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Austria Prussia Infantry Fire Special Results (*see Leader Loss Table)
Free Fire 0*, 1, 2* 0*, 1, 2* Roll two times and the firing units are Disordered.
Full Volley 3 3, 4* Double the Fire Strength and reroll.
Battalion Guns 4*, 5, 6* 5, 6* Reroll and add 1 to any SP loss result. Firing skirmishers reroll with no extra SP loss.
Heavy Smoke 7 7 For 1 hex range, reroll with -20. At 2 hex range, cancel fire.
Ammo Low 8* 8*, 9 Halve the Fire Strength and reroll.
Ammo Exhausted 9 - Fire has no effect and firer is Disordered.
Austria Prussia Artillery Fire Special Results (*see Leader Loss Table)
Rapid Fire 0*, 1 0*, 1 Reroll two times.
Accurate Fire 2*, 3 2* Reroll and apply SP loss to any unit in the target stack.
Wild Fire 4* 3 A stack adjacent to the target becomes the new target.
Caisson Explosion 5 4* Reroll and if target includes artillery, there is an additional SP loss to the artillery.
Ammo Exhausted 6*, 7, 8* 5, 6*, 7 Fire has no effect and firing unit limbers.
Heavy Smoke 9 8*, 9 For 1 hex range, reroll with -20. At 2+ hex range, cancel fire.
Austria Prussia Defensive Fire Special Results (*see Leader Loss Table)
Whites of Their Eyes 0*, 1, 2*, 3, 4*, 5 0*, 1, 2*, 3, 4*, 5 Shift odds column 1 to the right and reroll.
Blowing Smoke 6* 6* Defensive Fire is cancelled.
Premature Fire 7, 8*, 9 7, 8*, 9 Halve the Fire Strength of the firers and reroll.
Leader Loss Table (From any Fire Combat roll of: 00, 02, 04, 06, 08)
Close Combat Special Results
Fate 0 Pick any enemy leader.
0 = Killed, 1 = Wounded**, 2-9 = no effect.
Roll Attacker Defender 1) Apply SP losses
The 1-2 Randomly pick any enemy leader in range and LOS of firing units*. 2) *Roll for Leader Loss for
Lucky Shot 0-3 = Killed, 4-7 = Wounded**, 8-9 = no effect 0 1M 3* M leader(s) who gave the CV
bonus to the units:
In the 3-5 Roll for each enemy leader in or adjacent to the target hex*. 1 2* M 2* M 0-3 KIA
Line of Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no effect 4-9 no effect
2 2M 3* M
Braving 6-9 Roll for each enemy leader in the target hex*. 3) Rank all stacks by ER using
Enemy Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no effect 3 2M 2* M Morale Check (G) modifiers.
*Subtract 1 from roll if firer is Artillery at 1-3 range or Skirmishers. 4 2M 3* M 4) Each stack makes a Morale
**Wounded Duration is equal to a single die roll, halved and rounded. Check (G) in rank order, worst
to best.
5 3* M 2M
5) If a Morale Check is failed,
Pursuit Special Results (Re-roll of ‘0’ is 0 PPs) 6 2* M 2* M the failing stack loses 1 SP and
No Pursuit 0 No Pursuit. Make a Recall Disorder Check (F). routs.
7 3* M 3M
Blood Lust 1-3 Reroll. Routed units suffer 2 SPs lost per hex of Pursuit. 6) If units are left to fight on
8 2M 1* M both sides, re-fight CC. Cer-
Out of Control 4-7 Reroll and add +5 to PP. No Recall is possible. tain CC modifiers do not apply
Hesitation 8-9 Reroll and halve PP (round down). 9 3* M 2M to refights.
for 1/M 100+ 90+ 80-99 70-99 60-89 50-79 40-69 30-59 20-39 10-19 1/D/M for
Fire 2/M+10 - - 100+ 100-109 90-104 80-99 70-94 60-89 40-69 20-39 2/D/M+10 Op.Fire
Combat 3/M+10 - - - 110+ 105+ 100-109 95-104 90-99 70-89 40-69 3/D/M+10 &
Phase Defensive
4/M+20 - - - - - 110+ 105+ 100-109 90-99 70-89 4/D/M+20 Fire
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
Fire Multiple. The number of SPs firing is determined using charts A and B. SPs 3 ranks 4 ranks Formation Maximum SPs firing
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.
