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SUMMARY SHEET

1 2 3 4 5 6 7 8 9 10

SEQUENCE OF PLAY
Intention Phase Declaration phase Support phase Rout phase Charge phase Movement phase Artillery phase Shooting phase Melee phase Rally phase

A routing unit may rally if: 1 2 3 4 5

RALLY

It did not begin to rout that turn It has not been fired at during the turn It is not being pursued There are not more routers than non-routers within 8 At least 50% of numerical strength remaining Rally Test Roll a D6: 0-3 Fail; 4+ Rally Modifiers: +1 Elite; +1 General; -1 Raw

CHARGE REACTIONS
1 2 3 4 Stand Stand & Fire at 2D6; pistols D6 Evade not infantry Countercharge not infantry versus cavalry Reaction distance = D6 if enemy infantry Reaction distance = 2D6 if enemy cavalry Supporting charge unengaged cavalry only Reaction distance = D6

Test if wishing to hold following opponents rout: Command D6 Normal Shaken Disrupted Lost 0- 3 Pursue Pursue Pursue Pursue 4-5 Hold* Pursue Pursue Pursue 6 Hold* Hold Pursue Pursue 7+ Hold* Hold Hold Pursue * test command Modifiers: +1 Elite; +1 General; -1 Raw

PURSUIT TEST

Unit routs if: 1 2 3 4

ROUTS

Unit with lost command is pushed back Unit with lost command suffers further depletion Changed in flank/rear and unable to face Caught evading

Shaken

MOVE RATES
Infantry Cavalry 4 8 Artillery Light artillery 2/8 4/8

MANOEUVRE
Turn 90 or 180 move Wheel rate Mount/dismount move Change Frontage: by 1-4 models free by 5-8 models move by 9-12 models entire move

move Must follow up in combat May recover normal command following reform test Disrupted move Must follow up in combat number firing/fighting May recover normal command following reform test Lost move Must follow up in combat number firing/fighting May not charge May recover normal command only with general or by retiring to own base line Command Test On casualty damage roll of 6 If pushed back adding difference in casualties Friends rout within 8 Routers pass within 4 General killed/routed within 8 Hit by grape shot Evading Failed charge (if command normal) Not following up (if command normal) Melee opponent destroyed (if command normal) Ending pursuit or holding (if command normal) Disruptive terrain (if command normal) Command Test D6 Less than 0 Lost 0-1 Disrupted 2-3 Shaken 4+ No effect Modifiers: +1 Elite; +1 General; -1 Raw

COMMAND

TERRIAN
Difficult Ground Very difficult Ground Extremely difficult Ground Linear Obstacles rate rate rate infantry only move to cross 1 2 3 4 5 6 7 8 9 10 11 12

1 2 3 4 5 6 7

Must not be engaged in melee May not shoot Must remain stationary or reform back May adopt any formation May face any direction If in melee or evading you may not reform Test to recover command if depleted Test to recover Command Must have at least 50% numerical strength remaining Roll a D6: 0-3 Fail; 4+ Recover normal command

REFORMING

SUMMARY SHEET
DAMAGE CHART
No. Of Troops 0

SHOOTING
Weapon Chart
Short range Medium range Long range

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32

0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.6 0.6 0.6 0.6 0.6 0.6 0.6 0.6 0.6 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.4 0.4 0.4

1 0.0 0.0 0.0 0.0 0.6 0.6 0.6 0.6 0.6 0.5 0.5 0.5 0.5 0.5 0.4 0.4 0. 4 0.4 0.4 0.3 0.3 0.3 0.3 0.3 0.2 0.2 0.2 0.2 0.2 1.0 1.0 1.0

2 0.0 0.0 0.6 0.6 0.5 0.5 0.5 0.4 0.4 0.3 0.3 0.3 0.2 0.2 1.0 1.0 1.0 1.6 1.6 1.5 1.5 1.5 1.4 1.4 1.3 1.3 1.3 1.2 1.2 2.0 2.0 2.0

