Wargame Mechanics Index

Loose Files and American Scramble

D. Points act as a universal, visible disorder currency generated even by moving fast, so well-trained regulars who re-dress quickly dominate broken American terrain.

Fast-play rules for the smaller battles of the American War of Independence, reprinted from Wi01 (1987) with new 'Author's Afterthoughts'. Units of based companies move simultaneously with randomised Average Dice movement and accumulate D. Points (disorder/demoralisation/desertion) from moving, manoeuvring, fire and morale; troop training determines how fast they shed them. Commanders spend a dice-rolled pool of Command Points on moving, orders, rallying and inspiring, and close combat is an opposed Average Die roll whose difference is read on a graded result table.

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Mechanics 27 · 2 distinctive

Movement & Manoeuvre

3move
DP for each 1 or 2 rolledDisorder from movement dice

Low results on movement dice inflict disorder, so choosing to move faster risks more disorganisation.

How it works

All troops except skirmishers take 1 DP for each movement die showing 1 or 2; in woods, for each 1, 2 or 3. Because players choose how many dice to roll, extra speed trades directly against disorder, and cavalry closing to contact must roll at least three dice and accept the penalties.

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
Advance to contact / Bayonet attackCharges & assault moves

Advances to within 4" trigger combat; British regulars may declare a risky bayonet attack.

How it works

Attacks are announced in movement; a unit starting outside 8" musket range and ending within 4" avoids defensive fire before combat. British regulars may declare a bayonet attack for +2, but if the result is a standoff the defender takes no casualty, leaving the attacker worse off for the next round.

the bayonet attack is a two-edged weapon (sic) since, if you only get a standoff result, then the defender doesn’t take a casualty.
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2move
Collisions/InterpenetrationsInterpenetration & zones of control

Interpenetrating units both take DPs; routers bypass better-formed supports but crash through worse-formed ones.

How it works

Each unit involved in a collision or interpenetration takes 1 DP. Retreating or routing units move around supporting units 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 only change speed by one or two dice per turn.

How it works

A unit at rest can move off at no more than two dice x inches; a unit at top speed (four dice) can only slow to two dice next turn. Any move intended to close to contact requires at least three dice regardless of distance, taking DP penalties for low rolls.

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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2move
Randomised movementRandom movement distance

All movement is rolled with a player-chosen number of Average Dice, adjusted by troop class and type.

How it works

1st-3rd Class move one or two Average Dice x inches (player's choice); 4th/5th Class one AV.D or one AV.D plus one d6. Skirmishers may add a d6, cavalry one or two d6; Hessian infantry move one AV.D or one AV.D +2"; couriers up to four dice. On roads the player chooses the result of any Average Die.

In the close terrain typical of this war, movement rates were unpredictable and so all movement is randomised in the game.
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1move
Manoeuvre / Formations PermittedFormations & formation change

Line, column and skirmish order are restricted by troop type, and every manoeuvre costs DPs.

How it works

Regulars may use line or column; militia and light infantry also skirmish. Changing formation takes one turn and 1 DP (2 under fire); wheeling is treated as an uphill move measured by the outer figure plus 1 DP; limbering/unlimbering takes two turns. Regulars may use column to assault fieldworks, bridges or defiles.

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

Terrain subtracts from each movement die and obstacles cost time and DPs.

How it works

Woods and uphill: -1" from every die rolled. Minor obstacles take one turn and 1 DP (2 if under fire); fences/walls take half a move and 1 DP if cavalry or under fire; major obstacles like abatis are set by the players. Roads let the player choose Average Die results.

Woods/Uphill: -1" from all dice rolled.
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Ranged Combat

1fire

Skirmish order, fieldworks and buildings halve infantry fire and penalise artillery.

How it works

Infantry fire dice are halved against artillery or skirmishers and halved again against targets in fieldworks or buildings. Artillery takes -2 against targets in fieldworks/stone buildings or in skirmish order.

Halve the total if firing at artillery or skirmishers, halve again if target in fieldwork or building. Halves round up.
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1fire
Infantry firingDice pool fire

Roll one d6 per firing company (or group of three skirmishers) less DPs; 6s inflict DPs.

How it works

Dice = companies firing minus DPs on the unit, halved against artillery or skirmishers and halved again against targets in fieldworks or buildings (round up). Each 6 inflicts 1 DP; skirmishers re-roll 5s and inflict 1 DP on a subsequent 4-6. Only skirmishers may fire and move in the same turn; musket range 0-8", rifle 0-10".

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 fireRange bands

Each gun rolls a modified d6 with different damage thresholds 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 heavy, +1 target in column or limbered, +1 same target and range as last turn, -1 new target, -1 per DP, -2 target in fieldwork or skirmish order. 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.
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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 for a new target.

How it works

Per-gun D6 effect roll for artillery. +1 if the gun fires at the same target at the same range as in the previous turn; -1 when firing at a new target; other modifiers cover heavy guns, columns and fieldworks.

+ 1: Firing at same target, at same range, as in previous turn. -1: Firing at new target.
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Command & Control

2cmd
Command Points (CPs)Command points / PIPs

Each commander has a fixed CP pool, rolled at game start, spent each turn on a menu of command actions.

How it works

Commander-in-chief CPs = Average Dice + 1; Brigadiers = Average Dice. Costs: move one die x inches 1 CP; give an order to a unit (or several in a brigade doing the same thing) within 6" 1 CP; write an order in multiplayer games 2 CPs; rally one D. Point 2 CPs; inspire troops in combat (+1) 3 CPs, the last two requiring adjacency to the unit's command group. Allocation is tracked with pins on a cork tile at phase 4.

Unless these are determined by the scenario, the number of Command Points = Average Dice roll + l. Subordinate commanders (Brigadiers) always have an Average Dice x CPs.
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1cmd

In multiplayer games written orders cost more 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 a written order. Orders given directly by a commander require the unit to be within 6" command range.

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
Inspiring troops / Risk to CommandersLeader effects

Commanders attached to units can add to combat and rally, but risk wounds that drain their CPs.

How it works

Spending 3 CPs gives +1 in combat (General with unit gives +1 or 2). Attached generals cannot leave until combat is resolved and share the unit's fate. If the unit takes a DP from fire or any casualty, roll d6 (max once per turn): on 1 roll again - 4-6 light wound (lose 2 CPs), 2-3 serious wound (retire, lose all CPs), 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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Close Combat

2melee

Each side rolls one Average Die plus modifiers; the difference in totals sets a graded result for each side.

How it works

Combat occurs when a unit advances within 4" of an opponent. Modifiers include +3 per training grade above the opponent, +3/+2 defending fort or fieldwork, +1 terrain, -3 skirmish order, -3 flank/rear, -2 per DP, -2 per casualty and -1 to -5 for outnumbering. Winner by +4 or more takes an easy victory; +2/3 a successful action; +1 to -1 a standoff that continues next turn; -2 to -4 driven back; -5 to -8 defeated; -9 or worse routed, each with DPs and casualties.

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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1melee
Driven Back / Defeated / Routed / PursuitRecoil, push-back & breakthrough

Losing combat forces retreats of increasing length, and low-grade winners must pursue.

How it works

Driven back retreats one move at maximum speed; defeated retreats behind the next friendly line or terrain obstacle; routed runs beyond enemy artillery range or to the next obstacle. On an easy victory 1st-3rd Class obey orders while 4th/5th Class pursue until outdistanced or the enemy is destroyed. Cavalry getting a standoff against infantry or artillery act as if driven back.

+4 or more: Easy victory. Take 1 DP. 1st/2nd/3rd class troops obey orders. 4th/5th class pursue (see below).
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1melee
Outnumbering / two units attacking oneSupport, flanks & overlaps

Numerical odds and flank attacks modify combat; multiple attackers average their factors.

How it works

Outnumbered -1, 3:2 -2, 2:1 -3, 3:1 or more -5, counting one cavalry figure as three infantry and one gun as six. Attacked in flank or rear -3. When two units attack one, the attackers total their factors and divide by two, using the highest grade for training comparison.

For two units attacking one, the attackers total up all their factors and divide by two.
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Morale & Cohesion

3morale
D. Points (Disorganisation, Demoralisation, Desertion)Morale / disorder states

A fluctuating count of up to five disorder points per unit degrades all its actions.

