Three Inch Glory II RULEBOOK
Three Inch Glory II RULEBOOK
Glory
A Wargame
for 18th Century playmobil®
Version 2.2
© Copyright Sawyersplaymobil, 2011
Photographs, drawings & text by Marco A. Snijder, All rights reserved. No part of this publication may be reproduced,
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Three Inch Glory
Table of content
1. Introduction................................
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1.1 Getting started.................................................................................................................................................................................3
1.2 Gameplay ...........................................................................................................................................................................................3
1.3 The game sequence.......................................................................................................................................................................3
1.4 Scenarios............................................................................................................................................................................................5
1.5 Winning the game..........................................................................................................................................................................5
2. 18th century warfare................................
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1. Introduction
Thank you for playing this game! This war-game is developed to play 18th century warfare with
Playmobil® figures (although they also apply to later era’s like Napoleonic- Zulu-, American civil-
or Crimean wars). The aim of these rules is to provide a gameplay that is quick to learn and easy
to use but does give you the feeling of fighting a battle accurate to the period of time (figure 1.1).
In this chapter the general idea of the game is described and in the chapters thereafter each
element of the game is explained in detail. In the back of this manual I have provided you with
reference tables and lists (appendix I) to quickly refer to the specific rules during gameplay. I
hope everything is clear and that “Three Inch Glory” will bring you loads of fun!
Figure 1.1: An Austrian regiment deployed in line formation and is ready to march forward into battle,
enemy artillery already opened fire on them.
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1. Introduction & Gameplay
A senior officer is able to give one order per turn. This order could be to one soldier, one regular
officer leading a company, or to an entire regiment of up to 4 companies. He can give orders to a
whole regiment as long as each company in the regiment is no more then 10 cm apart. Each
single order consists of a movement and an action suborder (see chapter 5.4). So a Colonel
commanding his regiment could give the order: “The regiment will march forward (movement)
one distance and give volley fire (action) to the enemy company closing in!” I would like to
encourage players to frame their orders in the spirit of the period of time, it will be more fun this
way! Players need to state the orders aloud, as clear and straight forward as possible and with
no conditions.
An action could for instance be firing muskets/pistols (ranged attack, chapter 8.5) or charging
with bayonet (Melee attack, chapter 8.7). Each attack is determined by rolling a dice that
represents whether the attack was successful or not. E.g. to hit someone with a sword and be
successful one has to roll 11 or higher with a 20 sided die (more on this in chapter 8.2).
To attack in close combat, soldiers first need to charge towards the enemy in order to get close
enough (chapter 8.7). For firing muskets or pistols, a player first needs to estimate whether the
chosen target is within range of the specific weapon (see box 7). The attacker rolls a 20 sided
dice to determine if the shooter hit or missed his target, then finally measuring to check if the
estimated range was sufficient (see box 5).
Because not every attack has an even chance of success (e.g. target easier to hit, missed the
target or a sword hit is parried), a “moderator” is used which is a bonus or a penalty for the
specific attack. This means e.g. that a soldier on horseback attacking an infantry soldier has more
success hitting him than the other way around. The resolving of attacks and “moderator” is
further explained in chapter 8.2.
The battle that you are fighting is resolved by manoeuvring your army over the battlefield while
fighting your opponent until one of the armies is defeated or surrenders. This game has a set
sequence to mark the individual health of each soldier (figure 8.1, 8.2 & 8.3) thereby soldiers can
either be in full health, hit, wounded (optional) or dead.
Everything that comes across and is not written down in this manual is open for the players’
suggestions and needs to be decided in advance or during the game. The overall rule of this
game is:
If both players agree with it, it is O.K.!
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1. Introduction & gameplay
1.4 Scenarios
Beginning players can best start off by lining up two armies opposing each other and start
fighting out the battle. However, I would like to encourage players not to only line up like this
when playing subsequent games! The next step would be to start off with the two army’s set-up
in marching column. Players now actively need to deploy their troops in right order onto the
battlefield before the fighting begins. There are a lot of great scenarios to think of (both
historically and theoretically). One player could for example set up a line of defence to protect a
certain key position (high ground, a fortress, a town), or players could work out an ambush or a
retreat in which an outnumbered force has to reach one end of the table with half its force in
order to win. Many scenarios can be thought of in combination with different goals / objectives.
I plan to bring out a few worked out scenarios at a later moment, including a siege, an ambush,
and a fighting retreat.
1.5 Winning the game
To win the game, one of the players needs to surrender himself. Alternatively the battles may be
won when one player reaches a specific goal, these goals could be the same or different for each
player. They can also be picked randomly using cards rather than picking them out.
One could for example agree to be able to claim victory if the player:
- defeated the entire enemy army
- has taken control of a certain point or area
- has driven the enemy off a certain area
- killed 50% of the enemy army
- killed 25% of the enemy army and captured 2 flags
- destroyed or took all enemy artillery
- survived at least x number of turns (e.g. when playing ambushes with one side outnumbered)
- holds ground until reinforcements arrive (e.g. at 10th turn) and defeat 25% of enemy
army
I would like to encourage players to work out their own goals and objectives. Starters should
just deploy their armies opposite to each other and start battling to the end (I still like this best!).
Figure 1.2: A mounted colonel (senior officer) orders the regular officers assigned
to his regiment. Regular officers are majors and captains, on this picture you see a
major commanding a company of Austrian grenadiers note his drawn sword as
symbol of his command.
