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Proelium
(Latin) “battle”
NIGEL EMSEN
Hordes of Models and Buckets of Dice
www.quickplayrules.com
www.fa cebook.com/quickplayrules
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PROELIUM
DEDICATION
Debbie,
My beautiful wife and best friend.
For just being you.
Regularly giving up your dining room table for wargaming.
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CONTENTS
COMMON RULES ........................................................................................................... 15
Model Bases .................................................................................................................. 15
All Generals, Foot, mounted and scouts:................................................................... 15
All Artillery: .............................................................................................................. 15
Measurement Unit (MU) ............................................................................................... 15
Scoring a game at the end.............................................................................................. 16
Formations ..................................................................................................................... 16
Formation Size........................................................................................................... 16
Formation Roles ........................................................................................................ 16
1R/Line .................................................................................................................. 16
................................................................................................................................... 17
2R/Columns ........................................................................................................... 18
Formation Morale .......................................................................................................... 19
Raw (R) ..................................................................................................................... 19
Trained (T)................................................................................................................. 19
Elite (E) ..................................................................................................................... 19
Stoic (S) ..................................................................................................................... 19
Formation Types ............................................................................................................ 20
Foot (FT) ................................................................................................................... 20
Scouts (SC) ................................................................................................................ 20
Cavalry (CAV) ........................................................................................................... 20
Artillery (ART) .......................................................................................................... 20
Horse Artillery - All ............................................................................................... 20
Foot Artillery ......................................................................................................... 20
Foot Artillery (Mortars) ......................................................................................... 20
Foot Artillery (Rockets)......................................................................................... 20
Formation Capabilities .................................................................................................. 21
Ability to skirmish (ASK) ......................................................................................... 21
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Linear..................................................................................................................... 34
Area ....................................................................................................................... 34
Effects of fortification ............................................................................................... 34
Movement ...................................................................................................................... 35
Movement Distances ................................................................................................. 35
Changing direction .................................................................................................... 36
Valid 1R/Scout/Skirmish Examples ...................................................................... 36
Valid 2R Examples ................................................................................................ 36
Column of March ...................................................................................................... 37
............................................................................................................................... 37
............................................................................................................................... 37
Additional rules for column of march ................................................................... 37
Charging .................................................................................................................... 38
Counter Charging. ..................................................................................................... 38
Conforming after resolving charging ........................................................................ 39
................................................................................................................................... 39
Disengaging Cavalry/Scout/Light Chariot formations .............................................. 40
Criteria for disengaging ......................................................................................... 40
Flee Tests ................................................................................................................... 41
Conducting a flee test ............................................................................................ 41
Fleeing bases that touch any board edge ............................................................... 41
Interpenetration of formations ................................................................................... 42
Allowed interpenetration ....................................................................................... 42
Recoil move (shooting response) .............................................................................. 43
Preforming a recoil move ...................................................................................... 43
Moving foot into foot cavalry defence formation ..................................................... 44
Moving a formation into skirmish ............................................................................. 44
Moving foot back to 1R/2R ....................................................................................... 44
Moving into column of marching .............................................................................. 45
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ACKNOWLEDGMENTS
A big thank you to Christophe Finnegan, Leslie Mitchell, Andrew Unwin, Brian Shipp and Simon Gilbert for kindly providing
and agreeing to the play testing. Also for then being a sounding board the for many ideas and suggesting alternatives that
have enhanced the feel of the game.
Also, an extra thank you Will Denham for agreeing to allowing me to use his photographs.
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RULES PHILOSOPHY
This is the latest set of wargaming rules from Hordes of Models and Buckets of Dice. The rules facilitate phalanx, warband,
company to regimental level games from 3000BC to 1901AD with a focus on command and contr ol. Larger games canbe
played depending of the scale and size of the table available.
The design philosophy of the rule set provides a simple approach that can be used to play wargame battles, irrespective of
the figure scale (6mm, 10mm, 15mm, 25mm and e ven 1/32 scale). These rules have been designed to provide the player
with challenges based around the maneuver and the management of their army in an easy format while still maintaining a
feel for the specific period being played.
The rules use many bases, depending on the size of formations. These are then grouped into distinct command groups.A
formationhas two, four or sixbases to representthe different formation sizes. The bases are placedside by side to represent
a line, skirmish line or a column/block deployment.
A base canhave any numberof figures on it according to the players preference or current basing arrangement. To represent
scouting or skirmish formations, the formation bases are spaced out in a line, with each base having a gap equal to one
base width. I personally, use blank bases to show clear formation definition.
Artillery formations are based slightly different. They are always on a single square base of two base widths wide to two
base widths deep, always counting as a standard size formation. When playing with scales of 6mm – 28mm, a base size of
60mm x 60mm is used, although the equally popular 40mm wide bases could be used instead. For a scale greater than this,
bases of 100mm x 100mm are used. This is the base size I use for my 54mm games. The rules use a measurement of one
base width equal to one range/movement distance measurement.
The rules have been designed to provide capability options for each base. These bases are th en grouped into formations.
Formations cannot complete all, of the traditional actions/phases (shooting, moving, charging and reforming etc.) during a
turn, with a specific formation. Each formation has two action points per turn. The players then decide which combination
of actions to complete. The players complete all actions on a specific formation alternatively. This makes the style of play
more of a conversion, keeping players engaged through the whole game.
The framework used in the game looks at the different formations capabilities compared to t hat of compatible enemy
formations in period. Or put more simply: “Was the specific formation any better or worse on the battlefield compared to
their opponents, for the period?”. This enables the player to apply their own knowledge of the historic period to represent
the way they believe a specific type of formation would have performed.
The rules make a difference between a range of technologies used in the different periods. Examples being, Light and Heavy
chariots, hoplite phalanx and pike phalanx, shield walls, plug and socket bayonets.
All formations break at the same point, regardless of the formations morale grade (elite, trained or raw). What is managed
within the rule set is how quickly or slowly a formation reaches that point of failure. The mor ale grade is only used for
mitigating hits and some cases influencing willingness to charge. It is not used to affect how well a unit shoots and fights
etc.
