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PROELIUM

Proelium
(Latin) “battle”

NIGEL EMSEN
Hordes of Models and Buckets of Dice

www.quickplayrules.com

www.fa cebook.com/quickplayrules

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Copyright © 2017 Nigel Emsen

All rights reserved.

Print version 1.01

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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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Armoured (A) ............................................................................................................ 21


Bows (B).................................................................................................................... 21
Breech- loading Ability (BL)...................................................................................... 21
Carbines (CA)............................................................................................................ 21
Crossbows (XB) ........................................................................................................ 21
Dismount to fight (DTF) ........................................................................................... 21
Elephants (EL) ........................................................................................................... 21
Enhanced Hand to Hand (EH2H) .............................................................................. 21
Enhanced Shooting Ability (ESA)............................................................................. 22
Foot Cavalry Defence (FCD) .................................................................................... 22
Halberd (HAL) .......................................................................................................... 22
Harquebus (HAR)...................................................................................................... 22
Heavy Armoured (HVYA)......................................................................................... 22
Heavy Chariots/War-wagons (HCH/WW) ................................................................ 22
Impact Pistol (IP)....................................................................................................... 22
Javelins/Slings (JS).................................................................................................... 22
Lancers (LR).............................................................................................................. 22
Light Chariots (LCH) ................................................................................................ 22
Longbow (LB) ........................................................................................................... 22
Muskets (MUS) ......................................................................................................... 23
Phalanx/Schiltron/Shield wall (PHX)........................................................................ 23
Professional/Mercenary(PROF) ................................................................................ 23
Pike Block(PIBL) ...................................................................................................... 23
Rifled artillery (RART) ............................................................................................. 23
Rifled firearms (RFA)................................................................................................ 23
Shock charge (SC) ..................................................................................................... 23
Spear(SP) ................................................................................................................... 24
Fresh formations ............................................................................................................ 25
Supporting formations ................................................................................................... 25

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If the following criteria has been met:....................................................................... 25


A valid supported unit Not valid examples ............................................................ 25
Hit Tokens...................................................................................................................... 26
Base line hit token adjustments: ................................................................................ 26
Broken formations ......................................................................................................... 26
All broken formations................................................................................................ 26
Broken Stoic formations ............................................................................................ 26
Mishap Rule................................................................................................................... 27
Supply (Optional Rule).................................................................................................. 27
....................................................................................................................................... 27
Reinforcements .............................................................................................................. 28
Exceptional tactical success .......................................................................................... 28
If a charge action or shooting action results in a broken enemy: .............................. 28
If two enemy formations are broken consecutively in the same turn ........................ 29
If one side has initiative on two consecutive turns .................................................... 29
Generals and Staff Teams .............................................................................................. 29
Command Distance ................................................................................................... 29
Types of Generals and Effects ................................................................................... 30
If led directly/personally by....................................................................................... 30
Command Group Orders ............................................................................................... 31
Close Combat Area .................................................................................................... 31
Order Types ............................................................................................................... 31
Attack .................................................................................................................... 31
Defence .................................................................................................................. 31
Manoeuvre ............................................................................................................. 32
Consolidation......................................................................................................... 32
Did the orders did get through? ................................................................................. 33
Fortifications.................................................................................................................. 34
Types of fortification ................................................................................................. 34

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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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Moving Generals ....................................................................................................... 45


Flank Marches ............................................................................................................... 46
Battles fought at night ................................................................................................... 47
Dawn/dusk ................................................................................................................. 47
Battles fought in fog ...................................................................................................... 47
Fog lifting/falling....................................................................................................... 47
Shooting......................................................................................................................... 48
Line of Sight .............................................................................................................. 48
Overhead Shooting .................................................................................................... 48
All Artillery ........................................................................................................... 48
All mortar artillery and rocket artillery ................................................................. 48
Shooting Arc .............................................................................................................. 49
Targets at long range.............................................................................................. 49
Targets at short range............................................................................................. 49
Shooting Ranges ........................................................................................................ 49
Short range............................................................................................................. 49
Long ranges ........................................................................................................... 49
Artillery Shooting ...................................................................................................... 50
Artillery shooting at long range............................................................................. 50
Artillery shooting at short range ............................................................................ 50
............................................................................................................................... 50
Bounce through from artillery shot/stones/bolts ................................................... 51
Scouts shooting.......................................................................................................... 51
Actions........................................................................................................................... 52
Formations ................................................................................................................. 52
Generals ..................................................................................................................... 52
Definition of actions and cost of action points .......................................................... 52
Formation Cost .............................................................................................................. 53
Basic formation cost .............................................................................................. 53

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Common to foot, cavalry, scouts and artillery....................................................... 53


Foot ........................................................................................................................ 54
Cavalry .................................................................................................................. 54
Artillery ................................................................................................................. 54
Generals ................................................................................................................. 55
Scouts .................................................................................................................... 55
Game Terrain ................................................................................................................. 56
Difficult terrain .......................................................................................................... 57
Easy going/to cross terrain ........................................................................................ 57
Open ground .............................................................................................................. 57
Number of terrain pieces ........................................................................................... 57
Terrain Placement Sequence...................................................................................... 57
For each piece placement: ......................................................................................... 57
Game Deployment ......................................................................................................... 58
Formation Deployment Sequence ............................................................................. 58
Formations that do not fit at deployment .................................................................. 58
Game Set-up .................................................................................................................. 59
Turn Sequence ............................................................................................................... 59
Flank March Phase .................................................................................................... 59
Initiative Phase .......................................................................................................... 60
For each player: ..................................................................................................... 60
Action Points Phase ................................................................................................... 60
Charge Action ........................................................................................................ 61
Movement Action .................................................................................................. 61
Reform Action ....................................................................................................... 62
Stand action ........................................................................................................... 62
Shooting Action ..................................................................................................... 62
Hand Combat Phase .................................................................................................. 63
Conduct hand to hand combat by .......................................................................... 63

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End of Turn Phase ..................................................................................................... 64


