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LILLIBULERO

Fast-Play Wargame Rules for the period 1660-1700

These rules are shamelessly adapted from the old Wargames Holiday Centre “Marlburian
Rules” written by Mike Ingham, with chunks lifted from Barry Hilton’s “Under the Lilly
Banners”, produced by the League of Augsburg. Barry’s set was in turn based on Mike Ingham’s
original. Another variant of Mike Ingham’s rules is “A Grim Panoply”, written by Phil Olley, and
I have to admit I’ve also raided Phil’s rules for ideas. The orders section was adapted from Pete
Berry’s English Civil War set “Forlorn Hope”. If imitation is the sincerest form of flattery, then
these three guys should be delighted!

Angus Konstam, 2006

1. THE TURN SEQUENCE

1. Compulsory moves (Routs, Retreats, Reform after melee etc.)


2. Charge declarations
3. Chargers check morale
4. Units being charged check morale. (Compulsory retreats are made if required)
5. Move charging units
6. Normal movement. (including strategic movement.)
7. Artillery fire
8. Small arms fire. (charging units check morale if hit.)
9. Melees
10. Morale checks. (for receiving casualties, seeing friendly routs, attempts to rally etc.)

2. BASING & ORGANISATION

Infantry — Battalions of 16-20 figures, with a typical ratio of one pikeman for every
four musketeers. Levies or poorly equipped or newly-raised units such
as Monmouth’s rebels or raw Jacobite foot could be portrayed with more
pikes – as many as one for every two musketeers. Grenadier units and
dismounted dragoons would normally consist of 12 figures.
Basing: 20mm frontage and depth per figure. The way you base them is
immaterial as long as the frontage remains the same. I use 40mm square
bases, with four figures per base, in two ranks, and five bases per regiment.
Cavalry — Regiments of 8-12 figures per regiment. Cavalry and dragoons are
mounted two figures to a base. The whole regiment should operate in
base-to-base contact, although 12-man units can split into two divisions if
desired. Dragoons would usually operate in 10-12 figure units.
Basing: 25mm frontage per figure, with a suggested depth of 50mm.
Artillery — Heavy Guns (12-pdrs.) operate individually with a crew of 4 figures
per gun model. Light Guns (6 or 8-pdrs.) have a crew of 3 figures.
Battalion Guns (2 crew figures) must accompany the parent infantry unit
at all times. Basing: 50mm square per battalion gun, 60mm square per
field gun (regardless of gun size). The base depth is less important that the
frontage, so feel free to make the bases bigger if you need more space.

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Troop types

Elite The army guard units (if good enough) or other “elite” formations
(such as Gard te Voet or English Foot Guards)
Veteran Battle-hardened units, or those with some recognized prestige
(such as Kirke’s Foot or Sarsfield’s Horse)
Drilled Trained to fight but might be untested in battle. The bulk of most armies.
Raw Conscripts, levies and scrapings (such as Irish recruits, both Jacobite and
Williamite). It also includes all Highlanders (and Moorish
tribesmen)and other irregulars, although special rules apply to them

Units are grouped into brigades – usually consisting of 2 or 4 units, all horse or all foot.
Each brigade is commanded by a Brigadier figure. I base mine singly, on 40 mm
diameter circles. Each brigade might also include a battalion gun model, representing
the combined attached firepower of all the foot units in the brigade. In order to move
component units of the brigade have to have at least one element of the unit within 12” of
the Brigadier.

The army itself is commanded by a General – the man himself and a flunkey. I base mine
on 60mm diameter bases. He doesn’t need to stay within range of anybody, but you’ll
need him to issue orders and to rally any units which are fleeing the field. He also
provides a morale bonus for any units within 12” of him.

3. ORDERS

Throughout the game a unit should operate under orders from a higher body – the
brigade commander, and the General himself. These orders may be changed during play,
either voluntarily or as a result of a morale test. The unit’s current orders are recorded on
a small counter placed on the table behind the unit.

