When you think of "Old School" C18th rules, it is perhaps inevitable that you think of Charles Grant or Peter Young or even if more widely acquainted with the genre, Charlie Wesencraft or Stuart Asquith.
There were other pioneers in the early days of wargaming who championed the C18th who have perhaps escaped notice. One such person is Neil Cogswell. He is perhaps better known for his translation of the memoires of the Northumbian gentleman, Horace St Paul.
https://www.helion.co.uk/people/neil-cogswell.php
He is perhaps less well known for his C18th wargames. He wrote several articles for Wargamer's Newsletter, including an account of a fictional campaign, "The War of the Bombar Succession" described by Donald Featherstone as his favourite ever article. Another battle, "Oheim's Supreme Moment" and an earlier series outline the bare bones of his rules (presented here), which appear to have undergone some changes as they evolved. They seem to have relied on the use of an umpire (Neil himself) and often had the commanding officers in another room. One such game is briefly mentioned in Mel Gosling's "Memoires of a Wargamer" in early copies of Miniature Wargames and the arrangements are alluded to in the Newsletter articles.
He used plastic Spencer Smith figures, in what for the time are miniscule units, for various smaller armies (Wurtemburg, Bavaria, Hannover, Hesse-Cassel, Brunswick are mentioned) in what appear to be fictional scenarios or campaigns.
Neil Cogswell C18th rules
1" = 100 yards
1 figure = 100 men
1 move = 15 minutes
Infantry represent 50 men in 2 ranks, cavalry 33 men in a single rank, artillery each gunner figure = 5 guns
[He indicates infantry are deployed two figures deep]
Tactical moves are simultaneous from a flank selected by dice throw, giving both commanders a tactical initiative but on opposite flanks.
Movement
Infantry 4" deployed, 8" undeployed
Cavalry 8" deployed , 12" undeployed
Artillery 2" deployed, 4" undeployed
Undeployed = column of route and open order, also when crossing obstacles - villages, rivers, woods, marsh etc.
Villages give cover to missile fire but troops automatically melleed if attacked.
Bonus to movement - roads, Prussian (+1" ); Austrian LI always open order.
Movement is only to written orders on receipt of a 5 or 6.
Troops can move and fire at 1/2 effect or move 1/2 and fire at full effect.
Can respond to enemy automatically within 8" ( was 6" in earlier versions ) who are in direct vision otherwise must follow current orders.
Changing orders
Only if general within 8" and if Strategy Card drawn OR risk dice:
5 ,6 change orders, 3,4 continue with current orders, 1,2 adopt orders given by enemy
Strategy Cards
Pack of variable number based on length of game, so if 4 hours = 16 moves. 1 card for each move, 25% are denoted as "Strategy Cards" allowing order change. One card may also denote "Reserve" - when drawn reserve arrives
[It is not clear if each side has their own pack but the single reserve card suggests this. It is confirmed in another battle report which suggests the number of cards varies with 4 strategy cards and 8 blanks for the defender and 16 cards for the attacker with one card drawn before each 15 minute move. This appears to contradict the number being based on time available and gives the defender 1/3 strategy cards, not 1/4]
Morale
Troops throw between 1-4 D6 based on quality /training:
Elite troops throw 4 dice choose highest; Line troops throw 3 dice choose highest; Territorials throw 2 dice choose highest; Militia throw 1 die
General can add a die if within 6" , but if unit fails morale general is dead or injured.
Add die for cover or open order
Lose a die for:
Each poor morale situation - flank attack, each 25% loss, routed, undeployed [last verfied from earlier version]
[I assume a unit always gets a minimum of 1 die?]
Result (take best score from dice thrown)
5,6 good morale; 3,4 halt; 1,2 rout
[Earlier versions had 5,6 good and 1,2,3,4 rout]
Fire
Musket long range 4" [was 3" in earlier versions ], short range 1" *
Field gun long range 16", short range 4"
* = long range fire plus volley at short
Each 3 figures firing = 1 hit at short range
Each 6 figures firing = 1 hit at long range
Melee
Head count of figures x morale throw (Cavalry double). Winners inflict 1 hit per each 6 figures. Losers retire 4" if good morale, otherwise routed.
And that's the outline of the rules. I assume the umpire was crucial in determining situation and number of dice thrown.
Wargamer's Newsletter can be found in scanned form here:
https://fourcats.co.uk/mags/index.html
It contains the link to an index (look for Neil Cogswell). If you have not done so, seek out the Bombar Succession articles and the later Oheim battle as these are a fine read.
If anyone tries the rules (or has played them already) I'd be interested on your thoughts and comments.