Quick Reference Handbook
English Civil War
Initiative Leaders
Initiative Checklist
1: IF this is the first turn of the game
Each side rolls 1xD6. The highest score has the first player turn.
2: If it is not the first turn of the game and the player that DID
NOT hold the initiative is challenging for it:
Both player dice again:
The player that held the initiative rolls one additional die for
each consecutive turn that he has held the initiative (to a
maximum of three dice)
The other player rolls one die
The highest score claims the initiative
If tied, roll again with one die each
Go to Leaders Checklist
Leaders Checklist
1: Any wounded leaders who have been out of play for one full
player turn are returned to play within 100mm of any unit of his
command, and is free to attach or move as any other leader.
2: The phasing player may attach leaders to units in their chain of
command that are within 300mm at their position at the start of the
turn and must remains with the unit to which he is attached to for
the remainder of the turn.
3: The phasing player may detach a leader from a unit to which he
was attached to at the start of the turn and is placed 50mm from
the unit.
A leader which detaches from a unit cannot move until the Move
Detached Leaders sub-phase and cannot cannot be attached to
another unit in this turn
Go to activation Checklist on page 2
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Activation
Activation
1: Select a command to activate and declare the intended action of
each unit in the command
2: Roll 1XD6 and apply the score to each unit in the command using
the process below:
The unit adds or subtracts from the die score any applicable
START modifiers below and reads the outcome from the Results
Table
Not under control -1
Higher Leader attached +1
Die Score Commander Attached +1
3 or more? No Good order +2
Yes Shaken -2
Elite or Artillery +1
March column or limbered +1
Raw? Disrupted -1
Yes
Raw -1
Good order front or rear support (within 100mm) +1
No Holding favourable position +1
Infantry attempting to initiate an attack -2
In No
Command?
Yes Results
Score If in Good Order If NOT in Good Order
0 or Retire. Unit retreats a full move Quit the field. All troops and artil-
Good Order? disrupted. Guns limber up and lery disperse.
No less
retreat a full move.
1 Disengage. Unit retreats beyond Rout. Troops retreat a full move
Yes enemy small arms range. Guns and are shaken. Take one casu-
limber up and retire a half move. alty point. Disrupted or silenced
artillery abandon their guns.
Attempting Hold ground. Troops and guns Pinned. Can retreat to cover
2
an Yes cannot move or change forma- within one normal move, other-
Attack? tion. Infantry may step back. wise hold ground disrupted.
Tardy. Troops and artillery Hold. Unit rallies and holds
No 3
move one half move and cannot ground. Infantry may step back.
change formation.
Is the die 4,5,6 Well handled. Acts as the player Rally. Unit rallies and may move
score No wishes. half, but cannot change forma-
5 or 6? tion.
Quick Time: Unit may move at Rally with Elan. Troops rally
Yes 7 or
1.5 its normal movement rate. and may move one full move or
more
change formation.
Go to Movement Checklist on page 3
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Movement
Movement
Units which are activated will move in the following order:
1: Units and their attached leaders make involuntary moves
2: Units moving to Attack - halt withing 50mm of the defender
3: Units and leaders make voluntary moves
Basic Movement Rates
Troop Type Basic Road/ Rough Obstacles
Limbered Minor Major
Detached musketeers 300 400 150 -50 -100
Other foot 200 400 175 -50 -100
Cavalry 400 800 250 -50 -150*
Cuirassiers 300 600 100 -75 -150*
Light Guns 150 300 100 -75 Imp
Medium Artillery 100 200 Imo -75 Imp
Generals 500 1000 250 -50 -100
Notes: Imp=Impassable, * Cavalry may not cross man height walls o r fences
Deductions for formation changes
Infantry or cavalry Any Change Half move
Light Guns Limber or unlimber Half move, cannot fire
Artillery Limber or unlimber Full move
Wheeling - March Column- Each 45 -30mm
Wheeling - In Column - Each 45 -90mm
Wheeling - In Line - Each 45 Half move
When all units are moved
Go to Firing Checklist on page 4
Emergency Formation Changes
Any troops attacked Emergency Formation Changes
from the flank or rear, The attacking unit has moved:
or attempting to form Target is Less than half ... More than half...
square, roll 1xD6 and
...its allocated movement allowance
refer to the table to see if
they succeed. In good order 4+ to pass Pass
Disrupted/Shaken Fail 5+ to pass
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Firing Firing
1: For each unit firing declare the target unit
2: For each firing stand the target must be:
Within range and arc of fire
in LOS
Clear of friends by 100mm if firing overhead
Clear of a gap equal to frontage plus 50mm if firing through a gap
Roll to Hit - roll number of dice per stand as specified in the table
Weapon is Dice per Range Score to hit
stand if:
All small arms 1 200 Normal 3+
Artillery Deployed artillery, open order 4+
Small Guns 2 300 Modifiers (add or subtract to die score)
Other Guns - Close 2 300 Dense Target or enfilade -1
Other Guns - Long 1 1000 Target in cover +1
Disrupted or shaken firers +1
Notes:
Steady caracole cavalry fire all ranks UNLESS in march column or facing charging cavalry
Units that fired in their last player turn MAY NOT fire in closing fire
Three or more hits on artillery in a turn silence the battery
4: Roll to Save Stands (1xD6)
Fortified 2+
Artillery or in buildings 3+
Mounted cavalry 5+
Others 4+
5: Mark or remove losses
Units that were shaken at the start of the turn that have any
unsaved hits roll 1xD6, adding one for each unsaved hit. If the
amended score is 4+ the unit will Quit the Field.
