Monday, 21 September 2026

Randi and the battle of Koya

To Captain Whitmore Sahib, most worthy English gentleman.

Oh, Captain Whitmore Sir,

it is I, Ranjit of the Rams, writing to you from the road back towards Fort George after the unfortunate affair at Koya.  I say unfortunate affair, Sir, because although we did not take Koya, there were many things which went extremely well.

At least this is what I have been told.

Before I begin, I must tell you that Naan Ram is very well.

When I mentioned your name to her before we left, she gave that particular little smile and there was a most remarkable glint in her eye.  She gets this glint whenever your name is mentioned.  I do not know why.

Perhaps it is because you are such a distinguished English gentleman. Perhaps it is because she remembers your excellent manners. Perhaps it is because she remembers the time you visited our village.

I have asked her, but she merely said: "Randi, you ask too many questions." Which I think is not an answer.

Anyway, Sir, to Koya.

The Sultan had prepared the place very carefully.

The road ran through the village, with cultivated ground and woods on either side, and opposite us were the famous Green Turbans

They were very green.  This is not merely their name.  I have seen them.  They are extremely green.

Their commander, the Balti Naan, had placed his European-trained Guard in the centre, with other troops amongst the fields and woods.

Our battalion advanced magnificently.

The European Company was on the left, and Lieutenant Grahame's Company advanced in support.  I was, of course, with Lieutenant Grahame. This was fortunate because Lieutenant Grahame is a very clever officer. He also has the useful quality of being between me and the enemy.

The European Company advanced and we advanced too.  The Green Turbans watched us.  They waited.  Then they fired.

OH, CAPTAIN WHITMORE SIR.

That volley was something to remember. Three elements of the European company were struck down almost at once.  Not a one was saved.  The Company Commander fell beside his men.

For a moment there was terrible confusion. I confess, Sir, that I thought perhaps this was not the moment to be standing in the front rank.

Lieutenant Grahame, however, held us together. He began to withdraw the company as the enemy flankers came forward.

This was a very sensible manoeuvre.  Some people might call it retreating. I call it preserving the Company for future operations.

Lieutenant Gloria's Company was also roughly handled.

Poor Lieutenant Gloria was wounded and carried away in the dhoolie ambulance sling.


She looked very brave. She also looked as though she would prefer to be somewhere else.

Meanwhile Colonel Reynolds was trying to take Koya in the centre.  This proved difficult.

The woods and cultivated ground were full of the Sultan's fanatics, who seemed to know exactly where to hide and exactly when to appear.

Our Sepoys advanced. The fanatics appeared. Our Sepoys fired. The fanatics did not seem sufficiently impressed.

Our Sepoys advanced again. The fanatics appeared somewhere else.

I began to suspect that the entire town was full of them.  Things were looking extremely bad.

But then, Sir, on the right—

Major Tudor Williams began shouting.

I have heard Major Williams shout before.

I have heard him shout at Sepoys.

I have heard him shout at officers.

I have heard him shout at people who were not even there.

But on this occasion he achieved a magnificent level of shouting.  He drove back the Sultan's flankers.

And I swear, Captain Whitmore Sir, that from where I was standing I could hear the great THUNDERING PIG.

I do not know whether this was Major Williams himself, or merely the sound of his voice echoing across the battlefield. But whatever it was, the enemy went backwards.

I told Lieutenant Grahame that Major Williams was winning the battle on the right. Lieutenant Grahame replied that Major Williams was always winning something.

Unfortunately, Colonel Reynolds could not take Koya. And Lieutenant Grahame's Company could not hold the left indefinitely.

And so, despite Major Williams's magnificent efforts, the 2nd Madras was ordered to withdraw.

We marched back towards Fort George.

There was rather less singing than there had been on the way to Koya. The men were disappointed.  I was disappointed.  Lieutenant Grahame was disappointed.

Major Williams was still shouting, although by this time I believe he was shouting mostly at the enemy for having won.

Still, Sir, there is one thing which may cheer you.

The Bhuna of Dahl has escaped.

Yes.  The very same Bhuna whom we captured upon the road.  He has somehow been released.