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2. 18th century warfare
The muskets and pistols of the era had smooth barrels and a musket ball was fired by an
explosion of gunpowder in the back of that barrel, propelling the ball forward and out of the
barrel. The problem with smooth barreled guns, as opposed to projectiles fired from the more
modern (current) rifled guns, was that the musket ball was not made spinning while moving
through the barrel (spinning increases accuracy), instead of this the musket ball moved just
millimeters up and down or to the sides inside the barrel while thrusting forward, resulting it to
be shot rather inaccurate.
Figure 2.1: The British army makes ready for battle, the senior officers in front of the army.
Because the muskets did not have a lot of accuracy, armies had to form lines and fire joined
musket volleys. By doing so the chances of hitting something with this joined fire was much
higher. The muskets were muzzle loaded, each time a shot was fired the shooter had to load
again through the muzzle of the musket. Each soldier wore two belts, one on each shoulder
(cross belt). One belt which held his bayonet and one that held his bag of ammunition. The
ammunition were wrapped pieces of paper containing one musket ball and an amount of
gunpowder enough to fire one shot. The sequence of loading a musket took some time and most
infantry companies were able to fire 2 up to 3 rounds in one minute.
The soldier bit the cap off of the wrapped piece of paper, poured a little bit of powder in
the pan on top of the gun and poured the rest into the muzzle of the musket, he then
dropped the musket ball into the muzzle (sometimes with the piece of paper behind it)
and used a ramrod (thin wooden/metal stick) to push everything to the back of the
barrel. He then was ready to fire the musket, cocked the firing mechanism and waited for
the command to fire.
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2. 18th century warfare
Formations of infantry were moved across the battlefield and who ever managed to maneuver
his army most efficiently had a great chance of winning the battle. Soldiers that fought on
horseback had an advantage to soldiers on foot, but cavalry formations were rarely ordered to
storm directly into a line of infantry as the combined volleys would eradicate most of the
storming horsemen. Instead of this, cavalry used its great moving speed to attack at the rear or
at the flanks of formations. Cavalry was also used to cluster or stop infantry (by forming
defensive squares) to make them easier targets for artillery fire. This artillery was positioned at
key positions behind the lines.
The functioning of the armies all depends on how well formations are held and discipline was
most important. Officers that were not able to keep their troops disciplined could not rely on the
formations to hold when under heavy fire or close combat attacks.
“Three Inch Glory” tries to mimic the described way of warfare by providing you with rules that
more or less force a player to fight like people did in the 18th century. You use your soldiers in
combined movements under the command of officers, firing combined shots at your opponent
and using the different types of “combat arms” (infantry, cavalry or artillery) in the
corresponding ways.
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3. Soldier types
3. Soldier types
The game is played using individual soldier figures. Your army consists of one or more
regiments (see next chapter). Each of the figures is able to walk around the battlefield
(movement) and attack enemies (ranged or melee) or perform other actions. An army consists of
several types of soldiers: soldiers, officers and support troops (figure 3.2). The idea is that you
create an army of mainly soldiers with accompanying officers and several support troops, each
type distinguishable in appearance.
3.1 Soldiers and officers
Soldiers form the main body of your army; they can
be moved individually or in companies if under the
command of an officer. Officers come in a variety of
ranks (chapter 5.2) and are able to lead common
soldiers in battle (chapter 7). Next to this, senior
officers are your means of managing your army
(chapter 5.4). the leadership of officers is
documented on the officer-cards in appendix VI
(chapter 9). On these cards you also indicate rank,
and the regiment the officer is assigned to.
Figure 3.1: A major (feathered hat) of a British
light infantry company asks for shelter at a
farm over viewing the battlefield.
Figure 3.2. The different types of figures for each army. Priests and Physicians are only to
support soldiers and cannot be used for combat.
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4. Soldier classes
4. Soldier classes
The game includes three types of soldier classes (see figure 4.1 for examples). There are regular,
elite and militia, native & guerrilla soldiers. Some classes perform better than others and
therefore the game rules slightly change for some parts when playing with different classes. It is
up to the players to decide to use different classes or not, I would advice beginning players to
start off with only regular troops. If using different soldier classes it is beneficial to combine
companies of only the same class to make optimal use of their abilities, because within one
company, the formation will act as the lowest class soldier in formation.
Figure 4.1: A few examples of how to differentiate your armies’ troops when using different soldier classes.
From left to right: French regular infantry, Austrian cuirassier officer (Elite), British light infantry (Elite),
American rebel minuteman (Militia), Huron warrior (native), and British highlander (Elite).
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4. Soldier classes
Natives were born in the conflict area and have always fought against European suppression
(e.g. Indians, Zulu’s or Sudanese rebels). They know the area very well and therefore have a
bonus on movement together with a bonus on melee attacks. Officers ordering a company of
natives do not have to perform a leadership check on charges, also not when a charge failed. This
means natives are eager to charge and do not start routing when they fail (see chapter 9).
Guerrillas are just like native and militia troops local people taking up arms against a
suppressor. In this game, guerrillas are the best of the local troops; they have a bonus on attacks
and are able to move in skirmish formation.
Elite troops: (note: elite companies can only be lead by a Major or higher!)