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
than or equal to the calculated Quotient. The final odds column may be modi- 6 s: 3/3 f: 3/3 s: 6 f: 4 General Order 3
fied by terrain, or the optional enfilade 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). The
final diceroll may be modified by terrain, or the optional artillery height rules. 8 s: 4/4 f: 4/4 s: 4/4 f: 3/3 Line 4 (see also chart A)
4) Cross-reference the modified dice roll with the correct set of results:
-For fire in the Fire Combat Phase use the results shown on the left side. 9 s: 4/5 f: 4/4 s: 4/5 f: 3/4 Skirmish 3
-For Opportunity 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.) - Cross index a unit’s SPs with the
- A ‘Special Result’ will only happen on a natural roll of 00-09 (12.11). ranks that the unit’s army uses, to C. Fire Combat Modifiers
- An ‘R’ result means the target may return fire (12.10).
show the stacking and firing parame- SPs Firing Modifiers
- A number result is the number of SPs lost. This number may be modified by
ters of an infantry unit (or stack) in
the SP Loss Modifiers listed in chart C. Partial LOS: SPs halved (rounded) [12.6f]
Line. Stacking is shown after the
- A ‘D’ result is a Disorder Check (C) for Opportunity Fire, or a Disorder
letter ‘s’ and the number of SPs that Disordered: SPs halved (rounded) [12.3a]
Check (E) for Defensive Fire.
- An ‘M’ result is a Morale Check (A) for all types of fire (12.9d). Only use can fire is shown after the letter ‘f’.
Howitzer Fire (12.6d): SPs halved (rounded)
this ‘M’ result if the natural roll was even. If, after all modifications to SP losses - When the number of SPs, cross-
indexed with the number of ranks, 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. results in a grey box, the unit can Fire Multiple Modifiers
form a 2 hex Line. For a 2 hex Line,
the number on the left shows the General Order: -1
D. Square Fire Strength Distribution (12.2g) X Y number of SPs that can stack/fire in Target enfiladed: +1
A unit in Square formation can fire up to 4 SPs (2 SPs if the left hex and the number on the
Disordered) into each of the three X hexes or each of the right shows the number of SPs that Fire Combat Diceroll Modifiers
Y X
three Y hexes but it may not fire into any combination of can stack/fire in the right hex. Each full odds ratio over 5:1: +10
X and Y hexes. A minimum of 3 SPs is required to form X Y - Up to 4 SPs can always fire from a Defensive Fire vs. Cavalry: +10 (13.10g)
Square—1 and 2 SP units cannot form Square. single hex Line. Defensive Fire vs. Infantry: +20 (13.10g)
02-04 01-03 Re-roll with double all the original check’s ‘+’ ER modifiers (if any).
A 05-08 04-06 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Movement 2) Re-roll with no ER modifier.
Actions
09 07-09 1) If the unit’s printed ER is 36+, re-roll the check with a +5 ER modifier.
2) Re-roll with a -5 ER modifier.
C 02-05 01-03 1) If an SP loss accompanies the Disorder Check, re-roll with a +20 ER modifier.
2) Re-roll with a +10 ER modifier.
Opportunity
Fire 06-08 04-06 1) If the unit is stacked with a leader, the check is passed.
Result 2) Re-roll with a +5 ER modifier.
00-01 00 Reaction fails: The unit keeps its original facing/formation and is Disordered.
D 02-04 01-02 Reaction succeeds but the unit is ‘Shaken/Disordered.’
Close Combat 05-08 03-06 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
Defender 2) Re-roll with a +5 ER modifier.
Reaction Re-roll the check with a -10 ER modifier.
09 07-09
00-01 00 The unit is ‘Shaken/Disordered.’