Apparently someone in the Honourable Company's administration accepted a considerable amount of money.

I am told that this is called a bribe.

I am also told that the Bhuna has promised that he will not return to the Sultan's service.

He gave his word.  A pinky promise. So that is all right.

I am sure we can rely upon him.  After all, he is a man of honour.

He was only the Sultan's fanatical henchman a few days ago. And he is now free because somebody has taken a very large sum of money.

But he promised. So there is no reason to worry.

I remain confident, Captain Whitmore Sir, that the 2nd Madras will recover its honour and continue the advance.

We may have lost at Koya. But Major Williams shouts that we did not lose.

He says we conducted a fighting withdrawal in the face of overwhelming opposition.

He shouted this very loudly.  Nobody argued.

I hope you are well, Sir. Please give my regards to anyone who remembers me.

And if you see Naan Ram, please do not mention that I told you about the glint in her eye. She says I am becoming too observant.


Your affectionate and most obedient servant,

Ranjit Ram, Sepoy and Batman, 6th Company, 2nd Madras Native Infantry

P.S.

Captain Sahib, I have been thinking.

If you are indeed my father, as I have always suspected, then perhaps I have inherited my military genius from you.

If you are not my father, I shall have to ask Naan Ram who is. She has just told me to stop asking questions.

There is that glint again.



The Green Turbans on the Arcot Road

Game 2. The Green Turbans in Koya

This is my first proper Washington's Army battle with the Madras army. Following a victory on the advance, and the capture of the Bhuna of Dahl, one of the Sultan's key henchmen, the British have reached Koya.

They discover that the Sultan has chosen his ground.  The road runs through the village, with cultivated ground and wooded areas around it.

The Sultan's European-trained infantry form the centre. The militia are deliberately positioned where they look considerably more formidable than they actually are, and somewhere behind them are the Sultan's cavalry.

British force

Colonel Reynolds brings his force up towards its full strength:

  • 24–30 Sepoy bases
  • The European company
  • cavalry
  • guns.

Koya Korma and henchman Balti Naan commanding the Natives.

  • 12–16 European-trained Guard
  • 8–12 militia
  • 8–12 levies
  • cavalry
  • heavy guns

Scenario

The British must seize Koya.

The Sultan wins if he prevents this by the end of the game.

But there's a twist:

The Sultan's Guard cannot retreat voluntarily until they have lost 25% of their strength.

They're the men who actually believe that they are an army.

The militia and levies don't share their enthusiasm.

Comic subplot

Major Williams decides that the 2nd Madras needs to demonstrate "proper British aggression".

Ranjit concludes that this means:

"We advance until the Major stops shouting."


The Game

The battalion deploys with the European company on the left of the line.

It's an impressive force 

But the Baltic of Naan has brought his guard battalions

The advance begins

And the artillery cleared

The Europeans advance, supported by Grahame's Company.  Including Sepoy Rangit Ram

And the Sultan's guard kill three elements worth in one devastating volley.  

And the Company Commander falls beside his men.
Only Grahame with Randi's company can save this flank now.

Lt Gloria's Company is roughly handled.

Gloria is wounded and carried off in a dhoolie ambulance sling

Grahame begins to fall back as the Balti's flankers come on.

The Green turbans seem fated to win this battle 

Colonel Reynolds fails in the centre as he attempts to seize Koya.  The Balti's Fanatics are much better in this terrain than the Sepoys

And out on the right Major Williams shouting drives back the Natives flankers 
Randi later swears he could hear the "Thundering Pig" as Tudor Williams wins his side of the battle.

But having failed in the centre and been driven back on the right Williams heroic shouting isn't enough.  The 2nd Madras withdraw back towards Fort George

Spirits are dampened 

Later however, in a typical piece of Madras EIC corruption it is revealed soon after the battle that somone has taken a huge bribe from the Bhuna of Dahl and freed him, with his pinky promise not to rejoin the Sultan...

Thursday, 17 September 2026

Oh, Captain Whitmore Sahib, most worthy English gentleman,

 

To Captain Whitmore Sahib,
most worthy English gentleman, somewhere in England.

Oh, most worthy Captain Whitmore Sir, it is I, Ranjit of the Rams, bringing you wondrous news from the road to Arcot!

We have advanced once more, Sir, following our glorious victory at Baddass, where, as you will remember, I was of considerable assistance to Major Tudor Williams by remaining immediately behind him while he was shouting at the enemy.

This time, Sir, the road to Koya was blocked. And not by a little obstruction either. There was a big old gun.

The enemy had placed it directly upon the road, which I consider to be a very rude thing to do, particularly when the road is being used by the British Army.

The enemy consisted of many levies, some horsemen, and the terrible followers of the Bhuna of Dahl, who are said to be fanatics.  I am pleased to report that they were indeed very enthusiastic.

Fortunately, they were enthusiastic some considerable distance away from me.  At the beginning of the action the Madras Horse went gallantly around the flank. They were confronted by the Bhuna's camel lads, who appeared to possess both camels and considerable confidence.

There followed a mounted fight of great violence.  I watched it carefully.  From behind the line.

The Madras Horse prevailed, Sir, and the enemy horsemen were driven away. This demonstrated once again the superiority of disciplined troops over people who have brought camels to a cavalry battle.

Meanwhile our centre advanced upon the enemy levies.


The great gun was still troubling us, but our fire brought it down, and there was much rejoicing amongst the men.

Then the Bhuna and his flankers came forward. They fired upon us with devastating effect.

It was at this moment, Captain Whitmore Sir, that I discovered an important military principle.

When the enemy fires devastatingly, it is desirable to have several rows of one's own comrades between oneself and the enemy.

I therefore moved tactically into the back row.

This was not cowardice.

It was depth in the defensive formation.

The Third Company, meanwhile, suffered badly but stood firm. At last they went in against the Bhuna's flankers and drove them back.

There was much shouting.  There is, I have noticed, a considerable amount of shouting in war.

Major Tudor Williams then rode out to hold the flank, displaying the magnificent shouty courage for which he is becoming famous.

Then came the moment upon which the whole battle turned.  The Madras Horse had ridden completely around the enemy position and appeared behind their lines.

Behind them, Sir!

The enemy suddenly discovered that they had Madras cavalry where British cavalry ought not to be.

There was a charge.  There was more shouting. And then—

THEY RAN AWAY!

The enemy was routed and, most remarkably, the Bhuna of Dahl himself was captured.

I am informed that this is a great victory. I entirely agree.

After this, the remaining enemy made one final desperate attempt to retrieve the situation.  More fanatics came rushing in from the flank.

They shouted.  We shouted.  They shouted louder.  We shouted considerably more professionally.

At this point our Company advanced and saw them off. It was a magnificent display of Britisher discipline and Madras courage.

I saw this from the second line.  Behind some larger Sepoys.  The enemy finally broke, and the road to Koya was ours.

Thus the 2nd Madras has once again defeated the Sultan's men and continued the advance along the Arcot Road.  The Bhuna is captured, his cavalry is beaten, his gun is silenced, his fanatics have been dispersed, and the road is open.

I believe this means that we are winning.  Although I fear perhaps that the Sultan's army itself remains somewhere ahead.

I remain,

Your most obedient servant,

Ranjit Ram
Sepoy and Batman,
6th Company, 2nd Madras Native Infantry

P.S. Captain Sahib, I have been told that the capture of the Bhuna is a matter of considerable importance. If you should require someone to explain to the Colonel exactly how it happened, I shall be pleased to do so.

I should mention that I was watching very closely.

The Arcot Road Campaign

I've rebased my Wellington in India forces onto 30mm MDF squares to swap rules from Men who would be Kings to Washington’s Army, a set written for 15mm miniatures.

The Arcot road campaign follows the British advance through Madras, rather than a succession of small colonial skirmishes.  It relies on the rules' emphasis on army strength, commanders and the consequences of losing a battle.  These Peter Pig rules suit my "advance along the Arcot Road" much better. 

