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Three Inch Glory II RULEBOOK

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100% found this document useful (1 vote)
219 views64 pages

Three Inch Glory II RULEBOOK

Uploaded by

mic697
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Three Inch

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,
stored in a retrieval system, or transmitted, in any form or by any means without the prior written permission of the
publisher, nor be otherwise circulated in any form of binding or cover other than that in which it is published and
without a similar condition being imposed on the subsequent purchaser.

Disclaimer:
This document is not owned, operated, sponsored or authorized by geobra Brandstätter GmbH & Co. KG. geobra
Brandstätter GmbH & Co. KG does not endorse, and is not responsible for this document or any information contained
here in; makes no expressed or implied warranties with regard to any information in this document; and is not bound
by any statements made in this document, or by those who own or initiated this document. The trademarks
playmobil®, playmobil® SYSTEM X, playmobil® RC TRAIN and playmobil® FUNPARK and the copyrighted images of
PLAYMOBIL® products are the sole and exclusive property of geobra Brandstätter GmbH & Co. KG, which reserves all
rights there in.
Three Inch Glory
Table of content

1. Introduction................................
................................................................
................................................................................................
................................................................................................
.....................................................................................
.....................................................3
..................... 3
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................................
................................................................
................................................................................................
................................................................................................
....................................................................
....................................6
.... 6

3. Soldier types ................................................................


................................................................................................
................................................................................................
....................................................................................
....................................................8
.................... 8
3.1 Soldiers and officers .....................................................................................................................................................................8
3.2 Support troops ................................................................................................................................................................................8
4. Soldier classes................................
................................................................
................................................................................................
................................................................................................
.....................................................................................
.....................................................9
..................... 9
4.1 Regular troops.................................................................................................................................................................................9
4.2 Elite troops .......................................................................................................................................................................................9
4.3 Militia, Native or Guerrilla troops........................................................................................................................................10
5. The officers................................
................................................................
................................................................................................
................................................................................................
.....................................................................................
.....................................................11
..................... 11
5.1 Killing officers...............................................................................................................................................................................11
5.2 Officer ranks..................................................................................................................................................................................11
5.3 The senior officers and their orders...................................................................................................................................13
6. Combat arms & organising the armies................................
................................................................
................................................................................................
.................................................................
................................. 15
6.1 Infantry............................................................................................................................................................................................15
6.2 Cavalry.............................................................................................................................................................................................15
6.3 Artillery ...........................................................................................................................................................................................16
7. Movement & formations................................
................................................................
................................................................................................
............................................................................................
............................................................17
............................ 17

8. Weapons, actions & resolving attacks................................


................................................................
................................................................................................
..................................................................
..................................21
.. 21
8.1 Playing the game with larger numbers of soldiers ......................................................................................................21
8.2 The attack sequence ..................................................................................................................................................................22
8.3 Picking targets attacking with a company.......................................................................................................................22
8.4 Other actions.................................................................................................................................................................................23
8.5 Ranged attacks .............................................................................................................................................................................23
8.6 Friendly fire...................................................................................................................................................................................25
8.7 Melee attacks ................................................................................................................................................................................25
8.8 The use of artillery .....................................................................................................................................................................28
9. Leadership................................
................................................................
................................................................................................
................................................................................................
......................................................................................
......................................................32
...................... 32
9.1 Routing & endurance.................................................................................................................................................................33
10. Tactics / special moves ................................................................
................................................................................................
..............................................................................................
..............................................................35
.............................. 35
10.1 Special abilities for companies...........................................................................................................................................35
10.2 Musicians, the Drummer, trumpeter or bugler...........................................................................................................35
10.3 Ensigns..........................................................................................................................................................................................35
10.4 Flank / rear attack ...................................................................................................................................................................36
10.6 Delayed order system ............................................................................................................................................................37
10.7 Honorable deeds by officers................................................................................................................................................37
11 Manual to the Excel Dice roller ................................................................
................................................................................................
.................................................................................
.................................................38
................. 38
Appendixes:
I: Quick reference sheets
II: Army composition
III: Officer skills
IV: Tent print out
V: Artillery templates
VI: Officer and company tabletop cards
By: Sawyersplaymobil
Three Inch Glory
1. Introduction & gameplay

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.

1.1 Getting started


To play the game you will need a surface (table or floor) to play on, and a bunch of Playmobil®
figures armed and dangerous. The game is originally designed to play with two opposing armies
of about 10 to 100 figures each (see appendix II for an example of 2 armies). However, this
manual also includes some minor changes to be able to be played with bigger armies (see
chapter 8.1). Next to a surface and some figures you will also need a ruler to measure distances
during the game. The game is played using dice, so the next thing you need is a 20 sided die or a
laptop computer (with excel, see chapter 11).
1.2 Gameplay
This game simulates the art of warfare in the 18th century (see next chapter). When countries
declared that they were at war, their armies advanced each other at a certain location to fight
out a battle. This game starts where these armies meet at that location. Two (or more) players
set up their armies at each end of a battlefield and decide which side has the first turn (by rolling
a die). After this, players follow the sequence of issuing orders as described in this set of rules
and try to gain their Glory!
1.3 The game sequence
Three Inch Glory is a turn based game in which each turn represents a few seconds on the
battlefield. Each turn, the players are able to issue one order for each senior officer in their army
(figure 1.2 & chapter 5.4). The orders could be moving individual soldiers or support troops (see
chapter 3) but a player is also able to issue orders to his regular officers commanding companies
of men (in formation, see chapter 7), allowing you to move and fight with massive walls of
soldiers in each turn.(chapter 8). Depending on the leadership of the particular regular officer,
such orders are easy, up to very difficult to follow (leadership, see chapter 9). It all hangs on to
the discipline that the officer keeps in his company, if it is not sufficient, troops may start routing
or disobey when things go unexpected (chapter 9.1).

By: Sawyersplaymobil 3
Three Inch Glory
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.

Basic game sequence:


1. Issue one order per senior officer (e.g. General & 6 colonels)
a. Execute movement (chapter 7) and/or actions/attacks (chapter 8)
b. Roll for possible leadership checks (chapter 9)
c. Resolve any attacks (box 5 & 10, opponent might have to check for leadership)
d. Players indicate casualties (figures 8.1, 8.2, 8.3)
2. Senior officer movement (box 4)

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.!

4
Three Inch Glory
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.

By: Sawyersplaymobil 5
Three Inch Glory
2. 18th century warfare

2. 18th century warfare


The armies of the 18th century consisted mainly of infantry soldiers. These infantry soldiers were
equipped with ‘smooth barreled’, muzzle loaded, flintlock muskets, fired simultaneously at the
enemy in line formations (figure 2.1). Swords or sables were mostly only used by cavalry and
officers. Officers used their sables mainly to issue orders but used them to fight enemies once in
close contact.

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 sequence of loading a musket went as follows:

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.

6
Three Inch Glory
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.

Figure 2.2: A tabletop set-up and ready to play.

Figure 2.3: A company of the British 64th regiment


marching in column.

By: Sawyersplaymobil 7
Three Inch Glory
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.

