AUST Rulebook

Total Page:16

File Type:pdf, Size:1020Kb

AUST Rulebook RULEBOOK Design by David Fox Great Battles of the Napoleonic Wars — Volume I Austerlitz System Rules Table of Contents 1.0 INTRODUCTION . 2 5.0 MOVEMENT . 8 9.2 Morale Effects . 20 2.0 COMPONENTS . 2 5.1 Regular Movement . 8 9.3 Artillery Morale . 20 2.1 Game Scale . 2 5.2 Strategic Movement . 8 10.0 RETREATS . 20 2.2 Definitions & Abbreviations . 2 5.3 Road Movement . 8 10.1 Retreat Procedure . 20 2.3 Playing Pieces . 2 5.4 Leader Movement . 9 11.0 BREAKPOINT . 21 2.4 Status Markers . 3 6.0 FACING AND FORMATION 9 11.1 Unit Breakpoint . 21 3.0 THE TURN . 3 6.1 Facing . 9 11.2 Division Breakpoint . 21 4.0 THE COMMAND SYSTEM . 4 6.2 Reaction Zones . 9 11.3 Corps Breakpoint . 21 4.1 Command Counters . 4 6.3 Formations . 10 12.0 RALLY . 21 4.2 Command Change . 4 6.4 Involuntary Formations . 12 12.1 Rally Procedure . 21 4.3 In/Out of Command . 5 6.5 Multi-Hex Counters . 13 12.2 Rallied Routed Units . 21 4.4 Initiative Determination . 5 7.0 STACKING . 14 12.3 Recovering Cavalry . 21 4.5 Leader Activation . 5 7.1 Stacking Restrictions . 14 12.4 Rout Loss . 21 4.6 Activations . 6 7.2 Stacking Order . 14 13.0 FATIGUE . 21 4.7 Command Breakdown Results 7 7.3 Stacking and Combat . 14 13.1 Increasing Fatigue . 22 4.8 Using the Command Card . 7 8.0 COMBAT . 14 13.2 Decreasing Fatigue . 22 8.1 Fire Combat . 15 13.3 Fatigue Effects . 22 8.2 Bayonet Combat . 16 14.0 REINFORCEMENTS . 22 8.3 Assault Combat . 16 14.1 Reinforcement Entry . 22 8.4 Charge Combat . 17 14.2 Reinforcement Delay . 23 8.5 Combat Results . 18 14.3 Enemy Presence . 23 GMT 9.0 MORALE . 19 14.4 Subsequent Activation . 23 GAMES 9.1 Morale Checks . 19 CREDITS . 23 AUSTERLITZ 1.0 INTRODUCTION show the decline of the Napoleonic the unit. Loss of SPs will determine French army and the improvement of when a unit reaches Breakpoint. Napoleon’s enemies as they adapted to, December 2, 1805. The Third and often copied, his tactical model. Coalition, a loose alliance of nations 2.3 Playing Pieces organized by England to oppose Napoleon Bonaparte’s imperial 2.0 COMPONENTS Infantry Battalion (Front) ambitions, is already in trouble. Of the Unit Name Corps Affiliation many grandiose planned invasions and (Battalion/Regiment) (Color Band) Division Affiliation combined operations, only the Austrian A complete game of AUSTERLITZ 1805 Strength Points Morale invasion of Bavaria actually took place. contains: Movement Points This met disaster when Napoleon, 4 Maps (34” x 22” sheets) Firepower 1 reacting with shocking speed, 3 /2 Sheets of counters surrounded and destroyed the Austrian 1 Rulebook Infantry Battalion (Back) army at Ulm on October 20. A sluggish 1 Playbook Nationality Color: Russian army, that had set out in 1 Four-page playing aid of charts Disordered Blue: French September to link up with the 1 Command Card White: Austrian Austrians, finally arrived in November. 1 Ten-sided die (0 is treated as 0, Green: Russian The Russians joined with the shattered not 10) remnant of the Austrian army, and Cavalry Regiment (Front) Corps Affiliation advanced to meet the French in battle at If you are missing any components, please Unit Name Austerlitz in eastern Bohemia. By the contact us for replacements: (Color Band) Division Affiliation time the Battle of Austerlitz was Cavalry Type Morale finished, Napoleon had won the greatest GMT Games Strength Points Movement Points victory of his career, shattering the P.O. Box 1308 Allied army and decisively ruining the Hanford, CA 93232-1308 Third Coalition. Cossacks Regiment (One Side Only) Corps Affiliation www.gmtgames.com Unit Name AUSTERLITZ is the first game in (800) 523-6111 (Color Band) Division Affiliation GMT’s Great Battles of the Napoleonic Disordered Morale Wars series that simulates the battles of Cavalry Type