Gaming the Horse & Musket Series

The Horse & Musket series from Hollandspeil, so far.  Volume III was published in late 2018.
Hollandspeil’s Horse & Musket series is an on-going collection of modular games, featuring an abstract, yet realistic, and fast-playing system that slowly evolves with the chronology of the battles being gamed.  This series is defined in the common rulebook as: “…a tactical system that covers the development of musket warfare from Vienna in 1683 and Sedgemoor in 1685 to Appomattox in 1865 and Koniggratz in 1866.  After the American Civil War and the triumph of Prussian tactics at Koniggratz warfare moved from muzzle loaded weapons to breechloaders.”  To date, three volumes have been produced.  Dawn of an Era, published in 2017, is the base module, a prerequisite for all future modules.  Sport of Kings, published in 2018, is the second volume, covering battles from 1721-1748.  Crucible of War is the most recent module, also from 2018, and features the Seven Years War.  

Each volume contains 20 battle scenarios, including many famous ones.  In addition, a supplement will soon be published featuring 20 more historic battles.  This will give the series 80 battles to game so far.  Future volumes will obviously take this number to 180 altogether – or more.  All battles can be gamed in two hours or less.  In addition, Sean Chick, the game designer, has intentionally created the system to be used in battle designs by the players themselves.  He calls it a “sandbox” for depicting land warfare during the time frame depicted.  This is an appealing quality to me.  As a player, I not only get a tremendous variety of fast-playing battles to game, but I also get a common system by which to compare the weaknesses and strengths of various armies, leaders, technologies, and tactics at a dynamic yet compatible scale with standardized core mechanics of movement, command, and combat.  

Horse & Musket casts a wider net than series systems like GMT’s Great Battles of History or Clash of Arms’ Battles of the Age of Reason.  These other systems are far more intricate and sophisticated because they dive deep into the specific period for which they are designed.  Battles in these systems usually take many hours to play and offer the full flavor of the era concerned.  Instead, Horse & Musket encompasses the rapid development of the military art in a more interchangeable, abstract method.  What the system may lack in depth it makes up for with remarkable range and a highly playable combat system that adequately captures the historic feel of each battle.

While depth of historic rules is not the system’s forte, there is nevertheless a tremendous amount of chrome in the system.  Each nationality has its own special rules.  At the Battle of Blenheim (1704), for example, the French have “Inferior Horsemen”, which means they means they roll with a penalty in all forms of combat.  Meanwhile, the British have “Superior Charging Cavalry”, which means that their cavalry units receive a combat bonus when charging. 

At Fontenoy (1745) the British feature “Volley Fire” and “Limited Bayonet Charge”, which affords a combat die roll bonus and a command points penalty for close combat, respectively.  Meanwhile, at Leuthen (1757) the Austrians have “Inferior Charging Horsemen”, “Rough Terrain Mastery”, and “Superior Artillery”.  These express a penalty for charges, a bonus for firing from woods, swamp and/or town hexes, and a combat bonus for cannon fire.  The Prussians are augmented by “Bayonet Doctrine” and “Superior Charging Horsemen”, which grant an extra die roll for close combat and for charges, respectively.

Altogether there are more than 15 “special rules” like the examples above from which players mix and match to fine-tune the basics of each battle to the historic capabilities of the armies at the time.  Moreover, as an optional rule, each nationality has a specific set of characteristics that varies by game module to further enhance realism of play.  A set of playing cards is provided in Volumes 2 and 3.  These are not part of actual game play.  Rather they serve as handy reminders for the various special rules in effect for a given scenario.

The base module, Dawn of an Era, contains the game map used for all battles in the series, the usual counter sheets of units and leaders, and a several counter sheets of large hex tiles representing the various terrain features.  In this way, the blank battle map (consisting of all clear terrain) can be customized with woods, rivers, swamps, hills and towns in various hexes to abstractly but accurately represent the terrain specifics of each battle.


Dawn of an Era, the base module published in 2017, contains a blank map upon which all scenarios are played.  The map features extra-large hexes and a number of terrain tiles for customization.

The battle map as configured for the Battle of Blenheim.  