3.2 Support troops


There are two types of support troops: physicians and priests (nuns can also be used for both
purposes). Support troops can be ordered performing common movements as well as all actions
(except fighting actions). They both have a special ability that they can perform to support your
army. A physician is able to heal 2 soldiers with one health level per soldier per turn (see figure
8.1). Priests are able to retain breaking company when they are joined with it so they do not
start routing (see chapter 9.1). Priests can also rally troops that are already routing. Although
physicians and priests or nuns do not fight them selves, they can be shot at, however, if one of
the support troops is killed (by enemy or by friendly fire) the same type of priest/physician
serving the opponents side will also leave the battlefield.

Soldier Officer Priest Physician

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.

8
Three Inch Glory
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).

4.1 Regular troops


The regulars are the basic troops for which all the game rules apply normally. Regulars consist of
normally trained professional soldiers. When not using classes in the game, consider all your
troops as regulars.
4.2 Elite troops
Most armies had Elite troops in their service. Elites are soldiers that are very experienced, better
trained, or have specialized skills. Examples of elite troops are grenadiers, hussars or light
infantry. It is up to the players to decide to use any elite troops but the general idea is that there
should always be a few compared to many regular troops.

Only experienced officers are able


to lead companies of elite soldiers.
Therefore a company of elites can
only be lead by a major or higher.

Elites mostly have advantages


compared to regular troops. Box 1
gives an overview of the different
advantages of elite troops. When
combining the different soldiers
within one formation of the same
class, the advantages of the elite will
count individually but within the
limits of the whole formation. For
example, when several hussars join
a company of regular cavalry, the
hussars are able to move 10 cm
further but cannot because the rest Figure 4.2: An example of a militia regiment, common farmers, hunters
of the formation is not able to, and adventurers joined the lines (note also that I myself use transparent
however, if they attack, they do sheets to put my troops on to move all simultaneously).
have a +4 on the attack roll.

By: Sawyersplaymobil 9
Three Inch Glory
4. Soldier classes

4.3 Militia, Native or Guerrilla troops


In the 18th century, militia, natives and guerrillas were used mainly in the colonies to strengthen
the armies. Militia were local civilians taking up their arms to protect their homes (figure 4.2).
They were untrained soldiers and are therefore more difficult to keep disciplined (1 more
difficulty on leadership checks, see chapter 9). However, because they inhabit the lands they
fight in they are more effective in movement as they know their way around.

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.

Box 1 Elites, Militia, Natives & Guerrillas

Elite troops: (note: elite companies can only be lead by a Major or higher!)

- Grenadiers/ + 4 on ranged & melee attacks


Highlanders - 3 for attacking Grenadiers/highlanders
- 1 difficulty level for all leadership checks (optional, see chapter 9)

- Light infantry + 3 on ranged attacks


- 3 for attacking light infantry in skirmish formation

- Hussars + 4 on melee attacks


- 3 for cavalry attacking hussars
+10 cm on movement
- 1 difficulty level for all leadership checks (optional, see chapter 9)

- Cuirassiers + 1 health sequence (= breastplate)


- 2 on attacking cuirassiers in melee

Militia & Natives:

- Militia + 1 level difficulty on leadership checks


+ 2 on attacking militia
+ 10 cm on movement

- Natives + 3 on melee attacks


- 3 for attacking natives in skirmish formation
+ 10 cm on movement
No leadership checks on charges or failed charges

- Guerrillas + 3 on ranged & melee attacks


- 3 for attacking guerrillas in skirmish formation
+ 10 cm on movement
No leadership checks on charges or failed charges

10
Three Inch Glory
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:

Max 11 soldiers + commanding


officer

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.

By: Sawyersplaymobil 11
Three Inch Glory
5. The officers

5.2 Officer ranks

The General or Commander-in-Chief and Aide-de-Camp Senior officer


This is your highest ranking officer and represents you as a player. Your general should be
mounted and dressed in the fanciest uniform. The general commands the whole army and is able
to issue orders to any individual or company in the army. Each turn the general is able to issue
an order to one individual soldier/support troop or regular officer per turn. When he orders a
regular officer, the officer then follows his command with his company. The basic leadership of a
general is 14 (see chapter 9). An option can be to form one or several Aide-de-Camps, these
officers were hired by the commander-in-chief to help out managing the army. In this game you
can use your Aide-de-Camp as an additional senior officer who, just like the general, is able to
issue orders to any of the individual soldiers, support troops or regular officers.

The Colonel Senior officer


The colonels are second highest in rank, they appear similar to the general, are mounted, but are
dressed less fancy. A colonel is only able to issue orders to companies of his own regiment. Each
of the armies’ regiments (chapter 6) is lead by a different colonel. The basic leadership for a
colonel is 12 (see chapter 9).Historically, the officer leading the regiment would be a lieutenant-
colonel as a colonel was a commission only on paper for the owner of the regiment.

Major Regular officer


Majors are the highest ranking regular officers in your army. Majors are regular officers and
therefore can not issue orders. Majors should look more or less similar to common soldiers but
wear a hat with feather and a sword belt and epaulettes. Majors can be used to lead elite
companies, for example: an infantry regiment lead by a colonel has two types of infantry, regular
line infantry and a company of grenadiers, the latter under the command of a major. Majors can
only follow the orders issued by a senior officer. The basic leadership of a major is 10 (see
chapter 9).

Captain’s Regular officer


Captains are the common officers in this game. Captains are regular officers and therefore can
not issue orders. Captains are not able to lead companies of elite soldiers. Captains should look
similar to the common soldiers but wear a feathered hat, epaulettes, and a sword.The basic
leadership of a captain is 8 (see chapter 9).

General Colonel Major Captain Sergeant Soldier

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.
12
Three Inch Glory
5. The officers

Sergeant’s Non-commanding officer


In this game a sergeant can be used to assist the officer commanding a company, the sergeant
enables the officer a bonus on his leadership checks (+2 on roll, see chapter 9). When assigning a
sergeant to a company, you also assure that you have a replacing captain after the initial
commander has died. When no sergeant is present, and a commander dies, a sergeant is
promoted and will command the company until a higher officer will take over. In any other
instance, sergeants are never able to command companies themselves. A sergeant looks similar
to a common soldier (he is “from the ranks”) and is armed with a sword. To keep it more
historically correct, your sergeants need to carry pikes as a symbol of their command (see figure
5.2 & 5.4). The basic leadership of a sergeant is 6 (see chapter 9) which is rather low.
5.3 The senior officers and their orders
Each turn, the player is able to issue one order for each of his senior officers. A player always has
his general and depending on what the players agreed upon he could for example have three
colonels and one Aide-de-Camp. This means that the player can issue 5 orders per turn. After
each order is given, the senior officer may be moved separately as well.

Each individual order consists of 2 sub-orders; one movement and one action.
Each order: 1 movement (chapter 7)
1 action (chapter 8)

A senior officer is able to issue his order to:


- an individual soldier / support troop
- an officer commanding a company
- an entire regiment (each company within 10 cm range)

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.

