Category Archives: Rule Book

Clausewitz Available on Steam Workshop for Tabletop Simulator

Okay, this is a pretty big deal for me. I’ve spent the last week and a half putting the finishing touches to the Clausewitz Mod for Tabletop Simulator!

This is available to download now from the Steam Workshop.

The mod includes all of the British and French units, and future updates will include other armies and terrain.

Now you too can playtest Clausewitz without the need for miniatures or even a tabletop!

Please try it today and pass any feedback you have to clausewitz.tabletop@gmail.com

Screenshots below:

Vimeiro Battlefield
The French Grande Armee
The British Army
The French attack a British position

Grand Scale Battles
It even includes a copy of the latest draft rules!

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Clausewitz Rules v0.3

Following on the fantastic feedback I’ve received from Reddit, Discord, WhatsApp, Playtests and emails I’m proud to say this is the latest version of Clausewitz now with some of the first diagrams included. There’s a lot of work to be done but I’m hoping to update these rules every other week at the least.

If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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Feedback on v0.2 of the Rules

Many thanks to those who have contacted over email, Discord, WhatsApp and Reddit to give their feedback on the latest rules. I was really pleased to have my rules read by so man people, so thank you!

I’ve written the comments that were given to me below along with my responses for each.


Diagrams would be helpful
Yes, I completely agree. However I want the diagrams to look professional so there will take me some time to introduce. That being said, the latest version will have the first few diagrams included.

There are 30 turns to a game of Clausewitz, this represents 5 hours of battle. Players may wish to add more turns if they’re refiguring a historic engagement, refighting was meant I suppose?
Yes, this has now been corrected on version 0.3

A glossary with technical definitions technical terms/language, with little interchangeability would be helpful.
I hadn’t thought of this, but I will include this on future versions.

Quick Reference Sheet table with most commonly used distance ranges etc all collated on a single page.
Agreed, although not included yet, I’m hoping version 4 will have this included. That said, I have now included a table under the movement section for all units and terrain types they may enter.

We used the drawn chips from the bag to “mark” activated units as they came out, made tracking easier.
This is exactly as I imagined the phase to work, similar to Bolt Action.

Resolving CC is not clear in the current rules
I’ve hopefully included a more detailed melee process under the melee section of the rules.

Entering the Zone of Control (ZoC) of multiple units, a “hold” test for each could get quite involved with mounting rolls per single turn.
I’ve written a sentence stating that only one morale test or hold test needs to be taken regardless of how many enemy units are inside the ZoC. And the same for holding fire.

The same for morale rolls, having multiple units all have to roll morale on every action of one of them meant a lot of rolls, almost guaranteeing one or all failing at some point. Morale becomes problematic when a lot of enemies and friendlies are in close quarters, sheer weight of dice means even well-supported units will eventually fail even with good morale and no damage.
As above

Columns being un-chargeable by Cavalry, there is no reason the be in square as it stands, confers no additional benefit above the column
Agreed! I’ve changed this so that Cavalry can now charge column formations, but the cavalry unit must make a morale test before doing so. On top of this, the Cavalry special rule is reduced by one for units in Column i.e., Cavalry (-2) becomes Cavalry (-1).

The difference between morale damage and damage is often not clear
I’ve retitled the section as receiving damage and morale damage. This may help, it may not. If not I’ll think about rewording this section.

Morale for single element brigades (lone battalion, lone artillery, single squadron) meant that operating while within ZoC is basically impossible. (single artillery unit will almost always retreat before getting to unload at effective range, single squadron of cavalry took three turns before making it into combat.) The game is supposed to be brigades, but the demo game was easier with smaller elements first (in addition, double battalion brigades were common, so the morale problems will probably affect those similarly and they will be soon more often than the single element brigades as they still fit in the intention of the rules).
Agreed! I think the only way around this is by giving each Brigade the same starting morale which can be affected by elite units. For example, all units begin with morale 5+ but adding an Imperial Guard unit may make this 3+

For the hold action, a command test is needed while a morale test is needed for all others. is this a mistake, or do you need to pass both? note the glossary and clear technical terms recommendation below
This should be morale test and not command test. I have now changed this thanks!

Any counter battery fire?
From what I understand this didn’t happen too often, that being said there’s nothing to stop players targeting enemy batteries with their own.

What is the penalty for being caught in skirmish order?
I’ve removed Skirmish formations and included skirmish dice for each Brigade. A unit may grant the Brigade skirmish dice which that Brigade can fire at the weapons full range as though it were at effective range.

Attempting a charge, set distance to charge for inf/cav, simply walking into melee (forming square too easy if cavalry have to walk into combat)
I’ve re-included the charge action for cavalry and its affects in the special rules section. I’ll consider some more on the charge ranges of Infantry.

Wheeling while within ZoC, for elite units with a test?
Wheeling is removed and has been replaced by the action About Face! for a cost of 1 action.

Canister?
This is fairly complicated for what should be a simple subject. For example how to differentiate between Canister and Grape shot? I’m not dismissing this, I just want to replicate it in an easy to do but accurate fashion.

