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Fontenoy Special Results Tables

Allies French 8.2 Initiative Special Results


Army Morale Check 00 Make an Army Morale Check for all armies. See rule 2.12.
Leader 1 1 Pick one Command (and possible independents) for a free Movement Segment (only).
Initiative The Leader must make an Initiative roll or this event is no effect.
Only units within Command Range may be activated. Once per Command per turn. (8.2a)
Command 2 2 The other player picks one of your Commands which is then considered as Finished.
Confusion May be negated by a Command Leader Initiative roll. (8.2b)
Dutch Command 3 - The French player picks one of your Dutch Commands which is then considered as Finished.
Confusion May be negated by a Command Leader Initiative roll. (8.2b)
Free Combat 4,5 3 Pick one Command (and possible independents) for a Fire Combat or CC Segment.
Segment May only be applied once per Command per turn. (8.2c)
Special Rally 6 4-5 Pick a Command and perform a free Disorder Recovery Phase and then a Rally Phase. (8.2d)
Command 7 6 The other player picks one of your Commands which is activated with 1/2 its MPs.
Lethargy No RM or CC allowed. May be negated by a Command Leader Initiative roll. (8.2e)
Dutch Command 8 - The French player picks one of your Dutch Commands which is activated with 1/2 its MPs.
Lethargy No RM or CC allowed. May be negated by a Command Leader Initiative roll. (8.2e)
- 7 The Allied player picks a French Command. This Command must advance on the Allied play-
Vive le Roi! er and engage in Close Combat if able. If it has not yet been activated, this is its activation. If
Loose Cannon it has been, this is an extra full activation. -10 to ER for Pre-Close Combat Morale Check (B).
May be negated by a Command Leader Initiative roll. (8.2f)
On y va! 9 8-9 The other player picks one of your Commands (which has not yet been activated) for a normal
Hasty Orders activation. After the activation, mark this Command as Finished. (8.2g)

English & French & Dutch


Hanoverian Austrian 8.4 Pursuit Special Results
Blood Lust 0-1 0-3 0 Re-roll Pursuit Points. Routed units suffer 2 SPs lost for each hex of pursuit. (8.4a)
2-3 4-7 1-2 Re-roll Pursuit Points and add +5 to roll. The Cavalry Recall Disorder Check (F) can-
Out of Control not be made until the end of all Pursuit/Free Movement. Any Free Movement must
be made in a straight line along the axis of retreat. (8.4b)
Hesitation 4-7 8 3-6 Re-roll PPs and halve (rounded) the result. (Quarter PPs if stack is Disordered) (8.4c)
No Pursuit 8-9 9 7-9 No pursuit. Make a Recall Disorder Check (F). (8.4d)

Cavalry Charge Ranges Austrian unit types French unit types


Cavalry: Dragoner Infantry: Infanterie, Gardes, Milice
French (Lt Cav) 3 (2) Light Cavalry: Husaren (Hussars) (militia), Grenadiers, Dragons démontés
English 1 Skirmishers: Compagnies Franches (dismounted dragoons)
Dutch unit types
Hanoverian 1* Infantry: Gardes, Mariniers (Marines), Musketiere Cavalry: Cavalerie, Dragons, Garde Cava-
Dutch 1 Cavalry: Dragonders, Karabiniers, Paarde lerie
Artillery: 3 Lb, 6 Lb, Howitzers
Austrian 2 English unit types Light Cavalry: Dragons légers (light dra-
Infantry: Foot, Foot Guards, Fusileers goons), Hussards, Uhlans (lancers)
*Subtract 1 from hexes charged bonus
Cavalry: Horse, Dragoons, Grenadier Guards,
Horse Guards Skirmishers: Fantassins
All Allied Infantry are in 3 rank Artillery: 6 Lb, Howitzers
Line for the Infantry Line For- Hanoverian unit types Artillery: 4 Lb pièces suédoises, 4 Lb,
mation Strength Point Chart. Infantry: Musketier 8 Lb, 12 Lb, 16 Lb
Cavalry: Reiter, Dragoner, Kürassier
French Infantry are in 4 rank Artillery: 3 Lb
Line for the Infantry Line For-
mation Strength Point Chart.

© Copyright 2012, Clash of Arms Games™


Battles from the Age of Reason - Close Combat Card
Mod. Mod.
Close Combat Dice 1:3 1:2 1:1.5 1:1 1.5:1 2:1 3:1 4:1 5:1 6:1 Dice
Roll Roll
A D A D A D A D A D A D A D A D A D A D
Results Table 10+ 1D 1R 1 2R 1 3R 1 3R - 3R - 3R - S - S - S - S 10+
9 1D 1R 1D 2R 1D 2R 1D 2R 1 3R - 3R - 3R - S - S - S 9
Close Combat Results Key 8 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R - S - S 8
1,2,3: Strength Points Lost (14.2) 7 1D 1R 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R - S 7
D : Disorder (14.3) 6 M M 1D 1R 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R 6
M : Morale Check (14.4) and
possible Refight (14.5) 5 M M M M 1D 1R 1D 1R 1D 2R 1D 2R 1 2R 1 3R 1 3R - 3R 5
R : Rout (14.6) 4 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R 1 3R - 3R 4
S : Surrender (14.7) 3 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R 1 3R - 3R 3
-: No Effect 2 1R D M M M M M M M M 1D 1R 1D 1R 1 2R 1 3R 1 3R 2
1 1R D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 2R 1 3R 1
Close Combat Sequence
1. Attacker Designation (13.1) 0 2R 1 1R 1D M M M M M M M M 1D 1R 1D 2R 1D 2R 1 3R 0
2. Attacker Morale Check (13.2) -1 2R 1 1R 1D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R -1
3. Charge Movement (13.3), -2 2R D 1R 1D 1R 1D M M M M M M M M 1D 1R 1D 2R 1 2R -2
Defender Reaction (13.4), &
-3 2R D 2R 1D 1R 1D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R -3
Counter Charge Movement (13.5)
4. Combat Designation (13.6) -4 3R D 2R 1 2R 1D 1R 1D 1R 1D M M M M 1D 1R 1D 1R 1D 2R -4
5. Individual CC Resolution -5 3R D 2R D 2R 1 1R 1D 1R 1D 1R 1D M M M M 1D 1R 1D 2R -5
a. Defender Morale Check (13.7) -6 3R - 3R D 2R 1 2R 1D 1R 1D 1R 1D 1R 1D M M 1R 1D 1D 1R -6
& Retreat Before CC (13.9)
-7 3R - 3R D 2R D 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D 1R 1D 1D 1R -7
b. Defensive Fire (13.10)
c. Attack Resolution (13.11) -8 S - 3R - 3R D 2R D 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D 1R 1D -8
d. Combat Result (14.0) -9 S - 3R - 3R - 3R D 2R 1 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D -9
e. Advance After Combat (15.0) -10- S - S - 3R - 3R D 3R 1 2R 1 2R 1D 2R 1D 1R 1D 1R 1D -10-
f. Cavalry Pursuit (16.0)
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.
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, Square, or General Order
-4 CV when in Clear terrain vs. infantry
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
4) Cavalry*
non-artillery units that contribute the top 4 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 Close Combat Bonus of any one
column determined in step 1 to find a Close Combat result. leader per stack that is participating in the Close Combat.
The ‘A’ (left side) result applies to the attacker. * Cavalry and enfilade modifiers only apply for the first round of Close
The ‘D’ (right side) result applies to the defender. Combat; they do not apply for refights.
© Copyright 2014, Clash of Arms Games™
Battles from the Age of Reason - Fire Combat Card
Odds Odds
Result 1:3 1:2 1:1.5 1:1 1.5:1 2:1 2.5:1 3:1 4:1 5:1 Result
Special Natural Natural Natural Natural Natural Natural Natural Natural Natural Natural Special
00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09

Opportunity & Defensive Fire


Result Result
Fire Combat Phase Fire

- 00-89 00-79 00-64 00-49 00-44 00-39 00-29 00-19 00-09 00-09 -
R 90-99 80-89 65-79 50-69 45-59 40-49 30-39 20-29 10-19 - D
1/M 100+ 90+ 80-99 70-99 60-89 50-79 40-69 30-59 20-39 10-19 1/D/M
2/M+10 - - 100+ 100-109 90-104 80-99 70-94 60-89 40-69 20-39 2/D/M+10
3/M+10 - - - 110+ 105+ 100-109 95-104 90-99 70-89 40-69 3/D/M+10
4/M+20 - - - - - 110+ 105+ 100-109 90-99 70-89 4/D/M+20
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
SPs 3 ranks 4 ranks Formation Maximum SPs firing
Fire Multiple. The number of SPs firing is determined using charts A and B.
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 (see TEC).
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
6 s: 3/3 f: 3/3 s: 6 f: 4 General Order 3
than or equal to the calculated Quotient. The final odds column may be modi-
fied by terrain, or the optional enfilade and artillery height advantage 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).
4) Cross-reference the modified dice roll with the correct set of results. For fire 8 s: 4/4 f: 4/4 s: 4/4 f: 3/3 Line 4 (see also chart A)
in the Fire Combat Phase use the results shown on the left side. For Oppor-
9 s: 4/5 f: 4/4 s: 4/5 f: 3/4 Skirmish 3
tunity 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.)
- An ‘R’ result means the target may return fire (12.10). - Cross index a unit’s (or stack’s) SPs
with the ranks that the unit’s army C. Fire Combat Modifiers
- A ‘Special Result’ will only happen on a natural roll of 00-09 (12.11).
- A number result is the number of SPs lost. This number may be modified by uses to show the stacking (s) and SPs Firing Modifiers
the SP Loss Modifiers listed in chart C. firing (f) parameters of an infantry
unit or stack in Line. Partial LOS: SPs halved (rounded) [12.6f]
- A ‘D’ result is a Disorder Check (C) for Opportunity Fire, or a Disorder
Check (E) for Defensive Fire. - Stacking is shown after the letter ‘s’ Disordered: SPs halved (rounded) [12.3a]
- An ‘M’ result is a Morale Check (A) for all types of fire (12.9d). Only use and the number of SPs that can fire
Howitzer Fire (12.6d): SPs halved (rounded)
this ‘M’ result if the natural roll was even. If, after all modifications to SP losses is shown after the letter ‘f’.
- When the number of SPs, cross- Any combination of the above: SPs quartered (rounded)
(see SP Loss Modifiers on chart C), 2-3 SPs are lost, add 10 to the target’s ER
for this Morale Check. If 4 or more SPs are lost add 20. indexed with the number of ranks, Fire Multiple Modifiers
results in a grey box, the unit can
form a 2 hex Line. If it does form a General Order: -1
D. Square Fire Strength Distribution (12.2g) X Y 2 hex Line, the number on the left Target enfiladed: +1
A unit in Square formation can fire up to 4 SPs (2 SPs if shows the number of SPs that can
Disordered) into each of the three X hexes or each of the stack and fire from the left hex and Fire Combat Diceroll Modifiers
Y X
three Y hexes but it may not fire into any combination of the number on the right shows the Each full odds ratio over 5:1: +10
X and Y hexes. A minimum of 3 SPs is required to form X Y number of SPs that can stack and Defensive Fire vs. Cavalry: +10 (13.10g)
Square—1 and 2 SP units cannot form Square. fire from the right hex. Defensive Fire vs. Infantry: +20 (13.10g)