By: Sawyersplaymobil 13
Three Inch Glory
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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Three Inch Glory
6. Combat arms

6. Combat arms & organising the armies


Next to basic infantry troops, it could be useful to deploy cavalry or use artillery support in your
battles (see figure 6.1). This game uses the three main ‘combat arms’: infantry, cavalry and
artillery as separate regiments each lead by a different colonel. In the eighteenth century many
different types of soldiers were used. The most important examples of infantry were line
infantry (regulars), militia, and grenadiers (elite infantry). For cavalry one could distinguish
between heavy cavalry: cuirassiers (elite) & dragoons (regular), and light cavalry: hussars (elite)
& lancers (regulars). You can divide your army into different regiments that all look a little
different to mimic this historic situation. For example, 4 infantry regiments, 2 cavalry regiments
and one artillery regiment, so totalling up 7 colonels and your general (an example of two armies
see appendix III).

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.

Field cannon Howitzer Stationary gun

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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Three Inch Glory
7. Movement & formations

7. Movement & formations


Each player is allowed to issue one order per senior officer per turn. Each order consists of one
movement and one action per turn. A movement could either be a march or a change in
formation. To move/march an individual soldier, simply measure the distance that it is allowed
to move and place it at that point (figure 7.1 & box 4). When a senior officer is ordering a regular
officer, one can play a whole company under the command of this regular officer. The company
moves and acts along with this commander (figure 7.2).

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.

Box 4 Movement distances:


Individual soldier
Walking 15 cm
Running (no action) 25 cm
Through water 10 cm
Rough terrain 10 cm
Jumping 1d6 in cm
Horseback 40 cm

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

7.1 Manoeuvring & formations


All (senior) officers are able to take direct commandof a company. This means that from that
moment on all soldiers within the company move along with the commanding officer and follow
his lead (see figure 7.3). Regular officers that command a company will follow the orders from
the senior officers that consist of one movement and one action per turn. He may for example
move his company forward and order them to shoot. The officer is also able to change his
company into a different formation; this will cost him one movement. It is not allowed for
several senior officers to issue orders to the same company.

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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Three Inch Glory
7. Movement & formations

There are several formations for troops to change into:

7.1.1 Column formation (Infantry & cavalry)


Column formation Moving in a column formation will allow
(quickly moving troops over the field)
Movement = 20 cm (35 cm for cavalry) infantry or cavalry to quickly move across the
Weak to attacks (+2 for attacker, on infantry) field. However, a column formation is weak
when attacked and attackers receive a bonus
of +2 when attacking an infantry column (see
chapter 8). They are also not able to fire
multiple rounds (volley fire), to do this the
column would first have to change into line
formation.

7.1.2 Line formation (Infantry & cavalry) Line formation


In a line formation only the first line shoots. In (firing musket volleys to enemy targets)
order to fire with all soldiers position your Movement = 10 cm (35 cm for cavalry)
formation in 2 or more lines with the front line
sitting (actually kneeling down) so the 2nd line
fires over their shoulders (defensive position,
see chapter 10.4). Soldiers in second lines are
also to be used to fill up holes in the 1st line
(automatically when wounded or dead after
attack sequence is completed).

Skirmish formation 7.1.3 Skirmish formation (light infantry)


(Loose formation difficult to hit) Skirmishers are more difficult to hit because of
Movement = 20 cm their loose formation. An enemy firing at a
Difficult to hit (-3 for attacker) skirmish formation has a -3 penalty on its hit
Charged = rear/flank (+2 for charging)
roll (it has to subtract an additional 3 points of
his roll score). In contrast, when a skirmish
formation is charged, the attack always counts
as a rear/flank attack for the leadership check
(chapter 9.1). Only Light infantry, Natives and
Guerrillas are able to use skirmish formations.

7.1.4 Square formation (only infantry) Square formation


When soldiers are under threat of being (Protecting infantry from cavalry)
attacked by cavalry, they are ordered to change No movement
into a square formation. To form a square Strong against cavalry (-6 for cavalry charging)
formation you need a minimum of 8 soldiers +
officers. You can also order several companies
to form one square formation. However, further
orders must be issued to each individual officer,
thus company. This formation is not able to
move but is strong against cavalry. When
cavalry attacks it has a penalty of -6 on its hit
roll (see chapter 8). The first and second lines
of each side of the square are considered the
same as line formations and thus have the
ability to shoot volley fire at the enemy and are
able to go into defensive position (figure 7.4).

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7. Movement & formations

7.1.5 Artillery formation


Artillery pieces cannot be fired by soldiers without a commanding officer. To fire every other
turn with a cannon, one would need two men operating the gun.

To move the artillery (either by foot or by horse) the gun crew also needs to be under the
command of an officer.

Artillery formation (battery)


(1-2 artillery with crew operates and moves together)
Movement = 10 cm (foot) & 20 cm (horse)
Min = 1 artillery piece + 2 soldiers + officer
Max = 2 artillery pieces + 11 soldiers + 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

8. Weapons, actions & resolving attacks


Soldier’s fight each other with sword, bayonet,
musket, pistol or any other weapon and all these
Box 5 Resolving an attack
individual attacks/shots need to be resolved. When  Pick target (soldier, formation or
resolving an attack, the attacking player rolls a die object) within estimated range
and determines his/her success. Each attack (do not measure yet!) (see box 7)
follows the sequence according to box 5. Soldiers
may attack the enemy in different ways. They can  Roll 1 d 20 (or use excel, chapter 11)
shoot at their opponent from a distance (ranged) or
are able to fight man to man with sable, bayonet or  Add / subtract moderators (see box 6)
blunt weapon (melee). If your army uses artillery,
this will also allow you to fire artillery.
 Determine hit success:
Soldiers that are performing an attack are able to Score: Result: Chance:
attack individual soldiers, companies or objects e.g. 1 Mishap – no fire ( 5 %)
artillery pieces. Each object and each soldier that is 2 - 10 Missed (45 %)
damaged due to attacks should have its own 11 - 19 Hit (45 %)
sequence of health/ condition (see figure 8.1, 8.2, 20 Always critical hit ( 5 %)
8.3).
 Check if range is sufficient

 Indicate / inflict the damage

Full health Shot Dead

Figure 8.1: Sequence of infantry health.

