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Lobositz Special Results

Austria Prussia Initiative Special Results


End Turn Marker 00 For the rest of the turn when the ETN is exceeded, move End Turn marker 2 boxes.
Fog Lifts 1-2 1-2 Fog level is raised 1 level. Player who rolled the result has Initiative.
Special Rally 3-4 3-4 Shaken and Routed units next to a Wing or Army Leader are rallied.
Maneuver Activation 5 5 Activate a Command that has already been activated for Command & Movement only.
Free Combat Segment 6-8 6-8 Choose an infantry fire, artillery fire, or Close Combat segment.
Double Activation 9 9 Activate any two Commands.

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.

© Copyright 2014, Clash of Arms Games™


Battles from the Age of Reason - Close Combat Card
Mod. Mod.
Close Combat Dice 1:3 1:2 1:1.5 1:1 1.5:1 2:1 3:1 4:1 5:1 6:1 Dice
Roll Roll
A D A D A D A D A D A D A D A D A D A D
Results Table 10+ 1D 1R 1 2R 1 3R 1 3R - 3R - 3R - S - S - S - S 10+
9 1D 1R 1D 2R 1D 2R 1D 2R 1 3R - 3R - 3R - S - S - S 9
Close Combat (CC) Sequence 8 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R - S - S 8
1. Attacker Designation (13.1) 7 1D 1R 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R - S 7
2. Attacker Morale Check (13.2) 6 M M 1D 1R 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R 6
3. Charge Movement (13.3),
Defender Reaction (13.4), & 5 M M M M 1D 1R 1D 1R 1D 2R 1D 2R 1 2R 1 3R 1 3R - 3R 5
Countercharge Movement (13.5) 4 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R 1 3R - 3R 4
4. Combat Designation (13.6) 3 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R 1 3R - 3R 3
5. Individual Combat Resolution 2 1R D M M M M M M M M 1D 1R 1D 1R 1 2R 1 3R 1 3R 2
a. Defender Morale Check (13.7)
& Retreat Before CC (13.9) 1 1R D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 2R 1 3R 1
b. Defensive Fire (13.10) 0 2R 1 1R 1D M M M M M M M M 1D 1R 1D 2R 1D 2R 1 3R 0
c. CC Resolution (13.11) -1 2R 1 1R 1D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R -1
d. Combat Result (14.0) -2 2R D 1R 1D 1R 1D M M M M M M M M 1D 1R 1D 2R 1 2R -2
e. Advance After Combat (15.0)
f. Cavalry Pursuit (16.0) -3 2R D 2R 1D 1R 1D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R -3
-4 3R D 2R 1 2R 1D 1R 1D 1R 1D M M M M 1D 1R 1D 1R 1D 2R -4
Close Combat Results Key -5 3R D 2R D 2R 1 1R 1D 1R 1D 1R 1D M M M M 1D 1R 1D 2R -5
1,2,3: Strength Points Lost (14.2) -6 3R - 3R D 2R 1 2R 1D 1R 1D 1R 1D 1R 1D M M 1R 1D 1D 1R -6
D : Disorder (14.3) -7 3R - 3R D 2R D 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D 1R 1D 1D 1R -7
M : Morale Check (14.4) and
-8 S - 3R - 3R D 2R D 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D 1R 1D -8
possible Refight (14.5)
R : Rout (14.6) -9 S - 3R - 3R - 3R D 2R 1 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D -9
S : Surrender (14.7) -10- S - S - 3R - 3R D 3R 1 2R 1 2R 1D 2R 1D 1R 1D 1R 1D -10-
-: No Effect Q .33 .5 .66 1.0 1.5 2.0 3.0 4.0 5.0 6.0 Q

Close Combat Resolution Procedure (13.11) Close Combat Modifiers (13.11c)


