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Kings of War Napoleonic rules V1.

2
By HappyHiker

All standard KOW rules apply to both movement and combat.


Two additional rules have been added to give the game a Napoleonic feel, rather than simply have an
A Napoleonic unit can Change formation during its movement turn at the cost of half its movement. Any
subsequent firing/melee uses the new formation statistics

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

Unit Size Sp Me Ra De At Ne Pts Special


Troop(10) 5 4+ 5+ 3+ 8 9/11 100 Piercing (1), FormSquare(4), ClosingFire, Muskets
Regiment(20) 5 4+ 5+ 3+ 10 13/15 135 Piercing (1), FormSquare(4), ClosingFire, Muskets
Horde(40) 5 4+ 5+ 3+ 20 20/22 225 Piercing (1), FormSquare(4), ClosingFire, Muskets

Line/Light Infantry - Firing Line


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 3 4+ 5+ 3+ 10 8/10 100 Piercing (1), FormSquare(4), ClosingFire, Muskets
Regiment(20) 3 4+ 5+ 3+ 13 12/14 135 Piercing (1), FormSquare(4), ClosingFire, Muskets
Horde(40) 3 4+ 5+ 3+ 25 19/21 225 Piercing (1), FormSquare(4), ClosingFire, Muskets

Line/Light Infantry - Square


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 1 4+ 5+ 3+ 2* 9/11 100 Piercing (1),Phalanx, ClosingFire, ReceiveCavalry, PackedIn,
Muskets
Regiment(20) 1 4+ 5+ 3+ 2.5* 13/15 135 Piercing (1),Phalanx, ClosingFire, ReceiveCavalry, PackedIn,
Muskets
Horde(40) 1 4+ 5+ 3+ 5* 20/22 225 Piercing (1),Phalanx, ClosingFire, ReceiveCavalry, PackedIn,
Muskets
* - Per facing, .5 can be combined to a single die

Light Infantry - Skirmish


Unit Size Sp Me Ra De At Ne Pts Special
Skirmish Screen (5) 5 4+ 5+ 4+ 4 4 50 Nimble, Piercing (1), Pathfinder, Stealthy, Scatter, Muskets
Troop(10) 5 4+ 5+ 4+ 8 8/10 100 Nimble, Piercing (1), Pathfinder, Stealthy, Scatter, Muskets
Regiment(20) 5 4+ 5+ 4+ 10 12/14 135 Nimble, Piercing (1), Pathfinder, Stealthy, Scatter, Muskets

Line/Light Infantry - March Column


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 10 5+ 6 2+ 8 8/10 100 Piercing (1), Muskets
Regiment(20) 10 5+ 6 2+ 10 12/14 135 Piercing (1), Muskets
Horde(40) 10 5+ 6 2+ 20 19/21 225 Piercing (1), Muskets
Line/Light Guard Infantry - Attack Column
Could be used for Imperial Guard, Foot Guard, or any Veteran/Elite unit

Unit Size Sp Me Ra De At Ne Pts Special


Troop(10) 5 4+ 5+ 3+ 8 10/12 120 Piercing (1), Elite, Headstrong, FormSquare(3),
ClosingFire, Muskets
Regiment(20) 5 4+ 5+ 3+ 10 14/16 155 Piercing (1), Elite, Headstrong, FormSquare(3),
ClosingFire, Muskets
Horde(40) 5 4+ 5+ 3+ 20 21/23 250 Piercing (1), Elite, Headstrong, FormSquare(3),
ClosingFire, Muskets

Line/Light Guard Infantry - Firing Line


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 4 4+ 5+ 3+ 10 9/11 120 Piercing (1), Elite, Headstrong, FormSquare(3),
ClosingFire, Muskets
Regiment(20) 4 4+ 5+ 3+ 13 13/15 155 Piercing (1), Elite, Headstrong, FormSquare(3),
ClosingFire, Muskets
Horde(40) 4 4+ 5+ 3+ 25 20/22 250 Piercing (1), Elite, Headstrong, FormSquare(3),
ClosingFire, Muskets

Line/Light Guard Infantry - Square


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 2 4+ 5+ 3+ 2* 10/12 120 Piercing (1), Elite, Headstrong, Phalanx ,ClosingFire,
ReceiveCavalry, PackedIn ,Muskets
Regiment(20) 2 4+ 5+ 3+ 2.5* 14/16 155 Piercing (1), Elite, Headstrong, Phalanx ,ClosingFire,
ReceiveCavalry, PackedIn ,Muskets
Horde(40) 2 4+ 5+ 3+ 5* 21/23 250 Piercing (1), Elite, Headstrong, Phalanx ,ClosingFire,
ReceiveCavalry, PackedIn ,Muskets
* - Per facing, .5 can be combined to a single die