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Generals are used for command and control only. Formations must be organizedintocommandgroups.An army is organized
into a number of these command groups with an overall army commander. Generals can only command formations within
their command group or chain of command. The army commander can command any formations across all command
groups. Typically, a command group is a warband faction, Roman legion, a retinue battle of a major member of the nobility,
early renaissance Tercio, company, battalion or regiment depending on the scale and period of history you have adopted
for your game.
The rules also have simple mechanism to differentiate between more tribal/irregular and professional/retinue types of
formations. Additionally, the rules provide an easy, but effective order system which is applied at the command group level.
(Attack, Defend, Consolidation or Maneuver.)
Scouts play a key in the setup of the battle, by assisting withthe deployment of terrain, alsohave an impact on the battlefield
initiative once battle has started. Scouts are also curtailed in the effect they can have on close order formations, but are
more effective against other enemy scouts.
Games can be played within a three-hour time limit with a scoring system based around the number of formations de-
stroyed. The rules reward aggressive play; thus, hopefully avoiding static games. For a specific historical battle, you may
wish to use the objectives of the actual battle to decide the outcome. The rules reward historical use of the formations and
tactics to help to give a flavor for the period.
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COMMON RULES
This section details the rules which are common regardless of the period of history you are playing.
Model Bases
Bases can have any number of figures arranged according to the player’s preference and the scale of the model.
All Artillery:
An artillery base is deep due to caissons and supply wagons that are not usually allowed for in a wargame.
• Scale 6mm – 30mm: A base is 120mm x 120mm.
• Scales 40mm – 54mm: A base is 200mm x (200mm.
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Formations
A formation is many bases grouped together in a distinct arrangement depending on the role of a formati on. All formations
must be allocated to a distinct command group which is also includes a single general base.
Formation Size
There is no formal figure/formation s ize. You decide what a single formation within a command group represents. This
could be some form of hearth bodyguard, a spartan moira, roman legion, cohort or maniple, company, brigade or corps.
Formation Roles
A formation must have a defined role prior to the game starting. It cannot change this role except in a few specifically
defined exceptions, detailed further in the rules. No single formation can be 1R and 2R. The exception being when a 1R
formation is claiming “Foot vs Cavalry Defence” then the 1R formation is classed as 2R while it is in this formation. All
formation changes must be done without moving one front face base. If a formation cannot fully complete the change then
the formation is not allowed to start the change.
1R/Line
A formation deployed in a narrow/line is optimized for shooting is known as 1R. Only formations that principally use shoot-
ing tactics can use 1R. Scouts and artillery can only classed be 1R. Formations ranked as 1R have advantages when shooting
and receiving shooting hits. However, they are less effective in melee. A 1R formation must adopt a single wide column to
move along a road/track.
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SPACER
Standard formation
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2R/Columns
A formation deployed in deep multi ranks is optimized for charging and melee is known as 2R. Only formations that princi-
pally use hand-to-hand tactics can use 2R. Also, 2R is used to represent formations that are equipped below par for shooting
but could still use shooting as a tactic.
Formations ranked as 2R have advantages when in melee and receiving melee hits. However, they are less effective at
shooting. A 2R formation must adopt a single wide column to move along a road/track.
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Formation Morale
Morale/formation quality is handled by the following three grades. Raw, Trained or Elite. The rules do not adjust the break
point of a formation according to its’ morale grade. All the formations in the game have the same break point. What is
managed by morale quality is how quickly or slowly a formation reaches the break point.
Raw (R)
These are militia, raw recruits, conscripts or other battle in-experienced formations. They will reach break point quicker
than a trained unit.
Trained (T)
These are your battle experienced formations or highly motivated/fanatical "Raw" formations and retinue formations.
Elite (E)
These are very well-trained veterans, highly effective battlefield experienced formations or highly motivated/fanatical
"Trained" formations. They will take longer to reach break point.
Stoic (S)
In addition to the above morale grades a formation can be counted as a stoic formation. This is where for the formation,
there is historical evidence that it was particularly robust on the battlefield. Additionally, these types of formations would
cause an adverse effect on the morale of the whole army if lost.
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Formation Types
Foot (FT)
These are all troops that are not cavalry or scouts. They are expected to enter sustained combat. This includes a ll artillery
and elephants. See special rules below.
Scouts (SC)
Are all troops that preform a skirmish role and they are not expected to enter sustained combat. Skirmishers can be foot or
light horse. They will always attempt to flee unless in terrain or fighting other scouts. Fleeing always remains an option.
They can never be reinforced formation size. If a base starts the game at terrain deployment as a scout, then it must remain
classed as a scout for the remainder of the game can cannot formation change to 1R or 2R. Examples being Light horse
skirmishers, foot skirmishers and light companies thrown forward as a screen.
Cavalry (CAV)
These are all troops that are mounted. They are expected to enter sustained combat.
Artillery (ART)
Both foot artillery and horse artillery count as foot in these rules. All Artillery can only move limbered. All Artillery canonly
shoot unlimbered. Artillery formations (foot or horse) can only be a standard formation and cannot be classed as tribal.
Artillery cannot declare a charge in any circumstances but will fight if in close combat in either a charge action or hand-to-
hand phase of a given turn.
Foot Artillery
This covers all artillery that is not classed as horse artillery and includes mortars and rockets. When limbered foot artillery
can move 1MU per action point.
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Formation Capabilities
Formations have different capabilities. Capabilities are absorbed into the whole formation at the individual base.
Armoured (A)
This represents all forms of armorthat is effective against non-gunpowder weapons. This covers chainmail and breast plates.
Where cavalry is armored but does not have horse barding.
Bows (B)
This covers all hand drawn bows. May not be given breach-loading ability. Bows gain an advantage for a higher rate of fire
when compared to most gunpowder weapons.
Carbines (CA)
These are short barrel length firearms such as the Spencer carbine. They can be given breach-loading capability. They have
a shorter range than muskets and rifles.
