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Leuthen Special Results

Austrian Prussian Initiative Special Results


Army Morale Check 00 Make an Army Morale Check (-1) for each army. A natural 0 roll is -5 to Morale.
Army Leader Lapse 1-3 1 The Army Leader may not trace his LOC or use his Command Rating.
Command Confusion 4-5 2 Other player picks one of your Commands which may be Finished. Initiative required.
Free Combat Segment 6 3-5 Pick one Command (and possible independents) for a Fire Combat or CC Segment.
Special Rally 7 6-7 Pick a Command and perform a free Disorder Recovery Phase and Rally Phase.
Leader Initiative 8 8-9 Pick one Command for a free Movement Segment (only). Initiative required.
Double Activation 9 - Austrian player may activate two Commands.
Austrian Prussian Infantry Fire Special Results (*see Leader Loss Table)
Free Fire 0*, 1, 2* 0*, 1 Roll two times and the firing units are Disordered.
Full Volley 3 2*, 3, 4* Double the Fire Strength and reroll.
Battalion Guns 4*, 5 5, 6* Reroll and add 1 to SP loss or ‘R/D’ result. Firing skirmishers use result above.
Snow and Smoke 6*, 7 7, 8* Reroll and subtract 20 from the roll.
Ammo Low - 9 Halve the Fire Strength and reroll.
Ammo Exhausted 8*, 9 - Fire has no effect and firer is Disordered.
Austrian Prussian Artillery Fire Special Results (*see Leader Loss Table)
Rapid Fire 0*, 1 0* Reroll two times.
Accurate Fire 2*, 3 1, 2*, 3 Shift the odds column 1 to the right and re-roll.
Wild Fire 4* 4* A stack adjacent to the target becomes the new target.
Caisson Explosion 5 5 Reroll and if target or an adjacent hex includes artillery, +1 SP loss to the artillery.
Snow and Smoke 6*, 7 6*, 7 Reroll and subtract 20 from the roll.
Ammo Low - 8* Halve the Fire Strength and reroll.
Ammo Exhausted 8*, 9 9 Fire has no effect and artillery limbers.
Austrian Prussian Defensive Fire Special Results (*see Leader Loss Table)
Whites of Their Eyes 0*, 1 0*, 1, 2*, 3 Shift the odds column 1 to the right and reroll.
Battalion Guns 2*, 3 4*, 5 Reroll and add 1 to SP loss or ‘D’ result. Firing skirmishers use result above.
Premature Fire 4*, 5, 6*, 7 6*, 7 Halve the Fire Strength and reroll.
Snow and Smoke 8*, 9 8*, 9 Defensive Fire is cancelled.

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
0 1M 3* M leader(s) who gave the CV
Lucky Shot 0-3 = Killed, 4-7 = Wounded**, 8-9 = no effect
bonus to the units:
1 2* M 2* M 0-3 KIA
In the 3-6 Roll for each enemy leader in or adjacent to the target hex*.
4-9 no effect
Line of Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no effect 2 2M 3* M
3) Rank all stacks by ER using
Braving 7-9 Roll for each enemy leader in the target hex*. 3 2M 2* M Morale Check (G) modifiers.
Enemy Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no effect
4 2M 3* M 4) Each stack makes a Morale
*Subtract 1 from roll if firer is Artillery at 1-3 range or Skirmishers. Check (G) in rank order, worst
**Wounded Duration is equal to a single die roll, halved and rounded. to best.
5 3* M 2M
5) If a Morale Check is failed,
Pursuit Special Results (Re-roll of ‘0’ is 0 Pursuit Points) 6 2* M 2* M the failing stack loses 1 SP and
No Pursuit 0-1 No Pursuit. Make a Recall Disorder Check (F). routs.
7 3* M 3M
Blood Lust 2-4 Reroll. Routed units lose 2 SPs per hex of Pursuit. 6) If units are left to fight on
8 2M 1* M both sides, re-fight the Close
Out of Control 5-6 Reroll and add +5 to PP. No Recall is possible. Combat. Certain CC modifiers
Hesitation 7-9 Reroll and halve Pursuit Points (round down). 9 3* M 2M do not apply to refights.

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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. CC Results (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 CV 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 2016, 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
(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 2016, 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 2016, Clash of Arms Games™
Leuthen 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 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Movement 05-08 04-06 2) Re-roll with no ER modifier.
Action
1) If the unit’s printed ER is 36+, re-roll the check with a +5 ER modifier.
09 07-09 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 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Attack Column 05-08 03-06 2) Re-roll with no ER modifier.
Facing Change
1) If the unit’s printed ER is 36+, re-roll the check with a +5 ER modifier.
09 07-09 2) Re-roll with a -5 ER modifier.

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


00-01 00 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 1) If the unit is stacked with a leader, the check is passed.
Result 06-08 04-06 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 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
Defender 05-08 03-06 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.’
1) If the check was caused by an SP loss, re-roll with a +20 ER modifier.
E 02-05 01-03 2) Re-roll with a +10 ER modifier.
Defensive 1) If any of the Defensive Fire was from artillery, re-roll with a +15 ER modifier.
Fire 06-08 04-06 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 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
04-07 03-06 2) Re-roll with a +5 ER modifier.