The way the strength etc is written, stats start at 0 and increase as brigade is “built”. does this hold true for morale, as in 8+ on 2d6, with 1st unit meaning 7+, 2 meaning 6+, etc until a maximum of 3+.
This is how I initially imagine it, but given the comments above on Morale, I’m going to change this to a set 5+ with only elite units adding to this.

Command test on every turn? 8+ means half of army wont move without intervention? we played without, as CP expenditure mechanics to improve command test not yet clear. in rules it says 8+ on D6… would mean without direct intervention a unit would never act.
Apologies this should read as 2D6. The thought behind this was that you would have to decide which units you would really want to act while risking the lower roll on the others. Towards the end of the game I was concerned that all units would be activated and would therefore slow the game down. However, I am happy to revisit this.

Does morale penalties from cav etc stack? if so, a stack of much beyond 2 or 3 would typically be enough to force even an infantry unit that started with a 3+ to fail at least once before 5 actions are done, making an well ordered undamaged unit rather easily breakable at the mere sight of 2 or 3 squadrons of heavy cav.
No, Cavalry penalties do not stack, the player must used the most influencing modifier on their morale test i.e., Cavalry (-2) trumps Cavalry (-1). I’ve written this down clearer in the special rules section.

Line of Sight?
I’ve cleared this up in the Firing section of the rules hopefully.

Is melee an action, i.e. do you fight until resolved if both sides stand, or do you spend actions like firing?
Melee is not an action and occurs immediately once base-to-base contact has been made.

Counter charge as a reaction?
This would be easy to implement, I imagine it would be one action cost which then advances your Brigade a march move with the enemy testing against their morale once the move has been completed.

Taking damage when breaking within firing/melee range missing.
Now included

Shooting/melee from flanks or the rear effects
I need to address this in the next update

Artillery limber/unlimber/ effect of artillery on the movement of a brigade, mixed brigade movement missing.
Now Included in the Brigades section

Recover morale action missing?
Now included

General rallying troops?
Now included

Troops surrounded?
I will write this up in the section under movement.

Shouldn’t the different terrain types be placed up in the Terrain section rather than after Firing? And perhaps the Advanced Rules should be placed between firing and the unit types so that all the basics aren’t interrupted by them and to provide a good stopping place in the rules before the unit types.
This has been changed as suggested, thank you!

It says to see the section on ‘Other Miniature Scales’. But there isn’t one
Like a fool I forgot to include this, this has now been corrected.

Any listing of what die face represents what formation is missing from this version of the document
I’ve added this in to version 3. Thank you.

Page 3 & 4 has formations but Skirmish is not listed but on page 7 it’s listed under change formation. Is it no longer a formation and just a function of per 1000 men as an automatic action? Each formation has advantages and dis advantages, what are the skirmishers disadvantage? Does it weaken the rest of the formation because those men are missing or do they fire twice if you fire skirmish and fire? Does it no longer act as a screen from enemy units?
I’ve removed skirmish formations and as you’ve correctly assumed built them into the Brigade mechanics itself. I forgot to update the first few pages.

Skirmishing troops give the advantage of being able to use their skirmish dice at full range as though they were at effective. (Hitting on 4’s instead of 6’s). You’re right though, the rules should really suggest removing one combat dice to use a skirmish dice. This I hadn’t though of so thank you!

As I said, I was unsure of the skirmish mechanic and felt that it may slow the system down to much.

Nothing specifies dice type to use, as far as I can see I can use a D20 and pass 75% of my rolls.
Again I’m a fool and forgot to specify, this is now included at the beginning.

There are no step-by-step instructions.
I’ve tried to include these under “The Turn” section, however I’m willing to admit this may need a lot more work.

How many units should I have? Is there a standardised way of tracking their stats and sharing information with my opponent?
Game size can vary depending on what type of battle you’re trying to fight, i.e. historic or matched play. If playing matched play I would assume that each player would be commanding a Corp each of roughly 4-5 Divisions with 2-5 Brigade a Division. The opponent should be able to see the number of firing dice each unit possess as well as the morale of that unit, these can be easily represented by using dice markers on each base. But I do hope to include some simple fog of war mechanics at some stage.

How close do I place my units together?
There must be no less than 1cm between each Brigade while units inside a Brigade must be in base-to-base contact with each other.

How do I track which ADC goes to which unit?
ADC’s are represented by figures on small round bases with an objective marker numbered between 1 and 6. Once activated these ADC’s stay with their activated unit.

Three die rolls needed to determine combat, Morale, Steady, Fire! is a little too much?
This could be something that could be condensed down to perhaps two die rolls, but would require a lot more play testing.

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Clausewitz Rules v0.2

Following on from comments on Discord I’ve changed around some of the paragraphs so that it reads easier. I’ve also added in the sections I’ve written this week.

If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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Rulebook Changes

As I go forwards now with the rules that have been published I will post addendums etc as articles and then produce an updated ruleset at the end of each month with the tweaks from the articles included.

One section that I have found is missing is what to do with hits received against units. Therefore the below section will be added to the rules after the Firing Section of the Rulebook.