The following types of orders can be issued:

Advance to Musket Range: Unit moves at half speed or more to within 12” of the enemy,
and then holds its ground, firing at its opponents.
Advance to Contact: The unit closes with the enemy at half speed or more and
attempts to melee with it.
Hold: The unit will hold its ground. If charged it has the option of
counter-charging.
Retreat: Retire from the field (at half normal speed), facing the enemy.

At the start of the game each brigade is issued with its own orders by the General, and
these must be followed as closely as possible – with the majority of units in the brigade
conforming to the general order. Attack and defend missions should be carried out by
the whole brigade where possible. In other words, individual units should not usually go
off on their own, but should remain part of the brigade. If a unit moves outside 12” of the
brigadier, then at the start of the next turn its orders are immediately changed to “hold”.

If a Brigadier is killed then all units assume “hold” orders until the following turn, when
a replacement Brigadier is placed on the table within 12” of any surviving unit in the
brigade. The Brigadier can then try to change the units’ orders back to what they were

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before. Battalion guns never need orders, but must stay within 12” of the brigadier if he’s
on the table. At the start of each turn the Brigadier may attempt to change the orders he
originally issued to any of his units, using the following table:

Roll a D6 and score the number given in the table or more;


Current Orders  Advance Advance to
New Orders  to Contact Musket Range Hold Retire
To Contact - 3 4 5
To Musket Range 2 - 3 4
Hold 2 1 - 2
Retire 3 2 2 -
Modifiers: -2 Elite, -1 Veteran, +1 Raw, +1 if attempting to leave cover

The orders issued by the General to the Brigadier are similar to these individual unit
orders (e.g. “Advance to the village and hold it”) would involve the brigade commander
issuing an “Advance to musket range” order, then changing it to a “hold” order when his
units reached the village. In these cases the Brigadier still needs to roll to change his
units’ orders when the time comes to halt.

The General can change these orders during a game. Write down the new orders on a
scrap of paper. A messenger (he can be represented by a marker if you don’t have a
suitable figure) then rides at cavalry speed from the General to the Brigadier. The turn
after he arrives the Brigadier can start trying to change his units’ orders in accordance
with his new instructions.

4. FORMATIONS & MOVEMENT

Infantry

During this period troops didn’t march in cadenced step, and were never trained in the
complicated manoeuvres used by troops in the 18th century. However, most battalions
marched in time, and could deploy into line or other defensive formations. Although
pikes were used, they were far less common than they had been in previous decades.
Instead troops relied on the plug bayonet – when it was issued. Many Jacobite units
never saw a bayonet during the Irish campaign. Similarly while most regular troops
during this period used the new flintlock musket, most Irish Jacobite units were still
issued with the less efficient matchlock musket.

There are only three allowable formations for Infantry.


1. Line - i.e. 2 figures deep
2. March Column - i.e. 2 figures wide
3. Hedgehog (Square) - i.e. equal numbers facing 4 directions

To change from one formation to another takes one full turn except that forming a
“hedgehog” may longer (see below). To turn about (180 degrees) or to turn 90 degrees
takes half a turn. Wheeling is executed by pivoting on the inside figure. Movement by the
'outside' figure is at normal speed.

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Infantry in Line 4”
Infantry in March Column 8” *
Charging Infantry 6”
Rout or Pursuit Move: 2 x D6”
*12” on road

Highlanders
In addition Highlanders (and any other irregular foot such as Moorish infantry) move at
6” a turn regardless of formation, and have an 8” charge move. By the way these infantry
types can never form square, and never fire – for the purposes of these rules they’re
considered melee troops only – which is why they get a melee bonus.

Forming a “Hedgehog”
To see if a unit can form a “hedgehog” it rolls a d6, modified by its training;

Elite: Anything but a 6


Veteran: Anything but a 5 or 6
Drilled: Anything but a 4, 5 or 6
Raw: Anything but a 3,4,5 or 6

If successful the formation change is made immediately. If the unit fails then it remains
in place and becomes disordered. No unit can fire in the same turn as it tries to form
square, whether successful or not. A disordered unit can try again the next turn, without
any further penalty. A unit in a “hedgehog” formation cannot move again until it changes
formation back into line or march column.