Fire Factor 4 5 6 3 0.0 0.0 0.6 0.6 0.6 0.6 0.5 0.5 0.6 0.5 0.4 0.4 0.5 0.4 0.3 0.3 0.4 0.3 0.2 1.0 0.4 0.3 1.0 1.6 0.3 0.2 1.6 1.5 0.3 1.0 1.5 1.4 0.2 1.6 1.4 1.3 1.0 1.5 1.3 2.0 1.0 1.5 1.2 2.6 1.6 1.4 2.0 2.5 1.6 1.3 2.6 2.4 1.5 1.2 2.5 2.3 1.4 2.0 2.4 3.0 1.4 2.0 2.3 3.6 1.3 2.6 2.2 3.5 1.3 2.5 3.0 3.4 1.2 2.4 3.6 3.3 2.0 2.3 3.5 4.0 2.0 2.3 3.4 4.6 2.6 2.2 3. 3 4.5 2.6 3.0 3.2 4.4 2.5 3.6 4.0 4.2 2.4 3.5 4.6 5.0 2.4 3.5 4.5 5.6 2.3 3.4 4.4 5.5 2.3 3.3 4.3 5.4 2.2 3.2 4.2 5.3 3.0 4.0 5.0 6.0 3.0 4.0 5.6 6.6 3.6 4.6 5.5 6.5

7 0.6 0.5 0.3 0.2 1.6 1.5 1.4 1.2 2.0 2.5 2.4 2.3 3.0 3.6 3.4 3.3 3.2 4.6 4.5 4.3 4.2 5.0 5.5 5.4 5.2 6.0 6.6 6.4 6.3 7.0 7.6 7.5

8 9 10 0.6 0.6 0.5 0.4 0.4 0.3 0.3 0.2 1.0 1.0 1.6 1.5 1.5 1.4 1.3 1.4 1.3 2.0 1.2 2.0 2.5 2.0 2.5 2.3 2.5 2.3 3.0 2.3 3.0 3.5 2.2 3. 6 3.3 3.0 3.4 4.0 3.5 3.2 4.5 3.3 4.6 4.3 4.0 4.4 5.0 4.6 4.3 5.5 4.4 5.0 5.3 4.3 5.5 6.0 5.0 5.3 6.5 5.5 6.0 6.3 5.4 6.6 7.0 5.2 6.4 7.5 6.0 6.2 7.3 6.5 7.6 8.0 6.3 7.4 8.5 6.2 7.3 8.3 7.6 8. 0 9.0 7.5 8.5 9.5 7.3 8.3 9.3 8.0 9.0 10.0 8.6 9.6 10.5 8.4 9.4 10.3

Musket Carbine Horse Pistols Bow Crossbow Rifle

6 3 None None 6 8

12 6 3 12 12 16

18 12 6 18 18 24

Long range Firing & moving Standing & firing Target artillery Armoured target long range

-1 -1 -1 -2 -1

Modifiers Short range +1 First shot musket +1 Target in cover -1 Heavy armoured target med/long range -2

Musket armed foot not in cover fire in 2 ranks. All others fire in 1 rank. Musket armed mounted dragoons may not move and fire Foot with bows may move and fire Other cavalry and foot may move and fire Troops crossing a linear obstacle may not fire

Models eligible to fight: Cavalry 1st round 2nd round 3rd round per round Pike

MELEE
frontal base-to-base only + up to 4 on each flank + 2nd rank + 3rd rank + 1 extra rank

4 ranks unless: Unit on difficult ground Pushed back last turn Frontal base-to-base contact

Others

ARTILLERY
Artillery to Hit Chart
Heavy guns Range 48; Light Guns Range 24; Grape 6 0-12 12-24 D6 To Hit 2 4 +1 target in 3 or more ranks -1 target in cover Minimum to hit is 2 24-48 6

Melee Results Losers 2 push back + command test Winners Follow up or halt and take command test Infantry never follow up cavalry they have pushed back

Modifiers
+1 +1 +1 +1 +1 +1 -2 -1 -1 Charging/countercharging Won previous round Cavalry charging/countercharging at least 3 Cavalry won previous melee round Cavalry lancers charging/countercharging at least 3 More heavily armoured than enemy Fighting against held buildings Fighting against other held cover Cavalry charging against held cover

Artillery Damage Chart


Roll a D6 Light guns Other guns Grape shot 1 1 1 1 2 1 1 2 3 1 1 3 4 1 2 3 5 2 3 3 6 C C 4 Test for combat modifier for troops charging pike who are not themselves 50% + pike-armed Command Pike/musket Normal Shaken Disrupted Lost 3/1 -D6 -D3 -1 0 2/1 -D3 -1 0 0 1/1 -1 0 0 0 Less 0 0 0 0

POINT OF PIKE CHART

-1 casualty if target artillery C = reroll and take command test Take a command test following all grape hits

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