Formerly the 2nd Madras won at Baddass  meeting the Sultan's French-trained troops, and with Ranjit sensibly hiding behind his officer while Major "Shut-up" Williams did the shouting.  Ranjit informed us that the regiment will advance to Koya next, with the Bhuna of Dahl and his fanatics threatening up the road, while the Mad Fakir is stirring things up around Chinta.

So this is a six-game campaign, beginning immediately after the battle at Baddass.

The Arcot Road Campaign

The Further Adventures of Ranjit Ram, 2nd Madras Native Infantry

Not every game is designed as a straight forward battle. The Sultan has 24 European-trained Guard bases, masses of less reliable troops, cavalry and heavy guns. If he simply deploys everything, every time, the British force would eventually be crushed.

Instead, the Sultan's army is reported as somewhere ahead, and the British have to discover what he is doing.

The 2nd Madras have a grenadier Company, a light company and four regular companies (one of these being veterans in slightly taller hats - prestige is by hat size in the 2nd Madras.)

Two guns, a troop of Native horse and a company of the 102nd Foot complete Colonel Reynolds force.

The six games therefore become:

Game Location Scenario
1 Baddass → Koya The Road is Blocked
2 Koya The Green Turbans
3 Chinta The Mad Fakir
4 Ramesh / river crossings The Sultan's Cavalry
5 Nagar / Nindra The Long Road
6 The Arcot Road beyond Nindra The Sultan's Army

1. The Road is Blocked

Baddass–Koya

This is the immediate sequel to my 2018 battle. The 2nd Madras has won at Baddass, but the victory has not destroyed the Sultan's army. Instead, the British advance cautiously towards Koya.

The intelligence is confusing.  Some villagers claim the Sultan's army has withdrawn.  Others say a huge body of cavalry has crossed the road.

And Ranjit Ram has heard the particularly worrying rumour that the Bhuna of Dahl is approaching with his fanatical followers.

British objective

Get the column through Koya and establish a camp beyond it.

Sultan's objective

Stop the British reaching Koya.

Forces

British

  • 2nd Madras Native Infantry: 12–16 bases initially
  • Remaining Sepoys arrive progressively
  • European British line regiment company
  • Cavalry
  • 1–2 guns

Sultan

  • 6–8 militia/levy bases
  • 4–6 European-trained Guard
  • Bhuna's fanatics: 4–6 bases
  • 2–3 cavalry
  • possibly one gun

The important thing is that the Sultan doesn't need to defeat the British. He merely needs to delay them.

Special feature

The road is the British lifeline.

If the British spend too long fighting, more Sultanate troops arrive from Koya.

I'd have a simple random arrival table:

At the end of each British turn:

1–2 — nothing
3–4 — 2 militia arrive
5 — cavalry arrive
6 — Guard arrive

That gives exactly the sort of uncertainty that works with solo play.

Randi Ram, Sepoy
Comic sub plot - the Ranjit Ram moment

Ranjit discovers that the "fanatics" aren't particularly keen on standing in front of British muskets.

Unfortunately, he discovers this after they have charged him.


The Game

The road is blocked by the Bhuna's fanatical levies.

And a big old gun

The Madras Horse swing out onto the flank 

Facing the Bhuna's camel lads

A mounted fight kicks off 

Won by the Madras Cavalry

The centre closes on the levies having shot down the gun 

But the Bhuna and his flankers come on, with devastating fire.

It's getting tense.

Randi hides in the back row 

The third company suffers but drives in the Bhuna's flankers.

And Major Tudor rides out to hold the flank.

But the Madras Horse swing behind the natives lines.

A charge and they rout.  The Bhuna is captured.

In a last desperate gamble the Natives throw in more fanatics from the flank

Lots of shouting 

Seen off by Lt Grahame's Company.  Randi stands bravely behind his fellow sepoys.

I’ve kept Washington’s Army almost entirely intact, hoping that the same simple engine can represent an Indian battle without turning it into a completely different ruleset.

The main amendment is make is to recognise that the Madras Army was a mixed force: European regulars, drilled sepoys, locally raised militia/levies, irregular cavalry and artillery. The important distinction is therefore training and battlefield reliability, rather than trying to give every Indian troop type exotic special rules.