Note: A unit can only attempt to form “hedgehog” during the normal movement phase
(i.e. not as a reaction to being charged – units simply weren’t that flexible).

Cavalry

During this period the French cavalry were considered the best in Europe. However,
the Irish Jacobite horse also made a name for itself, so for the purposes of these rules
we’ve lumped them with the French. This was a period when all nations were
experimenting with tactics – whether to charge home and risk disorder, or to advance
at a slower pace and remain in formation were the main two considerations. However,
at the end of the period the French adopted a tactic which involved both trotting and
discharging pistols – at a time when most Allied cavalry adopted the old French tactics
of charging home at sword point. The result was a complete reversal – from 1700 the
Allies had the edge. Therefore, if you want to extend these rules to cover the Marlburian
era, simply reverse the combat factors for “French and Jacobite” and “Other Cavalry”!

There are two allowable cavalry formations:


1. Line - i.e more than two figures wide
2. March Column - i.e. 2 figures wide

Cavalry change frontage at the rate of 2 figures per ¼ turn. i.e. they can expand or
contract frontage by 8 figures per turn. For the sake of simplicity a 12-man regiment will
also manage to change formation in a full turn. A cavalry column may turn 90 degrees

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and form up in a line at right angles to its current facing in ½ a turn. Cavalry also take
½ a turn to turn the whole unit 180 degrees. Wheeling is as laid down for the infantry.

Cavalry in Line 8”
Cavalry in March Column 12” *
Charging Cavalry 16” **
Rout or Pursuit Move: 3 x D6”
*16” on road ** Only French & Jacobite Cavalry are eligible

Adjustments: Light Cavalry +2" (they also Rout and Pursue at 4 x D6”)
Cuirassiers -2"

Note: Although all cavalry may move charge the enemy, only French & Jacobite
cavalry may do so at the "charging cavalry" speed. Irregular Cavalry such as Moors or
Cossacks count as Light Cavalry – and are classed as Raw.

Artillery

While most armies were accompanied by an artillery train, this was a lumbering snail,
which severely limited the speed of an army’s advance. In theatres like Flanders this
wasn’t so much of a problem, as the roads were reasonably good and anyway, sieges
were more common than open battles, so guns were seen as crucial. In Ireland the
roads were usually appalling, so the transport of artillery became a real headache.
Still, artillery played an important part in the campaign, killing one Jacobite
commander and almost counting for King William! In addition to the larger guns
armies of this period had also started to use smaller regimental or battalion pieces –
small guns attached to infantry formations to augment their firepower. The French
tended to clump their small guns together and attach them to brigades, so for the sake
of simplicity I’ve done the same.

Although Field Guns may be positioned together in batteries they are each classed as
individual units for movement and morale. It takes a full move to limber or unlimber
Field Guns (i.e. they may not fire on the turn they unlimber). It also takes a full turn to
change the facing of a Field Gun (i.e. no firing that turn).

Battalion guns are much lighter pieces (up to 3-pounders). Each model represents an
amalgam of a brigade’s battalion guns, and therefore it must remain within 4” of any
infantry unit of its parent brigade. They are assumed to be manhandled by their own
crews. If the majority of the parent infantry units are in column then the gun is
considered limbered. If the infantry units are in line or “hedgehog” then the gun is
considered unlimbered and may fire.

All artillery units may not enter villages or cross walls, hedges or streams (except as
directed by the umpire). You can prologue unlimbered heavy and medium guns 1” a turn.

