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SCORE TO HIT (P94–95)
++ + No POA --
HOW MANY DICE (P90–93)
Artillery (except when on battle wagons) Medium foot with bow, crossbow or longbow (not bow*) Cavalry with bow or crossbow (not bow*) Chariots Battle wagons Light foot, light horse or any javelins, sling, firearm or bow*
2 3 4 5 6
3 4 4 5 5
QUALITY RE-ROLLS (P24)
ELITE SUPERIOR POOR Reroll 1’s & 2’s . Cannot go lower Reroll 1’s. Reroll 6’s.
2 dice per base in effective range 1 dice per base outside effective range 1 dice per base of 1st shooting rank in effective range 1 dice per 2 bases of 2nd shooting rank or outside effective range 1 dice per base of 1st shooting rank 1 dice per 2 bases of 2nd shooting rank 1 dice per base 1 dice per base width from long edge only 1 dice per 2 bases in effective range 1 dice per 3 bases outside effective range
Scythed Chariots Others
Supporting fire (not light foot vs foot)
3 dice per 1st rank base 2 dice per 1st rank base (BWg 2 dice per front rank base width) One rank of foot with bow, longbow, crossbow or firearm in 2nd or (if bow) 3rd rank behind stationary medium or heavy foot in combat: 1 dice per base (0 dice vs flank/rear charge)
Elephants, knights, all chariots, artillery Battle wagons Other troops Overlaps 2 dice per front rank base. No dice for rear rank bases of any type
2 dice per front rank base width. No dice for rear rank bases of any type 1 dice per base in 1st or 2nd ranks As above
SHOOTING RANGES (P81)
Foot bows, longbows or crossbows Sling, mounted bows or crossbows Javelins or firearms Heavy artillery Light artillery
LF or LH in impact or melee
4 4 2 6 6 6 12 DISR or DISORDERED
Lose 1 dice per 2 unless LF vs LF, or LH vs LH or LF, or any vs FRAGMENTED enemy
Lose 1 dice per 3 Dice loss for Disruption, Fragmentation, Disorder or Severe Disorder is not cumulative, but whichever is worst applies.
FRAGMENTED or SEVERE DISORDER
Lose 1 dice per 2
. BWg or non-charging STEADY Pk/Sp except against lancers. javelins or sling longbow bow. Ch. firearm or artillery any except longbow longbow.. and there were more than 6 hits. SSw or STEADY Pk/Sp unless FRAGMENTED or SEVERE DISORDER against any except SSw or skirmishers. crossbow. DEATH ROLLS (P115) ROLL 1 DICE.. javelins or sling crossbow. SCh. (NO RE-ROLLS. javelins or sling crossbow. Cancels enemy armour POA against heavy or medium foot. javelins or sling longbow. El. bow.) SCORE HIGHER THAN NUMBER OF HITS RECEIVED OR LOSE A BASE IMPACT +1 on dice for elephants. unless the foot are charging shock mounted unless FRG or SEVERE DISORDER or less than 2 ranks of spear or 3 of pike unless SEVERE DISORDER or less than 2 ranks of spear or 3 of pike unless SEVERE DISORDER or less than 2 ranks of spear against any foot unless charging shock mounted against any if no other net POAs against heavy or medium foot. deduct 6 from the hits and roll again for the remainder AUTOBREAK (P116) INITIAL BG SIZE 2 4 6 8 9 10 12 BASES REMAINING TO TRIGGER ELITE AUTOBREAK SUPERIOR AVERAGE POOR n/a 1 2 3 3 3 4 n/a 1 2 3 4 4 5 1 2 3 4 5 5 7 1 2 4 5 6 6 8 MELEE + + + + + + + + + OSPREY PUBLISHING . Sw. BWg or any mounted against any mounted except elephants except against El. BWg or non-charging STEADY Pk/Sp against any medium or light foot unless FRAGMENTED net POA regardless of other factors against any except El. bow. SCh. Art or BWg Impact Foot ++ Impact Foot Spearmen or pikemen if not charging Pk or Offensive Sp charging foot or non-shock mtd Defensive Sp charging Defensive Sp Heavy weapon Light spear (foot) Light