1) If the pursuing unit expended 5 or fewer Pursuit Points, the check is passed.
08-09 07-09 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 2016, 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 Results (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 X +5 X X X X NE X X X • no Charge/Countercharge (13.1a, 13.5b)
Defense
Aspect

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 2016, Clash of Arms Games™


Leuthen 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 charge movement would result in Charge 1) If the unit is stacked with a leader the
07-09 06-09 the unit not ending the move in any check is passed.
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.
The unit retreats an additional 2 hexes and is 3) Re-roll with a +10 ER modifier.
00-01 00-01 ‘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 = Effectiveness Rating. EZOC = Enemy Zone of Control. 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 2016, Clash of Arms Games™


Loss Charts for the Austrian Army at Leuthen
(6) PCL -5 +0 +1 * Prince Charles (9) 30 (6) DAU -10 +1 +4 - FM Graf Daun (6) 20

Kheul’s Infantry Wing Colloredo’s Infantry Wing Nádasdy’s Wing


(5) KHE -3 +1 4 - FzM Kheul 10 (5) COL -5 +1 4 - FzM Colloredo 10 (5) NAD -12 +2 8 (+3) - GdK Nádasdy (7) 15

(4) KHE / AD -5 +1 4 B FmL Andlau 5 (4) COL / A -3 +0 3 B FmL d’Arberg 5 (4) NAD / F -5 +0 4 B FmL Forgách 5
1 BOT / AD 35 +4 Fus 1 2 3 4 5 6 1 KHE / A 35 +4 Fus 1 2 3 4 5 6 ABA / F 34 +3 Fus 1 2 3 4 5
2 BOT / AD 36 +3 Fus 1 2 3 4 5 6 2 KHE / A 36 +3 Fus 1 2 3 4 5 CLE / F 37 +3 Fus 1 2 3 4 5
1 KAI / AD 33 +4 Fus 1 2 3 4 5 6 1 NES / A 33 +4 Fus 1 2 3 4 5 FOR / F 34 +3 Fus 1 2 3 4 5
2 KAI / AD 34 +3 Fus 1 2 3 4 5 6 2 NES / A 34 +4 Fus 1 2 3 4 5 2 HAL / F 31 +3 Fus 1 2 3 4 5
1 NEI / AD 37 +3 Fus 1 2 3 4 5 THU / A 35 +3 Fus 1 2 3 4 5 1 HDA / F 35 +4 Fus 1 2 3 4 5
2 NEI / AD 38 +3 Fus 1 2 3 4 5 (4) COL / P -5 +0 4 B FmL Puebla 5 2 HDA / F 36 +3 Fus 1 2 3 4 5

(4) KHE / M -7 +1 6 B FmL Macquire 5 1 ERK / P 32 +4 Fus 1 2 3 4 5 JPA / F 33 +3 Fus 1 2 3 4 5

ARN / M 35 +3 Fus 1 2 3 4 5 2 ERK / P 33 +3 Fus 1 2 3 4 LPA / F 33 +3 Fus 1 2 3 4 5

1 LDA / M 33 +4 Fus 1 2 3 4 5 6 1 HIL / P 34 +3 Fus 1 2 3 4 5 LUZ / F 38 +3 Fus 1 2 3 4 5

2 LDA / M 34 +3 Fus 1 2 3 4 5 6 2 HIL / P 35 +3 Fus 1 2 3 4 MAC / F 37 +3 Fus 1 2 3 4 5

1 PUE / M 35 +3 Fus 1 2 3 4 5 MOL / P 35 +3 Fus 1 2 3 4 5 (4) NAD / AI -3 +0 2 B GFM d’Aix 5


2 PUE / M 37 +3 Fus 1 2 3 4 5 (4) COL / H -6 +1 5 B FmL Haller 5 1 ERC / AI 46 +1 Fus 1 2 3 4 5

(4) KHE / AN -4 +0 4 B FmL Angren 5 BET / H 33 +3 Fus 1 2 3 4 5 2 ERC / AI 57 +1 Fus 1 2 3 4 5

1 A-W / AN 37 +3 Fus 1 2 3 4 5 BRO / H 37 +3 Fus 1 2 3 4 5 1 KPP / AI 45 +1 Fus 1 2 3 4 5

2 A-W / AN 38 +3 Fus 1 2 3 4 5 DEU / H 31 +4 Fus 1 2 3 4 5 2 KPP / AI 45 +1 Fus 1 2 3 4 5

1 JES / AN 33 +4 Fus 1 2 3 4 5 1 HAS / H 36 +4 Fus 1 2 3 4 5 6 1 LGD / AI 43 +3 Grd 1 2 3 4 5 6

2 JES / AN 35 +3 Fus 1 2 3 4 2 HAS / H 37 +3 Fus 1 2 3 4 5 6 2 LGD / AI 45 +2 Grd 1 2 3 4 5

R-W / H 25 +5 Fus 1 2 3 4 5 6 7 8 1 MIN / AI 48 +1 Fus 1 2 3 4 5


(4) KHE / ST -7 +1 7 B FmL Starhemberg 5
2 MIN / AI 48 +1 Fus 1 2 3 4 5
B-D / ST 37 +3 Fus 1 2 3 4 5 6 (4) COL / W -7 +1 6 B FmL Wied 5
1 MOR / AI 46 +1 Fus 1 2 3 4 5
1 KOL / ST 37 +3 Fus 1 2 3 4 5 B-B / W 33 +4 Fus 1 2 3 4 5
2 MOR / AI 48 +1 Fus 1 2 3 4 5
2 KOL / ST 38 +3 Fus 1 2 3 4 5 6 GAI / W 33 +3 Fus 1 2 3 4 5
LOT / ST 33 +4 Fus 1 2 3 4 5 6 1 HAR / W 35 +4 Fus 1 2 3 4 5 (4) NAD / SP -5 +0 3 B FmL Spiznass 5

PAL / ST 38 +3 Fus 1 2 3 4 5 2 HAR / W 37 +3 Fus 1 2 3 4 GEO / SP 44 +3 Gren 1 2 3

WAD / ST 39 +3 Fus 1 2 3 4 5 1 L-W / W 37 +3 Fus 1 2 3 4 5 KLE / SP 43 +3 Gren 1 2 3

WAL / ST 28 +4 Fus 1 2 3 4 5 2 L-W / W 38 +3 Fus 1 2 3 4 1 LGD / SP 40 +3 Grd 1 2 3 4