Movement Points the Napoleonic Wars on a detailed 2.1 Game Scale Strength Points tactical level. A variety of systems are at work here to show the most important Each hex represents 150 yards from side Artillery Battery (Unlimbered) Corps Affiliation elements of Napoleonic tactics. to side. Elevations equal 20 feet per Unit Designation (Color Band) Command uses a chit-draw mechanism elevation level. Units represent infantry (Battery i.d./Corps) to reflect the chaotic nature of unit Division Affiliation battalions, cavalry regiments and artillery Morale operations on the battlefield. The Strength Points batteries. Unit scales are: Gun Size combat system reflects the interaction of 1 Strength Point of Infantry = 100 men Firepower infantry, cavalry and artillery, 1 Strength Point of Cavalry = 50 men Horse Artillery Reaction particularly emphasizing the various 1 Strength Point of Artillery = 2 guns combat formations—column for rapid Artillery Battery (Limbered) movement, line for maximum striking Unit Designation Corps Affiliation power, skirmish to disorder the enemy, 2.2 Definitions and Abbreviations (Battery i.d./Corps) (Color Band) and infantry square as a protection [Cannot Fire] Division Affiliation against charging cavalry. Fatigue plays a Movement Points LIM: Leader Initiative Marker—These Horse Artillery Reaction part as well, simulating the decline of markers are used to activate various unit efficiency from fatigue and friction, combat formations. They dictate the thus encouraging players to keep Multi-Hex sequencing of game play. Counter reserves ready to replace exhausted MP: Movement Point—The cost of formations or take advantage of a moving, changing formation and sudden enemy breakdown. changing facing is expressed in movement points. A unit’s movement Austerlitz is our starting point because Division Commanders. Many leaders are allowance is the number of movement rated as division commanders for the it shows Napoleon’s tactical system at its points it may expend in an activation. finest. Future games in the series will purpose of fulfilling certain game SP: Strength Point—The melee size of functions (essentially because they are Page 2 Rulebook Great Battles of the Napoleonic Wars, Volume I next in line below corps commanders), 3.0 THE TURN Limited Activation. Only though they nominally were Divisions or lone units may commanders of a “brigade.” activate during this segment, Historically, many nations lacked true Each turn consists of a sequence of play Corps may not. distinctions between divisions and that must be followed in the order 2. Non-Initiative Non-LIM brigades. One of France’s command presented below. When all phases of the Activation Segment: The Non- advantages was that the use of two Sequence of Play are finished, so is the Initiative Player performs the distinct levels of command in between turn. same activities as the Initiative the regiment and corps levels. This is Player in C.1. Repeat steps C.1 reflected in game terms by the A. Pool Placement Phase and C.2, with Players alternating existence of special rules for “Brigade Activations until all eligible 1. Command Change Segment: Commanders” in some scenarios. The Divisions have had an Players who wish to attempt a important distinction for players to opportunity to be activated. If Command Change must roll and remember is the star-rating on one player runs out of eligible check the Command Change the counter and what that Divisions before the other player Table for the result [4.2]. allows the leader to do in the does, that other player may 2. Initiative Determination game (not his unit’s historical continue performing activations Segment: Players determine who designation). until all of his commands have has the Initiative for that turn Corps had the opportunity to be (Cavalry Reserve) [4.4]. Corps