Target Size (12.5)


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

SP Loss Modifiers (12.9h)


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

© Copyright 2014, Clash of Arms Games™


Fontenoy Fire Combat Multiples & Range Chart
Unit Type Range 1 2 3 4 5 6 7 8 9-10 11-12 13-15 16-20
Fantassins x5 x3 x1
All Infantry (per rule 3.1a) x3 (x1)
4 Lb S (pièces suédoises) x5* x5* x4* x3 x2 x1
French

4 Lb Artillery x5* x5* x5* x3 x3 x3 x2 x2 x1 x1


8 Lb Artillery x8* x8* x8* x5 x5 x5 x3 x3 x3 x2 x1
12 Lb Artillery x10* x10* x10* x8 x7 x6 x5 x5 x4 x3 x2
16 Lb Artillery x12* x12* x12* x10 x9 x8 x7 x6 x5 x4 x3 x2
Guard x5 x1 1: x5 2: x0

Option 7.5
Foot x4 x1 1: x4 2: x0
English

1.5 Lb Artillery (Optional) x2* x2* x1 x1 x1 x1


3 Lb Artillery (Optional) x4* x4* x2 x2 x2 x1 x1 x1
6 Lb Artillery x5* x5* x5* x3 x3 x3 x2 x2 x1 x1
Howitzer x4* x4* x3* x2 x2 x1 x1 x1 x1 x1 x1
3 Lb Artillery x4* x4* x2 x2 x2 x1 x1 x1
Hanove-
rian

Musketier x4 1: x4 2: x1

Option 7.6
Garde x4 1: x4 2: x1
Musketiere / Mariniers x3 1: x3 2: x1
Dutch

3 Lb Artillery x4* x4* x2 x2 x2 x1 x1 x1


6 Lb Artillery x6* x6* x6* x4 x4 x3 x2 x2 x1 x1
Howitzer x3* x3* x2* x2 x2 x1 x1 x1 x1 x1 x1
Austrian Compagnies Franches *Artillery
x3 x1Opportunity Fire ranges

*Artillery minimum ranges for 1) Opportunity Fire, and for 2) Multiple Artillery units firing (see Series rules 12.2i and 12.8)

Fontenoy Miscellaneous Combat Information


BAR Series ‘Fire Multiple’ Modifiers 8.9 Close Combat Special Results
 Firing unit enfilading target hex: +1 to Fire Multiple (Series Rule 12.6e)
Roll Attacker Defender 1) Apply SP losses
 Firing unit in General Order: -1 to Fire Multiple* (Series Rule 12.7c)
*does not apply to French units in redoubts or walled farms (2.9) 0 1M 3* M 2) *Roll for Leader Loss
Fontenoy Modifications to Standard Combat Charts: for each leader who gave
a bonus to the units:
Fire Combat Modifications: 1 2* M 2* M 0-2 KIA
 Multiply Fire Strength by x1.5 (rounded) when French units are firing from be- 3-9 no effect
hind fieldworks, from a redoubt, or from a walled farm (3.5). 2 2M 3* M
3) Rank all stacks by ER using
 French Infantry may not Fire at 2 hex range except when firing from behind
fieldworks, from a redoubt, or from a walled farm (2.4b).
3 2M 2* M Morale Check (G) modifiers.

Close Combat Modifications: 4) Each stack makes a Morale


4 2M 3* M Check (G) in rank order, worst
 +1 to CV for Irish troops in Close Combat with Anglo-Hanoverian troops (3.2b). to best.
 Hanoverian cavalry does not get any “hexes charged” Close Combat bonus (4.1e). 5 3* M 2M
Optional Close Combat Modifications: 5) If a Morale Check is failed,
6 2* M 2* M the failing stack loses 1 SP and
 +5 to Close Combat ER for French national troops who are defending in clear, routs.
marsh, bog or broken terrain, and are not behind fieldworks, slope, or stream (6.7). 7 3* M 3M
6) If units are left to fight on
 No +10 bonus for Defensive Fire vs. charging French cavalry if firer is in Line or both sides, re-fight CC. Cer-
Square & -1 to French “hexes charged” bonus vs. infantry in Line or Square (6.4). 8 2M 1* M tain CC modifiers do not
 “Infernal Column” bonus for troops within Cumberland’s Command Range: apply to refights.
-10 to ER, +2 to CV if attacking, +5 to CV if defending vs. cavalry (7.1).
9 3* M 2M
 Louis XV bonus for troops in his Command Range: +1 to CV and -5 to ER (6.9a). © Copyright 2012, Clash of Arms Games™
Fontenoy Fire Combat Special Results Tables
English & French & Dutch
Hanoverian Austrian 8.5 Infantry Fire Special Results (*Leader Loss Roll on 00, 02, 04, 06, 08)
Free Fire 0* 0*-1-2* 0*-1 Re-roll 2 times and firing units are Disordered. (8.5a)
Full Volley 1-2*-3 3-4* 2*-3 Double Fire Strength and re-roll. (8.5b) Results for 02
use with
Regimental Guns 4* - - Re-roll and add 1 to any SP loss result or to an R/D result. (8.5c) Option 7.6 03
Low Ammo 5-6* 5-6* 4*-5 Halve Fire Strength (rounded) and re-roll. (8.5d)
Ammo Exhausted 7 7 6* Fire has no effect, and firing units are Disordered. (8.5e)
Heavy Smoke 8*-9 8*-9 7-8* 1 hex range: fire again with -20 to the roll, 2 hex range: no result. (8.5f)
Dutch Rifles - - 9 Roll a leader loss, and then re-roll for fire combat. More special results can occur. (8.5g)

English & French & Dutch


Hanoverian Austrian 8.6 Defensive Fire Special Results (*Leader Loss Roll on 00, 02, 04, 06, 08)
English 0* - - “Will you swim the Scheldt as you did the Main?” No Defensive Fire.
Taunting Vs. infantry: roll another die and on a 0-2, the English defenders receive a -1 to their
CV, on a 3-9, they receive a +1 to their CV. Vs. cavalry: -1 to CV (8.6a)
French - 0* - “Messieurs, tirez les premiers!”
Politesse Attacker gets to Defensive Fire instead of the French defenders. (8.6b)
Dutch Hesitation - - 0* No Defensive Fire. Dutch defenders receive a -1 to their CV (8.6c)
Whites of their eyes 1-2*-3-4*-5 1-2*-3 1-2*-3-4* Shift the odds column 1 to the right and re-roll. (8.6d)
Results for
01-03
Regimental Guns 6*-7 - - Re-roll and add 1 to any SP loss results or to an R/D result. (8.6e) use with 04-05
Option 7.6
Premature Fire 8* 4*-5-6*-7-8* 5-6*-7-8* Halve (rounded) Fire Strength of all firing units and re-roll. (8.6f) 06-08
Heavy Smoke 9 9 9 Cancel Defensive Fire. (8.6g)

English &
Hanoverian French Dutch 8.7 Artillery Fire Special Results (*Leader Loss Roll on 00, 02, 04, 06, 08)
Rapid Fire 0* 0*-1 0*-1 Re-roll 2 times. (8.7a)
Accurate Fire 1 2*-3 2* Shift the odds column 1 to the right and re-roll. (8.7b)
Caisson 2* 4* 3 Re-roll the fire. If the result is an R/D or any SP loss, and the hex has Artillery, that
Explosion Artillery takes an extra SP loss and makes a Morale Check. (8.7c)
Wild Fire 3-4*-5 5 4*-5 Randomly choose an adjacent hex in LOS and re-roll, attacking that hex. (8.7d)
Heavy Smoke 6*-7 6*-7 6*-7 Re-roll and subtract 10 from the roll for each hex of distance to the target. (8.7e)
Low Ammo 8* 8* 8* Fire has no effect. (8.7f)
Ammo 9 9 9 No effect, and firing units limber, displacing one hex if necessary to avoid illegal
Exhausted stacking. Units in redoubts/fieldworks are exempt from this result. (8.7g)

English & Dutch


Hanoverian
French &
Austrian 8.8 Leader Loss Table (From any Fire Combat roll of: 00, 02, 04, 06, 08)
Fate 0 0 0 Pick any enemy leader. 0 = Killed, 1 = Wounded**, 2-9 = no result. (8.8a)
Option 6.9d: In order to pick Louis XV, he must be within double range of some unit.
The 1-2 1-2 1-2 Randomly pick any enemy leader in Range and LOS of the firing units*. (8.8b)
Lucky Shot 0-3 = Killed, 4-7 = Wounded**, 8-9 = no result
In the 3-5 3-5 3-5 Roll for each enemy leader in or adjacent to target hex*. (8.8c)
Line of Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no result
Braving 6-9 6-9 6-9 Roll for each enemy leader in the target hex*. (8.8d)
Enemy Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no result

*Subtract 1 from roll if firer is Artillery at 1-3 range, Skirmishers, any Dutch Infantry or dismounted French Carabiniers.
**Wounded Duration is equal to a single die roll, halved and rounded.
© Copyright 2012, Clash of Arms Games™
Fontenoy Morale Check Summary Chart
Procedure: F. Friendly Unit Retreats (series rules 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 below, follow that column down to determine the through a friendly stack--roll for the non-retreating friendly stack.
applicable modifiers. B) When: units Rout Retreat, roll a Morale Check for any units that the rout-
3) Apply those modifiers. ing units were stacked with or pass through. If the stack moved through was
4) Roll for the Morale Check--for mixed stacks, use the ER of the top already Routed, do not roll: it also performs a Rout retreat.
non-Artillery unit. 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 al-
ready Disordered it also becomes Shaken/Disordered.) A Shaken unit Routs.
A. Fire Combat Result (series rules 12.9d, 19.2)
When: On an unmodified die roll that is even and that causes at least 1 SP of G. “M” Close Combat Result & CC Special Result (series rules 14.4, 14.8)
losses, the affected unit must roll a Morale Check. On a Fire Combat Result of ‘G’ Morale Checks can trigger Special Results on dicerolls of 00-09.
2 or 3, add +10 to the unit’s ER. On a result of 4, 5 or 6, add +20. When: Units subject to the “M” result from either a Close Combat or a Close
Pass: No effect. Combat Special Result must roll a Morale Check. Each stack rolls separately.
Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs. An Pass: Stack is unaffected. Refight the Combat if stacks from both sides pass.
already Shaken Artillery unit is eliminated. Fail: Stack loses 1 SP and Routs
Optional Modifier: French units defending in open terrain: +5 (see 6.7)
B. Pre-Close Combat (series rules 13.2a, 13.7a, 13.8a, 17.3a)
When: Per the Close Combat phases, attackers and then defenders must check H. Opportunity Charge (series rule 17.2a)
their Morale. In both cases, a separate roll is made for every stack. An already When: A stack that is attempting to Opportunity Charge currently activated
routed defender does not make a MC but instead loses 1 SP and Routs. units must first make a Morale Check to see if it can undertake the Op.
Pass: No effect. Close Combat continues. Charge.
Fail: An attacker that fails is Shaken and does not move nor participate in the Pass: Execute the Opportunity Charge.
Close Combat. A defender that fails receives a Shaken marker and continues Fail: The Op. Charge is not made, and the stack attempting it becomes Shaken.
the Close Combat in that Morale state. If the defender was already Shaken,
they Rout. I. Rally Attempt (series rule 19.5)
Rally attempts do not trigger Special Results on 00-09 dicerolls.
C. Counter Charge Movement (series rule 13.5c) When: In the Rally Phase, roll first for all Shaken units, then roll for all Rout-
When: A stack attempting to Counter Charge must roll a Morale roll in order ed units. Shaken units roll as a stack, but Routed units roll individually. Pass:
to continue with the Counter Charge. Shaken units return to good morale. Routed units become Shaken/Disordered
Pass: The Counter Charge can be successfully undertaken. Move the Counter and may assume any legal single hex Formation and Facing.
Charging stack adjacent to the charging Cavalry. Fail: A Shaken unit remains Shaken. A Routed unit Routs and may lose SPs
Fail: The Counter Charging Cavalry remains in place and becomes Shaken. (see series rule 19.5c).