Light Guard Infantry - Skirmish


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 5 4+ 5+ 4+ 8 9/11 120 Nimble, Piercing (1), Pathfinder, Stealthy, Elite,
Headstrong, Scatter, Muskets
Regiment(20) 5 4+ 5+ 4+ 10 13/15 155 Nimble, Piercing (1), Pathfinder, Stealthy, Elite,
Headstrong, Scatter, Muskets
Horde(40) 5 4+ 5+ 4+ 20 20/22 250 Nimble, Piercing (1), Pathfinder, Stealthy, Elite,
Headstrong, Scatter, Muskets

Guard Infantry - March Column


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 10 5+ 6 2+ 8 9/11 120 Elite, Headstrong, Piercing (1), Muskets

Regiment(20) 10 5+ 6 2+ 10 13/15 155 Elite, Headstrong, Piercing (1), Muskets

Horde(40) 10 5+ 6 2+ 20 20/22 250 Elite, Headstrong, Piercing (1), Muskets


Rifle Infantry - Attack Column
Could be used for 95th or 60th rifles, but also KGL light or any elite unit with rifles
Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 5 4+ 4+ 3+ 8 9/11 120 Elite, Piercing (1), Pathfinder,
FormSquare(4), ClosingFire, Rifles
Regiment(20) 5 4+ 4+ 3+ 10 13/15 155 Elite, Piercing (1), Pathfinder,
FormSquare(4), ClosingFire, Rifles
Horde(40) 5 4+ 4+ 3+ 20 20/22 250 Elite, Piercing (1), Pathfinder,
FormSquare(4), ClosingFire, Rifles

Rifle Infantry - Firing Line


Unit Size Sp Me Ra De At Ne Pts
Troop(10) 3 4+ 4+ 3+ 10 8/10 120 Elite, Piercing (1), Pathfinder,
FormSquare(4), ClosingFire, Rifles
Regiment(20) 3 4+ 4+ 3+ 13 12/14 155 Elite, Piercing (1), Pathfinder,
FormSquare(4), ClosingFire, Rifles
Horde(40) 3 4+ 4+ 3+ 25 19/21 250 Elite, Piercing (1), Pathfinder,
FormSquare(4), ClosingFire, Rifles

Rifle Infantry - Square


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 1 4+ 4+ 3+ 2* 9/11 120 Elite, Piercing (1),Phalanx,ClosingFire,
ReceiveCavalry, PackedIn ,Rifles
Regiment(20) 1 4+ 4+ 3+ 2.5* 13/15 155 Elite, Piercing (1),Phalanx,ClosingFire,
ReceiveCavalry, PackedIn ,Rifles
Horde(40) 1 4+ 4+ 3+ 5* 20/22 250 Elite, Piercing (1),Phalanx,ClosingFire,
ReceiveCavalry, PackedIn ,Rifles
* - Per facing, .5 can be combined to a single die

Rifle Infantry - Skirmish


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 5 4+ 4+ 4+ 8 9/11 120 Elite,Nimble,Piercing
(1),Pathfider,Stealthy,Scatter,Rifles
Regiment(20) 5 4+ 4+ 4+ 10 13/15 155 Elite,Nimble,Piercing
(1),Pathfider,Stealthy,Scatter,Rifles
Horde(40) 5 4+ 4+ 4+ 20 20/22 250 Elite,Nimble,Piercing
(1),Pathfider,Stealthy,Scatter,Rifles

Rifle Infantry - March Column


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 10 5+ 6 2+ 8 8/10 120 Elite, Piercing (1), Musketts
Regiment(20) 10 5+ 6 2+ 10 12/14 155 Elite, Piercing (1), Musketts
Horde(40) 10 5+ 6 2+ 20 19/21 250 Elite, Piercing (1), Musketts
Landwehr - Attack Column
Could be used for Prussian/Hanovarian Landwehr, or any green, or poorly trained unit.
Unit Size Sp Me Ra De At Ne Pts Special

Troop(10) 5 5+ 5+ 3+ 8 8/10 70 Piercing (1), FormSquare(5), ClosingFire,


Muskets
Regiment(20) 5 5+ 5+ 3+ 10 12/14 100 Piercing (1), FormSquare(5), ClosingFire,
Muskets
Horde(40) 5 5+ 5+ 3+ 20 19/21 165 Piercing (1), FormSquare(5), ClosingFire,
Muskets

