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Volley & Bayonet on a Square Grid By Mike Kirby Scales and Assumptions. In the basic Volley & Bayonet rules, the frontage of a linear infantry or cavalry unit has been set at 300 yards. The case for this generalisation has been adequately explained in the designer's notes section, however there is a certain dissatisfaction when using this frontage for units during the linear warfare period, that is, the units simply do not seem to fit into their allotted places on the historical battlefields. Careful examination of the unit symbols on these maps reveals that their frontages have been drawn as being 250 yards per two-battalion regiment. This discrepancy is highlighted when one is using the maps of Professor Duffy[1] or those in the Dorn and Engelmann[2] books. When considering the reasons for the discrepancy we must take a look at the actual frontages of regiment sized units of the period. The average Prussian infantry regiment of some 1000 men would form up in a three deep line with a frontage of about 370 paces[3], allowing for the gaps between battalions and the accompanying battalion artillery. The typical Prussian cavalry regiment of 750 men would occupy a frontage of about 320 paces when drawn up in battle array. If we then adopt a compromise frontage of about 340 paces, and allow for the inevitable actual lower strengths for the units, we are very close to the 333 paces, or 250 yards, as shown by Duffy’s maps. On the wargames table, the discrepancy can be rectified by the simple expedient of using the same base size for the unit but assuming this now to represent 250 yards, or 333 paces, instead of 300 yards. The positive effect of this change is to allow the units to fit their places in the battle-line at the cost of requiring slightly more table space for each battlefield. The expansion of the ground scale now has to be taken into consideration in any measurement made on the table. This is simplified greatly by the use of a gridded or chess-board style of playing surface. Grid System. There are many reasons to consider using a system of pre-measured grid-squares or hexes in order to make the table-top battle flow more smoothly and speed up the laborious task of moving model soldiers on the battlefield. There are several disadvantages and many advantages in the adoption of such a formalised system. The decision whether to use grid-squares or hexes involved a lot of experimentation and research. Hexes are commercially available in a variety of thicknesses, which are suitable for the purpose but expensive. For the DIY wargamer, hexes are very difficult to cut accurately from large sheets of material. In contrast, squares are easy to cut from sheet material and offer a more ‘regular’ playing surface upon which to place terrain items. The tactical options available to the wargamer considering both systems may well involve a discussion about unit facings. With hexes a unit may be deemed to have 6 options, whereas with squares a unit has a choice of 8 options if the corners of the squares are counted as valid facings. In the end, you pays your money and takes your choice. I chose grid-squares. The table-top playing surface has to be marked out with grid lines in some way. These may be marked with a pen or scribed into the surface of the terrain. Alternatively, and possibly the better of the options would be to have all the grid-squares as separate pieces. This would bestow maximum flexibility on the system but would entail a great deal of work to manufacture. A good compromise is to use large squares each of which is divided into 9, 12 or 16 grid-squares plus a number of single and double grid-squares with which to 'fill-in' the odd gaps.
Troop
Formations. Generally, each grid square may accommodate up to one mass-based unit or two linear-based units. The maximum number of artillery units that may be accommodated in a grid-square will be two, however a single artillery unit may be placed alone in a grid-square and will count as if it occupies a complete grid-square. Some irregular artillery units such as those found in Mughal armies, may be of strength 3 or 4 but these will always be subject to the above rules due to the irregulars' practice of placing these pieces virtually wheel to wheel. Troops who may form up in close order or disperse into skirmish order will be assumed to be in skirmish formation at all times unless they share the grid-square with another such unit, in which case they will be assumed to be in close order. Terrain. In general, terrain features are placed within a grid-square in order to represent the majority of terrain to be found in that grid-square. The grid lines that form the border of that grid-square also serve to mark out the limits of that terrain type. Terrain pieces may either be modelled into the grid-square or built on card bases and placed atop the gridded surface. Roads are probably best placed on the table-top over-laying the grid system. As in VnB rules, roads have no effect on the battlefield apart from assisting movement to troops in march column. Troops who are marching along a road that passes between two adjacent grid-squares are liable to attack from either of those grid-squares. Water barriers may be in the form of streams, which are over-laid along the grid lines between the grid-squares so as to represent a linear barrier between those two grid-squares. Rivers occupy complete grid-squares although some narrow banks may be placed along the edges of the river for scenic effect. Linear entrenchments such as hasty works and field works are also laid upon the grid lines in order to present a barrier between the grid-squares over which opposing forces may conduct combat. Forts are placed upon the table similar to other buildings and they will provide both cover for their garrison and be an obstacle to combat. Command. Command stands are assumed not to occupy any significant space within a grid-square and these may be placed in an adjacent grid-square touching the nearest unit. Units within two grid-squares of the command stand are assumed to be in command. Movement. A unit's movement allowance has been compromised from the basic Volley & Bayonet rules in order to cope with the change of scale from 300 yards to 250 yards and also to fit in with the grid system. The movement rates are expressed in grid-squares, and are shown on the quick reference sheets provided. A
unit may face in any one of eight directions. It may face either one side
of the grid-square or one of its' corners. The arc of fire templates show
which grid-squares constitute a unit's front, flanks and rear. When
studied, it becomes apparent how vulnerable a linear unit is when it is
not supported by friendly units on its' flanks. A unit's flanks are
assumed to be secure whenever a non-routing friendly unit occupies an
immediately adjacent grid-square. Players perform turning and changing face exactly as in the Volley & Bayonet rules except that with the grid system the facing of the unit remains obvious and is not subjected to minute manipulation or scrutiny. Combat. The use of
the grid system forces opposing units to fight for control over enemy held
grid-squares. This makes combat a straightforward affair, leaving the
victor in control of the disputed ground. Movement to contact is shown by
placing the opposing units in base contact on the grid line separating the
disputed grid-squares. The winner of the combat simply moves into
the disputed grid-square while the loser moves out. Arcs of fire depend upon the facing of the unit and are as shown in the templates.
Troop Types. Further to the basic Volley & Bayonet rule system, it is necessary to define more closely the various troop types and their roles on the battlefield in order to integrate these properly on the table-top. Command stands represent the formation commander, his staff and their escort troop. Infantry: The vast majority of the infantry of this period are based as Linear Infantry. They may be either Formed or Irregular. Formed Infantry are the bulk of western-trained infantry drilled to manoeuvre and fight in close order. They normally adopt a firing line, some 3 or 4 ranks deep and usually possess a small number of elite troops such as grenadiers. During this period it became the custom to attach several battalion guns to the regiments. Examples include all European infantry of the WAS and SYW, French and British sepoys in India and most uniformed militias. Turkish Janissaries also fall into this category even though their idea of being formed was looser than their western counterparts. Irregular Infantry are troops who have a tendency to fight together but lack the training or inclination to form a cohesive fighting unit. Examples include Indian Piyadah, Jacobite Highlanders and Privateers. Skirmish Infantry are troops who are capable of skirmishing with firearms or bows but who are reluctant to close with an unbroken formed enemy. Examples include Indian Jezzailachis, Austrian Croats and North American Indians. Light Infantry are troops who normally operate in skirmish order but who are capable of forming up in a closer formation