Check agreed victory / end game conditions......................................................... 64
Changes of command group orders ....................................................................... 64
Ancient Period Example Formations................................................................................. 65
Spartan Hoplite Moria ............................................................................................... 65
Greek City State Hoplite Phalanx.............................................................................. 65
Persian Median Infantry ............................................................................................ 65
Persian Immortal Infantry.......................................................................................... 65
Persian Horse Archer Cavalry ................................................................................... 65
Macedonian Pike Phalanx ......................................................................................... 65
Macedonian Companion Cavalry .............................................................................. 66
Thessalonian Heavy Cavalry ..................................................................................... 66
Thessalonian or Nubian Light Cavalry...................................................................... 66
Generic Light Cavalry ............................................................................................... 66
Generic Barbarian Warband ...................................................................................... 66
Roman Maniple or Cohort ......................................................................................... 66
Medieval Period Example Formations .............................................................................. 67
Hundred Years War English longbow wedge ............................................................ 67
Hundred Years War English Foot Man-At-Arms ...................................................... 67
Hundred Years War English or French Foot Knights ................................................ 67
Hundred Years War Mounted French Knights........................................................... 67
Hundred Years War Mounted English Knights ......................................................... 67
Generic Medieval Crossbow men ............................................................................. 67
Early Crusader/Feudal Knights ................................................................................. 68
Early Crusader Military Order Knights ..................................................................... 68
Late Crusader/Feudal Knights ................................................................................... 68
Late Crusader Military Order Knights ...................................................................... 68
Marmluk/Saladin/Mongol Armoured Horse Archers ................................................ 68
Sudanese Foot Archers .............................................................................................. 68

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Gunpowder Period Example Formations .......................................................................... 69


Veteran Early Tercio Command Group ..................................................................... 69
Veteran Late Period Tercio Command Group ........................................................... 69
Generic Pike and Shot Formation.............................................................................. 69
Thirty Years War/European Cavalry.......................................................................... 70
Swedish/Cavalier/French Cavalry ............................................................................. 70
Thirty Years War Swedish Foot Brigade ................................................................... 70
Wars of Succession Infantry formation ..................................................................... 70
Reference Sheets ............................................................................................................... 71
Common dice adjustment table ................................................................................. 71
Shooting to hit adjustment table ................................................................................ 71
Shooting Ranges ........................................................................................................ 71
Shooting hits received response. ............................................................................... 71
Charge action to hit dice ............................................................................................ 72
Melee phase to hit dice .............................................................................................. 72
Charge and Melee hits received adjustment .............................................................. 72
Artillery shooting at long range................................................................................. 73
Artillery shooting at short range ................................................................................ 73
Bounce through from artillery shot/stones/bolts ....................................................... 73
Artillery in contact with any enemy formation ......................................................... 73
Movement Distances ................................................................................................. 74
Turn Sequence ........................................................................................................... 74
Action point costs ...................................................................................................... 74

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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.

Enjoy your gaming.

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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 Generals, Foot, mounted and scouts:


• Scale 6mm – 30mm: A base is 60mm x 60mm (or 40mm x 40mm if preferred).
• Scales 40mm – 54mm: A base is 100mm x 100mm.

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.

Measurement Unit (MU)


These rules use a measurement of being equivalent to one base width for the scale being used. This is used to define all
movement and weapon ranges. This measurement unit is abbreviated to MU in the rules.
• 1MU means 1x movement unit.
• 2MU means 2x movement units.
• 3MU means 3x movement units. Etc.

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Scoring a game at the end


The following details how to score a game where an objective scenario is not being used. Highest score wins.
1. A = (Number of enemy elite formations broken) x 4.
2. B = (Number of enemy trained formations broken) x 3.
3. C = (Number of enemy raw formations broken) x 2.
4. D = (Number of enemy stoic formations broken) x 1.
5. E = (Number of enemy reinforced formations broken) x3.
6. F = (Number of enemy standard formations broken) x2.
7. G = (Number of enemy limited formations broken) x1.
8. H= A+B+C+D+E+F+G
9. (If enemy army is broken)
◦ Score = H x1.5
10. (If enemy army is not broken)
◦ Score = H

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.

There are three sizes of formations.


• Standard: The is the most common formation size and it is represented by four bases.
• Limited: These are distinctly smaller units and are represented by two bases.
• Reinforced: These are distinctly larger formations and are represented by six bases.
• Generals and staff teams: 1 base.

All three formation sizes break on 10 hits.


No bases are removed until the whole formation has reached 10 hits.

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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1R formation bases are deployed on table as follows:

Limited formation Limited scout formation

SPACER

Standard formation

Standard scout formation

spacer spacer spacer

Reinforced formation Reinforced scout formation (Not permitted).

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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.

2R formation bases are deployed on table as follows:

Limited formation Standard formation Reinforced formation

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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.

A stoic formation has the following rules:


• A stoic formation can reduce hits inflicted to zero. This overrides the rule if any hits are inflicted it must apply at
least one hit. Expect for when another stoic formation breaks.
• If a stoic formation is broken then every formation in army takes immediately one hit. This is applied even if
formations are more than 1MU from the broken formation.
• Another stoic formation may never reduce this cause to zero.

You can have following formation morale quality combinations:


• Raw.
• Raw (Stoic).
• Trained.
• Trained (Stoic).
• Elite.
• Elite (Stoic).

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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.

Horse Artillery - All


This covers artillery that is attached and traditionally supports cavalry attacks. Horse artillery moves 2MU per action point.
Horse artillery must make a flee test if charged in all cases, unless already in hand to hand combat.

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.

Foot Artillery (Mortars)


This covers all mortars that fire in a high trajectory shells. Each throw of 1 to hit is resolved against the mishap table.

Foot Artillery (Rockets)


This covers all forms of rocket artillery. Each throw of 1 or 2 to hit is resolved against the mishap table.

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Formation Capabilities
Formations have different capabilities. Capabilities are absorbed into the whole formation at the individual base.

