LILLIBULERO

Fast-Play Wargame Rules for the period 1660-1700

These rules are shamelessly adapted from the old Wargames Holiday Centre “Marlburian Rules” written by Mike Ingham, with chunks lifted from Barry Hilton’s “Under the Lilly Banners”, produced by the League of Augsburg. Barry’s set was in turn based on Mike Ingham’s original. Another variant of Mike Ingham’s rules is “A Grim Panoply”, written by Phil Olley, and I have to admit I’ve also raided Phil’s rules for ideas. The orders section was adapted from Pete Berry’s English Civil War set “Forlorn Hope”. If imitation is the sincerest form of flattery, then these three guys should be delighted!

Angus Konstam, 2006

1. THE TURN SEQUENCE

1. Compulsory moves (Routs, Retreats, Reform after melee etc.)

2. Charge declarations

3. Chargers check morale

4. Units being charged check morale. (Compulsory retreats are made if required)

5. Move charging units

6. Normal movement. (including strategic movement.)

7. Artillery fire

8. Small arms fire. (charging units check morale if hit.)

9. Melees

10. Morale checks. (for receiving casualties, seeing friendly routs, attempts to rally etc.)

2. BASING & ORGANISATION

Infantry — Battalions of 16-20 figures, with a typical ratio of one pikeman for every

four musketeers. Levies or poorly equipped or newly-raised units such

as Monmouth’s rebels or raw Jacobite foot could be portrayed with more

pikes – as many as one for every two musketeers. Grenadier units and

dismounted dragoons would normally consist of 12 figures.

Basing: 20mm frontage and depth per figure. The way you base them is

immaterial aslong as the frontage remains the same. I use 40mm square

bases, with four figures per base, in two ranks, and five bases per regiment.

Cavalry — Regiments of 8-12 figures per regiment. Cavalry and dragoons are

mounted two figures to abase. The wholeregiment should operate in

base-to-base contact, although 12-man units can split into two divisions if

desired. Dragoonswould usually operate in 10-12 figureunits.

Basing: 25mm frontage per figure, with a suggested depth of 50mm.

Artillery — Heavy Guns (12-pdrs.) operate individually with a crew of 4 figures

per gunmodel. Light Guns (6 or 8-pdrs.) have a crew of 3 figures.

Battalion Guns (2 crew figures) must accompany the parentinfantry unit

at all times. Basing: 50mm square per battalion gun, 60mm square per

field gun (regardless of gun size). The base depth is less important that the

frontage, so feel free to make the bases bigger if you need more space.

Troop types

Elite The army guard units (if good enough) or other “elite”formations

(such as Gard te Voet or English Foot Guards)

Veteran Battle-hardened units, or those with some recognized prestige

(such as Kirke’s Foot or Sarsfield’s Horse)

Drilled Trained to fight but might be untested in battle. The bulk of most armies.

Raw Conscripts, levies and scrapings (such as Irish recruits, both Jacobite and

Williamite). It also includes all Highlanders (and Moorish

tribesmen)and other irregulars, although special rules apply to them

Units are grouped into brigades – usually consisting of 2 or 4 units, all horse or all foot. Each brigade is commanded by a Brigadier figure. I base mine singly, on 40mm diameter circles. Each brigade might also include a battalion gun model, representing the combined attached firepower of all the foot units in the brigade. In order to move component units of the brigade have to have at least one element of the unit within 12” of the Brigadier.

The army itself is commanded by a General – the man himself and a flunkey. I base mine on 60mm diameter bases. He doesn’t need to stay within range of anybody, but you’ll need him to issue orders and to rally any units which are fleeing the field. He also provides a morale bonus for any units within 12” of him.

3. ORDERS

Throughout the game a unit should operate under orders from a higher body – the brigade commander, and the General himself. These orders may be changed during play, either voluntarily or as a result of a morale test. The unit’s current orders are recorded on a small counter placed on the table behind the unit.

The following types of orders can be issued:

Advance to MusketRange: Unit moves at half speed or more to within 12” of the enemy,

and then holds its ground, firing at its opponents.

Advance to Contact: The unit closes with the enemy at half speed or more and

attempts to melee with it.

Hold: The unit will hold its ground. If charged it has the option of

counter-charging.

Retreat: Retire from the field (at half normal speed), facing the enemy.

At the start of the game each brigade is issued with its own orders by the General, and these must be followed as closely as possible – with the majority of units in the brigade conforming to the general order. Attack and defend missions should be carried out by the whole brigade where possible. In other words, individual units should not usually go off on their own, but should remain part of the brigade. If a unit moves outside 12” of the brigadier, then at the start of the next turn its orders are immediately changed to “hold”.