D. Retreat Before Close Combat (series rules 13.9c, 20.1a, Fontenoy 3.7) J. Voluntary Rout (series rule 19.10c,d)
When: After units Retreat Before Close Combat, roll a Morale Check for the A) When: Roll for any units of a Command that have not voluntarily routed
retreating units. “Swedish” 4 lb artillery roll the MC before retreating. when other units of that Command have done so. (series rule 19.10c)
Pass: No effect. B) When: Independent units voluntarily Rout, roll for units of the activated
Fail: The units are Shaken. Swedish artillery are Shaken and do not retreat. command that did not voluntarily Rout if the Independent unit was within
An already Shaken stack Routs. the Command Leader’s Command Range. (series rule 19.10c)
For both A and B, if the checking unit was retreated through by a voluntarily
E. Eliminated or Routed Attackers (series rules 14.2c, 14.6a) routing unit, a +10 modifier applies to the Morale Check (series rule 19.10d).
When: Activated attacking units are eliminated in a hex or rout as a result of Pass: No effect.
Close Combat. Roll a Morale Check for any unactivated units or artillery in Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs.
the affected hex.
Pass: No effect Shaken Effects (19.6)
Fail: The remaining units become Shaken. Any already Shaken units Rout. • if stacked with non-Shaken unit, the
entire stack is Shaken (10.10)
Condition Morale Check A B C D E F G H I J • may not initiate Close Combat (13.1)
50% SP Losses +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 • No Defending Cavalry option (13.8b)
• Close Combat Value -5 (13.11c)
Disordered +5 +5 No No +5 +5 +5 +5 +5 +5 • cannot Countercharge (13.5c)
Unit State

Shaken +10 +10 +10 +10 +10 +10 +10 +10 • cannot Pursue (16.1b)
No No
• cannot Opportunity Charge (17.1a)
Routed Rout Rout No No No Rout X No +15 No • Effectiveness Rating +10 for Morale
In an EZOC +10 Checks (19.4)
NE NE No No NE NE NE No NE
Army Morale +? +? +? +? +? +? +? +? +? +? Routed Effects (19.7)
• not counted for Regimental Integrity(6.2)
General Order +5 +5 No NE +5 +5 NE No NE +5 • cannot be Activated (6.3)
Leaders Unit Aspect Formation

March/Road Column +5 +5 No NE No +5 NE No NE NE • counts as 2 for Command Leader LOC (7.2)


• may not perform Fire Combat (12.2a)
Square -10 -10 X X No -10 NE X NE -10 • Fire Combat SP loss = automatic rout
retreat (12.9h)
Supported Line/Hook -10 -10 NE NE -10 -10 NE NE NE -10 • may not initiate Close Combat (13.1)
Non-Cavalry attacked by Cavalry X +5 X X X X NE X X X • no Defender Reactions (13.4a)
• no Charge/Countercharge (13.1a, 13.5b)
Fired on through Flank/Rear +5 X X X X X X X X X • loses 1 SP and rout retreats if attacked
in Close Combat (13.7d, 19.7c)
Outflanked +10 +10 +10 NE +10 +10 NE +10 NE +10 • Artillery that routs is eliminated (14.6a)
Terrain Effects +/- ? +/- ? NE +/- ? +/- ? +/- ? NE NE +/- ? +/- ? • eliminated if pursuing cavalry enters
its hex (16.2b)
Leader Modifier -? -? -? -? -? -? -? -? -? -? • no Opportunity Charge (17.1)
• Effectiveness Rating +15 for Rally (19.9)
Louis XV (optional) -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 • Units or stacks that Rout will retreat
Infernal Column (optional) -10 -10 X X -10 -10 -10 X -10 -10 4 hexes (Inf) or 6 hexes (Cav) (20.2a)
+ or - number listed = Apply modifier. No = Not Allowed. NE = No Effect. Rout = Unit routs. X = Not possible. © Copyright 2012, Clash of Arms Games™
Fontenoy Morale Check Special Results Table (8.3)
Morale English Morale English
Result Result
French French
Check & & Dutch Check & & Dutch
Type Hanoverian Austrian Type Hanoverian Austrian

- 00 00 Sauve qui peut! See Fontenoy rule 8.3b - 00 00 Sauve qui peut! See Fontenoy rule 8.3b

A 00 01 01 1) If artillery fire contributed to the Fire


Combat result the unit Routs. E 00
01-02
01
02-03
01 The unit Routs (artillery is eliminated).
02-04 1) If caused by attacker elimination, re-roll
Fire 2) The unit is ‘Disordered/Shaken.’ Eliminated with a +20 ERM.
Combat Or 2) Re-roll with a +10 ERM.
Result 01-02 02-03 02-04 1) If the unit is in an EZOC it is Routed
‘Disordered/Shaken.’ Attackers 03-05 04-06 05-07 1) If the unit is artillery, re-roll with a +10
2) Re-roll with a +20 ERM.
ERM.
2) Re-roll with a +5 ERM.
03-05 04-06 05-07 1) If caused by Opportunity Fire, re-roll
with a +10 ERM.
06-09 07-09 08-09 1) If the unit is stacked with/adjacent to a
2) If caused by Defensive Fire, re-roll with
leader the check is passed.
a +20 ERM.
2) Re-roll with no ERM.
3) Re-roll with a +15 ERM.

06-09 07-09 08-09 1) If the unit is stacked with a leader* the - 00 00 Sauve qui peut! See Fontenoy rule 8.3b
check is passed.
2) Re-roll with a +10 ERM. F 00 01 01-02 1) If the unit is retreated through by
cavalry it is ‘Disordered/Shaken.’
Friendly 2) Re-roll the with a +20 ERM.
- 00 00 Sauve qui peut! See Fontenoy rule 8.3b Unit
01-02 02-03 03-05 1) If the unit’s ER is 25+ it is ‘Disordered/
B 00
01-02
01
02-03
01 The unit is ‘Disordered/Shaken.’
02-04 1) If the unit is attacking and in an EZOC,
Retreats
Shaken.’
2) Re-roll with a +15 ERM.
Pre-Close re-roll with a +20 ERM.
Combat 2) Re-roll with a +15 ERM. 03-05 04-06 06-07 1) If the unit’s ER is 35+ it is ‘Disordered/
Shaken.
03-05 04-06 05-07 1) If the unit is stacked with a leader*, re- 2) Re-roll with a +10 ERM.
roll with a -15 ERM.
2) Re-roll with a +10 ERM. 06-09 07-09 08-09 1) If the unit is stacked with/adjacent to a
leader the check is passed.
06-08 07-08 08-09 1) If the unit is stacked with a leader* the 2) Re-roll with a +5 ERM.
check is passed.
2) Re-roll with a +5 ERM.
G 00
- 00 Sauve qui peut! See Fontenoy rule 8.3b
09 09 - Victoire! See Fontenoy rule 8.3c 00-08 01-08 01-09 No Special Result. Use the dice roll that
All Close was rolled, modifying it with all modifi-
00 00 00-01 The unit is ‘Disordered/Shaken.’ Combat ers applicable to ‘G’ Morale Checks.
‘M’
01-03 01-02 02-04 1) If the unit is stacked with its Command
C Leader, re-roll with a +10 ERM.
2) Re-roll with a +20 ERM.
Results 09 09 - Victoire! See Fontenoy rule 8.3c
Counter-
charge
Movement
04-06 03-05 05-07 1) If the unit is stacked with a leader the I No Special Results.
Treat a roll of 00-09 as a plain roll of that number, modifying it
with all appropriate modifiers.
check is passed. Rally
2) Re-roll with a +15 ERM.
& - 00 00 Sauve qui peut! See Fontenoy rule 8.3b
07-08 06-08 08-09 1) If the unit is stacked with a leader the

H
check is passed.
2) If the charge movement would result J 00 01 01 1) If the unit is in an EZOC it is
‘Disordered/Shaken.’
in the unit not ending the move in any Voluntary 2) Re-roll with a +20 ERM.
Opportunity EZOC, the check is passed. Rout
Charge 3) Re-roll with a +10 ERM. 01 02-03 02-04 1) If the unit’s ER is 25+ it is ‘Disordered/
Shaken.’
09 09 - Victoire! See Fontenoy rule 8.3c 2) Re-roll with a +15 ERM.

- 00 00 Sauve qui peut! See Fontenoy rule 8.3b 02-05 04-06 05-07 1) If the unit’s ER is 35+ it is ‘Disordered/

D 00-01 01-02 01-03 The unit retreats an additional 2 hexes


and is ‘Disordered/Shaken.’
Shaken.
2) Re-roll with a +10 ERM.
Retreat
02-04 03-04 04-05 1) If the unit is a skirmisher, re-roll with a 06-09 07-09 08-09 1) If the unit is stacked with/adjacent to a
Before
+10 ERM. leader the check is passed.
Close
2) Re-roll with a +20 ERM. 2) Re-roll with a +5 ERM.
Combat
05-07 05-06 06-07 1) If the unit retreated 1 hex, re-roll with a Notes:
+10 ERM. ERM stands for Effectiveness Rating Modifier
2) Re-roll with a +20 ERM. Modifiers listed for the Special Results are the only ones used for the re-roll.