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

8.1 Playing the game with larger numbers of soldiers


When playing “Three Inch Glory” there are two main ways of playing: if players play with small
to medium sized armies (5 to 50 soldiers per army), players are advised to follow the sequence
including a wounded health sequence (see figure 8.1a). When players are fighting with a larger
number of soldiers (50-150 per army), players are advised to use the sequence described in this
chapter. Playing with even larger numbers of soldiers (>200 per army), it would be useful not to
use a sequence of damage per individual soldier but instead considering each soldier to be killed
after one shot. This will improve gameplay whereas one would not have to indicate the damages
to all the individual soldiers.
8.2 The attack sequence
When a soldier is ordered to attack a target, first
estimate the distance (do not measure yet, it is Box 6 Hit roll moderators
more fun this way!), after this you roll a 20 sided
General
dice (1d20) to determine whether the shot or blow
Musket / pistol < 25 cm +2
was successful or not. The basic rule, when there Soldier half covered -2
are no bonuses or penalties to be considered, roll Soldier fully covered -4
up to 10 and your soldier missed, roll higher than Soldier lying down (not artillery) - 4
ten and your soldier succeeded in hitting his target Rear/flank attack +2
(50% chance). Melee to weaponless soldier +8

Note that rolling 20 will result in a critical hit Infantry


whatever the penalties are (box 5). Critical hits are Ranged at skirmish formation -3
hits that hit vital parts of the soldiers’ body. E.g. all Melee to defensive position -3
Attacking a column formation +2
soldiers that are hit by a critical hit, regardless of
the health state (figure 8.1) will immediately die. Cavalry
The same goes for rolling a 1, regardless of any Foot to cavalry (melee) - 3
penalty or bonus will not result in any attack. Cavalry to square (melee) - 6
Cavalry to foot (melee) + 4
There are several bonuses and penalties in this
game which all are added or subtracted to the dice Note there are also moderators to
roll (moderators, see box 6). When for example you be found in box 1 (soldier classes)!
roll a 7 when attacking an infantry soldier with a
cavalry soldier, you are allowed to add a +4 bonus
(box 6) to your roll: 7+4=11 so your attack was suc-
cessful. Table 8.1 shows the dice rolls with its result
under different moderators.
Table 8.1: Reference table for the hit success for melee and ranged attacks under different moderators.
Throw:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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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Three Inch Glory
8. Weapons, actions & resolving attacks

8.3 Picking targets attacking with a company


When you are attacking with soldiers in a company and wish to order a volley fire, you will have
to repeat the sequence for attack on each of the individual soldiers that will fire a musket (see
example 1, page 24). To make this sequence a little easier, a company as a whole always fires at
one specific target. This means that you do roll for each of the soldiers that are firing in your
company, but they do not individually aim at specific targets. When your line formation fires at
an enemy company and you roll a hit for one of the soldiers’ musket fire, the enemy player is
allowed to pick one of his soldiers in the front rank of his company that is hit and inflict the
damage. When e.g. a company performs a volley fire at one single soldier, all hits will be hitting
this target, even though the target would already have died halfway the volley.
8.4 Other actions
Shooting and fighting are considered as main Box 7 Weapon ranges:
actions in this game. However, there could be a
number of occasions where figures will have to Flintlock guns Range
Musket fire 50 cm
do another action. Examples of these other
Pistol shot 25 cm
actions could be: opening a barn door,
(dis)mounting a horse, opening chests, picking up Artillery Range
the kings colours that fell on the ground after the Field cannon 200 cm
soldier holding it died, or any other thing that Howitzer 150 cm
Stationary gun 150 cm
might get around during the game. All these
actions cannot be done without commands from Shooting from a higher position:
the senior officers and may count for a whole Add height in cm to range
company or regiment. e.g. if shooting from a wall of 20cm high,
musket range is then 50 cm + 20 cm =
70 cm.
8.5 Ranged attacks
Soldiers that carry a musket or a pistol have the opportunity to perform a ranged attack. Each
weapon type has its own range (box 7). Pistols have a shorter range, when a musket or pistol is
fired from a distance shorter than 25 cm, the attacker may add up +2 as a moderator on his hit
roll. When the shooter(s) shoot from a higher position (e.g. from the top of a roof) you can add
up the elevation to the range of the weapon that is used (incl. artillery), see box 7.

To fire a musket or pistol, simply estimate the distance between


two soldiers (or two companies, see chapter 7), if the enemy is
supposedly within range, roll the die and add/subtract all
moderators to your roll (box 6, note: rolling a 20 always results in
a critical hit regardless of moderators). If the roll results in a “hit”,
measure if the target actually is within range. Always measure
from the center-front of your company, to the nearest edge of the
enemy company. If within range, the firing can be resolved and
casualties can be made (according to the sequences explained in
this chapter).

When attacking a soldier at range there could be obstacles in the


line of fire that may prevent your soldier to hit the enemy. E.g. the
enemy could be standing behind a wall or could lie covered behind Figure 8.4: The two levels of
a fallen tree. Players need to be as realistic as possible when cover for soldiers behind
objects. The amount of cover of
deciding whether objects are barriers or not. A figure that is
a soldier makes him more
covered from ranged attacks can be covered in three ways. The difficult to hit (see box 6).
soldier can either be not visible behind the object, or could be
covered or half covered by it (figure 8.4). A soldier that is (half)
covered is more difficult to hit than one in open field, an attacker
shooting at this soldier will get a penalty on his shot (box 6).

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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:

French: British: French company


Nr. soldiers (musket) 11 10
Nr. officers (pistol) 1 1
British company
- Your French major gives the order to the first line in the formation
to give volley fire, you roll a d20 for every musket that is to be fired
(only first line in formation = 6). The first roll is 12, normally this is a
hit, but there are certain factors to bring into the calculation: you
have to check whether there are moderators that are to be Figure 8.5: Attacking a
subtracted/added, in this example there are none of these (box 6). formation.

Roll: Moderators Result:


Soldier 1 12 0 HIT!
Soldier 2 10 0 Missed
Soldier 3 5 0 Missed
Soldier 4 13 0 HIT!
Soldier 5 12 0 HIT!
Officer (out of range of pistol shot)

- 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.

- Note that when the company is ordered to fire at only a single


soldier (figure 8.6), the result would be very different:

French: British:
Nr. soldiers (musket) 12 1 French company
Nr. officers (pistol) 1

Roll: Penalty/bonus: Result: British soldier


Soldier 1 12 0 HIT!
Soldier 2 10 0 Missed
Soldier 3 5 0 Missed
Soldier 4 13 0 HIT! Figure 8.6: Attacking one
Soldier 5 12 0 HIT! soldier.
Officer (out of range of pistol shot)

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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Three Inch Glory
8. Weapons, actions & resolving attacks

8.6 Friendly fire


It may occur that you would like one of your officers to order a volley fire with several of your
own soldiers within the line of fire (figure 8.7). When doing so, obviously the soldiers will not
aim at these men. However, those shots that result in “missed”, hit the soldiers standing in
between the company and the enemy.
8.7 Melee attacks
Soldiers that fight man to man (melee) are able to
use several weapons to attack each other: they
could use a sable, an axe, a spear, a knife, a musket
with bayonet, the back of the musket or any other
blunt object to hit an enemy with. Soldiers that
fight with a knife in their second hand are able to
use two weapons in one turn.

When using melee weapons one does not always


have a 100% chance of hitting an opponent. This
could be because the opponent might block your
soldiers’ blows (parry) with his own weapon or
another object. When performing a melee attack,
soldiers need to be standing in each others reach
(distance discussed by players prior to start). The
attacker then rolls his dice and adds/subtracts hit
moderators (box 6). The fight then will have to be
resolved as described previously (box 5). A soldier
that is attacked in melee by another soldier and is
Figure 8.7: An officer is able to order volley fire
not in the possession of any (blunt)weapon should when friendly soldiers are within the line of
get a penalty of -8 because he is not able to defend fire. Each shot aimed at the enemy that resulted
himself (see box 6). in a “missed”, hits your own soldiers.