How it works

Units gain DPs from movement dice, manoeuvres, collisions, fire, morale and combat, tracked with pebbles or micro dice beside the command group so both sides see them. Each DP is -1 to artillery fire, removes one infantry fire die, and is -2 in combat. A unit can hold at most five; further DPs from fire or morale become casualties instead.

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 units retreating or routing past within 6" inflict DPs and casualties scaled by relative training grade.

How it works

Troops ignore retreats of lower-grade units 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 unit routing past gives 2 DPs and 1 casualty; a higher-grade unit routing past 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 ranks / RallyRout & rally

Units shed D. Points at turn end according to training grade; poor troops need commanders to recover.

How it works

1st Class remove up to 2 DPs per turn if stationary and not in combat; 2nd Class 1 DP if stationary and not in combat; 3rd Class 1 DP if also not under fire; 4th Class only via a commander's CPs; 5th Class only via the commander-in-chief's CPs. Routed units run beyond enemy artillery range or to the next terrain obstacle, and pursuit continues until outdistanced or the enemy is destroyed.

1st Class units may remove up to 2 DPs per turn, if stationary and not in combat.
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Resolution Engine

2engine
Average Dice and D6Six-sided dice core

Resolution uses d6 and Average Dice (d6 numbered 2,3,3,4,4,5).

How it works

Average Dice give the same 3.5 mean as a d6 with less spread and are used for movement, command point generation and combat; plain d6 are used for firing, extra movement and commander risk.

'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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1engine
Plusses and MinusesModifier stacking

Firing and combat stack many cumulative modifiers on a single die.

How it works

Artillery has eight modifiers and combat over a dozen (training, fortification, terrain, bayonet, general, formation, flank, DPs, casualties, odds). The author's afterthoughts call them far too many to be user-friendly.

Very much ‘of their time’ and far too many of them here in Firing and Combat to be user-friendly.
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Forces & Unit Definition

1force
Scales / OrganisationElement basing & representation

Figures at 1:10 on company bases of three infantry or troops of two cavalry, with a command base per unit.

How it works

1 figure = 10 men, 1 inch = 25 yards, 1 turn about 5 minutes, 1 model gun = 2 pieces. Infantry units 9-30 figures, cavalry 4-12, skirmishers individually based firing in threes (max 15), guns with three crew. One base per unit is the Command Group.

Infantry: in ‘companies’ of three figures on a base. Unit size = 9 - 30 figures.
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1force

Five training classes drive movement, rallying, combat and morale interactions.

How it works

1st Class grenadiers and light infantry; 2nd regulars, Continentals, Rangers, Jagers; 3rd raw regulars, veteran militia, Loyalists; 4th militia, inexperienced Loyalists, European-led Indians; 5th other Indians. Each grade above the opponent is +3 in combat, and grade sets DP recovery and pursuit behaviour.

Each unit is given a basic efficiency grade at the start of the game, indicating its training and experience.
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Turn Structure & Sequence

2turn
Order of Play in a TurnStructured phase sequence

Seven fixed phases run from compulsory retreats through firing, command, movement, combat and re-dressing ranks.

How it works

1 Compulsory retreats/routs from previous combat; 2 morale effects of those; 3 firing; 4 allocate Command Points and move commanders/couriers; 5 movement and announcement of charges; 6 combat; 7 re-dress ranks (remove D. Points by training) for units that did not move. Firing precedes movement, so a well-timed advance can start outside musket range and end within combat range without being shot.

1. Compulsory Retreats/Routs following combat in previous turn. 2. Calculate Morale effects provoked by 1, above. 3. Firing. 4. Allocate Command Points.
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1turn
Simultaneous movementSimultaneous turns

Both sides move at the same time within each turn.

How it works

The turn sequence header states that all movement is simultaneous; players announce attempted advances to contact/charges during the movement phase. The author's afterthoughts concede it was more ambition than practical reality and suggest IGOUGO or card-driven sequences today.

ORDER OF PLAY IN A TURN (ALL MOVEMENT IS SIMULTANEOUS)
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Damage & Attrition

1dmg

Each casualty removes a whole company or troop; a gun taking a casualty is knocked out.

How it works

Casualties come from fire and combat results and from DPs in excess of the five-DP maximum. One casualty removes three infantry figures or two cavalry figures; guns are knocked out by a single casualty. 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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