Professional Documents
Culture Documents
- 00-89 00-79 00-64 00-49 00-44 00-39 00-29 00-19 00-09 00-09 -
R 90-99 80-89 65-79 50-69 45-59 40-49 30-39 20-29 10-19 - D
1/M 100+ 90+ 80-99 70-99 60-89 50-79 40-69 30-59 20-39 10-19 1/D/M
2/M+10 - - 100+ 100-109 90-104 80-99 70-94 60-89 40-69 20-39 2/D/M+10
3/M+10 - - - 110+ 105+ 100-109 95-104 90-99 70-89 40-69 3/D/M+10
4/M+20 - - - - - 110+ 105+ 100-109 90-99 70-89 4/D/M+20
5/M+20 - - - - - - - 110+ 100-109 90-99 5/D/M+20
6/M+20 - - - - - - - - 110+ 100+ 6/D/M+20
Quotient .33 .5 .66 1.0 1.5 2.0 2.5 3.0 4.0 5.0 Quotient
Fire Combat Resolution Procedure A. Infantry Line SP Chart B. Fire Formation Chart
1) Determine the Fire Strength by multiplying the number of SPs firing by their
SPs 3 ranks 4 ranks Formation Maximum SPs firing
Fire Multiple. The number of SPs firing is determined using charts A and B.
The number of SPs firing and Fire Multiples can all be modified (see chart C). 1-4 s: 1-4 f: 1-4 s: 1-4 f: 1-4 Artillery 4
The final Fire Strength may be modified by terrain (see TEC).
2) Divide the firing units’ Fire Strength by the Fire Defense Value of the target 5 s: 2/3 f: 2/3 s: 5 f: 4 Attack Column 1
hex. This will result in a ‘Quotient’ number. Find the odds column that is less
6 s: 3/3 f: 3/3 s: 6 f: 4 General Order 3
than or equal to the calculated Quotient. The final odds column may be modi-
fied by terrain, or the optional enfilade and artillery height advantage rules. 7 s: 3/4 f: 3/4 s: 3/4 f: 2/3 Hook See Diagram E
3) Roll the dice and add any Fire Combat Diceroll Modifiers (chart C).
4) Cross-reference the modified dice roll with the correct set of results. For fire 8 s: 4/4 f: 4/4 s: 4/4 f: 3/3 Line 4 (see also chart A)
in the Fire Combat Phase use the results shown on the left side. For Oppor-
9 s: 4/5 f: 4/4 s: 4/5 f: 3/4 Skirmish 3
tunity or Defensive Fire use results shown on the right side.
5) Apply the results in the order listed: SP loss first, then any ‘D’ result, then any 10 s: 5/5 f: 4/4 s: 5/5 f: 4/4 Square See Diagram D
possible ‘M’ result. (A leader loss comes before any D or M result is rolled for.)
- An ‘R’ result means the target may return fire (12.10). - Cross index a unit’s (or stack’s) SPs
with the ranks that the unit’s army C. Fire Combat Modifiers
- A ‘Special Result’ will only happen on a natural roll of 00-09 (12.11).
- A number result is the number of SPs lost. This number may be modified by uses to show the stacking (s) and SPs Firing Modifiers
the SP Loss Modifiers listed in chart C. firing (f) parameters of an infantry
unit or stack in Line. Partial LOS: SPs halved (rounded) [12.6f]
- A ‘D’ result is a Disorder Check (C) for Opportunity Fire, or a Disorder
Check (E) for Defensive Fire. - Stacking is shown after the letter ‘s’ Disordered: SPs halved (rounded) [12.3a]
- An ‘M’ result is a Morale Check (A) for all types of fire (12.9d). Only use and the number of SPs that can fire
Howitzer Fire (12.6d): SPs halved (rounded)
this ‘M’ result if the natural roll was even. If, after all modifications to SP losses is shown after the letter ‘f’.