1) Find the SP Odds Ratio 1) Losses
a. Total the attacking SPs but do not include any non-activated units If a unit has 50%+ SP losses, its printed CV is halved (rounded).
or artillery that is stacked with attacking units. 2) Morale
b. Total the defending SPs but do not include any artillery unless the artillery Shaken and Routed units may not initiate Close Combat.
is alone in a hex in which case the value is 1 SP per artillery unit. Shaken Morale is -5 to the unit’s CV.
c. Halve (rounded) the SPs of any stacks that are Disordered. Routed units lose 1 SP and rout retreat if they are required to make a
d. Halve (rounded) the SPs of any hexes of an involved unit that are not Defender Morale Check (B).
adjacent to an enemy unit but that are adjacent to that unit’s Flank. (13.11a) 3) Formations
e. Divide the attacker’s SPs by the defender’s SPs. This will result in a Only Line, Attack Column and General Order may initiate Close Combat.
‘Quotient’ number. Find the odds column that is less than or equal to the March Column, Road Column, Limbered Artillery: -4 to CV.
calculated Quotient (see the ‘Q’ line on the ‘Close Combat Results Table’). Line: +2 to CV for Infantry in Line that is defending against cavalry
This is the odds column to use for the Close Combat. in refights (any Close Combat round after the first).
2) Calculate each side’s Combat Value (CV) Square: +5 to CV vs. cavalry and -5 to CV vs. infantry.
Skirmish: -6 CV when in Clear terrain vs. cavalry
a. For stacks in March Column, Road Column, Attack Column, Skirmish,
-4 CV when in Clear terrain vs. infantry
Square, or General Order use the CV of the top non-artillery unit.
-2 CV when in non-Clear terrain.
b. For stacks in Line or Hook, use the average CV (rounded) of the units that
4) Cavalry*
contribute the top 4 non-artillery SPs for each hex.
Cavalry modifiers only apply when the opponent is in the cavalry’s ZOC.
c. Artillery stacked alone has a 0 CV.
+1 to CV of Light Cavalry, +2 to CV of medium/heavy cavalry
d. Adjust each stack’s CV by the Close Combat modifiers listed to the right.
+1 to CV per hex of charge/countercharge movement
e. If a side has multiple stacks, calculate each hex’s CV separately and then 5) Enfilade*
average (rounded) the CVs of all contributing hexes. +3 to the CV of an enfilading unit.
3) Close Combat Resolution -3 to the CV of a unit that is being enfiladed by an enemy unit
a. Each player rolls a 10 sided die and adds their final CV to their roll. when the enemy unit is not part of the Close Combat.
If either player rolls a ‘0’, use the ‘Close Combat Special Results’ chart. When Attack Column is in the Front hex of a unit in Line, the
b. In addition, for each full odds ratio over 6:1, the attacker adds 1 to his roll. Attack Column unit is enfiladed.
For each full odds ratio below 1:3, the defender adds 1 to his roll. 6) Terrain - See each game’s ‘Terrain Effects Chart.’ All effects are
c. The defender’s modified roll is subtracted from the attacker’s modified roll cumulative.
and the resulting number (Mod. Dice Roll) is cross-indexed with the odds 7) Leaders - Each side may add the CV Bonus of any one leader per
column determined in step 1 to find a Close Combat result. stack that is participating in the Close Combat.
The ‘A’ (left side) result applies to the attacker. * Cavalry and enfilade modifiers only apply for the first round of Close
The ‘D’ (right side) result applies to the defender. Combat; they do not apply for refights.
© Copyright 2014, Clash of Arms Games™
Battles from the Age of Reason - Fire Combat Card
Odds Odds
Result 1:3 1:2 1:1.5 1:1 1.5:1 2:1 2.5:1 3:1 4:1 5:1 Result
Special Natural Natural Natural Natural Natural Natural Natural Natural Natural Natural Special
Result 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 Result
Fire Fire
Combat - 00-89 00-79 00-64 00-49 00-44 00-39 00-29 00-19 00-09 00-09 - Combat
Results R 90-99 80-89 65-79 50-69 45-59 40-49 30-39 20-29 10-19 - D Results

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)

Target Size (12.5)


3 5 5 3 2 2 4
3/0 2/3 0/3 50% 50% 100% Skirmisher: -10 12-15 SPs: +15
2/3 E. Hook
2 3 5 3 2 4 2 1-3 SPs: -5 16-19 SPs: +20
2/0 3/0 2/3 0/3
Fire Strength 50% 100% 50%
NA 4-7 SPs: 0 20-27 SPs: +25
2
NA
2
Distribution 2 2
8-11 SPs: +10 28+ SPs: +30
50% 50%
2/0 2/0
NA
Diagram NA NA
NA For target size, count each artillery SP as 4 SPs,
(12.3d) and each cavalry SP as 2 SPs.

