unit = 2d6, Leader and baggage = 4d6. Attacker DRMs Cavalry Charging: +1 (additional +1 for Royalist cavalry; a further +1 for Rupert brigade) Defender Shaken: +2 Defender Out-of-Command: +1 Parliament Foot attacking Royalist Foot: +1 Defender Flanked: +1 Defender Attacked In Rear: +2 Defender DRMs Defender rolls = 1D6 if flanked No rolls if attacked from the rear Combat Result: Each 6 or higher = 1 hit. Count the number of hits for each of the two opposing units involved in the combat. If the number of hits are equal = Draw. The unit with the most hits against its opponent wins the combat. Compare the number of hits and look up the result in the Combat results Table and apply the results to the losing unit. Any losing unit is considered shaken. Retreat: conducted opposite the direction of attack. The SEQUENCE OF PLAY. winning unit must follow the retreating unit to an adjacent Initiative Roll 1d6: 1-2 Parliament, 3-6 Royalist. hex and continue combat with the retreating unit during Morale Check Check if shaken units are returned to the next turn unless the winning player decides to roll 5 or active status. 6 on 1d6 to not follow (command unit: +1; infantry unit: +1) Move Initiative side first, then non-initiative side Winning units that follow retreating units may be subject to Combat Initiative side first, then noninitiative side attacks from newly adjacent enemy units during the turn. Note: If a command unit retreats, the other units in its MOVEMENT. Map: Each map hex represents 250 yards. Terrain: rough, brigade can become out-of-command. Shaken Units: cannot move again until they pass a road, hedges and town. All terrain costs 2 movement morale check. The morale check is administered to every points to enter except for roads which require only 1. shaken unit before the Move phase for a side. Facing: The small arrow or carrot symbol on the unit Morale Check (1d6): A modified roll of 4 or higher marks the direction the unit is facing. restores the unit to active (non-shaken) status. Infantry can move 6 hexes and must move into the hex Morale DRMs they are facing. Before moving, an infantry unit can The King or Essex within two hexes: +1 change facing only one hexside to the left or right. Unit was charged by cavalry last turn: 1 Calvary can move 12 hexes per turn. They cannot enter a Unit is a command unit: +1 hex on a hexside with hedges (green line). Unit is out-of-command: -1 Cavalry units can change facing in any direction. Leader units (King Charles and Essex) up to 12 hexes. VICTORY CONDITIONS. Baggage trains: cannot move once the game starts. If the King is killed, Parliament wins the war. Charging: A cavalry unit is charging if it moves adjacent Royalist to a hex occupied by an enemy unit/units and is so Capture the Parliament baggage train = 5 VP declared by the player. A cavalry unit can move adjacent Occupy Kineton at the end of the game = 10 VP to an enemy hex in 2 consecutive turns but cannot charge Each Parliament unit eliminated = 2VP 2 turns in a row. Essex brigade command unit eliminated = 5VP Flanking: Flanked: if attacked on hexsides 3 or 5. Essex is killed = 5VP Attacked from the rear: if through hexside 4. Parliament Units facing in other directions have flanking hexsides in Occupy Radway at the end of the game = 10VP the same relationship to the hexside faced. Capture Royalist baggage train = 5VP COMBAT. Each Royalist unit eliminated = 2VP Combat takes place between two adjacent units. Units Rupert brigade command unit eliminated = 5VP can attack units only to their front (hexsides 6, 1 or 2). Subtract the sum of Parliament points from the sum of The player for the side with initiative selects a friendly unit Royal points and consult the Victory Table. to have combat with an enemy unit. A unit can attack only COMBAT RESULTS VICTORY TABLE once per turn but can be attacked any number of times. Diff Results Diff Results Note: If the defender is a cavalry unit, it does not have to < -30 Major Parliament Victory 0 Draw engage in combat with an infantry unit but, if it refuses -30~-11 Minor Parliament Victory 1 Retreat 2/4 hexes combat, it must withdraw one hex. -10~10 Draw 2 Retreat 4/8 hexes If an attacking unit is adjacent to a leader unit (King or 11~30 Major Parliament Victory 3 Retreat 6/Eliminated Essex) or to a baggage unit, it must conduct combat with > 30 On to London! 4 Retreat 6/Eliminated any other enemy units adjacent to it first before engaging 5 Eliminated a leader or baggage train in combat. Leader and baggage 6+ Eliminated units cannot initiate an attack but can defend.
EDGEHILL 1642
is a simulation of the first
important battle of the English Civil War. The Royalist army led by King Charles I and Prince Rupert was marching on London when it was blocked by a Parliament army under the Earl of Essex near the village of Edgehill. Turns: 10 turns, each turn is a half hour of real time. Set Up: The Royal army sets up first within 6 hexes of Radway. Parliament units set up with 11 hexes of Kineton. Units: Cavalry, infantry (muskeeters & pikemen), leaders (King Charles and the Earl of Essex) and baggage trains. Top number = strength; bottom number = movement allowance. (Each strength point = about 100 men/horses.) Command: Most units belong to a brigade with a leader name in common. The A unit is the command unit. If a non-command unit is adjacent to its command unit, it is in command; otherwise it is out-of-command. Out-of-Command: Out-of-command units cannot move into the zone of control of an enemy unit. Stacking: Only 3 units are allowed to occupy a hex at one time. If there are 3 units in a hex, a leader unit (King Charles or the Earl of Essex) must be in the hex.