- When the number of SPs, cross- Any combination of the above: SPs quartered (rounded)
(see SP Loss Modifiers on chart C), 2-3 SPs are lost, add 10 to the target’s ER
for this Morale Check. If 4 or more SPs are lost add 20. indexed with the number of ranks, Fire Multiple Modifiers
results in a grey box, the unit can
form a 2 hex Line. If it does form a General Order: -1
D. Square Fire Strength Distribution (12.2g) X Y 2 hex Line, the number on the left Target enfiladed: +1
A unit in Square formation can fire up to 4 SPs (2 SPs if shows the number of SPs that can
Disordered) into each of the three X hexes or each of the stack and fire from the left hex and Fire Combat Diceroll Modifiers
Y X
three Y hexes but it may not fire into any combination of the number on the right shows the Each full odds ratio over 5:1: +10
X and Y hexes. A minimum of 3 SPs is required to form X Y number of SPs that can stack and Defensive Fire vs. Cavalry: +10 (13.10g)
Square—1 and 2 SP units cannot form Square. fire from the right hex. Defensive Fire vs. Infantry: +20 (13.10g)
Option 7.5
Foot x4 x1 1: x4 2: x0
English
Musketier x4 1: x4 2: x1
Option 7.6
Garde x4 1: x4 2: x1
Musketiere / Mariniers x3 1: x3 2: x1
Dutch
*Artillery minimum ranges for 1) Opportunity Fire, and for 2) Multiple Artillery units firing (see Series rules 12.2i and 12.8)
English &
Hanoverian French Dutch 8.7 Artillery Fire Special Results (*Leader Loss Roll on 00, 02, 04, 06, 08)
Rapid Fire 0* 0*-1 0*-1 Re-roll 2 times. (8.7a)
Accurate Fire 1 2*-3 2* Shift the odds column 1 to the right and re-roll. (8.7b)
Caisson 2* 4* 3 Re-roll the fire. If the result is an R/D or any SP loss, and the hex has Artillery, that
Explosion Artillery takes an extra SP loss and makes a Morale Check. (8.7c)
Wild Fire 3-4*-5 5 4*-5 Randomly choose an adjacent hex in LOS and re-roll, attacking that hex. (8.7d)
Heavy Smoke 6*-7 6*-7 6*-7 Re-roll and subtract 10 from the roll for each hex of distance to the target. (8.7e)
Low Ammo 8* 8* 8* Fire has no effect. (8.7f)
Ammo 9 9 9 No effect, and firing units limber, displacing one hex if necessary to avoid illegal
Exhausted stacking. Units in redoubts/fieldworks are exempt from this result. (8.7g)
*Subtract 1 from roll if firer is Artillery at 1-3 range, Skirmishers, any Dutch Infantry or dismounted French Carabiniers.
**Wounded Duration is equal to a single die roll, halved and rounded.
© Copyright 2012, Clash of Arms Games™
Fontenoy Morale Check Summary Chart
Procedure: F. Friendly Unit Retreats (series rules 10.13c, 17.3d, 20.1c, 20.2d)
1) Determine the type of Morale Check required. A) When: a non-Skirmish unit Retreats Before Close Combat, and it retreats
2) In the table below, follow that column down to determine the through a friendly stack--roll for the non-retreating friendly stack.
applicable modifiers. B) When: units Rout Retreat, roll a Morale Check for any units that the rout-
3) Apply those modifiers. ing units were stacked with or pass through. If the stack moved through was
4) Roll for the Morale Check--for mixed stacks, use the ER of the top already Routed, do not roll: it also performs a Rout retreat.
non-Artillery unit. Pass: The stack retains its current Morale state.
5) Check the explanations below for the results. Fail: A Good Morale unit becomes Shaken and Disordered. (If a unit was al-
ready Disordered it also becomes Shaken/Disordered.) A Shaken unit Routs.
A. Fire Combat Result (series rules 12.9d, 19.2)
When: On an unmodified die roll that is even and that causes at least 1 SP of G. “M” Close Combat Result & CC Special Result (series rules 14.4, 14.8)
losses, the affected unit must roll a Morale Check. On a Fire Combat Result of ‘G’ Morale Checks can trigger Special Results on dicerolls of 00-09.
2 or 3, add +10 to the unit’s ER. On a result of 4, 5 or 6, add +20. When: Units subject to the “M” result from either a Close Combat or a Close
Pass: No effect. Combat Special Result must roll a Morale Check. Each stack rolls separately.
Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs. An Pass: Stack is unaffected. Refight the Combat if stacks from both sides pass.
already Shaken Artillery unit is eliminated. Fail: Stack loses 1 SP and Routs
Optional Modifier: French units defending in open terrain: +5 (see 6.7)
B. Pre-Close Combat (series rules 13.2a, 13.7a, 13.8a, 17.3a)
When: Per the Close Combat phases, attackers and then defenders must check H. Opportunity Charge (series rule 17.2a)
their Morale. In both cases, a separate roll is made for every stack. An already When: A stack that is attempting to Opportunity Charge currently activated
routed defender does not make a MC but instead loses 1 SP and Routs. units must first make a Morale Check to see if it can undertake the Op.
Pass: No effect. Close Combat continues. Charge.
Fail: An attacker that fails is Shaken and does not move nor participate in the Pass: Execute the Opportunity Charge.
Close Combat. A defender that fails receives a Shaken marker and continues Fail: The Op. Charge is not made, and the stack attempting it becomes Shaken.
the Close Combat in that Morale state. If the defender was already Shaken,
they Rout. I. Rally Attempt (series rule 19.5)
Rally attempts do not trigger Special Results on 00-09 dicerolls.
C. Counter Charge Movement (series rule 13.5c) When: In the Rally Phase, roll first for all Shaken units, then roll for all Rout-
When: A stack attempting to Counter Charge must roll a Morale roll in order ed units. Shaken units roll as a stack, but Routed units roll individually. Pass:
to continue with the Counter Charge. Shaken units return to good morale. Routed units become Shaken/Disordered
Pass: The Counter Charge can be successfully undertaken. Move the Counter and may assume any legal single hex Formation and Facing.
Charging stack adjacent to the charging Cavalry. Fail: A Shaken unit remains Shaken. A Routed unit Routs and may lose SPs
Fail: The Counter Charging Cavalry remains in place and becomes Shaken. (see series rule 19.5c).
D. Retreat Before Close Combat (series rules 13.9c, 20.1a, Fontenoy 3.7) J. Voluntary Rout (series rule 19.10c,d)
When: After units Retreat Before Close Combat, roll a Morale Check for the A) When: Roll for any units of a Command that have not voluntarily routed
retreating units. “Swedish” 4 lb artillery roll the MC before retreating. when other units of that Command have done so. (series rule 19.10c)
Pass: No effect. B) When: Independent units voluntarily Rout, roll for units of the activated
Fail: The units are Shaken. Swedish artillery are Shaken and do not retreat. command that did not voluntarily Rout if the Independent unit was within
An already Shaken stack Routs. the Command Leader’s Command Range. (series rule 19.10c)
For both A and B, if the checking unit was retreated through by a voluntarily
E. Eliminated or Routed Attackers (series rules 14.2c, 14.6a) routing unit, a +10 modifier applies to the Morale Check (series rule 19.10d).
When: Activated attacking units are eliminated in a hex or rout as a result of Pass: No effect.
Close Combat. Roll a Morale Check for any unactivated units or artillery in Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs.
the affected hex.
Pass: No effect Shaken Effects (19.6)
Fail: The remaining units become Shaken. Any already Shaken units Rout. • if stacked with non-Shaken unit, the
entire stack is Shaken (10.10)
Condition Morale Check A B C D E F G H I J • may not initiate Close Combat (13.1)
50% SP Losses +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 • No Defending Cavalry option (13.8b)
• Close Combat Value -5 (13.11c)
Disordered +5 +5 No No +5 +5 +5 +5 +5 +5 • cannot Countercharge (13.5c)
Unit State
Shaken +10 +10 +10 +10 +10 +10 +10 +10 • cannot Pursue (16.1b)
No No
• cannot Opportunity Charge (17.1a)
Routed Rout Rout No No No Rout X No +15 No • Effectiveness Rating +10 for Morale
In an EZOC +10 Checks (19.4)
NE NE No No NE NE NE No NE
Army Morale +? +? +? +? +? +? +? +? +? +? Routed Effects (19.7)
• not counted for Regimental Integrity(6.2)
General Order +5 +5 No NE +5 +5 NE No NE +5 • cannot be Activated (6.3)
Formation
- 00 00 Sauve qui peut! See Fontenoy rule 8.3b - 00 00 Sauve qui peut! See Fontenoy rule 8.3b
06-09 07-09 08-09 1) If the unit is stacked with a leader* the - 00 00 Sauve qui peut! See Fontenoy rule 8.3b
check is passed.
