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1 Command 2 Movement

Turn Sequence 3 Rally 5 Combat 4 Morale 6 Exhaustion Command

Morale
- Check if in Contact, or in Short Range - If check fails, suffer a Morale Failure Mod. Defender's Status
Stationary on higher ground Defending buildings or works Flanked (Contact or Short Range) * Linear unit Contacted in Flank * Infantry w/ unsecured flank vs Cav. Artillery Contacted by Cavalry * apply one modifier, not both

Combat
All combats are resolved in order of Initiative player's choice Combat-Eligible units: - all Initiative player's units in contact, or with clear fire lane - all non-Initiative player units in Short Range Ranged Combat: Melee Combat: - Artillery can choose targets, other - Unit must divide dice evenly units mustfire at the closest against units in contact Saving Throws (cumulative) 4-6 on each roll saves a hit Fire Melee
Any Skirmisher Cavalry (withdraw 6" per save attempted) Artillery vs Arty Fire (not Hvy/Siege or Flank Fire) Any Unit vs Disorderd opponent Y Y Y Y N N N Y

- 6" radius from appropriate CO stand to a subordinate unit, or group of stands in contact with each other (such groups must act in unison)

If not in Command - no movement toward visible enemy - halve movement, and any move Disorders - no recovery from Disorder - may not go Stationary - guns may not limber or unlimber Movement
- Units must maintain facing while moving - Unit may move obliquely at up to 45 degrees - Units can move through friends with no penalty - Formed infantry and cavalry get one free facing change, unless they are Poorly Trained or Militia - Additional facing changes cost half movement, or a Disorder result, at player's option

+1 +1 -1 -2 -1 -1 Mod. +1 +1 -1 Mod. +1 -1

Attacker's Status
Meleeing a Flank Formed unit vs Skirmishers Meleeing unlimbered Guns from front

Both Sides
Army/Corp CO attached Disordered

Morale Failure Good Order become Disordered (yellow) Disordered becomes Routed (yellow + red)
- Routed retreats full move, loses one strength point, plus loss for any disordering terrain. - Units contacted during first half of rout movement suffer a Morale Failure themselves

- Unlimbered artillery does not get a free facing


change, but may pivot in place (counts as a move) - All other units get unlimited facing changes for free Stationary - A Unit in Command, in Good Order and which does not move may be declared Stationary - A free facing change does not affect Stationary status

Winning Melees - Unit which caused most casualties wins, opponent loses - If tied, roll modified Morale + modifiers below + 1d6 to win Situation Modifier Infantry with elites vs Infantry without +2 Flank-secured Infantry vs Cavalry +2 Non-Stationary Infantry vs Cavalry -2 Artillery vs Cavalry -2 Infantry-Supported Artillery vs Infantry +1 - Losing unit suffers Morale Failure and retreats half move (Disordered) or full move (Routed) directly away from enemy

Recovery from Morale Failure Disorder: costs 1/2 movement, at start or end Rout: Rally by Corp/Army CO in contact
- Remove yellow markers only - Red markers cannot be removed

Exhaustion
- may not initiate contact - lose Stationay status - Collapse on 1d6 < turn's casualties

Collapse
- Routed units Eliminated - units suffer Morale Failure, Good order to Red Disorder

Terrain Effects
Town Village Open Woods Dense Woods Broken Ground Hills Stream or Ford Marshy Stream Marsh Swamp Bridge Hasty Works Field Works

Infantry
Move MC Dex NE Occ NE x2 St x2 2c1/2D 1/2 1/2 DR var. 1/2orD NE NE

Infantry Skirmisher

Cavalry

Cavalry Skirmisher

Guns

Unit Information

Combat Move Combat Move Combat Sv FM NE Sv FM MC DR NE Sv FM NE Occ NE x2 DR Sv F NE Sv F x2 De NE Sv F x2 DR NE 2c1/2D MvCD 1/2 MvCD 1/2 MvCD 1/2 DR 1/2 DR NE var. x2 MvCD 1/2orD MvCD 1/2orD MvCD Sv I NE Sv I NE Sv I Sv S NE Sv S Dex Sv S

Move Combat Move Combat MC DR MC DR NE Occ NE Occ NE NE x2 x2 UL x2 x2 NE 2c1/2D 1/2 MvCD 1/2 MvCD 1/2 DR var. var. 1/2orD MvCD 1/2orD MvCD NE Sv I NE Sv I Dex Sv S Dex Sv S

March Column Unit Move Markers 16" 3 Massed Infantry 12" 2 Linear Infantry 16" 1 Infantry Skirmisher * * Infantry Sharpshooter 24" 3 Cavalry 24" 2 Cavalry Skirmisher 16" / 2" 3 SB Field Guns 16" / 2" 3 SB Heavy Guns 16" / 2" 3 Rifled Field Guns 16" / 2" 3 Rifled Heavy Guns 24" Commanders x2 / x3 Any March Column * use the appropriate infantry values

Fire Combat

Melee
NB
S5 S5 a G5 MS EU EU EU EU 1p3

Ranges # of Hit # of Hit Short Long Dice # Dice # 4" 2/5 6 4/7 6 4" 2/5 6 2/5 6 4" 1 6 1 6 * * 5 * 6 4 6 2 6 4" 10" 1/2 4/6 1/2 4/6 4" 12" 1/2 4/6 1/2 4/6 4" 20" 1/2 5/6 1/2 5/6 4" 24" 1/2 5/6 1/2 5/6 1 6 x/y: normal/Stat. or Short/Long

Terrain Effects Notes


NE 1/2 1/2orD x2 MC Occ De Dex DR UL St var. 2c1/2D No effect May not enter Unit pays half movement to cross terrain feature Unit pays half movement OR Disorders, at players option Unit pays double movement to move through terrain Units in March Column may enter and pass through with no penalty or effect May not occupy (but base can overlap terrain) Disorders on entry Disordered on entry and exit, but can recover Disorder while inside Disordered on entry, and may not recover Disorder while inside May not unlimber in terrain May not go Stationary unless on linear feature (edge of terrain, road, etc) Variable effects - see Marsh rules If crossing 2 up contours or 2 down contours, pay half move and Disorder

Unit Information Notes


S5 a G5 MS EU 1p3 Initiative Shock units hit on 5 or more Must be in Town, Village, Broken Ground or Works to win a Melee Good Order cavalry vs Disordered unit hits on 5 or more May choose to convert Melee dice to Saving Throw dice Eliminated in Melee if unsupported and enemy occupies ground One dice per 3" section of Column in contact

Note: If already Disordered, there is no further effect for passing through Disordering terrain. Sv FM Unit gets saving throw from Fire and Melee, except from Heavy/Siege Guns Also, all artillery fire is counted as at Long range Also, stone buildings give protection agasint non-artillery fire Unit gets a saving throw against Fire Unit gets saving throw from Fire by Infantry and Skirmishers Unit gets saving throw against Fire from all but Siege Guns, and from Melee Movement into contact with unit defending far bank Disordres the moving unit.

Sv F Sv I Sv S MvCD

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