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TAKING HITS
Once it has been determined how many hits a Brigade has received the owning player must then reduce the morale of the Brigade by that value. I.e., a Brigade receives two unsaved hits, therefore their morale will decrease by two. The owning player must also roll two dice, on each roll of 5+ the number of combat dice for that Brigade is reduced by 1. The owning player can decide which of his or her units have been affected, and reduce their combat dice tracker accordingly.

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Following on from firing, I would also like to make a change to the Skirmishing mechanics. Currently 1 die is used for units that can skirmish, and the unit may also take 5 combat dice.

I would like to change this so that if a unit chooses to fire with skirmish dice and are also firing their combat dice, the unit must reduce the number of combat dice they’re firing by the amount of skirmish dice being used. For example, unit A can use up to 1 skirmish dice per turn, if doing so they must relinquish one of their five combat dice to do so. One dice can then be fired as if skirmishing, firing at its maximum range, while the four combat dice (being reduced by one to accommodate the skirmish dice) can fire as normal.

This will also change the actions around firing, and instead of having separate actions for firing skirmish and combat dice, the action will allow a unit to fire all its small arms taking into account the above.

Therefore the Fire Skirmish Weapons action will be removed, and the wording on the Fire! action will change to:

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Fire! (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available combat dice and skirmish assigned to the front rank of units in the Brigade. If firing skirmish dice, these can be fired at full range as if they were at effective range. For every skirmish dice being fired the combat dice is reduced by one.

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The section below is an addition to the rulebook section dedicated to unit formations.


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SHOWING UNIT FORMATIONS
To show a unit formation, the easiest solution is to use a small dice on the rear of the base.

A column formation can be represented by the number 6, square by 4 and line formation can be represented by 3.

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If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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How Brigades Work

As part of the recent revision to the rules I’ve gone back and rejigged the unit and Brigade profiles.

HOW IT WORKS

When organising their order of battle each general will either purchase a number of Brigades or (in the case of historic battles) take the number as given on the historic order of battle. The Brigade card will look like this:

Brigade Card Ready for Battle

You would purchase you initial Brigade and in matched play games this costs you a certain amount of points in itself. From that point on you add battalions, squadrons or batteries to then buff those initial statistics. So in the case above, we can see that each Line Regiment added is improving the Morale roll the Brigade would need by a further one, meaning once they’ve all been added and it comes to taking their first morale test in battle the Brigade would need a 5+ to pass. Most factions will either be all foot or all horse, only a few factions had a mixture of both, but these will be published with those factions.

COMMAND
This is the value needed to pass in order for that unit to carry out its actions. Only elite units will alter this in any way, the player must instead use command points from a nearby general to boost these in the turn. For example, the player chooses to activate his general first and uses 3 of his 5 command points to boost the above Brigade to Command 6+ instead of 9+.

MORALE
As in previous iterations of the rules this stat is how confident the Brigade is in battle, the number signified is what would be needed to pass a morale test in game. This number may often be modified by other in game factors such as nearby Cavalry, the formation of the units inside the Brigade and any damage received to the Brigade.

STRENGTH
This is an optional statistic for those wishing to compare their losses in game to that of the actual General who commanded in the field at the time. For each hit received on the Brigade this figure reduces by one and cannot be recovered unlike morale. At the end of the game the general deducts his final strength from his starting strength and multiplies the value by 50 to give an estimate on the number of men killed or wounded. e.g., the British Brigade begins the battle with strength 50, and at the end of the game has been reduced to strength 43, meaning a loss of 7 strength. This converts into 350 men killed or wounded (7 x 50 = 350).

STEADY
Steady represents the first roll of the firing phase for any ranged weapon dice. The player needs to score equal to or higher than this value for the player then to roll successes on their ‘Fire!’ roll.

COMBAT WEAPON
This weapon is the standard weapon of the standard trooper inside that unit.

COMBAT DICE
For a historic engagement combat dice is determined by using the number of men for each unit on the order of battle divided by a factor of 200. In matched play, combat dice are purchased individually each time.

For example an order of battle may show that a unit had 970 men, this figure is divided by 200 and rounded off to give the combat dice (970 / 200 = 4.85 (5 Dice)), or in the case above Brigade would be purchase for 57 Points, then a Regiment of Foot (which includes 1 combat die) is purchased for 43 points, each combat die for that regiment after that initial purchase may cost an additional 2 points, so a regiment of foot with 5 combat dice would cost 51 points (43 + 2 + 2 + 2+ 2).

SKIRMISH WEAPONS
If the unit is able to skirmish the weapon the use in doing so will be shown here. Often this is the same weapon, however in some cases such as some Austrian infantry units, the skirmishers of a unit may have been armed with Rifles instead of Muskets.

SKIRMISH DICE
A unit which has skirmish weapons will be granted 1 Skirmish Dice. One is the limit to Skirmish dice and no additional skirmish dice can be purchased. If the unit can skirmish, the cost of this skirmish dice is included in the unit cost when purchased.

ARTILLERY WEAPONS
This specifies any weapons that the unit uses as artillery.

ARTILLERY DICE
Artillery can be fired as an action. If the Brigade possess any Artillery this is fired in the same way as Combat or Skirmish Dice.