2) Re-roll with a +10 ERM. F 00 01 01-02 1) If the unit is retreated through by
cavalry it is ‘Disordered/Shaken.’
Friendly 2) Re-roll the with a +20 ERM.
- 00 00 Sauve qui peut! See Fontenoy rule 8.3b Unit
01-02 02-03 03-05 1) If the unit’s ER is 25+ it is ‘Disordered/
B 00
01-02
01
02-03
01 The unit is ‘Disordered/Shaken.’
02-04 1) If the unit is attacking and in an EZOC,
Retreats
Shaken.’
2) Re-roll with a +15 ERM.
Pre-Close re-roll with a +20 ERM.
Combat 2) Re-roll with a +15 ERM. 03-05 04-06 06-07 1) If the unit’s ER is 35+ it is ‘Disordered/
Shaken.
03-05 04-06 05-07 1) If the unit is stacked with a leader*, re- 2) Re-roll with a +10 ERM.
roll with a -15 ERM.
2) Re-roll with a +10 ERM. 06-09 07-09 08-09 1) If the unit is stacked with/adjacent to a
leader the check is passed.
06-08 07-08 08-09 1) If the unit is stacked with a leader* the 2) Re-roll with a +5 ERM.
check is passed.
2) Re-roll with a +5 ERM.
G 00
- 00 Sauve qui peut! See Fontenoy rule 8.3b
09 09 - Victoire! See Fontenoy rule 8.3c 00-08 01-08 01-09 No Special Result. Use the dice roll that
All Close was rolled, modifying it with all modifi-
00 00 00-01 The unit is ‘Disordered/Shaken.’ Combat ers applicable to ‘G’ Morale Checks.
‘M’
01-03 01-02 02-04 1) If the unit is stacked with its Command
C Leader, re-roll with a +10 ERM.
2) Re-roll with a +20 ERM.
Results 09 09 - Victoire! See Fontenoy rule 8.3c
Counter-
charge
Movement
04-06 03-05 05-07 1) If the unit is stacked with a leader the I No Special Results.
Treat a roll of 00-09 as a plain roll of that number, modifying it
with all appropriate modifiers.
check is passed. Rally
2) Re-roll with a +15 ERM.
& - 00 00 Sauve qui peut! See Fontenoy rule 8.3b
07-08 06-08 08-09 1) If the unit is stacked with a leader the
H
check is passed.
2) If the charge movement would result J 00 01 01 1) If the unit is in an EZOC it is
‘Disordered/Shaken.’
in the unit not ending the move in any Voluntary 2) Re-roll with a +20 ERM.
Opportunity EZOC, the check is passed. Rout
Charge 3) Re-roll with a +10 ERM. 01 02-03 02-04 1) If the unit’s ER is 25+ it is ‘Disordered/
Shaken.’
09 09 - Victoire! See Fontenoy rule 8.3c 2) Re-roll with a +15 ERM.
- 00 00 Sauve qui peut! See Fontenoy rule 8.3b 02-05 04-06 05-07 1) If the unit’s ER is 35+ it is ‘Disordered/
08-09 07-09 08-09 1) If the unit is stacked with/adjacent to a * Make a leader casualty check (after the re-roll, if one is required) as follows:
leader the check is passed. Roll one die and on a 0-1 result the leader is eliminated (see Series Rule 21.4d),
2) Re-roll with a +5 ERM. on a 2-9 result there is no effect. Subtract 1 from this die roll if the leader is
within LOS and range of any enemy infantry units.
