Represent the temporary Disorganisation, Demoralisation and Desertion that can affect a unit's performance in action. Unlike casualties (see below) DP's do not have a permanent effect. The number of DP's on a unit may fluctuate up and down according to circumstances, but may never be more than 5. According to their training units may remove D. Points by re-dressing the ranks and otherwise sorting themselves out at the end of a turn. This varies according to training and circumstances.
1st Class units may remove up to 2 DP's per turn, if stationary and not in combat.
2nd Class units may remove 1DP per turn, if stationary and not in combat.
3rd Class units may remove 1DP per turn, if stationary, not in combat and not under fire..
4th Class units may only remove DP's by a commander using his command points.
5th Class units only remove DP's if commander in chief uses his command points.
In the close terrain typical of this war movement rates were unpredictable and so all movement is randomised in this game.
1st/2nd/3rd Class units move one or two Average dice (Player's choice) x inches.
4th/5th Class units move one Average dice or one Average dice and one D6 (Player's choice) x inches.
Skirmishers may move an extra D6 x inches if player wishes.
Cavalry may move an extra one or two D6 x inches if player wishes.
All troops except skirmishers take 1 DP for each 1 or 2 rolled. In woods take 1 DP for each 1, 2 or 3 rolled.
Special Cases:
Hessian infantry (not Jagers) move one Average dice or one Average dice +2 inches.
Cavalry may only change speed by one or two dice in a turn (i.e. if a unit is at rest it may only move off at up to two dice x inches, and if it is moving at top speed - four dice - it may only slow down to two dice on the next turn). In any move where it is the intention to close to contact, a cavalry unit must roll at least three dice, whatever the distance to be covered, taking any penalties in D. Points.
On Roads the player may choose his own roll on any Average dice (thus limiting the random effect and preventing too much 'bunching' in marching columns).
Woods/Uphill: Minus one inch from all dice rolled.
Wheeling: Treat as uphill move. Pivot one end of line. Measure distance moved by outer figure. Take 1 DP.
Change Formation: Takes one Turn. Take 1 DP (2 DP's if under fire).
Limber up/unlimber: Takes two turns. Take 1 DP (2 DP's if under fire).
Cross minor obstacle (e.g.. small stream, gully): Takes one turn. Take 1 DP (2 DP's if under fire).
Cross major obstacle (e.g.. abatis): Time and penalties determined by umpire.
Cross fence/wall, or about face: Takes 1/2 move (roll as normal, but halve total). Take 1 DP if cavalry or if under fire.
Collisions/Interpenetrations
Each unit takes 1 DP.
Retreating or Routing units move round supports that are better formed, (i.e. have less DP's), but run through and collide with units equally or worse formed.
Troops ignore the retreat of friendly units with a lower training grade but take 1 DP if such a unit routs past within six inches.
If equal/higher grade unit retreats past within six inches take 2 DP's.
If equal grade unit routs past within six inches take 2 DP's and 1 casualty.
If higher grade unit routs past within six inches take 3 DP's and 1 casualty.
1) Artillery: 3 classes of gun are recognised:
Light = less than 3 pounders (e.g. 'gallopers' or 'grasshoppers').
Field = Most guns. 3 - 6 pounders were in general use.
Heavy = 9 pounders and upwards. Rarely in use in the field (in this theatre).
Ranges: Long 10 inches to 36 inches (minus 6" for light, plus 6" for heavy).
Short = under 10 inches.
Effect: Roll one D6 for each model gun firing, modified as follows:
+1 : Heavy Gun.
+1 : Target in column, or limbered artillery.
+1 : Firing at same target, at same range, as in previous turn.
-1 : Firing at new target.
-1 : Each DP on gun firing.
-2 : Target in fieldwork or stone building.
-2 : Target in skirmish order.
-1 : Light gun.
At long range inflict 1 DP for final total of 4 or over.
At short range inflict 1 DP for total of 2 or 3, inflict 2 DP's for total of 4 or 5, inflict 1 DP and 1 Casualty for total of 6 or more.
2) Infantry: Note, only skirmishing infantry may fire and move in the same turn.
Ranges: Musket 0-8 inches, Rifles 0-10 inches.
Effect: Roll one D6 for each company or group of 3 skirmishers firing, minus the number of DP's on the firing unit. Halve the total if firing at artillery or skirmishers, halve again if target in fieldwork or building. Halves round up.
E.g.: A seven company unit with 2 DP's firing at skirmishers would roll (7-2) = 5 / 2 = 2 1/2, rounds up to 3 dice.
Inflict 1 DP for throws of six only. Skirmishers roll again for throws of five, with subsequent 4/5/6 = inflict 1 DP.
If a unit under fire has already sustained the maximum number (i.e.. five) of DP's, any subsequent DP's caused by fire, combat or morale only are taken as casualties.
Loss of one 'casualty' = remove one company (3 figures) of infantry or one troop (2 figures) of cavalry. A gun that receives a casualty is knocked out.
Occurs when a unit advances to within 4 inches of an opponent. Each side throws one Average dice, plus or minus the following: