Saturday, 21 March 2009

SYW Regimental Variant

Given the small scale of the Hetzenberg Battle I was asked to fight recently I decided to run it at roughly a double scale to my normal SYW games, i.e. 48 figure units rather than 24. I had debated using either the rules from "Charge" or "The War Game" directly, but I decided on a variant of my AWI/SYW rules, but still influenced by them.

An infantry regiment is made up of 4 companies each of 2 infantry bases (standard AWI unit), the cavalry has 3 squadrons each of 2 bases and an artillery battery has two guns. The infantry regiment may have up to one grenadier company and/or one light infantry company. To cover the larger size of most Hussar regiments, consider the unit represents a battalion (half a regiment) or add an extra squadron. Dragoon regiments may add a squadron of light dragoons where appropriate. Each regiment will need a Colonel (I use my existing brigadiers for this).

Unit cohesion is represented by all the companies being within 6" of another or the Colonel unless performing a compulsory morale action, rout, etc. Cavalry and artillery can be up to 12" apart. Colonels wherever possible should be with a nominated company/squadron.

Morale changes (morale effect firing or being charged test)
Colonel with unit +1
More senior officer +2

Morale changes (shaken)
Any other sub unit of the regiment routing last move -1

I have been testing an alternative being charged test but I'll cover this in a separate variant.

Loss for regimental colours if the subunit carrying them routs as a result of an enemy charge roll 2d6 a result of 11 or 12 means the colour was lost. If the rout was from melee a roll of 10 or higher results in the colour being lost. Optional effect of the loss of the colour roll 1d6 3 or less -1 on any shaken morale tests; 4 or 5; no effect 6 +1 on any shaken morale tests.
If a regiment remains stationary without firing or suffering any casualties then the Colonel may reallocate strength points between the sub-units, provided none exceed their original value. This allows the disbanding of a weak sub-unit in order to strengthen the remainder.
Other options:
  • Forcing the companies to adopt their correct positions by seniority - having had one infantry regiment in the Hetzenberg game get out of order, it was quite confusing and I guess the difficulties of command and control in this situation was why the ordering was used a lot despite the apparent effort involved..
  • Square can only be formed by regiment


Steve-the-Wargamer said...

effect then - you're treating each regiment as a "brigade" in your higher level rules? The only difference being that

1/. you have a cohesion requirement...
2/. you can swap strength points around the units...

Fire at Will said...

Steve, you are broadly correct, but don't forget the -1 if any other subunit is routing.

All of this could be used for a brigade in the AWI rules.

Sir William the Aged said...

Will - I know that you have gamed the Siege of Vienna in 1683, do you use a variant of your rules or Gush for this period? If its a variant of your rules that takes pike use into proper account, can you publish that variant? Alternately, you can e-mail them to me at