WASHINGTON'S ARMY for MADRAS INDIA 1790S

THE GOLDEN RULE

Motivate → Roll AP → Spend AP → Fight → Morale


1. THE TURN

1. Morale
Test units carrying casualty markers, then reform.

2. Commanders
Roll for new commanders and move commanders 3D6.

Determination: 2D6 − Brigade Commander − General
−1 per 3"

Use the Indian commander table below.

3. Opportunity Fire
Short-range opportunity shooting applies from this point.

4. Automatic AP
Arriving units, cavalry and guns may act automatically.

5. MOTIVATE UNITS
A Brigade Commander attempts to motivate units until he fails.

6. FIGHT AS IT HAPPENS
Resolve shooting, assaults and morale immediately.

7. Reinforcements

8. Flanking rolls — attacker only.

9. Reset command bases.


2. MOTIVATION → ACTION POINTS

Troop Motivation
Raw 3
Average 2
Veteran 1

Apply the modifiers from the playsheet.

1790s INDIAN COMMANDER

Roll Commander
1–2 Poor
3–4 Capable
5–6 Excellent

Special commander types

European/British officer: use the normal commander values.

Experienced Officer: use the normal table +1

Newly raised/local commander: −1 to Motivation.

Mounted commander: automatic success when with mounted troops.

I've not given Indian commanders any automatic disadvantage. 

Motivation modifiers

2,3 = Automatic fail
11,12 = Automatic success

+1 per complete 3"

+1 Unit or commander in woods/buildings (max 1)

+1 Intervening enemy or own infantry/cavalry (max 1)

+2 Unit and commander separated by wood/building/river/hill (max 1)


IF MOTIVATION SUCCEEDS

Unit rolls 1D6 = AP

Everyone gets at least 1 AP.

+1 if Veteran quality
OR Brigade Commander is with the unit
(not both)

−1 if Raw

−2 if Disordered when AP are rolled

Field guns

−1 if damaged field gun.

Negative result = 1 AP.

Then spend AP on actions.


3. SPENDING AP

Action AP
Move 1 increment 1
Infantry 1st shot 1
Infantry 2nd/final shot 1
Facing change 1
Remove Disorder attempt 1
Wheel 45° 2
Expand/contract frontage 1
Pass through another unit 1
Field gun shot 2
Limber/unlimber 1
Cavalry mount/dismount 1

Movement

Infantry 3" per increment

Mounted cavalry 4"

Field guns maximum 2 increments

Road column: +2"

Indian addition: Elephant/gun trains

Elephants, camp followers or large baggage trains are scenario rules, rather than adding them to the core QRS.


4. TROOP TYPES — MADRAS INDIA

This is the most important addition.

BRITISH / EUROPEAN REGULARS

Veteran or Average

Use normal British Line Infantry rules.

These represent European regiments and other highly trained European troops.


MADRAS SEPOYS

Average

Well-drilled Company infantry armed with musket and bayonet.

Special Rule — Native Drill

Madras Sepoys may use the normal infantry shooting and assault rules.

They receive no penalty simply for being sepoys.

This is important. They aren't militia with exotic weapons; they're trained Company infantry.

Veteran Madras Sepoys may therefore exist and use the normal Veteran benefits.


EUROPEAN-TRAINED INDIAN GUARDS

Veteran

For troops such as the Sultan's European-trained guards.

Special Rule — Steady

Once per battle, when taking a Morale Test, ignore one additional bad modifier.

Otherwise use normal Veteran rules.


MILITIA

Average or Raw

Use the normal militia penalties.

Militia may be Average if reasonably trained, Raw if hastily raised.


LEVIES

Raw

Normal Raw rules.

No additional special rules.

This makes th Sultan's army particularly easy to model:

European-trained guards → Veteran

Militia → Average

Levies → Raw

Cavalry → appropriate cavalry quality


5. SHOOTING

Infantry / Cavalry

1D6 per base in the FRONT RANK

5–6 = HIT

Range Short Long
Musket infantry 4" 10"
Riflemen 4" 14"
Cavalry firearms 3" 6"

Indian musketry

Madras Sepoys use the normal musket range and shooting rules.