© Copyright 2012, Clash of Arms Games™
Fontenoy Disorder Check Summary Chart
A. Movement Actions (18.2) D. Close Combat Defender Reaction (continued)
The Movement Actions Disorder Check can be triggered by any of ER Modifiers:
these issues: +10 For each MP expended for the Facing/Formation change or
• Non-Clear Terrain Formation Change (8.7)* +40 If the unit’s entire movement allowance is expended
• Non-Clear Terrain Movement (11.2d) -? Apply any Leader Modifier
• Pass Through Movement [see box below] (10.7)
• Rapid March Movement (11.4)* E. Defensive Fire Result (12.9e,i; 13.10e)
• Line Back Up Movement (11.7)* When: After the ‘D’ or SP loss Fire Result is applied
(*These actions cannot be undertaken if the stack is already Disordered.) Pass: No effect on the unit.
When: At the end of the unit’s movement (for both the unit mov- Fail: The unit is Disordered.
ing and any units moved through). ER Modifiers:
Pass: No Effect. +5 If the stack is Disordered
Fail: Disordered -? Apply any Leader Modifier
ER Modifiers:
+5 For each hex/hexside of triggering terrain F. Cavalry Recall (16.3)
+5 If the stack used Rapid March When: Before, during or at the end of Pursuit Movement
+10 For each ‘Pass Through’ hex (10.7) Pass: Ends Pursuit Movement if the attempt is made during Pur-
+5 If the stack is Disordered suit.
-? Apply any Leader Modifier Fail: If the retreated unit is not eliminated, Pursuit Movement
Note: When multiple events trigger the Movement Disorder Check must continue as far as possible. The pursuing unit is Disordered
(e.g. ‘Pass Through’ and ‘Rapid March’) all the ER modifiers that or Disordered/Shaken at the end of the Pursuit.
were accumulated during the unit’s movement are applied when ER Modifiers:
the check is made. +5 For each PP expended
+10 If in an EZOC
C. Opportunity Fire Result (12.9e,i; 18.2d) +5 If the stack is Disordered
When: After the ‘D’ or SP loss Fire Result is applied -? Apply any Leader Modifier
Pass: No effect on the unit.
Fail: The moving unit ceases movement and is Disordered. G. Disorder Recovery (18.6)
ER Modifiers: No Special Results on 00-09 dicerolls.
+5 If the stack is Disordered When: In the Disorder Recovery Step
-? Apply any Leader Modifier Pass: Remove the Disorder Marker from the unit (stack).
Disordered/Shaken units remain Shaken.
D. Close Combat Defender Reaction (13.4e)* Fail: The unit remains Disordered.
*This action cannot be undertaken if the stack is already Disordered. ER Modifiers:
When: After the reaction is completed. +10 If the unit making the check is in an EZOC
Pass: The reaction is completed with no other effect. +5 If the stack is Disordered
Fail: The reaction is completed but the unit is Disordered. Automatic recovery if a Leader is present.
PASS THROUGH EXAMPLES (10.7) DISORDER EFFECTS (18.5)
1) Different Types of Units: Movement:
• A cavalry unit in Line enters and exits a hex containing an infantry Movement allowance halved (rounded) (11.0)
Line that is also stacked with unlimbered artillery. No Rapid March (11.4)
• An infantry unit in March Col enters and exits a hex containing a No Line Backup Movement (11.7)
cavalry unit in March Col. No Square Movement (8.1e)
• A cavalry unit in March Col enters and exits a hex containing a Lim- No Artillery Prolonge movement (11.6)
bered artillery unit in Road Col. Cannot reverse direction (9.6a)
2) Different Facings: Formations:
• A cavalry unit in March Col is facing north and another cavalry unit No non-Clear terrain formation changes (8.7)
in March Col enters and exits the hex facing northeast. Line/March Col cannot voluntarily expand/contract (11.5)
• A cavalry unit in Line is facing north and another cavalry unit in Line No Square formation change (8.1e)
enters the hex also facing north, but changes facing to the northeast Unit breakdown/reform not allowed (8.5a,b)
and then exits the hex. Combat:
3) Different Formations: SPs firing per hex is halved (rounded) (12.3)
An infantry unit in Line enters and exits a hex containing an infantry Close Combat Strength halved (rounded) (13.11a)
unit in March Col. No Defender Reactions (13.4)
4) SPs Limit/Hex Exceeded: No non-Skirmisher Retreat Before Close Combat (13.9)
A 9 SP infantry Line enters and exits a hex containing a 6 SP infantry Cavalry Charge:
Line and 2 artillery SPs (counted as 8 SPs). Cavalry cannot Countercharge (13.5)
5) Ordered & Disordered: Cavalry cannot charge non-adjacent enemy units (13.1a, 17.1a)
A cavalry March Col in Good Order enters and exits a hex containing a Cavalry Pursuit Points are halved (rounded) (16.2a)
Disordered cavalry March Col. General Disorder Effects:
6) Routed & non-Routed: If stacked with an ordered unit, the entire stack is Disordered (10.10)
A non-Routed unit moves through a Routed unit. A second Disorder result makes the unit Disordered/Shaken (18.5c)
Effectiveness Rating of the stack is +5 for all Disorder Checks (18.5a)
00 00-01 00 Reaction fails: The unit keeps its original facing/formation and is Disordered.