02-05 01-03 1) If the check was caused by an SP loss, re-roll with a +20 ER modifier.
E 2) Re-roll with a +10 ER modifier.
Defensive 06-08 04-06 1) If any of the Defensive Fire was from artillery, re-roll with a +15 ER modifier.
Fire 2) Re-roll with a +5 ER modifier.
Result 1) If the unit’s printed ER is 36+, re-roll the check with +5 ER modifier.
09 07-09
2) Re-roll with a -5 ER modifier.
Recall fails. Once the Pursuit is finished, mark the unit as Disordered and roll the die again, eliminating SPs from the
00-01 00 pursuing unit equal to ½ (rounded) the die roll.
1) If stacked with a leader, the Recall succeeds, but the pursuing unit loses SPs equal to ½ (rounded) the number of
02-03 01-02 Pursuit Points used.
F 2) If not stacked with a leader, the result is the same as 1) but the unit is also Disordered.
Recall 04-07 03-06 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
2) Re-roll with a +5 ER modifier.
08-09 07-09 1) If the pursuing unit expended 5 or fewer Pursuit Points, the check is passed.
2) Re-roll with a -5 ER modifier.
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:
ER = Effectiveness Rating.
SP = Strength Points.
Modifiers listed for the Special Results are the only ones used for the re-roll. © Copyright 2014, Clash of Arms Games™
Battles from the Age of Reason - Morale Check Summary Chart
Procedure: F. Friendly Unit Retreats (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 at the bottom of the page, follow the correct Morale Check through a friendly stack--roll for the non-retreating friendly stack.
column to determine the applicable modifiers. B) When: Units Rout Retreat. Roll a Morale Check for any units that the
3) Apply the modifiers to the unit’s ER. For mixed stacks, use the ER of the routing units were stacked with or pass through. If the stack moved through
top non-Artillery unit. was already Routed, do not roll; it also performs a Rout retreat.
4) Roll for the Morale Check. 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
already Disordered it also becomes Shaken/Disordered.) A Shaken unit Routs.
A. Fire Combat Result (12.9d, 12.9h, 19.1f, 19.2) G. “M” Close Combat Result & Close Combat Special Result (14.4, 14.8)
When: On an unmodified die roll that is even and that causes at least 1 SP of No Special Results on 00-09 dicerolls.
losses, the affected unit must roll a Morale Check. An already routed defender When: Units subject to the “M” result from either a Close Combat or a Close
does not make a Morale Check but instead loses one extra SP and Routs. Combat Special Result must roll a Morale Check. Each stack rolls separately.
For actual Fire Combat losses of 2 or 3 SPs, add +10 to the unit’s ER. Pass: Stack is unaffected. Refight the Combat if stacks from both sides pass.
For actual Fire Combat losses of 4 or more SPs add +20 to the unit’s ER. Fail: Stack loses 1 SP and Routs
Pass: No effect.
Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs. An H. Opportunity Charge (17.2a)
already Shaken Artillery unit is eliminated. When: A stack that is attempting to Opportunity Charge currently activated
units must first make a Morale Check to see if it can undertake the Op. Charge.
B. Pre-Close Combat (13.2a, 13.7a, 13.8a, 17.3a, 19.1f) Pass: Execute the Opportunity Charge.
When: Per the Close Combat phases, attackers and then defenders must check Fail: The Op. Charge is not made, and the stack attempting it becomes Shaken.
their Morale. In both cases, a separate roll is made for every stack. An already
routed defender does not make a Check but instead loses one SP and Routs. I. Rally Attempt (19.5)
Pass: No effect. Close Combat continues. Rally attempts do not trigger Special Results on 00-09 dicerolls.
Fail: An attacker that fails is Shaken and does not move nor participate in the When: In the Rally Phase, roll first for all Shaken units, then roll for all Routed
Close Combat. A defender that fails receives a Shaken marker and continues units. Shaken units roll as a stack, but Routed units roll individually.
the Close Combat in that Morale state. An already-Shaken defender Routs. Pass: Shaken units return to good morale. Routed units become Shaken/
Disordered and may assume any legal single hex Formation and Facing.