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Movement distances:

Heavy Guns 4”*


Medium Guns 6” *
Battalion Guns As parent
infantry
* Add 50% if moving on road

Terrain Effects

Infantry Cavalry Artillery


Gentle Hill (up) 1/2 1/2 ½
Steep Hill ¼(D) ¼ (D) -
Woods ½ (D) ¼ (D) -
Light Woods 1/2 ¼ (D) ¼ (D)
Linear Obstacles - D6” ¼ (D) -
Towns & Villages ½ (D) ¼ (D) ¼ (D)
River - - -
Marsh - - -
Fraction represents proportion of move deducted while crossing. (D) means troops
become disordered while crossing the terrain feature. Formation changes in difficult
terrain take double time (i.e. two turns for infantry) and are not permitted to Raw troops.
Infantry can’t form a “hedgehog” in difficult terrain.

Strategic Movement
Any brigade may use strategic movement provided that there is no formed, visible enemy
within 24" throughout the move, and that all units remain in march column throughout
the move. Strategic movement is double the normal march column move for both
infantry and cavalry, or double the normal move for artillery. Add 50% to these if the
move is made entirely on road.

Special Charging Rules


If a unit tests to charge and fails, then it isn’t affected by the test – it just can’t attempt
any other action that turn. The exception is that it can react if an enemy player launches
a charge against it, in which case it can counter-charge, stand and fire, or attempt to
change formation.

If artillerymen are contacted by a charging unit then they are removed from the table.

The Caracole
During this period most cavalry had the option of firing at the enemy (all cavalry has a 4”
range), and can advance to pistol range and fire, without any penalty – apart from the
fact that stationary units fire first, which automatically gives foot an advantage). A less
suicidal alternative is to fire as part of the charge.

When a cavalry unit declares a charge against an infantry, cavalry or artillery unit it has
the option of declaring that it plans to “caracole” before contact. In this case it doesn’t
check its morale to charge at this point, but instead it moves to within 4” of the target
unit. The defender still tests to see whether it stands, and if infantry, to see what range it

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fires at the attacking cavalry unit. Whatever the range, the infantry will fire first. If the
attacker survives any resulting morale test then up to two ranks of cavalry may fire at the
infantry. Then it tests to see if it presses the charge home. This test therefore replaces the
conventional charge test.

Roll a D6 and consult the following table, after applying any modifiers;

Elite 1-5: Charge Home 6: Halt


Veteran 1-4: Charge Home 5: Halt 6: Retire
Drilled 1-3: Charge Home 4-5: Halt 6: Retire
Raw 1-2: Charge Home 3-5: Halt 6: Retire
+1 If caracole caused no casualties +1 if dragoons

A “Halt” result means that the cavalry unit remains 4” away from the enemy. A “Retire”
result means that it withdraws 8” (i.e. 12” - still within long musket range), and is
disordered.

Note: This tactic could prove effective against certain types of infantry, but against
well trained and well-armed troops it could prove disastrous. Use with caution!

Compulsory Movement
Routers always move directly away from the enemy. Given an option they will always aim
for a gap in any line rather than interpenetrate a friendly unit. Routers surrounded by
enemy units within 6” automatically surrender.

After routing their opponents cavalry will automatically pursue for one turn. After this
turn of compulsory pursuit they may test their morale to see if they stop pursuing.
Irregular or Raw cavalry subtract -1 from the test. Infantry never pursue a broken
enemy, with the exception of Highlanders, who pursue 2x D6”.

Cavalry rout or pursue at 3x D6” (or 4x D6” if Light or Irregular) Routers don’t subtract
movement for terrain (although they can’t move through impassable terrain). If the
pursuers lose contact with the routing unit they automatically cease pursuit and spend
the next turn rallying. After that they can move normally. If they are charged while
pursuing they can break off and counter-charge the new unit instead.

Infantry and artillerymen rout 2x D6”, with the same lack of terrain effects as cavalry.
The exception is a steep hill, which deducts 2”from the unit’s rout move. All routing and
pursuing units (whether infantry or cavalry) are considered disordered and need to spent
a turn rallying to recover their normal order.

If pursuers chase another cavalry unit off the table then they may still return to the
game. Each turn they remain off table they test to rally. If they pass they can return to
the fray during a subsequent “Compulsory Moves” phase on a die roll of 5 or 6 on a D6.
They arrive within 6” of the place they left the table, and are placed on the table edge.
Although they can’t make a charge move on the turn they re-appear, they can move
normally during the “Normal Movement” phase, although they are still considered
disordered.