Crossbows (XB)
This covers all forms of mounted and foot crossbows. They are more effective verses armor but have a slower rate of fire.
May not be given breach-loading ability.
Elephants (EL)
This covers all forms of war elephants. They can only be morale grade raw. They can be classed as armored. They cannot
break off from melee. They can be equipped with either enhanced hand to hand ability or a shooting weapon. They cannot
be equipped with both. They must be also equipped with Shock Charge. They count as cavalry.
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Halberd (HAL)
This capability covers all polearms and heavy two-handed weapons. They are less efficient at hitting, but when they do hit
they cause additional damage. Halberds cannot be combined with enhanced melee capability.
Harquebus (HAR)
This covers all early firearms that are not main stream carbines, muskets or rifles. This capability counts as a downgrade in
the formation cost section. May not be given breach-loading ability.
Javelins/Slings (JS)
This covers all hand thrown shooting weapons including slings, darts and thrown light spears.
Lancers (LR)
This can only be given to cavalry and mounted scouts. It represents all forms of lance. The capability can only be claimedif
the formation charged or counter-charged.
Longbow (LB)
This covers all longbows. They have an increased range over bows and are more effective verses armored formations. This
can only be given to foot. May not be given breach loading ability.
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Muskets (MUS)
This covers all smooth bore firearms including wheel-locks and flintlocks. They cannot be given breach-loading capability.
For the gunpowder period, this is the initial ability for formations.
Professional/Mercenary(PROF)
This capability is used for all nobility/knights, professional regular sol diers and skilled mercenaries. Troops raised undera
feudal (expect knights) or part time service system cannot have this ability.
Pike Block(PIBL)
This is where the formation uses at least sixteen ranks, typical of the Macedonian pike phalanx or Landsknec ht pike blocks.
A pike block is not allowed to conduct a shooting action. It must be a formation role of 2R. It has advantages in melee.
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Spear(SP)
This is where a formation is armed with a spear that is not thrown. Cavalry that do not use crouched lance posture but are
armed with a long spear and foot who use a spear.
Tribal (TRI)
This covers irregular formations that are prone to entering hand to hand combat. They are often faster moving due to
fighting in a loose formation compared to regular formations. This formation makes them vulnerable to charges from
mounted forces and therefore cannot have the Foot Cavalry Defence option. Artillery cannot be Tribal.
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Fresh formations
These are formations which have not been engaged significantly in this battle and are rested. Any formation with less than
3 hit tokens is a fresh formation. Fresh formations have advantages in combat and shooting. Plus, fresh formations can
provide support to formations to their front. See Supported Rules above. Once a formation has received 3 hits it can never
have less than 3 hits. This cannot be adjusted in anyway during the game.
Supporting formations
Fresh formations from any command can provide support to any formations to their front.
<=2MU >2MU
1R Fresh
providing support
1R Fresh
providing support
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Hit Tokens
Formation casualties and morale are handled through hit tokens. Once any formation reaches a total limit of 10, it is broken
and removed from game play. This can be adjusted by the reinforcement rules. The limit represents the formation reaching
the point of collapse on the battlefield. This will be a combination of loss of will to fight and/or the number of casualties
taken, causing the formation to be ineffective. These rules do not use different points of formation collapse by quality.
Instead this is handled at the point of cause. You can record the number of hit tokens in many ways. By u sing a dice, tokens
and counter at the rear of the formation or you could record on a sheet of paper. Use whatever system works best for your
games.
Broken formations
When a formation reaches its limit of hit tokens, it is removed from the playing area for the rest of the game. Just prior to
removing any bases from the formation measure 1MU in every direction from the broken formation.
Once a staff team has lost all its formations on the game table and in its command, it is removed from the game play with
no other adverse effects. This means reinforcements off table are also now lost as well.
If a formation is lost and it is being personally lead by a general (within 1MU), then the general makes a flee move towards
the nearest formation by distance in the player’s army. This formation may not necessarily be in the general's command
group. The general cannot influence any formation or make any movement other than to flee until the start of the initiative
action of the next turn.
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Mishap Rule
On occasions, a formation maybe required to roll against the mishap table. This is where shooting have experienced some
form of mishap or the weapon is known for its lack of accuracy.
• Measuring from the center of the shooting formation to the center of the target formation. This is the line show-
ing the “12 o’clock” position,
• Measure from the center of the target formation. Unless one of the following applies.
◦ A double 1 is thrown then measure from the center of the shooting formation.
◦ A double 2 is thrown then measure from the center of the shooting formation.
• Roll 2d6 and sum the pips. This is the numb r on a clock face, where 12 is the line from the center of the shooting
formation to the center of the target formation.
• Roll 1d3 and this gives the distance along the line. If this point touches any formation, friendly or enemy, itcounts
as being hit. Resolve this hit as normal. Plus, any formation hit in this way, any remaining action points canonly
be exchange for a stand/do nothing action for the current turn.
• If a hit and a mishap is rolled, the mishap is applied and the hit is discarded.
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Reinforcements
When any formation is broken, there is a chance it can return to the battlefield. Expect a raw formation, stoic formation,
artillery or a formation that has already been broken and returned to the battlefield as reinforcement.
Throw one 1D6. (Rolling for reinforcements is not optional).
• On a 5 or 6 being thrown the formation is being reinforced and will be able to be returned to the battlefield. Any
other score and the formation is lost for the game and will not return.
• The formation will return to the game after many delayed turns. Throwing a 1D3 generates this delay. The result
is the number turns delay. It must return after the delay. The formation cannot remain off board.
• Additionally, the formation returns one morale grade lower.
◦ Elite return as Trained.
◦ Trained formation returns as Raw.
• Raw formations can never return as reinforcements.
• Stoic formations can never return as reinforcements.
• All formations that return to the battlefield as reinforcements return with 3 hits already applied.
• A formation that is returning as reinforcements cannot be classed as fresh.
• All formations return at the players own long board edge directly behind the command groups general’s base. If
there is not room for the formation to fit, then the formation returns as close to this position that is possible
with the minimum distance required, even if this means arriving in terrain, except impassable.