D 01-02 02-04 01-03 Reaction succeeds but the unit is ‘Disordered/Shaken.’
Close Combat 03-06 05-08 04-07 1) If unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
Defender 2) Re-roll with a +5 ERM.
Reaction
07-09 09 08-09 Re-roll the check with a -10 ERM.
00-01 00 00-02 Recall fails (8.3d). Once the Pursuit is finished, mark the unit as Disordered and roll
the die again, eliminating SPs from the pursuing unit equal to ½ (rounded) the die roll.
02-03 01-03 03-05 1) If stacked with a leader, the Recall succeeds, but the pursuing unit loses SPs equal
F to ½ (rounded) the number of Pursuit Points used.
2) If not stacked with a leader, the result is the same as 1) but the unit is also Disordered.
Recall
(8.3e) 04-07 04-06 06-08 1) If unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
2) Re-roll with a +5 ERM.
08-09 07-09 09 1) If the pursuing unit expended 5 or fewer PP’s, the check is passed.
2) Re-roll with a -5 ERM.
G No Special Results.
Disorder Treat a roll of 00-09 as a plain roll of that number, modifying it with all appropriate modifiers.
Recovery
Notes:
ERM stands for Effectiveness Rating Modifier
Disorder Check B: ‘Attack Column Facing Change’ is not used in Fontenoy.
Modifiers listed for the Special Results are the only ones used for the re-roll. © Copyright 2012, Clash of Arms Games™
The Battle of Melle - 9 July 1745 - Scenario 8
Reinforcements
Independent
Independent
Units 7:00 8:00* 9:00* Units
2 2 2
BER b / Ag 26 +4 Cav 1 2 3 4 5 6 LIG / Mk 31 +3 Drag 1 2 3 4 5 6
DRY a / CG 25 +4 Cav 1 2 3 4 5 6 LIM / Mk 35 +3 Drag 1 2 3 4 5 6
DRY b / CG 26 +4 Cav 1 2 3 4 5 6 (4) L / Bl -7 +1 5 A BG Bligh 3
ETR a / Ch 26 +4 Cav 1 2 3 4 5 6
3 3 3
BLI / Bl 23 +4 Foot 1 2 3 4 5 6 7
ETR b / Ch 26 +4 Cav 1 2 3 4 5 6 RHN / Bl 24 +4 Foot 1 2 3 4 5 6 7
(3) Gv -5 +1 6 B MDC de Graville 5 RNB / Ch 22 +5 Foot 1 2 3 4 5 6 7
1 CRI / MH 31 +3 Inf 1 2 3 4 5 6 7 Mk / Ri
4 4 4
(4) -5 +1 4 B Col Rich 2
2 CRI / MH 32 +3 Inf 1 2 3 4 5 6 RIC / Ri 25 +4 Drag 1 2 3 4 5 6 7 8 9
3 CRI / MH 32 +3 Inf 1 2 3 4 5 6
Ade a / Mo 22 +4 Drag 1 2 3 4 5 6
LAV / Gv 30 +3 Inf 1 2 3 4 5 6
Lei / La 22 +4 Rei 1 2 3 4 5 6 7
(3) V / Sv
