
The Shardana were another of the "Sea Peoples" who invaded Egypt and Palestine before, during, and after the reign of Ramses II.
These are the rules we used for our New Year's Eve remote game, based upon the rules in Joseph Morschauser's book, How to play Wargames in Miniature, including somr of the ideas he sets for in the later chapters of the book, and using a gridded tabletop (which he subsequently became a great advocate of). The grid speeds play and works especially well with a remote gaming set up.
Following that is the same set updated a bit from the experience of playing the last game.
Morschauser-style gridded Horse and Musket Rules, Mark 1
Unit Type | Move-inches | Move-boxes | Hits | Melee- Front | Melee- Other |
Light Infantry | 15” | 5 | 4 | 2 | 1 |
Infantry | 12” | 4 | 5 | 3 | 1 |
Grenadiers | 12” | 4 | 6 | 4 | 1 |
Light Cavalry | 18” | 6 | 4 | 4 | 2 |
Heavy Cavalry | 15” | 5 | 6 | 5 | 2 |
Artillery | 12” | 4 | 3 | 1 | 1 |
Leaders | 18” | 6 | 2 | 1 | 1 |
For gridded game, costs 1.5 to move on the diagonal
Costs 3”/1 box for each turn of up to 90 degrees
Increase Move by 50% if the entire move is along a road.
In melee roll as many dice as hits remaining to the unit, Each die scoring the melee value or less is a hit on the enemy.
Minus 1 to melee when attacking uphill, from stream, into woods, or units in buildings
Unit Type | Range-inches | Range-boxes | To Hit | Special |
Light Infantry | 18” | 6 | 4, 5, 6 | May enter Woods |
Infantry | 18” | 6 | 5, 6 | |
Grenadiers | 18” | 6 | 5, 6 | |
Light Cavalry | 12” | 4 | 6 | |
Heavy Cavalry | N/A | N/A | N/A | No shooting |
Artillery-Shot | 48” | 16 | 4, 5 ,6 | |
Artillery-Grape | 12” | 4 | 2, 3, 4 ,5, 6 | |
Leaders | Must stay w/in 24”/8 boxes of his command; units farther away move ½ speed. May Rally once per turn 1,2 = fail, 3,4,5,8 = 1 hit, |
Units may Fire at the beginning or end of their move, but not in between.
Each unit gets one shot, no matter how many hits it has taken, until eliminated.
Units in a stream or ford may not shoot.
If entering an enemy zone of control (within 3”/the 3 boxes to the front) must stop, and melee will result. Must face into the box of at least one enemy unit whose ZOC you enter.
Morschauser-style gridded Horse and Musket Rules, Mark 2
Organize the Army into commands, each with a Leader. Leaders only affect their Command.
Players alternate turns. Dice for who goes first at the beginning of the game.
Unit Type | Move-inches | Move-boxes | Hits | Melee- Front | Melee- Other |
Militia Infantry | 6” | 2 | 2 | 2 | 1 |
Light Infantry | 9” | 3 | 4 | 2 | 1 |
Infantry | 6” | 2 | 5 | 3 | 1 |
Grenadiers | 6” | 2 | 6 | 4 | 1 |
Light Cavalry | 15” | 5 | 4 | 4 | 2 |
Heavy Cavalry | 12” | 4 | 6 | 5 | 2 |
Artillery | 6” | 2 | 3 | 1 | 1 |
Leaders | 18” | 6 | 2 | 1 | 1 |
For gridded game, counts as 1.5 boxes to move or measure range on the diagonal
Costs 1.5”/1/2 box for each turn of 45 degrees
Increase Move by 50% if the entire move is along a road.
Only Light Infantry may enter woods. Cavalry and Artillery may not enter buildings.
If entering an enemy zone of control (within 3”/the 3 boxes to the front) must stop, and melee will result. Must face into the box of at least one enemy unit whose ZOC you enter.
All defending units who are attacked, or have an enemy in their ZOC may fight in melee.
Minus 1 to melee when attacking uphill, from stream, into woods, or units in buildings
Minus 1 to melee if their Command is Shaken.
Units losing a melee Fall Back 6” (2 boxes), facing the enemy.
Unit Type | Range-inches | Range-boxes | To Hit | Special |
Militia Infantry | 12” | 4 | 5, 6 | |
Light Infantry | 12” | 4 | 4, 5, 6 | May enter Woods |
Infantry | 12” | 4 | 5, 6 | |
Grenadiers | 12” | 4 | 5, 6 | |
Light Cavalry | 9” | 3 | 6 | |
Heavy Cavalry | N/A | N/A | N/A | No shooting |
Artillery-Shot | 48” | 16 | 4, 5 ,6 | |
Artillery-Grape | 12” | 4 | 2, 3, 4 ,5, 6 | |
Leaders | Must stay w/in 18”/6 boxes of his command; units farther away move ½ speed. May Rally one unit once per turn 1,2 = fail, 3,4,5,6 = 1 hit regained |
Each unit gets one shot, no matter how many hits it has taken, until eliminated.
Units may Fire at the beginning or end of their move, but not in between
Minus 1 to shooting into woods, behind walls, or in buildings.
Minus 1 to shooting if their Command is Shaken.
Units in a stream or ford may not shoot.
Units suffering 2 or more hits due to fire in a single turn Fall Back 6’/2 boxes, facing the enemy.
Morale
Command Morale: When ½ of the units in a Command have been removed it becomes Shaken and must immediately retreat 12”/4 boxes. Units which are part of a Shaken Command move at half speed, except to the rear (retreating), and suffer an additional minus 1 penalty to shooting and melee.
Army Morale: When all the Commands in an army are Shaken the General must concede.
Extras
Guard troops
are treated as their type, but get two additional hit boxes. Should be very limited!
Poorly motivated troops and less than enthusiastic allied troops could also be handled like the Militia.
Leader Quality
Roll a D6 for each Leader at the start of the game:
1,2= Poor (minus 1 to Rally rolls)
3,4 = Average (no change)
5,6 = Superior (plus 1 to rally rolls; a modified “7” = 2 hits regained!
The quality roll itself could be modified -1 for armies with overall poor leadership, and +1 for armies with excellent overall leadership.