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If a unit declares a charge and passes its morale test but its opponent runs away, it makes
one pursuit move, but automatically rallies at the end of it, and the next turn it can move
normally. However, the play can choose to continue the pursuit, in which case it then has
to test to stop pursuing.

No unit can voluntarily interpenetrate another unit, but if it cannot be avoided by


routing or retreating troops then the interpenetrated unit is disordered.

5. ARTILLERY FIRE

The effect of artillery fire depends on the number of crew figures present, the type of
target and the range to the target.

Canister Range Medium Range Long Range


Heavy Field Gun 12” 30” 60”
Light Field Gun 8” 24” 48”
Battalion Gun 6” 12” 24”

Throw one decimal die for each surviving crew figure. If the result is equal to or greater
than the score required below then a casualty is inflicted.
(Battalion guns which moved throw one less dice than if stationary).

Target Type Canister Range Medium Range Long Range


Infantry in line 5 7 9
Infantry in column 4 7 9
Infantry in square 3 6 8
Infantry in hard cover 6 9 10
Highlanders etc. 6 8 10
Deployed Artillery 6 9 10
Limbered Artillery 4 7 9
Cavalry in line 5 8 9
Cavalry in column 4 7 8

Maximum angle of fire is 30 degrees either side. Any greater deviation requires re-facing
of the piece, which means no firing that turn.

Separate artillery pieces must fire at separate targets if they are available at the same or
shorter range, (i.e. there is no concentration of fire). The exception is where the C-in-C
has ordered fire on a village or earthwork, in which case the fire must continue until a
general visits the artillery pieces to change the order, or if an artillery commander is
within 6” of the battery.

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6. SMALL-ARMS FIRE

Small Arms Ranges: 0-4": Short (cavalry can only fire at short range)
4-8": Medium
8-12": Long

The front two ranks may fire (both for infantry and cavalry) at targets directly to their
front or up to 30° to either side. Pikemen figures are not counted when calculating the
number of figures firing. Stationary troops fire before moving troops (otherwise firing is
simultaneous).

Elite troops fire at 1 ½ effect (i.e. 12 men fire as 18),


Veteran troops and all Grenadiers fire at 1 ¼ effect (i.e. 12 men as 15).

Procedure
Roll 2 d6 dice and consult the Casualty Table making the appropriate adjustments.

Firing Modifiers:

+2 Short range
Elite
+1 First volley
If target in March Column or Limbered Artillery
Veteran
-1 Raw
Target in soft cover (woods, behind hedge etc.)
If firer moved this turn or in “hedgehog”
If firer equipped with matchlock muskets
-2 Long Range
If firer mounted
Firing unit disordered
Target in hard cover (in village, behind earthworks etc.)

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7. MELEE

For any melee to take place at least one of the units involved will have charged into
contact. Remember that though all cavalry may move to contact, only French or Jacobite
Cavalry can move at the full charge movement rate. In order to initiate a charge the unit
will also have passed its morale test. The unit being charged will also have tested – the
result of which will decide what happens next.

Cavalry Melees

If a cavalry unit being charged passes its morale test, then it can react to the enemy,
either by standing and firing, or by counter-charging. If it chooses the firing option then
check the “firing when being charged” rule to determine the range. After the unit has
fired the charging unit undergoes another morale test to see whether it charges home if it
suffered any casualties from firing. Otherwise it charges home automatically. If a unit
elects to counter-charge then the two units meet halfway. You then fight the melee;

Procedure: Roll a D6 for each cavalry figure in the front rank;

French or Jacobite charging kill on a 4, 5, or 6


Other nations charging kill on a 5 or 6
Pursuing cavalry and all others kill on a 5 or 6
Stationary cavalry kill on a 6

Increments Cuirassiers gain one extra dice for every three figures fighting
(e.g. 6 figures roll 8 dice).
Light or Irregular Cavalry lose 1 dice for every two figures
(e.g. 6 figures roll 3 dice).
Dragoons lose 1 dice in 3 (e.g. 6 figures roll 4 dice).