1 NOR / Sa
-6
27
+1
+4
7
Inf
B
1
MDC de Souvré
2 3 4 5 6
5 5 5 End SCH a / Mk 38 +3 Drag 1 2 3 4 5 6 7 8 9
Current Current
Army Game Army Game Army
Army
Loss Turn Morale
Level rolled for Result Total Loss Turn Morale Total
French Clear and Orchard Allied
Army Morale
Army Morale
Result
0 0 0 0
Army Leader Chain of Command
1. LG du Chayla - Initiative: +3, WAN: 9
2. MDC Graville - Initiative: +3, WAN: 9
1 1 1 1
3. MDC de Souvré - Initiative +3, WAN: 9
(4) Ch -7 +2 7 B LG du Chayla 7
2 2 2 2 Army Leader Chain of Command
1. GL von Moltke - Initiative: +4, WAN: 9
(4) Ag -5 +1 5 B MDC d’Aguessau 5 2. GM Forgách - Initiative: +2, WAN 9
BER a / Ag 26 +4 Cav 1 2 3 4 5 6
3. BG Bligh - Initiative: +3, WAN: 9
BER b / Ag
DRY a / CG
26
25
+4
+4
Cav
Cav
1
1
2
2
3
3
4 5
4 5
6
6
3 3 3 3 (4) Mk -5 +1 5 B GL von Moltke 7
(4) Fo -5 +1 4 B GM Forgách 5
DRY b / CG 26 +4 Cav 1 2 3 4 5 6
ETR a / Ch
ETR b / Ch
26
26
+4
+4
Cav
Cav
1
1
2
2
3
3
4 5
4 5
6
6
4 4 4 4 KAR / Mk
LIG / Mk
32
31
+1
+3
Hus
Drag
1
1
2
2
3
3
4 5
4 5
6
6
LIM / Mk 35 +3 Drag 1 2 3 4 5 6
(3) Gv -5 +1 6 B MDC de Graville 5
1 CRI / MH
2 CRI / MH
31
32
+3
+3
Inf
Inf
1
1
2
2
3
3
4 5
4 5
6
6
7
5 5 5 5 (4) L / Bl
BLI / Bl
-7
23
+1
+4
5
Foot
A
1 2
BG Bligh
3 4 5 6 7
3
RHN / Bl 24 +4 Foot 1 2 3 4 5 6 7
3 CRI / MH 32 +3 Inf 1 2 3 4 5 6
RNB / Ch 22 +5 Foot 1 2 3 4 5 6 7
LAV / Gv 30 +3 Inf 1 2 3 4 5 6
(3) V / Sv -6 +1 7 B MDC de Souvré 5 End End End End (4) Mk / Ri -5 +1 4 B Col Rich 2
RIC / Ri 25 +4 Drag 1 2 3 4 5 6 7 8 9
1 NOR / Sa 27 +4 Inf 1 2 3 4 5 6
2 NOR / Sa 28 +4 Inf 1 2 3 4 5 6
*Army Morale Check Ade a / Mo 22 +4 Drag 1 2 3 4 5 6
Lei / La 22 +4 Rei 1 2 3 4 5 6 7
3 NOR / Sa 28 +4 Inf 1 2 3 4 5 6 7
4 NOR / Sa 28 +4 Inf 1 2 3 4 5 6
Initiative Special Results Allies French SCH a / Mk 38 +3 Drag 1 2 3 4 5 6 7 8 9
Gn
(4) -5 +1 8 A Col de Grassin 2
Command Confusion 1 1-2
1 GAP / Gn 28 +3 Fan 1 2 3
2 GAP / Gn 28 +3 Fan 1 2 3 Command Lethargy 2-3 3-4
GCH / Gn 27 +2 Huss 1 2 3 4 5 6 © Copyright 2012, Clash of Arms Games™
F P2 4 Lb S / 1 24 +0 4 Lb S 1 2
Free Combat Segment 4-5 5 Printed in the USA.
Permission to photocopy this page is granted for personal use only.
