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1872 Kriegspeil Rules
RULES FOR THE CONDUCT OF THE WAR-GAME, by W. von Tschischwitz 1872
COMPILED BY THE TOPOGRAPHICAL AND STATISTICAL DEPARTMENT OF THE WAR OFFICE, BY CAPTAIN E. BARING, ROYAL ARTILLERY
The following is a description of components of the 1872 rules.
Summary of Musketry Tables from the 1872 Rules
The rules make the following assumptions (rules):
Each turn = 2 minutes. 1 battalion = 8 companies = 1100 men
The fire of 4 companies in extended line is equal to the fire of a battalion in close order line
Units in extended order (line) or cover suffer 1/3 of the listed casualties.
Cavalry suffers 120% of the listed casualties. Enfilade fire inflicts double the listed casualties.
Infantry in line suffer ½ of the listed casualties from shrapnel or shell.
The following results are from the musketry/rifle fire of a battalion in line or from 4 companies in extended order as per the Musketry Tables in the 1872 rules. As they were published after the Franco-Prussian war they are assumed to be based on a rifled breech loading weapons system.
Men Hit in Men Hit in
Range 2 Minutes 10 Minutes
0-100 yds 63 315
100-200 43 215
200-300 38 190
300-400 28 140
400-500 18 90
500-600 11 55
600-700 7 35
700-800 2 10
The following results are from the fire of a battery of 6 guns of 9 pdrs or 16 pdrs using case as per the Artillery Tables in the 1872 rules.
Men Hit in Men Hit in
Range 2 Minutes 10 Minutes
0-300 25 125
300-600 12 60
Below is a musketry chart that I have devised for a set of ACW rules that I am working on. This chart is derived from the above data that was in the 1872 rules.
In making the Proposed Musketry Chart for our house ACW rules (not yet finished as of July 2001) the following definitions apply
1 figure = 50 men
1 inch = 50 yards
1 turn = 10 minutes.
Musketry fire is broken down into short range (0-200 yds), medium range (200-400 yds), & long range (400-600 yds). Analysis of the 1872 rules reveals that at medium range 62% of the number of hits scored at short range is expected & 27% at long range. So taking the ratios 100%/62%/27% we will assign fire points for a single infantry figure firing at short range = 4 FP, medium range = 2 FP, & long range = 1 FP.
The average hits column lists the expected number of hits with a -2, -1 & with no die roll modifiers.
MUSKETRY CHART
Average
Fire Hits Die Roll Result Weapon Range FP
Points -1 -2 0 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 >9 Infantry 0 to 4” 4
1-4 .2- .1- 0 1 1 1 Rifled 4 to 8” 2
5-8 .5- .4- .3 1 1 1 1 1 1 Weapon 8 to 12 1
9-12 .7- .5- .4 2 2 1 1 1 1 1 Infantry 0 to 4” 4
13-16 1.0-.8- .6 2 2 2 2 1 1 1 1 Smooth-
17-20 1.2-1.0-.8 2 2 2 2 2 1 1 1 1 bore
21-24 1.4-1.2-.1.0 3 2 2 2 2 2 1 1 1 1 Cavalry 0 to 3” 4
24-28 1.7-1.4-1.1 3 3 3 2 2 2 2 1 1 1 Carbines 3 to 6” 2
29-32 2.0-1.6-1.2 4 4 3 3 2 2 2 1 1 1 6 to 9” 1
33-36 2.2-1.8-1.4 4 4 4 3 3 2 2 2 1 1
37-40 2.4-1.9-1.5 5 5 4 3 3 2 2 2 1 1 1
41-44 2.6-2.1-1.7 5 5 4 4 3 3 2 2 1 1 1
45-48 2.9-2.3-1.8 6 6 5 4 3 3 3 2 1 1 1
49-52 3.1-2.5-2.0 6 6 5 4 3 3 3 2 2 1 1 1
53-56 3.4-2.8-2.2 6 6 6 4 4 3 3 2 2 2 1 1
57-60 3.6-3.0-2.4 6 6 6 5 4 3 3 2 2 2 2 1
61-64 3.8-3.1-2.5 7 7 6 5 4 3 3 3 2 2 2 1
65-68 4.1-3.4-2.7 7 7 7 5 4 4 3 3 2 2 2 1 1
69-72 4.3-3.6-2.9 7 7 7 5 4 4 4 3 3 2 2 1 1
73-76 4.6-3.9-3.2 7 7 7 5 5 4 4 3 3 3 2 1 1 1
77-80 4.8-4.1-3.4 7 7 7 6 5 5 4 4 3 3 2 1 1 1
Fire Average Die Roll Result
Points Hits -3 -2 -1 0 1 2 3 4 5 6 7 8 9 >9
Double the fire points of all figures firing from an enfilading position.