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Command Distance
All staff teams have a command radius of 3M.
A staff team can only affect their allocated formations. The exception being a higher command team that is in the same
chain of command. Generals may only lead formations in their chain of command.
During the action phase, generals may expend up to two actions points on moving or stand action. They may move up to
3MU per action point. A general action must be completed in the normal action phase sequence of the command. The
general’s tokens can only be used to do a move action or stand action. This is to allow the ge neral to preposition. This move
is in addition to any flee tests the general is required to make during the turn.
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Refers to any formation in the specific general’s direct chain of command and within command distance of 3MU.
If led directly/personally by
Refers to any formation in the specific general’s direct chain of command and within 1MU of the formation. If more than
one general is within 1MU of the formation. Then the higher-ranking generals’ capabilities are used in all cases.
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Order Types
All command groups must be given one of the order types below.
Attack
This is where a command group is making a major advance towards an area of the board or i s conducting aggressive
maneuvers against the opposing forces.
• at least half of the groups formations must move at-least 1MU each, directly towards the nearest enemy forces. Enemy
scouts and artillery may be ignored as the nearest forces if the player wishes.
• Formations may avoid terrain or formations passing through terrain may ignore the first action point cost for passing
through the terrain, per formation, per action point phase.
• at least half of the formations must still be within command distance of the group’s or higher-level generals at the end
of the action points phase.
Defence
This is where the command group has adopted a defensive posture and is preparing or expecting to be attacked.
• at least half of the groups formations must remain stationary.
• at least one fresh unit must be positioned to provide support unless all formations are 2R.
• The commandgroup may advance scouts forwardif they remainin command distance of their commandgroup general.
On this occasion, the army commander may not be used for this calculation.
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Manoeuvre
This is where the command group is being strategically moved to an area of the battlefield.
• at least half of the command groups formations must be in column of march by the end of the action point phase.
• Generals may add +1MU to their move distance.
• The command group must finish within in command distance of the command groups general when the command
group has completed all its action points. On this occasion, the army commander may not be used for this calculation.
• When using the maneuver order, no unit in the command group may start within or move within the close combat area
of any enemy units. This excludes enemy scouts and generals.
• While the command groups formations are using this order. They gain +1MU to their norm al movement distance if all
action points are spent on either change direction or move. This is in addition to the march column MU advantage.
• Example: A foot formation can move 1MU per movement action point in the open. If both action points are spenton
movement. The total distance moved is (2x 2MU) +1MU = 5MU’s.
Consolidation
This is where the command group is conducting intense resupply and redressing of ranks. Sending casualties to the rear and
the troops are being rested.
• All the command groups formations must be within command distance of the command groups general or a higher
command level general at the point the order is given.
• All the command groups formations must be at the start of the initiative phase not be within the close combat area of
any enemy units including but excluding scouts and enemy generals.
• The only movement allowed by any unit is to change direction.
• All the command groups formations may not conduct any other action other than to defend themselves in hand to
hand combat or recover hits.
• While the command groups formations are using this order. They gain +1 to the number of hits recovered if all action
points are spent on reform.
• A formation can recover 1 hit per action point. If both action points are spent on reform. The total hits recovered is (2x
1 hit) +1 hit = 3 hits recovered.
• No units may be allowed recover to less than 2 hits under any circumstances.
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This mechanism adds to the game a level of uncertainty when it comes to issuing orders. “Did the orders get through?”,
“Were they understood?”. Order sending and receiving is managed through a simple system of dice rolling against each
other.
• The player without initiative for the current move starts the following sequence.
• The player which is trying to change orders is known as the “rolling player”. The other player is known as the
“blocking player”.
• Each player gets a pool of 1D6 dice per on board command group in their respective armies each turn. This
means if a command group is destroyed during the game the pool of dice will reduce.
• The rolling player identifies to the other player a command group that he wishes to change the order type for.
The nature of the order change is not declared at this point.
• Only order changes can be attempted if the new order can be issued to that command group.
• The blocking player identifies how many dice they are going to use out of their pool to roll, to block the order.
• The blocking player rolls the identified number of dice and notes the score. Even if thi s score is 7 or more, the
rolling player must expend 1d6.
• The rolling player rolls 1d6 and can only roll 1d6 for each attempt. Note the score.
• If the blocking players score is higher than the rolling players score then order has been blocked.
• Both players discard the dice thrown. They cannot be returned to the pool.
• The rolling player may attempt as many times to issue an order change to a specific command group for as long
as they have dice in their pool.
• A command group can only have its order changed once per turn.
• The blocking player may attempt to block an order for as long as they have dice in their pool.
• If the blocking player rolls less than or equal to the rolling players score then the order counts as been passed
and understood.
• The rolling player declares what the order change is and it is applied to the command group.
• The current rolling player completes all order change attempts they wish to or until the rolling players pool of
dice reaches zero.
• If the blocking player has no dice left in their pool then rolling player counts has having successfully issuedany
other orders for which they could have thrown a dice for, up to the number of remaining in the rolling players
dice pool.
• The player with initiative repeats the sequence to make their command group order changes.
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Fortifications
You may wish to use fortifications in your games, the rules following detail how they are to be represented in the game and
what their effects are within the game.
Types of fortification
Linear
Linear fortifications are represented by a series 1 x 1 MU bases to the required length.
Examples are:
• Trench lines.
• Siege works.
• Redoubts at the battle of Borodino.
• Castle or city walls.
• Particularity robust sandbag walls.
• Sections of Hadrian’s Wall.
Area
Area fortifications are represented by a series 10 x 10 MU bases.
• La Hayne Sainte.
• Hougomont.
• Forts in the French Indian Wars.
• Roman Legionary Marching Camps.
• Roman legion fort on Hadrian’s Wall.
Effects of fortification
Only foot artillery, 1R and 2R formation types can claim advantage of fortifications. All other count it as terrain.
• Count as cover.
• Does not count as terrain.
