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The ‘45 Black Powder version 2

Sequence of Play
In each full turn both sides take an individual or ‘player’ turn in the following manner.
• Command – tests for any brigade at or below 50% then moves units starting with initiative moves.
• Shooting – shoots with units.
• Hand-to-hand – both sides resolve any hand-to-hand fighting.

Command
Command modifiers
-1 Per 12" distance from commander to unit +1 Attack Column
-1 Enemy unit within 12" of unit receiving order +1 March Column/Limbered Artillery
+2 March Column/Limbered Artillery on road or track

Movement Hand-to-hand Combat


Move Distances Combat To Hit modifiers (hit on roll of 4+)
Infantry, Limbered Foot Artillery, Wagons …………………12" +1 Charging
Cavalry, Limbered Horse Artillery………………..…………………18" +1 Won last round of combat
Manhandled Artillery ………………………………………………………… 6" -1 Shaken or Disordered
Commanders on foot ……………………………………………………….. 36" -1 Skirmishers
Commanders on horseback ………………………….…………………. 48" -1 Engaged to flank or rear

Move Modifiers Combat Result modifiers


Woods.......................... Half pace infantry only, skirmishers normal +1 Support to the rear within 6”
Rough ground ............ Half pace infantry/cavalry, skirmishers normal +1 Per flank support within 6”
Crossing Obstacle …. 6" penalty
March Column .......... One free move if Command roll failed
Limbered Artillery ......One free move if Command roll failed
Combat Modifiers
Formation modifiers
Attack Column ............. Shoot 1 dice
March Column ...............May not shoot/fight 1 dice
Limbered Artillery ......May not shoot or fight!
Shooting
Ranges Tactical modifiers
Smoothbore Muskets................................................ 18" Enfilading Infantry or Artillery............ Shoot double dice
Light Smoothbore Artillery 0 – 6” – 18” – 36”

Shooting To Hit modifiers Morale


+1 Artillery shooting at Column Save modifiers
+1 Close Range (6") or Closing Fire +1 Infantry in Attack Column unless hit by artillery
-1 Shooters ‘Shaken’ or ‘Disordered’ +1 Target within woods, hedgerows or similar (light cover)
-1 Target is deployed Artillery, Skirmishers or Not Clear +2 Target is within buildings/fortifications (heavy cover)
-1 Artillery at over half range -2 Target is in March Column
-1 Artillery shooting overhead -1 Hit by artillery fire at long range
-2 Hit by artillery fire at close or medium range

Unit Type Armament Melee Shoot Morale Stamina Special


British Foot 1 Regular Musket 6 3 4+ 3 First Fire, Platoon Fire
British Foot 2 Regular Musket 6 3 4+ 3 First Fire, Freshly Raised / Untested
Highland Foot Regular Musket 6 3 4+ 3 First Fire
British Dragoons Regular Sword 6 - 4+ 2 Terrifying Charge, Unreliable, Freshly Raised
British Artillery Regular Artillery 1 3-2-1 4+ 2

Highland Clan Irregular Musket 7 2 4+ 3 Terrifying Charge


Lowland Foot Regular Musket 5 3 4+ 3 Freshly Raised
Highland Skirmishers Irregular Musket 4 2 4+ 2
Jacobite Horse Regular Sword 4 - 4+ 2
Jacobite Artillery Artillery Artillery 1 3-2-1 4+ 2

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