Congreve Rockets

The Congreve Rocket battery is part of a British Royal Horse Artillery Battery and as such can be deployed to fire either the rockets or the 6 pounders. The Rocket battery will have two stands, one showing the deployed rockets, and one showing the deployed cannon. While in motion, a Rocket Battery cart can be used to represent the whole battery (instead of a normal limber). The rockets are fired during the Artillery step like all other artillery, the owning player must decide whether the rockets or the batteries 6 pounders will fire, both may not fire in the same turn and the Rocket Battery may not move in the same turn it fired the rockets. It is treated as a standard Horse Battery in all other respects

 

Firing the rockets

Rockets of this period were notoriously inaccurate unless fired from ships, therefore they will have a somewhat more complex firing procedure to find out where exactly the rockets will land. A d20 and a d6 will be needed. When firing, roll the d20 and consult the following chart (Note 1):

20 Rockets well aimed – roll for damage (+1)

19 Rockets on target – roll for damage

18 Rockets on target – roll for damage

17 Rockets on target – roll for damage

16 Rockets slightly off target – roll for damage (-1)

15 Rockets slightly off target – roll for damage (-1)

14 Rockets off target - 0 degrees, 1d6 inches

13 Rockets off target - 90 degrees, 1d6 inches

12 Rockets explode in the sky

11 Rockets off target - 180 degrees, 1d6 inches

10 Rockets off target - 270 degrees, 1d6 inches

09 Rockets explode in the sky

08 Rockets off target - 60 degrees, 2d6 inches

07 Rockets off target - 120 degrees, 2d6 inches

06 Rockets explode in the sky

05 Rockets off target - 180 degrees, 2d6 inches

04 Rockets off target - 240 degrees, 2d6 inches

03 Rockets explode in the sky

02 Rockets off target - 300 degrees, 2d6 inches

01 Rockets double back - roll for damage vs firing battery (-1)

To calculate the degree, draw a tape measure from the Rocket Battery to the intended target, 0 degrees continues along the same path as the tape measure. Measure clockwise from the line of the rockets to find the other results.

 

Damage effects

Rockets have their own damage table due to the nature of the weapon. When a unit is hit, roll 1d6 and consult the following table, there is a –1 modifier when attacking Skirmishers and Command Stands:

6 Target staggered and takes 1 kill

5 Target staggered and takes 1 kill

4 Target staggered

3 Target staggered

2 Target staggered

1 No Effect

 

Skirmishers

Only a kill will effect a skirmisher stand.

 

Cavalry

Cavalry, regardless of the damage result, is marked blown and can perform an immediate recall. (Note 2)

 

Artillery

Only a kill will effect an artillery stand, in addition, roll a d20. If the result is a 20, a caisson has been hit and the battery is removed from play.

 

Command stands (Corps, Division, or Brigade)

Only a kill will effect Division and Brigade commanders (and only effects initiative and attaching of command figures to battalions). A Corps command stand can never be effected.

 

Notes:

1. I realize that giving the rockets a 30% of actually hitting their intended target may seem overly generous but I believe that if the risk of firing the weapons to begin with is to be taken, then there should be some reward. Besides, what fun is it to have such an unusual weapon on the table and not have it be able to do anything?

2. Horses (more so than men) would panic at the sight and sound of a rocket attack. My first thought was to make them charge off in a random direction but I figured that was too great an effect. It will take the troopers some time to collect the scattered horses so they will have to reform as if from a charge. 1