• 1R and 2R always count as Foot Cavalry Defence if charged or in melee with mounted formations.
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Movement
All distance measurements are relative to the width of a standard formation. This is 1M. Distances are then multiples of
1M. Therefore, 2M is 1M x 2; 3M is 1M x 3 etc.
Movement Distances
• All foot moves 1M.
• All tribal foot in terrain 2MU
• All scouts move 2MU including in terrain.
• All cavalry moves 2MU.
• All cavalry (including Tribal) disengage move is 1MU.
• All movement that is in March column +1MU.
• All generals move 3MU.
• All foot and cavalry are limited to 1MU when any part of the base is in any terrain or passes through any terrain.
This restriction does not apply to any Tribal formation.
• The formation must be in command distance (3MU) of their general to make a movement action.
All foot
Foot in terrain
Scouts/Cavalry
Scouts/Cavalry in
march column
Generals
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Changing direction
Changing direction costs 1 action points. Wheeling costs no action points, changing direction is limited to turning toface by
180 degrees or 90 degrees. A formation may never in any given action point phase change direction or wheel more than
once. Also wheeling in any given action phase can only be combined with the move or charge actions. If the formation has
or is going to shoot in the current action phase then a change of direction is not possible. When a formation changes
direction the footprint of the formation remains the same at the end of the individual formation change. If the bases cannot
fit as shown in the diagrams below or would cause an interpenetration of another unit then the change of direction is not
allowed and the action point is counted as not used.
Wheeling a formation does not count as changing direction. When wheeling the inside front corner of the formation must
remain fixed until the wheel is completed. Then any remaining distance not used in the wheel may be used on movement
straight ahead.
after
Valid 2R Examples
Turning 90 degrees to right Turning 90 degrees to left Turning 180 degrees
Before
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Column of March
This is a single base wide column used to move troops quickly around the battlefield. All additional bases must be stacked
behind the front base.
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Charging
A formation can charge another formation that is not in sight or within line of sight during the charge phase.
• The charging formation must be able to reach the formation.
• This means a formation can charge another formation over a ridge line, through a wood.
• In all cases the charging formation must have be within charge reach and have sufficient action points to do so.
• To be classed as charging or counter-charging the formation must move greater than zero MU.
• For a formation to gain any charging advantages it must be classed as charging or counter charging at the point
the advantage is being claimed.
Counter Charging.
When a formation is charged there is a possibility that some types of formations will elect to counter charge if there is
sufficient time to react to the incoming charge.
• When a formation counter charges it counts as charging.
• Counter charging does not require any action points.
• If the formation being charged has shock charge ability.
Then it must attempt to counter charge if the criteria below are met.
• The formation being charged is not scouts or artillery.
• The enemy charging formation is/was more than 1MU away at the start of the turn.
• The formation being charged is not in base to base contact with any enemy formations.
Roll 1D6 for the formation being charged, sum the pips and adjust by the following:
• +1 if a Rash/Aggressive general in chain of command is within 1MU.
• +1 if raw morale grade.
• +1/-1 if professional/mercenary. The player may elect to use this adjustment to increase/decrease the chances
of a desired result.
• +2/-2 if elite morale grade. The player may elect to use this adjustment to increase/decrease the chances of a
desired result.
• -2 if defending terrain or can claim uphill advantage if the formation remains stationary.
• -1 if trained morale grade.
• -1 if a defensive general within chain of command is within 1MU.
• If the score is 6 or more then the formation being charged must counter- charge.
• Any other score and the formation being charged must remain can count as stationary.
When a formation counter charges it moves 1MU directly towards the enemy charging formation. Wheeling as required.
The counter charging formation must avoid friends, except generals. It moves the minimum amount of sideways movement
required to do so. If a general is in the way then it makes a flee move.
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Flee Tests
Any scout formation can attempt a flee test. A flee test is where a scout formation makes a controlled retire from being
charged or in hand to hand combat.
• A scout formation must attempt to flee if charged by anything other than scouts.
• A scout formation can elect not to flee when charged by another scout formation.
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Interpenetration of formations
During a battle, formations may need to pass through each other in a controlled way. This can only be done during the
movement action and must not result in either formation finishing intermixed. There are restrictions and effects when
interpenetration takes place. These are detailed below.
Allowed interpenetration
• Interpenetration can only be performed as part of a move action.
• No interpenetration can take place as part of an evade move. If a scout conducting a flee move that wouldend
in moving through another formation then it is automatically counted as caught and does not move.
• No interpenetration can take place through enemy formations.
• Scouts through any other formation. Scout uses 1 action token. The interpenetrated formation loses any remain-
ing tokens. It can only then make a bypass action if it has not completed any actions this turn.
• Non-scouts through any. Non-scouts use two action tokens, even in terrain. The interpenetrated formation loses
any remaining tokens. It can only then make a bypass action and must do if it has not completed any actions this
turn.
• Any artillery cannot interpenetrate any formation but can be interpenetrated.
• An interpenetration may not be attempted during a disengage move for any formation.
• Interpenetration cannot happen if either formation is conducting a flee move.
• Interpenetrated formation can only have interpenetration through the formation’s front edge passing out
through its rear edge.
• Generals/command bases can always interpenetrate. Being interpene trated by a general has no effect on the
interpenetrated formation.
• Formations in Foot cavalry defence can never be interpenetrated, even by scouts
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Moving Generals
• A general can make a single move of up-to a total of 2M per action point.
• If a general does not move then it must perform a stand action.
• The general’s movement is part of command group sequence.
• A CinC/Army commander can be done as part of any command group.
• It counts as an iteration of that specific command group.
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Flank Marches
You may elect to send a proportion of your army’s formations on flank marches. Flank marches arrive on the short side of
the game board. A flank march arrives by a dice roll. To flank march the following c riteria must be met:
• Never more than 8 formations (excluding generals) across all flank marching command groups may be allocated
to flank marching.
• The whole command group including the general must be sent on the flank march.
• Up to a maximum of two command groups can be sent on a flank march.