Landwehr Infantry - Firing Line


Unit Size Sp Me Ra De At Ne Pts Special

Troop(10) 2 5+ 5+ 3+ 10 7/9 70 Piercing (1), FormSquare(5), ClosingFire,


Muskets
Regiment(20) 2 5+ 5+ 3+ 13 11/13 100 Piercing (1), FormSquare(5), ClosingFire,
Muskets
Horde(40) 2 5+ 5+ 3+ 25 18/20 165 Piercing (1), FormSquare(5), ClosingFire,
Muskets

Landwehr Infantry - Square


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 0 5+ 5+ 3+ 2* 8/10 70 Piercing (1), Phalanx, ClosingFire,
ReceiveCavalry, PackedIn, Muskets
Regiment(20) 0 5+ 5+ 3+ 2.5* 12/14 100 Piercing (1), Phalanx, ClosingFire,
ReceiveCavalry, PackedIn, Muskets
Horde(40) 0 5+ 5+ 3+ 5* 19/21 165 Piercing (1), Phalanx, ClosingFire,
ReceiveCavalry, PackedIn, Muskets
* - Per facing, .5 can be combined to a single die

Line/Light Infantry - March Column


Unit Size Sp Me Ra De At Ne Pts Special
Troop(10) 10 6 6+ 2+ 8 7/9 70 Piercing (1), Muskets
Regiment(20) 10 6 6+ 2+ 10 11/13 100 Piercing (1), Muskets
Horde(40) 10 6 6+ 2+ 20 18/20 165 Piercing (1), Muskets
Light Cavalry
Unit Size Sp Me Ra De At Ne Pts Special
Troop(5) 9 4+ - 4+ 7 10/12 105 Nimble, Thunderous Charge (1)
Regiment(10 9 4+ - 4+ 14 13/15 160 Nimble, Thunderous Charge (1)
)

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)

Foot Artillery - 6pdr


Unit Size Sp Me Ra De At Ne Pts Special
(1) 5 - 5+ 4+ 1 11/13 85 Blast (D6+1), Piercing (4), Canister,Reload!

Add Howitzer for Indirect Fire cost 10pts

Foot Artillery - 9/12pdr


Unit Size Sp Me Ra De At Ne Pts Special
(1) 5 - 5+ 4+ 1 11/13 95 Blast (D6+2), Piercing (4), Canister,Reload!

Add Howitzer for Indirect Fire cost 10pts

Horse Artillery - 6pdr


Unit Size Sp Me Ra De At Ne Pts Special
(1) 9 - 5+ 4+ 1 11/13 100 Blast (D6+1), Piercing (4), Canister,Reload!

Add Howitzer for Indirect Fire cost 10pts

Horse Artillery - 9/12pdr


Unit Size Sp Me Ra De At Ne Pts Special
(1) 9 - 5+ 4+ 1 11/13 110 Blast (D6+2), Piercing (4), Canister,Reload!

Add Howitzer for Indirect Fire cost 10pts

General (Brigade/Corps Commander)


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
Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) (+20)
General Napoleon
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), Vive l'Empereur
Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) (+20)

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!

Sergeant Jean Ticquet


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,Piercing
(1), Pathfinder, Stealthy, Scatter, Muskets

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)

Landwehr - Attack 5 5+ 5+ 3+ 10 12/14 100 Piercing (1), FormSquare(5), ClosingFire,


Column (20) Muskets
Landwehr - Firing Line 2 5+ 5+ 3+ 13 11/13 100 Piercing (1), FormSquare(5), ClosingFire,
(20) Muskets
Landwehr - Square (20) 0 5+ 5+ 3+ 2.5* 12/14 100 Piercing (1), Phalanx, ClosingFire,
ReceiveCavalry, PackedIn, Muskets
Landwehr - March 10 6 6+ 2+ 10 11/13 100 Piercing (1), Muskets
Colunn (20)

Rifles - Attack 5 4+ 4+ 3+ 10 13/15 155 Elite, Piercing (1), Pathfinder, FormSquare(4),


Colum(20) ClosingFire, Rifles
Rifles - Firing Line(20) 3 4+ 4+ 3+ 13 12/14 155 Elite, Piercing (1), Pathfinder, FormSquare(4),
ClosingFire, Rifles
Rifles - Square (20) 1 4+ 4+ 3+ 2.5* 13/15 155 Elite, Piercing (1),Phalanx,ClosingFire,
ReceiveCavalry, PackedIn ,Rifles
Rifles - Skirmish 5 4+ 4+ 4+ 8 9/11 120 Elite,Nimble,Piercing
Troop(10) (1),Pathfider,Stealthy,Scatter,Rifles
Rifles - Skirmish 5 4+ 4+ 4+ 10 13/15 155 Elite,Nimble,Piercing
Regiment(20) (1),Pathfider,Stealthy,Scatter,Rifles