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5. The officers
5. The officers
Both senior and regular officers are able to
directly lead men in a company (see figure 5.1
Box 2 When officers die:
& chapter 7). To keep the game simple, only five While there was a gentlemen’s
officer types should be used. It is useful to agreement up until the mid 18th century
indicate rank in the appearance of the figures not to shoot at the officers, it may still be
(figure 5.2 & 5.3), for instance by using that one of your commanding officers
feathered hats only on officer figures. Officers dies. On this occasion one of the
leading a company are not able to include sergeants in the formation (if present),
higher ranking officers into the formation, if may be promoted to captain and takes
higher ranking should join, he would have to over command, simultaneously a
take over command (= 1 action). common soldier may be promoted to
sergeant replacing him. If a sergeant is
not present in the formation, one is
In this game there are regular officers and promoted to take command of the
senior officers (box 3). Senior officers are your formation from that moment on.
colonels and your general (or Commander-in- For a new sergeant to take command of
Chief). Senior officers issue the orders to the a formation, a difficulty level of “easy”
other officers and are also able to lead men in applies (see chapter 9).
formations themselves. Note that when a senior
officer takes direct command over a company,
he is only able to issue orders to that single
company instead of many others in his regiment
when he is not in direct command.
5.1 Killing officers
When an officer commanding a company has died, one of the soldiers in the company is
automatically) promoted to sergeant and will lead the company from that moment on. When the
company already had a sergeant, the current sergeant is promoted to captain and is given the
feathered hat of the fallen officer (see box 2, chapter 7). Senior officers can be killed but are
replaced that same turn, this way one could regard them as being invulnerable to enemy-attacks.
This is an important rule to prevent players to shoot out officers, thereby crippling and
ultimately defeating the opposing army.
Unit = a company
Max infantry = 11 men + officer
Max cavalry = 14 men + officer
In column formation:
In line formation:
Figure 5.1: The unit in Three Inch Glory Figure 5.2: Two companies of the 1st Maryland regiment. In this example
is a company, here depicted in column each company consists of eight regular soldiers, one ensign (flag barer),
and line formation (see chapter 7). one sergeant and a commanding officer.
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5. The officers
Figure 5.3: An example of how troops of different ranks could look like for two different factions. (top: British,
bottom: French) Note the drawn sword (British captain) as a signal of an officer in command of a company.
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5. The officers
Each individual order consists of 2 sub-orders; one movement and one action.
Each order: 1 movement (chapter 7)
1 action (chapter 8)
Figure 5.4: The basic unit in you army is the company (infantry: 12 men, incl. commanding officer). Normally an
18th century regiment consisted of 10 companies (about 100 soldiers each) with one grenadier, one light infantry &
eight regular companies. In Three Inch Glory, a regiment counts up to four companies of 12 men, so 48 men with
the senior officer (colonel) in charge.
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5. The officers
To issue orders to an entire regiment, the individual companies belonging to that regiment will
all have to do the same thing, and should each be within 10 cm range of another company in the
regiment. The general is able to issue his orders to anyone in the entire army, he could e.g. give
an order: “the 2nd company of the 71st regiment of foot will wheel to the right (turn right, one
movement) and give volley fire to that French infantry company (one action). Note that a colonel
can only issue orders to the regiment that he was pre-assigned to. If a senior officer takes direct
command of a company, thus leading the men, he will only be able to order these men and is not
able to issue any other orders to companies anywhere else. It is also important to note that each
individual soldier/support troop or regular officer can only follow one order from one senior
officer per turn. It is therefore not possible for a
colonel to order his regiment to march forward, Box 3 Senior Officers have:
and for the general, in that same turn, to order
one of the companies within that regiment to - The ability to issue orders
also change formation into square. You could in one movement order /turn
one action order / turn
this example better first let the general order
- Their own movement phase
the company to change into square and the - The ability to directly lead formations
colonel order the rest of the regiment to march
forward. With this ordering system it is easy in Individual registration Officer cards
the beginning to march your entire army into (appendix VI)
battle, but every moment the battle proceeds, - Name
you really have to make decisions as to which - Rank
troops to move and when to strike, as your - Leadership
army will lose some of its coherence!
Figure 5.5: Visibility on the battlefield was often not very good as gun smoke filled the space between the
opposing armies. Note here the mounted colonel (left-back) ordering his companies in battle.
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6. Combat arms
Figure 6.1: An army consists of three ‘Combat arms’, Infantry (e.g. 17th grenadiers), Cavalry (e.g. dragoons)
and Artillery (e.g. French Artillerie Royale). In “Three Inch Glory” these form the different regiments of
your army, each lead by a colonel.
6.1 Infantry
Infantry forms the basis of your army, it is able to move into several formations (chapter 7) and
perform volley fire and bayonet charges (chapter 8.7.3). Line infantry (regulars) in the mid 18th
century wore tricorn hats, bright coloured coats and wore cross belts (one shoulder for a bag of
ammunition and one for a bayonet/sword). During the Napoleonic wars, going into the 19th
century, infantry started to replace the tricorn hat for a shako hat (high cylindrical cap). Infantry
was ordered to manoeuvre over the field in several formations firing muskets in volleys to the
enemy troops. Chapter 8 explains the sequence of how to keep track of the health of all
individual soldiers in your army. After a soldier in full health is shot (loses hat), another shot
would result in a dead soldier.