• No two-flank marching command groups can arrive on the same board short side.
• A flank march can only arrive on a designated short board edge.
• A flank march can never arrive on a player’s own long base edge.
• For a flank march to arrive you need to roll a score of 5 or 6 on a 1d6 for each of the flank marching command
group(s).
• Prior to rolling the player must declare which board short edge they are rolling for.
• This roll is made at the start of the turn sequence in the Flank March Phase.
• If the roll is 6 then the whole flank marching group arrives that turn and must be deployed on the board this
turn.
• If the roll is 5 then the whole flank marching group arrives the following turn and must be deployed on the board
in the following turn.
• Any flank marching formations that do not fit on the board at placement, take one hit for each turn, including
the placement turn, they are not on the board, until they are placed on the board.
• These hits cannot be adjusted in any way, including using the stoic rules.
• Any other roll and the flank march will not be currently arriving.
• If a flank march does not arrive by the end of the game it counts as lost.
• The overall commander of army cannot be sent on a flank march.
• Any enemy formations blocking the placement of an arriving formation from a flank march immediately take
two hits and must retire the minimum distance to allow the formation to be placed on the board. This could lead
to enemy formations being broken.
• Enemy formations cannot block or restrict the placement of a flank marching formation.
• A flank marching formation may not change the board short edge it was planned to arrive on.
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Dawn/dusk
During the game dawn or dusk may occur.
• This is done by rolling 1D6.
• Add +1 to the score for each turn played.
• A score of 6 or greater then dawn has lifted or dusk has fallen.
• This is rolled for in the end of turn phase of each turn.
Fog lifting/falling
During the game, you may decide that fog could fall or lift.
• This is done by rolling 1D6.
• Add +1 to the score for each turn played.
• A score of 5 or greater than, the fog has lifted or the fog has fallen.
• This is rolled for in the end of turn phase of each turn.
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Shooting
For a formation to be able to shoot at another enemy formation, the formation must be within line of sight, within the
shooting formation’s shooting arc within shooting range and not changed or change formation this turn. Each foot, cavalry
or scout base in a formation with a ranged weapon gets 2 dice.
Line of Sight
To be in line of sight, the shooting formation must be able to draw a line from each of its front base line corer edges totwo
nearest corners of the side nearest on the target formation without crossing each other relative to the front edge two
corners of the shooting formation.
• If terrain is between the shooting formation and the target formation, also the line of sight passes throughany
terrain, then the terrain must not be blocking terrain.
• The target must not be blocked by any other formation. (Except if shooting at long range and passing through
Scouts).
• Artillery cannot shoot at an enemy formation if there is a friendly formation with line of sight of the target from
the shooters and this friendly formation is within 2MU of the target.
• Unless the shooting formation is artillery a nd is in front edge parallel with the nearby friendly formation or
conducting overhead shooting.
Overhead Shooting
Only artillery formations can conduct overhead shooting.
All Artillery
All Artillery can conduct overhead shooting if it is on a hill or ridge. It may only conduct overhead shooting if the following
criteria has been met.
• There are no friendly formations within the line of sight to the target and within 2MU of the artillery base shoot-
ing.
• There are no friendly formations within the line of sight to the target and within 4MU of the target.
• The artillery formation is on a higher level than intervening terrain or formations.
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Shooting Arc
Line of sight and ranges rules also apply. Plus, the shooting is 45 degrees out from the outer front corner edges of the
formation.
Shooting Ranges
Short range
• All weapons have a short range of 1MU.
Long ranges
• All Cavalry mounted shooting has no long range.
• Javelins, Harquebus and Carbines do not have a long range.
• Slings, Bows, Muskets and Rifled carbines. 2M
• Longbows, foot artillery (Gatling guns) and Rifles.3M.
• Smooth bore horse artillery and bolt throwers or similar. 50% of the board depth.
• Rifled bore horse artillery. 75% of the board depth.
• Mortar and Rocket Artillery firing high trajectory shells: 75% of the board depth.
• Smooth bore foot artillery, medieval artillery, Large bombards and siege weapons: 100% of the board depth.
• Rifled bore foot artillery: 125% of board depth.
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Artillery Shooting
When shooting artillery have the following rules.
• All Artillery may only shoot if it is unlimbered.
• All Artillery have the dice limits when shooting.
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Scouts shooting.
Scouts when shooting at other than scouts, can only inflict a maximum of 1 hit per shooting action. This is to balance scouts
being over effective against formed/close order formations.
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Actions
Formations
A formation starts each turn with a base number of actions to represent command and control of that formation. Each
formation starts at the beginning of each turn with 2 action points regardless of formation type, quality or capabilities.
Generals
A general starts each turn with 2 action points, same as formations. Generals can only spend action points can only be spent
on moving or do nothing.
Note: Hand-to-hand is completed in a separate phase and must be completed for every formation with which is base to
base to contact with any enemy formation. A formation in any base to any base contact with any enemy formation does
not get any action tokens at the start of the following turn. A formation can only throw for melee effects once per turn and
must if eligible to do so during a turn.
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Formation Cost
The following is a guide to assist in creating ad-hoc forces. If you are representing an historic battle then follow the actual
order of battle.
The rules use a traditional wargaming approach of points cost.
• All formations must be broken down into formation groups commanded by a general.
• You may wish to include intermediate levels of command over several formation groups.
• The army must have an additional general in overall command of the army.
• The normal ratio for generals to formations (command ratio) is 1:4. Examples: City state hoplites, medieval reti-
nues or British during the Napoleonic wars.
• A nation/army with specific good or efficient command structure will have a command ratio of 1:3. Examples:
Roman legions or the French Corps system during the Napoleonic wars.
• A nation/army with a cumbersome or out dated command system will have a command ration of 1: 5. Examples:
Tribal armies, Austrian column system used during the early part of the Napoleonic wars.