08-09 07-09 08-09 1) If the unit is stacked with/adjacent to a * Make a leader casualty check (after the re-roll, if one is required) as follows:
leader the check is passed. Roll one die and on a 0-1 result the leader is eliminated (see Series Rule 21.4d),
2) Re-roll with a +5 ERM. on a 2-9 result there is no effect. Subtract 1 from this die roll if the leader is
within LOS and range of any enemy infantry units.
© Copyright 2012, Clash of Arms Games™
Fontenoy Disorder Check Summary Chart
A. Movement Actions (18.2) D. Close Combat Defender Reaction (continued)
The Movement Actions Disorder Check can be triggered by any of ER Modifiers:
these issues: +10 For each MP expended for the Facing/Formation change or
• Non-Clear Terrain Formation Change (8.7)* +40 If the unit’s entire movement allowance is expended
• Non-Clear Terrain Movement (11.2d) -? Apply any Leader Modifier
• Pass Through Movement [see box below] (10.7)
• Rapid March Movement (11.4)* E. Defensive Fire Result (12.9e,i; 13.10e)
• Line Back Up Movement (11.7)* When: After the ‘D’ or SP loss Fire Result is applied
(*These actions cannot be undertaken if the stack is already Disordered.) Pass: No effect on the unit.
When: At the end of the unit’s movement (for both the unit mov- Fail: The unit is Disordered.
ing and any units moved through). ER Modifiers:
Pass: No Effect. +5 If the stack is Disordered
Fail: Disordered -? Apply any Leader Modifier
ER Modifiers:
+5 For each hex/hexside of triggering terrain F. Cavalry Recall (16.3)
+5 If the stack used Rapid March When: Before, during or at the end of Pursuit Movement
+10 For each ‘Pass Through’ hex (10.7) Pass: Ends Pursuit Movement if the attempt is made during Pur-
+5 If the stack is Disordered suit.
-? Apply any Leader Modifier Fail: If the retreated unit is not eliminated, Pursuit Movement
Note: When multiple events trigger the Movement Disorder Check must continue as far as possible. The pursuing unit is Disordered
(e.g. ‘Pass Through’ and ‘Rapid March’) all the ER modifiers that or Disordered/Shaken at the end of the Pursuit.
were accumulated during the unit’s movement are applied when ER Modifiers:
the check is made. +5 For each PP expended
+10 If in an EZOC
C. Opportunity Fire Result (12.9e,i; 18.2d) +5 If the stack is Disordered
When: After the ‘D’ or SP loss Fire Result is applied -? Apply any Leader Modifier
Pass: No effect on the unit.
Fail: The moving unit ceases movement and is Disordered. G. Disorder Recovery (18.6)
ER Modifiers: No Special Results on 00-09 dicerolls.
+5 If the stack is Disordered When: In the Disorder Recovery Step
-? Apply any Leader Modifier Pass: Remove the Disorder Marker from the unit (stack).
Disordered/Shaken units remain Shaken.
D. Close Combat Defender Reaction (13.4e)* Fail: The unit remains Disordered.
*This action cannot be undertaken if the stack is already Disordered. ER Modifiers:
When: After the reaction is completed. +10 If the unit making the check is in an EZOC
Pass: The reaction is completed with no other effect. +5 If the stack is Disordered
Fail: The reaction is completed but the unit 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 No Line Backup Movement (11.7)
cavalry unit in March Col. No Square Movement (8.1e)
• A cavalry unit in March Col enters and exits a hex containing a Lim- No Artillery Prolonge movement (11.6)
bered artillery unit in Road Col. Cannot reverse direction (9.6a)
2) Different Facings: Formations:
• A cavalry unit in March Col is facing north and another cavalry unit No non-Clear terrain formation changes (8.7)
in 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 Unit breakdown/reform not allowed (8.5a,b)
and 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 Strength 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). Cavalry cannot Countercharge (13.5)
5) Ordered & Disordered: Cavalry cannot charge non-adjacent enemy units (13.1a, 17.1a)
A cavalry March Col in Good Order enters and exits a hex containing a Cavalry Pursuit Points are halved (rounded) (16.2a)
Disordered cavalry March Col. General Disorder Effects:
6) Routed & non-Routed: If stacked with an ordered unit, the entire stack is Disordered (10.10)
A non-Routed unit moves through a Routed unit. A second Disorder result makes the unit Disordered/Shaken (18.5c)
Effectiveness Rating of the stack is +5 for all Disorder Checks (18.5a)

© Copyright 2012, Clash of Arms Games™, Printed in the USA.


Fontenoy Disorder Check Special Results Table (8.3)
Disorder English
Result
French
Check Type
& & Dutch
Hanoverian Austrian

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


01-03 02-04 01-03 Re-roll with double all the original check’s ‘+’ ERMs (if any).
A 04-06 05-08 04-07 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ERM.
Movement 2) Re-roll with no ERM.
Action
07-09 09 08-09 1) If the unit’s printed ER is 36+, re-roll the check with a +5 ERM.
2) Re-roll with a -5 ERM.

00 00-01 00-01 1) If the unit is in an EZOC it is ‘Disordered/Shaken.’


2) Re-roll with a +15 ERM.
C 01-03 02-05 02-04 1) If an SP loss accompanies the Disorder Check, re-roll with a +20 ERM.
Opportunity 2) Re-roll with a +10 ERM.
Fire 04-06 06-08 05-07 1) If the unit is stacked with a leader, the check is passed.
Result 2) Re-roll with a +5 ERM.
07-09 09 08-09 Re-roll the check with a -10 ERM.

00 00-01 00 Reaction fails: The unit keeps its original facing/formation and is Disordered.
D 01-02 02-04 01-03 Reaction succeeds but the unit is ‘Disordered/Shaken.’
Close Combat 03-06 05-08 04-07 1) If unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
Defender 2) Re-roll with a +5 ERM.
Reaction
07-09 09 08-09 Re-roll the check with a -10 ERM.

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


01-03 02-05 02-04 1) If the check was caused by SP loss, re-roll with a +20 ERM.
E 2) Re-roll with a +10 ERM.
Defensive 04-06 06-08 05-07 1) If any of the Defensive Fire was from artillery, re-roll with a +15 ERM.
Fire 2) Re-roll with a +5 ERM.
Result
07-09 09 08-09 1) If the unit’s printed ER is 36+, re-roll the check with +5 ERM.
2) Re-roll with a -5 ERM.

00-01 00 00-02 Recall fails (8.3d). Once the Pursuit is finished, mark the unit as Disordered and roll
the die again, eliminating SPs from the pursuing unit equal to ½ (rounded) the die roll.
02-03 01-03 03-05 1) If stacked with a leader, the Recall succeeds, but the pursuing unit loses SPs equal
F to ½ (rounded) the number of Pursuit Points used.
2) If not stacked with a leader, the result is the same as 1) but the unit is also Disordered.
Recall
(8.3e) 04-07 04-06 06-08 1) If unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
2) Re-roll with a +5 ERM.
08-09 07-09 09 1) If the pursuing unit expended 5 or fewer PP’s, the check is passed.
2) Re-roll with a -5 ERM.

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:
ERM stands for Effectiveness Rating Modifier
Disorder Check B: ‘Attack Column Facing Change’ is not used in Fontenoy.
Modifiers listed for the Special Results are the only ones used for the re-roll. © Copyright 2012, Clash of Arms Games™
Loss Charts for the Dutch Army at Fontenoy
(5) Waldeck -8 +2 5 - Prince Waldeck 10

Cronstrom’s Infantry Wing Dutch Coenders’’ Cavalry Wing


(4) C -6 +1 2 B G Cronstrom 8
Army Loss Record (4) N -5 +1 2 B LG Coenders 7

(3) C / El -4 +1 2 B B Elias 3 (3) N / Ho -3 +0 2 B GM Hompesch 5


BUD / El 36 +3 Mus 1 2 3 4 5 6 7 20 SP Losses HOP / Ho 38 +3 Paa 1 2 3 4 5 6 7 8 9
OSL / El 36 +3 Mus 1 2 3 4 5 6 7 KRB / Ho 34 +3 Kara 1 2 3 4 5 6
40 SP Losses
OVR / El 36 +3 Mus 1 2 3 4 5 6 7 MVN / Ho 36 +3 Paa 1 2 3

(3) C / Hk -4 +1 2 B B Halket 3 60 SP Losses (2) N / Sn -3 +0 2 B GM Sandouville 5


BRN / Hk 36 +3 Mus 1 2 3 4 5 6 7 GRD a / Sn 30 +4 DGrd 1 2 3 4 5 6 7 8 9
80 SP Losses
LAL / Hk 36 +3 Mus 1 2 3 4 5 6 7 GRD b / Sn 30 +4 DGrd 1 2 3 4 5 6
SMI / Hk 36 +3 Mus 1 2 3 4 5 6 7 100 SP Losses (3) N / Vr -2 +0 2 B B Vrybergen 3
(3) C / Sa -4 +1 2 B B Salis 3 BUI / Vr 38 +3 Paa 1 2 3
120 SP Losses
AIJ / Sa 36 +3 Mus 1 2 3 4 5 6 7 REC / Vr 38 +3 Paa 1 2 3 4 5 6
HOL / Sa 26 +4 Grd 1 2 3 4 5 6 7 8 140 SP Losses SAN / Vr 38 +3 Paa 1 2 3 4 5 6 7 8 9

160 SP Losses
Schwartzenberg’s Infantry Wing Hesse-Philipsthal’s Cavalry Wing
Current
Army Morale

(4) S -4 +1 3 B LG Schwartzenberg 7
Loss Level (4) H -5 +1 2 B LG Hesse-Philipsthal 7
Result

(3) S / Bu -4 +1 3 B B Burmania 3 (3) H / Br -3 +0 2 B GM Brackel 5


BRK / Bu 36 +3 Mus 1 2 3 4 5 6 7 20+ 40+ 60+ 80+ LIJ / Br 38 +3 Paa 1 2 3 4 5 6 7 8 9
1 STU / Bu 32 +3 Mus 1 2 3 4 5 6 7 8 SHK / Br 38 +3 Paa 1 2 3 4 5 6 7 8 9
0 0-3 0-2 0-1 0
2 STU / Bu 32 +3 Mus 1 2 3 4 5 6 7 GIN / Br 38 +3 Paa 1 2 3 4 5 6 7 8 9

(3) S / Ef -4 +1 3 B B Efferen 3 +3 4-7 3-5 2-4 1-2 (3) H / Ca -4 +0 3 B GM Cannenburg 5


1 CON / Ef 32 +3 Mus 1 2 3 4 5 6 7 8 HES / Ca 38 +3 Paa 1 2 3 4 5 6 7 8 9
+5 8-9 6-8 5-7 3-6
2 CON / Ef 32 +3 Mus 1 2 3 4 5 6 7 MAS a / Ca 38 +3 Drag 1 2 3 4 5 6 7 8 9
3 CON / Ef 32 +3 Mus 1 2 3 4 5 6 7 +8 - 9 8 7-8 MAS b / Ca 38 +3 Drag 1 2 3 4 5 6
DOR / Ef 36 +3 Mus 1 2 3 4 5 6 7
+10 - - 9 9
(3) S / St -5 +1 3 B B Sturler 3
*van Brakel’s Wing (at Tournay)
BEN / St 36 +3 Mus 1 2 3 4 5 6 7
Army Morale (4) B -4 +1 3 B LG van Brakel 7
CRO / St 36 +3 Mus 1 2 3 4 5 6 7
Result Record
RIJ / St 29 +3 Mar 1 2 3 4 5 6 7 (3) B / Lo -5 +1 3 B B Lochman 3

1 SAL / St 32 +3 Mus 1 2 3 4 5 6 7 8 Current 1 HIR / Lo 32 +3 Mus 1 2 3 4 5 6 7


Army Game Army
2 SAL / St 32 +3 Mus 1 2 3 4 5 6 7 Loss Turn Morale Total 2 HIR / Lo 32 +3 Mus 1 2 3 4 5 6 7
Level rolled Result 3 HIR / Lo 32 +3 Mus 1 2 3 4 5 6 7
TER / Lo 36 +3 Mus 1 2 3 4 5 6 7
Artillery 20+
(3) B / Oy -5 +1 3 B B van Oyen 3
(1) Yssel -2 +0 3 - LK van Yssel 1 40+ BRL / Oy 36 +3 Mus 1 2 3 4 5 6 7
FP 3 LB / 1 30 +0 3 Lb 1 2 60+ ECK / Oy 36 +3 Mus 1 2 3 4 5 6 7
FP 3 LB / 2 30 +0 3 Lb 1 2 MAC / Oy 30 +4 Mus 1 2 3 4 5 6 7
80+
FP 3 LB / 3 30 +0 3 Lb 1 2 PRE / Oy 36 +3 Mus 1 2 3 4 5 6 7
FP 3 LB / 4 30 +0 3 Lb 1 2 80+ SVH 38 +3 Paa 1 2 3 4 5 6 7 8 9
FP 3 LB / 5 30 +0 3 Lb 1 2
80+ * Optional Units
FP 3 LB / 6 30 +0 3 Lb 1 2
P 6 LB 28 +0 6 Lb 1 2 3
80+
FP Howitzer 36 +0 Howitzer 1 2 80+

Army Loss Record


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 box in grey is reached, a roll is required on the Current Loss level table on the next :00 turn.