SP Loss Modifiers (12.9h)


Two Hex Hook/Line Hook Only Target in Column, Limbered or Square:
This diagram is used for a two hex Line with a Hook. This formation com- This diagram is used for a single hex Hook. SP losses x1.5 (rounded)
bines firing facets of Line and Hook. The dark grey hex uses a normal Line % is the percent of eligible SPs (rounded) that
firing pattern and can fire into the hexes with dark grey dots. The light grey can fire into a hex. Target in Road Column or Routed*:
hex uses the ‘Hook Only’ firing pattern and can fire into the hexes with the The single number shows the total SPs firing Target routs. *Routed may lose 1 more SP (19.1f).
light grey dots. The single number shows the total SPs firing into each hex into each hex for the unit in this example
for the example unit (8 SPs, 4 ranks) and the #/# designation shows the SPs (which has 7 SPs and is in 3 ranks). Artillery fires beyond its minimum range
firing into each hex from the left and right firing hexes of the example unit. NA means that artillery stacked with the at unlimbered artillery:
NA means that artillery stacked with the Hook cannot fire into that hex. Hook cannot fire into that hex. SP losses halved (drop fractions) [12.9f]

© Copyright 2014, Clash of Arms Games™


Battles from the Age of Reason - Disorder Check Summary Chart
A. Movement Actions (18.2) D. Close Combat Defender Reaction (13.4e)*
The Movement Disorder Check can be triggered by any of these issues: When: After the reaction is completed.
• Non-Clear Terrain Formation Change (8.7)* Pass: The reaction is completed with no other effect.
• Non-Clear Terrain Movement (11.2d) Fail: The reaction is completed but the unit is Disordered.
• Pass Through Movement [see box below] (10.7) ER Modifiers:
• Rapid March Movement (11.4)* +10 For each MP expended for the Facing/Formation change or
• Line Back Up Movement (11.7)* +40 If the unit’s entire movement allowance is expended
(*These actions cannot be undertaken if the stack is already Disordered.) -? Apply any Leader Modifier
When: At the end of the unit’s movement (for both the unit moving and (*This action cannot be undertaken if the stack is already Disordered.)
any units moved through).
Pass: No Effect. E. Defensive Fire Result (12.9e,i; 13.10e)
Fail: Disordered When: After the ‘D’ result or after the SP loss Fire Result is applied
ER Modifiers: Pass: No effect on the unit.
+5 For each hex/hexside of triggering terrain Fail: The unit is Disordered.
ER Modifiers:
+5 If the stack used Rapid March
+5 If the stack is Disordered
+10 For each ‘Pass Through’ hex (10.7)
-? Apply any Leader Modifier
+5 If the stack is Disordered
-? Apply any Leader Modifier
F. Cavalry Recall (16.3)
Note: When multiple events trigger the Movement Disorder Check (e.g. When: Before, during or at the end of Pursuit Movement
‘Pass Through’ and ‘Rapid March’) all the ER modifiers that were accu- Pass: Ends Pursuit Movement if the attempt is made during Pursuit.
mulated during the unit’s movement are applied when the check is made. Fail: If the retreated unit is not eliminated, Pursuit Movement must
continue as far as possible. The pursuing unit is Disordered or
B. Attack Column Facing Change (9.3c) Shaken/Disordered at the end of the Pursuit.
When: Just prior to the facing change ER Modifiers:
Pass: No effect on the unit. +5 For each PP expended
Fail: The facing change is not made, the unit ends its movement and is +10 If in an EZOC
Disordered. +5 If the stack is Disordered
ER Modifiers: -? Apply any Leader Modifier
+5 If the stack is Disordered
-? Apply any Leader Modifier G. Disorder Recovery (18.6)
No Special Results on 00-09 dicerolls.
C. Opportunity Fire Result (12.9e,i; 18.2d) When: In the Disorder Recovery Segment
When: After the ‘D’ result or after the SP loss Fire Result is applied Pass: Remove the Disorder Marker from the unit (stack).
Pass: No effect on the unit. Shaken/Disordered units remain Shaken.
Fail: The moving unit ceases movement and is Disordered. Fail: The unit remains Disordered.
ER Modifiers: ER Modifiers:
+5 If the stack is Disordered +10 If the unit making the check is in an EZOC
-? Apply any Leader Modifier +5 If the stack 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 cav- No Line Backup Movement (11.7)
alry unit in March Col. No Square Movement (8.1e)
• A cavalry unit in Road Col enters and exits a hex containing a Lim- No Artillery Prolonge movement (11.6)
Cannot reverse direction (9.6a)
bered artillery unit in Road Col.
Can cause a ‘Pass Through’ for a Disorder Check (A) (10.7)
2) Different Facings: Formations:
• A cavalry unit in March Col is facing north and another cavalry unit in No non-Clear terrain formation changes (8.7)
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 and Unit breakdown/reform not allowed (8.5a,b)
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 SPs are 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 for stacking). Cavalry cannot Countercharge (13.5)
5) Ordered & Disordered: Cavalry cannot charge non-adjacent enemy units (13.1a, 17.1a)
A cavalry Attack Col in Good Order enters and exits a hex containing a Cavalry Pursuit Points are halved (rounded) (16.2a)
General Disorder Effects:
Disordered cavalry Attack Col.
If stacked with an ordered unit, the entire stack is Disordered (10.10)
6) Routed & non-Routed:
A second Disorder result makes the unit Shaken/Disordered (18.5c)
A non-Routed unit moves through a Routed unit. Add +5 to the ER of the stack for all Disorder Checks (18.5a)
© Copyright 2014, Clash of Arms Games™
Lobositz Disorder Check Special Results
Disorder Check
Type
Austrian Prussian
Result
00-01 00 The unit is ‘Shaken/Disordered.’