C. Countercharge Movement (13.5c) Fail: A Shaken unit remains Shaken. A Routed unit Rout Retreats and may
When: A stack attempting to Countercharge must pass a Morale Check in lose SPs (see rule 19.5c).
order to continue with the Countercharge.
Pass: The Countercharge can be successfully undertaken. Move the Counter- J. Voluntary Rout (19.10c,d)
charging stack adjacent to the charging Cavalry. A) When: Roll for any units of a Command that have not voluntarily routed
Fail: The Countercharging Cavalry remains in place and becomes Shaken. when other units of that Command have done so (19.10c).
B) When: Independent units voluntarily Rout, roll for units of the activated
D. Retreat Before Close Combat (13.9c, 20.1a) Command that did not voluntarily Rout if the Independent unit was within the
When: After units Retreat Before Close Combat, roll a Morale Check for the Command Leader’s Command Range (19.10c).
retreating units. For both A and B, if the checking unit was retreated through by a voluntarily routing
Pass: No effect. unit, a +10 ER modifier applies to the unit’s Morale Check (19.10d).
Fail: The units are Shaken. An already Shaken stack Routs. Pass: No effect.
Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs.
E. Eliminated or Routed Attackers (14.2c, 14.6a)
When: Activated attacking units are eliminated in a hex or rout as a result of
Close Combat. Roll a Morale Check for any unactivated units or artillery in the
Shaken Effects (19.6)
• if stacked with non-Shaken unit, the
affected hex.
entire stack is Shaken (10.10)
Pass: No effect
Fail: The remaining units become Shaken. Any already Shaken units Rout. • may not initiate Close Combat (13.1a)
• no Defending Cavalry option (13.8b)
• Modify CV by -5 (13.11c)
Condition Morale Check A B C D E F G H I J • cannot Countercharge (13.5b)
50% SP Losses +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 • cannot Pursue (16.1b)
• cannot Opportunity Charge (17.1a)
Disordered +5 +5 No No +5 +5 +5 +5 +5 +5
Unit State
1) If the unit is stacked with a leader* the 1) If the unit is retreated through by cavalry
07-09 06-09 check is passed. 00-01 00 it is ‘Shaken/Disordered.’
2) Re-roll with a +10 ER modifier. 2) Re-roll the with a +20 ER modifier.
D 02-04 02-04
1) If the unit is a skirmisher or light infantry,
re-roll with a +10 ER modifier.
I All Rally Attempts
No Special Results: Treat a roll of 00-09 as a plain roll of that
2) Re-roll with a +20 ER modifier. Rally number, modifying it with all appropriate modifiers.
Kollowrat’s Infantry Wing Lucchese’s Cavalry Wing Lacy’s Advance Guard Wing
(5) KOL -7 +2 5 * FzM Kollowrat (15) (5) LUC -10 +3 8 * GdK Lucchese (15) (5) LA -12 +3 7 * Oberst Lacy (10)
(4) *STA -5 +1 3 - FmL Starhemberg (10) (5) *EKO -6 +2 6 - FmL E. Kollowrat (10) *No Replacement