6.2 Cavalry
In battle, cavalry was used to demoralise or weaken enemy rears/flanks and to cluster groups of
infantry together for efficient artillery attacks. Cavalry is able to move in line or column
formation and can perform cavalry charges (chapter 8.7.4). They are able to move quickly across
the field and because they are feared by infantry soldiers, they have more success when fighting
infantry (cavalry to infantry = +4 on hit roll, see chapter 8). In contrast, Infantry fighting cavalry
are less successful and should get a penalty of -3 which makes cavalry a rather strong determent
on your battlefield.
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6. Combat arms
6.3 Artillery
There are several kinds of artillery; one can use stationary guns, Howitzers or Field guns (figure
6.2). Artillery is operated by at least two soldiers to be able to fire every other turn, one soldier
that loads the barrel of the cannon and one that aims and fires it. If there is only one gunner left,
he is still able to operate the cannon. However, it takes him longer to prepare everything and
therefore the gun is only fired every second turn (figure 6.3). Artillery shoots each every turn
because otherwise the game will be dominated by artillery too much, preventing you to
effectively use your infantry.
Figure 6.2: Different types of cannons each with their own characteristics (see box 9, chapter 8.8)
Soldiers are able to destroy or capture enemy cannons. A cannon is captured if all enemy
soldiers are killed or surrendered and your own soldiers are joined with it, after this (at the cost
of an action order) it is considered as one of your own guns. Artillery can also be destroyed, each
cannon has its own condition level (see figure 8.3). Artillery can be destroyed by enemy artillery
fire or by melee attacks (only swords/axes).
Field cannons and Howitzers are able to move across the field, in order to do this they need to be
under the command of an officer (=formation, chapter 7.1.5). An artillery formation consists of
up to 2 artillery pieces with crew (max of 11 soldiers, officer & 2 guns). To move a cannon at
least two soldiers are needed and each cannon is able to move 10 cm. Stationary guns or ships
cannons are moved very slowly (max 5 cm) and are mainly stationed at a base or stronghold
prior to the start of the game. Guns are aimed at single soldiers or at objects and have a certain
amount of impact. Field guns fire small projectiles that bounce further after hitting the target
thus possibly hitting the soldier behind it as well (bounce 9 cm further after impact). Howitzers
& stationary guns have an impact of 10 cm diameter. All soldiers within this range of impact are
killed by this blow (see appendix V for print out of impact area). Soldiers that are only hit partly
by the impact area are hit just like the sequence described in chapter 8.
See chapter 8.8 for more on the use of artillery and chapter 7.1.5 for artillery formations.
Figure 6.3: The way you indicate an artillery piece to be ‘ready’ (left) and ‘reloading’ (right). Directly
after a gun has been fired, indicate it as ‘reloading’ in the same turn, at the end of the next turn change
the indication to ‘ready’ again and the next turn the gun can be fired again.
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7. Movement & formations
A senior officer has the possibility to order a ‘quick march’, this actually means that there are 2
movements allowed in one order instead of two. If the commanding officer is ordered a quick
march, roll a 20 sided dice and add the leadership points of the officer in command of the
company. When the result is 20 or higher, then the company is able to perform 2 movements
that turn, if failed; only one move can be done. This system is equal to the leadership checks in
chapter 9.1, leadership.
A commander should not get tempted to always issue quick marches to his companies. When for
example an entire regiment is ordered a quick march, each individual company officer should
check if the order comes through or not. Because there is a reasonable chance that a company is
only able to move one distance, the regiment will fall apart because some might have marched
two distances forward! The result could be that the colonel is not able to order the regiment as a
whole anymore because one is separated more than 10 cm from the others.
Soldiers in formation
Column 20 cm
Column horseback 40 cm
Line 10 cm
Square No movement
Skirmishers 15 cm
Artillery 10 cm
Figure 7.1: Single Figure 7.2: Multiple Artillery with horse 20 cm
soldier movement soldier movement by
officer (formation)
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7. Movement & formations
A B C
D E F
Figure 7.3: You will manoeuvre a lot of troops on the battlefield during the game, just as real
commanders would also have done. These six examples will set the guideline as to how to manoeuvre
your troops and change formations. A company can either: A) wheel to the right, B) Wheel to the left
or right, arching at centre, C) Wheel to the left, D) Right or left face (simply turn at site), E) About face
(turning 180o, facing backward), or F) Form line out of a column formation or visa versa. Squares can
also be formed using these guidelines.
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7. Movement & formations
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7. Movement & formations
To move the artillery (either by foot or by horse) the gun crew also needs to be under the
command of an officer.
Figure 7.4: An example of a square combined with the defensive position (chapter 10.4). Three French
companies of the regiment du Navarre formed square to repel a charge of the British 16th light
dragoons.
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8. Weapons, actions & resolving attacks
Full health Soldier shot Horse shot Horse dead Both dead
Figure 8.2: Sequence of cavalry health. Soldiers’ sequence is the same as for all soldiers in your army;
the horse adds two additional steps which may be varied throughout the sequence (chosen by player
that is attacked). Horses whose rider has fallen off stay standing on that location until mounted again
by the same or another soldier.
Fully Wounded
Operational Damaged Unoperational
Figure 8.1a: For smaller armies,
Figure 8.3: Sequence of artillery condition. To add one sequence of health:
indicate ‘damaged’ take away the gunpowder “wounded” in which soldiers
barrel. Players may agree to be able for some (infantry/cavalry) are unable to
figures to replace a barrel to ‘heal’ its condition move but still able to be treated
like a physician does. by a physician.