Ability to skirmish (ASK)


This represents the ability for a 1R or 2R formation to deploy into a skirmish line and back again.

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.

Breech-loading Ability (BL)


This is where a firearm has been equipped with either a magazine or has single shot breech loading technology. This ability
provides advantages in rates of fire.

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.

Dismount to fight (DTF)


This covers where the formation can dismount to fight. The formation counts as cavalry normally until it dismounts, then it
must deploy and count as a 1R formation while dismounted. Examples would be mounted infantry, English Civil War Dra-
goons, French Dragoons of the Napoleonic Wars and American Civil War Cavalry.

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.

Enhanced Hand to Hand (EH2H)


It is assumed all formations have the ability and means to fight hand to hand. This capability provides a formation with an
additional ability for fighting in hand-to-handcombat. Examples being Romanlegionnaires, mostforms of tribal swordsmen,
knights not equipped with halberd, English Civil War Montrose Irish Brigade. Gunpowder foo t using bayonets (if fitted).
Enhanced hand to hand ability cannot be combined with the halberd ability.

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Enhanced Shooting Ability (ESA)


The formation is particularly skilled at laying down increased rates of effective sustained firing over and the above the norm
for the period.

Foot Cavalry Defence (FCD)


This is where a foot formation has regularly practiced method for defence against cavalry. Tribal and Scout formations can-
not have this capability. If any bases in a formation have this capability then al l bases in a formation must be given this
capability. A formation must spend actions points to enter/leave this form of defence. A formation claiming Foot cavalry
defence always counts as 2R during the turn. This is applied even if the formation is normall y classed as 1R. Where the
period uses plug bayonets then the formation cannot shoot if fitted while claiming foot cavalry defence. If the perioduses
socket bayonets then the formation can shoot while claiming foot cavalry defence. This capability also co vers the use of
caltrops, stakes and Swedish feathers. While a formation is claiming foot cavalry defence, it may not move or charge or be
interpenetrated or interpenetrate.

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.

Heavy Armoured (HVYA)


This covers full plate amour and/or a formation where the mount is equipped with horse barding.

Heavy Chariots/War-wagons (HCH/WW)


This represents the heaver type of chariot used by the Sumerians and Hittites. They must be a formation role of 1R. They
cannot break off from melee. They can be either equipped with either enhanced hand to hand ability or a shooting weapon.
They cannot be equipped with both. They must be equipped with Shock Charge. They count as cavalry.
War-wagons can be equipped with harquebus, bow or crossbow. Plus, they can also be equipped with halberds.

Impact Pistol (IP)


This can only be given to cavalry. It represents where mounted would discharge pistols just before contact.

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.

Light Chariots (LCH)


This represents the lighter skirmishing type of chariot used by the Egyptians and Ancient Britons. They must be a formation
role of 1R. They can only charge formations that are not fresh. They can be either equipped with either enhanced hand to
hand ability or a shooting weapon. They cannot be equipped with both. They count as cavalry.

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.

Phalanx/Schiltron/Shield wall (PHX)


This is where the formation uses at least eight ranks, typical of the hoplites or a formation like the Saxon shield wall or
Scottish Schiltron. A phalanx/Schiltron is not allowed to conduct a shooting action. It must be a formation role of 1R.It has
advantages in melee.

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.

Rifled artillery (RART)


This is where the artillery formation is equipped with rifled later nineteen century artillery pieces. They are assumedto be
breech-loading, so that capability cannot be also given to the formation.

Rifled firearms (RFA)


This where the formation has been equipped with rifled bore small arms. This ability increases the range of the firearm and
number of possible hits.

Shock charge (SC)


This is where a formation uses momentum to cause damage at the initial impact. Also, they are prone to counter -charging
when charged. Shock charge covers most heavy cavalry and aggressive infantry. Plus, chariots with scythes.

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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.

If the following criteria has been met:


• If the supporting formation is fully behind every part of a forward formation and within 2M of the formation and
has its front edge fully facing the full rear edge of the forward formation.
• At no point must a line extended from the front edge of the supporting formation intersect with any part of the
formation receiving support.
• The formation providing support must be fresh. See fresh formation rule below. 2R formations already count as
supported and therefore are excluded from claiming support from this rule.
• The formation providing support is not Scouts, unless Scouts are supporting other Scouts.
• Then the forward formation can claim being supported.
If a formation is counting as supported, then it can never claim more than 1 hit token adjustment per action. This means if
more than one formation supports a forward formation, the forward formation can only still only reduce hit tokens by a
maximum of 1 hit token during the specific reform action.

A valid supported unit Not valid examples

1R Claiming 1R Claiming 1R Claiming


support Support Support
1R Fresh
providing support

<=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.

Base line hit token adjustments:


• If led directly (within 1MU) by a hated staff team: total limit is now 8.
• If led directly (within 1MU) by a charismatic staff team: total limit is now 12
As soon as the mitigating staff team/general is outside of 1MU. The formation immediately reverts to the limit of 10 hits.
Effects of this immediately resolved.

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.

All broken formations


Every friendly formation in the army with 1MU of the broken formation; receives one hit token and this hit token cannot be
adjusted in anyway unless Stoic. Record each time any formation is broken. This needed for scoring the game. Be aware
that broken formations can cause a domino effect across your army. There is no rout move. The broken formation is just
removed from the board. Once it has been removed from the board consult the reinforcement rule.

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.

Broken Stoic formations


If a stoic formation is broken then every formation in the army takes a hit. This hit cannot be adjusted even by other stoic
formations. This means a formation, which is within 1MU of a stoic formation that breaks, will receive 2 hits which cannot
be mitigated, even by stoic.

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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.

Supply (Optional Rule)


This is an optional rule to allow you to have a simple but effective way to represent supplies being pushed to a specific
formation.
• At the start of each game, each army receives a pool of 6 dice.
◦ You may wish to adjust the number of dice in the pool, according to your historical context. Example being,
2 Dice pool for the Confederate and 6 dice pool for the Union, in the later part of the American Civil War.
• For any single throw of any dice, a single die can be pulled from the pool and added to the number of dice being
thrown, except for any dice thrown by artillery.