Commander activated. At this point proceed 3. Initiative Choice Segment: The to the LIM Removal Segment. Rank (# of Stars) Player with the Initiative for the 3. LIM Removal Segment: Both turn chooses one LIM with which players may remove any of their he will begin the turn. Overall Commander own LIMs from the Command 4. Pool Placement Segment: All Pool. Removal is mostly voluntary remaining available LIMs are and is performed to prevent a placed in an opaque container command from gaining fatigue. from which they can be picked Leader Initiative Markers However, Divisions at Breakpoint blindly. This container is called (LIMs) must be removed [11.0]. the Command Pool. Corps Division and Symbol D. Rally Phase B. LIM Activation Phase Activation Rating 1. Rally Segment: All units that 1. Initiative Activation Segment: have a Morale Level worse than The LIM that was chosen by the 2.4 Status Markers Good may attempt to Rally Initiative Player is now [12.0]. revealed—that command may 2. Rout Loss Segment: Any units Numbered (for SP now attempt to activate [4.5]. that are still Routed retreat one Loss or Fatigue): 2. LIM Selection Segment: Either hex and lose 1 SP. Player now blindly selects one 3. Cavalry Reform Segment: All Morale LIM from the Command Pool. cavalry currently under a Blown Level: The command that corresponds marker which have a Recovery to that LIM may now attempt to marker may decrease their Blown activate. Activation of a command Cavalry level by one, removing the Blown allows individual units to move, Blown & marker if required. fire and melee [see rules 5.0- Recovery: 4. Fatigue Segment: Flip all 10.0]. Repeat step B.2 until all Finished Leaders to their front Others: LIMs have been drawn from the side. Increase and decrease Command Pool. At that point, Fatigue levels as described in the proceed to the Non-LIM Phase. Fatigue rules [13.0]. C. Non-LIM Phase 1.
Recommended publications
  • {DOWNLOAD} Sharpes Skirmish: Richard Sharpe and the Defence
    SHARPES SKIRMISH: RICHARD SHARPE AND THE DEFENCE OF THE TORMES, AUGUST 1812 PDF, EPUB, EBOOK Bernard Cornwell | 64 pages | 03 Sep 2002 | The Sharpe Appreciation Society | 9780972222006 | English | Nottingham, United Kingdom Bernard Cornwellwhere do I start? | Originally published in Blackwood's magazine. Partially in Spain including the battles of Cuidad Rodrigo and Badajoz. Editions Londdon: S. Brereton, Captn. Brereton was a prolific author of fiction for boys, modeled after G. Brew, Margaret W. Campbell, Dr. Campbell, K. Capes, B. A Castle in Spain : being certain memoirs, thus entitled, of Robin Lois, ex-major of His Majesty's th regiment of foot Capes was a prolific late Victorian author; lately some of his ghost stories have been reprinted. Editions London: Smith, Elder. Martin's Press. Connell, F. Cornwell, Bernard Sharpe's Enemy. Amazon New York: Penguin Books. Cornwell, Bernard Sharpe's company. Cornwell, Bernard Sharpe's eagle. Cornwell, Bernard Sharpe's gold. Cornwell, Bernard Sharpe's havoc. Cornwell, Bernard Sharpe's honor. New York: Penguin Books. Cornwell, Bernard Sharpe's revenge. Cornwell, Bernard Sharpe's rifles. Cornwell, Bernard Sharpe's siege. Cornwell, Bernard Sharpe's skirmish. Revised and extended edition. Cornwell, Bernard Sharpe's sword. Crockett, S. It is included because the book is included in a short listing of fiction of the Peninsular War at Manchester Polytechnic Library. The book itself has very slight reference to the Peninsular War, but is of that time period. Editions London: Ward Lock. Dallas Alexander R. Felix Alvarez, or, Manners in Spain Containing descriptive accounts of some of the prominent events of the late Peninsular War; and authentic anecdotes illustrative of the Spanish character; interspersed with poetry, original and from the Spanish - from the title page.