As configured for the "Leuthen" scenario.  The game is played with a mix of 10-sided and 6-side dice.  Notice the "playing cards" offered as reminders of the special rules in play for a given battle.
The map hexes and tiles are extra-large allowing for easy game play without the need for tweezers which seem required for every other game published today.  Stacking is minimal so the player can spread the counters out within the hex for easy reference.  Each counter moves individually, there are no stacks to push around.  The game requires no markers, though a few are provided as player aids, if desired, in later modules.

The command and combat systems are what make the scenarios play so quickly.  There are very few charts.  The terrain effects are quickly assimilated by the player and apply universally.  All the essential types of units common to the period of muskets are present.  Line infantry and Elite Infantry are the basic foot soldiers.  Special units like Skirmishers, Militia, and Native are scattered throughout the volumes.  Horse units are reflected by Cavalry, Dragoons, and Hussars.  Artillery batteries are also depicted, as well as a few other special unit types (Highlanders, for example) used only in a few scenarios.  

For the most part, combat is resolved simply by rolling various numbers of 10-sided dice.  There is a die roll range to hit for each unit type depending upon terrain and type of attack - fire combat, close combat, or charging.  Generally, units roll three 10-sided dice.  Each time one of them fall within the hit range the target loses a step.  Unit strength is abstracted into a four-point morale system (MPs).  Most infantry and cavalry are “4’s” and “3’s”.  Other horsemen are usually “2’s”, as are artillery units and less-trained infantry forces.  Special units like fierce Highlanders are also a “2” which makes them brittle.  But special rules also make them uniquely deadly as the only infantry units who can themselves charge and who are fierce against cavalry charges.  There is nothing more deadly in the entire series (so far) than Highlanders in close combat, with their unmodified hit range of 4-9.  Rolling a "9" is always a hit, regardless of unit types and terrain modifiers.

The basic game rules do not include unit facing or formations.  Players can add these at their option for even more realism.  This is mostly a comparison of line (for fire combat) versus column (for cavalry charges) as well as facing rules to expose flanks and rear areas.  Personally, I find these optional rules enhance realism at the expense of longer game play.  I am as yet undecided if this trade-off is worth it to me personally.  There is a reason these rules remain optional.  

I’m not sure the slower play time is worth the additional realism when the system already has so much going for it in the way of chrome and historic feel.  Each player can decide for themselves based upon their preferences.  Again, this system is designed as a sandbox as well as a way to fight any battle, large or small, in the musket era.  There are three combat results tables provided that make adjustments, particularly for ranged fire, whether you are play a Grand Battle (Malplaquet, Lauffeld, Villinghausen) a regular Battle (the vast majority of scenarios), or a Small Battle (Killiecrankie, Fort San Lazaro, Plains of Abraham). 

Command Action Points (CAPs) and the specific capabilities of Leader counters further historically refine the distinction of each battle.  Player A and Player B have an allotment of CAP, usually at differing amounts, with a refreshment of CAP each turn partially based upon a 6-sided die roll.  Army Command Leaders can save an amount of CAP each turn up to their rating to give them additional CAPs their next turn.  In this way Leaders can accumulate CAP to perform more actions simultaneously, charge and conduct close combat in the same turn, for example.  This rewards players who put a horseman component into each hex with an infantry or artillery unit.  More damage can be inflicted upon an enemy hex through a “combined arms” approach to attacks.

Most Leaders are not Army Commanders, of course.  Scenarios contain varying number of Leader counters.  As required, Leader ratings are added to morale checks of units in the Leader’s hex, enhancing the probability that the unit will pass its check.  There are some “0” rated Leaders.  They are worthless militarily but they do possess the basic capability of all other Leaders; they can rally troops, usually at the cost of 1 CAP per step.  There is a small chance a given Leader will be killed in action which, of course, can alter the whole game.

The most famous military leaders of the era are featured throughout the series.  Marlborough is the maximum “4” at Blenheim, as is Frederick the Great at Leuthen.  But most Leaders are rated “2” or “3”.  There are a few “1’s” and “0’s” which, as I said, are most valuable in rallying troops.  From an Army Commander perspective, the ability to save up 4 CAPs for the next turn versus, say, 2 works in the favor of the higher Leader in the long run.  More actions can be performed in a given turn over the course of a scenario.