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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.

Exceptional tactical success


This is where the army is achieving exceptional tactical success and can maintain a level of momentum.

This is represented in the game as follows.

If a charge action or shooting action results in a broken enemy:


• The player may immediately, if they wish skip to another formation and complete the action points on that
formation.
• This formation may be a formation out of the current command group. This overrides the rule relating to all
formations in a command group must have all actions completed before moving onto another formationin a
different command group. However, this new command group must be completed in the normal way. After-
wards, the player returns to the original command group.
• This means the other player has in effect “missed a go”.

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If two enemy formations are broken consecutively in the same turn


• The player cannot skip to another formation, but instead automatically gets initiative in the next turn and is
assumed to have won the die roll for initiative.
• All other initiative rules apply.

If one side has initiative on two consecutive turns


• If one side wins/has the initiative consecutively for two turns, then it is passed automatically to the other side
on the following turn.
• The other side is assumed to have won the initiative roll in the phase.

Generals and Staff Teams


Generals influence battles, by their sheer presence, creative genius or shocking inability. Generals also represent staff teams
in these rules. The following rules for generals are designed to influence your forces, and to give your army the right histor-
ical feel. Generals have no combat abilities but follow the flee rules for scouts. If they are in the line of fire or the movement
of enemy formations, generals cannot be targeted in anyway. Generals cannot be involved directly in combat.

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.

Examples of command levels within the game:


• Left wing, Centre, Reserve, Advance guard and Right-wing command groups with an army commander.
• Each command group is a roman or allied legion with a commander, separate cavalry wings with commanders
and then an army commander.
• Different retinues of a noble.
• Brigade command groups with a divisional commander.
• Division command groups with a corps commander.
• Corps command groups with an army commander.
Or for a larger game you may elect to go brigade command groups up to corps commander and have an extra layer of
divisional generals represented. Formations are allocated at the start of the game to a spec ific general. The chain of com-
mand must be clearly defined and explained to all game players.

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Types of Generals and Effects


Generals must have 1-2 of the following traits.
Defensive: Bonus to formations that are defending terrain/obstacles when stationary.
Rash/Aggressive: (Unless behind defenses or defending terrain), formations must spend an action point not to advance
to within 3MU of the enemy or not to charge if able to.
Cautious: Troops under this general must use an extra action point to advance.
Slow: The general is a sluggard; all troops move can only move up to 1MU per move action point.
Hasty: Troops gain +1MU on their normal movement distance, but may not use scouts.
Charismatic: All troops receive a dice/hit token adjustment bonus
Hated: Minus to base hit tokens. There is a chance of the generals being removed or ignored by their own side.
Steady Planner: A balanced approach to planning. (The default "vanilla/professional" general). In chain of command.

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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Command Group Orders


All command groups must be given one of the order types below. This is done initially after deployment at the start of game.
Once issued orders can only be changed in the end of turn phase of each turn. These orders are held with the command
groups general. These orders are in addition to the general’s traits as explained in the main rules.

Close Combat Area


This represents the area close to the enemy forces where grand moves and army generals gradually start to lose control to
the local tactical commanders as the units enter sustained close combat. Often at this point scouts are withdrawn and given
other tasks. The close combat area is anywhere within 3M of a n enemy unit except scouts and generals. The effects onthe
game are detailed below.

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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Did the orders did get through?

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.

0MU 1MU 2MU 3MU

All foot

Foot in terrain

All limbered foot


artillery

Scouts/Cavalry

Any tribal in terrain

Foot in March column

All limbered horse


artillery

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.

Valid 1R/Scout/Skirmish Examples

Turning 90 degrees to right Turning 90 degrees to left Turning 180 degrees


Before
Fixed Fixed
base Front Front Front Front
base
base base base base

Afterwards. 180 on spot

after

Valid 2R Examples
Turning 90 degrees to right Turning 90 degrees to left Turning 180 degrees

Before

Fixed Fixed Front Front Front


base base base base base

Afterwards. 180 on spot

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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.

Limited Standard Reinforced formation

front front front


end end end

Additional rules for column of march


• When any formation is moving along a road/track it must be in column of march to gain any movement ad-
vantage from the road/track.
• When in this formation a unit may only move.
• A formation in column of march cannot charge, counter charge, reform, break off, recoil or shoot.
• It can only conduct melee in response to enemy formation bases in contact.
• The bases can be kinked at a touching base corner, the minimum amount to follow the terrain or avoid o ther
units.
• The formation cannot be a target for long range shooting if there are other eligible targets, including scouts.
• The only formationchange allowedis to return to 1R or 2R. A column of march may notelectto change formation
to Foot Cavalry Defence or skirmish line.
• Only Scouts can form a skirmish line as part of the move to 1R.
• When in column of march, the formation counts as 2R for shooting and 1R to enemy formations it is in base to
base contact with.

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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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Conforming after resolving charging


• After the charge outcome has been resolved the formation that won the charge action must slide to conform its
front edge to the losing formation.
• If the winning formation is already in front end contact, then this winning formation does not move and the
losing formation conforms as if it had won the charge.
• The conforming formation slides enough to place as much as possible of its front edge against the enemy for-
mation, aligning in the first instance on the edge that was contacted in the charge.
• This means the conforming formation could be pulled into terrain/or obstacle to complete the conformation.
Expect where the terrain or obstacle is classed as impassable.
• If the conforming formation is not able to align at least 50% of its front edge and there is an adjacent edge
available which would allow more than 50% of the conforming formations frontage to contact the enemy for-
mation.
• Then the conforming formation is wrapped round to this enemy formation adjacent edge. If an adjacent edge
does not allow more than 50% of the conforming formations front edge to be in contact with the enemy for-
mation.
• Then the conforming formation remains conforming against the original edge contacted in the charge.
• In all cases the conforming formation moves sufficiently to allow the maximum amount of front edge contact
with the enemy formation.
• If formation is in corner-to-corner on a corner contact then it must attempt to confirm to the front edge of the
enemy formation first of the corner.