Base Army Restrictions
• Up to a maximum of 1 formation can be artillery for every 6 foot and/or cavalry formations
◦ If all the foot and cavalry are classed as tribal then the maximum number of artillery formations is 1 for
every 9 foot and/or cavalry formations
• Up to a maximum of 1 formations can be scouts or can skirmish. for every 4 foot and/or cavalry formations
◦ If all foot and cavalry units in the army are classed as tribal then, up to a maximum of 1 formations can be
scouts or have the skirmish ability. For every 2 foot and/or cavalry formations
• Up to a maximum of 3 scout formations can be committed to the game setup of terrain.
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Foot
Ability to skirmish (ASK) +1pt
Armored (A) +1pt
Bows (B) +1pt
Carbines (CA) +1pt
Crossbows (XB) +1pt
Elephants (EL) +2pts
Enhanced Hand to Hand (EH2H) +2pts
Enhanced Shooting Ability (ESA) +2pts
Foot Cavalry Defence (FCD) +1pt
Halberd (HAL) +1pt
Harquebus (HAR) +1pt
Heavy Armored (HVYA) +2pts
Javelins/Slings (JS) +1pt
Longbow (LB). +1pt
Muskets (MUS) +1pt
Phalanx/Schiltron/Shield wall (PHX) +1pt
Professional/Mercenary(PROF) +1pt
Pike Block(PIBL) +1pt
Rifled firearms (RFA) +1pt
Shock charge (SC) +1pt
Spear (SP) +1pt
Cavalry
Ability to skirmish (ASK) +1pt
Armored (A) +1pt
Bows (B) +1pt
Carbines (CA) +1pt
Crossbows (XB) +1pt
Dismount to fight (DTF) +1pt
Enhanced Hand to Hand (EH2H) +2pts
Enhanced Shooting Ability (ESA) +2pts
Halberd (HAL) +1pt
Harquebus (HAR) +1pt
Heavy Armored (HVYA) +2pts
Heavy Chariots/War-wagons (HCH/WW) +2pts
Impact Pistol (IP) +1pt
Javelins/Slings (JS) +1pt
Lancers (LR). +1pt
Light Chariots (LCH) +2pts
Professional/Mercenary(PROF) +1pt
Rifled firearms (RFA) +1pt
Shock charge (SC) +1pt
Spear (SP) +1pt
Artillery
Enhanced Shooting Ability (ESA) +1pt
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Professional/Mercenary(PROF) +1pt
Rifled artillery (RART) +1pt
Rocket artillery -2pts
Generals
Cautious -1pt
Charismatic +2pt
Defensive +2pt
Hasty +1pt
Hated -2pt
Rash +2pt
Slow -1pt
Scouts
Armored (A) +1pt
Bows (B) +1pt
Carbines (CA) +1pt
Crossbows (XB) +1pt
Enhanced Hand to Hand (EH2H) +2pts
Enhanced Shooting Ability (ESA) +2pts
Harquebus (HAR) +1pt
Javelins/Slings (JS) (traded for spear) 0pts
Lancers (LR) +1pt
Professional/Mercenary(PROF) +1pt
Rifled firearms (RFA) +1pt
Shock charge (SC) +1pt
Spear (SP) +1pt
Once you have completed arranging your formations organized into command groups. Your army is now ready for d eploy-
ment.
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Game Terrain
Terrain significant defines a battle and rarely is battlefield the billiard tables we usually see. Also, the terrain can be unex-
pectedly more or less effective than previously thought. Hence these rules have been created to provide a system includes
an element of per-battle scouting ahead or the main army and influence on the actual battle site selected.
Terrain is placed using the following rules. Your scouts can be used to influence the placement of terrain at the start of the
game.
Terrain areas represent areas of the battlefield that affect the combat effectiveness of formations. This may be slowing
terrain, sight blocking or a combination of both.
• Terrain can be modelled as densely or sparsely as you wish. You could be representing an actual battlefi eld.
• Terrain can be represented as a linear feature (fences, walls, hedges, fortifications and embankments).
• Terrain can also be an area. All terrain affects movement and all terrain counts as providing cover.
• Terrain is modelled on a 600mm x 600mm board.
• Terrain is defined as sight blocking or not sight blocking.
• Terrain is defined by the following types:
◦ Low Ridges/Hills: Sight blocking: 1-4 gentle 5-6 difficult.
◦ Hills/Steep slopes: Sight blocking: 1-4 difficult 5-6 gentle.
◦ Built up Areas: 1-4: open. Not sight blocking. 5-6: Dense and sight blocking
◦ Orchards: 1-4: open. Not sight blocking. 5-6: Dense and sight blocking.
◦ Woods: 1-4: Dense and sight blocking. 5-6: open and not sight blocking.
◦ Fields: 1-6: open and not sight blocking.
◦ Rivers: Not sight blocking 1-4: easy to cross. 5-6: difficult to cross and is sight blocking as it has raised banks
or hedges.
◦ Canals/streams: Easy to cross: 1-4 not sight blocking. 5-6 has sight blocking raised banks/hedges.
◦ Fortifications: Count as cover and normal terrain rules do not apply. Fortifications are never sight blocking
in themselves.
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Difficult terrain
Difficult terrain means normal terrain rules are applied.
Open ground
Has no impact on action points being expended or hand to hand.
Scouts
A player can elect prior to throwing any terrain placement dice if they wish to use their scouts in strategic scouting. For each
scout formation utilized in this way a bonus of +1 is added to the terrain replacement throw. However, any scout formation
committed to strategic scouting will start the game with 3 hits already applied at formation deployment phase. This rule
represents the army commander sending out scout formations to look ahead of the terrain and report back a favorable
battlefield. However, during this operation some members of the scout formation may g fail to return to the army.
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Game Deployment
Once the all formations have been allocated into a chain of command with clearly defined command groups, flank marches
recorded and the games terrain is set. Deployment can begin. The deployment zone to place the formations is 7MU from
the center line of the board depth by the full width of the board.
The deployment sequence is by command group, alternating by players.
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Game Set-up
For each game set use the following sequence.
• The players design their army.
• Deploy terrain.
• Deploy command groups and all generals. Players fully explaining each formation as it is deployed.