2 LGD / SP 41 +2 Grd 1 2 3
Lucchese’s Cavalry Wing Serbelloni’s Cavalry Wing PLE / SP 44 +3 Gren 1 2 3

(5) LUC -10 +2 8 - GdK Lucchese 10 (5) SER -8 +0 7 - GdK Serbelloni 10 1 PRL / SP 51 +2 Fus 1 2 3
2 PRL / SP 52 +2 Fus 1 2 3
(4) LUC / BD -7 +1 6 B FmL B. Daun 5 (4) SER / B -12 +2 7 B FmL Buccow 5
1 ROE / SP 43 +2 Fus 1 2 3 4
BDN / BD 30 +3 Drag 1 2 3 4 5 6 BAT a / B 32 +5 Drag 1 2 3 4 5 6 7
2 ROE / SP 44 +2 Fus 1 2 3
WUR / BD 33 +3 Drag 1 2 3 4 5 BAT b / B 32 +5 Drag 1 2 3 4 5 6 7
1 SPI / SP 45 +2 Fus 1 2 3 4
(4) LUC / DS -4 +2 6 B FmL De Spada 5 ERF / B 34 +4 Kur 1 2 3 4 5 6 7
2 SPI / SP 48 +2 Fus 1 2 3
ERJ a / DS 30 +4 Drag 1 2 3 4 5 KAL / B 34 +4 Kur 1 2 3 4 5 6
1 TRU / SP 44 +2 Fus 1 2 3
ERJ b / DS 30 +4 Drag 1 2 3 4 5 (4) SER / K -5 +0 5 B FmL Kolowrat 5
2 TRU / SP 46 +2 Fus 1 2 3
ERL a / DS 29 +6 Kur 1 2 3 4 5 BIR / K 31 +5 Kur 1 2 3 4 5 6 7 8
(4) NAD / O -10 +1 6 B FmL O’Donnell 5
ERL b / DS 29 +6 Kur 1 2 3 4 5 KOL / K 33 +3 Drag 1 2 3 4 5 6 7
H-D / O 31 +4 Drag 1 2 3 4 5 6
LUC a / DS 28 +5 Kur 1 2 3 4 5 (4) SER / HO -3 +0 3 B FmL Hohenzollern 5
J-M a / O 29 +5 Drag 1 2 3 4 5
LUC b / DS 28 +5 Kur 1 2 3 4 A-B / HO 34 +3 Kur 1 2 3 4 5
J-M b / O 29 +5 Drag 1 2 3 4 5
(4) LUC / T -6 +2 5 B FmL Trauttmansdorff 5 GEL / HO 31 +4 Kur 1 2 3 4 5 6 7
S-G / O 30 +4 Drag 1 2 3 4 5 6 7 8
A-Z / T 29 +4 Kur 1 2 3 4 5 6 7 8 (4) SER / S -11 +1 7 B FmL Starhemberg 5 ZWI a / O 30 +4 Drag 1 2 3 4 5
SER a / T 29 +5 Kur 1 2 3 4 5 ODO / S 30 +5 Kur 1 2 3 4 5 6 7 8 ZWI b / O 30 +4 Drag 1 2 3 4 5
SER b / T 29 +5 Kur 1 2 3 4 SCH / S 33 +4 Kur 1 2 3 4 5
(4) NAD / N -8 +2 6 B GL Nostitz 5
(4) LUC / WO -6 +0 5 B FmL Wollwarth 5
LOW / WO 32 +4 Kur 1 2 3 4 5 6 7 8
Artillery DES a / N 37 +2 Hus 1 2 3 4 5 6
DES b / N 37 +2 Hus 1 2 3 4 5 6
STM a / WO 31 +4 Kur 1 2 3 4 5 6 FP 6 lb #1 20 +0 6 lb 1 2
GRB / N 32 +3 Chv 1 2 3 4 5 6 7 8
STM b / WO 31 +4 Kur 1 2 3 4 5 6 FP 6 lb #2 20 +0 6 lb 1 2
NAD a / N 37 +2 Hus 1 2 3 4 5 6 7
FP 6 lb #3 20 +0 6 lb 1 2
FmL Arenberg’s Command FP 6 lb #4 20 +0 6 lb 1 2
NAD b / N 37 +2 Hus 1 2 3 4 5 6 7
PRA a / N 32 +3 Chv 1 2 3 4 5
(4) AR -6 +1 8 B FmL Arenberg 10 FP 6 lb #5 20 +0 6 lb 1 2
PRA b / N 32 +3 Chv 1 2 3 4 5
AND / AR 33 +3 Fus 1 2 3 4 5 FP 6 lb #6 20 +0 6 lb 1 2
PRK / N 33 +3 Chv 1 2 3 4 5 6 7 8
ARB / AR 32 +3 Fus 1 2 3 4 5 FP 6 lb #7 20 +0 6 lb 1 2
1 HAL / AR 30 +4 Fus 1 2 3 4 5 6 FP 7 lb how #1 25 +0 7 lb how 1 2 Grenzers
LIG / AR 32 +3 Fus 1 2 3 4 FP 7 lb how #2 25 +0 7 lb how 1 2
1 BNL 50 +0 Grnz 1 2 3
MER / AR 30 +4 Fus 1 2 3 4 5 6 7 FP 7 lb how #3 25 +0 7 lb how 1
2 BNL 51 +0 Grnz 1 2 3
KON* / AR 32 +3 Fus 1 2 3 4 P 12 lb #1 20 +0 12 lb 1 2
1 GRD 49 +0 Grnz 1 2 3
L-R* / AR 29 +4 Fus 1 2 3 4 5 6 7 8 P 12 lb #2 20 +0 12 lb 1 2
2 GRD 50 +0 Grnz 1 2 3
S-G* / AR 32 +4 Fus 1 2 3 4 5 P 12 lb #3 20 +0 12 lb 1 2
1 SZL 48 +0 Grnz 1 2 3
*Nippern Garrison Permission is granted to photocopy this page for personal use only.
2 SZL 49 +0 Grnz 1 2 3
© Copyright 2016, Clash of Arms Games™
Army Morale for the Austrian Army at Leuthen

Army Loss Record Army Current Loss Level


Morale
         
       
 

         
                 
 
25 SP Losses Result 50+ 100+ 150+ 200+ 250+ 300+
   
   
50 SP Losses
                                         
         
       
 

         
                 
 
75 SP Losses 0 0-7 0-4 0-1 - - -
   
   
100 SP Losses
                 
                           
125 SP Losses +3 8-9 5-7 2-4 0-3 - -
   
                 
                           