The loser of the melee must check morale. If it passes the melee continues into the next
turn, but if it fails the unit routs at the start of the next turn. The winner then pursues its
opponent for at least one turn. Other units may reinforce an ongoing melee, but don’t (if
within range). Melees can continue for a maximum of three rounds, after which both
sides break off, regardless of when they joined the fighting. After the first round all
figures kill on 6 – even troops who joined the fight after it began.

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Cavalry vs. Infantry Melee

Procedure: These work a little like pure cavalry melees. After the cavalry passes its
morale test to charge, the defending infantry must test to see if it stays or flees. If it
remains it has one option – to fire at the charging unit. Roll on the following table to
determine the range, then work out the casualties caused by this last-minute volley
according to the small-arms rules. If they inflict casualties then the charging unit must
check its morale again in order to move into contact. If artillery units pass their morale
test they will automatically fire at the charging unit at canister range. All units who take
part in a melee are automatically disordered, and can only lose their disordered status by
spending a turn unengaged, stationary, and not taking any casualties or morale tests.

Firing when being charged


When a unit is being charged it must check to see the effect of its fire, i.e. short, medium
or long range effect. This will be reflected in the die-roll modifier. This effect has nothing
to do with the distance that the chargers moved, rather it depends on the class or
training of the troops being charged. Simply roll one d6 and consult the table:

1 2 3 4 5 6
Elite Infantry Med Med Med Short Short Short
Grenadiers, Veteran Infantry Med Med Med Med Short Short
Drilled Line Infantry Long Med Med Med Short Short
Raw Infantry, Dismtd. Dragoons Long Long Med Med Med Short

After the shooting, and if the cavalry either pass the test or avoid taking any casualties,
then they are moved into contact with the infantry, prompting the melee. Once in contact
roll a D6 for every figure in the front rank of the engaged cavalry unit (or both units after
the first round of melee);

French or Jacobites kill on a 3, 4, 5, or 6


Other nations kill on a 4, 5 or 6
Any cavalry fighting against a “hedgehog” kill on a 6
All participants in subsequent rounds kill on a 6

Cavalry receive the same increments as in an all cavalry melee,


i.e. Cuirassiers gain one dice for 3 figures fighting
Light or Irregular Cavalry lose 1 dice for every 2 figures
Dragoons lose 1 dice for every 3 figures

Remember, infantry usually get to fire at cavalry charging them, and the casualties are
removed and any resulting morale checks made before the melee begins. After that
infantry doesn’t fight back in the first turn of contact – it has to rely on its firepower. If
the infantry unit contains a stand of pikemen then for each pikeman figure present the
defending infantry can roll a saving throw: 4-6 means one of his casualties isn’t removed.
Note that in the first turn of a melee infantry don’t cause melee casualties, only casualties
through firing. If the melee continues they can’t shoot, but inflict casualties on a 6 for
each figure in contact.

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Infantry vs. Infantry or Artillery Melee

Infantry units can only charge disordered infantry, artillery units, or troops defending a
hard-cover position (like a village or behind earthworks). The exception is highlanders
(and other irregular infantry), who can charge whatever they like, including defending
cavalry units. We’ll allow one other exception to the rule - units with a historic antipathy
towards each other such as Irish Williamites and Irish Jacobites, French Huguenots and
French Regulars, or Cameronians and Highlanders. They can always charge their historic
rivals, regardless of whether they are shaken or not.

Procedure: The charging unit tests its morale to see if he charges in. If it passes then
the defenders test their morale. If they fail and either retire or rout then the charging
unit is moved its full charge move forward, and is disordered. It can then function
normally the following turn. If the defenders stand then they roll on the “Firing when
being charged” table. Defending artillery always fires on a unit charging it at canister
range. If they cause casualties they force another morale test on the attackers. If the
attackers pass then a melee is fought.