    [Show full text]
  • Brigade Squares
    Brigade Squares When an infantry unit chooses to enter the Prepared State, it may choose to enter the normal prepared state (Blucher pg 34-35) or to enter a formation called the “Brigade Square”. This represents the unit in question forming a traditional infantry square in order to repel Cavalry. The normal Prepared State in Blucher assumes that the unit in question is no longer moving and has dug in to the terrain somewhat. This is not representative of the way open-field squares functioned, and so the Brigade Square is added as a sub-state of the Prepared State. To enter Brigade Square, a unit cannot move during the turn it assumes Brigade Square. As with the normal Prepared State, the action of assuming Brigade Square does not prevent it from shooting during that turn. A unit in the Brigade Square state has the following characteristics: -The unit remains in Brigade Square until the active player takes a full turn to return it to a normal state. The unit may fire during the turn it reforms, but may not move (this also means that a unit in Brigade Square cannot declare a charge). The active player may choose the unit’s new facing when it reforms. -It gains a 360-degree firing arc, but loses 1 die from all shooting attacks (to a minimum of 1). -It may move up to 1 inch per turn. This is a special movement rate separate from the Simple or Difficult Move. A Brigade Square may not enter, form in, or move through, and sort of Difficult or Urban terrain (unless on a Road).
    [Show full text]
  • CCN Additions
    Supplemental Rules NEW GAME MECHANICS Garrison Markers An Infantry unit with two or more blocks that occupies any building, walled garden or walled farm hex at the start of the turn, and is ordered to move out of that hex, may leave a Garrison in the hex. One infantry block is taken from the pool of blocks not deployed in the scenario, and is placed on the building hex along with a Garrison marker showing the proper side face up, either French or Coalition. The departing Infantry unit does not lose a block in order to create the Garrison. A qualifying Infantry unit may form multiple Garrisons during the course of a scenario. A Garrison block is treated like an Infantry unit for all game purposes with the following exceptions: • A Garrison block may not move. • A Garrison block will battle with 1 die. Command and Tactician cards, however, can modify its battle dice. • A Garrison block does not receive any National modifiers. • A Garrison block is eliminated if forced to retreat. • A Garrison block, when eliminated, does not count as a Victory Banner. • A friendly unit may enter a Garrison hex. When the unit enters, the Garrison marker and Infantry block are removed. The entering unit does not gain a block when the Garrison is removed. NOTE: Additional rules clarifications from Richard Borg, May - 29 - 2015: • A Garrison marker can not move, but it needs a corresponding command card order to battle • Basic terrain rules do apply (in- and outside) to determine the number of battledice, when a Garrison block is battling and when a Garrison block is being attacked • A Garrison marker is hit on range with INF and FLG symbol and in melee additionally with the XSW symbol.
    [Show full text]
  • A Consideration of the Adequacy of British Military Tactics During the Battles of the Anglo Zulu War
    A consideration of the adequacy of British military tactics during the battles of the Anglo Zulu War. Mark Maplesden ________________________________________________________________________ For the purposes of this essay British military tactics have been defined as those strategies devised to fulfil the military objectives of the invasion force of Zululand. To ‘describe the adequacy’ of these military tactics it has been necessary to determine whether the strategies employed were sufficient to fulfil the identified objectives and, if so, were they successful. During the evaluation of military tactics the term ‘battles’ has not been limited to individual engagements but interpreted to encompass the invasion strategy and the specific tactics, which dictated the conduct of combatants on the march and in battle. It has been assumed that ‘The Anglo Zulu War’ is to include both invasions of Zululand although the examination of tactics has not extended beyond the British victory at Ulundi and the subsequent departure of Lord Chelmsford. Other than identifying commanding officer, no attempt has been made to access the capabilities of each in employing the tactics identified. Whilst recognizing that logistical difficulties impacted upon military strategy, no in-depth analysis has been included in the scope of this essay. The political agenda of the British High Commissioner and Governor of the Cape, Sir Henry Bartle Frere, and the economic objectives of Sir Theophilus Shepstone, British Administrator of the Transvaal, had ensured that confrontation with the independent Zulu nation was inevitable. The objective was total subjugation of Zululand. For any conflict with King Cetshwayo’s people the formulation of British military tactics would be the direct responsibility of the Commander in Chief of British forces in southern Africa.