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.

00-01 00 The unit is ‘Shaken/Disordered.’

02-04 01-02 Re-roll the check with a +15 ER modifier.


B 05-08 03-06 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Attack Column 2) Re-roll with no ER modifiers.
Facing Change
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.

00-01 00 1) If the unit is in an Enemy Zone of Control it is ‘Shaken/Disordered.’


2) Re-roll with a +15 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.

09 07-09 Re-roll the check with a -10 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

• ER +10 for Morale Checks (19.6b)


Shaken +10 +10 No +10 +10 +10 +10 No +10 +10
Routed Rout Rout No No No Rout X No +15 No Routed Effects (19.7)
• not counted for Regimental Integrity (6.2)
In an EZOC NE NE No No NE NE NE No +10 NE
• cannot be Activated (6.3)
Army Morale +? +? +? +? +? +? +? +? +? +? • counts as 2 for Command Leader LOC (7.2)
General Order • may not Breakdown or Reform (8.5a,b)
+5 +5 No NE +5 +5 NE No NE +5
• may not perform Fire Combat (12.2a)
Formation

March/Road Column +5 +5 No NE No +5 NE No NE NE • Fire Combat SP loss = automatic rout


Attack Column -5 -5 -5 NE -5 -5 NE -5 NE -5 retreat + possible extra SP loss (12.9h)
• may not initiate Close Combat (13.1a)
Square -10 -10 X X No -10 NE X NE -10 • loses 1 SP and rout retreats if defending in
Supported Line/Hook -10 -10 NE NE -10 -10 NE NE NE -10 Close Combat (13.7d, 19.7c)
• no Defender Reactions (13.4a)
Non-Cavalry attacked by Cavalry
Unit Aspect

X +5 X X X X NE X X X • no Charge/Countercharge (13.1a, 13.5b)


Fired on through Flank/Rear +5 X X X X X X X X X • no Opportunity Charge (17.1a)
• eliminated if pursuing cavalry enters
Outflanked +10 +10 +10 NE +10 +10 NE +10 NE +10 its hex (16.2b)
Terrain Effects +/-? +/-? NE +/-? +/-? +/-? NE NE +/-? +/-? • Artillery that routs is eliminated (14.6a)
• Effectiveness Rating +15 for Rally (19.9)
Leader Modifier -? -? -? -? -? -? -? -? -? -? • Units or stacks that Rout will retreat
+ or - number listed = Apply modifier. No = Not Allowed. NE = No Effect. Rout = Unit routs. X = Not possible. 4 hexes (Inf) or 6 hexes (Cav) (20.2a)

© Copyright 2014, Clash of Arms Games™


Lobositz Morale Check Special Results
Morale Morale
Check
Type
Austrian Prussian
Result Check
Type
Austrian Prussian
Result
1) If artillery fire contributed to the Fire 00-01 00 The unit Routs (artillery is eliminated).
00-01 00 Combat result the unit Routs.
2) The unit is ‘Shaken/Disordered.’ 1) If caused by attacker elimination, re-roll

1) If the unit is in an EZOC it is E 02-03 01-02 with a +20 ER modifier.


2) Re-roll with a +10 ER modifier.
02-03 01-02 ‘Shaken/Disordered.’
A 2) Re-roll with a +20 ER modifier. Eliminated
or 04-06 03-05
1) If the unit is artillery, re-roll with a +10
ER modifier.
1) If caused by Opportunity Fire, re-roll with 2) Re-roll with a +5 ER modifier.
Routed
Fire a +10 ER modifier.
Attackers 1) If the unit is stacked with/adjacent to a
Combat 04-06 03-05 2) If caused by Defensive Fire, re-roll with a
Result +20 ER modifier. 07-09 06-09 leader the check is passed.
3) Re-roll with a +15 ER modifier. 2) Re-roll with no ER modifier.