A close-up of Austrian units in "Leuthen."  The Leader Charles of Lorraine is a "0", incompetent.  Terrain tiles for hills and towns are also visible.

Frederick prepares his oblique attack at Leuthen.
Generally speaking, it costs 1 CAP to move or fire, 2 CAP to charge with your cavalry.  Close combat evolves in the period of time between Volume 1 and Volume 2.  In the Dawn of an Era it costs 3 CAP to close assault.  In Sport of Kings (and afterwards) this is reduced to 2 CAP, reflecting better training and tactics as a result of experience on the battlefields.  Depending on the scenario, players automatically receive between 1 and 5 CAPs every turn plus 1 - 3 extra points from the variable die roll in addition to any points saved from the previous turn.  These saved points must be spent in the next turn.  Players cannot just sit around and accumulate massive amounts of CAP.    

As I said, most of the time a unit fires by rolling three 10-sided dice and comparing those numbers to the given hit range for close combat/charge.  Elite Infantry and Cavalry with Superior Horsemen roll with 4 dice to hit, increasing the odds of inflicting damage.  There are several other easily referenced variables.  If an Elite Infantry unit is capable of Volley Fire, as the Prussians are for example, it would fire with 5 dice.  Very deadly.

Like the military art itself, the game system evolves various ways through the volumes.  Accuracy increases for ranged fire in Volume 3 over Volume 1.  Another change is that, with a few exceptions, in Volume 1 each unit waits its turn to fire.  There is no defensive fire in a Line Infantry attack.  The attacker marches up, waits until the next turn, then fires away, inflicting damage immediately and without return fire.  In Volume 3 fire combat has become concurrent.  Whenever any unit fires, the defender fires back and inflicts damage simultaneously.  As I said, one of the reasons I enjoy this system is it allows me to see how warfare evolved through time within a largely consistent set of rules.

The system to date reflects several noteworthy scenarios outside of the larger, more famous battles.  Dawn of a New Era contains “La Prairie” (1691) where the New York Militia and Native allies ambush (a special form of close combat in game terms) the French BourbonsSport of Kings offers “Ogoula Tchetoka” (1736) where the Bourbons and their tribal allies attack Chickasaw tribes.  This scenario features Mingo Ouma, a Native Leader, rated a “2”.  Crucible of War has another ambush situation, “Monongahela” (1755).  Here the map is almost completely covered in woods hexes with the British and their Native allies under Braddock (“1”) against the French and their allies.  A young George Washington is part of Braddock’s command, a secondary Leader rated “2”, good for rallying and modifying morale checks.  All of these are fought on the Small Battle chart, which gives certain units slightly longer ranged fire.  These smaller scenarios are a lot of fun and can be fully played in about 30-45 minutes.  You could easily explore all three of these battles in one “normal” game evening.

Not enough chrome for you so far?  Check out Volume 2’s “Gulnabad” (1722).  This fast-playing battle offers a rag-tag Persian army under Mohammad Qoli Khan (“0”) against an Afghani army of solid Dragoons under Hotak (“3”), which features one of the most interesting units in the series so far, Zamburaks, light cannon mounted on camels.  Though they can only fire at a range of 1 (R1), these cannons can move and fire in the same turn at a cost of 2 CAP, very handy in setting up an advance or a charge.  This one also plays very quickly.

As a sample of game play we will look at the "Leuthen" scenario offered in Crucible of War.  This is offered to give the reader a feel for how the system plays and is not intended as an example of "optimal" game play.


This situation on the game map...

...is the same as this situation in the game's VASSAL module.
First, each player takes into account the scenario’s special rules and CAP allowances.  Leuthen was not a huge battle in terms of troops involved so the regular Battle Chart is used.  The Austrian army, under the incompetent Charles of Lorraine (“0”), possess "Inferior Charging Horsemen" (they roll one less die in a charge), "Rough Terrain Mastery" (roll an extra die when attacking out of Woods, Swamp, and/or Town hexes), and "Superior Artillery" (an extra die is rolled).  For this example, I am not using the optional Formation Rules (makes the mechanics easier to explain) but I am using the optional Nationality Special Rules.

