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{3.0}
MOVEMENT=============================================================
===
Movement is slightly variable; charges MUST be declared before rolling; score = x10
paces. All units with movement orders MUST move at least half-way before stopping,
UNLESS encountering an obstacle. CAN USE LDR RATING INSTEAD OF UNIT CE.
Normal Charge
European / Loyal - Foot CE + 1d5 (Min.dist = 2x CE)
" " - Cavalry (2xCE) +1d5 (2xCE) +2d5
Rebels & Irregulars 2d5 Min. roll = CE (For Cav, use
3d5)
- For each 'D'; -1" (if final total is negative, pull back = amount);
- Passing obstacles; moving & firing; change formation = 1/2 speed
- Chargers MUST move final half in a straight line to receive 'impact bonus'
- GAD THE HEAT: If fought near mid-day, ALL charging European foot regts (which
suffered quite badly) take 1d5 'D's; +1 each subsequent
charge in the game......
{4.0}
COMBAT===============================================================
===
Stationary regular units (only) which are being charged always have the option
to fire at 'point blank range' if status is OK, irrespective of distance moved by their
attackers (use 2x CE factor). Otherwise, ALL stationary units being charged can only fire
AFTER the target has moved half way. If chargers make contact in less than that distance,
defender is unable to fire.
# SPECIAL EFFECTS: Deduct 1" per hit from movement, then check if charges make
contact.
[a] RANGED COMBAT:
===========================================================
Firing is by unit rolling a number of d6's equal to their CE value - requires (-) to hit
(adjusted as follows). N.B. Regular artillery rolls d6's = 2x CE at CLOSE range
SEQUENCE: Stationary, then moving firers (do 'point blank' with CLOSE
COMBAT)
RANGES: Weapon Close (4+) Max. (6+)
Rifle, Lt.Arty 120 240 (includes 'Jezzail' types)
Musket 50 120
Field Arty. 120 # (Heavy = same range, but
+1d6)
ADJUST DICE ROLLS AS FOLLOWS:-
* (+1) per target rank over 1 (cav ranks x2) * (-1) Firer any 'D's at all;
* (+ ) * (-1) If 'D's greater than CE
* (+1) if target stood (or just chg.formation); * (-1) target charging to contact
* ........Heavy Arty....... * (-1,3) if target in soft/hard cover
* (-1) Firer moved (inc. formation
change)
[b] CLOSE QUARTERS:
==========================================================
IMPORTANT: If the player/leader wishes to fight, use THEIR LDR rating, not the
UNIT'S' CE.
SEQUENCE: - Roll for 'point blank' fire, cav. vs. squares, and bayonet charges;
- Check if charges actually connected (CE - 'D's)
- Calc. melee results
# AT THEM WITH THE BAYONET: European regts. charging home cause
'demoralising hits'; roll 1d6 per CE; hits = any greater than/equal to
rebel CE (count towards melee win). If 'morale hits' ALONE greater than
CE, charged unit BREAKS. N.B. Must roll for hits on EACH rebel
unit being charged; apportion CE dice (before rolling).
# POINT-BLANK FIRE: Use firing chart, but use dice = 2x CE as basic factor
# SQUARES: Cause charging cavalry 'D's=CE, PLUS negate charge bonus.....if
greater than cav. CE, unit 'bounced-off' 20 paces (add-in to any firing
casualties). If Cav.CE - D's still GREATER than square, latter breaks and
runs - takes D's = Cav.CE
Unit Type Dice to Roll
INFANTRY REGIMENTS (incl. REBELS): 1d6 per CE
FIERCE IRREGULARS (Afgans etc.): 2d6 " "
'RABBLE' (Mounted or not): * Always get 1d6; ignore D's!
ALL CAVALRY: - Normal 1d6 per CE
- Charging 3d6 " "
ELEPHANTS: 4d6 " "