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By Fire and Sword

Quick Reference
- The Initiative Phase
- The Command Phase
- The Movement Phase
- The Combat Phase
- Defender's Fire
- Close Combat
Additional Movement for Charging Units
Reaction Fire
Shooting while Charging
First round of Close Combat
Combat Resolution - Flight and Withdrawal
Pursuit
Second round of Close Combat
Combat Resolution - Flight and Withdrawal
- Shooting after Movement
- Reorganization Phase

The Initiative Phase:

The Orders Phase:

The player who won the Initiative is the


first to perform all the actions in the
Orders Phase.
Issuing Orders/Instructions:
1 Command Point within 20/40cm.
1 additional Command Point for each
additional 20/40cm.
To issue an Order contrary to the
Instructions any Commander must spend 1
additional Command Point
Transfer of Command Points:
The whole amount of Command Points
within 20/40cm.
1 additional Command Point is spent for
every additional 20/40cm.
Modifying Morale and Skill:
Only units within the Command Range.
Only for a single test (but not a "to hit" test)
by not more than 3 points

Restoring Command Points.


The Initiative Roll

The Movement Phase

The player holding the Initiative moves his


Army first.
Units under his command move in any order, in
accordance with their orders.
Commanders move as if performing any Order.
The Move Order:
Maneuvering on the battlefield.
Unit shoots in the Shooting after Movement
stage
Defense Order:
One Special Maneuver and shooting, or Two
Special Maneuvers.
The Charge Order:
Charge a visible enemy, or Countercharge a
charging enemy.

Close Combat:

Charge:
Order and field of vision are required.
The Move is conducted in two phases
Movement and Combat.
1 Wheel can be performed in each movement
phase during a Charge.
You cannot charge a Commander unless he is
the closest target.
You first need to charge the enemy Units within
the Basic Movement range
Charging to the front, flank or rear:
You cannot attack in the flank if at the
beginning of a charge most of the charging Unit
was in the front area of the target Unit.
Similarly in the case of a charge to the rear.
Aligning Units:
A Wheel is made after contact.
The point where the units made first contact is
the pivot point.
Narrowing the front:
Movement Maneuver in order to avoid
impassable terrain or friendly Units
Incidental contact:
The Unit contacted by the charging Unit
becomes the target of the charge.
Align the charging Unit to the contacted Unit.
Countercharge:
The charging Units meet halfway between each
other.

Rallying:
Commanders Rally automatically in the
Reorganization Phase.
Only Units within the Command Range can
be Rallied.
Rallying requires a successful Morale test
(you can modify it).
Rallying restores Morale to the Good level.
A Rallied Fleeing unit needs to be reformed
within its Move range and at least 20cm
away from the enemy.
Disorganized units may be issued Orders
immediately after Rallying.
Fleeing units may not be issued Orders
immediately after Rallying
Reorganizing Units:
Only Units within the Command Range.
Disorganized and Fleeing Units cannot be
Reorganized.
1 or 2 Morale tests - each successful test
allows the removal of one casualty marker.

Flight:
Move at maximum possible speed in the
direction of your own table edge.
No Orders:
Remain in place or withdraw.
Can shoot in the Shooting after Movement Stage
Moving Units:
Move forwards up to the Move value, Move
backwards up to half the Move value.
Only a Charging Unit may be closer than 2cm
from the enemy.
All bases in the Unit must face in the same
direction before Movement.
Marching:
Only Commanders may March within 20cm of
the enemy
A Unit must be in a column or in Open Order
Only in clear terrain
Marching adds 5cm to infantry and wagon
Move and 10 to cavalry Move

MANeUveRS:
Turn
expansion/narrowing of the front
Reforming
Change of position
Crossing an Obstacle
Changing from Open Order to Close Order
Limbering/unlimbering guns
Manning a wagon or a gun

Combat Phase

the Winner must always pursue.


Draw:
Both sides Withdraw.
Pursuit:
Obligatory charge towards the Loser.
1 Command Point must be spent or specified
requirements must be fulfilled in order to
refrain from Pursuit.
Pursuit is conducted at the Additional Move
speed.
The Pursuing Unit receives the Charge Order.