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.

Figure 8.8: A guard dog assigned to an officer


will attack any soldier attempting to attack this
person within the opponents own turn.

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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

8.7.3 Bayonet charge [movement + action by officer]


Infantry soldiers can be ordered to charge towards the enemy (figure 8.9). Bayonet charges can
only be commanded if the company is in line AND the first line is not in ‘defensive position’ (see
chapter 10.4). The move includes both the charge as the actual melee attack of the first line with
bayonets at the cost of one movement and one action by the senior officer ordering the
commanding officer. Bayonet charges have an average difficulty to initiate (see chapter 9, box
11).

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

8.7.4 Cavalry Charge [movement + action by officer]


Cavalry can also be ordered to charge towards the enemy (figure 8.11 & 8.12) and also includes
both the charging as well as the actual attacking of the enemy at the cost of one movement & one
action by the senior officer. When ordering a cavalry charge, the commanding officer needs to
perform a leadership check of the level “easy” (se chapter 9). When the enemy proves to be out
of range after the charge is initiated, the officer needs to perform another leadership check to
see if the company will retreat to their initial position or will disobey his orders and stay at the
location where the charge ended. If a charge succeeds, the troops charge forward, clash into, and
fight the enemy (regular attack sequence, see box 5).

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.

Figure 8.12: British cavalry charges at a line formation of Austrian infantry.

28
Three Inch Glory
8. Weapons, actions & resolving attacks

8.8 The use of artillery


To fire an artillery piece every other turn, a gun needs to be operated by at least two soldiers
and an officer (figure 8.13). If only one soldier is operating a gun he is still able to fire the gun
but only every other 2 turns because it takes him longer to load the gun all by him self (use
indicator, see figure 6.3, chapter 6.3).

To fire artillery the range must


be estimated first (box 9), after Box 9 Artillery ranges, movement & impact
that the attacker rolls a die and
determines the hit success (box Field cannon Howitzer Stationary gun
10). Artillery is aimed at Attack:
soldiers or any object and from Range: 200 cm 150 cm 150 cm
the center of that aimed point, Impact: bouncing shot 10 cm Ø 10 cm Ø
or heavy impact =heavy impact =heavy impact
the impact area is determined.
Movement:
All soldiers and objects that are By two soldiers: 10 cm 10 cm 5 cm
within the impact area With horses: 20 cm 20 cm Not optional
(appendix V) are damaged the
same way as the main target
and the damage is inflicted
according to the sequence
described in chapter 8.1.

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.

By: Sawyersplaymobil 29
Three Inch Glory
8. Weapons, actions & resolving attacks

The general rule for


determining which Box 10 Resolving an artillery attack
figures are hit is that
 Pick Target within supposed range (see box 7)
most of the figure
(soldier, formation or object)
should be within the
impact area. When e.g.  Roll 1 d 20
only an arm or part of
the hat is in the  Determine hit success:
impact, the figure is hit
instead of killed. Any Score: Result: Chance:
disagreement on the 1 - 2 Mishap – No fire (10 %)
matter will count as a 3 - 8 Missed – heavy wind blow (30 %)
hit as long as the 9 - 12 Missed – wrong gunpowder dosage (30 %)
13 - 19 Hit – bouncing impact (35 %)
objections are
20 Hit - heavy impact ( 5 %)
reasonable. (Note: a full hit by artillery is always critical/kills, only partly hit
figures loose health!)
The distance of a
projectile fired by  Measure the distance of the shot (from the muzzle)
cannon can vary with
each shot. When you  If roll “missed”: roll again,
have selected your Even = too short / deviant to left
Odds = too far (max = 5 cm) / deviant to right
target, you roll a die to
determine the hit suc- The amount of deviation left/right or shorter range per officer
cess of the shot. Next rank:
to hitting the targeted Sergeant 20 cm
point with a bouncing- Captain 15 cm
or a heavy impact, Major 10 cm +1 bonus on roll
artillery projectiles Colonel 5 cm +2 bonus on roll
can be shot to far or to General 5 cm +3 bonus on roll
short or can have
some deviance to left  Indicate / inflict the damage within the impact (bouncing or heavy)
or right because of
wind blows. Higher commanding officers will limit this effect (box 10). In those circum-stances
that your target might have been missed, but other figures might be hit instead. (see figure 8.15).

Next to figures, artillery can


Elevated shot = -20 cm range Normal shot = normal range
be used to demolish houses,
vegetation, other artillery, or
any other object. Rules not
included here should be
agreed by the players during
the game. Shooting over
troops (within 20 cm of gun)
> 20 cm is possible, but means you
< 20 cm
have to increase the angle
and thus loose range so that
the maximum range is -20
cm (figure 8.14). Objects or
figures that block the gun
cannot be shot over.
Figure 8.14: if soldiers are located within 20 cm in front of an artillery piece,
the artillery will have to shoot an elevated shot, this shot will have -20
range.

30
Three Inch Glory
8. Weapons, actions & resolving attacks

Hit target

Range

To short (hit nothing)

Range

To far or deviant (but hitting other soldiers)

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).

By: Sawyersplaymobil 31
Three Inch Glory
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.

Box 11 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.

Event: Effect: Level of Difficult


difficulty: for:
- Formation exceeds endurance 1 (route) Easy Sgt. /Cpt.
- Ordering a cavalry charge (disobey) Easy Sgt. /Cpt.
- Failing a charge with cavalry (out of reach) (disobey next turn) Easy Sgt. /Cpt.
- Newly promoted sergeant taking command (disobey next turn) Easy Sgt.
- Losing the regimental colours (disobey next turn) Easy Sgt. /Cpt.

- Formation exceeds endurance 2 (route) Average Sgt. /Cpt. / Mjr


- Ordering a double pace march (only 1 move) Average Sgt. /Cpt. / Mjr
- Rallying a routed formation (disobey) Average Sgt. /Cpt. / Mjr
- Ordering a bayonet charge (disobey) Average Sgt. /Cpt. / Mjr
- Failing a charge with infantry (out of reach) (route) Average Sgt. /Cpt. / Mjr
- A mishap of artillery (men operating gun) (route) Average Sgt. /Cpt. / Mjr

- Formation loses more than endurance 2 (route) Difficult All


- Attacked at rear / flank (route) Difficult All
- Skirmishes attacked in melee (route) Difficult All

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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Three Inch Glory
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

Easy 15 >8 >6 >4 >2 always


Average 20 >13 >11 >9 >7 >3
Difficult 25 >18 >16 >14 >12 >8
Very Difficult 30 never never 20 >17 >13

9.1 Routing & endurance


Each company has a certain pre-assigned endurance. This endurance consists of two numbers
that indicate the number of soldiers the company can endure to lose before the entire company
starts to demoralize and break (see box 11). A demoralized company can easily turn and run
away if the commanding officer is not able to prevent them from routing. On these occasions the
officer commanding the formation needs to check if his leadership is sufficient enough to stop
the soldiers from running away. A default company of regular soldiers has an endurance of 3-6,
this means the company (of 12 figures) will tend to route at loosing 3 and loosing 6 figures with
the officer having to check his leadership every time. After the second endurance is passed, the
officer will have to check his leadership every time an additional figure dies (see table 9.2).
When a leadership check is not succeeded, the formation will fall apart and all soldiers start
Table 9.2: Formations that lose certain amounts of their numbers are at risk of routing.