150 SP Losses
   
                 
                           
175 SP Losses +5 - 8-9 5-8 4-6 0-5 0-3
   
                 
                           
200 SP Losses
   
                 
                           
225 SP Losses
+7 - - 9 7-8 6-7 4-6
   
                                         
         
       
 

         
                 
 
250 SP Losses +10 - - - 9 8-9 7-9
   
   
275 SP Losses
                 
                           
300 SP Losses
   
                                         
         
       
 

 
         
                 
 

 
325 SP Losses
350 SP Losses
Routed SPs Army Morale Result
   
                 
                           
375 SP Losses Army Game Army Total
   
                                         
         
       
 

         
                 
 
400 SP Losses Current Turn Morale Army
How to use the ‘Army Loss Record’ Loss Level rolled for Result Morale
- Mark 1 loss box per SP of Infantry or Cavalry lost.
- Mark 2 loss boxes per SP of Artillery lost.      
- Mark Leader losses per the loss value of any given Leader.
- When a loss level in dark grey is reached, a roll is required on the ‘Current Loss      
Level’ table on the next :00 turn.
     
How to use the ‘Current Loss Level’ table      
When determining the ‘Current Loss Level’ for Army Morale rolls, add the num-
ber of losses in the ‘Army Loss Record’ to the number of currently routed SPs.      
Cross index this total with a die roll to find the ‘Army Morale Result.’ The Army
Leader may modify the die roll on this table per Series Rule 23.2b.      
How to use the ‘Army Morale Result’ record      
When each ‘Current Loss Level’ is reached, and then rolled for, 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.
     

Army Morale for the Prussian Army at Leuthen

Army Loss Record Army


Morale
Current Loss Level
         
       
 

         
                 
 
25 SP Losses Result 75+ 100+ 125+ 150+ 175+ 200+
   
   
50 SP Losses
                                         
         
       
 

         
                 
 
75 SP Losses 0 0-8 0-6 0-4 0-2 0-1 0
   
   
100 SP Losses
                 
                           
125 SP Losses +3 9 7-8 5-6 3-4 2-3 1-2
   
                 
                           
150 SP Losses
   
                 
                           
175 SP Losses +5 - 9 7-8 5-6 4-5 3-4
   
                 
                           
200 SP Losses
   
                 
                           
225 SP Losses
+7 - - 9 7-8 6-7 5-6
   
                                         
         
       
 

         
                 
 
250 SP Losses +10 - - - 9 8-9 7-9
   
   
275 SP Losses
                 
                           
300 SP Losses
   
                 
                           
325 SP Losses Routed SPs Army Morale Result
   
                                         
Army Game Army Total
How to use the ‘Army Loss Record’
Current Turn Morale Army
- Mark 1 loss box per SP of Infantry or Cavalry lost.
Loss Level rolled for Result Morale
- Mark 2 loss boxes per SP of Artillery lost.
- Mark Leader losses per the loss value of any given Leader.
- When a loss level in dark grey is reached, a roll is required on the ‘Current Loss
     
Level’ table on the next :00 turn.      
How to use the ‘Current Loss Level’ table      
When determining the ‘Current Loss Level’ for Army Morale rolls, add the num-
     
ber of losses in the ‘Army Loss Record’ to the number of currently routed SPs.
Cross index this total with a die roll to find the ‘Army Morale Result.’ The Army      
Leader may modify the die roll on this table per Series Rule 23.2b.
     
How to use the ‘Army Morale Result’ record      
When each ‘Current Loss Level’ is reached, and then rolled for, 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.
     
Loss Charts for the Prussian Army at Leuthen
(10) KFII -15 +2 +5 * King Frederick II (5) 30

(5) FRM -10 +2 7 (+2) - Fürst Moritz (8) 15

Driesen’s Cavalry Wing Forcade’s Infantry Wing Zieten’s Cavalry Wing


(5) DRI -10 +0 8 - GL Driesen 10 (5) FOR -12 +1 7 - GL Forcade 10 (5) ZIE -12 +1 8 - GL Zieten 15

(4) DRI / B -8 +1 6 A GM Bredow 5 (4) FOR / O -7 +0 5 A GM Oldenburg 5 (4) ZIE / KO -6 +1 6 A GM Krockow II 5


GES / B 18 +6 Kur 1 2 3 4 5 6 KAH / O 21 +6 Gren 1 2 3 4 5 6 JKR / KO 19 +4 Drag 1 2 3 4 5 6
     
KYA / B 19 +5 Kur 1 2 3 4 5 6 7 8 1 KAL / O 23 +5 Mus 1 2 3 4 5 6 STE / KO 19 +5 Drag 1 2 3 4 5 6 7 8
     
PSH / B 18 +6 Kur 1 2 3 4 5 6 7 8 2 KAL / O 24 +5 Mus 1 2 3 4 5 6
    (4) ZIE / C -10 +2 7 A GM Czetrittz 5
PRF / O 23 +5 Mus 1 2 3 4 5 6 7
(4) DRI / K -7 +1 6 A GM Krockow 5     CZE a / C 18 +6 Drag 1 2 3 4 5 6
PRH / O 20 +5 Fus 1 2 3 4 5 6 7 8
  KRO / K 18 +5 Kur 1 2 3 4 5 6 7 8     CZE b / C 18 +6 Drag 1 2 3 4 5 6
LKR / K 15 +6 Krb 1 2 3 4 5 6 7 8 (4) FOR / BU -9 +1 7 A GM Bülow 5 NOR a / C 19 +5 Drag 1 2 3 4 5
   