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Disengaging Cavalry/Scout/Light Chariot formations


In the reform action, instead of removing hits, a cavalry, light chariot or scout formation may disengage from an enemy
formation to their front edge contact, if formation attempting to disengage has more hit tokens than the formation which
it is in front edge contact with and the following criteria is met:

Criteria for disengaging


The formation must expend an action point and its staff team must be within command radius (3M), plus an additional +1
Action point must be expended if also moving through terrain and the formation is not tribal.
• The disengage formation must move 1M straight back from the formation and remains parallel.
• No sideways movement is allowed, even to avoid friends.
• If the full 1M move cannot be completed then the disengaging formation takes an additional 1 hit token and
moves as far as possible up to 1M.
• A disengage move can only be attempted if the disengaging formation is not broken at the end of the disengage
move.
• A light chariot formation can only disengage from foot or artillery.
• A cavalry formation can disengage from any except other cavalry or scouts.
• A scout formation can disengage from any formation except other scouts.
• A formation that is engaged in hand to hand contact by more than one formation and one of these formations
is in contact with an edge other than the cavalry's or scout’s front edge.
• Then the formation cannot disengage under any circumstances.
• In all cases the disengaging formation must have sufficient action points available to complete the disengage
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.

Conducting a flee test


• Once the declared charging formation has expended the required action points.
• The scout formation throws a 1x 6d.
• If professional scout formation, then +1 pip on the dice.
• A dice roll of one, always counts as a fail and cannot be adjusted.
• If the pips are more than the movement distance of the chargers, then the scout formation has escaped. Move
the charging formation it's full-allowed distance and place the scout formation the same distance away from the
charging formation.
• If a fleeing formation touches any board edge during the flee move, then the formation counts as broken andis
lost. Normal broken rules apply at the point the formation left the board.
• If a scout formation would contact any other formation then it automatically counts as caught, regardless of the
dice roll.
• If the pips thrown are less than or equal to the charger’s movement distance in MU's , then scout formation has
been caught.
• Move the chargers into base-to-base contact with scout formation.
• The scout formation does not move.
• Resolve the charge action combat.
• If a dice pip score of 1 is thrown, it is always an auto fail and cannot be adjus ted.

Fleeing bases that touch any board edge


If a fleeing base, except generals, touches any board edge, then the formation counts as immediately broken at the point it
contacts the board edge. Resolve as per normal when a formation breaks.

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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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Recoil move (shooting response)


When a foot, cavalry or scout formation, that is not in column of march, receives hits from shooting it may elect to perform
a recoil move. This is where the formation elects to step back rather than take a hit. The formation cannot reduce hits
inflicted to zero unless stoic.

Preforming a recoil move


• A recoil move is 1MU.
• The formation must be able to complete the full 1MU without interpenetrating another unit or coming inbase
to base contact with any formation on the board.
• The formation must be able to complete the full 1MU without any form of formation change or re -arrangement
of bases.
• The formation must end the recoil move face in the same direction prior to the recoil.
• A recoil move is optional to the player. They may elect to take the hit and not recoil.

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Moving foot into foot cavalry defence formation


• For a foot formation to claim foot versus cavalry defence it must complete this transition during the action point
phase. The formation must expend two action points.
• There is no extra cost in action points to complete this action in terrain. Once a foot formation is claiming foot
cavalry defence it cannot move any MU formation it leaves the formation.
• The formation must not be in any base to base contact with any other enemy formation at the point of moving.

Moving a formation into skirmish


Some formations are use tactics that allow them to switch between a skirmish formation and a close order formation. An
example of this is Napoleonic light infantry operating as a skirmish screen or as conventional infantry. Mongol horse archer
shoot and flee tactics.
• To move into skirmish formation costs two action points.
• There is no extra cost in action points to complete this action in terrain.
• Pick one front end base. This defined as the marker. It must not be moved in away.
• The remaining formations bases are deployed on the marker as defined the 1R/Line formation role section
above.
• While deployed in skirmish the formation now uses the rules for scouts and only the rules for scouts until it
returns to the formations original 1R/2R role.

Moving foot back to 1R/2R


• A foot formation not in base to base contact with any enemy formation during the action phase may go back
into the formation’s normal formation if it has sufficient action points to do so.
• Note there is not an extra cost of 1 action point for being in terrain if not tribal or scouts.
• The formation must not be in any base to base contact with any other enemy formation at the point of moving.
• Pick one front end base. This defined as the marker. It must not be moved in away.
• The remaining formations bases are deployed immediately on the marker as defined the column of march for-
mation role section above.
• The marker base must finish as a front edge corner base in the direction of facing and orientation as when it was
selected to be the marker.
• Place the remaining bases in the correct orientation for the formation role (1R/2R).

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Moving into column of marching


Column of march is used to move formations around the battlefield quickly. The formation is not in any tactical deployment
and therefore is vulnerable if attacked.
• To move into column of march formation costs two action points.
• There is no extra cost in action points to complete this action in terrain.
• Pick one front end base. This defined as the marker. It must not be moved in away.
• The remaining formations bases are deployed immediately on the marker as defined the column of march for-
mation role section above.
• While deployed in skirmish the formation now uses the rules for column of march and only the rules for column
of march until it returns to the formations original 1R/2R role.
• The marker base must finish as a front edge corner base in the direction of facing and orientation as when it was
selected to be the marker.

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.

Example of when a general can be moved


• Complete actions on formation 1.
• Complete actions on formation 2.
• Move command general.
• Complete actions on formation 3.
• Move CinC general.
• Complete actions on formation 4.
• All formations done. Move to next command group. CinC general cannot move again in the current turn except
to flee.

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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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Battles fought at night


A game could be fought in the darkness of night. If this is the case then the following rules must be applied.
• All formations count in cover to shooting in all cases.
• All formations can only move a maximum of 2MU in any turn. unless they are on a road or track, then normal
movement rules apply.
• All shooting ranges are reduced to 4MU.