Routing occurs: Default company Effect Difficulty level


Exceeded endurance 1 at 3 Route or not Easy (roll over 15)
Exceeded endurance 2 at 6 Route or not Average (roll over 20)
Exceeded > endurance 2 Every time 1 additional soldier Route or not Difficult (roll over 20)
dies!
running into opposite direction they were facing with 20 cm distance, the officer will stay behind
only shouting his failed orders at them (figure 9.1). If the troops are not rallied within the same
turn by an officer or priest/nun standing in their path, they will simply run 20 cm further in the
next turn. Troops that are routing first keep running into the direction opposite to what they
were facing, until they passed the last figures n your army. This means that they keep running 20
cm each turn back through your army’s lines. When they passed the entire army, they head for
the nearest edge of battlefield
(table). When your routing
troops reached the edge of the
French battalion
battlefield, they will stay there
for one more round before
leaving the battlefield and be lost
Routing in opposite
British company to your army. Officers, Priests
direction
and nuns (if used) are able to
20 cm rally the troops back together at
the cost of one action. They can
only rally troops if they are
within one movement distance
from the nearest routing soldier.
Any company that is
accompanied by a priest/nun
Figure 9.1: Soldiers in a formation will route when an officer does not
pass for the leadership check, -Note: the running of routing troops is never starts routing.
not considered as part of your turn and will happen automatically.

By: Sawyersplaymobil 33
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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:

Roll: Penalty/bonus: Result:


Soldier 1 10 +2 flank / +2 cavalry to foot 14 HIT!
Soldier 2 2 +2 flank / +2 cavalry to foot 6 Missed
Soldier 3 4 +2 flank / +2 cavalry to foot 8 Missed
Soldier 4 18 +2 flank / +2 cavalry to foot 22 HIT!
Soldier 5 20 Not applicable Critical hit!
Soldier 6 3 +2 flank / +2 cavalry to foot 7 Missed
Officer 11 +2 flank / +2 cavalry to foot 15 HIT!

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.

French Cavalry Company British company

25 cm

Figure 9.2: Attacking an infantry formation with cavalry.

34
Three Inch Glory
10. Tactics / special moves

10. Tactics / special moves


Here follow some additional tactics and special moves. I consider these as default, but players
may choose not to use them. Most of the times they can be used when not using the leadership
checks described in chapter 9.
10.1 Special abilities for companies
To make your companies more special and effective on the battlefield, they can be granted
special abilities. These abilities also allow you to differentiate your companies from those of
your opponent, when choosing not to tell each other which abilities were assigned; it could also
bring some nice surprises to the game. This game includes several unique abilities (see appendix
III). Prior to each game, players decide how many company abilities are assigned and how many
abilities to divide per player and write these down at the back/inside of the company cards (see
appendix VI). You could for instance have 8 abilities to divide per player.
This all depends on what the players agree upon. A company with a special ability is e.g. trained
in using artillery more efficiently or they could be war hero’s that do not route so easily.
10.2 Musicians, the Drummer, trumpeter or bugler
Officers that command a company that is
accompanied by a musician receive a bonus of +2
on their leadership roll (figure 10.1). This way it
is easier to keep the men disciplined after certain
events (see box 11, chapter 9). Infantry
companies can be fitted with a drummer (or
bugler in the case of light infantry). Cavalry
companies can be fitted with a trumpeter.
10.3 Ensigns
Ensigns are soldiers (historically junior officers)
that carry a flag. There are two types of flags: the
regimental flag, and the kings’ or generals’ flag.
These flags were the pride of the regiment and
when lost there are some additional penalties for
the owner and several bonuses for the capturer Figure 10.1: Drums (infantry) and trumpets (cavalry)
depending on the type of flag. provide extra leadership points for the formation they
join (+2 on leadership check).

Figure 10.2: Looking from the figures point of view can be a great way to experience your battle first hand.

By: Sawyersplaymobil 35
Three Inch Glory
10. Tactics / special moves

10.3.1 The regimental flag


Each regiment has one soldier that carries the regimental flag (figure 10.3). This flag is of great
importance to the regiment and when this flag is captured by the enemy, all officers with
companies that belong to the particular regiment receive a penalty of -2 on their leadership until
the flag is recaptured.

10.3.2 The kings colours or generals’ flag


Next to the regimental flag, each regiment also
carried the colours (flags) of their nation (Great
Britain, United states, post-revolutionary
France) or the generals’ flag (France (ancient
regime), Austria) see figure 10.3). Generals’
flags were mostly white versions of the
regimental flags. If a colonel of a regiment loses
his kings colours/generals flag (the colours),
the officer that captured the flag will gain a
permanent +2 bonus on his leadership.
Originally a colonel that lost his colours (who
were touched by the kings own hand!) was put
into disgrace and lost his command. In this
game the companies of this colonels regiment
lose any of their special abilities (if any),
furthermore the colonel that lost the colours
receives a penalty of -4 on his leadership. The Figure 10.3: Examples of the flags of the British 71st (top)
and the French regiment de Touraine (bottom).
abilities of the companies cannot be regained Each regiment carries the regimental flag (left) and the
after recapturing the flag. Kings’/Generals’ colours (right).

10.4 Flank / rear attack


Formations were vulnerable at their rear and flanks. An enemy that attacks a company from the
rear or at a flank gains a bonus of +2 for that attack. The bonus is only given when attacking for
the first time in that flank. This means that if cavalry charges towards the flank of an infantry
line (movement + action) and attacks the soldiers that are there, it will gain a +2 bonus on the
attack rolls of all the attacking horsemen. The next turn the enemy infantry soldiers may
respond with fighting back with their bayonets. When your horsemen are still at the location of
their previous attack (given the infantry has not moved away), and you command them to
continue attacking the same soldiers in that flank, your cavalry will not gain the extra bonus
anymore. Formations that are attacked
from the rear or at their flank start
routing immediately after the attack is
resolved, the officer of that company will
always have to perform a leadership
check after such an attack to try and stop
them from routing (difficult level, see
chapter 9).

Figure 10.4: An example of an encampment, tents are made


out of paper, see appendix IV for an example of such a print-
out.

36
Three Inch Glory
10. Tactics / special moves

10.5 Defensive position [movement by officer]


When attacked, the front lines of a line or square formation
are able to go into defensive position (see figure 7.3 & 10.5).
The first line goes into this position and the 2nd line remains
standing behind them. The company is now able to perform
ranged attacks for both the first and second line. The
frontline in kneeling down and the 2nd line fires over their
shoulders. Soldiers in defensive position are unable to move
and therefore do not allow the whole formation to move
unless they are ordered out of this position. Attackers
charging a company in defensive position (melee) will have
to subtract a penalty of – 3 from each of their hit rolls.