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8. Weapons, actions & resolving attacks
Missed Hit
-4
-3
Always missed (mishap)
-2
Always hit (critical)
Penalty or bonus:
-1
0
+1
+2
+3
+4
+5
+6
Missed Hit
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8. Weapons, actions & resolving attacks
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8. Weapons, actions & resolving attacks
Example 1:
- Two factions in line formation engage upon each other, a British
company and a French company (figure 8.5). Both companies have
different statistics:
- Your attack resulted in 3 hits, this means that the opponent has to
remove the hats of 3 of his soldiers (or remove 3 soldiers when playing
larger armies) it is up to the other player to decide which soldier is hit
and which is not.
French: British:
Nr. soldiers (musket) 12 1 French company
Nr. officers (pistol) 1
Now the attack resolved also in 3 hits, this means that the soldier that
was shot at, died instantly, taking all three shots.
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8. Weapons, actions & resolving attacks
8.7.1 Guard dog [free action, moves along with the officer]
Officers have the ability to use a guard dog as protection (figure 8.8). This guard dog shadows
the officer and only acts if the officer is attacked (melee or ranged). When an enemy player
issues a soldier to attack this specific officer, without even having to succeed, the dog will charge
the attacker after he has finished the attacked (so during opponents turn, see figure 8.8).
Guard dogs are able to charge any opponents’ Soldier attacks Dog attacks
attacker within a range of 40 cm, and will always
succeed in attacking (so without hit roll). Dogs
inflict a standard of 1 damage; this means a
soldier in full health attacked by a dog will be
dealt with as being shot from then on. Guard dogs
are able to take two hits that were intended to hit 40 cm
the officer, after these two hits the animal has 1 damage /
died (hit = head down). Guard dogs are unable to turn
attack horses or horseman.
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8. Weapons, actions & resolving attacks
8.7.2 Charging
Companies cannot simply march towards the
Box 8 Ordering charges:
enemy and start to fight men-to-men (melee).
The commanding officer first needs to order his
Your company is supposedly in range of
troops to charge. Beginning players can use the enemy to be charged
command without any effort. When using the (soldier, formation or object)
full rule set, an officer now needs to perform a Perform a leadership check
leadership check to see if the troops obey his - infantry = average difficulty
orders (box 8 & chapter 9). If he does not - cavalry = easy difficulty
succeed the check, the company will not obey to Roll 1 d 20
his orders and the effort is lost. To be able to Add leadership officer (see table 9.1)
perform a successful charge, the company Determine leadership success:
needs to reach the enemy afterwards. Do not
To succeed in: Roll:
measure the distances yet, this will be more
Very easy over 10
exciting. If the charge has been executed and it Easy over 15
appears after measuring that the troops did not Average over 20
actually come into contact with the enemy (due Difficult over 25
to it actually being out of reach), your troops Very difficult over 30
will simply have run towards the enemy and
stopped at the maximum movement distance of The formation responds to the order or
the charge. At such a moment your officer not (obey/disobey)
needs to perform a leadership check again in Formation is moved maximum distance
order to prevent the troops from routing after (if succeeded)
If distance is to long, formation will not
the charge failed.
succeed in charge and tend to route!
Again leadership check for:
Infantry: average difficulty
Cavalry: easy difficulty
Resultroute or stay
If charge is within range: perform melee
attacks according to box 5.
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8. Weapons, actions & resolving attacks
20 cm
Figure 8.9: The bayonet charge, if the enemy is supposedly within range (20 cm), a line formation
may be ordered to charge forward with their bayonets. The commanding officer must perform a
leadership check in order to succeed, if the troops charge and do not reach the enemy, the charge
has failed and the officer again checks for leadership to prevent routing.
Figure 8.10: Fearless they seem, these British regulars that are about to be given the command to charge
their bayonets.
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8. Weapons, actions & resolving attacks
40 cm
Figure 8.11: The cavalry moves forward in regular column formation. If the enemy is within range, the
horsemen clash into the enemy and fight them in melee.
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8. Weapons, actions & resolving attacks
There are two kinds of impacts when considering artillery; a bouncing impact, and a heavy
impact.
The bouncing impact hits the ground on the targeted spot (or deviant spot, see box 10) killing
the figure and bounces further killing more figures along its way. The bouncing impact measures
4 cm wide and 12 cm long.
The heavy impact hits the ground on the targeted spot (or deviant) and produces a cloud of
deadly debris that kills within a 5 cm radius (so a total of 10 cm diameter).
Figure 8.13: A French artillery piece commanded by a young captain is loaded and made ready.
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8. Weapons, actions & resolving attacks
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8. Weapons, actions & resolving attacks
Hit target
Range
Range
Range
Figure 8.15: The firing of artillery can result in the shot hitting the target (indicated
by circle, top) or could be off target by the projectile being shot to short (middle), to
far or with a deviance by wind to left or right (bottom). The effect could still be that
the cannon hits other targets than originally aimed at (bottom). Note: the maximum
range of artillery can be farther when shooting too far when missed (e.g. 200 cm max
+ 5 cm = 205 m).
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9. Leadership
9. Leadership
In battle, disciplined troops performed better than lesser disciplined troops. The amount of
discipline that a company has all depends on the ability of the commanding officer who leads the
men. This chapter describes the leadership checks in the game, players playing for the first time,
or players who prefer not to, are advised to leave this part of the game out.
