrive and when. Hessian arrival is rolled in turn 5.

Reinforcements: If on table, Arnold may send a request back to General Gates for reinforcements from Learned’s Brigade. This request takes 2 CPs to write and send.
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1scen
Victory ConditionsObjectives & victory points

Scenarios score victory points for objectives, leaders and casualties.

How it works

Freeman's Farm gives British VPs for holding the farm and creek crossing, killing leaders, minus for weakened units and lost guns, ending at turn 9 (nightfall); Fort St. Jean scores recovery of captured supplies, extricated bases and casualties.

5+ Victory Points = Decisive British victory 3-4 Victory Points = Tactical British victory Anything else is an American victory.
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1scen

Historical scenarios for Fort Saint Jean (1775) and Freeman's Farm (1777) with orders of battle.

How it works

Each provides background, map, orders of battle with CPs per commander and training classes per unit, deployment and special rules (e.g. Morgan's Rifles kill leaders on a 1 without the second roll).

Loose Files and American Scramble Scenario for Andy Callan’s American War of Independence rules Freeman’s Farm 19 September 1777
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Resolution Engine

2engine

Average dice (2,3,3,4,4,5) are used for movement, combat and CP generation.

How it works

An average die is a d6 numbered 2/3/3/4/4/5, giving a 3.5 mean with a narrower spread; it is used for most movement, combat rolls and CP totals, while d6s add variance for militia, skirmisher and cavalry extra movement and for fire.

And what about 'Average Dice'? (six-sided, but numbered 2/3/3/4/4/5 so they give the same 3.5 average score as a D6 but with a more even spread).
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2engine
Skirmisher rerollRe-rolls & exploding dice

Skirmishers reroll 5s for a further chance to hit.

How it works

In infantry fire, skirmishers that roll a 5 roll again, inflicting 1 DP on a subsequent 4, 5 or 6, making their fire more effective than formed troops.

Inflict 1 DP for throws of 6 only. Skirmishers roll again for throws of 5, with subsequent 4/ 5/ 6 = inflict 1 DP.
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Forces & Unit Definition

2force

Five training classes from grenadiers to irregular Indians drive movement, rallying and combat.

How it works

1st Class grenadiers and light infantry; 2nd regulars, Continentals, rangers, jagers; 3rd raw regulars, veteran militia, loyalists; 4th militia; 5th other Indians. Grade sets movement dice, ability to redress ranks, and +3 per grade advantage in combat.

lst Class: Grenadiers, Light Infantry. 2nd Class: Regulars, Continentals, Rangers, Jagers. 3rd Class: Raw Regulars, Veteran Militia, Loyalists.
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1force

Infantry in three-figure company bases, cavalry two-figure troops, skirmishers individually based.

How it works

Infantry units of 9-30 figures in three-figure companies; cavalry 4-12 figures in two-figure troops; skirmishers individually based and firing in threes (max 15); each gun has three crew. One base per unit is the command group. 1 figure = 10 men, 1" = 25 yards.

Infantry: in ‘companies’ of three figures on a base. Unit size = 9 - 30 figures.
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Damage & Attrition

1dmg

A casualty removes one company or troop, or knocks out a gun.

How it works

Casualties come from combat results, morale contagion, short-range artillery and DPs in excess of 5. One casualty removes a three-figure infantry company or two-figure cavalry troop; a gun that takes a casualty is knocked out. Each casualty is -2 in combat.

Loss of one ‘casualty’: Remove one company (three figures) of infantry or one troop (two figures) of cavalry. A gun that receives a casualty is knocked out.
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Turn Structure & Sequence

1turn
Order of Play (all movement is simultaneous)Simultaneous turns

Both sides act simultaneously through a seven-step turn of about five minutes.

How it works

1 compulsory retreats/routs from last turn; 2 morale effects of these; 3 firing; 4 allocate Command Points and move commanders/couriers; 5 movement with declared advances to contact; 6 combat; 7 units that did not move redress ranks by training.

ORDER OF PLAY IN A TURN (All Movement is Simultaneous)
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