CC V INFANTRY
This denotes the dice roll required to cause a hit on this troop type in melee. Other external factors can also modify these rolls such as terrain.

CC V CAVALRY
This denotes the dice roll required to cause a hit on this troop type in melee. Other external factors can also modify these rolls such as terrain.

SAVE
Some units may have a save stat as part of their attributes, if so once damage has been dealt to the unit roll a D6 for each hit. On a roll of the value or above that damage is ignored. Some terrain such as Woods or Villages also grant saves and are specified in the terrain section of the Rulebook.

SPECIAL RULES
Often units will be added to the Brigade which contain special rules, these will vary from such things as Deployment Marker (granting the player an extra deployment marker in the scouting phase) to Marksmen (re-rolling one Fire! dice per action). What each special rule does can be found in the Rulebook under the special rules section.

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Clausewitz Full Alpha Ruleset

The following is a full list of the Alpha rules. Please take your time to read through them or download the Word Document attached. I’m looking for feedback on everything from spelling, wording and location of paragraphs to feedback on rules etc. No opinion is a bad opinion and please be as thorough as you can! All people who provide feedback will be mentioned in the rulebook upon its release as a thank you. The word document attached has track changes on so please feel free to make as many changes as you like and send the document to clausewitz.tabletop@gmail.com

The rules below have been adjusted and all articles on the nations will be revisited to update the rules for the individual units.

Again, thank you to everyone who has helped me get this far with the rules but especially to Chris Pringle and Lehann who gave many a thoughtful idea or suggestion on the way!

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THE SCALE
Clausewitz has been designed for 6mm wargaming at a scale of 1:5300, which roughly equates to one 6mm figure representing 50 men. One foot equates to one mile.

There is nothing to stop players using other scales however, please see the section on ‘Other Miniature Scales’.

THE FIGURES AND BASING
Basing for the scale mentioned above is 40mm wide and 30mm deep, these apply to all types of units apart from Aide-de-camp (ADC’s) which can be represented on any small round base as a single mounted miniature.

Unit bases have two dice holders on each base at the back which represent the formation that Unit is in and the number of combat dice the Unit possess. Alternatively, these can be tracked using pen and paper.

Command bases are the same size as Unit bases with dice holders to represent the Brigades Actions, Morale and Strength.

ADC’s are a single miniature on a round base with a single dice holder representing an objective target (more on this later).

Each base represents a unit, this may be a Battalion (Infantry), Squadron (Cavalry) or Company (Artillery). These bases are grouped together into Brigades which are the main elements of any game. Bases inside a Brigade act together simultaneously.

THE BATTLEFIELD
A game of Clausewitz can be played on any size playing area but 6’x4′ is ideal for representing the larger battles of the time.

TERRAIN
There are various types of terrain that affect gameplay and are fall under different categories:

Open
This represents your standard rolling countryside and fields. Open has no effect on the outcome of the battle. Quick March can only be used on open terrain.

Units moving along roads can take advantage of a +1cm addition to their movement speed.

Rough
Rough ground can be anything from scrubland to ploughed fields. Units passing through rough terrain are unable to use Quick March.

Difficult
Units moving through difficult terrain halve their movement speed (rounded up) as they make certain of their footing.

Impassable
Only units with the special rule El Bruc may move through, down or up impassable terrain at a rate of 1cm per action. If this unit is inside a Brigade with other units that do not possess this special rule then the Brigade cannot take advantage of this rule.

Impassable terrain may be such areas like ravines or cliffs.

A section on terrain types is included towards the back of the rules with the different effects each terrain type has on play and their classification. For example, troops inside of woods receive a 6+ saving throw. Troops uphill in a melee to their enemy will receive a +1 to their combat dice roll.

BRIGADES
A Brigade is made up of a number of bases known as “Units” which represent Battalions, Cavalry or Artillery companies, or even a combination of all three in some instances. Each Unit will add its own attributes to that of the Brigade. As well as the Units mentioned above, there will also be a Brigadier General base (same base dimensions) who represents the Brigade command.

Each Brigade is made up of basic attributes which are enhanced by the units that are included within that Brigade. Brigades can be no larger than five troop bases and one command base. These attributes are:

Command: 8+
Before any actions are carried out by a Brigade, they must pass a command test. This must be a D6 roll higher than that specified on their Brigade card. This roll can be modified by nearby Generals who can add some of their command bonus to the roll to help the unit pass. If that unit fails its roll it cannot act that turn.

Morale 8+
Morale is used once the unit is within the Zone of Control of any enemy units. This will be modified by formations of units within the Brigade and also by the number of units inside the Brigade. Each Unit stand (not command stand) will add +1 to this roll. A Brigade cannot increase this beyond 3+ and a roll of 2 in 2D6 is always a failure.

Strength: 0
Strength is an optional attribute which the player can use to determine how many loss’s their army or Brigades suffered at the end of the battle. For every 50 men added to the Brigade increase this attribute by 1.