spear (mounted) Elephants Battle Wagons Knightly Lance Only in Other Lance open terrain Heavy or Scythed Chariots (P135) Mounted except El or SCh + Extra for 4th rank of pikemen + Charging flank or rear ++ Uphill or foot defending field fortifications or river bank + Skilled Swordsmen Swordsmen Spearmen in 2 or more ranks or Pikemen in 3 or more ranks Heavy weapon Elephants Heavy or scythed chariots Artillery Extra for 4th rank of Pikemen in open terrain Better Armour (front rank) Fighting enemy in 2 directions Uphill or foot defending field fortifications or river bank Any one of…. to rear by LH or LCh or at or by a BG in close combat any except artillery against any foot against any mounted. +2 on dice if shot at. El. El. firearm or artillery bows. mounted Sw or STEADY Pk/Sp against any except El. or if won/drew close combat If a base was lost. javelins or sling any except bow or sling any except artillery longbow. + Any one of…. lancers. firearm or artillery any if shooting in impact phase. BWg or non-charging STEADY Pk/Sp except vs skirmishers. Any one of…. BWg or STEADY Pk/Sp unless FRAGMENTED against any but heavy weapon. El. artillery or battle wagons.POINTS OF ADVANTAGE (P95–97) Nearest rank of target is: Unprotected cavalry not in single rank Protected cavalry not in single rank Armoured cavalry not in single rank or armoured knights Cataphracts or heavily armoured knights Elephants Battle Wagons Unprotected heavy or medium foot SHOOTING POA ++ + + + + -- If shooting with: Armoured foot Heavily armoured foot Any other foot Any In cover or behind field fortifications longbow. BWg or any mounted against any except skirmishers. bow.
Lose 1 dice per 3 for shooting & close combat No Cohesion Test penalty. Lose 1 dice per 2 for shooting & close combat -1 on Cohesion Tests. Quality re-rolls do not apply) Skirmishers to stand when charged by non-skirmishers in open. APPLY THE FOLLOWING MODIFIERS +1 if a commander in line of command is in command range +1 if this same commander is with the battle group or battle line which is taking the test +1 if this same commander is an inspired commander -1 if any of the bases are DISRUPTED or DISORDERED Count the worst of these two.B. Does not count as STEADY SEVERELY DISORDERED . AND ADD THE SCORES. Light artillery or battle wagons to move To form or leave ORB formation To place or pick up portable defences Non-shock foot to pursue mtd troops or shock foot not to pursue mtd troops Pursuers in contact to stop pursuing or looters to stop looting camp PAGE 60 60 60 58 60 41 122 121 101 107 5 5 5 4 4 4 3 2 2 7 7 5 5 4 3 4 3 2 4 4 3 5 3 2 4 2 1 3 2 1 2 1 1 +1 MU if in single base wide column KEY TO TERRAIN DISORDER EFFECTS No effect -1 on CMTs. -2 if any of the bases are FRAGMENTED or SEVERELY DISORDERED but never both 7 if drilled or skirmishers Score to pass 8 if other undrilled MOVE DISTANCES (P40) TROOP TYPE Light foot Medium foot Heavy foot Light horse & Commanders Cavalry Knights and Cataphracts Elephants Light chariots Heavy or Scythed chariots Battle Wagons Light Artillery Roads or slowing terrain: NO EFFECT DISORDERED OPEN UNEVEN ROUGH DIFFICULT 4 3 1 3 1 1 1 1 N/A N/A N/A OTHER COMPLEX MOVES MANOEUVRE DISRUPTED non-shock troops to charge or intercept Light horse to charge unbroken non-skirmishers frontally Missile foot to charge or intercept unbroken non-skirmishers frontally Shock troops to avoid charging (N. Does not count as STEADY -2 on CMTs.SIMPLE & COMPLEX MOVES (P42) TYPE OF MOVE Charges Advances TROOP TYPE Skirmishers MOVE TO BE MADE Charge