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Kriegspeil Rules
Go to:   1872 Kriegspeil Rules

SUPPLEMENT TO THE 1824 KRIEGSSPIEL RULES by The Berlin War Game Association 1828

In 1824 the "Kriegsspiel Rules" were published by the Prussian Army The author was 1st Lieutenant von Reisswitz. They were very well received by the Prussian military establishment & for his efforts, Reisswitz was awarded the order of St John by the Prussian King. In 1828 a supplement was published by The Berlin War Game Association. In 1987 this supplement was published by Bill Leeson & I am the proud owner of copy #29. As it is as rare as hen's teeth, I will be posting interesting segments here. So what follows is a description of the 1828 supplement to the 1824 rules.

MOVEMENT RATES
The 1828 rules have a turn length of  2 minutes. Movement is listed in paces per turn with 1 pace = 2.5 feet. The maps on which the game was played were drawn at a scale of 6 to 8 inches to the mile. One must note that the movement rates used in this 1828 game bare absolutely no resemblance to the movement rates used in typical modern rules (Empire, Valmy to Waterloo, Napoleon's Battles, Piquet, or Old Trouser: Rules for Warfare in the Horse and Musket Era as examples). Then again we do not play at a scale of 6 inches to the mile. In 1828 they used blocks to represent the troops as they were deprived of the wonderful miniature figures that we now have. No doubt if they had 15mm or 25mm figures to spend their free time painting they would've seen the light & would've played at a scale of 50 yards to the inch. At such a modern scale, the movement rates listed here become unusable, unless of course one plays on a basketball court (which in my opinion would represent a much better use for such a facility!) In any event here are the movement rates from the 1824 rules listed in paces per 2 minute turn. 50 yards = 60 paces. There were a few modifications made in the 1828 rules which I will not list.

                                        Even       5 to 10
MARCHES                   Ground   Degrees
Infantry                             200         150
Foot Artillery                    200         150
Mixed Columns               200         150
Heavy Cavalry                  300         150
Horse Artillery                  300         150
Light Cavalry                    400         150
Wagons                            200         100
TROOPS IN ACTION
Infantry in ranks                250        150
 in attacks & retreats
Skirmishers                       400        300
Heavy Cavalry- to deploy  600       400
 gallop & charge                800        600
 pursuit/retreat                   800        600
Light Cavalry- to deploy    900        700
 gallop & charge                900        700
 pursuit/retreat                   900        700
12 lb foot artillery               250        250
  exceptional                      400        400
6 lb & 7 lb Artillery             250        250
  exceptional                      400        400
Horse Artillery                    600        400
  exceptional                       900        600
Guns hauled by ropes       300        200
MESSENGERS
Cavalry Patrols                   600        500
Infantry Patrols                   250        200
Officers & Messengers      900        800
   after 2000 paces              700        600

A move at the gallop was only allowed for 1 move in 4. A movement at the trot was allowed for 8 moves in a row. Skirmishers were only allowed to move 1 move in 3 at the run.

MUSKETRY TABLES
The rules use a six sided die to resolve musketry. The results assume that 1/2 of a battalion in line is firing. The ranges are listed in paces & I have taken 1 pace to equal 2.5 feet. The results are given separately for a target in the open & for a target in cover. Losses are listed in points with 1/2 of a battalion equal to 90 points. I have listed the average casualties inflicted at each range & have converted from paces to yards & have adjusted from 1/2 of a battalion firing to a full battalion firing. The results are for a standard 2 minute turn.

              Damage    Damage
Range   in Open     in Cover
83 yds     52               18
166          34                12
249          24                 8
332          12                 5

If we convert these numbers to our wargame terms where 1 battalion consists of 12 figures each representing 60 men then we obtain the following results:

              Men hit      Men hit     Figures hit    Figures hit
Range   in Open     in Cover     in Open        in Cover
83 yds     208              72              3.47              1.2
166          136              48              2.27               .80
249            96               32             1.60               .53
332            48               20             .80                 .33

These results represent very heavy casualties. Current wargames do not yield casualty rates that are this high. One should remember that the above represents the results for only 2 minutes of firing. Though it is not dealt with in the 1828 rules (which is only meant to be a supplement to the 1824 rules) one can infer, based on the 1872 rules, that fire was to be limited by the umpire to only 2 minutes at 83 yards, 4 minutes at 166 yards, 6 minutes at 249 yards, & 8 minutes at 332 yards. This would give the following expected casualties from a firefight at these ranges to be:

                Expected                
                Casualties
Range     In Open         Figures
83 yds       208               3.47
166            272               4.53
249            288               4.80
332            192               3.20

After the designated time a winner of the firefight was to be determined with the loser retreating.
Old Trouser: Rules for Warfare in the Horse and Musket Era Version 2.07 gives an expected 2.1 figures hit during a firefight between opposing 12 figure battalions in line.  If players wish to produce these higher casualty rates then they should do one of the following:
   a) change the firefight die roll modifier from +2 to +3 giving 2.5 expected casualties or
   b) leave the firefight die roll modifier the same & allow 2 rounds of musketry fire for a firefight giving 4.2 expected casualties. If this is done then the losing side should be required to retreat out of musketry range. The loser would be side that suffered the most casualties. In the case of a tie then both sides would stand. Note that this would only apply to musketry fire occurring in the Defensive Fire & Firefight Subsegment.
  c) do not believe any of these casualty rates & leave things like they are. Before deciding carefully study the casualty rates from the 1872 rules when the weapons systems were better!!! Remember both rule sets were written & used by the military professionals of their day. I suppose that they were the equivalent of one of the Pentagon's current top secret games.

ARTILLERY TABLES
The artillery tables also use a six sided die. There is 1 die for howitzers, 1 for six pdrs, & 1 for twelve pdrs. Separate results are stated for firing at a unit in line, in column, or for firing on the flank. The results are given in points of damage with 90 points = to 1/2 of a battalion. The results are for 2 minutes of fire by a full battery, presumably 6 guns in a battery. Separate results are given for fire with good effect, with bad effect, at troops in the open, & at troops in cover. The following tables summarize the expected results for fire at troops in the open with good effect.

A Battery of 6 pdrs firing for good effect at troops in the open. 1 Figure = 60 Men, 1 Battalion = 12 figures
The results for fire by canister are the same against Line, Column, & the Flank. Ranges are in yards with 2.5 feet = 1 pace

Range         Target in Line                     Target in Column               Fire at Flank
Shot    Points    Men    Figures    Points    Men    Figures    Points    Men    Figures
332       10.8       43        .72            16          64        1.07         13.7       55         .92
664        7.5        30        .50            11.7       47          .78         10.5        42        .70
996        2.8        11        .18             4.5        18          .30           3.5        14        .23
Canister
  83        22          88       1.47
332        14          56         .93
415        11          44         .73


A Battery of 12 pdrs firing for good effect at troops in the open.
Range         Target in Line                     Target in Column               Fire at Flank
Shot    Points    Men    Figures    Points    Men    Figures    Points    Men    Figures
415       12.5        50       .83           20.2        81        1.35         20          80        1.33
747        8.7         35       .58           13.7        55          .92         10.3       41          .68
1,162     4.0         16       .27             6.3        25          .42           4.3       17          .28
Canister
  83        25.3      101     1.68
415        16.3        65     1.08
747        13.0        52       .87

It is a bit hard to accept the canister results achieved by a 12 pdr at 750 yards as current writings would suggest that canister was not used much at this range. Otherwise one can see that the effective range for both 6 & 12 pdrs was around 1000 yards with canister range being 300 to 400 yards. The casulty rates are very high compared to those allowed by contemporary wargaming rules. Multipy the figures killed by 10 to obtain the results for 20 minutes of continuous fire.

Both the Musketry & Artillery tables allow for a high casualty rate over a short period of time. Coupled with the fast movement rates in the rules, one had a game that would create brief moments of intense danger & terror for our little lead men! It would seem that the game would be in serious need of ammunition & fatigue rules. As best as I can discover, it did not appear to contain them.

MELEE
There are 6 different six sided die that are use to resolve melee. These die are number I, II, III, IV, V & VI & they correspond to the following odds:

    Die    Odds
     I         1:1
     II        3:2
     III        2:1
     IV       3:1
     V        4:1
     VI       5:1

 The faces of the dice are marked with either a black square, a white square, or an X. If an X is obtained then the die must be rerolled. Hence die I has 3 white squares & 3 black squares, die II has 2 white squares, 3 black square, & one X. In addition each square is accompanied by a letter: R, G, or T. The color of the square rolled determines which side is the winner & the letter determines the degree of victory. R = repulsed, G = defeated, & T = totally defeated. Finally there is a number indicating the losses in points by infantry & the losses in points by cavalry. In effect, the combat tables are printed on the faces of theses dice. To resolve a melee the proper die is selected & it is then rolled.