Steady 5+
This is the roll needed for the men in the Brigade to reload their weapons effectively under the gaze of the enemy and pluck up their courage to shoot at the men opposite them. Rolls which are successful can be rolled again in the ‘Fire!’ step of shooting. A ‘Fire!’ roll sees whether the Brigade hits its target, needing 4+ at effective range and 5+ at long range. Some elite units may boost this roll to a 4+ or perhaps grant re-rolls to a portion of the dice.

Combat Dice: 0
This is the number of dice the Brigade can use when it’s firing its weapons at the enemy or taking part in a melee action. As units are added to the Brigade the number of Combat Dice will increase in proportion with the size of the unit that is being added. A dice is added for every 200 men of a unit. When a Brigade takes any damage, for each damage roll a die on 5+ their Combat Dice pool is reduced by 1.

Skirmish Dice: 0
The number of skirmish dice assigned to the Brigade is determined by the number of light infantry units inside the Brigade and the number of other units with the Skirmishers special rule. For each 1000 men (rounded up) of a light infantry or unit with the Skirmishers special Rule, add 1 skirmish die. Skirmish dice are explained in greater detail later on in these rules.

Artillery Dice: 0
Each time Artillery units are assigned to the Brigade the Artillery dice pool is increased by one for each artillery piece that is added.

CC v Foot: 5+
This is the basic melee stat for all Brigades. When a Brigade meets an opposing foot unit in base-to-base contact on terrain that isn’t open, those Brigades will fight a melee action. Using their combat dice, rolls of equal or higher the value specified will result in a hit against the opposing Brigade.

CC v Mounted: 6+
This is the basic melee stat for all Brigades. When a Brigade meets an opposing mounted unit in base-to-base contact on terrain that isn’t open, those Brigades will fight a melee action. Using their combat dice, rolls of equal or higher the value specified will result in a hit against the opposing Brigade.

UNIT FORMATIONS
Foot units inside a Brigade can take on different formations depending on the situation they find themselves in. To change the formation for any units within the Brigade, the Brigade must use an action to change unit formations for one action point. The formations available to foot troops are:

Line Formation
The line formation allows the unit to fire all available combat dice assigned to it. Fire from artillery is less effective from the front and only causes half damage (half the damage from all incoming artillery fire and round up). Artillery fire directly into the flank of a line unit would cause double damage. (double all damage from incoming artillery fire). Units in line formation cannot use its quick march speed.

Column Formation
Any units that are in column formation grant the Brigade an additional one to its morale (remember that the Brigade morale cannot exceed 3+). Units in column formation can use the quick march pace. Columns are vulnerable to Artillery fire and so receive double damage from all incoming artillery attacks. Cavalry pose less of threat to units in column formation and therefore cannot charge them, the Cavalry special rule is reduced by one for Brigades that have their units in Columns (i.e., Cavalry (-2) is reduced to Cavalry (-1) and Cavalry (-1) is negated).

Square Formation
Used solely as a defensive formation any units in Square cannot move, and suffer double damage from artillery attacks. Cavalry cannot charge units in Square formation and their Cavalry special rule does not affect units in Square.

PLAY METHODS
Clausewitz can be used to either re-fight historical engagements where players can build an army using the order of battle at the time, or, as a points-based game where players build armies of equal value.

THE TURN

There are 30 turns to a game of Clausewitz, this represents 5 hours of battle. Players may wish to add more turns if they’re refiguring a historic engagement.

Each turn represents 10 minutes real time of battle, for example Turn 1 may represent the battle time between 9:50am and 10am.

OBJECTIVES
Each game will have a number of objectives on the battlefield which players will score points for holding. Objectives are numbered, and Brigades are given orders to hold these objectives. Brigades can only score victory points for their player if the Brigade has been designated to hold that objective by an ADC. At the end of each turn points are counted up and added to a running total.

GENERALS
Each player will be represented by a single base on the tabletop representing them as Commander-in-Chief (CinC). Players can move their commanders around the field of battle to issue orders to their Generals of Division (GD) or to their Brigadier Generals (BG) if playing in a smaller game.

The CinC can issue ADC’s to send orders to a General of Division or Brigade, when they do so an ADC base leaves the CinC with a dice representing the number of the objective that the Brigade can attack. A CinC can only issue one ADC per turn.

An ADC must first make base to base contact with the General of Division for that Brigade however (chain of command and all that). Once they have made contact the ADC can continue o. To the Brigade.

Generals of Division and the Commander-in-Chief all have 5 command points they can spend each turn if they’re withing a certain distance if any friendly Units. Command points can be used to buff a Brigades command stat to make it easier for them to enact orders that turn.

If Generals are in base-to-base contact with a friendly unit in melee with the enemy the General can also take part and adds one additional combat dice to the friendly Brigade in combat. This dice is the equivalent of the Generals personal guard, as elite fighters these will hit on 4’s in melee.

SCOUTING PHASE
Before deploying their unit’s players will enter a mini-game to determine their deployment areas. Each general will have a number of Deployment Markers which represent the number of Light Infantry or Light Cavalry in their army.

These Markers move at a rate of 15cm. The generals move these Markers across the table in alternate turns. Each marker must be within either 15cm of a board edge or another friendly marker. If at any point a marker moves to within 15cm of any of the opponent’s markers both their marker and their opponents are locked into position and cannot move any further. Once all markers are ‘locked’ the area those markers enclose represent the players deployment area. Players then place their units in the table alternately beginning with the player who locked all their markers first.

