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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.
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)
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.
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.
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
1) If the unit is stacked with a leader* the 1) If the unit is retreated through by cavalry
07-09 06-09 check is passed. 00-01 00 it is ‘Shaken/Disordered.’
2) Re-roll with a +10 ER modifier. 2) Re-roll the with a +20 ER modifier.
D 02-04 02-04
1) If the unit is a skirmisher or light infantry,
re-roll with a +10 ER modifier.
I All Rally Attempts
No Special Results: Treat a roll of 00-09 as a plain roll of that
2) Re-roll with a +20 ER modifier. Rally number, modifying it with all appropriate modifiers.
(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
(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
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.
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
© 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
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
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
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
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.
Front
Skirmish General Order Hook
(ZOC) (Skirmishers) (Infantry & Artillery) (Infantry in Line)
Flank Flank
Flank Flank MV MV MV MV MV
Front Front Front Front Front
Front Front (ZOC)
Front
(ZOC) (ZOC) (ZOC) (ZOC) (ZOC)
(ZOC) (ZOC) Front Front
Flank Flank (ZOC) (ZOC)
Front Front
Flank Flank
Front Front (ZOC) (ZOC)
(ZOC) (ZOC)
Flank Flank Flank Flank See Formation Change Charts and Series Rule 8.4c
Uses entire MA if done in non-clear terrain (Series Rule 8.7). Front Front Front Front Front
(ZOC) (ZOC) (ZOC) (ZOC) (ZOC)
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
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)
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
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