1 A-W / BU 25 +5 Fus 1 2 3 4 5 6 NOR b / C 19 +5 Drag 1 2 3 4
(4) DRI / N -10 +2 7 A GM Normann 5    
J-B / BU 24 +5 Fus 1 2 3 4 5 6
  BAY a / N 17 +5 Drag 1 2 3 4 5 6 7 8   (4) ZIE / S -5 +2 6 A GM Schmettau 5
MUN / BU 26 +5 Fus 1 2 3 4 5 6 7 8
  BAY b / N 17 +5 Drag 1 2 3 4 5 6 7 8     JSH / S 19 +5 Kur 1 2 3 4 5 6
OST / BU 21 +7 Gren 1 2 3 4 5 6
  DRI a / N 16 +7 Kur 1 2 3 4 5     MGF / S 18 +6 Kur 1 2 3 4 5 6 7 8
PLO / BU 21 +6 Gren 1 2 3 4 5
  DRI b / N 16 +7 Kur 1 2 3 4 5     SEY a / S 17 +6 Kur 1 2 3 4 5 6
PVP / BU 23 +5 Mus 1 2 3 4 5 6 7
    SEY b / S 17 +6 Kur 1 2 3 4 5 6

Württemberg’s Command (4) ZIE / L -5 +1 4 A GM Lentulus 5


Retzow’s Infantry Wing GDC / L 14 +6 GCv 1 2 3 4 5 6
(4) W -10 +1 7 A GL Württemberg 10  
GEN a / L 15 +7 GCv 1 2 3 4 5 6
  SEY / W 17 +5 Hus 1 2 3 4 5 6 7 8 (5) RET -8 +1 6 - GL Retzow 10  
GEN b / L 15 +7 GCv 1 2 3 4 5 6
  SZE a / W 17 +6 Hus 1 2 3 4 5 (4) RET / G -8 +2 6 A GM Geist 5  
SZE b / W 17 +6 Hus 1 2 3 4 5 1 ABR / G 19 +5 Mus 1 2 3 4 5 6
    Bevern’s Command
WAN / W 19 +5 Hus 1 2 3 4 5 6 2 ABR / G 20 +5 Mus 1 2 3 4 5 6
   
WER / W 18 +5 Hus 1 2 3 4 5 6 7 8 1 FOR / G 18 +6 Mus 1 2 3 4 5 6
    (4) BV -5 +1 7 A GM Bevern 10
WUR / W 19 +4 Drag 1 2 3 4 5 6 7 8 2 FOR / G 20 +5 Mus 1 2 3 4 5 6
      1 ASE / BV 21 +5 Mus 1 2 3 4 5
HAC / G 19 +7 Gren 1 2 3 4 5 6
    1 BOR / BV 21 +5 Mus 1 2 3 4 5 6

Artillery   SCK / G 19 +7 Gren 1 2 3 4 5


  HEY / BV 17 +7 Gren 1 2 3 4 5 6
(4) RET / M -7 +1 5 A GM Münchow 5 1 ITZ / BV 19 +7 Mus 1 2 3 4 5 6
P B #1 18 +0 B 1 2  
1 GST / M 21 +5 Mus 1 2 3 4 5 6 MAN / BV 19 +7 Gren 1 2 3 4 5
P B #2 18 +0 B 1 2    
2 GST / M 21 +5 Mus 1 2 3 4 5 6 WED / BV 17 +7 Gren 1 2 3 4 5 6
P B #3 18 +0 B 1    
1 WIN / M 18 +6 Mus 1 2 3 4 5 6 7
FP 10 lb how #1 18 +0 10 lb how 1 2  
FP 10 lb how #2 18 +0 10 lb how 1 2   2 WIN / M 19 +6 Mus 1 2 3 4 5 6 Independent Infantry
P 12 lb #1 18 +0 12 lb 1 2 BUR (optional) 21 +6 Gren 1 2 3 4 5
P 12 lb #2 18 +0 12 lb 1 2 Ferdinand’s Infantry Wing  
DIR 20 +7 Gren 1 2 3 4 5
P 12 lb #3 18 +0 12 lb 1 2
 
(5) PRF -10 +1 6 - GL Ferdinand 15 KLE 20 +7 Gren 1 2 3 4 5 6
P 12 lb #4 18 +0 12 lb 1 2
 
1 KUR 21 +5 Fus 1 2 3 4 5 6
P 12 lb #5 18 +0 12 lb 1 2
(4) PRF / KA -6 +1 5 A GM Kalhden 5  
UNR 20 +7 Gren 1 2 3 4 5 6
P 12 lb #6 18 +0 12 lb 1 2   1 KNA / KA 21 +5 Mus 1 2 3 4 5  
2 KNA / KA 22 +5 Mus 1 2 3 4 5 1 ANG 47 +0 FB 1 2 3
P 12 lb #7 18 +0 12 lb 1 2    
1 PAN / KA 21 +5 Mus 1 2 3 4 5 6 2 ANG 46 +0 FB 1 2 3
P 12 lb #8 18 +0 12 lb 1 2    
2 PAN / KA 23 +5 Mus 1 2 3 4 5 FJG 31 +1 Jg 1 2 3
P 12 lb #9 18 +0 12 lb 1 2    
RET / KA 15 +8 Grd 1 2 3 4 5 6 7 1 KAB 45 +0 FB 1 2 3
P 12 lb #10 18 +0 12 lb 1    
2 KAB 45 +0 FB 1 2 3
- 24 lb #1 (optional) 18 +0 24 lb 1 2
(4) PRF / BR -5 +1 5 A GM Braunschweig 5  
1 LNB 44 +0 FB 1 2 3
- 24 lb #2 (optional) 18 +0 24 lb 1 2   KRM / BR 19 +7 Gren 1 2 3 4 5 6  
2 LNB 43 +0 FB 1 2 3
- 24 lb #3 (optional) 18 +0 24 lb 1 2   2 LGD / BR 15 +8 Grd 1 2 3 4 5 6 7  
3 LGD / BR 15 +8 Grd 1 2 3 4 5 6 7
- 24 lb #4 (optional) 18 +0 24 lb 1  
  1 MGK / BR 19 +5 Mus 1 2 3 4 5 6 Independent Cavalry
2 MGK / BR 20 +5 Mus 1 2 3 4 5 6
    PUT a 18 +6 Hus 1 2 3 4 5 6
PUT b 18 +6 Hus 1 2 3 4 5 6
Wedel’s Command  
ZIE a 16 +6 Hus 1 2 3 4 5 6
 