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.

Battles fought in fog


A game could be fought in heavy fog. If this is the case then the following rules must be applied.
• All target formations who are over 1MU away to the shooters count in cover to shooting in all cases.
• All formations can only move a maximum of 4MU in any turn, unless they are on a road or track, then normal
movement rules apply.
• All shooting ranges are reduced to 8MU.

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.

All mortar artillery and rocket artillery


All mortar artillery and rocket artillery can conduct overhead shooting even if sight blocking terrain or other formations
would normally count as sight blocking. If:
• 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 s ight to the target and within 4MU of the target.
• The artillery formation has an in line of command general within command distance and the general has line of
sight to the intended target.

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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.

Targets at long range


• This can be any formation within the shooting arc that the player wishes to target.
• Scouts at long range can be ignored as an eligible target if there is a nother preferred target

Targets at short range


• Must shoot at the nearest target.
• Must shoot at the target most to the front.
• This includes Scouts.

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.

Artillery shooting at long range


• Smooth bore artillery, artillery that throws stones or fires bolts only throw a maximum of 2 dice to hit andcan
only inflict a maximum of 1 hit if 1R in total per shooting action point before the shooting response is applied,
or a maximum of 2 hits if 2R in total per shooting action point before the shooting response is applied.
• 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.

Artillery shooting at short range


• Smooth bore artillery only throws a maximum of 4 dice to hit.
• Rifled bore artillery and artillery that shoots bolts only throw a maximum of 3 dice to hit.
• Artillery that throws a stone or ball cannot shoot at short range.
• Mortar and rocket artillery cannot shoot at targets at short range.
• Bounce through rules do not count for gunpowder smooth bore artillery at short range.

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Bounce through from artillery shot/stones/bolts


When shooting smooth bore, artillery that throws stones or fires bolts, or rifled bore artillery at long range there is a chance
of the shot bouncing through the target formation and hitting another formation to the rear o f the target formation.
• Measure a line from the center of the formation to the center of the target formation and extend throughand
beyond the target formation.
• Throw 1d3. This is the number of MU the shot has bounced along this line measured from the fro nt edge.
• If it contacts 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 migrated and must be applied to the formation and resolved
straight away.

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.

Definition of actions and cost of action points


• Reforming, Shooting, Charging, Moving. Base cost each: 1 action point.
• Move formation into “Foot vs Cavalry defence”. 2 action points.
• Move formation into “Skirmish”: 2 action points.
• Move formation into “Column of March”: 2 action points.
• Move formation to dismount/mount into/from a skirmish line: 2 action points.
• All artillery to limber: 2 action points.
• All artillery that is not horse artillery to unlimber: 2 action points.
• All horse artillery to unlimber: 1 action point.
• Move formation from any into 1R/2R: Base cost 1 action point.
• Move formation from “Column of March” into any within 3MU of any enemy formation, except enemy generals:
Additional 1 action point. Not affected by terrain.
• Disengage: Cost 2 action points. Not affected by terrain.
• Stand Action: Cost 2 action points. Not affected by terrain.
• Any formation, changing direction: 1 action point. Not affected by terrain.

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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.

Basic formation cost


• Each foot, Raw with no weapons 1pt
• Each cavalry or scout base, Raw with no weapons 2pts
• Each smooth bore or mortar artillery base, Raw: 4pts
• Each general, steady planner: 10pts

Common to foot, cavalry, scouts and artillery


• To upgrade a base from raw to be trained +1pt
• To upgrade a base from trained to be Elite +1pt
• To upgrade a base to be stoic +1pt
• To make a base to be tribal +1pt

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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.

Easy going/to cross terrain


Terrain classed as easy going/to cross do not impede formations and the terrain counts as open ground. Sight blocking rules
may still apply depending on the terrain.

Open ground
Has no impact on action points being expended or hand to hand.

Number of terrain pieces


Divide the playing space into equal 600mm square areas. Divide by 3 and round up. Each player must then select this num-
ber of items of terrain. These may be the same terrain type. Therefore, on a traditional 6ft x 4ft table will have 6 square
possible terrain placement zones So each player will have 2 pieces of terrain.
The terrain is placed using the terrain placement rules defined below.

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.

Terrain Placement Sequence


• Player declare if any scout troops and how many will be committed to strategic scouting. This cannot be changed
once decided. Both players reveal their choice at the same time.
• Divide the playing area into equal 600mm squares.
• Divide the number of squares by 3. Round up. This is number of terrain pieces the player must place.
• Both players select their terrain pieces at the same time.
• Both players roll 1d6 and add the number of scout formations on strategic scouting to the total pips.
• The player with the highest score has scouting initiative. Note this is different to turn initiative later.
• The player with scouting initiative has choice to go first of second on placing the first item of terrain.

For each piece placement:


• Player selects one of their chosen pieces and places it fully inside one of the 600mm squares.
• The other player may elect to roll 1d6 and add their strategic scouting score. On a score of 6 they may remove
the piece and replace it with one of their pieces of terrain. This new placement may not be replaced. The re-
moved item of terrain may be placed again by the owning player and cannot not be removed or moved this time.
• Once an item of terrain is fixed and not going to be removed, roll the terrain type dice to find out the exact
nature of the terrain type.
• Repeat until all terrain pieces have been placed.

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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.

Formation Deployment Sequence


• Throw 2D6 and sum the pips.
◦ Add 3 to the score for an army, which is led by a defensive general.
• The player with the highest score can elect to go first or second.
◦ Except an army led by a defensive general must go first.
• In turn, each player deploys fully one command group.
◦ Once a command group has been placed on the board, no formations in the command group can be moved
further in the game deployment phase and may only being moved in the first turn action phase.
◦ If a formation can fit anywhere on the board, it must be deployed.
◦ Once a command group has been deployed, the player must clearly declare to the other player the differ-
ent formations and all the capabilities of each formation.
◦ The command group general is deployed as part of the command group.
▪ As with the formations, once the command group is deployed, the general cannot be moved until the
Action Point Phase of the first turn.
• The army general is deployed anywhere with the army, but is placed on the board with the last command group
being deployed on table.

