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Infantry Movement Road Open Broken Woods Rough Melee Firer Target
Single Line NA 6 4 2 1 1x 1x 1x
Extended Line NA 8 6 3 1 1x -1 DRM -1 DRM
Double Line / Attack Column NA 7 5 2 2 2x 1st rank +1 / +2 DRM
Skirmish / Dismounted Officers NA 10 7 4 3 ½x ½x ½ loss
Column 18 14 10 4 2 ½x ¼x / ½x +3 DRM
Disordered 7 5 4 3 2 1x ½x +3 DRM
Routed (move, then rally) 22 18 12 5 3 POW NA ½ loss
Bonus Movement (Push = #) 3 Dice 3 Dice 2 Dice 1 Die ½ Die NA NA Disengage
Cavalry Movement Road Open Broken Woods Rough Melee Firer Target
Single Line NA 10 6 2 NA 1x ½x +2 DRM
Double Line NA 12 8 2 NA 2x ½x +4 DRM
Skirmish NA 20 12 4 2 ½x ¼x ½ Loss
Column 24 16 12 4 1 1x ¼x +4 DRM
Disordered / Mounted Officers 16 12 8 3 1 1x ¼x +6 DRM
Routed 26 18 12 4 2 POW NA Disengage
Bonus Movement (Push = #) 4 Dice 4 Dice 3 Dice 1 Dice ½ Dice NA NA Disengage
Dismounted NA 8 5 4 1 1x -2 DRM -2 DRM
Artillery Movement Road Open Broken Woods Rough Melee Firer Target
Limbered (¼ move to unlimber) 24 16 12 1 None POW NA +3 DRM
Unlimbered (½ move to limber) 4 2 1 ½ None ½x 1x - 3 DRM
1 dead horse = ½ movement Prolonge movement – 2x unlimbered rate directly away from enemy; moving fire
MORALE CHECKS OFFICER CASUALTIES TURN SEQUENCE
1. First casualty Officer or assist within 12” of enemy – 2 dice: 12 hits 1. MARK ORDERS
2. Hit by ART / SS; +1 MPM per Within 2” of enemy – 1 die: 6 hits 2. ROUTS, RALLIES, REPLACE
3. Loss of a stand or section In Melee – 1 die: 5 or 6 hits 3. REVEAL ORDERS
4. Within 6” visibility of routed Officer Hit Results 4. FIRST FIRES
or destroyed unit, or officer hit 1 Minor wound - no benefits for 1 turn 5. DISENGAGING
Die roll of 2 = automatic rout 2, 3 Serious wound - no benefits for 2 turns 6. CHARGES
Die roll of 12 = automatic rally 4 Severe Wound 5 Mortal Wound 6 Killed 7. MOVEMENT
SHAKEN (yellow): fall back 1D6” facing enemy unless officer present REPLACEMENTS 8. MOVING FIRES
ROUTED (red): fall back bonus movement in disorder Beat BMP w/ 1D6 9. OFFICER CASUALTIES
BASE MORALE POINT (BMP) CHARGE CHARGE
Elite 2, Vet 3, Green 4, Militia 5 Formation Impact Modifiers Unique Impact Modifiers
Morale Point Modifiers (MPM) INF single line 0 INF per supported unit -1
Officer rating -1, -2, -3 INF extended line +1 CAV per supported CAV unit -2
Charging -1 INF double line -1 IF UNIT IS CHARGED:
Behind cover, uphill, woods -1 INF attack column -2 On Partial Flank +3
Hasty works -2 INF skirmish line +6 On Full Flank +6
Light / medium / heavy works -3 INF column +3 On Rear +9
Behind friendly units -4 INF disordered +4 While Forming +2
Per stand or section lost +3 CAV single line -1 On Conditional Hold +2
Brigade commander lost +1 CAV double line -2 MOVEMENT NOTES
Per regt. lost (same brigade) +1 CAV skirmish line +5 2” front-to-flank (4” for Green)
Shaken +2 CAV column +2 FORM: full move if green, skirmish, disorder, woods
Routed +4 CAV disordered +3 or rough (others ½ move to FORM)
Hit by fire: Partial Flank +2 CAV dismounted +3 Artillery cannot move within 4” of INF, 6”others
Full Flank +4 ART supported 0 Skirmishers cannot move within 2” of enemy
Rear +6 ART unsupported +8 Wagons must stay 1’ from main battle line
Disordered +1 ART limbered SR Green ART full move to limber, ½ to unlimber
CHARGE PROCEDURE
1. Charging unit reveals orders and designates charge target. 5. If defender wins – Attacker falls back in disorder 1D6” (INF) or 2D6” (CAV)
Must charge closest threatening enemy. Any charge over 45º is in disorder. (½“ in woods/rough) plus modifiers.
2. Roll for charge bonus; calculate disorder point. 6. If attacker wins – Defender falls back in disorder 2D6” from
Disorder at ½ of bonus for elite, vet; full charge for green attacker (½“ in woods/rough) plus modifiers. If that die sum is:
3. Roll 1D6 for point of defensive volley (none if FR at attacker) (2-4) same morale, (5-8) shaken, (9-11) routed, (12) picked up.
Elite, vet use ½ inches for distance; green troops use full inches (-1DRM Elite, -1 Officer present, +1 Green troops, +2 Militia)
(-1” if officer present, elite, or in works; +1” disordered, CH or forming) Attacker moves rest of charge distance and goes into disorder.
Max. of +1 or –1. Cannot fire at same unit twice – can fire at different unit 7. Fire simultaneous 2 dice volley with modifiers.
4. Dice down for Impact. Low total wins. If tie, enter Melee. 8. If units end turn in contact, they Melee until one is picked up.
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Both attacker and defender calculate Impact Morale by adding 1 round of Melee, supporting units count as half; continuing
2D6 roll to BMP, MPM, Formation Impact and Unique Impact Modifiers rounds count as full. If unit “routs” in Melee, it surrenders.