PLAYING THE GAME
There are no phases in Clausewitz, instead at the beginning of a game each player has a single-coloured die or chip which they place inside a bag. Shake the bag and draw, whoever’s die or chip is drawn may act with their CinC first. The CinC may either move 30cm OR issue an ADC to a Brigade.

Once the ADC reaches a General of Division or Brigade and has given them their objective that General or Brigade is considered to be ‘activated’.

Once a Brigade or General has been activated an additional chip or die for that player can be added to the draw bag for the next turn. When that player draws their chip the next turn, they can then choose which of their activated elements to use.

ACTIVATED ELEMENTS
Each element can use up to five actions per turn, some actions cost more than others a list of actions is shown later on.

Actions usually revolve around moving, changing formation or attacking the enemy.

REACTIONS
Elements may choose to reserve some of their actions as reactions. Reactions enable you to respond to enemies within 10cm of your elements, this distance is known as the ‘Zone of Control’. Therefore, if you have activated a unit and are perhaps 15-20cm away from the enemy it may be wise to reserve some of your actions as reactions so that you can repulse the enemy of they attack.

If you’re outside of the zone of control of an enemy and you’re moving a unit that will end all its actions without entering an enemies Zone of Control you can choose to use all your actions at once to speed up play. For example, moving your infantry 10cm instead of 2cm per action.

ZONE OF CONTROL
Once opposing elements close to within 10cm they have entered the zone of control. From this point forward these elements can only move directly towards or directly away from the enemy in their ZoC.

Actions within a ZoC must be taken one at a time and must be preceded by a morale check for the unit performing the action. If they fail their morale check then depending on how badly that unit has failed by will determine how the unit reacts.

If the element passes its morale check it may use an action as normal and the enemy must then make a morale test to perform a defensive reaction. If either element fails their morale test by a value of 2 or less, that element will withdraw directly away from the enemy at its standard move rate (while keeping its front towards the enemy), this is known as a withdrawal, it may not make any more actions that turn aside from defensive fire or withdrawals as reactions. If an element fails by a value of more than 2 then that element flees using the move distance it has available from its remaining actions (i.e., the element has four actions remaining, it will make four move actions ending with the element facing away from the enemy and the element may not use perform any other actions or reactions that turn and must pass a morale test the next turn to move as normal. If it fails this test then it will flee a further 5 actions.

ACTIONS & REACTIONS

Order (Cost: 1 Action Point)
A general can issue an order once per turn to a subcommander (this may be a General of Division in the case of the Commander-in-Chief or a Brigade in the case of the General of Division). When doing so, an ADC is placed in base-to-base contact with the command stand issuing the order, it may then move 30cm towards its intended target regardless of terrain.

March (Cost: 1 Action Point) Offensive/Defensive
The entire Brigade may make a move at the speed of its slowest Unit on the March. The defensive version moves the Brigade away from the enemy. Units cannot use Reactions to advance.

Quick March (Cost: 1 Action Point)
The entire Brigade may make a move at the slowest of its Unit on the Quick March. This cannot be used inside the Zone of Control of an enemy unit.

Change Unit Formations (Cost: 1 Action Point)
Any Units within the Brigade can change their formation is they are able to do so. Formations can either be Line, Square, Column or Skirmish.

Change Brigade Formation (Cost: 3 Action Points)
The entire Brigade can change its formation to having either 4, 3, 2 or 1 wide in units. Cannot be performed in a Zone of Control of the enemy.

Fire Skirmish Weapons (Cost: 1 Action Point)
A unit that has skirmish dice under its attributes can fire these at the enemy if it wishes. If it does so, the weapons can fire at long range as though they were inside effective range (hitting on 4+ instead of 6+ on their Fire! roll). This represents the skirmishers moving ahead of the main body of troops and firing on the enemy as they approach. The process for firing skirmish dice is the same as firing the weapons of the rest of the Brigade.

Fire! (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available combat dice assigned to the front rank of units in the Brigade.

Bombard (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available artillery dice assigned to the Brigade. If an enemy is within the Brigades Zone of Control that enemy must be the target.

Hold! (Cost: 0 Action Points) offensive/defensive
The Brigade holds position waiting for the enemy to move closer. If the enemy brigade is within weapon range the Brigade must pass a command test, if it fails to do so the Brigade will fire all its weapons at the closest enemy within range.

MOVEMENT
When using a march action foot troops can move 2cm per action, if using a quick march action, they can move 3cm.

Mounted troops move at a rate of 4cm on the march per action and 8cm at quick march.

ADVANCED RULES

Capturing Generals
Players whose Brigades move over or finish their move on top of an enemy general are considered to have captured that General. He must stay in base-to-base contact with that Brigade until a friendly Brigade defeats them in combat or the end of the game. An extra victory point is awarded per General captured or killed.

Capturing Enemy Colours
A Brigade can capture the colours of enemy units it defeats in melee on a roll of a 6. An extra victory point is awarded per colour captured.