ZIE b 16 +6 Hus 1 2 3 4 5 6
(4) WD -9 +2 6 A GM Wedel 5  
2 ITZ / WD 20 +6 Mus 1 2 3 4 5 6 7
 
1 MEY / WD 19 +6 Mus 1 2 3 4 5 6 7
 
2 MEY / WD 20 +6 Mus 1 2 3 4 5 6 7
 

© Copyright 2016, Clash of Arms Games™ Permission is granted to photocopy this page for personal use only.
Leuthen 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 (NE2706) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) ½ 1 10 - -


Stream (SE3907) OT OT OT OT OT OT OT OT OT OT OT
Pond (SE3526) P P P P P P P P P P P
Sunken Road* (NE1910) 2 (16) 2 (32) 4 (18) 4 (18) All (8) 1 (3) 1 2* 15/OT -2A/D** -5/-10
Village*† (NE1612) 2 (12) 1 (24) 3 (12) 2 (12) 2 (6) 1 (3) ½ 2* 10 +1D -5
Walled Church/Farm*† 3 (12) P
Road
Column
Road
Column 1 (3) 1 P 20
+8D Line
-10
(NE1710) Must go to GO Only Only +4D AC

Woods*† (NE6204) 2 (12) 1 (24) 3 (12) 2 (12) 3 (6) 1 (3) 1 2* 15 +1D -5


Gentle Slope (SE2815-2816) +0 +0 +0 +0 +1 up +0 +0 +0 - -1A up -
Regular Slope (SE2815-2915) +1 +½ +1 +½ +1 +0 +1 +0 - -2A up -
Abatis (SE4504/4505) +0 +0 P P P +0 +0 P - - -
Berm (SE3912/3913) +1 +1 +2 +2 All +1 +0 +1* FS x ½ -2A -
Creek (SE1327/1328) P P P P P P P P - P -
Minor Road (NE4806) No effect on Movement. Wing/Army Leaders can trace LOC at reduced value. OT OT OT OT
Major Road (NE4906) Units in Road Column pay ½ MP per contiguous hex OT OT OT OT

Terrain Effects Chart (TEC) Notes TEC Abbreviations and Explanations


Procedure: Cross index the type of unit and its formation with the ter- A = Attacker, D = Defender, P = Prohibited, GO = General Order,
rain. The number listed is the cost to move into the hex or through the AC = Attack Column, OT = use Other Terrain in the hex
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
Fire Defense Value: 15/OT = The Fire Defense Value is 15 if all
that type of unit/formation in that terrain. The Stacking values listed
conditions are met. Otherwise use the other terrain (Clear).
for infantry and cavalry in column are for March Column and Attack
Fire Defense Value: FS x ½ = Fire Strength is halved for non-adjacent
Column and for Infantry in Square (which can only be formed in Clear
fire if directed at a defender who is behind the Berm.
terrain). Road Column uses different Stacking rules (see Series Rules
Close Combat Modifier: +8D Line, +4D AC = If the attacker is in
8.1f & 10.11).
Line, the defender adds +8 to its CV; if in AC the defender adds +4.
*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: -1A/-2A up, +1 up = The attacker’s CV or the terrain
†Blocks Line of Sight (LOS). cost is only modified if it is attacking/moving up an adjacent slope.

Guard x5 x4 Elevation Contours


Grenadier x5 x3 Leuthen Fire Combat Multiples and Ranges 1
Jäger x5 x2 Artillery multiples in BOLD are Minimum Fire ranges 2
Prussian

Musketeer x4 x2 Small multiples in Italics are for use in dusk turns 3


Fusilier x3 x2 4
Free Battalion x2 x1 5
10 lb Howitzer x5 x4 x4 x2 x2 x2 x1 x2 x1 x2 x1 x2 x1 x1 x0 x1 x0 x1 x0 x1 x0 6
12 lb x10 x10 x5 x5 x5 x5 x2 x3 x1 x3 x1 x3 x1 x3 x1 x2 x1 x2 x1 x2 x1 7
24 lb x10 x10 x7 x7 x7 x5 x2 x5 x2 x4 x2 x4 x2 x4 x2 x3 x1 x3 x1 x2 x1 x1 x0
Brummer x10 x10 x8 x8 x8 x6 x3 x6 x3 x6 x3 x4 x2 x4 x2 x4 x2 x4 x2 x2 x1 x2 x1 x2 x1 x1 x0
Range 1 2 3 4 5 6 7 8 9 10 11 12 13-14 15-16 17-18 19-22
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
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
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 © Copyright 2016, Clash of Arms Games™
Fusilier x3 x2
Leuthen Turn Record Track

Place a marker on the track to show


12:00 1:00 2:00 3:00 4:00 5:00 6:00 7:00 8:00 each army’s current Command Rating.
Adjust the marker as necessary when a
Leader moves or after they modify
12:20 1:20 2:20 3:20 4:20 5:20 6:20 7:20 8:20 Army Morale.
Austrian Prussian
12:40 1:40 2:40 3:40 4:40 5:40 6:40 7:40 8:40 Command Command
Rating Rating

0 0 0 0 0 0 0 0 0 +0 +0
1 1 1 1 1 1 1 1 1 +1 +1
Charles

2 2 2 2 2 2 2 2 2 +2 +2
3 3 3 3 3 3 3 3 3 +3 +3
Nádasdy

4 4 4 4 4 4 4 4 4 +4 +4
Daun

5 5 5 5 5 5 5 5 5 +5
Frederick

6 6 6 6 6 6 6 6 6 Wing Activation Numbers:


Charles: 9
Daun: 6
7 7 7 7 7 7 7 End End Frederick: 5

8 8 8 8 8 End End When using the Leuthen markers,


place the ‘Minutes’ marker on the
specific game-turn time and use the ‘Hour’
9 9 9 9 End marker to move down the End Turn track.