All figures in a participating battalion are counted up to a depth of two ranks. Effectively
this means units would be stupid to charge home in march column!

Note: However, grenadier assault units would often storm defended positions in attack
columns – in these special circumstances the attacker can involve up to six ranks of
figures in the melee.

Roll 2 d6 and consult the Casualty Table, after applying the following modifiers. Cross-
reference this with the number of figures taking part in the melee.

Elite troops fight as 1 ½ men (12 figures fight as 18)


Veteran troops fight as 1 ¼ men (12 fight as 15).

Units fighting an opponent in the rear always count as 2 men per figure.

+3 Highlanders (or other irregulars)


+2 Charging into contact
Grenadier assault column attacking a defended
position
+1 Unit contains pikemen
Uphill from enemy
Brigadier or General attached to unit
-1 Raw
-2 Enemy in hard cover or defended position
Disordered

The side suffering the most casualties loses the melee and is pushed back 2”. It also has
to test its morale. If the result is a tie then both sides remain in place, don’t check their
morale and the melee continues the following turn. Units participating in a melee are
automatically disordered.

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However, a Raw unit receiving a push back automatically routs, as does a Drilled unit
which has been pushed back twice, or a Veteran unit which has been pushed back three
times. Elite units never rout as a result of being pushed back.

All melees last a maximum of three turns. If the issue is still undecided then both sides
make a compulsory “retire” move (8”). They may attempt to charge in again. Units can
reinforce an existing melee if there is room to do so.

8. MORALE

Testing Infantry or Artillery Morale

Reasons for Testing


• When launching or receiving a charge
• After losing a round of melee
• After suffering casualties this turn
• Seeing a friendly unit routing or destroyed within 12"
• If the brigade commander or General is killed within 12”
• When rallying after a rout or a retreat.

Obviously artillery can’t test to launch a charge or when it loses a melee – the gunners
are automatically removed from the table if they are contacted.

Procedure: — Throw a D6

Add or subtract the following modifiers:

+2 Elite
General attached to unit
+1 Veteran
General within 12”
Brigadier (or Artillery Officer) attached to unit
In hard cover
-1 Raw
Disordered
Unsupported
For each complete stand lost (cumulative)
If charged by cavalry
If out of command range of Brigade Commander
-2 If routing

To count as 'support' for morale purposes, a unit must be within 6”, above half strength,
in line and not “disordered”. Cavalry may support both infantry and artillery. Artillery
never counts for support.

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Results
4 or more: FINE, unit continues to follow orders
2-3: DISORDERED, infantry may not advance, artillery may not fire apart from
battalion guns, which fire at half effect
1: RETIRE, 8" move away from enemy, (non-battalion artillery abandon guns)
0 or less: ROUT, 12" move away from enemy, (artillery abandon guns)

Note: A unit only needs to test once a turn, regardless of the number of times the test is
triggered.

Disordered units will recover automatically after a turn in which they remain stationary
and don’t suffer casualties, or are forced to take another morale test.

Retiring units stop after their compulsory retire move, and are deemed to be disordered,
but facing the enemy.

Routing units make their compulsory rout move, and may be pursued – both take place
during the Compulsory Move phase at the start of the turn. The unit continues to moce
off the table at rout speed, and it must attempt to rally each turn during the Morale
phase.

Testing Cavalry Morale

Reasons for Testing


• When launching or receiving a charge
• After losing a round of melee
• After suffering casualties this turn
• It wants to charge home
• It wants to stop pursuing
• When rallying after a rout.

Procedure: Roll a D6. In order to pass the unit needs to score less than the remaining
number of two figure “stands” in the unit. However, French and Jacobite cavalry, or any
Elite or Veteran cavalry also pass if they equal the current number of figures.