10.6 Delayed order system


Some players might like to use a delayed order system. When
actually playing a turn, a player is only allowed to play
according to the orders he issued at the ending of his
previous turn. This way the players’ actions are delayed Figure 10.5: soldiers in defensive
forcing the players to anticipate rather than respond to his position cannot move but are better
opponent, simulating the messengers riding from command protected and can shoot with both lines.
to the lines with orders. To issue the orders, each player
needs his own markers distinguishable from those of the
other player (being coins, pawn or what ever useful). When
issuing your orders, place the marker in front of the
figure/company that is to be played with (when moved, at
the location they should move to) and say what your orders
are.

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.

10.7 Honorable deeds by officers


An optional rule; players can decide to use a ‘deeds of honor’ system. With this system, players
keep track of the honorable deeds of each individual officer. These deeds are recorded on the
officer cards (appendix VI) as stars behind the rank of the officer (maximum = ****). This way
there could be a Colonel** or a Captain***, the advantage for the officer is that with each
leadership check, the number of stars (*) is added to the dice roll, e.g. a major** rolls a 12 on his
leadership check, adds +2 (**) to this role thus resulting in a 14.

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.

By: Sawyersplaymobil 37
Three Inch Glory
11. Excel Dice roller

11 Manual to the Excel Dice roller


Wargames can get rather complicated with all the moderators, extra points etc. Furthermore the
many times you have to roll a dice in this game may be to much (although some die-hard
wargamers would not want to miss rolling a hand full of dice!)

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).

11.1 Running the generator


The generator has the following file name: “Three_Inch_Glory_DICE-THROWER.xls” (use in full
screen)”. You will need Microsoft Excel to run the generator. The file has an .xls extension so
some programs might also run it, however, I am not sure if all things work properly in that case!
Depending on your screen size, not all of the sheet might be visible, in that case: click: view then
full screen and click view then toolbars to hide all toolbars and click tools then options to hide
the row and column numbers.

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.

38
Three Inch Glory
11. Excel Dice roller

11.2 Leadership checks


On this page one dice is rolled for one individual leadership check (see chapter 9). The generator
calculates all parameters and shows the outcome of the check with OK!, Route!, Disobey!,
Disobey next turn!, or 1 movement depending on the event.

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.

By: Sawyersplaymobil 39
Three Inch Glory
11. Excel Dice roller

11.3 Small arms


On this page a dice is rolled 12x for 10 individual attacks (see chapter 8). These rolls count for
both musket/pistol shots as well as for melee attacks. 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, 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.

40
Three Inch Glory
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.

By: Sawyersplaymobil 41
Three Inch Glory
11. Excel Dice roller

11.5 Movement & formations


On this page you can quickly refer to the distances for movement and formations (see chapter
7). With this page, all important information to play the game is included in the dice thrower.

Figure 11.5: The screen of the page movement & formations in the Three_Inch_Glory_Dice-roller.

42
Three Inch Glory
Appendix I
Quick reference sheets

Weapons range and moderators

Weapon type: Range: Impact: Moderator: Condition:

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

Shooting from a higher position: Add height in cm to range


If shooting with a musket from the top of a roof at 20 cm height, musket range is 50 cm + 20 cm = 70 cm.

Elites, Militia, Natives & Guerrillas

Elite troops: (note: elite companies can only be lead by a Major or higher!)

- Grenadiers/ + 4 on ranged & melee attacks


Highlanders - 3 for attacking Grenadiers/highlanders
- 1 difficulty level for all leadership checks (optional, see chapter 9)

- Light infantry + 3 on ranged attacks


- 3 for attacking light infantry in skirmish formation

- Hussars + 4 on melee attacks


- 3 for cavalry attacking hussars
+10 cm on movement
- 1 difficulty level for all leadership checks (optional, see chapter 9)

- Cuirassiers + 1 health sequence (= breastplate)


- 2 on attacking cuirassiers in melee

Militia & Natives:

- Militia + 1 level difficulty on leadership checks


+ 2 on attacking militia
+ 10 cm on movement

- Natives + 3 on melee attacks


- 3 for attacking natives in skirmish formation
+ 10 cm on movement
No leadership checks on charges or failed charges

- Guerrillas + 3 on ranged & melee attacks


- 3 for attacking guerrillas in skirmish formation
+ 10 cm on movement
No leadership checks on charges or failed charges
Three Inch Glory
Appendix I
Quick reference sheets

Sergeant Captain Major Colonel General


Rank:
Leadership: 6 8 10 12 16
Very easy 10 >3 >1 always always always
Difficulty

Easy 15 >8 >6 >4 >2 always


Average 20 >13 >11 >9 >7 >3
Difficult 25 >18 >16 >14 >12 >8
Very Difficult 30 never never 20 >17 >13

Routing occurs: Default company Effect Difficulty level

Exceeded endurance 1 at 3 Route or not Easy (roll over 15)


Exceeded endurance 2 at 6 Route or not Average (roll over 20)
Exceeded > endurance 2 Every time 1 additional soldier Route or not Difficult (roll over 20)
dies!

Ordering charges: Notes:


…………………………….………….
 Your company is supposedly in range of …………………………….………….
enemy to be charged
(soldier, company or object) …………………………….………….
 Perform a leadership check …………………………….………….
- infantry = average difficulty …………………………….………….
- cavalry = easy difficulty
Roll 1 d 20 …………………………….………….
 Add leadership officer (see table above) …………………………….………….
 Determine leadership success: …………………………….………….
To succeed in: Roll: …………………………….………….
Very easy over 10 …………………………….………….
Easy over 15 …………………………….………….
Average over 20
Difficult over 25 …………………………….………….
Very difficult over 30 …………………………….………….
 The formation responds to the order or not
…………………………….………….
(obey/disobey) …………………………….………….
 Formation is moved maximum distance (if …………………………….………….
succeeded)
 If distance is to long, formation will not
…………………………….………….
succeed in charge and tend to route! …………………………….………….
 Again leadership check for: …………………………….………….
Infantry: average difficulty
Cavalry: easy difficulty
…………………………….………….
Result route or stay …………………………….………….
 If charge is within range: perform melee ……………………………..…………
attacks.
…………………………….………….
Three Inch Glory
Appendix I
Quick reference sheets

Movement: Option: Range: Effect: Resolving an artillery attack


Movement for individual soldiers, officers & support troops
 Pick Target within supposed range (soldier, formation or object)
Movement Walk 15 cm -
 Roll 1 d 20
Run 20 cm No action!
On horseback 40 cm -
 Determine hit success:
through water 10 cm -
Rought terrain 10 cm -
Score: Result: Chance:
Jump 1 d 6 in cm -
1 - 2 Mishap – No fire (10 %)
Movement of formations 3 - 8 Missed – heavy wind blow (30 %)
9 - 12 Missed – wrong gunpowder dosage (30 %)
Move formation Column 20 cm - 13 - 19 Hit – bouncing impact (35 %)
Line 10 cm - 20 Hit - heavy impact ( 5 %)
Skirmish 20 cm -
Artillery 10 cm on foot -  Measure the distance of the shot (from the muzzle)
20 cm by horse -
 If roll “missed”: roll again,
Even = too short / deviant to left
Resolving an attack Hit roll moderators Odds = too far (max = 5 cm) / deviant to right

 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
Three Inch Glory
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.