    [Show full text]
  • Infantry Square Formation for RFF Variants
    Playtest Version 3, 02/16/11 Infantry Square Formation for RFF Variants Infantry can reduce their risk from a cavalry charge by changing formation into a square. During the American Civil War, squares were rarely used because cavalry was more vulnerable to the increased firepower of troops armed with long range rifled muskets. Squares were more common in the earlier wars that can be played as Regimental Fire and Fury variants. A square is represented by arranging the unit’s stands in a hollow box, with stands distributed as evenly as possible on each side (see Figure 1). One side of the newly formed square must face in the same direction as the previous facing, with the center of that side overlapping the front and center of the old formation. A unit with an odd number of stands may place the extra stand on any side. A large unit with more than twelve stands must deploy its additional stands in a second rank placed inside the square and distributed as evenly as possible on each side. Only infantry may form square. Dismounted cavalry cannot form square. There are two methods of forming a square. The first is a deliberate square performed as a normal change of formation maneuver during the unit’s maneuver check. The second is a hasty square performed as a hasty maneuver in the opposing player turn immediately after charges are declared. Forming a Deliberate Square. A unit must receive a Well Handled effect in its maneuver check in order to change from any formation to a deliberate square, and it also may move half either before or after the change.
    [Show full text]
  • ITNOG 2006) - April 2006
    In the Name of Glory 2006 FOREWORD By Stuart Asquith Military Writer and Historian In the Name of Glory started life as a simple system that would enable large demonstration war games to be played relatively quickly. Over a period of time these simple rules have evolved into the gaming system you see here. I first saw these rules being used to conduct a 6 mm war game at the Napoleonic Fair in London in 1998. I was impressed by the way that such a large game, played with thousands of figures, flowed with ease and the very positive reception the game received, both from war gamers and members of the public. Due to the interest shown by other war gamers, their designer David Marks decided to finance the publication of his rules. The high standard of presentation and the quality of the rules themselves impressed me. They were well laid out, easy to follow and managed to retain my interest - always a bonus. I found David's rules surprisingly easy to master and the straightforward playing system creates a good historical representation of Napoleonic warfare. The ongoing morale system, and the command and control system, together with the rule’s many subtleties surely capture the flavour, excitement and unpredictability of battle. The rules contain a good deal of very useful information and the precalculated tables, used to resolve firing and melee save time by eliminating the need to trawl through lists of factors. Over the years, I have used many sets of rules, but it has been a long time since a set of rules such as In the Name of Glory has resulted in so many enjoyable and interesting games.
    [Show full text]
  • The Mexican - American War, 1846-48
    THE MEXICAN - AMERICAN WAR, 1846-48 A Regimental Fire and Fury Variant The Mexican-American War, fought a little more than a decade before the Civil War, can easily be adapted to the basic Regimental Fire and Fury Variants Fire and Fury rule system. In addition to having to build the unique armies and terrain for the period, players will need the MAW Quick Regimental Fire and Fury is not just a wargame that Reference Sheet which can be downloaded for free from our sup- recreates the battles of the American Civil War. It was port page on the fireandfury.com website. also designed as a generic set of rules covering a broad The following sections describe the changes to the basic rule system period of warfare that lasted for nearly three centuries. and quick reference sheets, the army organizations, unit ratings, and Often referred to as the Black Powder Era, the most special rules for the era, and one or two historical scenarios. This common weapon on the battlefield was the short range, variant is currently in its beta phase. The modifications are only muzzle-loading smoothbore musket. Black gunpowder experimental game mechanics for playtest, and do not constitute discharged from thousands of these weapons, produced official errata to the published rules. They are simply to have some billowing clouds of acrid white smoke. Through this fun with new ideas that could lead to incremental improvements in the game design. Updates will be posted on our support page. pale, officers rode bravely into battle at the head of their troops.