If a Brigadier is killed then all units assume “hold” orders until the following turn, when a replacement Brigadier is placed on the table within 12” of any surviving unit in the brigade. The Brigadier can then try to change the units’ orders back to what they were before. Battalion guns never need orders, but must stay within 12” of the brigadier if he’s on the table. At the start of each turn the Brigadier may attempt to change the orders he originally issued to any of his units, using the following table:

Roll a D6 and score the number given in the table or more;

Current Orders
New Orders  / Advance
to Contact / Advance to
MusketRange / Hold / Retire
To Contact / - / 3 / 4 / 5
To MusketRange / 2 / - / 3 / 4
Hold / 2 / 1 / - / 2
Retire / 3 / 2 / 2 / -

Modifiers: -2 Elite, -1 Veteran, +1 Raw, +1 if attempting to leave cover

The orders issued by the General to the Brigadier are similar to these individual unit orders (e.g. “Advance to the village and hold it”) would involve the brigade commander issuing an “Advance to musket range” order, then changing it to a “hold” order when his units reached the village. In these cases the Brigadier still needs to roll to change his units’ orders when the time comes to halt.

The General can change these orders during a game. Write down the new orders on a scrap of paper. A messenger (he can be represented by a marker if you don’t have a suitable figure) then rides at cavalry speed from the General to the Brigadier. The turn after he arrives the Brigadier can start trying to change his units’ orders in accordance with his new instructions.

4. FORMATIONS & MOVEMENT

Infantry

During this period troops didn’t marchin cadenced step, and were never trained in the complicated manoeuvres used by troops in the 18th century. However, most battalions marched in time, and could deploy into line or other defensive formations. Although pikes were used, they were far less common than they had been in previous decades. Instead troops relied on the plug bayonet – when it was issued. Many Jacobite units never saw a bayonet during the Irish campaign. Similarly while most regular troops during this period used the new flintlock musket, most Irish Jacobite units were still issued with the less efficient matchlock musket.

There are only three allowable formations for Infantry.

1. Line - i.e. 2 figures deep

2. March Column - i.e. 2 figures wide

3. Hedgehog (Square) - i.e. equal numbers facing 4 directions

To change from one formation to another takes one full turn except that forming a “hedgehog” may longer (see below). To turn about (180 degrees) or to turn 90 degrees takes half a turn.Wheeling is executed by pivoting on the inside figure.Movement by the 'outside' figure is at normal speed.

Infantry in Line / 4”
Infantry in March Column / 8” *
Charging Infantry / 6”
Rout or Pursuit Move: / 2 x D6”

*12” on road

Highlanders

In addition Highlanders (and any other irregular foot such as Moorish infantry) move at 6” a turn regardless of formation, and have an 8” charge move. By the way these infantry types can never form square, and never fire – for the purposes of these rules they’re considered melee troops only – which is why they get a melee bonus.

Forming a “Hedgehog”

To see if a unit can form a “hedgehog” it rolls a d6, modified by its training;

Elite: Anything but a 6
Veteran: Anything but a 5 or 6
Drilled: Anything but a 4, 5 or 6
Raw: Anything but a 3,4,5 or 6

If successful the formation change is made immediately. If the unit fails then it remains in place and becomes disordered. No unit can fire in the same turn as it tries to form square, whether successful or not. A disordered unit can try again the next turn, without any further penalty. A unit in a “hedgehog”formation cannot move again until it changes formation back into line or march column.

Note: A unit can only attempt to form “hedgehog” during the normal movement phase (i.e. not as a reaction to being charged – units simply weren’t that flexible).

Cavalry

During this period the French cavalry were considered the best in Europe. However, the Irish Jacobite horse also made a name for itself, so for the purposes of these rules we’ve lumped them with the French. This was a period when all nations were experimenting with tactics – whether to charge home and risk disorder, or to advance at a slower pace and remain in formation were the main two considerations. However, at the end of the period the French adopted a tactic which involved both trotting and discharging pistols – at a time when most Allied cavalry adopted the old French tactics of charging home at sword point. The result was a complete reversal – from 1700 the Allies had the edge. Therefore, if you want to extend these rules to cover the Marlburian era, simply reverse the combat factors for “French and Jacobite” and “Other Cavalry”!

There are two allowable cavalry formations:

1. Line -i.e more than two figures wide

2. March Column -i.e. 2 figures wide

Cavalry change frontage at the rate of 2 figures per ¼ turn.i.e. they can expand or contract frontage by 8 figures per turn.For the sake of simplicity a 12-man regiment will also manage to change formation in a full turn. A cavalry column may turn 90 degrees and form up in a line at right angles to its current facing in ½ a turn.Cavalry also take ½ a turn to turn the whole unit 180 degrees.Wheeling is as laid down for the infantry.

Cavalry in Line / 8”
Cavalry in March Column / 12” *
Charging Cavalry / 16” **
Rout or Pursuit Move: / 3 x D6”

*16” on road ** Only French & Jacobite Cavalry are eligible

Adjustments: Light Cavalry +2" (they also Rout and Pursue at 4 x D6”)

Cuirassiers -2"

Note: Although all cavalry may move charge the enemy, only French & Jacobite cavalry may do so at the "charging cavalry" speed. Irregular Cavalry such as Moors or Cossacks count as Light Cavalry – and are classed as Raw.