CAVALRY VS CAVALRY
Much of what follows is taken verbatim from the rules.
60 points of damage = 1 squadron  A squadron had from 120 to 240 men in it. As a Prussian squadron had 120 men that will be assumed what is meant by the rules.
The following factors are considered in determining which die will be used to resolve the melee:

  Heavy or Light Cavalry
  Numbers involved
  Tactical Formation
  Terrain

Light cavalry will receive an adverse shift of 1 odds level when fighting heavy cavalry. That is if they would normally use die II then they will shift to die III.
Numerical odds varying from 1:1 to 6:5 will use die I. Odds of 5:4 to 3:2 will use die II. Odds of 2:1 to 5:1 use the corresponding die. The stronger side will not suffer any point loss if beaten if the odds are 2:1 or greater in their favor. Both the attacker & the defender will count those squadrons that are located in the front line. The defender may bring a second line up to join the front line, but if it does so then it must receive the attack at the halt.
The continuous wall formation gives the best advantage. The interval formation is only worth 5/6's of its actual strength. The same is true of the checkered formation. The echelon formation will only count as many squadrons as will arrive at the critical moment. The swarm attack is not considered. All attacking & defending flank groups that are within 100 paces of the front line are counted. If there are 2 or more lines then the second line must be located at least 400 paces behind the first if they are not to be counted as in retreat if the first line is beaten. A second line must be located no more than 600 paces behind the front line if it is to prevent attacks on the flanks of the first line.
On uneven ground the umpire must decide whether the order of the troops is affected, or whether the attack can be carried out at all. Ditches will shift the odds by two die in favor of the defender. Ditches will not be counted if they are further than 600 paces from the enemy. If the slope of the ground is over 5 degrees then the attacker will be adversely affected. Shift by 2 die for a slope of 10 degrees, by 3 die for a slope of 15 degrees, & no attack is allowed on steeper slopes.

As an example, let us have 3 squadrons of Hussars attack 2 squadrons of Cuirassier. The Hussars will start out with die II. Because the Cuirassier are heavier, they will shift down by one to use die I.

The victorious side may stop or they may follow the enemy at the gallop.
If the losing side has no second line then it must retire 900 paces to the rear. If there is a second line then it only need retire to just behind the second line. Whoever has a second line will be only counted as repulsed (R), whatever the die gives. If the first line is beaten then the second line will only be repulsed in a second attack. If the beaten side has a second line & wishes to attack with them then they will advance 100 paces. The winner may then carry forward into the loser's second line if he wishes. He will attack the second line with an adverse shift of 1 die.

So if our Hussars in the above example defeat the Cuirassier & then attack a second line of 2 squadrons of supporting Cuirassier then they will shift by 1 die adversely. They will use die III, with their chances of winning being 1 out of 2.

Losses for the beaten side per enemy squadron are R (Repulsed) 0 points, G (Defeated) 3 points, T (Totally Defeated) 6 points.
Losses for the victors are R 0 points, G 1 point, T 1 point per enemy squadron.

So our victorious (G or Defeated result) Hussars of 3 squadrons would be likely to lose 2 points, which is the equivalent of only 4 men. The defeated Cuirassier would lose 9 points or 18 men. This does not include the combat with the second wave of Cuirassier. One can see that casualties were not taken to be very heavy in cavalry vs cavalry melees. In addition the importance of a second line of cavalry is evident. Old Trouser: Rules for Warfare in the Horse and Musket Era models this second line effect in its cavalry wave attacks. One could alter the Old Trouser: Rules for Warfare in the Horse and Musket Era rules to only allow the casting in the front line of a cavalry formation to count for mass. This would obviously make cavalry columns fairly useless except for manuever.

CAVALRY ATTACK ON ARTILLERY
25 points of damage = 2 guns
To attack a battery from the front at least 2 squadrons of cavalry is required. Each squadron will need a squadron riding parallel for cover (I have no idea what this means!) Die II with the advantage to the side with the artillery will then decide. Cavalry will take losses from the artillery fire. An isolated battery can be attacked in the front by 1 squadron, and then die III with advantage to the battery is used.
A battery attacked in the flank can only use 2 guns for 1/2 of a move. The rest of the guns may limber up & retire.

CAVALRY VS INFANTRY IN SKIRMISH ORDER
A battalion of infantry in skirmish attacked by a single squadron of cavalry will use die V with the advantage to the cavalry.