Current Loss Level Table


When determining the current Loss Level for Army Morale rolls, add the number 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 Commander may modify the die roll on this table per Series Rule 23.2b.

Army Morale Result Record


When each level of army losses is reached, and then rolled for, record the time of the roll and the result. The results are cumulative with each other.

© Copyright 2012, Clash of Arms Games™, Printed in the USA.


Permission to photocopy this page is granted for personal use only.
Loss Charts for the Austrian, English & Hanoverian troops at Fontenoy

Königsegg -7 +1 3 - FM Königsegg 10
(6) Cumberland -10 +3 +4 ? CG Cumberland 20
English/Hanoverian/Austrian (5)

Army Loss Record


Ligonier’s Infantry Wing de Wendt’s Hanoverian Wing
(6) L -8 +2 8 B LG Ligonier 10 (6) W -7 +2 6 A G de Wendt 10

(4) L / Bl -7 +1 5 A BG Bligh 3 (4) W / Il -6 +1 6 A GL Ilten 7


BLI / Bl 23 +4 Foot 1 2 3 4 5 6 7 40 SP Losses
Bös / Il 23 +4 Mus 1 2 3 4 5 6 7 8
BRA / Bl 23 +4 Foot 1 2 3 4 5 6 7 Cam / Il 23 +4 Mus 1 2 3 4 5 6 7 8
CHO / Bl 23 +4 Foot 1 2 3 4 5 6 7 Obu / Il 23 +4 Mus 1 2 3 4 5 6 7 8
SOW / Bl 21 +5 Foot 1 2 3 4 5 6 7 W / Za
(4) -6 +2 7 A GM Zastrow 5
80 SP Losses
(4) L / Ch -8 +2 6 A BG Churchill 3 Spö / Za 23 +4 Mus 1 2 3 4 5 6 7 8
DUR / Ch 21 +5 Foot 1 2 3 4 5 6 7 Zas / Za 21 +5 Mus 1 2 3 4 5 6 7 8
HAN / Ch 21 +5 Foot 1 2 3 4 5 6 7 *Bör / Za 23 +4 Mus 1 2 3 4 5 6 7 8
NBF / Ch 22 +5 Fusileer 1 2 3 4 5 6 7 110 SP Losses
(4) W / La -6 +1 4 A GM von Launay 5
RNB / Ch 22 +5 Foot 1 2 3 4 5 6 7 Ace / La 23 +5 Kür 1 2 3 4 5 6 7
(4) L / Po -6 +1 6 A MG Ponsonby 5 Lei / La 22 +4 Rei 1 2 3 4 5 6 7
GRH / Po 23 +4 Foot 1 2 3 4 5 6 7 140 SP Losses Wnd a / La 22 +4 Drag 1 2 3 4 5 6
JOH / Po 21 +5 Foot 1 2 3 4 5 6 7 Wnd b / La 22 +4 Drag 1 2 3 4 5 6
ONS / Po 24 +4 Foot 1 2 3 4 5 6 7 (4) W / Mo -6 +1 4 A GM von Montigny 5
ROT / Po 24 +4 Foot 1 2 3 4 5 6 7 170 SP Losses Ade a / Mo 22 +4 Drag 1 2 3 4 5 6
(4) L / Sk -6 +1 4 A BG Skelton 3 Ade b / Mo 22 +4 Drag 1 2 3 4 5 6
BUF / Sk 22 +5 Foot 1 2 3 4 5 6 7 Dac / Mo 23 +4 Rei 1 2 3 4 5 6
PUL / Sk 22 +5 Foot 1 2 3 4 5 6 7 200 SP Losses Mon / Mo 23 +4 Rei 1 2 3 4 5 6
RWF / Sk 22 +5 Fusileer 1 2 3 4 5 6 7
SKE / Sk 22 +5 Foot 1 2 3 4 5 6 7

230 SP Losses Moltke’ s Reserve Command


Mk
Independent Infantry Commands Current (4) -5 +1 5 B GL von Moltke 7
Army Morale

Bou / Mk 44 +0 CF 1 2
Loss Level
Result

(4) Al -7 +2 5 A MG Albermarle 5 SEM / Mk 20 +6 Foot 1 2 3 4 5 6 7


FGD / Al 16 +6 Grd 1 2 3 4 5 6 7
40+ 80+ 110+ 140+ WAL / Mk 34 +3 Fus 1 2 3 4 5 6 7
SGD / Al 16 +6 Grd 1 2 3 4 5 6 7 Bel / Mk 34 +1 Hus 1 2 3 4 5
TGD / Al 16 +6 Grd 1 2 3 4 5 6 7 0 0-6 0-3 0-1 0 Kar / Mk 32 +1 Hus 1 2 3 4 5 6
In
(4) -5 +1 2 A BG Ingoldsby 3
+3 7-8 4-7 2-4 1-2 Lig / Mk 31 +3 Drag 1 2 3 4 5 6
*BAR / In 23 +5 Foot 1 2 3 4 5 6 7 Lim / Mk 35 +3 Drag 1 2 3 4 5 6
*FLE / In 24 +4 Foot 1 2 3 4 5 6 7 +5 9 8-9 5-7 3-6 QRD / Mk 25 +4 Drag 1 2 3 4 5 6 7 8 9
*LIF / In 24 +4 Foot 1 2 3 4 5 6 7 SCH a / Mk 38 +3 Drag 1 2 3 4 5 6 7 8 9
+8 - - 8 7-8 SCH b / Mk 38 +3 Drag 1 2 3 4 5 6
*PON / In 23 +4 Foot 1 2 3 4 5 6 7

+10 - - 9 9
* Optional Units
Army Morale Artillery
Campbell’s Cavalry Wing Result Record FP 3 LB / 1 24 +0 3 Lb 1 2

(6) M -8 +2 6 - LG Campbell 8 FP 3 LB / 2 24 +0 3 Lb 1 2
Current
Army Game Army FP 3 LB / 3 24 +0 3 Lb 1 2
(4) M / Bn -5 +1 5 A MG Bland 5
Loss Turn Morale Total
HGG / Bn 20 +5 GGrd 1 2 3 Level rolled for Result FP How 28 +0 Howitzer 1 2 3

RHG / Bn 22 +5 Horse 1 2 3 4 5 6 P 6 LB / 1 22 +0 6 Lb 1 2 3
40+ P 6 LB / 2 22 +0 6 Lb 1 2
(4) M / Ha -0 +1 5 A MG Hawley 5
KRH / Ha 25 +4 Horse 1 2 3 4 5 6 80+
Army Loss Record
LIH / Ha 22 +5 Horse 1 2 3 4 5 6 110+ Mark 1 loss box per SP of Infantry or Cavalry lost.
Mark 2 loss boxes per SP of Artillery lost.
(4) M / On -6 +1 4 A BG Onslow 3
140+ Mark Leader losses per the loss value of any given Leader.
NBD / On 24 +4 Drag 1 2 3 4 5 6 7 8 9 When a box in grey is reached, a roll is required on the Current
Loss level table on the next :00 turn.
STD / On 25 +4 Drag 1 2 3 4 5 6 7 8 9 140+
Current Loss Level Table
(4) M / Ro -5 +1 3 A MG Rothes 5 140+ When determining the current Loss Level for Army Morale rolls,
add the number of losses in the Army Loss Record to the number
HGD / Ro 18 +5 HGrd 1 2 3 4 5 6 of currently routed SPs. Cross index this total with a die roll to
140+ find the Army Morale result. The Army Commander may modify
KOD / Ro 24 +4 Drag 1 2 3 4 5 6 7 8 9 the die roll on this table per Series Rule 23.2b.
RLD / Ro 24 +4 Drag 1 2 3 4 5 6 7 8 9 140+
Army Morale Result Record
When each level of army losses is reached, and then rolled for,
© Copyright 2012, Clash of Arms Games™, Printed in the USA. record the time of the roll and the result. The results are cumula-
tive with each other.
Permission to photocopy this page is granted for personal use only.
Loss Charts for the French Army at Fontenoy - Infantry & Artillery
(5) Louis XV -5 +1 - - Louis XV 50

(8) de Saxe -10 +3 +5 ? Maréchal de Saxe 15 (8) Noailles -7 +2 +3 ? Maréchal de Noailles 10 (2) Richelieu -8 +2 8 - ADC de Richelieu 3

Danois’ Infantry Wing Chabannes’ Infantry Wing The Wild Geese


(6) D -8 +1 7 B LG de Danois 7 (6) C -7 +1 5 B LG de Chabannes 10 (4) Cl -8 +1 5 A LG Clare 7

(3) D / Cr -7 +1 4 B LG de Croissy 7 (3) C / An -4 +1 4 B MDC d’Anlezy 5 BUL / Cl 24 +4 Inf 1 2 3 4 5

1 ROY / Cr 31 +3 Inf 1 2 3 4 5 6 7 AUB / An 30 +3 Inf 1 2 3 4 5 6 7 BWK / Cl 24 +4 Inf 1 2 3 4 5

2 ROY / Cr 32 +3 Inf 1 2 3 4 5 6 7 1 COU / An 27 +3 Inf 1 2 3 4 5 6 7 CLA / Cl 24 +4 Inf 1 2 3 4 5 6

3 ROY / Cr 32 +3 Inf 1 2 3 4 5 6 2 COU / An 28 +3 Inf 1 2 3 4 5 6 DIL / Cl 24 +4 Inf 1 2 3 4 5 6

HAI / Cr 32 +3 Inf 1 2 3 4 5 6 7 3 COU / An 28 +3 Inf 1 2 3 4 5 6 *ECO / Cl 26 +4 Inf 1 2 3 4 5