and fighting as Linear Infantry. There are few examples of this type of soldier in this period, such as French Piquet companies, British converged light companies, British Light Regiments of the later SYW and only the best of the Prussian Freikorps. Cavalry: All regular cavalry is now based as Linear Cavalry. Linear Cavalry may be Formed, Light or Skirmish. As in the parent Volley & Bayonet rules, Linear Cavalry may only be a 1SP unit, for later periods, beginning with the Napoleonic Wars, all cavalry is based on Massed bases with a high combat factor reflecting the co-ordinated battle tactics of the cavalry brigade. It was common in our period, at least in western armies, to form small ‘brigades’ of cavalry from 2 or 3 regiments in order to enhance their striking power on the battlefield. This use of supporting units was however not as effective as the later Massed Cavalry brigades. In these rules, 2 regiments of Linear Cavalry who start in the same grid-square and together move into combat in the same grid-square become known as ‘Brigaded Cavalry’ and thereby are entitled to use an enhanced combat factor. This is shown in the new combat tables. Formed Cavalry consists of men riding large horses who are accustomed to moving and fighting in close order. Their principal tactic is to charge as a solid line of horsemen and engage the enemy with 'cold steel' and pistols. Examples include European Cuirassiers, Dragoons and Horse Grenadiers. Light Cavalry are capable of skirmishing in open order or closing up to deliver a charge against a formed enemy. Originally these troops were entirely irregular cavalry recruited into European armies in order to perform the role of scouting and screening. Later in the period they either became better trained and organised or were replaced by specially trained regulars. Examples include Saxon Chevauxlegers, British Light Dragoons, French Dragoons and Prussian Hussars of the SYW. Skirmish Cavalry are capable of scouting, screening and skirmishing only. They are incapable of closing with unbroken formed troops. Examples include Mahratta Pendarhis, Cossacks and Turkish Akinjis. Irregular Cavalry capable of charging are always treated as ‘Massed Irregular Cavalry’. Due to their individualistic style of fighting in loose formation, these troops are mounted on massed bases, are always classed as impetuous but possess no formal training, have an insignificant command structure and relatively low morale. Examples include Mughal Mansabdaris, Silhadars and Turkish Spahis. Artillery: Artillery is mounted on bases, which are half the depth of the Volley & Bayonet originals with their limbers and draft animals mounted on the remaining half. This is done in order to be able to use artillery in prepared positions on the battlefield, which for reasons of space is impossible to do with the original sized bases. Several exotic types of artillery can be fielded in this period, which were not envisaged in the basic rules. Examples could be Indian Hatnal elephants, Zamburek camels and Rockets. Ranges and combat factors for these are shown on the new combat tables. Each of these types of troops can be identified on the table-top by mounting a set number of figures on each base. These are shown below along with the base size expressed both in inches and millimetres.
Engineer Assets may be Pontoon Companies, Engineers, Sappers, Miners, Pioneers or Labourers. These are used in the March & Manoeuvre and Roundshot & Rampart Rules. When ‘on the march’ each Pontoon Company will be 4 markers in length. When ‘in camp’ each Pontoon Company will cover 1 grid-square. The other Engineering Assets are always found together in the Siege Train. When ‘on the march’ every 5SP’s of a Siege Train will be 4 markers in length. When ‘in camp’ every 5SP’s of a Siege Train will cover 1 grid-square.
These may represent General Supply Columns, Army Headquarters or Field Bakeries. These are used in the March & Manoeuvre and Roundshot & Rampart Rules. When ‘on the march’ each Supply Asset will be 4 markers in length. When ‘in camp’ each Supply Asset will cover 1 grid-square.
As in the basic Volley & Bayonet rules, each time that a unit uses march column in order to travel quickly along roads, it will extend itself down that road for a specified distance. This length of column is made up using march column markers which may be represented by a card base mounted with a number of carts, pack mules or marching figures for effect.
These may be used on the table-top in order to mark villages and towns as being garrisoned by a unit. An element of surprise is added to the game as the enemy is unable to determine the size and composition of the garrison until they attack them. Garrison units are also used in the Roundshot & Rampart siege rules in order to represent Garrison Infantry Companies, Fortress Batteries and the Batteries of a Siege Train. Gun Models: Cannon used for the defence of fortresses, or to equip a Siege Train, are best mounted upon bases, which are a compromise between practicality and reality. These bases may be disguised as planking or stone flags in order to enhance their visual appeal. These pieces are crewed by the above garrison units.
[1] Professor Christopher Duffy, in particular the work entitled 'Frederick The Great, A Military Life'. [2] 'Die Schlachten Friederick der Grosse'. [3] A ‘pace’ as used in this work, is reckoned to be 27 inches or approximately 0.75 metres. |