Scenario ET Number First Turn Last Turn


10 10 End End
1 Not used 1:20 3:20
End End 2 Not used 1:00 3:40
3 10 3:20 8:40
4 10 1:00 8:40
Day Dusk Night 4 variant 10 12:00 8:40
All turns begin with the End Turn (or Hour) Marker on 0.
Dusk turns
Artillery fire at greater than 5 hexes uses the small multiplier on the Fire Range and Multiplier Chart.

Night turns
Maximum Fire Range for all units is 1 hex.
Cavalry may only charge from an adjacent hex.
Any unit that moves more than half (rounded) its MA must make a Disorder Check (A) with a +10 modifier.
The exception to this movement Disorder Check is if the unit was using Road Movement via a Major Road.
© Copyright 2016, Clash of Arms Games™
Leuthen Formation Change Diagrams
Infantry: 2 Hex Line to 2 Hex March Column Infantry: 2 Hex March Column to 2 Hex Line

A C
B B
D E D E
D F
F H E E
G G

2
3

3
2

1
2

2
A C

1
B A B C B B B
B
D E D E D E D F D F D F
G 4 3 F G H 1 1 G E 1 1 E 3 4 E
G H
How to use
Find the diagram that
1
2

2
represents the size

1
3

of unit and the type of

3
2
B Formation Change that
A B C you would like to make. B B
Orient the proper D F
D E D E 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 1 3 2
3 2 2 1
Infantry: Color Key Infantry:
4 3 1 1 1 Hex Line to Austrian MP Costs
1 Hex March Column 1 1 4 3
1 Hex March Column to 1 Hex Line
Prussian MP Costs
3 2 2 1 2 1 3 2

F G H F G H H H
I J I J D M D M
A I I Q
K L M K L M E N
B R
1
2

2
H
1
2

A
1

B C D M M
D
D E D E D E I A I Q I
E E N N
F G H F G H F G H J B J R J
F F O O
I J 3 3 I J 1 1 I J 1 1 3 3
K C K S K
K L M G G P P
L
1
2

2
1

D M
1
2

2
1

I I
A B C A B C E N E N
J R B J
D E D E O F
F G H F G H S C

Cavalry: 3 Hex Line to 3 Hex March Column Cavalry: 3 Hex March Column to 3 Hex Line
Use the costs listed on the bottom half of the page for Cavalry of any length (1 to 3 hexes) that make the Formation Changes listed.
For 1 and 2 hex Cavalry Formations, use the Infantry diagrams (on top) as a guide of how to make the formation change, but of course use the Cavalry costs.
For 3 hex Cavalry Formations, use the diagrams and costs as printed on the bottom half of the page.

© Copyright 2016, Clash of Arms Games™


BAR Formation, Fire Arc, ZOC,
Road Column & Facing Change Cost Diagrams
(Infantry & Cavalry)

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


Rear Rear Rear Rear Rear
Flank Flank Flank
Rear
2 hex Infantry Line 1 hex Infantry Line
with Left Hook with Right Hook
See Series Rule 8.4h for formation See Series Rule 8.4i for formation
3 hex example changes into or from Skirmish. Cost: 1 MP. MV = Allowed hexes for movement (8.1b) and Fire from Artillery stacked with Hook (12.4f).
changes into or from General Order.
Arrows show allowed contraction or extension.
MC to RC Cost: 1 MP + 1 MP per hex difference (Series Rule 8.4b).
RC to MC Cost: 1 MP per hex difference {minimum 1 MP} (Series Rule 8.4a). Cost: 1 MP See Series Rules 8.4j
Uses entire MA if done in non-clear terrain (Series Rule 8.7).

March Column Line


(Infantry & Cavalry) Cost: The cost listed in the Formation Change Diagrams (Infantry & Cavalry)
plus 1 MP for each hex difference in length.
Front Front
(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)

Flank Flank Flank Flank


Flank Flank Flank Flank
Rear
Flank Flank Square
Rear Rear Rear Rear Rear
1 hex March Column (Infantry & Artillery)
Flank Flank
Front Cost: Cost: 2 Hex Infantry Line 1 Hex Infantry Line
Rear (ZOC)
Entire Entire
Flank Flank
MA Front Front MA
3 hex March Column (ZOC) (ZOC)
Front Front Front Front
(ZOC) (ZOC) (ZOC) (ZOC)
Flank Flank
Front Front
(ZOC) (ZOC)
See See Flank Flank
Flank Flank Series Front Front Series
(ZOC) (ZOC)
Rear Rule Rule Rear Rear Rear Rear
8.4f 8.4f
2 hex March Column 3 Hex Cavalry Line

Cost: 1 MP (Series Rules 8.4d,e)


Uses entire MA if done in non-clear terrain (8.7). Road Column Limbered Unlimbered Routed
Cost*:
Attack Column (Artillery) (March Column (Artillery) (Infantry & Cavalry)
see
for Artillery) Fire arc extends to unit’s
(Infantry & Cavalry) Front Series maximum range
(ZOC)
Rule Cost*: Flank Flank
Flank Flank Front
8.4a,b (ZOC)
2 MPs
Flank Flank Flank Flank
Front Front Flank Flank Front
Front
(ZOC) (ZOC)
See See (ZOC) (ZOC)
Flank
Flank
Series Flank Flank Series
Flank Flank Flank Flank
Rule Flank Rule Flank Flank
Flank 8.6c 8.6a,b
Rear Rear Rear See Series Rule 8.2d and 8.4k for
Rear
2 Hex Example Formation Changes from Rout.

*Uses entire MA if done in non-clear terrain (Series Rule 8.7).