F P2 4 Lb S / 2 24 +0 4 Lb S 1 2
Special Rally 6 6-7
F P2 4 Lb S / 3 24 +0 4 Lb S 1 2
F P2 4 Lb S / 4 24 +0 4 Lb S 1 2
Leader Initiative 7-9 8-9
F P2 4 Lb S / 5 24 +0 4 Lb S 1 2
50 SP Losses 50 SP Losses
Loss Level Loss Level
Result
Result
60 SP Losses 60 SP Losses
Current
Current 10+ 20+ 30+ 10+ 20+ 30+ Army Game Army
Army Game Army
Loss Turn Morale Total Loss Turn Morale Total
Level rolled for Result 0 0-2 0 - 0 0-2 0 - Level rolled for Result
Marsh* (S5725) 2 (12) 2 (24) 4 (12) 4 (12) All (6) 1 (3) 1 P 10 -4A/D* +5
Orchard*† (S4727) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) 1 2* 12 - -
Redoubt*† OT OT OT OT OT OT ½ OT* 20 +8D -10
Maximum Stacking is 8 or 12 SPs Must go to GO Must go to GO May not enter May not enter Must go to GO May not enter
+ 2 Artillery SPs
Sunken Road* (S4109) 2 (16) 2 (32) 4 (18) 4 (18) All (8) OT OT 2* 15 -2A/D* -5/-10
Town*† (S1813) 3 (12) 3 (12) 3 (12) 3 (12) 3 (4) 1 (3) 1 P 18 +4D -7
(Antoin) Must go to GO Must go to GO Must go to GO Must go to GO Must go to GO
Front
Front
Skirmish General Order Hook
(ZOC) (Skirmishers) (Infantry & Artillery) (Infantry in Line)
Flank Flank
Flank Flank MV MV MV MV MV
Front Front Front Front Front
Front Front (ZOC)
Front
(ZOC) (ZOC) (ZOC) (ZOC) (ZOC)
(ZOC) (ZOC) Front Front
Flank Flank (ZOC) (ZOC)
Front Front
Flank Flank
Front Front (ZOC) (ZOC)
(ZOC) (ZOC)
Flank Flank Flank Flank See Formation Change Charts and Series Rule 8.4c
Uses entire MA if done in non-clear terrain (Series Rule 8.7). Front Front Front Front Front
(ZOC) (ZOC) (ZOC) (ZOC) (ZOC)
A C
D E B B
E D
D F
F G G H E E
2
2
3
3
4
4
B B
3
1
A B C
2
A C
B B B
D E D E D E
D F D F D F
G 3 4 4 F G H 1 2 1 G
E 1 2 1 E 3 4 4 E
G H
3
How to use:
1
2
2
represents the size of
B B
2
C
2
4
3
Formation Change that
3
B
1
you would like to make. B
D E D E Orient the proper D F
diagram to that of the
unit’s Facing and pay E E
the listed cost to change G H
to the desired
Formation and Facing.
2 4 3 1 3 2 1 3 2 2 4 3
Infantry: English & Hanoverian MP Costs Infantry:
1 hex Line to 3 4 4 1 2 1 French & Austrian MP Costs 1 hex March Column 1 2 1 3 4 4
1 hex March Column Dutch MP Costs to 1 hex Line
2 4 3 1 3 2 1 3 2 2 4 3
Use the costs listed here for cavalry of any length (1 to 3 hexes) that make the Formation Changes shown.
For 1 and 2 hex cavalry formations, use the infantry diagrams as a guide, but of course use the cavalry costs.
For 3 hex cavalry formations, use the diagrams and costs as are printed here.
F G H F G H
I J I J H H
D M D M
K L M K L M A I I Q
E N
B R
2
3
3
1
2
2
3
A B C H
2
D D M M
D E D E D E I A I Q I
E E N N
F G H F G H F G H B J
J J R
F F O O
I J 4 3 4 I J 1 1 1 I J 1 1 1 4 3 4
K C K S K
K L M G G P P
L
2
3
D
1
2
M
1
I
2
3
A B C I
2
A B C
3
E N E N
D E D E J R B J
O F
F G H F G H
Cavalry: 3 hex Line to 3 hex March Column Cavalry: 3 hex March Column to 3 hex Line
© Copyright 2012, Clash of Arms Games™, Printed in the USA.