Event: Effect: Level of Difficult


difficulty: for:
- Formation exceeds endurance 1 (route) Easy Sgt. /Cpt.
- Ordering a cavalry charge (disobey) Easy Sgt. /Cpt.
- Failing a charge with cavalry (out of reach) (disobey next turn) Easy Sgt. /Cpt.
- Newly promoted sergeant taking command (disobey next turn) Easy Sgt.
- Losing the regimental colours (disobey next turn) Easy Sgt. /Cpt.

- Formation exceeds endurance 2 (route) Average Sgt. /Cpt. / Mjr


- Ordering a double pace march (only 1 move) Average Sgt. /Cpt. / Mjr
- Rallying a routed formation (disobey) Average Sgt. /Cpt. / Mjr
- Ordering a bayonet charge (disobey) Average Sgt. /Cpt. / Mjr
- Failing a charge with infantry (out of reach) (route) Average Sgt. /Cpt. / Mjr
- A mishap of artillery (men operating gun) (route) Average Sgt. /Cpt. / Mjr

- Formation loses more than endurance 2 (route) Difficult All


- Attacked at rear / flank (route) Difficult All
- Skirmishes attacked in melee (route) Difficult All

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:
……………………………………….………………………………………....…
…………………………………….……………………………………….…...…
………………………………….……………………………………….….…..…
……………………………….……………………………………….…….…..…
…………………………….……………………………………….……….…..…
………………………….……………………………………….………….…..…
……….……………………………………….…………………………….…..…
………………………………………………………………………….….….......
Three Inch Glory
Appendix I
Quick reference sheets

Orders for commanding a company: Option: Range: Effect: Conditions:

Rally a formation - - - Perform leadership check (average)


= action Result: obey / disobey

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 -

Perform a charge (infantry) Bayonet charge 20 cm Only line formations


= action + movement Perform leadership check (Average)
Result: obey / disobey

Perform a charge (cavalry) Cavalry charge 40 cm - Perform leadership check (Easy)


= action + movement Result: obey / disobey

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

Individual actions: Option: Range: Effect: Conditions:

Actions for soldiers & officers


Melee attack Sable close combat - If in possession
Axe close combat - If in possession
Blunt object close combat - If in possession
Bayonet close combat - If in possession
Knife close combat can be used in 2nd hand If in possession

Ranged attack Musket fire 50 cm + 2 bonus when < 25 cm range If in possession


Pistol shot 25 cm + 2 bonus If in possession

Mount/dismount a horse - - - 3 for foot to cavalry -


+4 for cavalry to foot -

Pick up/change object - - - -

Any other thing that comes to mind - - - -

Actions for physicians


Heal two soldiers one health level - At site Heal wounded to hit (if used) 2 figures per turn,
Heal hit to full health 1 health per figure per turn

Actions for priests / nuns


Rally a routing formation - At site Brings the formation back into No leadership check necessary
(when in the formation, no routing at all) order for an officer to take over to rally routing troops

Additional actions for officers


Promote a sergeant to captain - No restriction - Only if commanding officer is
and/or a soldier to sergeant killed.
Three Inch Glory
Appendix II
Example of army composition

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.

General (army = 126 men)


Commander-in-chief

71st regiment Colonel 64th regiment Colonel 16th dragoons Colonel Royal artillery Colonel
(4x 12 men) (4x 12 men) (1x 15 men) (3x 5 men)

1st Grenadiers 1st regulars 1st Regulars 1st battery


Major Captain Captain Captain

2nd regulars 2nd regulars 2nd battery


Captain Captain Captain

3rd regulars 3rd regulars 3rd battery


Captain Captain Captain

4th regulars 4th regulars


Captain Captain

General (army = 159 men)


Commander-in-chief

Regiment du Navarre Regiment du Tourainne


Regiment du Normandie Artillery royale Colonel
Colonel Colonel (4x 12
Colonel (4x 12 men) (3x 5 men)
(4x 12 men) men)

1st regulars 1st regulars 1st Grenadiers 1st battery


Captain Captain Major Captain

2nd regulars 2nd regulars 2nd regulars 2nd battery


Captain Captain Captain Captain

3rd regulars 3rd regulars 3rd regulars 3rd battery


Captain Captain Captain Captain

4th regulars 4th regulars 4th regulars


Captain Captain Captain
Three Inch Glory
Appendix III
Special abilities for companies

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.

Special abilities for companies:


1. Confident company (reroll leadership check) 11. Frightened company (unable to command column)
This company is so confident that they do not break as easy as This company is afraid to be attacked and therefore never goes
others. into column formation.

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.
Three Inch Glory
Appendix IV
Tent print out
Three Inch Glory
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.

Bouncing impact (4 x 12 cm)

Heavy impact (10 cm diameter)

Heavy impact with explosion (10 cm diameter)


Leadership Notes: Leadership Notes: Leadership Notes:

Officer rank: Regt.: Officer rank: Regt.: Officer rank: Regt.:

Name: Name: Name:

Leadership Notes: Leadership Notes: Leadership Notes:

Officer rank: Regt.: Officer rank: Regt.: Officer rank: Regt.:

Name: Name: Name:

Leadership Notes: Leadership Notes: Leadership Notes:

Officer rank: Regt.: Officer rank: Regt.: Officer rank: Regt.:

Name: Name: Name:

Leadership Notes: Leadership Notes: Leadership Notes:

Officer rank: Regt.: Officer rank: Regt.: Officer rank: Regt.:

Name: Name: Name:

Leadership Notes: Leadership Notes: Leadership Notes:

Officer rank: Regt.: Officer rank: Regt.: Officer rank: Regt.:

Name: Name: Name:


Three Inch Glory
Appendix VI
Officer cards

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

See also file: Three_Inch_Glory_CARD-PRINTER.xls for printing these cards.


- - -

Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack

Name unit: Name unit: Name unit:

Type: Class: Type: Class: Type: Class:


Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native

- - -

Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack

Name unit: Name unit: Name unit:

Type: Class: Type: Class: Type: Class:


Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native

- - -

Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack

Name unit: Name unit: Name unit:

Type: Class: Type: Class: Type: Class:


Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native

- - -

Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack

Name unit: Name unit: Name unit:

Type: Class: Type: Class: Type: Class:


Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native

- - -

Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack Endurance +/- Other Defense + / - +/- Attack

Name unit: Name unit: Name unit:

Type: Class: Type: Class: Type: Class:


Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native Infantry / Cavalry / Artillery Regular / Elite / Militia / Native
Three Inch Glory
Appendix VI
Company cards

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

See also file: Three_Inch_Glory_CARD-PRINTER.xls for printing these cards.


Glory II

Three Inch Glory II


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