No special reduction.

The Company drilled sepoy was expected to deliver controlled musket fire.

Re-rolls

Quality Re-roll
Raw 1
Average 1–2
Veteran 1–3

Saving Throw

3–6 = SAVE

Failed save:

½ base lost


6. DISORDER

A unit becomes DISORDERED for reasons including:

  • 6 casualty markers
  • After a fight/morale test
  • Certain terrain movement
  • Passing through another unit
  • Other listed disorder causes

DISORDERED UNIT

−2 AP when AP are rolled.

Remove Disorder

Spend 1 AP

4–6 = Disorder removed


7. "CHARGE!"

Before an assault reaches the enemy:

FALTER TEST

Both sides roll 2D6 + modifiers.

Attacker wins by 5+

TARGET ROUTS

Attacker scores higher

Charge succeeds → fight immediately

Equal or attacker scores lower

Infantry stops + becomes DISORDERED

Cavalry retires D6+1"

The playsheet contains the full list of Falter modifiers.

Remember:

support • commanders • veterans • formation • disorder • terrain • flank/rear


8. THE FIGHT

Count all bases in the unit.

Start with:

+1D6 per base

Then add/subtract modifiers.

BIG BONUSES

+2D6 per supporting friendly unit within 6"
(max 2 units)

+2D6 if you passed the Falter Test

+2D6 mounted cavalry fighting in open

+2D6 Indian troops in woods/marsh

+2D6 line infantry

BIG PENALTIES

−2D6 disordered / battered / loose

−3D6 attacked from flank/rear

−2D6 militia or dismounted cavalry

−2D6 if only 1–2 base frontage

MINIMUM

Everyone gets at least 2D6.


9. INDIA - TERRAIN

LOCAL TERRAIN

Indian troops defending or fighting in terrain familiar to them may receive:

+2D6 in woods, marsh, scrub or other difficult local terrain.

This applies to Indian troops only, unless the scenario says otherwise.

It gives] a useful difference between a sepoy battalion defending a village or grove and a European line regiment manoeuvring across open ground without creating a dozen special rules.


10. AFTER THE FIGHT

Compare casualties.

Normally the side suffering more casualties loses.

WINNER

No morale test.

BUT becomes DISORDERED.

LOSER

Take a MORALE TEST.

Both sides become DISORDERED.


11. MORALE

Roll the appropriate number of D6.

Every 4, 5 or 6 = FAIL

Bad things add dice

  • casualty markers
  • Raw
  • Disorder
  • artillery casualties
  • battered
  • enemy in flank/rear
  • lost fight

Good things remove dice

− Veteran

− mounted commander nearby

− Brigade Commander with unit

− defending a linear obstacle

RESULT

Fails Result
0 Hurrah! — unaffected
1 Steady — limited movement
2 Fall Back — D6+1"
3 Retreat — D6+1" + losses
4+ ROUT

IF FIGHTING

3+ failures = ROUT

A routed unit is removed and causes 2 morale tests.


12. CAVALRY — 1790s INDIA

REGULAR / DRILLED CAVALRY

Average

Use normal mounted cavalry rules.

IRREGULAR CAVALRY

Raw or Average

Use normal cavalry rules but treat them as Raw if poorly controlled.

Their advantage is therefore mobility, not a magical combat bonus.

This makes a nice distinction between a disciplined Mysorean/Company-style cavalry unit and a mass of locally raised horse.


13. ARTILLERY — 1790s INDIA

A modest amendment.

FIELD GUNS

Normal rules:

2 AP to fire

Maximum 2 movement increments

HEAVY GUNS

The Sultan's heavier pieces:

  • 2 AP to fire
  • 1 movement increment maximum
  • Cannot fire after moving more than 1 increment
  • Cannot limber/unlimber and fire in the same turn

This gives the big Indian batteries some character without requiring a new artillery system.