(4) KOL / K -3 0 3 B GM Krottendorf [15] (5) (5) LUC / H -3 +1 4 B GM Hedwiger [18] (5) (5) HA -7 +1 7 A GM Hadik [6] (5)
1 KOL / K 34 +2 Fus 1 2 3 4 5 6 7 8 ANS a / H 25 +5 Kur 1 2 3 4 5 6 BAR / HA 27 +3 Hus 1 2 3 4 5 6
2 KOL / K 35 +2 Fus 1 2 3 4 5 6 7 8 ANS b / H 25 +5 Kur 1 2 3 4 5 6 BAR a / HA 29 +1 CSk 1 2 3
1 NES / K 31 +3 Fus 1 2 3 4 5 6 7 LIE a / H 25 +5 Drag 1 2 3 4 5 6 BAR b / HA 29 +1 CSk 1 2 3
2 NES / K 32 +3 Fus 1 2 3 4 5 6 7 LIE b / H 25 +5 Drag 1 2 3 4 5 6 HAD / HA 26 +2 Hus 1 2 3 4 5 6
2 B-D / M 34 +2 Fus 1 2 3 4 5 6 7 (5) LUC / LO -6 +2 6 B GM Lobkowitz [24] (5) (5) W -8 +2 7 A GM Wied [35] (5)
1 HAR / M 33 +2 Fus 1 2 3 4 5 6 7 8 BRE a / LO 28 +4 Kur 1 2 3 4 5 6 1 A-C / W 33 +2 Fus 1 2 3 4 5 6 7
2 HAR / M 35 +2 Fus 1 2 3 4 5 6 7 8 BRE b / LO 28 +4 Kur 1 2 3 4 5 6 2 A-C / W 33 +2 Fus 1 2 3 4 5 6 7
1 WAL / M 30 +3 Fus 1 2 3 4 5 6 7 8 ERF a / LO 28 +4 Kur 1 2 3 4 5 6 1 BRO / W 33 +2 Fus 1 2 3 4 5 6 7
2 WAL / M 31 +3 Fus 1 2 3 4 5 6 7 8 ERF b / LO 28 +4 Kur 1 2 3 4 5 6 2 BRO / W 34 +2 Fus 1 2 3 4 5 6 7
1 KAI / P 30 +3 Fus 1 2 3 4 5 6 7 8
Radicati’s Cavalry Wing 2 L-W / W 35 +2 Fus 1 2 3 4 5 6 7
2 KAI / P 31 +3 Fus 1 2 3 4 5 6 7 8 (5) RAD -7 +3 7 * FmL Radicati (10) (4) DRA -6 0 5 - GM Draskowitz (10)
*No Replacement. Commands join Lucchese’s Wing. 1 BNL 37 0 Grnz 1 2
(4) KOL / WO -2 0 3 B GM Wolffersdorff [15] (5)
1 KHE / WO 32 +3 Fus 1 2 3 4 5 6 7 8 (5) RAD / L -6 +1 5 B GM Löwenstein [12] (5) 2 BNL 37 0 Grnz 1 2
100 SP Losses
9 GRN 25 +4 Gren 1 2
125 SP Losses
Artillery
150 SP Losses
(2) FEU - - - - GdA Feuerstein (10)
FP 6 lb 1 20 0 6 lb 1 2
175 SP Losses
FP 6 lb 2 20 0 6 lb 1 2
200 SP Losses Army Loss Record
FP 6 lb 3 20 0 6 lb 1 2 Mark 1 loss box per SP of Infantry or Cavalry lost.
FP 7 lb H 1 25 0 7 lb H 1 2
225 SP Losses Mark 2 loss boxes per SP of Artillery lost.
FP 7 lb H 2 25 0 7 lb H 1
Mark Leader losses per the loss value of any given Leader.
P 12 lb 1 20 0 12 lb 1 2
250 SP Losses When a loss level in dark grey is reached, a roll is required on the
‘Current Loss Level’ table on the next :00 turn.
Current Loss Level Table
P 12 lb 2 20 0 12 lb 1
When determining the ‘Current Loss Level’ for Army Morale rolls,
Army Current Loss Level add the number of losses in the ‘Army Loss Record’ to the number of
Morale
currently routed SPs. Cross index this total with a die roll to find
Routed SPs Result 75+ 125+ 175+ 200+ the ‘Army Morale Result.’ The Army Leader may modify the die roll
on this table per Series Rule 23.2b.
0 0-5 0-4 0-2 0-1 Army Morale Result Record
When each ‘Current Loss Level’ is reached, and then rolled for,
+5 6-9 5-8 3-7 2-5 record the Loss Level, the Game Turn of the roll, and the result.
The results are cumulative with each other and this total is recorded
in the ‘Total Army Morale’ column.