LAL / Cl 24 +4 Inf 1 2 3 4 5
(3) D / Ha -4 +1 3 B B d’Havré 3 (4) C / Gr -6 +1 5 B LG de Grammont 7
ROO / Cl 24 +4 Inf 1 2 3 4 5 6
1 LAC / Ha 31 +3 Inf 1 2 3 4 5 6 1 GFR / Gr 27 +3 Grd 1 2 3 4 5 6 7
2 LAC / Ha 32 +3 Inf 1 2 3 4 5 6 2 GFR / Gr 28 +3 Grd 1 2 3 4 5 6 7
Les Arquebusiers de Grassin
3 LAC / Ha 32 +3 Inf 1 2 3 4 5 6 3 GFR / Gr 28 +3 Grd 1 2 3 4 5 6 7
SOI / Ha 31 +3 Inf 1 2 3 4 5 6 7 4 GFR / Gr 28 +3 Grd 1 2 3 4 5 6 (4) Gn -5 +1 8 A Col de Grassin 2

5 GFR / Gr 28 +3 Grd 1 2 3 4 5 6 1 GAP / Gn 28 +4 Fan 1 2 3


Bérenger’s Infantry Wing 6 GFR / Gr 28 +3 Grd 1 2 3 4 5 6 2 GAP / Gn 28 +4 Fan 1 2 3

1 GSU / Gr 26 +3 Grd 1 2 3 4 5 6 7 3 GAP / Gn 28 +4 Fan 1 2 3


(6) R -6 +1 6 B LG de Bérenger 7
2 GSU / Gr 27 +3 Grd 1 2 3 4 5 6 GCF / Gn 28 +4 Fan 1 2 3
(3) R / Gu -4 +1 4 B B de Guerchy 3
3 GSU / Gr 27 +3 Grd 1 2 3 4 5 6
1 VAI / Gu 31 +3 Inf 1 2 3 4 5 6 7 Brigade d’Eu
2 VAI / Gu 32 +3 Inf 1 2 3 4 5 6
Biron’s Infantry Wing (3) Cb -4 +1 3 B B de Chambonnas 3
3 VAI / Gu 32 +3 Inf 1 2 3 4 5 6
(6) B -8 +2 6 B LG de Biron 7 1 D’EU / Cb 30 +3 Inf 1 2 3 4 5 6
TRA / Gu 32 +3 Inf 1 2 3 4 5 6 7
2 D’EU / Cb 31 +3 Inf 1 2 3 4 5 6
(3) R / Sa -6 +1 7 B LC de Salency 2 (3) B / Se -5 +1 4 B B de la Serre 3
ANG / Cb 30 +3 Inf 1 2 3 4 5 6
1 NOR / Sa 27 +4 Inf 1 2 3 4 5 6 1 DUR / Se 30 +3 Inf 1 2 3 4 5 6 7
COR / Cb 31 +3 Inf 1 2 3 4
2 NOR / Sa 28 +4 Inf 1 2 3 4 5 6 2 DUR / Se 31 +3 Inf 1 2 3 4 5 6
3 DUR / Se 31 +3 Inf 1 2 3 4 5 6 7
3 NOR / Sa 28 +4 Inf 1 2 3 4 5 6 7 French Artillery
4 NOR / Sa 28 +4 Inf 1 2 3 4 5 6 4 DUR / Se 31 +3 Inf 1 2 3 4 5 6
(1) Brocard -4 +0 7 - MDC du Brocard 4
(3) B / Va -6 +2 6 B MDC de la Vauguyon 5
Löwendahl’s Detachment 1 DAU / Va 27 +3 Inf 1 2 3 4 5 6 7
F P2 4 Lb S / 1 24 +0 4 Lb S 1 2
F P2 4 Lb S / 2 24 +0 4 Lb S 1 2
(8) W -9 +2 8 - LG de Löwendahl 7 2 DAU / Va 28 +3 Inf 1 2 3 4 5 6 7
F P2 4 Lb S / 3 24 +0 4 Lb S 1 2
3 DAU / Va 28 +3 Inf 1 2 3 4 5 6
(4) CG -8 +1 7 B LG de Clermont-Gallerande 7 F P2 4 Lb S / 4 24 +0 4 Lb S 1 2
BEA / Va 31 +3 Inf 1 2 3 4 5 6 7
DRY a / CG 25 +4 Cav 1 2 3 4 5 6 F P2 4 Lb S / 5 24 +0 4 Lb S 1 2
DRY b / CG 26 +4 Cav 1 2 3 4 5 6
Lutteaux’s Infantry Wing F P2 4 Lb S / 6 24 +0 4 Lb S 1 2
CTO a / CG 26 +4 Cav 1 2 3 4 5 6 F P2 4 Lb S / 7 24 +0 4 Lb S 1 2
CTO b / CG 26 +4 Cav 1 2 3 4 5 6 (8) L -8 +2 8 B LG de Lutteaux 10
F P2 4 Lb S / 8 24 +0 4 Lb S 1 2
(6) N -8 +1 5 B LG de Langeron 7 (3) L / Be -4 +1 4 B B de Bettens 3 F P2 4 Lb S / 9 24 +0 4 Lb S 1 2
1 BET / Be 27 +3 Inf 1 2 3 4 5 6 7 F P2 4 Lb S / 10 24 +0 4 Lb S 1 2
(4) N / Av -4 +1 5 B B d’Avrincourt 3
2 BET / Be 28 +3 Inf 1 2 3 4 5 6 F P2 4 Lb S / 11 24 +0 4 Lb S 1 2
CDR a / Av 24 +4 Cav 1 2 3 4 5 6
1 DIE / Be 27 +3 Inf 1 2 3 4 5 6 F P2 4 Lb S / 12 24 +0 4 Lb S 1 2 3
CDR b / Av 24 +4 Cav 1 2 3 4 5 6
2 DIE / Be 28 +3 Inf 1 2 3 4 5 6 P 4 Lb / 1 22 +0 4 Lb 1
EGM a / Av 26 +4 Cav 1 2 3 4 5 6
3 DIE / Be 28 +3 Inf 1 2 3 4 5 6 P 4 Lb / 2 22 +0 4 Lb 1
EGM b / Av 26 +4 Cav 1 2 3 4 5 6
(4) L / Cv -6 +1 6 B MDC de Chevreuse 5 P 4 Lb / 3 22 +0 4 Lb 1
(4) N / Mb -5 +1 5 B B de Montauban 3
BEF / Cv 27 +4 DD 1 2 3 4 5 6 7 8 P 4 Lb / 4 22 +0 4 Lb 1 2
TAI a / Mb 25 +4 Cav 1 2 3 4 5 6
MDC / Cv 27 +4 DD 1 2 3 4 5 6 7 8 P 4 Lb / 5 22 +0 4 Lb 1 2
*TAI b / Mb 25 +4 Cav 1 2 3 4 5 6
ROD / Cv 26 +4 DD 1 2 3 4 5 6 7 8 P 4 Lb / 6 22 +0 4 Lb 1 2
ORN a / Mb 26 +4 Cav 1 2 3 4 5 6
(3) L / MH -4 +1 4 B B la Motte-Hugues 3 P 4 Lb / 7 22 +0 4 Lb 1 2
ORN b / Mb 26 +4 Cav 1 2 3 4 5 6
1 CRI / MH 31 +3 Inf 1 2 3 4 5 6 7 P 4 Lb / 8 22 +0 4 Lb 1 2
(6) V -8 +1 6 B LG de Bavière 7
2 CRI / MH 32 +3 Inf 1 2 3 4 5 6 P 4 Lb / 9 22 +0 4 Lb 1 2
(3) V / Du -4 +1 4 B B de Duras 3 P 4 Lb / 10 22 +0 4 Lb 1 2
3 CRI / MH 32 +3 Inf 1 2 3 4 5 6
1 TOU / Du 30 +3 Inf 1 2 3 4 5 6 7 P 4 Lb / 11 22 +0 4 Lb 1
BIR / MH 30 +3 Inf 1 2 3 4 5 6
2 TOU / Du 31 +3 Inf 1 2 3 4 5 6 - 8 Lb / 1 20 +0 8 Lb 1
3 TOU / Du 31 +3 Inf 1 2 3 4 5 6 Piémont Brigade - 8 Lb / 2 20 +0 8 Lb 1
*1 LOW / Du 31 +3 Inf 1 2 3 4 - 8 Lb / 3 20 +0 8 Lb 1
(3) Ma -6 +1 4 B MDC de la Marck 5
*2 LOW / Du 32 +3 Inf 1 2 3 4 - 12 Lb / 1 20 +0 12 Lb 1 2
1 PIE / Ma 27 +3 Inf 1 2 3 4 5 6
(3) V / Sv -6 +1 7 B MDC de Souvré 5 - 12 Lb / 2 20 +0 12 Lb 1 2
2 PIE / Ma 28 +3 Inf 1 2 3 4 5 6
1 AUV / Sv 28 +3 Inf 1 2 3 4 5 6 - 16 Lb 18 +0 16 Lb 1 2 3
3 PIE / Ma 28 +3 Inf 1 2 3 4 5 6
2 AUV / Sv 29 +3 Inf 1 2 3 4 5 6
3 AUV / Sv 29 +3 Inf 1 2 3 4 5 6
4 PIE / Ma 28 +3 Inf 1 2 3 4 5 6
© Copyright 2012, Clash of Arms Games™
MAR / Ma 28 +3 Inf 1 2 3 4 5 6 Permission to photocopy this page is granted for personal use only.
NIV / Sv 32 +3 Inf 1 2 3 4 5 6

* Optional Units
Loss Charts for the French Army at Fontenoy - Cavalry & Tournay
Cavalry Commands Independent Cavalry Army Loss Record
(4) Hr -4 +1 4 B LG d’Harcourt 7 *BSB a 32 +2 Huss 1 2 3 4 5 6
COL a / Hr 25 +4 Cav 1 2 3 4 5 6 *BSB b 32 +2 Huss 1 2 3 4 5 6
COL b / Hr 26 +4 Cav 1 2 3 4 5 6 EGD a 24 +4 Drag 1 2 3 4 5 6 7 8
50 SP Losses
DEB a / Hr 25 +4 Cav 1 2 3 4 5 6 EGD b 24 +4 Drag 1 2 3 4 5 6 7 8
DEB b / Hr 25 +4 Cav 1 2 3 4 5 6 GEN a 21 +5 Cav 1 2 3 4 5 6 7