14. BRITISH MADRAS PROTECTORATE

Force Quality
European British infantry Veteran/Average
Madras Sepoys Average
6th Company Veterans Veteran
European-trained Indian Guards Veteran
Indian regular infantry Average
Militia Average/Raw
Levies Raw
Regular cavalry Average
Irregular cavalry Raw/Average
British/Company artillery Average/Veteran
Heavy Indian batteries Average

⭐ 30-SECOND MADRAS REMINDER

COMMANDER

MOTIVATE

D6 AP

MOVE / SHOOT / MANOEUVRE

CHARGE? → FALTER TEST

FIGHT

MORALE

DISORDER

And the three numbers:

3" infantry move
5–6 shooting hit
4–6 morale fail

And the three Indian principles:

SEPOY = trained infantry

GUARD = veteran

LEVY = raw



Monday, 31 August 2026

Washington's Army, a first game.

WASHINGTON'S ARMY

My first game...

ABSOLUTE BEGINNER'S QRS — AWI

THE GOLDEN RULE

Motivate → Roll AP → Spend AP → Fight → Morale


1. YOUR TURN

1. Morale
Test units carrying casualty markers, then reform.

2. Commanders
Roll for new commanders and move commanders 3D6.

Determination dice. 2D6 - brigade commander - general -1 per 3” for re rolls

3. Opportunity Fire
Short-range opportunity shooting applies from this point.

4. Automatic AP
Arriving units, cavalry and guns may act automatically.

5. MOTIVATE YOUR UNITS

A Brigade Commander attempts to motivate units until he fails.

6. FIGHT AS IT HAPPENS

Resolve shooting, assaults and morale immediately.

7. Reinforcements

8. Flanking rolls — attacker only.

9. Reset command bases.


2. MOTIVATION → ACTION POINTS

Troop Motivation
Raw 3
Average 2
Veteran 1

Apply the modifiers from the playsheet.

Unit value+modifiers+commander value= minimum score needed.

 Commander Value

Roll American French.       British.  Hessian.                   Result

 1, 2

 1

 (Poor)

 3, 4

 2, 3

 (Capable)

 5, 6

4, 5, 6

 (Excellent)

 Event

 Army Cmdr

 Superlative


2,3 = Automatic fail 11,12= automatic success.

Mounted commander with= automatic success.

+1 per complete 3”

+1 Unit or commander in woods/buildings (max 1)

+1 Intervening enemy or own infantry/cavalry(max1)

+2 Unit and commander separated wood/building/river/ hill (max 1).


If motivation succeeds:

Unit Rolls 1D6 = AP

Everyone gets at least 1 AP.

+1 If unit is veteran quality or the brigade commander is with (in contact) the unit (not .both).

-1 If unit is raw quality. 

-2 If the unit is disordered when the AP roll is made.

Field guns

-1 If a damaged field gun

Negative result gets 1 AP

Then spend AP on actions.


3. SPENDING AP

Action AP
Move 1 increment 1
Infantry 1st shot 1
Infantry 2nd/final shot 1
Facing change 1
Remove Disorder attempt 1
Wheel 45° 2
Expand/contract frontage 1
Pass through another unit 1
Field gun shot 2
Limber/unlimber 1
Cavalry mount/dismount 1

Movement:
Infantry 3" per increment
Mounted cavalry 4" per increment
Field guns: maximum 2 increments

Plus 2" for road column.


4. SHOOTING

Infantry / Cavalry

1D6 per base in the FRONT RANK

5–6 = HIT

Range Short Long
Infantry 4" 10"
Riflemen 4" 14"
Cavalry 3" 6"

Re-rolls

Raw: re-roll 1
Average: re-roll 1–2
Veteran: re-roll 1–3

Saving Throw

Normal save:

3–6 = SAVE

Failed save:

½ base lost


5. DISORDER

A unit becomes DISORDERED for reasons including:

  • 6 casualty markers
  • After a fight/morale test
  • Certain terrain movement
  • Passing through another unit
  • Other listed disorder causes

DISORDERED UNIT

−2 AP when AP are rolled.

Remove Disorder

Spend 1 AP, then:

4–6 = Disorder removed


6. "CHARGE!"

Before an assault reaches the enemy:

FALTER TEST

Both sides roll 2D6 + modifiers.

