Professional Documents
Culture Documents
2
By HappyHiker
When a charge is declared, the attacking unit is moved within 1" as normal, but before the melee phase,
defending units with a charge reaction roll for that ability. Charge reactions can only be performed on the
first
Chargeround of any melee.
Reactions:
Closing fire - Unit can fire 1 volley at charging unit. The normal ranged attack dice apply. Any damaged and
nerve check is applied as normal before the melee begins. Defending unit may not fire next turn.
Form Square(n) - Unit can form a square on a roll of n+ on 1d6, if the roll fails they must fight in their current
formation.
Squares Squares
have reducecan not charge.
attack dice per facing, but can shoot on all 4 facings if LOS. Where attack dice = 2.5 one
facing should have 3 dice, one should have 2. The shooting unit decides which has which.
Squares have the Receive Cavalry rule, +3 on defence against Mounted, Do not suffer disordered
Scatter - The unit can scatter avoiding any charge, but becomes disordered and can not charge next turn. It
must move its full movement allowance to one side, without ending on top of another unit. If the unit is
blocked from scattering, it must remain in place and receive the charge. Any attacking unit can then complete
Base sizes - Where possible normal KOW bases sizes should be used. As Napolionic figures are often based
differently the following sizes can be used to represent the unusually large battalions employed during this
Infantry Troop 120mm x 40mm
Infantry Regiment 120mm x 80mm
Infantry Horde 180mm x 80mm
This should be compatible with 60x40 and 40x40 basing.
Changes of formation maybe represented by changing the layout(but not number) of bases. Any formation
change must not end in a unit on top of another.If that’s not possible, the unit may not change formation.
The leader of any unit should remain stationary whilst the formation changes around him
The layout of troops to represent formations will depend on basing, as long as the formations are obvious and
the same to both players no unfair advantage should be gained.
A skirmish screen maybe represented by 4 single stand figures infront of a regiment. Use the Skirmish Troop
Only Napoleonic units may change formation, other historical or fantasy troops lack the training and
Additional Modifiers
Units may occupy buildings, any attacking units suffer -2 to hit and wavering is ignored.
Enfalading fire - Firing down the flanks(but not rear) of a unit presented a greater target and was therefore
easier to hit. Firing in to the side flanks therefore gives a +1 to hit Modifier.
Line/Light Infantry - Attack Column
Heavy Cavalry
Unit Size Sp Me Ra De At Ne Pts Special
Troop(5) 8 3+ - 5+ 8 11/13 125 Headstrong, Thunderous Charge (2)
Regiment(10 8 3+ - 5+ 16 14/16 195 Headstrong, Thunderous Charge (2)
)
Horde(20) 8 3+ - 5+ 32 21/23 340 Headstrong, Thunderous Charge (2)
General Wellington
Unit Size Sp Me Ra De At Ne Pts Special
(1) 5 3+ - 5+ 4 12/14 100 Hero (Inf), Crushing Strength (1), Individual, Very
Inspiring, Rallying(2), Reverse Slope
Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) (+20)
Richard Sharpe
Unit Size Sp Me Ra De At Ne Pts Special
(1) 5 3+ 4+ 5+ 3 10/12 50 Hero (Inf), Crushing Strength (1), Individual,
Inspiring, Rallying(1), Rifles
Sergeant Harper
Unit Size Sp Me Ra De At Ne Pts Special
(1) 5 3+ 3+ 5+ 3 10/12 50 Hero (Inf), Crushing Strength (1), Individual,
HandCannon, Reload!
Pierre Cambronne
Unit Size Sp Me Ra De At Ne Pts Special
(1) 5 3+ 5+ 5+ 3 10/12 50 Hero (Inf), Crushing Strength (1), Individual, Die Not
Surrender, Pistol
KOW - Napoleonics QRS
Unit Sp Me Ra De At Ne Pts Special
Line//Light- Attack 5 4+ 5+ 3+ 10 13/15 135 Piercing (1), FormSquare(4), ClosingFire,
Column (20) Muskets
Line//Light- Firing Line 3 4+ 5+ 3+ 13 12/14 135 Piercing (1), FormSquare(4), ClosingFire,
(20) Muskets
Line//Light- Square (20) 1 4+ 5+ 3+ 2.5* 13/15 135 Piercing (1),Phalanx, ClosingFire,
ReceiveCavalry, PackedIn, Muskets
Light Infantry - Skirmish 5 4+ 5+ 4+ 8 8/10 100 Nimble, Piercing (1), Pathfinder, Stealthy,
(10) Scatter, Muskets
Light Infantry- Skirmish 5 4+ 5+ 4+ 10 12/14 135 Nimble, Piercing (1), Pathfinder, Stealthy,
(20) Scatter,Muskets
Light Infantry- March 10 5+ 6 2+ 10 12/14 135 Piercing (1), Muskets
Column (20)
Guard Infantry - Attack 5 4+ 5+ 3+ 10 14/16 155 Piercing (1), Elite, Headstrong, FormSquare(3),
Column (20) ClosingFire, Muskets
Guard Infantry - Firing 4 4+ 5+ 3+ 13 13/15 155 Piercing (1), Elite, Headstrong, FormSquare(3),
Line (20) ClosingFire, Muskets
Guard Infantry - Square 2 4+ 5+ 3+ 2.5* 14/16 155 Piercing (1), Elite, Headstrong, Phalanx
(20) ,ClosingFire, ReceiveCavalry, PackedIn
,Muskets
Guard Infantry - 5 4+ 5+ 4+ 10 13/15 155 Nimble, Piercing (1), Pathfinder, Stealthy, Elite,
Skirmish (20) Headstrong, Scatter, Muskets
Guard Infantry - March 10 5+ 6 2+ 10 13/15 155 Elite, Headstrong, Piercing (1), Muskets
Column (20)
Artillery batteries can be represented by placing multiple Artillery together, no special rules are used.
Muskets were not very accurate especially at long ranges, I have reduced their distance and damage from
Arquebusiers.
A properly trained soldier could fire 3 rounds a minute, so I have removed Reload.
Infantry in Square were almost impregnable to Cavalry, but susceptible to Artillery and Muskett fire.
A firing line gave greater fire power, but was difficult to keep straight whilst moving, and was easier to break
than a massed column.
Attack Columns were used (controversially) to Punch into line troops, they gave the impression of greater
safety(Nerve), but had reduced firepower.
I have used Attack Column to mean the normal KOW 5 figures wide by 4 rows deep, in practice it would more
likely be narrower and deeper, but it keeps the formation shape standard.