Add or subtract the following modifiers to the stand total

+1 Elite
Brigadier or General attached to unit
If the unit has more than 4 stands
-1 Raw, Light Cavalry or Dragoons
-1 If trying to charge a pike-armed unit

If the result is less than the number of complete or partial “stands” remaining then the
unit has passed the test. for example, a 10-man drilled cavalry regiment of has lost 5

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figures. Therefore it has 3 'stands' remaining and needs to roll 1 or 2 to pass. A French,
Jacobite, elite or veteran unit in the same position would need to roll 1, 2 or 3

If a cavalry unit failed its test then the result depends on why it tested in the first place;

• Launching a charge - it halts


• Receiving a charge - it routs
• Losing a round of melee - it routs
• Suffering casualties - it retires 12” (see infantry test for details)
• Trying to charge home - it routs
• Trying to stop pursuing - it keeps pursuing
• Trying to rally - it keeps routing

Casualty Table
Modified firing factor is on the left, and number of figures firing along the top.
3 4 5 6 7 8 9 1 1 1 1 1 1 1 1 1 1 2 2 2 2 24
0 1 2 3 4 5 6 7 8 9 0 1 2 3
-6 1 1 1 1 1 2 2
-5 1 1 1 1 1 2 2 2
-4 1 1 1 1 1 2 2 2 2
-3 1 1 1 1 1 2 2 2 2 2
-2 1 1 1 1 1 2 2 2 2 2 3
-1 1 1 1 1 1 2 2 2 2 2 3 3
0 1 1 1 1 1 2 2 2 2 2 3 3 3
1 1 1 1 1 1 2 2 2 2 2 3 3 3 3
2 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3
3 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4
4 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4
5 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4
6 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4
7 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4
8 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5
9 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5
1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5
0
1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5
1
1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5
2
1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6
3
1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6
4
1 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6
5
1 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6
6

15
LILLIBULERO
Ho! brother Teague, dost hear the decree?
Lillibulero bullen a la, (repeated after each line)
Dat we shall have a new deputy?
Lillibulero bullen a la.

Refrain:
Lero, lero, lillibulero, lillibulero, bullen a la
Lero, lero, lillibulero, lillibulero, bullen a la.

Ho! by my soul, it is de Talbot,


And he will cut all de English throat.

Though, by my soul, de English do praat,


De law's on dare side, and Creish knows what.

But if dispence do come from de Pope,


We'll hang Magna Charta and dem in a rope.

And de good Talbot is made a Lord,


And with brave lads is coming abroad.

Who all in France have taken a sware,


Dat dey will have no Protestant heir.

Ara! but why does he stay behind?


Ho' by my soul, 'tis a Protestant wind!

But see, de Tyrconnel is now come ashore,


And we shall have commissions galore.

And he dat will not go to mass


Shall be turn out, and look like an ass.

But now de hereticks all go down,


By Creish and St. Patrick, de nation's our own.

Dare was an old prophecy found in a bog,


"Ireland shall be ruled by an ass and a dog".

And now dis prophecy is come to pass,


For Talbot's de dog, and James is de ass.

"Lillibulero," was an anonymously composed Whig and anti-Catholic tune, and the British army's
marching song during the Glorious Revolution of 1688 and the Irish War of 1689-1691. It was immensely
popular as a Protestant rallying call, and it has been described as the “tune that drove James out of three
countries” (England, Scotland and Ireland). Pepys said of it that; “slight and insignificant as (the words)
may now seem, they had once a more powerful effect than either the Philippies of Demosthenes or Cicero,
and contributed not a little towards the great revolution in 1688." Johnson asserted that the tune was

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derived from an earlier ballad called "There was an old man from Waltham Cross", and first appeared in
164, but was first set down to music by Purcell in 16781. Richard Talbot, Earl of Tyrconnel was a
Catholic Irishman, and Brother Teague was an English nickname for an Irishman. The nonsensical chorus
has several possible meanings – “lillibulero” & “bullen al-a” were Irish Catholic rallying cries in 1641,
possibly linked to the Irish phrase “An lili ba leir e, ba linna an la” (The lily (France) will appear and
win the day”. Another popular song used the words “lere lere bulere”, (religion, religion and faith) –
whichever source it came from, the Protestants used it as a parody of the original Irish form.

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