Historical Background: The War of the Spanish Succession (1701-1714) began when the King of Spain died without an heir. King Louis XIV of France and Emperor Leopold I of Austrian both claimed the throne, and Spain's territory. England and the Netherlands sided with Austria, while Bavaria joined the French. The war ended with the Treaty of Utrecht which forced Spain to turn over key territories in Europe. While Spain's power was waning the foundation was laid for a growing British empire. At the start of the war the French army had a reputation as the best in Europe. At the battle of Ramillies (1706) the Duke of Marlborough soundly defeated the French. The French defeat had the effect of driving the French out of the Spanish Netherlands (which included Flanders).
Battle 1: This battle has not yet been playtested.
Building the Armies: Right now there aren't many 1/72 plastic soldiers available for this battle. BUM has a line of figures that includes French. Revell made some nice Seven Years War figures that could serve, but they are now difficult to find. You could use some current figure sets as substitutes. The Accurate/Imex/Revell British Infantry from the American Revolution could be used for the Musketeers and artillery crews. Here are some paper soldiers you can print and use. Infantry and cavalry are mounted two per base. Cavalry bases are 1.5" square, infantry bases are 3/4" x 1.5". Commanders are based singly on 3/4" x 1.5" bases.
The Map: The battle was played on a 5' x 7.5' table. The battlefield must include the stream and the fortified towns of Taviers & Franquenee, Ramillies, Offus, and Autre-Eglise.
Deployment: The garrisons of the towns must start in those towns, the other units may be deployed in the areas shown. The main armies (other than the town garrisons) should start at least 18" apart. Cannons can start limbered or unlimbered.
Orders of Battle:
Confederate Army (all units have 6 bases)
Duke of Marlborough (Overall Commander)
Right Wing - Lord Orkney
Center - Gen. Schultz
Left Wing - Marshal Overkirk
French Army (all units have 6 bases)
Duc de Villeroi (Overall Commander)
Right Wing - Elector of Bavaria
Center - Lt. Gen. Carman
Left Wing - Marquis de Bedmar
1. Confederates Move
2. Confederates Shoot
3. French Move
4. French Shoot
Formations: Infantry and cavalry should be deployed in a double rank line, three bases in the front rank and three in the second rank. Cannons and commanders are deployed as one base units.
Movement: Infantry can move and charge 6". Cavalry can move and charge 12". Units must move to the front, maximum allowed oblique is 45 degrees. A unit may change facing at a cost of 1/2 its move. Commanders may move 12". Cannons can move 6" while limbered, and may unlimber at the beginning or end of their move. Cannons may not move after they are unlimbered. Limbered cannons should point away from the enemy, to indicate they cannot fire. Cannons may not shoot on the turn they unlimber, but they may pivot in place during movement and still fire. Units may not move within 1" of an enemy unit except when charging.
Crossing the Stream: The stream was not deep or wide, but it was difficult terrain for the cavalry. Cavalry and cannons can not cross the stream, but Infantry may cross. To cross the stream an Infantry unit must end it's movement in the stream. It it considered crossing the stream and marshy ground during this turn. The unit may not charge during this turn.
Shoot: Infantry, cannons, and French Cavalry can shoot (British cavalry relied on the sword). Range is measured from the center of a unit to the nearest part of the target unit. Units may only fire to the front and may not fire through narrow gaps between friendly units. Roll one die per infantry or cavalry base or three dice per cannon. The chart indicates the number needed for a hit. Remove one base for each hit rolled by the firing unit. It takes three hits in the same turn to remove a cannon. Note that you only use the 1" firing column when shooting at a charging unit. If a unit is reduced to a single surviving base then the last base is immediately removed.
Charges: Both sides may charge during the charge phase. If it matters the Confederates charge first. Cavalry can charge 12", infantry can charge 6". Cannons do not charge. A unit may not declare a charge unless it can reach an enemy unit without changing facing or turning.. A player may measure to see if a unit is within charge range. One enemy unit must be chosen as the target of the charge. A unit that wishes to charge must first pass a morale check. If the unit fails morale nothing happens, it cannot charge this turn. If the unit passes its morale check then the target must pass a morale check. If the target fails it loses one base and immediately retreats 12" facing away from the enemy, the charging unit is moved into the position vacated by the retreating target unit. If artillery is the target and it fails morale it is eliminated. If the target passes the morale check it has the option of firing at the chargers or counter charging. Cavalry cannot fire at the chargers, they have the option of countercharging or standing in place to receive the charge. Infantry can not countercharge cavalry. If the unit counter charges the two units meet in the middle and fight a melee. If the target decides to fire at the chargers it does so at a range of 1". If the charging unit survives the fire it moves into contact with the target and they fight a melee.
Morale Checks: If a unit has to take a morale check Roll one die and add any modifiers. If the roll is less than or equal to the number of bases (plus a commander if one is present), then it has passed. If the role is greater then it fails. Cannons pass on a roll of four.
Melee: If a charging unit contacts an enemy unit there will be a melee, unless the enemy is a cannon in which case the cannon is eliminated. Each side rolls a die and applies the modifiers. Highest modified roll wins. The loser removes a base and retreats 12" facing away from the enemy. If the roll is a tie each side removes a base and rolls again.
|More stands than opponent||+1|
|Hitting the flank or rear||+1|
|Commander leading charge||+1|
Removing Casualties: When a unit is reduced to a single base this last base is automatically removed.
Commanders: A Commander may join or leave one of his units during movement. This unit gets a +1 bonus on all melee rolls and the officer counts as a base when testing morale. Every time a unit with an attached commander is completely eliminated by enemy fire (last base removed), or is engaged in a melee (win or lose) roll one die. If the roll is a 6 the commander is a casualty and is removed from play. This is the only way a commander can be eliminated.
Attacking the Fortified Towns: The towns were fortified against attack.. The units that start in the towns gain some benefits as long as they are fighting against Confederates shooting or charging from outside the village. If the units are hit during the shooting phase roll one D6 for each hit scored against them. If the die is a 4 - 6 the hit is disregarded. The defending units subtract one when checking morale, and add one when fighting a melee. These benefits only apply when the enemy charges from outside the village, they disappear if they are fighting a Confederate unit that has fought its way into the village. Cavalry receive no Melee bonuses if they fight in the town.