Académique Documents
Professionnel Documents
Culture Documents
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
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
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