6: Choose One:
If no more units firing
Go to Attacks Checklist on page 5
If more units firing
Go to step 1 of this checklist
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Attacks
Attacks
1: Closing fire
Defender fires with all stands within angle and within
200mm of the attacker - mark losses but do not remove
Attacker fires with attacking stands only
remove losses for both sides
Good order attackers move into contact with the defender.
Disrupted or shaken attackers halt at 50mm.
2: Results
Shaken troops con- Modifiers
tacted by good order Stand is: Add dice
troops are destroyed, Cavalry Charging 2
attackers may either Shock troops vs non-shock troops 1
Infantry charging 1
hold the position or can
Higher troop type 1
breakthrough one full
Contacting open flank or rear 3
normal move Each stand in contact with a 1
Otherwise calculate stand in base contact
Foot with terrain advantage 2
outcome by rolling
Mounted with terrain advantage 1
1xD6 for each stand
Disrupted or Silenced -2
in contact then adding Disordered -1
or subtracting dice (for Defending buildings 2
the attack) as shown Good order pike hedgehog vs cav 35
on the table to the right Fortified 4
Good order cavalry require a 4,5 or 6 to score a combat
point, Others require a 5 or 6 to score a combat point.
If the result is an equal number of combat points continues
the combat in the next player phase, each side takes one
casualty.
Go to Step 3
If the end result has a difference of one the defeated unit
takes one casualty and retreats one full move facing the
enemy and is disrupted. The victor holds the position
Go to Step 3
If the end result has a difference of two the defeated unit
takes one casualty and retreats one full move facing away
from the enemy and is shaken. The victor either holds the
position or can breakthrough one full normal move
Go to Step 3 Continued Next Page >>
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<<Continued from previous page
3: Choose One:
If no more units fighting attacks
Go to Lost Leaders Checklist below
If more units fighting attacks
Go to step 1 of this checklist on page 5
Lost Leaders Checklist
Lost Leaders
1: If a leader was within 100mm of a unit that was the target of firing
or was involved in an attack
Roll 1xD6
If the score is 5 or 6, roll again, 1xD6
If the second score is 6 the leader is killed
If the second score is 3,4, or 5 the leader is
wounded and returns after 1 full turn
If the score is 1 or 2, no effect
If the score is 1,2,3 or 4 go to Step 2
2: Choose One:
If there are more leaders to test go to step 1 of this checklist
If there are more leaders to test go to Morale checklist on page 7
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Morale
Morale
1: Deduct from the Army Morale total:
2 point for each unit that has Quit the Field this turn
1 points for each unit that has become Permanently
Shaken this turn
2 points for each leader Killed this turn
2: If the adjusted Army Morale total is greater than zero, go to step 4
3: If the adjusted Army Morale total is Zero or less, the game ends
4: Army morale is passed
If this is the end of the First Player Turn, go to the Leaders
Checklist on page 1
If this is the end of the Game Turn, go to the Initiative Checklist
on page 1
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Notes
Formations
Three formations are permitted
Line single line of stands, permitted to all infantry and cavalry
Blocks line of two or more deep elements permitted to all
counts as dense target
only front rank infantry can fire but can support in attacks
Column of march - all stands in a single file and on roads
Hedgehog - Pike infantry with as near as equal number of stands in a square
facing outward
Cavalry
Good order charging cavalry may counter charge any charging enemy more
than 100mm distant
Royalist cavalry will always breakthrough after winning any combat regardless
of the victory level
Any cavalry that charge are ruled blown and must rally back disordered. They
will rally from disorder automatically after remaining stationary for one one turn
When cavalry destroy an enemy in combat and the enemy baggage train is in
line of sight, they must attempt advance toward the enemy baggage by the
most direct route, but may attempt to keep out of enemy small arms range.
When they arrive within 400mm of the baggage they:
Must attack if undefended - they then pillage the baggage camp and are lost
for the remainder of the game.
If defended may opt not to attack, halt and then rally back to within friendly
lines.
Emergency formation changes
Good Order troops charged (excluding breakthroughts) from the rear or flank
from beyond 100 mm may turn rearmost (or flankmost) stands to face.
Revision History
20 Mar 2017
Changed method of wheeling
Introduced Emergency Formation Changes and the rules about reciev-
ing attacks from flank or rear
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