The scenario specifies that regular Austrian Line Infantry never get an extra die when firing from R1, i.e. they cannot Volley Fire.  The Austrians only receive 1 CAP per turn plus their die roll allotment.  So they will not be able to do much in any given turn.  More positively, they have a secondary Charismatic Leader in Nadasdy ("2").  Such a Leader gets to rally one MP per turn at no CAP cost, freeing that point for other use in the heat of battle.  

Frederick the Great (“4”) leads the Prussian Army, which is already organized for the famous oblique attack at the start of the scenario.   The Prussian’s receive 5 CAP per turn plus their die roll.  They will be able to accomplish far more each turn.  On top of this Frederick is also a Charismatic Leader.  The Prussians possess "Bayonet Doctrine" (bonus die in close combat) and "Superior Charging Horsemen" (bonus die in charges).  

There are various other “Nationality” rules for each side.  Unless otherwise specified, these apply to all scenarios.  The Prussians, for example, have an "Oblique Attack" nationality tactic, which allows them to reroll on any failed die rolls in close combat and fires at R1.  This example is sufficient to give the reader the idea of how it is possible to fine-tune an army historically within the sandbox.  The scenario begins with the Prussian CAP roll.  A 6-sided die produces a “4” which grants 2 CAPs.  They start each turn with 5 so they will have 7 CAP to allocate.  1 CAP allows you to move or fire, but not both.  2 CAP allows you to charge, special units can move and fire or fire and move, and a unit may declare close combat.  

Frederick begins the turn by expending 2 of his 7 CAPs on artillery fire from two batteries.  Both fires are at two-hex range (R2) and will “hit” their target on a roll of “8” or “9” on three 10-sided dice.  The Austrian red (Wurttemberg) Line Infantry takes no hits but the gray (Saxons) Cavalry unit takes 1 hit.  With 5 CAPs remaining, the Cavalry unit on the Prussian right flank charges the gray Austrian cavalry at a cost of 2 CAPs.  The Saxons roll (on a 6-sided die) for a countercharge.  A roll of “3” would have succeeded earlier but since the unit took a hit from the artillery fire it fails the check.  The Prussians plow into the Saxons with an extra die roll for being superior at charging.  The charge is modified -1 by the Woods hex so anything “6-9” is a “hit” on four 10-sided die.  This roll yields multiple hits and the Saxons are eliminated.  Three Prussian infantry now advance, burning the remaining CAPs.


The initial Prussian attack on the Austrian left flank which is protected by weaker Allied units.

The initial Prussian assault eliminates two allied units.  The Austrians respond by attempting to reform the line facing the Prussian attack.  The Austrians are limited in what they can do in a given turn due to a low number of Command Action Points.
The Austrian player now rolls a “2” and receives 2 CAPs to his regular turn allotment of 1 for a total of 3.  The red Line Infantry will fire at the Line Infantry next to it.  The first two games in the Horse & Musket series did not allow for simultaneous fire or defensive fire except in certain cases.  With Crucible of War the military art has advanced to the point where fire is now always simultaneous.  If you fire on a unit it always gets to return fire at no CAP cost.  

Also beginning with this volume, infantry of 3 or 4 MPs may fire with an extra die at R1.  But the scenario rules forbid this of the Austrians. So the red unit rolls three 10-sided dice and will hit on any rolls of “6-9”.  Since it is simultaneous fire, the Prussians fire back rolling on four dice with the same “6-9” hit range.  The rolls result in 3 hits on each side.  The Prussian is reduced to a 1 and, though they rolled well, the Wurttemberger unit is eliminated.  Since this was fire combat, not close combat, the attacker doesn’t get to advance.  The Austrian player uses the other 2 CAPs to cover the flanks of the Bavarian Line Infantry and Artillery.