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.

1) If the unit’s modified ER is 25+ it is


00-01 00 The unit is ‘Shaken/Disordered.’

1) If the unit is attacking and in an EZOC,


F 02-03 01-02 ‘Shaken/Disordered.’
2) Re-roll with a +15 ER modifier.
02-03 01-02 re-roll with a +20 ER modifier. Friendly
B 2) Re-roll with a +15 ER modifier. Unit 04-06 03-05
1) If the unit’s modified ER is 35+ it is
‘Shaken/Disordered.
Retreats 2) Re-roll with a +10 ER modifier.
1) If the unit is stacked with a leader*, re-roll
Pre- 04-06 03-05 with a -15 ER modifier. 1) If the unit is stacked with/adjacent to a
Close 2) Re-roll with a +10 ER modifier.
Combat 07-09 06-09 leader the check is passed.
1) If the unit is stacked with a leader* the 2) Re-roll with a +5 ER modifier.
07-09 06-09 check is passed.
2) Re-roll with a +5 ER modifier. All Close Combat ‘M’ Results

00-01 00 The unit is ‘Shaken/Disordered.’


G No Special Results: Treat a roll of 00-09 as a plain roll of that
number, modifying it with all appropriate modifiers.

1) If the unit is stacked with its Command The unit is ‘Shaken/Disordered.’


00-01 00
02-03 01-02 Leader, re-roll with a +10 ER modifier.
2) Re-roll with a +20 ER modifier. 1) If the unit is stacked with its Command
02-03 01-02 Leader, re-roll with a +10 ER modifier.
C 04-06 03-05
1) If the unit is stacked with a leader the
check is passed.
2) Re-roll with a +20 ER modifier.
Counter- 2) Re-roll with a +15 ER modifier. 1) If the unit is stacked with a leader the
charge
Movement 1) If the unit is stacked with a leader the
H 04-06 03-05 check is passed.
2) Re-roll with a +15 ER modifier.
check is passed. Opportunity
2) If the countercharge movement would Charge 1) If the unit is stacked with a leader the
07-09 06-09 result in the unit not ending the move in check is passed.
any EZOC, the check is passed. 2) If the Op.Charge movement would result
3) Re-roll with a +10 ER modifier. 07-09 06-09 in the unit not ending the move in any
EZOC, the check is passed.
00-01 00-01 The unit retreats an additional 2 hexes and is 3) Re-roll with a +10 ER modifier.
‘Shaken/Disordered.’

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.

Retreat 1) If the unit retreated 1 hex, re-roll with a


Before 05-06 05-06 +10 ER modifier. 1) If the unit is in an EZOC it is
Close 2) Re-roll with a +20 ER modifier. 00-01 00 ‘Shaken/Disordered.’
Combat 2) Re-roll with a +20 ER modifier.
1) If the unit is stacked with/adjacent to a
07-09 07-09 leader the check is passed. 1) If the unit’s modified ER is 25+ it is
2) Re-roll with a +5 ER modifier.
J 02-03 01 ‘Shaken/Disordered.’
2) Re-roll with a +15 ER modifier.
Notes:
ER stands for Effectiveness Rating 1) If the unit’s modified ER is 35+ it is
Voluntary
Modifiers listed for the Special Results are the only ones used for the re-roll. Rout 04-06 02-05 ‘Shaken/Disordered.’
2) Re-roll with a +10 ER modifier.
* Make a leader casualty check (after the re-roll, if one is required) as follows:
Roll one die and on a 0-1 result the leader is eliminated (see Series Rule 1) If the unit is stacked with/adjacent to a
21.4d), on a 2-9 result there is no effect. Subtract 1 from this die roll if the 07-09 06-09 leader the check is passed.
leader is within LOS and range of any enemy infantry units. 2) Re-roll with a +5 ER modifier.