Discipline is important to keep soldiers in formation after a set of events (box 11). If the
commanding officer proves not to be able to keep his troops disciplined after such an event, all
troops in the company will not respond to his orders or even start routing (run away from the
engagement).
A “leadership check” has to be done each time a specific event occurs during the game (box 11).
Note that only (senior) officers that directly commands the specific company has to perform a
leadership check. Senior officers therefore only use these checks if they directly lead a company
of men. For the overall orders that the senior officers give, there need to be no leadership checks.
To perform a leadership check, roll 1 20 sided dice (or use the excel dice roller, see chapter 11)
and add the leadership points of the particular officer to this (see example 2, page 34). Table 9.1
shows the different levels of keeping discipline (easy to very difficult) together with the
leadership of the different officer ranks.
Note: Each combination of events adds up the most difficult event + 1x a the difficulty level. E.g. a column
attacked by cavalry exceeds endurance 1, and loses the colors, so: losing men = Easy, losing colours =
Easy, Easy + 1 level the event is average to handle.
Would the formation have exceeded endurance 2 and was attacked at the rear, the event would be: rear
attack = difficult + 1 level for exceeding endurance 2 = Very difficult.
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9. Leadership
Table 9.1: The different officer ranks together with the difficulty levels for preventing a route. The table indicates
what to roll in order to pass for the leadership check.
Sergeant Captain Major Colonel General
Rank:
Leadership: 6 8 10 12 16
Very easy 10 >3 >1 always always always
Difficulty
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9. Leadership
Example 2:
A French company of cavalry charges into the flank of the British company (figure 9.2):
French: British:
Nr. soldiers (musket) 0 10
Nr. horseman 6 0
Nr. officers(pistol) 1 1
Leadership 12 10
The cavalry officer performs a leadership check: cavalry charges = easy difficulty (over 15)
He rolls a d20 resulting in a 4+12 leadership = 16, he thus succeeded the check and his men
obey.
The company moves the maximum distance and it appears that the British company is within
reach of the charge. Now all horseman clash into the company and fight:
Now the cavalry inflicted 3 hits and 1 critical hit to the British company.
Because the infantry was attacked at the flank (see chapter 10.4), the officer commanding the
British company (Major) needs to perform a difficult leadership check (>25, see box 11). He rolls
a 14 + 10 leadership = 24. He did not succeed in keeping the formation and the men start routing
back through your army lines and then towards the edge with 20 cm distance per turn until
intercepted by an officer or priest who will try to rally them.
25 cm
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10. Tactics / special moves
Figure 10.2: Looking from the figures point of view can be a great way to experience your battle first hand.
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10. Tactics / special moves
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10. Tactics / special moves
When starting the game, the first player starts with only issuing his orders:
Player 1 issues orders
Player 2 issues orders
After that, the players continue playing according to the normal game sequence:
Player 1 playing the issued orders
Issue new orders
Player 2 playing the issued orders
Issue new orders
Player 1 etc. etc.
Honorable deeds are pre-set before each battle and could for example be:
- Capturing the kings colours
- Capturing the regimental colours
- Routing an elite company with regular troops
- Attacking an enemy at the rear
- etc.
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11. Excel Dice roller
I developed an excel-generator with the purpose of aiding the gamers in resolving the many
attacks and leadership checks during the game. The excel sheet consists of 3 main pages that
each calculate a segment of the game-resolves. A fourth page (settings) is used to adjust all the
parameters in the generator when you want to change parameters or names (see figure 11.1).
Each page has a button to generate the dice outcomes. There is also space for some notes on
each sheet.
Figure 11.1: The screen of the set-up page of the Three_Inch_Glory_Dice-roller. This figure can also be used to
return to the default settings, when e.g. during a game, you manually changed the rules.
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11. Excel Dice roller
Event: Here you can choose any of the pre-set events described in box 11, chapter 9. In
the small box you can fill in a manual correction to the difficulty level of the
particular event. E.g. the event rear/flank attack is difficult to handle, your
captain might have a bonus of 1 less difficulty, so in this case write -1 and the
check will be average difficulty according to the generator.
Rank: Here you choose the rank of the officer that is commanding the company, the
leadership of this officer is then added to the dice roll. In the small box you can
fill in a manual correction to the leadership of the officer. It will add/subtract the
number from the officers’ leadership. So a colonel with leadership: 12 with a -4
because he lost the colours, will then only have a leadership of 8.
Class: Here you choose the class of the company, when they are elites, the checks will be
less difficult, and for militia it will be more difficult to pass for the leadership
check (see box 1, chapter 4).
Moderator: Here you can choose any of the pre-set conditions that could add or subtract
from your dice roll. In the small box you can fill in a manual moderator which is
added/subtracted to the dice roll.
Timer: Sometimes disputes might occur, or some actions take an age to finish. In those
occasions I provided a timer which counts down a set number of minutes. This
way players have the possibility to set time restrictions when needed. In
‘settings’ you can fill in your own whished time in seconds.
Figure 11.2: The screen of the page to roll for leadership checks in the Three_Inch_Glory_Dice-roller. I included a
march song (“the British Grenadiers”) as I always find it fun to play it to get in the mood of the period.
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11. Excel Dice roller
Moderators: Here you can fill in any positive or negative number, this number is added or
subtracted to each dice roll. This option can be used to manually set the
moderators, or use in addition with any of the pre-set bonuses/penalties.