directly forwards Wheel and charge enemy in range ‘Difficult’ forward move with no more than a single wheel Any other forward move with no more than a single wheel A forwards move including 2 wheels Expand frontage by 1 or 2 bases while stationary Expand frontage by 1 or 2 bases followed by a SIMPLE advance Contract frontage by 1 or 2 bases with simple advance of at least 3 MUs before or after Contract frontage by 1 or 2 bases while stationary or with advance of less than 3 MUs before or after Turn 90 or 180 deg while stationary Turn 90 deg with a SIMPLE advance before or after Turn 180 deg with SIMPLE advance before or after Turn 180 deg. APPLY QUALITY RE-ROLLS. move upto 3 MUs in a SIMPLE advance and turn back again Drilled Double Wheels Expansions Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Complex Simple Complex Battle troops Undrilled Cavalry or Light Chariots Simple Simple Simple Simple Simple Complex Impossible Simple Complex Other Undrilled Simple Simple Complex Simple Complex Complex Impossible Complex Impossible OSPREY PUBLISHING Contractions VMD (P47) ROLL ONE DIE (QUALITY RE-ROLLS DO NOT APPLY) 1 2 3 or 4 5 6 -2 MUs -1 MU Normal distance +1 MU +2 MUs Turns Simple Simple Simple Complex Simple Complex Impossible Impossible Simple Complex Impossible Impossible Complex Impossible Impossible Impossible COMPLEX MOVE TEST (P43) ROLL TWO DICE.
COHESION TEST (P112–114) REASON TO TEST Immediately At the end of the current phase A battle group charged by other than light foot when FRG A BG breaks within 3 MUs . Drop 2 cohesion levels IF testing for close combat in which BG received at least 2 more hits than inflicted. or with BG if it is in close combat. Drop 1 cohesion level (unless testing to bolster or rally the battle group). 4. USEFUL RULES RULE SECTION Cohesion states Difficult forward moves Full sequence of play Moving through friendly troops Outflanking marches Restricted area Second moves Terrain effects PAGE 114 41 168 47 144 74 75 131 OSPREY PUBLISHING All images © Osprey Publishing 2008 .Non-skirmishers ignore skirmishers A commander in line of command is lost within 3 MUs Suffering 1 hit per 3 bases from shooting OR Taking 2 or more hits and shot at by artillery Joint Action Phase (JAP) Losing a close combat To bolster or rally a BG with a commander ROLL TWO DICE. APPLY QUALITY RE-ROLLS. -1 MF testing for losing close combat vs Mtd or HF in open Any troops testing for losing impact combat vs lancers Extra if he is IC Foot testing for losing impact combat vs impact foot Battle Group has rear support (P135) 7 or more 6. APPLY THE FOLLOWING MODIFIERS Having taken at least 1 hit per 2 bases from shooting -1 Current Cohesion State Having taken at least 1 hit per 3 bases from close combat -1 At least 2 more hits received than inflicted in close combat -1 DISRUPTED or SEVERELY DISORDERED Having taken 25% or more losses overall prior to this test -1 FRAGMENTED Non-skirmishers with threatened flank (P136) -1 BROKEN More than 1 reason to test -1 Commanders and support Any troops shot at by artillery or firearms Any troops testing for losing close combat vs El or SCh Commander in LoC in range if BG is not in close combat. OR if testing for seeing friends break or commander lost.. 5. Otherwise drop 1 cohesion level (unless testing to bolster or rally the battle group). 3 2 or less Any one of…. AND ADD THE SCORES. -1 -2 -3 +1 +1 +1 RESULT Passed Failed Failed Rise one cohesion level if testing to bolster or rally the battle group.
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