CAVALRY VS INFANTRY IN CLOSE ORDER
Squares can only be attacked by cavalry in a series of waves composed of individual cavalry squadrons. A single 2 minute turn will allow for the attack by 2 waves, with each wave containing 1 squadron each.
An infantry square that has been under fire from canister at a range of up to 600 paces (500 yds) for 1 turn will count as slightly shaken. It will count as badly shaken if the fire has lasted for 2 or more turns.
Artillery supporting the infantry square will cancel out the effect of artillery supporting attacking cavalry.
If only the infantry has artillery then the cavalry will suffer an adverse shift of 1 die.

When cavalry attacks artillery that has infantry support then 2 squadrons are required for the artillery & 2 squadrons for each battalion of infantry. Cavalry will receive an adverse shift of 1 die. The artillery will not be taken unless the infantry is defeated.

Infantry defeated by cavalry are removed from the table if they cannot reach cover within 1 move. If the infantry has a second line of infantry within 300 paces (250 yds) or cavalry within 600 paces (500 yds) then the defeated infantry counts as totally defeated & is not removed from the table.

Cavalry attacking squares losses 6 points per squadron whether it wins or losses. 1 squadron = 60 points

If cavalry attacks a larger infantry mass then it will need 2 squadrons per wave to attack 2 to 3 infantry battalions & 4 squadrons per wave to attack 4 to 6 infantry battalions.

       Odds for Squadrons Attacking Infantry Squares
Attacking       Unshaken     Sl. Shaken    Badly Shaken     Odds for
Squadrons     1Battalion     1 Battalion     1 Battalion          Each Die
1 Squad               ---                V                       III                          I      1:1
2 Squads             V                 V                       III                          II     2:3
3 Squads             V                 V                       III                          III    1:2
4 Squads                                                                                       IV    1:3
  1ST & 2ND            V                 IV                       III                         V     1:4
  3RD & 4TH           IV                 III                        III                         VI    1:5

Remember that each wave consists of 1 squadron & that 2 waves may attack in a single 2 minute move. The Roman numeral indicates the die that is used. The odds are against the cavalry.

Example: Two squadrons of cavalry attack an unshaken infantry battalion in square. A die would presumably be rolled for the fire by the infantry. It is not clear how the umpire would decide the range at which the infantry would fire. The odds that one of the attacking waves of cavalry would defeat the square are: 1 - (.75x.75) = .44 The odds vs a badly shaken square are:  1 - (.5x.5) = .75
There is a 75% chance that 4 Squadrons can defeat an unshaken square. This gives a much greater chance of breaking a square than most modern war games & in fact is not at all in accord with the expectations of today's Napoleonic gamers. I see no good way to resolve the conflict.

My opinion is that this is too great of a chance of success. The following comments discuss the game mechanisms in Old Trouser: Rules for Warfare in the Horse and Musket Era & compare them to the 1828 rules.
 In Old Trouser: Rules for Warfare in the Horse and Musket Era, Version 2.07, two squadrons (4 figures) of Good Dragoons charging as a single wave against an ordered square of Good infantry with good morale has a net of -4 DRM to their die roll. This gives a 15% chance of having a greater die roll. As cavalry must defeat a square by achieving a die roll difference of 4 or more there is only a 3% chance of a win. If the infantry square is disordered then there is a 21% chance of the cavalry winning. If in addition to being disordered the infantry is either shaken or if the cavalry are cuirassier then the chance of a win increases to 36%. If disordered, shaken, & attacked by cuirassier the chance of a win is 55%.

In Old Trouser: Rules for Warfare in the Horse and Musket Era cavalry wave attacks are the best way to attack a square. If the first wave disorders the square then the second wave will have a better chance of winning. Overall there is an 8% chance that 2 waves of dragoons attacking a square in good order will win (a whole lot less than 44% as in the 1828 rules!!!)
Squares that suffer a casualty from artillery fire are automatically disordered. If a player first fires on a square & disorders it & then if two waves of dragoons attack it then each wave will have a 21% chance of winning. Overall there is a 38% chance that the square will be defeated. So, as with the 1828 rules, artillery support is important.

Expect at least a few changes in this for Version 2.08 of the rules. Provisions will be made for more than 2 waves to attack a square & the chance of success by the cavalry may be adjusted upward.
For example, if we change the requirement that cavalry defeat a square by a die roll difference of 3 then the first wave of our dragoons have a 6% chance of winning & a 9% chance of disordering a square that started out in good shape. Overall there is a 13% chance that 2 waves of dragoons can defeat an ordered square. There is about a 22% chance that 3 waves (each wave consisting of 4 figures, or approximately an entire regiment of dragoons) could defeat a well ordered square. If a player wishes badly enough to defeat a square then he should have some expectation of achieving it by committing an entire regiment of cavalry.