(4) Pe -4 +1 5 B LG de Penthièvre 7 *GEN b 21 +5 Cav 1 2 3 4 5 6 7


100 SP Losses
CPR a / Pe 25 +4 Cav 1 2 3 4 5 6 GDC L 18 +5 GCv 1 2

CPR b / Pe 25 +4 Cav 1 2 3 4 5 6 *LIN a 30 +2 Huss 1 2 3 4 5 6

FZJ a / Pe 26 +4 Cav 1 2 3 4 5 6 *LIN b 30 +2 Huss 1 2 3 4 5 6


*SEP a 28 +4 Drag 1 2 3 4 5 6 7 8 150 SP Losses
FZJ b / Pe 26 +4 Cav 1 2 3 4 5 6
*SEP b 28 +4 Drag 1 2 3 4 5 6 7 8
(4) Es -5 +1 6 B LG d’Estrées 7
*VDS a 29 +3 DL 1 2 3 4 5 6 7 8 9
FIE a / Es 26 +4 Cav 1 2 3 4 5 6
*VDS b 26 +5 U 1 2 3 4 5 6 7 8 9 200 SP Losses
FIE b / Es 26 +4 Cav 1 2 3 4 5 6
CRA a / Es 24 +4 Cav 1 2 3 4 5 6
*Commands at Tournay
CRA b / Es 24 +4 Cav 1 2 3 4 5 6
(8) Z -8 +1 7 - LG de Brézé 7 250 SP Losses
(4) Ch -7 +2 7 B LG du Chayla 7
ETR a / Ch 26 +4 Cav 1 2 3 4 5 6 (4) Z / Bt -4 +1 4 B B de Boisot 3

ETR b / Ch 26 +4 Cav 1 2 3 4 5 6 RYL a / Bt 24 +4 Cav 1 2 3 4 5 6

CHB a / Ch 25 +4 Cav 1 2 3 4 5 6 RYL b / Bt 24 +4 Cav 1 2 3 4 5 6 300 SP Losses

CHB b / Ch 25 +4 Cav 1 2 3 4 5 6 ROH a / Bt 26 +4 Cav 1 2 3 4 5 6


Current Loss Level

Morale
Result
Army
ROH b / Bt 26 +4 Cav 1 2 3 4 5 6
(4) Ap -7 +1 6 B LG d’Apcher 7
BRI a / Ap 26 +4 Cav 1 2 3 4 5 6 (3) Z / Br -4 +1 4 B B de Bordeille 3 50+ 100+ 150+ 200+
1 ORL / Br 32 +3 Inf 1 2 3 4 5 6 7
BRI b / Ap 26 +4 Cav 1 2 3 4 5 6
0 0-6 0-3 0-1 0
PON a / Ap 26 +4 Cav 1 2 3 4 5 6 2 ORL / Br 33 +3 Inf 1 2 3 4 5 6

PON b / Ap 26 +4 Cav 1 2 3 4 5 6 1 CHA / Br 32 +3 Inf 1 2 3 4 5 6 7 +3 7-8 4-6 2-4 1-2


2 CHA / Br 33 +3 Inf 1 2 3 4 5 6
Ag
(4) -5 +1 5 B MDC d’Aguessau 5
+5 9 7-8 5-7 3-6
*STJ a / Ag 26 +4 Cav 1 2 3 4 5 6 (3) Z / Mq -4 +1 3 B B de Marquis 3

*STJ b / Ag 26 +4 Cav 1 2 3 4 5 6 1 WIT / Mq 27 +3 Inf 1 2 3 4 5 6 +8 - 9 8 7-8


BER a / Ag 26 +4 Cav 1 2 3 4 5 6 2 WIT / Mq 28 +3 Inf 1 2 3 4 5 6 7
1 CAC / Mq 28 +3 Inf 1 2 3 4 5 6 7
+10 - - 9 9
BER b / Ag 26 +4 Cav 1 2 3 4 5 6
2 CAC / Mq 29 +3 Inf 1 2 3 4 5 6
(4) No -5 +1 5 B MDC de Noailles 5
NOA a / No 25 +4 Cav 1 2 3 4 5 6
3 CAC / Mq 29 +3 Inf 1 2 3 4 5 6 Army Morale Result
NOA b / No 26 +4 Cav 1 2 3 4 5 6 (4) Z / He -5 +1 4 B MDC d’Hérouville 5 Current
Army Army
PEN a / No 26 +4 Cav 1 2 3 4 5 6 DES / He 29 +4 Gren 1 2 3 4 5 6 Loss Game Turn Morale Total
LAT / He 29 +4 Gren 1 2 3 4 5 6 Column rolled for Result
PEN b / No 26 +4 Cav 1 2 3 4 5 6
LON / He 29 +4 Gren 1 2 3 4 5 6
(4) Po -5 +1 4 B LG de Pons 7 50+
VAL / He 29 +4 Gren 1 2 3 4 5 6
ROU a / Po 26 +4 Cav 1 2 3 4 5 6
BLO 36 +2 Mil 1 2 3 4 5
100+
ROU b / Po 26 +4 Cav 1 2 3 4 5 6
PRC a / Po 26 +4 Cav 1 2 3 4 5 6 CAX 36 +2 Mil 1 2 3 4 5 150+
DIN 36 +2 Mil 1 2 3 4 5
PRC b / Po 26 +4 Cav 1 2 3 4 5 6
200+
NAN 36 +2 Mil 1 2 3 4 5
Maison du Roy PAR 36 +2 Mil 1 2 3 4 5 200+
(4) Mo -6 +1 5 B LG de Montesson 7
RED 36 +2 Mil 1 2 3 4 5
200+
REN 36 +2 Mil 1 2 3 4 5
CHL / Mo 24 +4 GCv 1 2 3 4 5 6
SBR 36 +2 Mil 1 2 3 4 5
200+
GAC / Mo 17 +6 GCv 1 2 3
SMX 36 +2 Mil 1 2 3 4 5 Louis XV
GDC N / Mo 20 +5 GCv 1 2 3 4 5 6 7 Move
VAN 36 +2 Mil 1 2 3 4 5
GDC C / Mo 20 +5 GCv 1 2 3 4 5 Louis XV
GDC V / Mo 20 +5 GCv 1 2 3 4 5 6 7 * Optional Units Loss

GDC H / Mo 20 +5 GCv 1 2 3 4 5 6 7
Army Loss Record
GDG / Mo 22 +5 GCv 1 2 3 4
Mark 1 loss box per SP of Infantry or Cavalry lost.
MOU 1 / Mo 19 +5 GCv 1 2 3 4 5 Mark 2 loss boxes per SP of Artillery lost.
MOU 2 / Mo 19 +5 GCv 1 2 3 4 5 Mark Leader losses per the loss value of any given Leader.
When a box in grey is reached, a roll is required on the Current Loss level table on the next :00 turn.
Current Loss Level Table
Carabiniers When determining the current Loss Level for Army Morale rolls, add the number of losses in the Army
(4) Cq -5 +1 5 B MDC de Créquy 5
Loss Record to the number of currently routed SPs. Cross index this total with a die roll to find the Ar-
my Morale result. The Army Commander may modify the die roll on this table per Series Rule 23.2b.
CAR a / Cq 21 +5 Drag 1 2 3 4 5 Army Morale Result Record
CAR b / Cq 22 +5 Drag 1 2 3 4 5 When each level of army losses is reached, and then rolled for, record the time of the roll and the result.
CAR c / Cq 22 +5 Drag 1 2 3 4 5
The results are cumulative with each other and with any adverse results for Louis XV losses or moves.
CAR d / Cq 22 +5 Drag 1 2 3 4 5
CAR e / Cq 22 +5 Drag 1 2 3 4 5
© Copyright 2012, Clash of Arms Games™
Permission to photocopy this page is granted for personal use only.
The Battle of Melle - 9 July 1745 - Scenario 8
Reinforcements
Independent
Independent
Units 7:00 8:00* 9:00* Units

7:20 8:20* 9:20*

7:40 8:40* 9:40*


Army Leader Chain of Command
1. LG du Chayla - Initiative: +3
2. MDC Graville - Initiative: +3
0 0 0
3. MDC de Souvré - Initiative +3

(4) Ch -7 +2 7 B LG du Chayla 7 1 1 1 (4) Mk -5 +1 5 B GL von Moltke 7


BER a / Ag 26 +4 Cav 1 2 3 4 5 6 KAR / Mk 32 +1 Hus 1 2 3 4 5 6

2 2 2
BER b / Ag 26 +4 Cav 1 2 3 4 5 6 LIG / Mk 31 +3 Drag 1 2 3 4 5 6
DRY a / CG 25 +4 Cav 1 2 3 4 5 6 LIM / Mk 35 +3 Drag 1 2 3 4 5 6
DRY b / CG 26 +4 Cav 1 2 3 4 5 6 (4) L / Bl -7 +1 5 A BG Bligh 3
ETR a / Ch 26 +4 Cav 1 2 3 4 5 6

3 3 3
BLI / Bl 23 +4 Foot 1 2 3 4 5 6 7
ETR b / Ch 26 +4 Cav 1 2 3 4 5 6 RHN / Bl 24 +4 Foot 1 2 3 4 5 6 7
(3) Gv -5 +1 6 B MDC de Graville 5 RNB / Ch 22 +5 Foot 1 2 3 4 5 6 7
1 CRI / MH 31 +3 Inf 1 2 3 4 5 6 7 Mk / Ri
4 4 4
(4) -5 +1 4 B Col Rich 2
2 CRI / MH 32 +3 Inf 1 2 3 4 5 6 RIC / Ri 25 +4 Drag 1 2 3 4 5 6 7 8 9
3 CRI / MH 32 +3 Inf 1 2 3 4 5 6
Ade a / Mo 22 +4 Drag 1 2 3 4 5 6
LAV / Gv 30 +3 Inf 1 2 3 4 5 6
Lei / La 22 +4 Rei 1 2 3 4 5 6 7
(3) V / Sv
1 NOR / Sa
-6
27
+1
+4
7
Inf
B
1
MDC de Souvré
2 3 4 5 6
5 5 5 End SCH a / Mk 38 +3 Drag 1 2 3 4 5 6 7 8 9

Army Leader Chain of Command


2 NOR / Sa 28 +4 Inf 1 2 3 4 5 6
1. GL von Moltke - Initiative: +4
3 NOR / Sa
4 NOR / Sa
28
28
+4
+4
Inf
Inf
1
1
2
2
3
3
4 5
4 5
6
6
7
6 End 2. BG Bligh - Initiative: +3

(4) Gn -5 +1 8 A Col de Grassin 2 Initiative Special Results Allies French


1 GAP / Gn 28 +3 Fan 1 2 3
2 GAP / Gn 28 +3 Fan 1 2 3 End *Army Morale Check
Command Confusion 1 1-2
GCH / Gn 27 +2 Huss 1 2 3 4 5 6
Command Lethargy 2-3 3-4
Grenadier 29 +4 Gren 1 2 3 4 5 6 Sundown: Visibility = 6 hexes
F P2 4 Lb S / 1 24 +0 4 Lb S 1 2 Dusk: Visibility = 4 hexes Free Combat Segment 4-5 5
F P2 4 Lb S / 2 24 +0 4 Lb S 1 2
Twilight: Visibility = 2 hexes Special Rally 6-7
F P2 4 Lb S / 3 24 +0 4 Lb S 1 2 6
F P2 4 Lb S / 4 24 +0 4 Lb S 1 2 Night: Visibility = adjacent
F P2 4 Lb S / 5 24 +0 4 Lb S 1 2
Leader Initiative 7-9 8-9

French Army Loss Record


ET # First Turn Last Turn
Allied Army Loss Record
10 SP Losses 7 7:00 PM 9:40 PM 10 SP Losses
20 SP Losses 20 SP Losses
30 SP Losses © Copyright 2012, Clash of Arms Games™ 30 SP Losses
40 SP Losses
Printed in the USA. 40 SP Losses
50 SP Losses Permission to photocopy this page is granted for personal use only. 50 SP Losses
60 SP Losses 60 SP Losses

Current Current
Army Game Army Game Army
Army
Loss Turn Morale
Level rolled for Result Total Loss Turn Morale Total
French Clear and Orchard Allied
Army Morale
Army Morale

Level rolled for Result


modifiers for cavalry:
Loss Level Loss Level
Result

Result

10+ Line MP cost: 1.5 10+


MC & RC MP cost: 1
10+ 20+ 30+ 20+ SCM cost: 2 20+ 10+ 20+ 30+
Rapid March Disorder
0 0-2 0-1 0 30+ Check in Clear is +10 30+ 0 0-2 0-1 0
+2 3-6 2-4 1-3 30+ Other cavalry modifiers: 30+ +2 3-6 2-4 1-3
No Counter Charge.
+4 7-9 5-7 4-6 30+ Opportunity Charge only 30+ +4 7-9 5-7 4-6
when adjacent.
+6 - 8-9 7-9 30+ 30+ +6 - 8-9 7-9
The Battle of Melle - 9 July 1745 - Scenario 9
Reinforcements? Reinforcements? Reinforcements?