© Copyright 2014, Clash of Arms Games™


Loss Charts for the Austrian Army at Lobositz
(10) BRO -13 +2 +4 * FM Browne (WAN 4) (20)
(4) *GAU -8 +1 +2 - GM Gausco (WAN 6) (10)

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

(4) KOL / M -6 +2 4 A GM Macquire [23] (5) SER a / H 26 +5 Kur 1 2 3 4 5 6 HAD a / HA 28 +1 CSk 1 2 3

1 B-D / M 34 +2 Fus 1 2 3 4 5 6 7 SER b / H 26 +5 Kur 1 2 3 4 5 6 HAD b / HA 28 +1 CSk 1 2 3

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

(4) KOL / P -4 +1 3 B GM Perony [23] (5) PAL a / LO 27 +4 Kur 1 2 3 4 5 6 1 HIL / W 31 +2 Fus 1 2 3 4 5 6 7

1 A-W / P 34 +2 Fus 1 2 3 4 5 6 7 8 PAL b / LO 27 +4 Kur 1 2 3 4 5 6 2 HIL / W 32 +2 Fus 1 2 3 4 5 6 7

2 A-W / P 35 +2 Fus 1 2 3 4 5 6 7 8 TRA a / LO 28 +4 Kur 1 2 3 4 5 6 1 JES / W 30 +3 Fus 1 2 3 4 5 6 7

1 HAS / P 33 +3 Fus 1 2 3 4 5 6 7 TRA b / LO 28 +4 Kur 1 2 3 4 5 6 2 JES / W 31 +3 Fus 1 2 3 4 5 6 7

2 HAS / P 34 +3 Fus 1 2 3 4 5 6 7 1 L-W / 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

2 KHE / WO 33 +3 Fus 1 2 3 4 5 6 7 8 COR a / L 28 +4 Kur 1 2 3 4 5 6 3 BNL 37 0 Grnz 1 2

1 WAD / WO 36 +2 Fus 1 2 3 4 5 6 7 COR b / L 28 +4 Kur 1 2 3 4 5 6 4 BNL 38 0 Grnz 1 2

2 WAD / WO 37 +2 Fus 1 2 3 4 5 6 7 STM a / L 26 +4 Kur 1 2 3 4 5 6 5 BNL 38 0 Grnz 1 2


STM b / L 26 +4 Kur 1 2 3 4 5 6 1 KAR 37 0 Grnz 1 2
Grenadiers (5) RAD / O -6 +3 7 A GM O’Donnell [12] (5) 2 KAR 37 0 Grnz 1 2

1-2 GRN 20 +4 Gren 1 2 3 4 5 6 ED a / O 20 +5 ECv 1 2 3 4 5 6 3 KAR 37 0 Grnz 1 2

1 GRN 24 +4 Gren 1 2 3 ED b / O 21 +4 ECv 1 2 3 4 5 6 4 KAR 38 0 Grnz 1 2

2 GRN 24 +4 Gren 1 2 3 ERJ a / O 30 +4 Drag 1 2 3 4 5 6 5 KAR 38 0 Grnz 1 2

3-4 GRN 18 +5 Gren 1 2 3 4 5 6 ERJ b / O 30 +4 Drag 1 2 3 4 5 6


3 GRN 21 +5 Gren 1 2 3
4 GRN 21 +5 Gren 1 2 3
Army Loss Record Army Morale Result
 
    Army
5-6 GRN 19 +5 Gren 1 2 3 4 5 6                  
  25 SP Losses
  Current Army Total
5 GRN 22 +5 Gren 1 2 3                     Loss Game Turn Morale Army
   
6 GRN 22 +5 Gren 1 2 3                  
  50 SP Losses
  Level rolled for Result Morale

7-8 GRN 21 +4 Gren 1 2 3 4 5 6


                   
 
                 
   
  75 SP Losses      
7 GRN 22 +5 Gren 1 2 3                  
8 GRN 25 +4 Gren 1 2 3          
       
 

 
   
 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)

Keith’s Infantry Wing Gessler’s Cavalry Wing Army Loss Record


 
 
(7) KTH -10 +3 4 * FM Keith (15) (6) GES -4 +3 3 * FM Gessler (15)                  
   
  25 SP Losses
(5) *PVP -7 +1 2 - GL Pr. Von Preussen (20) *No Replacement                    
 
(5) KTH / BV -5 +2 3 A GL Bevern (15) (5) GES / K -5 +3 4 A GL Katte (10)
                 