Attacker wins by 5+

TARGET ROUTS

Attacker scores higher

Charge succeeds → fight immediately

Equal or attacker scores lower

Infantry stops + becomes DISORDERED

Cavalry retires D6+1"

The playsheet contains the full list of Falter modifiers; the big things to remember are support, commanders, veterans, formation, disorder, terrain and flank/rear attacks.


7. THE FIGHT

Count all bases in the unit.

Start with:

+1D6 per base

Then add/subtract modifiers.

BIG BONUSES

+2D6 per supporting friendly unit within 6"
(max 2 units)

+2D6 if you passed the Falter Test

+2D6 mounted cavalry fighting in open

+2D6 Indians in woods/marsh

+2D6 line infantry

BIG PENALTIES

−2D6 disordered / battered / loose

−3D6 attacked from flank/rear

−2D6 militia or dismounted cavalry

−2D6 if only 1–2 base frontage

MINIMUM

Everyone gets at least 2D6.


8. AFTER THE FIGHT

Compare casualties.

Normally the side suffering more casualties loses.

WINNER

No morale test.

BUT becomes DISORDERED.

LOSER

Take a MORALE TEST.

Both sides become DISORDERED.


9. MORALE

Roll the appropriate number of D6.

Every 4, 5 or 6 = FAIL

Bad things add dice

  • casualty markers
  • Raw
  • Disorder
  • artillery casualties
  • battered
  • enemy in flank/rear
  • lost fight

Good things remove dice

− Veteran
− mounted commander nearby
− Brigade Commander with unit
− defending a linear obstacle

RESULT

Fails Result
0 Hurrah! — unaffected
1 Steady — limited movement
2 Fall Back — D6+1"
3 Retreat — D6+1" + losses
4+ ROUT

If fighting:
3+ failures = ROUT

A routed unit is removed and causes 2 morale tests.


⭐ A 30-SECOND REMINDER

When actually playing, remember just this:

COMMANDER

MOTIVATE

D6 AP

MOVE / SHOOT / MANOEUVRE

CHARGE? → FALTER TEST

FIGHT

MORALE

DISORDER

And the three numbers to remember:

3" infantry move
5–6 = shooting hit
4–6 = morale fail

That's enough to get my first game of Washington Army moving without constantly reading the full playsheet.


Scenario: The Road to the River

Setting: 1777-ish, somewhere in the American countryside.

A British column is moving along a country road towards a river crossing. American militia and Continental troops have occupied a position overlooking the road and are trying to delay the advance until their main force can arrive.

The British don't need to destroy the Americans. They need to get through.

Forces

British

  • 2 × Line Infantry
  • 1 × Grenadiers
  • 1 × Skirmishers
  • 1 × Landing party Sailors. (FLANKERS)

American

  • 3 × Line Infantry
  • 3 × Skirmishers. (2 of whom are FLANKERS)

The sailors represent a naval landing party..

Table

A 3' × 3' table.

The road runs across the table, width.

  • a river or stream near the American table edge
  • one bridge/fording point objective
  • woods on one or both sides
  • a farmstead or small building objective
  • some hedges/walls
  • a hill overlooking the road objevtive

The Americans deploy on the river side. The British enter from the opposite edge.

The objective

The British must get at least three units across the river by the end of Turn 8.

The Americans win if they prevent this.

The Game


The table showing my three objectives, bridge, farm and hill.

The sides deploy.  Its a small game using the stuff I've actually painted!

The Rebels move to hold the river

And the British Grenadiers threaten the bridge.

But it's a column of the 62nd with a Militia company that swing to outlander tge farm position

Those Grenadiers shoot, rather than charging.

But the Yanks are in cover

And the bridge crossing seems untenable.

The Militia start to cross the stream

And the American riflemen seem deadly

The Militia also suffer

And tge Grenafiers need more shooting practice.

But a withering fire from the 62nd and the rebels fall back in disorder.  Losses are heavy

The rebel company in the farm turn.

But the 62nd go forwards with the Bayonet.  Its a rout.

The Americans come out of the farm,  but the flank has been lost

And British skirmishers drive in the Company left at the bridge.

I called it there
Good game.  I need to paint up a few more units though.