Bonuses/penalties: Here you choose any of the under ‘settings’ pre-set options. The option you
choose refers to a number added or subtracted to the dice roll according to the
settings.
Figure 11.3: The screen of the page for rolling 10x an attack in the Three_Inch_Glory_Dice-roller.
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11. Excel Dice roller
11.4 Artillery
On this page a dice is rolled 8x for 8 individual artillery shots (see chapter 8). The main table
shows you the dice number that is rolled and the result it has taking any moderators into
account.
Moderators: Here you can fill in any positive or negative number, this number is added or
subtracted to each dice roll. This option can be used to manually set the
moderators.
Officer rank: Here you choose the rank of the officer in command of the artillery. The officer
rank corresponds to the amount of deviation the cannon hit might have, and a
bonus on the dice roll is also included.
Figure 11.4: The screen of the page to roll for eight artillery shots in the Three_Inch_Glory_Dice-roller.
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11. Excel Dice roller
Figure 11.5: The screen of the page movement & formations in the Three_Inch_Glory_Dice-roller.
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Appendix I
Quick reference sheets
Melee
Sable / axe / blunt - - - -
Bayonet - - - 2 handed weapon
Knife - - - Primary or 2nd hand weapon
Ranged
Musket 50 cm - - 2 handed weapon
(<25 cm range + 2 moderator)
Pistol 25 cm - +2 Primary or 2nd hand weapon
Dog 40 cm - - Dog takes two hits
Artillery Roll d20 to determine hit, missed (with deviant see artillery resolving)
(Note: a full hit by artillery is always critical/kills, only partly hit figures loose health!)
Field cannon 200 cm bouncing impact (4x12 cm) or heavy impact (10 cm Ø)
Howitzer 150 cm 10 cm Ø - Hit = always heavy impact
Stationary gun 150 cm 10 cm Ø - Hit = always heavy impact
Elite troops: (note: elite companies can only be lead by a Major or higher!)
Pick target (soldier, formation or object) General The amount of deviation left/right or shorter range per officer rank:
within estimated (do not measure yet!) Musket / pistol < 25 cm +2 Sergeant 20 cm
range. Soldier half covered -2 Captain 15 cm
Soldier fully covered -4 Major 10 cm +1 bonus on roll
Roll 1 d 20 (or dice roller chapter 11) Soldier lying down (not artillery) - 4 Colonel 5 cm +2 bonus on roll
Rear/flank attack +2 General 5 cm +3 bonus on roll
Add / subtract moderators Melee to weaponless soldier +8
Indicate / inflict the damage within the impact (bouncing or heavy)
Determine hit success: Infantry
Score: Result: Chance: Ranged at skirmish formation -3
1 Mishap – no fire ( 5 %) Melee to defensive position -3
2 - 10 Missed (45 %) Attacking a column formation +2
11 - 19 Hit (45 %)
20 Always critical hit ( 5 %) Cavalry
Foot to cavalry (melee) - 3
Check I range is sufficient Cavalry to square (melee) - 6
Cavalry to foot (melee) + 4
Indicate / inflict the damage
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Appendix I
Quick reference sheets
Leadership checks
In the following cases an officer needs to do a leadership check in order to prevent the company from
disobeying/routing. The difficulty of keeping discipline after the event has taken place is depicted as well
as for which officers it is relatively difficult.
Note: Each combination of events adds up the most difficult event + 1x a the difficulty level. E.g. a column
attacked by cavalry exceeds endurance 1, and loses the colors, so: losing men = Easy, losing colours = Easy,
Easy + 1 level the event is average to handle.
Would the formation have exceeded endurance 2 and was attacked at the rear, the event would be: rear
attack = difficult + 1 level for exceeding endurance 2 = Very difficult.
Notes:
……………………………………….………………………………………....…
…………………………………….……………………………………….…...…
………………………………….……………………………………….….…..…
……………………………….……………………………………….…….…..…
…………………………….……………………………………….……….…..…
………………………….……………………………………….………….…..…
……….……………………………………….…………………………….…..…
………………………………………………………………………….….….......
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Appendix I
Quick reference sheets
Change into other formation Line - Multiple shots per turn (volley fire) only first line
= movement Column - + 2 for attacking a column
Square - - 6 for cavalry attacking a square No movement
Skirmish - - 3 for shooting skirmishers Always rear/flank attack when charged
Attack ranged with formation Line - Volley fire 1st line fires,
= action 2nd line only in defensive position
Square - Each side considered line formation -
Skirmish - Multiple shots -
Into or out of defensive position Line & Square - - 3 for attacking a defensive No movement in position
= movement position (melee attacks) 1st line & 2ndline fires
Three Inch Glory
Appendix I
Quick reference sheets
An example of 2 opposing armies to fight a war between players, note that these players both
have 5 senior officers in the army and can therefore issue 5 orders each turn. I find it always nice
to keep the game and its figures historically correct, but this is not compulsory to playing the
game! On the next page a drawing of my two armies deployed into position.