   
  50 SP Losses
                   
 
1 BEV / BV 26 +4 Mus 1 2 3 4 5 6 7 8 BAY a / K 19 +5 Drag 1 2 3 4 5 6 7 8 9 10 11                  
   
  75 SP Losses
2 BEV / BV 26 +4 Mus 1 2 3 4 5 6 7 BAY b / K 19 +5 Drag 1 2 3 4 5 6 7 8 9 10 11                    
 
1 KLE / BV 25 +5 Mus 1 2 3 4 5 6 7 8 BAY c / K 19 +5 Drag 1 2 3 4 5 6 7 8 9 10 11                  
   
 100  SP  Losses
2 KLE / BV 26 +5 Mus 1 2 3 4 5 6 7
                   
 
(5) GES / KA -4 +3 3 A GL Katzler (10)                  
   
 125  SP  Losses
1 MAN / BV 26 +5 Mus 1 2 3 4 5 6 7 BSH a / KA 24 +4 Kur 1 2 3 4 5 6 7 8                    
 
2 MAN / BV 27 +5 Mus 1 2 3 4 5 6 7 BSH b / KA 24 +4 Kur 1 2 3 4 5 6 7 8                  
   
 150  SP  Losses
1 MUN / BV 28 +4 Fus 1 2 3 4 5 6 7 8 DRI a / KA 22 +5 Kur 1 2 3 4 5 6 7 8
                   
 
2 MUN / BV 29 +4 Fus 1 2 3 4 5 6 7
                 
   
 175  SP  Losses
DRI b / KA 22 +5 Kur 1 2 3 4 5 6 7 8                    
 
(5) KTH / KL -6 +2 4 A GL Kleist (10) LRG a / KA 15 +6 GCv 1 2 3 4 5 6 7 8                  
   
 200  SP  Losses
1 BLA / KL 26 +4 Mus 1 2 3 4 5 6 7 LRG b / KA 15 +6 GCv 1 2 3 4 5 6 7 8                    
 
2 BLA / KL 27 +4 Mus 1 2 3 4 5 6 7 MGF a / KA 20 +5 Kur 1 2 3 4 5 6 7 8
                 
   
 225  SP  Losses
                   
 
1 HUL / KL 27 +4 Mus 1 2 3 4 5 6 7 MGF b / KA 20 +5 Kur 1 2 3 4 5 6 7 8                  
   
 250  SP  Losses
2 HUL / KL 28 +4 Mus 1 2 3 4 5 6 7 (5) GES / KY -5 +3 4 A GL Kyau (10)                  
1 QUA / KL 24 +4 Mus 1 2 3 4 5 6 7 GDC / KY 12 +6 GCv 1 2 3 4
2 QUA / KL 25 +5 Mus 1 2 3 4 5 6 7 GEN a / KY 14 +7 GCv 1 2 3 4 5 6 7
Army Current Loss Level
(5) KTH / PB -7 +3 4 A GL Braunschweig (15) GEN b / KY 14 +7 GCv 1 2 3 4 5 6 7 Morale
1 ABR / PB 25 +5 Mus 1 2 3 4 5 6 7 LKR a / KY 15 +6 GCv 1 2 3 4 5 6 7 8
Result 75+ 125+ 175+ 200+
2 ABR / PB 26 +5 Mus 1 2 3 4 5 6 7 LKR b / KY 15 +6 GCv 1 2 3 4 5 6 7 8
0 0-7 0-5 0-3 0-1
1 ANH / PB 25 +5 Mus 1 2 3 4 5 6 7 8 PVP / KY 25 +4 Kur 1 2 3 4 5 6
2 ANH / PB 26 +5 Mus 1 2 3 4 5 6 7 PVP a / KY 23 +5 Kur 1 2 3 4 5 6 7 8 +5 8-9 6-8 4-7 2-6
3 ANH / PB 26 +4 Mus 1 2 3 4 5 6 7 PVP b / KY 23 +5 Kur 1 2 3 4 5 6 7 8
+10 - 9 8-9 7-9
1 ITZ / PB 23 +5 Mus 1 2 3 4 5 6 7 ROC a / KY 18 +6 Kur 1 2 3 4 5 6 7 8
2 ITZ / PB 24 +5 Mus 1 2 3 4 5 6 7 ROC b / KY 18 +6 Kur 1 2 3 4 5 6 7 8
1 ZAS / PB 25 +4 Mus 1 2 3 4 5 6 7 (5) GES / SC -4 +2 4 A GL Schwerin (10)
OER a / SC 25 +4 Drag 1 2 3 4 5 6 7 8
Army Morale Result
Units whose values are in italics are op- OER b / SC 25 +4 Drag 1 2 3 4 5 6 7 8 Army
Current Army Total
tional units. See Lobositz rule 3.3. TRU a / SC 20 +4 Drag 1 2 3 4 5 6 7 8 Loss Game Turn Morale Army
Level rolled for Result Morale
TRU b / SC 20 +4 Drag 1 2 3 4 5 6 7 8