Formations that do not fit at deployment


Any formation that does not have room to de ploy is classed as a reserve. This occurrence has the following rules that
override the reinforcement rules that are applied after a formation is broken.
It must be brought onto the board at the next available turn. If it is not brought onto the board by t he end of the third turn
it will count as lost. When the formation is brought onto the board, it will arrive with zero hits and counting as fresh.
The formations arrival point on the board must be clearly defined and explained to the other player during th e formations
command group deployment.

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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.

Flank March Phase


• For a flank march to arrive you need to roll a score of 5 or 6 on 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 prior to the dice being thrown.
• If the roll is 6 then the whole flank marching group arrives that turn and must be deployed on the board.
• If the roll is 5 then the whole flank marching group arrives the following turn and must be deployed on the board.
• formations that are flank marching are placed on the board now. They must be placed with their rear edge fully
touching the board short edge.
• The count has expended all their action points. They may throw to defend themselves a charge action or the
hand-to-hand phase.
• They may not perform any disengage, reform, and moving or shooting actions. Additionally, the formations may
not initiate a charge action.
• 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, once the successful roll to arrive has been made.
• These hits cannot be adjusted in any way, including using stoic.
• 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.
• 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.
• Enemy formations cannot block or restrict the placement of a flank marching formation.

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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.

For each player:


• Taking the size of their original force at the start of the game excluding staff teams. This is the total number of
Foot, Artillery, Cavalry and Scout formations. Divide by 6 and round up to the next whole number. For a 20
formation, a side game this would be 4.
• This is the number of dice to be thrown by that player in each initiative action per turn. The minimum number
of dice to be thrown is 1.
• Throw the dice and sum the pips.
• Add also the total number of formations with 2 or more hit tokens in the army and deduct from the dice score.
• Also add +2 for each scout formation in command radius of a general and if the scout formation does not have
any friendly foot or cavalry formations forward of the scout formation's front edge. This front edge line is ex-
tended out to any board edge.
• The player with the highest score has the option of going first or second for this turn. The player to move first
may complete all actions on up to two formations. These formations may be from any command group and need
not to be from the same command group. This is an exception to the normal rules for completing action points
on a formation.
• Except if Rash CinC, must go first.
• Except if Cautious CinC, must go second.

Action Points Phase


Starting with the player with the initiative, alternating by formation the player’s complete actions on formations of their
choice in any order. Except that the actions for all formations of the same command group must be completed before
actions can be started on a formation of a different command group.
Also, all actions for a given formation must be completed before moving onto another formation. This means a formation
may have unused action points. These are lost for the rest of the turn.
Once a player does choose not to perform any action points on a formation. That players’ action points phase is over for
the current turn. This player may not perform any more actions on any of their formations until the next turn.
Other players may continue completing actions on their formations until, they also wish to no longer preform and more
actions with a formation.
To perform any action point, the formation must start within command range of a general in line of command.
A formation can end out of command range at the end of command range.
A formation in hand to hand contact cannot expend any action points except to disengage if allowed to do so.
A formation in hand to hand contact cannot be a valid target for being shot at.

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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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Hand Combat Phase


If a formation is in front edge base contact with an enemy formation then it must conduct hand -to-hand combat. A for-
mation may only conduct hand-to-hand combat once per action and only against an opposing formation.
• A formation may only declare a combat against a formation, which it has a front edge base contact with.
• If the formation is in front edge contact with more than one formation, then it must declare against the for-
mation which it is most in front edge contact with.
• If the formation is in equal contact with more than one formation, then the player can choose which formation
to attack. This may be a different formation each turn.
• The player with initiative decides the order of the combats.
• No players my “pass”/not perform hand to hand combat a formation this is eligible to do so.

Conduct hand to hand combat by


The player with initiative declares which formation it will fight, if it has more than one formation in front edge contact. This
must be done before any dice are thrown for each individual combat.
1. Each base in the formation gets 1 dice.
2. For each base that is not armed with a range weapon add an additional dice.
3. Adjust by using the common factors table.
4. Adjust by using the hand to hand common factors table.
5. Minimum number of dice that can be thrown is 1. Throw the remaining dice. Any 4, 5 or 6 equals 1 hit token
inflicted.
6. If the opposing player has committed their formation to combat then they work out their number of hits. If the
opposing player has not committed their formation to combat, then they are assumed to have scored zero hits.
7. Calculate the difference in hits. The formation, which inflicted the most hits, is the winning formation.
a. 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.
b. Otherwise the loosing formation takes the difference in hits plus 1 hit. The winning formation takes
1 hit and cannot adjust this hit.
8. Apply hand to hand hits adjustment table to any hits inflicted, except where it is a draw.
9. Hit effects are applied immediately.
10. Repeat until all formations in front edge combat has been resolved for all formations in both armies.

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End of Turn Phase

Check agreed victory / end game conditions


The army total is calculated at the start of the game and only includes all Foot, Cavalry, Artillery and Scout formations.
If there are no game objectives, a game ends when:
• An army is broken.
• An army breaks once it has lost 60% of the army total of any formations including formations that have not
arrived from flank marching (rounded up).
• The two-hour time limit has been reached and the current turn sequence has been fully completed. This means
a game may run slightly over the two-hour limit.
• In both cases the full turn sequence is completed.

Changes of command group orders


Complete all attempts to change of orders for required command groups.

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Ancient Period Example Formations


Spartan Hoplite Moria
Standard, Elite, Professional, 1R, Phalanx, Spear, Armored, Hand to Hand Ability, Foot Cavalry Defence. Cost: 36pts.

Greek City State Hoplite Phalanx


Standard, Trained, 1R, Phalanx, Spear, Armored, Foot Cavalry Defence. Cost: 30pts.