Artillery

While most armies were accompanied by an artillery train, this was a lumbering snail, which severely limited the speed of an army’s advance. In theatres like Flanders this wasn’t so much of a problem, as the roads were reasonably good and anyway, sieges were more common than open battles, so guns were seen as crucial. In Ireland the roads were usually appalling, so the transport of artillery became a real headache. Still, artillery played an important part in the campaign, killing one Jacobite commander and almost counting for King William! In addition to the larger guns armies of this period had also started to use smaller regimental or battalion pieces – small guns attached to infantry formations to augment their firepower. The French tended to clump their small guns together and attach them to brigades, so for the sake of simplicity I’ve done the same.

Although Field Guns may be positioned together in batteries they are each classed as individual units for movement and morale.It takes a full move to limber or unlimber Field Guns (i.e. they may not fire on the turn they unlimber). It also takes a full turn to change the facing of a Field Gun (i.e. no firing that turn).

Battalion guns are much lighter pieces (up to 3-pounders). Each model represents an amalgam of a brigade’s battalion guns, and therefore it must remain within 4” of any infantry unit of its parent brigade. They are assumed to be manhandled by their own crews. If the majority of the parent infantry units are in column then the gun is considered limbered. If the infantry unitsare in line or “hedgehog” then the gun is considered unlimbered and may fire.

All artillery units may not enter villages or cross walls, hedges or streams (except as directed by the umpire). You can prologue unlimbered heavy and medium guns 1” a turn.

Movement distances:

Heavy Guns / 4”*
Medium Guns / 6” *
Battalion Guns / As parent infantry

* Add 50% if moving on road

Terrain Effects

Infantry / Cavalry / Artillery
Gentle Hill (up) / 1/2 / 1/2 / ½
Steep Hill / ¼(D) / ¼ (D) / -
Woods / ½ (D) / ¼ (D) / -
Light Woods / 1/2 / ¼ (D) / ¼ (D)
Linear Obstacles / - D6” / ¼ (D) / -
Towns & Villages / ½ (D) / ¼ (D) / ¼ (D)
River / - / - / -
Marsh / - / - / -

Fraction represents proportion of move deducted while crossing. (D) means troops become disordered while crossing the terrain feature. Formation changes in difficult terrain take double time (i.e. two turns for infantry) and are not permitted to Raw troops. Infantry can’t form a “hedgehog” in difficult terrain.

Strategic Movement

Any brigade may use strategic movement provided that there is no formed, visible enemy within 24" throughout the move, and that all units remainin march column throughout the move.Strategic movement is double the normal march column move for both infantry and cavalry, or double the normal move for artillery. Add50% to these if the move is made entirely on road.

Special Charging Rules

If a unit tests to charge and fails, then it isn’t affected by the test – it just can’t attempt any other action that turn. The exception is that it can react if an enemy player launches a charge against it, in which case it can counter-charge, stand and fire, or attempt to change formation.

If artillerymen are contacted by a charging unit then they are removed from the table.

The Caracole

During this period most cavalry had the option of firing at the enemy (all cavalry has a 4” range), and can advance to pistol range and fire, without any penalty – apart from the fact that stationary units fire first, which automatically gives foot an advantage). A less suicidal alternative is to fire as part of the charge.

When a cavalry unit declares a charge against an infantry, cavalry or artillery unit it has the option of declaring that it plans to “caracole” before contact. In this case it doesn’t check its morale to charge at this point, but instead it moves to within 4” of the target unit. The defender still tests to see whether it stands, and if infantry, to see what range it fires at the attacking cavalry unit. Whatever the range, the infantry will fire first. If the attacker survives any resulting morale test then up to two ranks of cavalry may fire at the infantry. Then it tests to see if it presses the charge home. This test therefore replaces the conventional charge test.

Roll a D6 and consult the following table, after applying any modifiers;

Elite / 1-5: Charge Home 6: Halt
Veteran / 1-4: Charge Home 5: Halt 6: Retire
Drilled / 1-3: Charge Home 4-5: Halt 6: Retire
Raw / 1-2: Charge Home 3-5: Halt 6: Retire

+1 If caracole caused no casualties +1 if dragoons

A “Halt” result means that the cavalry unit remains 4” away from the enemy. A “Retire” result means that it withdraws 8”(i.e. 12” - still within long musket range), and is disordered.

Note: This tactic could prove effective against certain types of infantry, but against well trained and well-armed troops it could prove disastrous. Use with caution!

Compulsory Movement

Routers always move directly away from the enemy. Given an option they will always aim for a gap in any line rather than interpenetrate a friendly unit. Routers surrounded by enemy units within 6” automatically surrender.

After routing their opponents cavalry will automatically pursue for one turn. After this turn of compulsory pursuit they may test their morale to see if they stop pursuing. Irregular or Raw cavalry subtract -1 from the test. Infantry never pursue a broken enemy, with the exception of Highlanders, who pursue 2x D6”.

Cavalry rout or pursue at 3x D6” (or 4x D6” if Light or Irregular) Routers don’t subtract movement for terrain (although they can’t move through impassable terrain). If the pursuers lose contact with the routing unit they automatically cease pursuit and spend the next turn rallying. After that they can move normally. If they are charged while pursuing they can break off and counter-charge the new unit instead.