71st regiment Colonel 64th regiment Colonel 16th dragoons Colonel Royal artillery Colonel
(4x 12 men) (4x 12 men) (1x 15 men) (3x 5 men)
Here follow a series of special abilities for companies as introduced in chapter 10.1. Players agree on 1) how many abilities to
divide, 2) if each ability is used one time, one time by each player, or used many times by each player and 3) record these on the
back/inside of the company cards in appendix VI. The abilities are divided by choosing or by a dice roll (see numbers). Note that
some abilities might end up not to be very useful in the game. However, it is not allowed to change the abilities after the game
started. Abilities termed ‘automatic’ will be issued instantly without any cost of orders and instantly within the enemies turn.
2. War-hero’s (-1 leadership difficulty) 12. Veteran infantry (auto volley fire when charged)
These soldiers are war-hero’s, The officer of this company has a A company of veteran infantry has fought many battles and is
bonus on his leadership. able to quickly give a volley fire before a charging enemy
reaches them.
3. Scout (6x 1 extra action / turn)
This company uses a scout in warfare which sometimes obtains 13. Tactical advisor (automatic square when cavalry charges)
useful information about the enemy. Companies that use a tactical advisor are able to quickly turn
into square formation whenever cavalry charges them.
4. Messenger (change formation for free)
The officer of this company uses a messenger and can therefore 14. Strategist (automatic def. position when attacked)
change formation quickly through quick communication. Companies under the command of a strategist are more efficient
in going into defensive position.
5. Gambler (roll 1-2 recruits/3-4 regulars/5-6 veterans)
The officer of this company won his commission at a card game 15. Grenadier officer (First volley fire, reroll each missed shot)
and has no idea what his men are capable of. Roll a die the first The company is under the command of a grenadier officer; this
time the company comes into close action, from that moment on, allows his infantry to be most effective during the first
the company is regarded as: Recruits: +1 difficulty on leader- engagement.
ship and -2 on attacks, regulars (normal rules) or veterans: -1
difficulty on leadership and +2 on attacks. 16. Infantry drill sergeant (no leadership checks on charges)
This company employs a drill sergeant who drills the infantry in
6. Incompetent officer (+1 leadership difficulty) bayonet charges. The soldiers are well trained, and keen to
This company is commanded by an officer that is truly charge.
incompetent as a leader of men, each time an event asks for a
check of leadership the officer finds it more difficult to pass. 17. Light inf. / cav. officer (no leadership check on quick march)
This company is commanded by an officer who was trained in
7. Aggressive company (automatic charging close enemy) light infantry/cavalry tactics. The company is able to perform a
This company is eager for glory and will charge at any enemy quick march (2x movement) without any hesitation.
unit that is within range of charging.
18. Veteran cavalry (leadership check for enemy)
8. Inexperienced company (No squares and defensive position) Veteran cavalry have such a reputation that when charging,
This company is inexperienced, when attacked the panic will infantry sometimes already start routing before actual impact
assure that they never form square or go into defensive position. (average difficulty).
9. Veteran artillery (No mishaps, instead reroll) 19. Hussar officer (First charge reroll each missed attack)
The veteran artillery has a keen sight on the quality of This cavalry is under the command of a Hussar officer; this
procedures and can therefore immediately stop a wrongly allows his cavalry to be most effective during the first
loaded artillery piece from being fired. engagement.
10. Powder specialist (each turn measure distances) 20. Heavy cavalry (First charge = 2x attack roll /soldier)
The gunners of this company are real powder specialists and are This cavalry can inflict such an amount of strength when
very trained in using artillery and therefore increase the clashing into infantry, that it inflicts more casualties.
accuracy of the artillery fired.
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Appendix IV
Tent print out
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Appendix V
Artillery impact templates
Artillery impact:
The impact of artillery blows away more soldiers then the one originally aimed at. Cut out these explosions and
hold it over your target to determine which other persons are also hit by the impact.
Officer cards:
These cards are cut out and folded on the dotted line and are placed behind each officer. The purpose of these cards
is to quickly refer to any bonuses or penalties an officer has, and to keep track of changes there might be. E.g. a
colonel loses his colours and all officers leading companies belonging to the regiment have a -2 penalty on
leadership, so a captain with leadership 10, now has 8. I advice to write a card for each senior officer prior to the
game, and only write a new card for any regular officer if there are any changes to the default rules, each card
states:
Name: The full name of the officer, e.g. Sir Guy Carleton.
Rank: The rank of the officer; General, Colonel, Major, Captain, (sergeant).
Regt.: The name of the regiment that the officer is attached to, e.g. Commander-in-Chief.
Notes: Anything you would like to note here, e.g. this colonel lost the colours
Leadership: The leadership points of the officer, e.g. 14
Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack
- - -
Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack
- - -
Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack
- - -
Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack
- - -
Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack
Company cards:
These cards are cut out and folded on the dotted line and are placed behind each unit/company. The purpose of
these cards is to quickly refer to any bonuses or penalties a company has, and to keep track of changes there might
be. E.g. a company of Grenadiers belonging to the 71st regiment of foot, each card states:
Name company: The name of the company, e.g. 10th Grenadier company of the 71st regiment of foot
Unit type: The combat-arm of the company: Infantry / Cavalry / Artillery
Class: The class of the company: Regulars / Elites / Militia / Native
Attack: Any bonuses or penalties for attacks, e.g. +2 (for elites)
Defence: Any bonuses or penalties for defence, e.g. -3 (for attacking a company of elites)
Other: Any other bonuses or penalties, e.g. -1 difficulty on leadership check
Endurance: Write down two numbers, endurance 1 & 2, Default for companies is 3 - 6