Light Cavalry (10) 9 4+ - 4+ 14 13/15 160 Nimble, Thunderous Charge (1)


Heavy Cavalry(10) 8 3+ - 5+ 16 14/16 195 Headstrong, Thunderous Charge (2)
6pdr Foor Artillery 5 - 5+ 4+ 1 11/13 85 Blast (D6+1), Piercing (4), Canister,Reload!
Mounted General 8 3+ - 5+ 4 12/14 120 Hero (Inf), Crushing Strength (1), Individual,
Very Inspiring
Wellington 5 3+ - 5+ 4 12/14 100 Hero (Inf), Crushing Strength (1), Individual,
Very Inspiring, Rallying(2), Reverse Slope
Napoleon 5 3+ - 5+ 4 12/14 100 Hero (Inf), Crushing Strength (1), Individual,
Very Inspiring, Rallying(2), Vive l'Empereur
Richard Sharpe 5 3+ 4+ 5+ 3 10/12 50 Hero (Inf), Crushing Strength (1), Individual,
Inspiring, Rallying(1), Rifles
Sergeant Harper 5 3+ 3+ 5+ 3 10/12 50 Hero (Inf), Crushing Strength (1), Individual,
HandCannon, Reload!
Pierre Cambronne 5 3+ 5+ 5+ 3 10/12 50 Hero (Inf), Crushing Strength (1), Individual,
Die Not Surrender, Pistol
Special Rules
Blast If the unit’s attack hits the target, the target suffers a number of hits equal to the number in brackets,
rather than a single hit.
Headstrong Whenever the unit begins a turn Wavering, it rolls a die. On a 4+ it shrugs off the effects of
Wavering and is Disordered instead.
Elite Whenever the unit rolls to hit, it can re-roll all dice that score a natural, unmodified 1.
Nimble The unit can make a single extra pivot of up to 90 degrees around its centre while executing any move
order, including a Charge! It cannot make this extra pivot when ordered to Halt. In addition the unit does not
suffer from the -1 to hit modifier for moving and shooting
Piercing All ranged hits inflicted by the unit have a +(n) modifier when rolling to damage.
Thunderous Charge -All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This
bonus is in addition to the unit’s Crushing Strength (if any), however the unit loses this bonus when
Crushing Strength All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Phalanx Units that charge this unit’s front cannot use the Thunderous Charge special rule.
Pathfinder The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain.
Pathfinder units are not Hindered for charging through difficult terrain.
Stealthy Enemies shooting against the unit suffer an additional -1 to hit modifier.
Iron resolve - If steady as result of nerve test it regains 1 point of damage
Reload! The unit can fire only if it received a Halt order that turn.
Rallying! Friendly non-allied units within 6" have +n to their Waver and Rout Nerve values. This is cumulative,
with a maximum total of +2 if multiple units with Rallying! are in range.
Inspiring If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must re-roll
that Nerve test. The second result stands.)
Very Inspiring This is the same as the Inspiring special rule, except that it has a range of 9". Any rule which
affects Inspiring also affects Very Inspiring.
Canister -Double Dice, +2 to hit. Can only be used up to 6"
Form Square(n) - Can form square as charge reaction if roll n+ on 1d6
Closing fire - Can fire a volly as charge reaction
Receive Cavalry = +3 on defence against Mounted, Do not suffer disordered
Packed in - Enemies shooting at this unit gain a +1 to hit modifier
Scatter - The unit can scatter avoiding any charge, but becomes disordered and can not charge.
Reverse Slope - Any Friendly Units within 9" get +1 to Defence
Vive l'Empereur - Any Friendly Units within 12" get 50% extra movement and do not have to Reload!
Die, Not Surrender - Friendly non-allied units within 6" gain Iron Resolve and do not Waiver
Muskets Range 18"
Rifles Range 24"
Hand Cannon Range 12"
Pistol Range 12"
Historical Notes
Most troops had similar equipment and weapons, so unit to unit they would have similar stats. However
Troop training could make a difference to their nerve and ability to change formation and accuracy.

All Infantry Stat lines use Arquebusiers/Crossbow as their base line.

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.

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