+10 - 9 8-9 6-9
Permission is granted to photocopy this page for personal use only. © Copyright 2014, Clash of Arms Games™
Loss Charts for the Prussian Army at Lobositz
(10) KFII -12 +4 +5 * King Frederick (WAN 4) (30)
*Replacement: FM Keith (CR +2, WAN 6)
Permission is granted to photocopy this page for personal use only. © Copyright 2014, Clash of Arms Games™
Lobositz Terrain Effects and Fire Multiples Charts
Infantry Cavalry Combat & Morale Modifiers
Unit Type March, March, Fire Close Morale
Road, Road, SCM Defense Combat Check
& Attack & Attack Artillery Skirmish Leaders Costs
Terrain Line
Column
Line
Column
Value Modifiers Modifiers
Terrain Effects Chart (TEC) Notes (see also Lobositz 5.2 & 5.3) TEC Abbreviations and Explanations
Procedure: Cross index the type of unit and its formation with the ter- A = Attacker, D = Defender
rain. The number listed is the cost to move into the hex or through the OT = use Other Terrain in the hex, P = Prohibited
hexside. Movement Point fractions are retained (not rounded). Movement Costs: All = The unit must use all its printed MPs to enter
the hex or cross the hexside. It may not be Disordered to do so.
Stacking: The number in parentheses is the maximum stacking value for
Skirmish Movement Costs: i:1 c:2 = The cost for Infantry skirmishers is
that type of unit/formation in that terrain. The Stacking values for in-
1 MP and the cost for cavalry skirmishers is 2 MPs.
fantry and cavalry in column are for March Column and Attack Col-
Fire Defense Value: 15/OT = The Fire Defense Value is 15 if all
umn and for Infantry in Square (which can only be formed in Clear or
conditions are met. Otherwise use the other terrain (usually Clear).
Stream terrain). Road Column uses different Stacking rules (see Series
Fire Defense Value: 5RC/OT = The Fire Defense Value is 5 if the
Rules 8.1f & 10.11).
target unit is in Road Column. Otherwise use the other terrain.
*Affecting (non-clear) terrain for Disorder Checks and for Series Rules Morale Check Modifier: -5/-10 = The ER modifier for infantry
8.7 and 18.2b (for the SCM column). Skirmishers is –10. All other units get a –5 ER modifier.
** Double the CV modifier for cavalry. ‘Up’ Modifiers: -2A up, -3A up = The attacker’s CV is only modified if
†Blocks Line of Sight (LOS). it is attacking up slope.
Guard x5 x4
Lobositz Fire Combat Multiples and Ranges
Prussian
Grenadier x5 x3
Artillery multiples in BOLD are Minimum Fire ranges
Musketeer x4 x2
Small Multiples in italics are for use in dusk turns or for fire in Fog at 6+ hexes.
Fusilier x3 x2
10 lb Howitzer x5 x4 x4 x2 x2 x2 x1 x2 x1 x2 x1 x2 x1 x1 x0 x1 x0 x1 x0 x1 x0 x1 x0
12 Lb x10 x10 x5 x5 x5 x5 x2 x3 x1 x3 x1 x3 x1 x3 x1 x2 x1 x2 x1 x2 x1 x2 x1
24 Lb x10 x10 x7 x7 x7 x4 x2 x4 x2 x4 x2 x4 x2 x2 x1 x2 x1 x1 x0 x1 x0 x1 x0 x1 x0 x1 x0
Range 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
12 Lb x12 x12 x12 x8 x8 x8 x4 x8 x4 x4 x2 x4 x2 x4 x2 x4 x2 x4 x2 x2 x1 x2 x1 x2 x1
Austrian
7 Lb Howitzer x6 x6 x3 x3 x3 x3 x1 x3 x1 x2 x1 x2 x1 x2 x1 x1 x0 x1 x0 x1 x0 x1 x0
6 Lb x7 x7 x7 x5 x5 x3 x1 x3 x1 x3 x1 x3 x1 x1 x0 x1 x0
Grenzer x5 x2
Grenadier x4 x2
Fusilier x3 x2 © Copyright 2014, Clash of Arms Games™