Next turn.  The Prussians roll a “5” for 2 CAPs added to his 5 per turn for a total of 7 again.  First of all, Zieten ("2"), a secondary Prussian Leader, moves to the badly damaged Line Infantry.  That unit will remain in place and, stacked with the Leader, will be eligible to rally next turn.  Leader movement costs no CAPs.  The other Line Infantry as well as both Elite Infantry move up as well, the second Elite unit moves at “Cadence Marching”, another new rule to Crucible of War, which allows for an infantry unit to move two hexes if both are clear terrain.  This costs a total of 3 CAPs.  Both Prussian artillery batteries move forward leaving 2 CAP.  Remember that Army Leaders can save used CAPs each turn up to their rating.  So Frederick, who can save up to 4 per turn, banks the 2 remaining CAPs for use next turn.  This will enable the Prussians to order an extra close combat if needed next turn, for example.


The Prussians continue their attack against the newly formed Austrian line as a few more Austrian units redeploy.

The Prussians press forward, driving further in to the Austrian line.  The Prussian Dragoon unit has just exchanged deadly fire with the Bavarians (in brown).

End of Turn Three.  The Austrians shift more units from their right to their left flank and await the next Prussian assault.
The Austrians CAP roll is a dismal “1” yielding a meager total of 2 CAP for their part of the turn.  They opt to move Charles and another Line Infantry into the Fortified Town hex as well as an Artillery Unit.  Normally Artillery can only move 1 hex but the Austrians feature "Mobile Artillery" as a Nationality so they can move up to 2 hexes per turn.  Note that the other Artillery unit is Bavarian and thus does not possess this national ability.  The turn ends.

Frederick rolls a “2” for 2 CAPs, added to the 2 saved and the 5 regular for a total of 9 CAPs this turn.  The first CAP is spent for Leader Zieten to rally the Line Infantry making it 2 MP.  The Cavalry on the Prussian left now spends 2 CAP to charge the Austrian Line Infantry, doing so through the ranks of the Prussian Line Infantry.  The Austrians pass their morale check with a roll of “4” and may conduct defensive fire but their unlucky roll of three dice fails to hit anything.  Meanwhile the four dice rolled by the Cavalry results in 2 hits on the Austrian Line Infantry.  The unit retreats, the Cavalry takes the hex.  Next the Line Infantry advances at the cost of 1 CAP.  The two Prussian Artillery units fire upon the Bavarian Artillery, causing one hit.  4 CAP remain.  The Prussians now attack with their Dragoon unit which can move and fire for 2 CAP.  It exchanges fire with the Bavarian Line Infantry, each side inflicting one hit.  Frederick saves his last 2 CAP for use next turn.

The Austrians roll a “6” which gives them 3 CAP to go with their pathetic allotment of 1 CAP for a total of 4.  Since they will get to use defensive fire for free in the upcoming Prussian attack, they spend all 4 points on moving three Line Infantry units and an Artillery unit toward the front line.   This particular scenario may continue on for a total of 12 turns.  As we enter the 4th turn things are looking good for Frederick, but he is still outnumbered and he is about to come into contact with towns and a fortified town that are expensive to take in terms of casualties.  Even though they cannot do much in any given turn, the Austrians have numerical superiority which will factor in more prominently the deeper you go into the scenario.  Frederick has the better army, but he will need to rally it from time to time and the Austrians can take advantage of these pauses to bring up fresh forces.   

The Leuthen scenario is really an excellent solitaire exercise for those learning the system or for veterans looking for a game that plays quickly.  The CAP differential is an exception in this series.  Most scenarios have both sides within a point or two of each other CAP-wise, so the variable die rolls for additional CAP can often be important.  An optional scenario rule allows the Leader Daun ("3") to replace Charles as the Army Commander.  This grants the Austrians 3 CAP per turn at a cost of additional victory points, but making for a much more competitive game.  

The Horse & Musket series is a lot of fun with its ease of play, its “open system” sandbox approach to development, and its wide-ranging scope in comparing military armies, leaders, tactics, and eras.  This relatively new series, begun in 2017, will cover the America Revolution, the Napoleonic Wars, and the American Civil War in the near future.  There is also a “Volume 0” planned that will cover battles from the pre-musket, “pike” era.  I am excited both for what I already own and for what lies ahead in this promising system by Hollandspiele.    

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