    [Show full text]
  • THE WAR of 1812 1812-15 a Regimental Fire and Fury Variant
    THE WAR OF 1812 1812-15 A Regimental Fire and Fury Variant The War of 1812 can easily be adapted to the basic Regimental Fire and Fury Variants Fire and Fury rule system. In addition to having to build the unique armies for the period, players will need the 1812 Quick Reference Regimental Fire and Fury is not just a wargame that Sheet which can be downloaded for free from our support page on recreates the battles of the American Civil War. It was the fireandfury.com web site. also designed as a generic set of rules covering a broad The following sections describe the changes to the basic rule system period of warfare that lasted for nearly three centuries. and quick reference sheets, the army organizations, unit ratings, and Often called the Black Powder Era, the most special rules for the era, and one or two historical scenarios. This common weapon on the battlefield was the short range, variant is currently in its beta phase. The modifications are only muzzle-loading smoothbore musket. Black gunpowder experimental game mechanics for playtest, and do not constitute official errata to the published rules. They are simply to have some discharged from these weapons, produced billowing fun with new ideas that could lead to incremental improvements in clouds of acrid white smoke. Through this pale, officers the game design. Updates will be posted on our support page. rode bravely into battle at the head of their troops. With their banners waiving amidst parade-like formations, 1812 Quick Reference Sheet the infantry marched shoulder-to-shoulder to the beat The Quick Reference Sheet (QRS) summaries the play sequence of drums.
    [Show full text]
  • CCN-Rules-2016.Pdf
    Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY © 2012 & 2016 GMT Games, LLC 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemy’s. - Napoleon 1. INTRODUCTION Small Blocks Medium Blocks Rectangular Blocks 18 x 18 x 8 mm 22 x 22 x 8 mm 22 x 28 x 8 mm Commands & Colors: Napoleonics is not overly complex by design. It is based on the highly successful Commands & Colors • All infantry blocks are 18x18x8mm in size. game system, where the Command cards drive movement while • All cavalry blocks are 22x22x8mm in size. creating a “fog of war.” The battle dice resolve combat quickly • All artillery blocks are 22x28x8mm in size and are placed so and efficiently. Commands & Colors: Napoleonics introduces the 28mm edge runs horizontally. many new game concepts which add historical depth and will • All leader blocks are 22x28x8mm in size and are placed so provide even the most veteran Commands & Color player many the 28mm edge runs vertically. new experiences and challenges. Battlefield Game Board The scale of the game fluctuates, which allows players to ef- The battlefield game board (hereafter referred to as the battlefield) fectively portray epic Napoleonic battles, as well as smaller is a hex grid, 13 hexes wide by 9 hexes deep. The battlefield is historical actions. In some scenarios, an infantry unit may rep- divided into three sections by two dotted lines, giving each player resent an entire division, while in others a unit may represent a Left Flank Section, a Center Section and a Right Flank Section.