Using Strength
If players wish and they agree between themselves, they can use the strength stat on the Brigades, this will need tracking throughout the game.  At the end of the game subtract your ending strength of all your units against what you began with. The difference between these two figures is the number of loss’s your army has suffered. Multiply the value by 50 to give you a rough estimate of how many men were killed or wounded during the engagement. This works best for replicating historical battles and comparing your results to that of the General who commanded the army at the time.

FIRING
Any type of firing is broken down into two steps.

1st Step: Steady!
Each Brigade is given a ‘Steady’ stat, this represents how nervous the men are in battle and how likely they’re to load and fire their weapons correctly. This is usually a roll of 5+.

2nd Step: Fire!
Successful ‘Steady!’ rolls then go on to make their ‘Fire!’ roll which at the effective range of the weapon is 4+ while long range is 6+. Any success from this count as hits on the enemy, if the enemy is allowed to make saving throws, they would do so once hits have been allocated to their Brigades.

TERRAIN TYPES

Woods Difficult Terrain, units inside woods receive a saving throw of 5+ from any type of weapons fire.

Ploughed FieldsRough Terrain

Villages/TownsDifficult Terrain, units inside villages or towns are considered to be imbedded inside the buildings etc and therefore receive a saving throw of 4+. Other units can attack units embedded in Villages or Towns in melee but the defender receives +1 to their combat dice.

CliffsImpassable Terrain

RavinesImpassable Terrain

LakesImpassable Terrain

RiversDifficult Terrain

Gentle HillsOpen Terrain, however units in melee in a lower position on the hill than their target suffer -1 to their combat dice rolls.

Steep HillsRough Terrain, units in melee in a lower position on the hill than their target suffer -2 to their combat dice rolls (rolls of 6 will always hit).

MarshDifficult Terrain

WEAPONS (these will be superseded by the Nations Army Lists once fully written)

Pistols
Effective Range: 1cm
Long Range: 2cm

Muskets
Effective Range: 2cm
Long Range: 4cm

Rifles
Effective Range: 4cm
Long Range: 8cm

6 Pounder Cannon
Effective Range: 10cm
Long Range: 15cm

12 Pounder Cannon
Effective Range: 12cm
Long Range: 20cm

Howitzers
Effective Range: 15cm
Long Range: 25cm

BASIC UNITS ARMY LIST (these will be superseded by the Nations Army Lists once fully written)

LINE INFANTRY           
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 200 men added
Skirmish Dice: +1 per 1000 men added
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules: None

LIGHT INFANTRY
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 200 men added
Skirmish Dice: +1 per 1000 men added
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Deployment Marker’ – adds a deployment marker for the player to use in the scouting phase of the game.

HEAVY CAVALRY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-2)’ – All enemy foot units within 10cm suffer a -2 modifier on their morale test rolls.

LINE CAVALRY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-1)’ – All enemy foot units within 10cm suffer a -1 modifier on their morale test rolls.

LIGHT CAVALRY
Command: +1 per unit added
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-1)’ – All enemy foot units within 10cm suffer a -1 modifier on their morale test rolls.
‘Deployment Marker’ – adds a deployment marker for the player to use in the scouting phase of the game.

FOOT ARTILLERY
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Artillery’ – In Melee this unit halves the number of combat dice it may use.

HORSE ARTILLERY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Artillery’ – In Melee this unit halves the number of combat dice it may use.

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The Rulebook

Firstly apologies that I’ve not been as active recently with the website, but I promise you that work has continued unabated in the back ground.

As such, I wanted to share with you what the Rulebook looks like so far for Clausewitz. I’m hoping that I’ll be able to produce this in full colour on its completion, though to do so I will need to start raising funds soon!

The artwork included is original artwork commissioned for this project and drawn by Tom Pennifold with my heartfelt gratitude. Tom’s unique style enables the rulebook to stand out from a crowd and allows me to break up large boxes of text with his fantastic pieces. I’ve not labelled who all the characters are yet, I’ll let you all take guesses.

The play test team will also have copies and as a thank you anyone who commits to playtesting and provides me with feedback will receive a free PDF copy (if not a full printed colour copy) of the Rulebook when the time comes as well as a special mention in the credits.

Again, apologies for the wait, but great things are coming!

Download the WIP rulebook here:

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Artwork for the Rulebook

This is a quick post to firstly apologise, as I haven’t been to active recently (in the foreground anyway) due to a number of issues which I won’t bore you with.

The rules writing is continuing in the back ground and I am currently putting together the Russian Infantry article, which should be up later this week.

I’ve also managed to procure the services of a very talented artist who I have purchased some original art work for the rule book. Early days I know, but this is how dedicated I am.

I’ve included the first piece below, there are no prizes for guessing who this is of!

Everyone’s favourite

Tom is a fantastic artist and I would urge you to visit his instagram account to see his other works. Perhaps even purchase a self portrait from him!

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Austrian Cavalry Units

Austrian cavalry contained Cuirassiers, Dragoons, Chaveauxlegers (Light Dragoons), Hussars and Uhlans. All were well trained, well mounted and had a good reputation across Europe.

Much like the article I wrote on the Infantry units for Austria, I’ll run through each type of cavalry and then define their attributes and any special rules after doing so.