• All command groups are given an initial order. This allocation of these orders cannot be blocked.
• Follow the turn sequence until the end of the game. All players have the equal number of turns.
Turn Sequence
A turn is completed in the following sequence of phases.
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Initiative Phase
This action represents a potential loss of initiative for your army as formations enter close battle. Scouts if used forward of
the army can be used represent local information on the enemy being passed back up the chain of command.
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Charge Action
A formation may only charge once per action. A formation may only charge at a formation it can reach and contact atthe
point of declaration. It may contact any part of the target with any part of the charging formation's front edge.The formation
must be in command range of its staff team to be able to charge and have sufficient action points available to complete the
full charge distance. Complete the charge action in the following order.
• A formation declares a charge, target and route.
• Charge distance is equal to the formations movement distance.
• The required amounts of action points are expended.
• If charging scouts, resolve a flee test first. Otherwise move Chargers into contact.
• Conduct hand to hand charge combat by:
• Each base gets 1 dice in the formation.
• For each base that is not armed with a range weapon add an additional dice.
• Adjust by using the common factors table.
• Adjust each by the charge adjustment factors table.
• Minimum number of dice thrown is 1.
• Throw the remaining dice. Any 4, 5 or 6 equals 1 hit token inflicted.
• The other player works out their hits as above.
• Calculate the difference in hits. The formation, which inflicted the most hits, is the winning formation. If it is a
draw then both formations take 1 hit each and if any hits are made, this hit cannot be adjusted in anyway.
• Otherwise the loosing formation takes the difference in hits plus 1 hit and the winning formation takes 1 hit.
• Apply Combat hits adjustment table to any hits inflicted, except where it is a draw.
• Hits and effects are applied immediately.
• The winning formation conforms immediately to the defender so that the winner is in complete front edge con-
tact where possible to the defender.
• If a draw then the charger conforms immediately to the defender.
• Repeat until all charges for the player with Initiative have been declared and resolved and then repeat for 2nd
player.
Movement Action
Complete a single movement for a formation not in base contact with another formation.
A formation which charged and now has no opponents in base to base combat my make a movement action if the formation
has sufficient action points. This is to represent a break through move.
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Reform Action
These represent battle-damaged formations reforming and feeding fresh men into the battle line. Casualties are being
moved to the rear and replacements being received.
The reform action is completed as follows. A formation can have a single hit token removed from a fresh supporting for-
mation being in range (2M). See support formation rule above. Or a 2R formation may have a hit to ken removed. No for-
mation can have more than 1 hit token removed in any reform action. Cavalry and Scout formations may disengage for-
mations. See disengage rules.
Stand action
This is where a player elects to for the formation to expend all action points for that formation doing nothing. The player
removes the token and completes no actions with the specific formation. The stand action is not affected by terrain.
Shooting Action
Any given formation can only shoot once per action and can only shoot at formations in range and not also in hand-to-hand
contact.
Conduct the shooting action in the following order:
• Each base armed with a range weapon gets 2 dice. (Fire by formation, not by target).
• Each shooting formation can only shoot at a single target in any action point expenditure.
• Target Priority – Short range: The shooting arc is up to 45 degrees from the shooter's front edge. It must shoot
at the nearest target. It must shoot at a target most in front of the shooting formation. Shooters may opt to
ignore Scouts who are at long range.
• Target Priority – Long range: The shooting arc is up to 45 degrees from the shooter's front edge. Any formation
in arc, sight and range. Scouts may be ignored at long range.
• Apply the common factors table.
• Apply the shooting hits table.
• Throw the remaining dice. (The minimum number of dice to be thrown is 1). Any 4, 5 or 6 equals 1 hit token
inflicted.
• Apply the shooting adjustment table.
• If any shooting hits are scored then at least 1 hit must be applied.
• Hits and effects are applied immediately.
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S S S S
P P P
P P P
S S S S
G
S S P P S S
S S P P S S
S P P S
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S P S
P P P
S S S S
(Austrian)
Reinforced, 1R, Raw, Musket, Enhanced shooting ability (Battalion Guns) Foot Cavalry Defence. Cost: 24pts.
S S S S S S
(Prussian or British)
Standard, 1R, Elite, Professional, Musket, Enhanced Shooting Ability, Foot Cavalry Defence. Cost: 43pts.
S S S S
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Reference Sheets
These reference sheets are to be used in conjunction with the main rules. Firearms are defined as including any weapon
that uses gunpowder. (pistols, carbines, harquebus, musket or rifles).
-1 dice For each current hit on the formation. -1 dice If shooters are crossbow.
If tribal shooting at long range.
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-2 dice If foot cavalry defence vs foot -2 dice If foot cavalry defence vs foot.
-1 hit If professional/mercenary
if elite.
If Armored and not vs any bases with firearms.
If phalanx.
If 2R.
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Mortar or rocket artillery only throw a maximum of 2 dice to hit and can only inflict a maximum of 2
hits in total per shooting action point.
Rifled bore artillery only throws a maximum of 3 dice to hit. And may only score a maximum of 2
hits in total per shooting action point.
Rifled bore artillery and artillery that shoots bolts only throw a maximum of 3 dice to hit.
Bounce through rules do not count for gunpowder smooth bore artillery at short range.
Throw 1d3. This is the number of MU the shot has bounced along this line, measured from the front edge.
If this contact with any base of any other formation (friendly or enemy) then that unit immediately
receives a single hit and only a single hit. This hit cannot not be mitigated and must be applied to
the formation and resolved straight away.
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Movement Distances
1MU Foot in open, foot in terrain, foot in column of march, limbered foot artillery.
2MU Scouts, cavalry, all tribal in terrain, all limbered horse artillery. Foot in March column.
+1MU If using maneuver order and last action point this turn was move.
If column of march.
Turn Sequence
• Flank march phase.
• Initiative phase.
• Action point phase.
• Melee phase.
• End of turn phase.
0 AP Counter charge.
Generals to flee.
Scouts/skirmish to flee.
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