Muskets & Marshals

Muskets &  Marshals is a set of old style rules for fighting Napoleonic wargames. The rules are an amalgamation of various rule systems and ideas nicked or created over the last 40 odd years. The movement rates and ranges are straight out of the London Wargames Section Napoleonic Rules (1968). The melee system is spookily like the one from the board game Risk. Many of the other ideas were developed for a set of ACW rules my brother and myself knocked up in the 1980s.

The emphasis is on fun and speed of play. The rules are still evolving and I must thank in particular Ross Boss for helping me to develop them and the lads at Cirencester Wargame Club for their rigorous play-testing and helpful ideas.

The rules are free to download on the basis that they are not used for any commercial purpose (full copyright remains with Spencer Bros). Most importantly please have fun playing them and do let me know how you get on!

Version 6.1 - 12/10/2017 - click HERE
Morale Markers - click HERE 


Captain Nolan said...

Reading through the rules it seems like a melee modifier for unit size would be appropriate. For example when a unit with 24 figures attacks one with 12 figures). Also, when you are adding meleee modifiers do you add "pluses" before adding fractions of the total (when there is more than one modifier)?

Stryker said...

Hi - the idea is to total all the melee factors together. This example may help to explain:

Example - column of B class French infantry melee with a line of A class redcoats defending a hill.

The French ‘B’ roll 4 D6 scoring 3,5,2,4
The Brits ‘A’ roll 5 D6 scoring 1,5,4,5,3
The French discard their lowest dice and put the 3 remaining in order: 5,4,3
The Brits discard their 2 lowest dice and put the 3 remaining in order: 5,5,4
The French modify each die with +0.5 (charging), +0.5 (column vs line)
The Brits modify each die with +0.5 (defending a hill)
French modified dice = 6,5,4
Brits modified dice = 5.5, 5.5, 4.5
Result = the Brits win two of the dice pairings and inflict 2 casualties on the French, the French win one dice pairing and inflict 1 casualty on the Brits. The Brits are declared melee winners.

You could introduce a factor for outnumbering the enemy if you wish. I haven't done this as I think it tends to favour the defenders too much. It could also complicate multiple unit melees.

Captain Nolan said...

Now I see: It is not +1/2 of the total die roll (for example if the roll was 6 adding 1/2 of the total would be +3 more for a grand total of 9; is only adding 1/2 of a "pip" to the die roll (so a 5 becomes a 5.5)!

Thank you for clarifying.

Incidentally, I just posted my First Thoughts on Muskets and Marshals on my blog:


Captain Nolan

Captain Nolan said...

I will be downloading version 6.1 tonight and will read them over. Thank you for keeping the updated versions posted. If I have further questions I will let you know.

Captain Nolan said...

The section on amalgamation states:

"Units below 1⁄2 strength may amalgamate out of enemy musket range in the presence of a General Officer who must remain with them. A full move is required for organisation."

My question is regarding the phrase: "...who must remain with them." Does the General have to remain with them for the rest of the game, or only during the turn of amalgamation?

Stryker said...

Hi Cpt Nolan - the idea is that the general becomes their 'Colonel' and must remain with them for the rest of the game.

Captain Nolan said...

How about adding militia to the list of class “C” units.

Stryker said...

Hi CN - yes militia should be 'C' class that's an oversight. You can of course adapt class by scenario as you wish.