Die Roll Modifiers
Target Firer
Column -1 Disordered +2
Disordered -1 Mounted +1
Mtd Cavalry -1 Abysmal +1
Extended line +1 Outstanding -1
Skirmish line +2 Fresh -1
Unlim Art +2 Repeaters -4
Cover Breechloader -2
Light +1
Medium +2
Heavy +3
Summary of the Artillery Tables from the 1872 Rules
The same basic assumptions that apply to the musketry tables also apply to the Artillery tables. The results of fire by 16 & 12 pounder guns are provided for by the tables. A six sided die is rolled to obtain the results. What follows is a listing of the average number of expected hits at each range. 1 game figure is equal to 50 men. The tables give the number of hits scored on units in line. The movement rates in the 1872 Kriegspeil rules are very similar to the rates in the 1828 Kriegspeil rules. They are much higher than in the rules that I am currently developing. To adjust for this I have reduced the casualty rate to 36% of those in the original rules. This adjusted rate is listed in a separate column. Similar considerations apply to units in column & to cavalry. Appropriate adjustments have been made in designing the artillery rules for our game in development.
You will notice that the casualty rates for case are much lower than one would expect.
16 Pounder Artillery, Hits per 6 gun Battery in a 2 minute turn
Range in Men Hit per Figures Hit per Hits Adjusted
Yards 10 Minute Turn 10 Minute Turn to 36%
Case
0-300 120 2.4 .87
300-600 67.5 1.35 .49
Sharpnel
600-800 308 6.16 2.22
800-1200 225 4.5 1.63
1200-1600 150 3.0 1.08
1600-2000 75 1.5 .54
2000-2500 25 .5 .18
Shell
0-800 160 3.22 1.16
800-1200 108 2.15 .78
1200-1800 68 1.35 .48
1800-2400 43 .87 .31
2400-3000 28 .55 .20
12 Pounder Artillery, Hits per 6 gun Battery in a 2 minute turn
Range in Men Hit per Figures Hit per Hits Adjusted
Yards 10 Minute Turn 10 Minute Turn to 36%
Case
0-300 126 2.52 .91
300-600 58 1.15 .41
Sharpnel
600-800 225 4.5 1.62
800-1200 150 3.0 1.08
1200-1600 87 1.75 .63
1600-2000 43 .87 .31
2000-2500 17 .33 .12
Shell
0-800 148 2.95 1.06
800-1200 95 1.90 .68
1200-1800 60 1.20 .43
1800-2400 37 .75 .27
2400-3000 17 .35 .13
I have decided to throw out the results with canister as they do not meet expectations. If we compare these results to our Musketry table then we can let artillery use the Musketry Table and assign Fire Points to 16 & 12 pounders as follows:
Fire Points
Range 16 pdr 12 pdr
0-800 9 7
800-1200 7 4
1200-1600 4 3
1600-2000 2 1
2000-3000 1 0
Artillery firing against infantry in a column would double its fire points while it would only use 1/2 of its fire points against either an extended line or against skirmishers. No adjustments need be made against cavalry as its greater speed cancels out the fact that it is a better target. All fire against the flank of a target would be doubled.
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