    [Show full text]
  • My Year of Training to Become a Hessian Musketeer
    MY YEAR OF TRAINING TO BECOME A HESSIAN MUSKETEER Ross H. Schwalm A key component of JSHA is to educate the public. We have done this over the years in a variety of ways. We have provided speakers to talk on a variety of subjects at major history conferences, American Revolution Round Tables, genealogy organizations, and German culture organizations. Since joining the JSHA Board of Direc- tors, I have personally spoken at a museum in Massillon, Ohio, delivered the keynote address to 2000 attendees at a Wreaths Across America event at New Bern National Cemetery, delivered history presentations with the good citizens of my home town in Tower City, Pennsylvania, and at several events in Virginia. Our annual meetings have included author talks, informal round table discus- sions, talks and displays on historical research, and some participation by military reenactment groups. In total, these methods help to inform and educate the public as well as our membership at large. Our number one method of education is the publication of history, culture and genealogy through our annual journal. It requires a significant amount of time to accurately craft a single article for the journal. I find it very educational to take on a subject and create a story. I hope I deliver new and interesting information about history from the American Figure 2: Soldiers of the Regiment von Huyn with a young spectator. Revolution to the modern era. But something was missing. I needed to figure out how else I could personally influence people to enjoy the history I love. I met Mr.
    [Show full text]
  • Excerpt from 'Waterloo' by Bernard Cornwell, Chapter 4, About the 16
    Waterloo Uncovered – Reading to Remember 2017 Text kindly provided by Bernard Cornwell. Excerpt from ‘Waterloo’ by Bernard Cornwell, chapter 4, about the 16 June battle at Quatre-Bras Skirmishers play a large part in the story of Waterloo. Essentially they are specialist infantrymen who fight neither in line, nor in column (though they could and often did do both), but fought ahead of a line or column. They formed a skirmish line, a scatter of troops spread wide, whose job was to snipe at the enemy’s formation. Every battalion possessed a Light Company, and some whole battalions were light troops like the battalions of the 95th Rifles. The French had expanded the numbers of their skirmishers because, like the artillery, they were useful for weakening an enemy line before the column attacked. The best defence against skirmishers was other skirmishers, so in battle both sides had their light troops in extended order way ahead of their formations. Their scattered formation made them difficult targets for inaccurate muskets and not worth the price of a cannon ball, though they were vulnerable to canister, an artillery round which turned the cannon into a giant shotgun. They fought in pairs, one man firing while his companion loaded. In an ideal world the French skirmishers, who were called voltigeurs or tirailleurs, would go ahead until they were in musket range of the enemy line and then they would open fire, hoping to bring down officers. Tirailleur, the official name, simply means a shooter, from the verb tir, to shoot, while a voltigeur is a vaulter, or gymnast, because the ideal skirmisher was an agile, quick-moving man.
    [Show full text]
  • Introduction
    Introduction Military equipment and tactical organization in pre-modern western civilizationunderwent fundamental changes between the rise of civilizationin Mesopotamia in the late fourth millennium scr and the revival of Europe in the seventeenthcentury of the Common Era. During this four and a half millennium span, the art of warfare reached a sophisticatedlevel, with commandersfully realizingthe tacticalcapabilities of shock and missilecombat in largebattlefield situations, situations where perhaps150,000 men took the field at the sametime along a narrow front. On a battlefield where the force-to- spaceratio wasso high, the ability to orchestratetens of thousandsof infantry and cavalry becamenecessary for ultimate victory. Modern principles of war, such as the primacy of the offensive, mass and economy of force, were understoodby ancient, classical,medieval and early modern generals,and appliedon battlefieldsthroughout the period under study. Warfarein the Medieaal LVorldis the secondvolume of a two-volume study. It covers the developmentof warfare from the rise of Byzantium in the early medievalperiod through to the Thirty YearsWar (c.500--1648cn), following volume l, Warfare in the Ancient ll/orld, which surveyed the evolution of warfare on the battlefields of the Near East and Europe between the beginning of the Bronze Age and the fall of the Western Roman Empire (r.3000BCE - r.500 cr). Through an explorationof fifty-four selectbattlefield engagements(thirty-three battles in volume two and twenty-one battles in volume one), it is this author's intention to survey the changing tactical relationshipsbetween the four weaponsystems - heavyand light infantry, and heavyand light cavalry- focusingon how shockand missilecombat evolved on the battlefieldsof the Near East and Europe.
    [Show full text]