Diagram Key
Front Front of unit
(ZOC) & Zone of Control Single Hex Facing Change Costs
Front Front of unit with no (for multi-hex Formations see Series Rule 9.4)
(ZOC) firing arc (White hex)

Hexes occupied by unit


2 2 Hook may not 1 1
(Gray hex) 2 2 change Facing 1 1
Firing arc of unit General Order:
(Green hex)
3 3 3 3 all MPs for 2 2 2 2
Facing Change
Flank Flank of unit All (Series rule 9.3b) All
(Yellow hex) All All
American Infantry (1775-1777)
Rear of unit & French Infantry (1740s) in Line American Infantry (1775-1777) For Unlimbered All other units All other units
Rear
(Red hex) & French Infantry (1740s)
All nationalities: Attack Column
in March or Road Column Artillery, see in March/Road Column in Line
Add +1 for Americans in
Allowed Formation
Attack Column (1775-1777) Series Rule 9.5 & Limbered Artillery or Skirmish
Changes

© Copyright 2016, Clash of Arms Games™


King Frederick II
The Prussian Army at Leuthen Gdl Fürst Moritz
(KFII) (FRM)

GL Driesen (DRI) GL Zieten (ZIE)


GM Bredow GM Krockow GM Normann GM Krockow II GM Czettritz GM Schmettau GM Lentulus GM Bevern*
(B) (K) (N) (KO) (C) (S) (L) (BV)

Kur Kur Kur Krb Drag Kur Drag Drag Drag Drag Kur Kur GCv GCv Mus Mus
1 1 1 1 2 2 1 1 2 2 1 1 1 2 1 1
GES KYA KRO LKR BAY DRI JKR STE CZE NOR JSH MGF GDC GEN ASE BOR

Kur Kur Gren Mus


1 1 1 1
PSH SEY HEY ITZ

Gren Gren
Unit Types 1 1
Drag: Dragoons MAN WED
Fus: Fusilier Independent Units
FB: Free Battalion Optional Units
GCv: Guard Cavalry
Jg FB FB FB Gren Gren Gren Fus Hus Hus Brummer 10 lb How 12 lb 24 lb Gren
Gren: Grenadier 1
1 2 2 2 1 1 1 1 2 2 3 2 10 4
Grd: Guard
FJG ANG KAB LNB DIR KLE UNR KUR PUT ZIE BUR
Hus: Hussar
Jg: Jäger
Krb: Karabiniers
Kur: Kurassier
Mus: Musketeer GL Forcade* (FOR) GL Retzow* (RET) GL Ferdinand* (PRF)
GL Württemberg* GM Oldenburg GM Bülow GM Geist GM Munchow GM Kalhden GM Braunschweig GM Wedel*
(W) (O) (BU) (G) (M) (KA) (BR) (WD)

Hus Hus Gren Mus Fus Fus Mus Mus Mus Mus Mus Mus Gren Mus Mus Mus
2 2 1 2 1 1 2 2 2 2 2 2 1 2 1 2
SEY SZE KAH KAL A-W J-B ABR FOR GST WIN KNA PAN KRM MGK ITZ MEY

Hus Hus Mus Fus Fus Gren Gren Gren Gren Grd
This OOB has been altered
1 1 1 1 1 1 1 1 1 2 by Mathew Hinkle
to represent the update
WAN WER PRF PRH MUN OST HAC SCK RET LGD counters found in the
‘BAR Primer’.
Drag Gren Mus
1 1 1 * Fürst Moritz can activate these Wings and Commands.
© Copyright 2016, Clash of Arms Games™
WUR PLO PVP See Leuthen rule 4.2a B.
Prince Charles The Austrian Army at Leuthen FM Graf Daun
(PCL) (DAU)

GdK Nádasdy (NAD)


Unit Types
Chv: Cheveauleger FmL Forgách GFM d’Aix* FmL Spiznass* FmL O’Donnell GL Nostitz FmL Arenberg Independent
Drag: Dragoons (F) (AI) (SP) (O) (N) (AR)
Fus: Fusilier
Units
Grd: Guard Fus Fus Fus Fus Fus Gren Gren Drag Drag Hus Chv Fus Fus Grnz 7 lb How
Gren: Grenadier 1 1 1 2 2 1 1 1 2 2 1 1 1 2 3
Grnz: Grenzer ABA CLE FOR ERC KPP GEO KLE H-D J-M DES GRB AND ARB BNL
Hus: Hussar
Kur: Kurassier Fus Fus Fus Grd Fus Grd Gren Drag Drag Hus Chv Fus Fus Grnz 6 lb
1 2 1 2 2 2 1 1 2 2 2 1 1 2 7
Orange border: HAL HDA JPA LGD MIN LGD PLE S-G ZWI NAD PRA HAL LIG GRD
Württembergers
Purple border: Fus Fus Fus Fus Fus Fus Chv Fus Fus Grnz 12 lb
Bavarians 1 1 1 2 2 2 1 1 1 2 3
LPA LUZ MAC MOR PRL ROE PRK MER KON SZL
This OOB has been altered
by Mathew Hinkle Fus Fus Fus Fus
to represent the update *Spiznass and d’Aix may not Nippern
counters found in the be part of a Wing Activation. 2 2 Garrison 1 1
‘BAR Primer’. SPI TRU L-R S-G

FzM Kheul (KHE) FzM Colloredo (COL)


FmL Andlau FmL Macquire FmL Angren FmL Starhemberg FmL d’Arberg FmL Puebla FmL Haller FmL Wied
(AD) (M) (AN) (ST) (A) (P) (H) (W)

Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus
2 2 1 2 2 2 1 2 1 2 2 2 2 1 1 1 1 1
BOT KAI ARN LDA A-W JES B-D KOL LOT KHE NES EKR HIL BET BRO DEU B-B GAI

Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus Fus
2 2 1 1 1 1 1 2 1 2 2
NEI PUE PAL WAD WAL THU MOL HAS R-W HAR L-W

GdK Lucchese (LUC) GdK Serbelloni (SER)


FmL B. Daun FmL De Spada FmL Trauttmansdorff FmL Wollwarth FmL Buccow FmL Kolowrat FmL Hohenzollern FmL Starhemberg
(BD) (DS) (T) (WO) (B) (K) (HO) (S)

Drag Drag Drag Kur Kur Kur Kur Kur Kur Drsg Kur Kur Kur Drag Kur Kur Kur Kur
1 1 2 2 2 1 2 1 2 2 1 1 1 1 1 1 1 1
BDN WUR ERJ ERL LUC A-Z SER LOW STM BAT ERF KAL BIR KOL A-B GEL ODO SCH

© Copyright 2016, Clash of Arms Games™

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