4:00 5:00* 6:00* 7:00*


Reinforcements? Reinforcements? Reinforcements?
Independent
Independent
Units 4:20 5:20 6:20 7:20 Unit

Reinforcements? Reinforcements? Reinforcements? Reinforcements?

4:40 5:40 6:40 7:40

0 0 0 0
Army Leader Chain of Command
1. LG du Chayla - Initiative: +3, WAN: 9
2. MDC Graville - Initiative: +3, WAN: 9
1 1 1 1
3. MDC de Souvré - Initiative +3, WAN: 9

(4) Ch -7 +2 7 B LG du Chayla 7
2 2 2 2 Army Leader Chain of Command
1. GL von Moltke - Initiative: +4, WAN: 9
(4) Ag -5 +1 5 B MDC d’Aguessau 5 2. GM Forgách - Initiative: +2, WAN 9
BER a / Ag 26 +4 Cav 1 2 3 4 5 6
3. BG Bligh - Initiative: +3, WAN: 9

BER b / Ag
DRY a / CG
26
25
+4
+4
Cav
Cav
1
1
2
2
3
3
4 5
4 5
6
6
3 3 3 3 (4) Mk -5 +1 5 B GL von Moltke 7

(4) Fo -5 +1 4 B GM Forgách 5
DRY b / CG 26 +4 Cav 1 2 3 4 5 6
ETR a / Ch
ETR b / Ch
26
26
+4
+4
Cav
Cav
1
1
2
2
3
3
4 5
4 5
6
6
4 4 4 4 KAR / Mk
LIG / Mk
32
31
+1
+3
Hus
Drag
1
1
2
2
3
3
4 5
4 5
6
6
LIM / Mk 35 +3 Drag 1 2 3 4 5 6
(3) Gv -5 +1 6 B MDC de Graville 5
1 CRI / MH
2 CRI / MH
31
32
+3
+3
Inf
Inf
1
1
2
2
3
3
4 5
4 5
6
6
7
5 5 5 5 (4) L / Bl
BLI / Bl
-7
23
+1
+4
5
Foot
A
1 2
BG Bligh
3 4 5 6 7
3

RHN / Bl 24 +4 Foot 1 2 3 4 5 6 7
3 CRI / MH 32 +3 Inf 1 2 3 4 5 6
RNB / Ch 22 +5 Foot 1 2 3 4 5 6 7
LAV / Gv 30 +3 Inf 1 2 3 4 5 6

(3) V / Sv -6 +1 7 B MDC de Souvré 5 End End End End (4) Mk / Ri -5 +1 4 B Col Rich 2
RIC / Ri 25 +4 Drag 1 2 3 4 5 6 7 8 9
1 NOR / Sa 27 +4 Inf 1 2 3 4 5 6
2 NOR / Sa 28 +4 Inf 1 2 3 4 5 6
*Army Morale Check Ade a / Mo 22 +4 Drag 1 2 3 4 5 6
Lei / La 22 +4 Rei 1 2 3 4 5 6 7
3 NOR / Sa 28 +4 Inf 1 2 3 4 5 6 7
4 NOR / Sa 28 +4 Inf 1 2 3 4 5 6
Initiative Special Results Allies French SCH a / Mk 38 +3 Drag 1 2 3 4 5 6 7 8 9

Gn
(4) -5 +1 8 A Col de Grassin 2
Command Confusion 1 1-2
1 GAP / Gn 28 +3 Fan 1 2 3
2 GAP / Gn 28 +3 Fan 1 2 3 Command Lethargy 2-3 3-4
GCH / Gn 27 +2 Huss 1 2 3 4 5 6 © Copyright 2012, Clash of Arms Games™
F P2 4 Lb S / 1 24 +0 4 Lb S 1 2
Free Combat Segment 4-5 5 Printed in the USA.
Permission to photocopy this page is granted for personal use only.
F P2 4 Lb S / 2 24 +0 4 Lb S 1 2
Special Rally 6 6-7
F P2 4 Lb S / 3 24 +0 4 Lb S 1 2
F P2 4 Lb S / 4 24 +0 4 Lb S 1 2
Leader Initiative 7-9 8-9
F P2 4 Lb S / 5 24 +0 4 Lb S 1 2

ET # First Turn Last Turn


French Army Loss Record Allied Army Loss Record
8 4:00 PM 7:40 PM
10 SP Losses 10 SP Losses
20 SP Losses 20 SP Losses
30 SP Losses 30 SP Losses
40 SP Losses 40 SP Losses
French Allied
Army Morale
Army Morale

50 SP Losses 50 SP Losses
Loss Level Loss Level
Result

Result

60 SP Losses 60 SP Losses

Current
Current 10+ 20+ 30+ 10+ 20+ 30+ Army Game Army
Army Game Army
Loss Turn Morale Total Loss Turn Morale Total
Level rolled for Result 0 0-2 0 - 0 0-2 0 - Level rolled for Result

10+ +2 3-6 1-3 0-1 +2 3-6 1-3 0-1 10+


20+ +4 7-8 4-6 2-5 +4 7-8 4-6 2-5 20+
30+ +6 9 7-9 6-9 +6 9 7-9 6-9 30+
Fontenoy Terrain Effects Chart
Formation Line
Infantry
March Line
Cavalry
March
Combat & Morale Modifiers

Column, Column, Fire Close Morale


Stacking is for
Terrain Line & Road
General Order Column
Road
Column Artillery Skirmish Leaders
SCM
Costs
Defense
Value
Combat Check
Modifiers Modifiers

Bog (S4618) 1 (16) 1 (32) 1 (18) 1 (18) 2 (8) ½ (3) ½ 1½ 10 - -


Broken* (S4315, S4604) 1 (12) 1 (24) 2 (12) 1 (12) 2 (6) ½ (3) ½ 2* 12 - -2
Clear (S4612) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) ½ 1 10 - -
Keep† (S1712) 3 (12) 3 (12) P Road
Column
Road
Column 1 (3) ½ P 200 P -30
Must go to GO Must go to GO Only Only

Marsh* (S5725) 2 (12) 2 (24) 4 (12) 4 (12) All (6) 1 (3) 1 P 10 -4A/D* +5
Orchard*† (S4727) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) 1 2* 12 - -
Redoubt*† OT OT OT OT OT OT ½ OT* 20 +8D -10
Maximum Stacking is 8 or 12 SPs Must go to GO Must go to GO May not enter May not enter Must go to GO May not enter
+ 2 Artillery SPs

Sunken Road* (S4109) 2 (16) 2 (32) 4 (18) 4 (18) All (8) OT OT 2* 15 -2A/D* -5/-10
Town*† (S1813) 3 (12) 3 (12) 3 (12) 3 (12) 3 (4) 1 (3) 1 P 18 +4D -7
(Antoin) Must go to GO Must go to GO Must go to GO Must go to GO Must go to GO

Village*† (S4525) 2 (12) 1 (24) 3 (12) 2 (12) 2 (6) 1 (3) ½ 3* 15 +3D -5


Walled Farm*† 3 (12) 3 (12) P
Road
Column 3 (4) 1 (3) 1 P 20 +8D -10
(N3706) Must go to GO Must go to GO Only Must go to GO

Woods*† (S5307) 2 (12) 1 (24) 3 (12) 2 (12) 3 (6) 1 (3) 1 4 15 +2D -5


River (S1409) P P P P P P P P - - -
Gentle Up +0 +0 +0 +0 +1 +0 +0 +0 - -1A -
Slope
(S6611/6612) Down +0 +0 +0 +0 +0 +0 +0 +0 - - -
Regular Up* +1 +½ +1 +½ +2 +0 +1 +0 - -2A -
Slope
(S1011/1110) Down +1 +½ +1 +½ +2 +0 +1 +0 - - -
Steep Up* +2 +1 +2 +1 +3 +0 +1 +1* - -3A -
Slope
(S1011/1111) Down* +2 +1 +2 +1 +3 +0 +1 +1* - - -
Abatis† (S4404/4504) All P P P P All All P - P -
Minor*† (S4012/4112) +1 +1 +2 +2 All +0 +1 P FS x ½ -4A -6
Fieldworks

Front

Major*† (S1714/1715) Front +1 +1 +2 +2 All +1 +1 P FS x ⅓ -6A -8


Stream* (S3924/3925) +1 +½ +1 +½ +2 +½ +½ +1* - -1A -
Pond (N1406/1407), Quarry (N3011/3012) P P P P P P P P - P -
Path (S4520) Road Column: ½ MP for Clear, 1 MP for all other terrain OT OT OT OT
Road (S3823) Road Column: ½ MP per hex OT OT OT OT
Major Road (N3910) Road Column: ⅓ MP per hex OT OT OT OT
Terrain, Movement Cost, Stacking, and Special Cavalry Movement (SCM) Notes Combat & Morale
Cross index the type of unit and its formation with the terrain. The number listed is the cost to move Modifier Notes
into the hex or through the hexside. A = Attacker
The number in parentheses is the maximum stacking value for that type of unit/formation in that terrain. D = Defender
The stacking values for infantry and cavalry in Column are for March Column only; Road Column uses OT = use Other Terrain
different stacking rules (see Series Rules 8.1f & 10.4g). in the hex.
Square may be formed in Bog or Clear and has a maximum stacking of 32. FS = Fire Strength.
*Affecting terrain for Series Rules 18.2 (Disorder Checks) & 8.7 (Non-Clear Terrain Formation Change). All FS calculations are
†Blocks Line of Sight. rounded.
Movement Point fractions are retained (not rounded). * Double CV modifier
OT = use Other Terrain in the hex, P = Prohibited, GO = General Order for Cavalry.
© Copyright 2012, Clash of Arms Games™, Printed in the USA.

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