Additional Move of the Charging Units:


Charging Units make the Additional Move
Reaction Fire:
Delayed shooting of Units with the Defense
Order
Shooting while Charging:
Charging Units with the Shooting while
Charging Special Rule may shoot;
Always roll 1 dice per Base
Close Combat:
Skill test for every fighting Base with the
appropriate modifiers.
Roll as many dice as the Bases Close Combat
attribute.
1 die less when hitting to your flank or rear.
Fleeing Units do not roll to hit.
Pass an Armor test for each hit to cancel it.
Combat resolution:
Sum up the Strength Points taken from the
enemy and the Combat Resolution Modifiers.
Determining the Winner and the Loser or if
there has been a Draw
One side wins:
the Loser tests Morale.
the Loser must Withdraw regardless of the
result.
If the losing Unit fails the test its Morale drops.
If Morale drops to the Flight level the Loser
must Flee.

Formation

Maneuver cost

Infantry/Light Artillery

Cavalry

Combat Resolution Modifiers

+1

for numerical superiority


(more bases)

+2

for twice the number of enemy bases

+3

for three times the number


of enemy bases or more

+1/+2

for terrain granting an Advantage

+1

for a flank attack


(counted only once per flank)

+2

for an attack from the rear

-1

for a Unit with


Poor Tactical Discipline
(in Open Order or Disorganized)

+1

for a Unit with


Good Tactical Discipline

By Fire and Sword


Quick Reference
Shooting:

Shooting:
Skill test with appropriate modifiers for every
Base.
Roll as many dice as the Shooting attribute
of the Base.
Hits must be rerolled if the target was at
Long Range.
Armor test for every hit to cancel it.
Shooting in and against Units in Close
Combat:
A Unit engaged in Close Combat may shoot
as long as it has a Defense Order or its
Special Rules allow it.
-1 to hit modifier

Delay Fire for 1 Command Point until any


Stage.
Normally a Unit shoots from the first rank only.
Choice of target:
The closest enemy Unit in the Field of Fire and
Field of Vision may be chosen as a target.
Shooting can be divided if a part of the Unit
cannot see the target.

Morale:

Disorganization:
A Unit loses its current Orders and it must be
Rallied to receive new ones.
The Close Combat and Shooting attributes
decrease to 1.
The Unit is treated as if it had Poor Tactical
Discipline.
Cavalry must Withdraw.
Units cannot pass through a Disorganized Unit
nor can it pass through other Units.
Flight:
A Unit flees in Open Order away from the
enemy or towards its own table edge.
Immediately after a failed test a Unit flees a full
Move.
In the Movement Phase the Unit Flees with
maximum speed.
It may go around Units only in the Movement
Phase.
If any Base contacts an enemy Unit or finishes
its Move within 2cm from the enemy it is
destroyed.

Modifiers to Skill of the shooting Unit

Withdrawing:
The Unit withdraws half its Move towards its
own table edge.
If there is an enemy to the flank or rear a turn
to face them should be performed.
A Unit that cannot withdraw more than 2cm
from the enemy automatically Flees.
Morale test:
Roll against a modified Units Morale.
A failed test results in a decrease of Morale by
1 Level.
A test failed by 5 or more results in a decrease
of Morale by 2 (Flight).
Morale Test Modifiers:
-1 for each Base lost in the given Combat Phase
only when a test is caused by shooting.
+1 for every 5 Bases the Unit has at the time of
the test.
-X where X is the result of Close Combat only
when a test is due to lost Close Combat.
+X where X is the amount of Command Points
spent by a Commander for motivating Units
subordinate to him (not more than 3).

