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Infantry Fire Factors

SM-Smoothbore Musket
ML-Muzzle-loading Rifle
NG-Needlegun
EB-Early Breechloader
LB-Later Breechloader
RR-Repeating Rifle
RC-Repeating Carbine

3"

Range
6"
9"

1
1
2
2
2
3
3

1
1
1
2
3
2

12"

1
1
1
2

1
2

Artillery Fire Factors

3"

24"

Firefight Multipliers

SA-Smoothbore Artillery
9
3
2
Multipliers are applied to a base's Fire Factor. A base has its Fire
Factor halved if it belongs to a unit that is:
RA-Rifled Artillery
6
4
3
1
BLA-Breech loading Artillery
9
5
4
2
Disrupted
Low on ammunition
MG-Machine Guns
12
6
Artillery pivoted this turn
Reduced artillery
RKT-Rockets: 6" range, no factor, 1 Right shift
Artillery unlimbered this turn
Note: Artillery that is Low on Ammo has a Fire Factor of zero (0) unless it is firing at a target within 3", in which case it uses half its normal
Fire Factor. Fire Factors can also be quartered if applicable.

Firefight: Column Shifts


Target is Limbered artillery or cavalry
Fire has skirmishers (S)
Target is Tactically Inept (T)
Target is crossing a Bridge
Target in March Column or hit by Flanking Fire
Target as Skirmishers (S)
Target in cover (see Firefight Terrain Shifts)

Range
12"
18"

Firefight Uncommon Column Shifts:


1 shift RIGHT
1 shift RIGHT
1 shift RIGHT
1 shift RIGHT
1 shift RIGHT
1 shift LEFT

Firing units include Rockets (RKT)


Firing Devastating Volleys (D)
Firing Ragged Volleys (R)

Rifle Pits and Entrenchments


Woods, Villages/Towns and Forts

1 shift RIGHT
1 shift RIGHT
1 shift LEFT
Firefight Terrain Shifts:
Cover worth 1 or 2 shifts LEFT
Cover worth 1, 2 or 3 shifts LEFT

FIREFIGHT- Firepower up to:


0.25
R

0.5
T
R

1
V
T
R

2
1
V
T
R

4
1
1
V
T
R

6
1
1
1
V
T
R

9
12
16
20
25
12
12
2
2
2
3
3
11
11
1
2
2
2
3
10
10
1
1
2
2
2
9
9
1
1
1
2
2
Roll
8
8
V
1
1
1
2
On
7
7
T
V
1
1
1
2d6
6
6
R
T
V
1
1
Remember:
5
5
R
T
V
1
"A 6 on a FP of 6 is a miss"
4
4
R
T
V
"A 9 on a FP of 9 is a kill"
3
3
R
T
2
2
R
R: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted if Raw
T: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted if Trained or Raw
V: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted
1: Artillery unit Silenced and Reduced; infantry or cavalry unit loses 1 base, is Disrupted, and Halted
2: Artillery unit destroyed; infantry or cavalry unit loses 2 bases, is Disrupted, and Halted.
3: Artillery unit destroyed; infantry or cavalry unit loses 3 bases, is Disrupted, and Halted.

30
36
42
49
50+
12
3
3
3
3
3
12
11
3
3
3
3
3
11
10
3
3
3
3
3
10
9
2
3
3
3
3
9
8
2
2
3
3
3
8
7
2
2
2
3
3
7
6
1
2
2
2
3
6
5
1
1
2
2
2
5
4
1
1
1
2
2
4
3
V
1
1
1
2
3
2
T
V
1
1
1
2
Note: The 'Halted' effect is only inflicted by defensive fire. If a unit moved closer to the
firing unit in its Movement Phase and suffers a Halted result from the Enemy's
Defensive Fire, the enemy player may move the target unit back to ANY point in its move
by which it was or had been an eligible target for all the firing units at the same Fire
Factors they had used against it. If other units' movement paths were following the
Halted Unit, they MUST also be moved back behind the Halted Unit.

Assaulting: Both players roll 1d6. Subtract the Defenders roll from the Attackers roll to find the Initial Difference, which will be a number between +5 and -5.
Assault Modifiers to the Assault
The Assault: Final Difference
Defender in cover (see Terrain Table)
Defender Outflanked
Numbers 3:2/2:1/3:1
Advantages Aggressive
In Depth
Disrupted
Low on Ammunition
Penalties
Fragile
Spent

-1 to -6
+2
1/2/3
1
1
1
1
1
2

+7
+4 to +6
+1 to + 3
0
- 1 to - 3
- 4 to - 6
- 7 or less

Defender loses 2 bases and retires a full move disrupted, ignoring terrain penalties. Attacker MUST Exploit but is not Disrupted
Defender loses 1 base and retires 9", ignoring terrain penalties. Attacker MAY Exploit OR occupy Defender's position. Both Disrupted.
Defender retires 3". Attacker occupies Defender's position. Both Disrupted.
Both sides Disrupted and lose 1 base and immediately fight a new Assault.
Attacker retires 3". Both Disrupted.
Attacker loses 1 base and retires 6". Both Disrupted.
Attacker loses 2 bases and retires a full move Disrupted. Defender is NOT Disrupted.