Independent Infantry Independent Cavalry      


GRD 16 +7 Grd 1 SZE 28 +4 Hus 1 2 3 4 5 6      
GRU 20 +6 Gren 1 2 3 4 5 6 7 SZE a 30 +1 CSk 1 2 3      
J-B 18 +7 Gren 1 2 3 4 5 6 7 SZE b 30 +1 CSk 1 2 3
KLE 19 +6 Gren 1 2 3 4 5 6
     
PUT 21 +6 Gren 1 2 3 4 5 6      
Replacement Infantry Leaders Replacement Cavalry Leaders      
(4) H -4 +1 3 B GM Hülsen (5) (4) D -4 +3 3 A GM Driesen (5)      
(4) Q -4 +2 3 A GM Quadt (5) (4) L -2 +1 2 B GM Lüdritz (5)
(4) Z -3 +2 3 A GM Zastrow (5) (4) P -2 0 1 B GM Penavaire (5)
(4) S -3 +2 3 A GM Schönaich (5)
Routed SPs
Artillery
(2) MOL - - - - ObLt Moller (10)
Army Loss Record
P 10 lb H 1 20 0 10 lb H 1 2 Mark 1 loss box per SP of Infantry or Cavalry lost.
Mark 2 loss boxes per SP of Artillery lost.
P 10 lb H 2 20 0 10 lb H 1
Mark Leader losses per the loss value of any given Leader.
P 12 lb 1 20 0 12 lb 1 2 When a loss level in dark grey is reached, a roll is required on the
‘Current Loss Level’ table on the next :00 turn.
P 12 lb 2 20 0 12 lb 1 2 Current Loss Level Table
P 12 lb 3 20 0 12 lb 1 2 When determining the ‘Current Loss Level’ for Army Morale rolls,
add the number of losses in the ‘Army Loss Record’ to the number of
P 12 lb 4 20 0 12 lb 1 2 currently routed SPs. Cross index this total with a die roll to find
P 12 lb 5 20 0 12 lb 1 2 the ‘Army Morale Result.’ The Army Leader may modify the die roll
on this table per Series Rule 23.2b.
P 12 lb 6 20 0 12 lb 1 2 Army Morale Result Record
When each ‘Current Loss Level’ is reached, and then rolled for,
P 12 lb 7 20 0 12 lb 1 2
record the Loss Level, the Game Turn of the roll, and the result.
- 24 lb 1 20 0 24 lb 1 2 The results are cumulative with each other and this total is recorded
in the ‘Total Army Morale’ column.
- 24 lb 2 20 0 24 lb 1 2

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

Clear (S1508) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) ½ 1 10 - -


Lobositz*† (N5313) 2 (12) 1 (24) 3 (12) 2 (12) 2 (6) 1 (3) ½ 2* 15 +1D -5
Marsh* (N5826) 2 (12) 2 (24) 4 (12) 4 (12) All (6) i:1 c:2 (3) 1 P 10 -4A/D** +5
Pond/River (S4310) P P P P P P P P P P P
Stream/Graben (N4117) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) ½ 2* 10 - -
Sunken Road* (N5719) 2 (16) 2 (32) 4 (18) 4 (18) All (8) i:1 c:2 (3) 1 2* 15/OT -2A/D** -5/-10
Village*† (N2822) 2 (12) 1 (24) 3 (12) 2 (12) 2 (6) 1 (3) ½ 2* 10 +1D -5
Vineyard* (N4406) 2 (12) 2 (24) 4 (12) 4 (12) All (6) i:1 c: 2 (3) 1 P 15 +3D -5/-10
Woods*† (N1824) 2 (12) 1 (24) 3 (12) 2 (12) 3 (6) 1 (3) 1 2* 15 +1D -5
Slope (S1508/1509) +1 +½ +1 +½ +1 +0 +1 +0 - -2A up -
Steep Slope (S1609/1610) +2 +1 +2 +1 +2 +0 +1 +1* - -3A up -
Wall† (S4702/4703) All All P P P i:2 c:P +1 P 15/OT -3A -10
Causeway (S3613) Units in Road Column pay ½ MP per contiguous hex ½ (3) ½ OT 5RC/OT OT OT
Road (N4215) Units in Road Column pay ½ MP per contiguous hex OT OT OT OT

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™

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