CUIRASSIERS

Austrian Cuirassiers being ambushed by French Cavalry

Austrian had eight regiments of Cuirassiers, which were fewer than some of the other nations such as France who had between twelve to fifteen and Russia who has ten to twelve.

In 1809 a regiment of Cuirassiers consisted of 975 men across six squadrons, in 1812 this was changed to four squadrons of 144 men each.

The name Cuirassier comes from the name of the breastplate armour that the cavalry wore; the Cuirass. They were also armed with a brace of pistols as well as a straight broadsword. Each squadron of Cuirassiers had eight men armed with rifles and eight with carbines.

Unit Attributes

Austrian Cuirassiers Unit Card

Special Rules

  • Pistols – Cuirassiers are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Uhlans suffer a -2 modifier to any morale checks that the unit makes.
  • Impetuous (3+) – Uhlans occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 3+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.

DRAGOONS

The Austrians possessed six regiments of Dragoons and six of Chevaulegers. Dragoons were armed with carbines and the heavy pallasch. Each squadron had sixteen men armed with rifles.

Unit Attributes

Austrian Dragoons Unit Card

Special Rules

  • Pistols – Dragoons are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Dragoons suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (4+) – Dragoons occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).

UHLANS

Austrian Uhlan

“I saw a great many French horse carabiniers with lace wounds …”

Dezydery Chlapowski

Austrian has three regiments of Uhlans, and in 1814 formed a fourth regiment. In comparison France had nine lancer regiments and Russia increased the number of their own Uhlan regiments from two to twelve.

Uhlans were armed with pistols, curved sabres and a lance. Each squadron had eight men armed with rifles and eight with carbines. A Uhlan regiment was divided into four divisions, with the central two divisions armed with lances while the flanking divisions were armed with carbines.

Unit Atrributes

Austrian Uhlans Unit Card

Special Rules

  • Pistols – Uhlans are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Uhlans suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (4+) – Uhlans occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).

CHEVAULEGERS

“…was of the opinion than, as I am still today, that the Austrian light horse is the best trained in this kind of warfare [skirmish]. The Austrians are always the most skilled at placing outposts to guard their army.”

Chlapowski/Simmons – “Memoirs of a Polish Lancer” P15

As of 1802 there were six regiments of Chevaulegers with a seventh being formed in 1814.

Chevaulegers carried a carbine and a sabre, with each squadron having sixteen men armed with rifles.

The Austrian Chevaulegers formed large regiments and served effectively in pitched battles while also being effective in escort duty, skirmishers and in smaller engagements.

Unit Attributes

Austrian Chevaulegers Unit Card

Special Rules

  • Pistols – Chevaulegers are armed with short ranged weaponry. If the player wishes, this unit may fire its pistols once an enemy closes within range. Pistols have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Chevaulegers suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (5+) – Chevaulegers occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 4+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).
  • Deployment Marker – Units of Chevaulegers allows the owning player to use an additional deployment marker in the scouting phase.

HUSSARS

Austria had twelve Hussar regiments, eight from Hungary, two from Transylvania and two from Slovakia. The name ‘Hussar’ derives from the Latin word Cursarius which means raider, and originally was used to refer to marauders from the Northern Balkans. It was later adopted by the Magyar people of Hungary as the name for irregular light cavalry.

Hussars carried a large sabre and a carbine. There were six sharpshooters in each squadron carrying rifles.

Unit Attributes

Austrian Hussars Unit Card

Special Rules

  • Pistols – Hussars are armed with short ranged weaponry. If the player wishes, this unit may fire its carbines once an enemy closes within range. Carbines have a long range of 2cm and short range of 1cm.
  • Cavalry (-1) – Units of this calibre have a fearsome reputation on the battlefield. As such any enemy foot units that are within 10cm of a unit of Hussars suffer a -1 modifier to any morale checks that the unit makes.
  • Impetuous (3+) – Hussars occasionally struggle to maintain their composure in the heat of battle. After this unit has fought in melee, during its next action roll a D6; on a roll of 3+ the unit can act normally, if the unit fails this roll it must make its quickest move towards the nearest enemy unit and contact them in melee if possible.
  • Rifles – During an action the unit can choose to fire its rifles instead of performing any other action. If it does so it can use 1 combat dice and fire at the enemy using the rifle weapon profile (long Range 8cm / Effective Range 4cm).
  • Deployment Marker – Units of Hussars allows the owning player to use an additional deployment marker in the scouting phase.

Austrian Cavalry Unit Card

Below is the full unit card for the Austrian Cavalry. Pistols will be removed from the special rules and have their profiles included elsewhere once the full rules are published.

As always, if you have any suggestions, thoughts or comments please let me know.

Austrian Cavalry Unit Card

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SOURCES

https://www.napoleon-series.org/military-info/organization/Austria/ArmyStudy/c_AustrianArmyCavalry.html#:~:text=The%20Austrian%20cavalry%20consisted%20of,wore%20white%20coats%20and%20breeches.

http://napoleonistyka.atspace.com/Austrian_cavalry.htm#_cuirassiers