Sequence of Play
4.1.1 First Player Movement
Unit Movement: Player moves each unit in turn.
Second player carries out any Evade moves that apply.
Units may recover "LOST" bases.
Silenced batteries that RETIRE are no longer silenced.
Low on Ammo infantry units that end their movement beyond
enemy small arms range remove the Low Ammo marker.
4.1.4 Offensive Fire
Moving player may fire at enemy units and resolve effect of fire
on each target unit in turn.
Firing units may become Low on Ammo.
Attacker's eligible artillery removes its Low Ammo marker.

4.1.2 Generals
4.1.3 Defensive Fire
First player moves his Generals.
Non-moving player may fire at enemy units and resolve effect of fire on each
target unit.
Any General of either side that are closer to enemy Units than to friends
become Casualties.
Enemy units that had moved and suffered a Halted result may be moved back.
Player reactivates any of his Generals who became Casualties in a
previous phase or turn.
Firing units may become Low on Ammo
4.1.5 The Assault
Defender's eligible artillery removes its Low Ammo marker.
Moving player resolves Assaults in any order they choose.
Any Generals of either side that are now closer to enemy units
than to friends become Casualties.
Any Assault resulting from an Exploitation must be resolved
Immediately.
4.1.6 Second Player Turn Repeat Steps 4.1.1 to 4.1.5
Any General of either side that are closer to enemy units than to
friends at any point in the Assault Phase become Casualties
4.2 Night Intervals See 8.0
Movement Table
Full Movement Allowance
Movement Penalties
Good Order Unit
2D6
Disrupted Unit
Infantry / Artillery
12"
Outside front arc
-3"
Full move / Raw unit Recovers 1 stand
11+
Full Move
Silenced artillery
12"
Infantry crosses any Difficult Terrain
-3"
Full move / Trained unit Recovers 1 stand
10
Full move
Cavalry /Generals
18"
Cav/art crosses any Difficult Terrain
-6"
Full move / Veteran unit Recovers 1 stand
9
Full move
Evade move (half to full)
Each Linear Obstacle crossed by INF
-3"
Full move
7, 8
Half move
Each Linear Obstacle crossed by CAV
-6"
Half move
5, 6
Rally in place - no move
Half Movement Allowance
No move
2, 3, 4
DISRUPTED - no move
Change of formation, Artillery limbers up, deploys or Pivots
Retire half move (ignore terrain penalties
0, 1
Lose 1 base and Retire 1 full move (ignore terrain penalties)
Movement Modifiers
DISRUPTED - Retire 1 full move
-1
BROKEN, remove unit from table
+1 In command radius, in Column of March or artillery limbered
Risk to Generals: A General who becomes a Casualty as a result of 4.1.2 and 4.1.3 above lose their command radius
and therefore do not confer a +1 modifier to any friendly units whilst they are a Casualty. On their next player turn,
-1 Passive (good order only P). Fragile (Disrupted only F). In (Marsh, Woods or Town
the player may reactivate any of his Generals who became Casualties in a previous phase or turn.
-2 Spent
TERRAIN TABLE
Terrain
Effect on Movement
Effects on Firing*
Effects in the Assault
Gentle Slope
None
Blocks LOS through it. Troops on hill can fire over lower friends if there is a 3" gap in front of
-1 against enemy attacking from lower contour within 6".
and behind friends
Steep Slope
Linear Obstacle to climb
Blocks LOS through it. Blocks LOS if lower unit closer to contour than higher unit it. Troops on
-2 against enemy attacking from lower contour within 6".
hill can fire over lower friends if there is a 3" gap in front of and behind friends.
Stream
Linear Obstacle
None
-1 against enemy attacking across a stream within 6".
River
Impassable
None
Impassable
Marsh
Difficult Terrain
None
-1 against attacker
Woods
Difficult Terrain
Blocks LOS beyond 3" within it. Cover worth 1 Shift LEFT
-1 against attacker
Village
None
No effect on LOS. Cover worth 1 Shift LEFT
-1 against attacker
Town
Difficult Terrain
Blocks LOS beyond 3" within it. Cover worth 2 Shifts LEFT.
-2 against attacker. Defender cannot be outflanked
Defenders cannot be attacked with Flanking Fire.
Fort
None
Blocks LOS beyond 3" within it. Cover worth 3 Shifts LEFT.
-3 against attacker. Defender cannot be outflanked.
Defenders cannot be attacked with Flanking Fire.
Road
Double Speed, but only if in Column of
None
None
March or Limbered.
Bridge
Linear Obstacle unless all are in Column of
Firefight Column Shift 1 RIGHT.
-2 against attacker.
March/Limbered
Rifle Pits
None
Cover worth 1 Shift LEFT.
-1 against attacker
Entrenchments None
Cover worth 2 Shifts LEFT.
-2 against attacker