Close Combat Weapons

-1

Target is in cover
(forest, buildings, wagons)

-1

Target is in Open Order

-1

Low visibility
(smoke/fog/rain)

-1

Shooting after Movement

-1

Shooting in the Close Combat Stage


or at Units in Close Combat

-1

Shooting from horseback

Motivation:
If the Motivation Level of the Regiment is
exceeded the Commander must test Morale.
Success the Regiment fights on.
Failed the Regiment is Wiped Out.
Breaking Points:

for each Base lost by the Regiment

for each Commander


lost by the Regiment

for the loss of the Commander-in-Chief


(for all the Regiments in the Army)

for the loss of the deputy Commander-inChief (for all the Regiments in the Army)

for each Wiped Out friendly Regiment


with Strength below 10

for each Wiped Out friendly Regiment


with Strength of 10 or more

for Wiped Out friendly Main Forces

for the loss of the camp


(for all the Regiments in the Army)

if at least 4 enemy Bases with good


morale are within 30cm of your own
table edge.

1/2

for each Base


(including Commander), which is off
the table but isn't destroyed (fled, is
delayed, etc.)

The Reorganization Phase:

1. Regiment Motivation Tests


2. Check for Reinforcements
3. Check if the victory conditions were met

Effectiveness

Weapon type

Standard

When charging

Hand weapon

Peasant weapon

-1

-1

Improvised
weapon

-1

-1

Cavalry polearms
and estocs

Infantry polearms

Pikes

Lances

Winged
hussar lances

Two-handed
weapons

Gun Movement

401

Artillery type

Carrying
/manhandling

Pulled by horses

Light guns

10 cm

15 cm

Medium guns

5 cm

10 cm

Heavy guns

2 cm

5 cm

Siege guns

immobile

Mortars

immobile

Light mortars

5 cm

10 cm

By Fire and Sword


Quick Reference
Ranged weapons table
Weapon

Close range

Long range

Effectiveness

Notes

Pistol

No modifier for Shooting after Movement or from horseback

Carbine

10

20

1/0

No modifier for Shooting after Movement

Carbine/Bow

10

20

No modifier for Shooting after Movement or from horseback

Janissary arquebus

10

20

1/0

No modifier for Shooting after Movement

Arquebus

10

20

1/0

No modifier for Shooting after Movement

Poor quality firearms

10

20

1/0

Good quality
firearms

10

25

2/0

Cannot shoot from horseback

Muscovite handgun

10

25

2/0

Cannot shoot from horseback

Janissary
handgun

10

35

2/0

Cannot shoot from horseback

Musket (Match)

10

30

3/1

Cannot shoot from horseback

Half-musket
(Match)
Spanish musket
(Match)

10

25

3/1

Cannot shoot from horseback


No modifier for Shooting after Movement

10

35

4/2

Cannot shoot from horseback

Bow

10

20

0/-1

No modifier for Shooting after Movement or from horseback

Grenades

No modifier for Shooting after Movement.


No modifier for targets cover

Javelins

No modifier for Shooting after Movement or from horseback

Artillery Table
Weapon

Short range

Long range

Effectiveness

Special rules

Handgun
0.5pdr (1)

25

60

Light gun (Case shot range 20 cm only)

Turkish ahaloz (1)

25

60

Light gun (Case shot range 20 cm only)

Falconet 1,5 pdr / Darbzen


300 dirhems (1)

40

80

Light gun

Darbzen 1 oka (2,5 pdr)/


Octave colubrine (1)

55

110

Light gun (Moves as a Medium gun)

Regimental gun - 3 pdr (1)

40

80

Light gun

Falcon 3 pdr (1)

50

100

Light gun (Moves as a Medium gun)

Muscovite 4 pdr (1)

60

120

Light gun (Moves as a Medium gun)

Organ gun 0.5 pdr (4)

25

60

Light gun, shoots every second turn

Case-shot for Light guns (+1)

30

Darbzen 2 oka (5 pdr)/


Quarta colubrine (2)

70

140

10

Medium gun (Moves as a Heavy gun)

Octave 6 pdr/Sacer 5,5 pdr (2)

65

130

10

Medium gun

Demi-culverin

90

180

11

Medium gun (Moves as a Heavy gun)

Case-shot for Medium guns (+1)

40

Swedish 12 pdr (2)

65

130

11

Case-shot for 12 pdr (+1)

50

Heavy gun (Moves as a Medium gun)