Persian Median Infantry


Standard, Trained, Tribal, 1R, Spear, Bow. Cost: 16pts

Persian Immortal Infantry


Standard, Elite, Professional, Armored, 1R, Spear, Bow. Cost: 24pts

Persian Horse Archer Cavalry


Standard, Trained, Skirmish ability, Armored, 1R, Bow. Cost: 24pts

Macedonian Pike Phalanx


Reinforced, Trained, Professional, 2R, Armored, Pike block, foot cavalry defence. Cost: 36pts

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Macedonian Companion Cavalry


Standard, Elite, Professional, 2R (“wedge”), Shock charge, lance, armored. Cost: 32pts

Thessalonian Heavy Cavalry


Standard, Trained, Professional, 1R, Spear, Armored. Cost: 20pts

Thessalonian or Nubian Light Cavalry


Standard, Trained, Professional, 1R, Scouts, Javelins. Cost: 16pts.

Generic Light Cavalry


Standard, Trained, 1R, Scouts, Javelins: Cost: 12pts.

Generic Barbarian Warband


Reinforced, Trained, 2R, Tribal, Shock charge, spear. Cost: 24pts

Roman Maniple or Cohort


Standard, Trained, 1R, Armored, Shock Charge, Phalanx, Enhanced hand to hand, Foot cavalry defence. Cost: 28pts

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PROELIUM - HORDES OF M ODELS AND BUCKETS OF DICE

Medieval Period Example Formations


Hundred Years War English longbow wedge
Two formations of:
Standard, Trained, 1R, Professional (Retinue), Longbows, Enhanced Hand to Hand (Mallets), Foot cavalry defence (Stakes).
Cost: 28pts each.

Hundred Years War English Foot Man-At-Arms


Standard, Trained, 1R, Halberds, Heavy Armored: Cost: 20pts

Hundred Years War English or French Foot Knights


Standard, Elite, 1R, Shock charge, Halberds, Heavy Armored: Cost 20pts.

Hundred Years War Mounted French Knights


Standard, Elite, 1R, Shock Charge, Lance, Enhanced Hand to Hand, Heavy Armored: 40pts.

Hundred Years War Mounted English Knights


Standard, Elite, 1R, Enhanced Hand to Hand, Heavy Armored. Cost 40pts.

Generic Medieval Crossbow men


Standard, Trained, 1R, Tribal, Crossbow. Cost: 16pts.

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Early Crusader/Feudal Knights


Standard, Elite, 1R, Shock Charge, Lance, Enhanced Hand to Hand, Armored: Cost 36pts

Early Crusader Military Order Knights


Standard, Elite, 1R, Professional, Shock Charge, Lance, Enhanced Hand to Hand, Armored.
Cost 40pts.

Late Crusader/Feudal Knights


Standard, Elite, 1R, Shock Charge, Lance, Enhanced Hand to Hand, Heavy Armored: Cost 40pts

Late Crusader Military Order Knights


Standard, Elite, 1R, Professional, Shock Charge, Lance, Enhanced Hand to Hand, Heavy Armored.
Cost 44pts.

Marmluk/Saladin/ Mongol Armoured Horse Archers


Standard, Elite, 1R, Professional, Bow, Skirmish Ability, Enhanced Hand to Hand, Armored.
Cost: 40pts.

Sudanese Foot Archers


Standard, Trained, 1R, Professional, Tribal, Bow. Cost: 20pts.

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Gunpowder Period Example Formations


Veteran Early Tercio Command Group
4x formations of shot wings:
Limited, Elite, 1R, Professional, Harquebus: Cost: 10pts each.
1x formation of Pike block:
Reinforced, Elite, 2R, Professional, Armored, Pike block, Foot Cavalry Defence. Cost: 43pts.
Plus, one general.

S S S S
P P P

P P P
S S S S
G

Veteran Late Period Tercio Command Group


2x formations of shot sleeves:
Standard, Elite, 2R, Professional, Musket. Cost: 20pts.
1x formation of Pike block:
Standard, Elite, 2R, Professional, Armored, Pike block, Foot Cavalry Defence. Cost: 28pts
Plus, one general.

S S P P S S

S S P P S S

Generic Pike and Shot Formation


(Using the Dutch method.)
All Standard, Trained, 1R, Foot Cavalry Defence.
2x Bases, Armored, Pike block.
2x Bases, Harquebus or Musket.
Cost: 18pts.

S P P S

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Thirty Years War/European Cavalry


Standard, Trained, 1R, Impact Pistol, Armored. Cost: 20pts.

Swedish/Cavalier/ French Cavalry


Standard, Elite, 1R, Impact Pistol, Shock charge, Armored. Cost: 43pts.

Thirty Years War Swedish Foot Brigade


Reinforced, All Trained, 2R, Shock charge, Foot Cavalry Defence.
2x Bases, Musket, Enhanced Shooting Ability (Integrated light artillery). Cost: 12pts.
4x Bases, Pike Block, Armored. Cost: 24pts.

S P S

P P P

Wars of Succession Infantry formation


(Generic infantry battalion)
Standard, 1R, Trained, Musket, Foot Cavalry Defence. Cost: 16pts.

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).

Common dice adjustment table Shooting to hit adjustment table


This table is used for shooting, charging and melee This table is used to adjust all shooting dice. Exceptfor
dice. Excludes Artillery. Artillery shooting.
-2 dice If scouts and target/opponents are not scouts. -2 dice If target is in cover at long range or If shooting for third
If preforming a 2 nd or more shooting, charge or melee or more shooting action with firearms over two
action in the same phase constitutive turns at any range.
If not tribal in terrain. If target is scouts and shooters are not scouts.
If cavalry is shooting.

-1 dice For each current hit on the formation. -1 dice If shooters are crossbow.
If tribal shooting at long range.

+1 dice If professional or mercenaries. +1 dice If breach loading.


If bow or longbow.
If rifled bore small arms.
If enhanced shooting ability.

+2 dice If classed as fresh. For each If 2R shooting.


cause
reduce to ½
If any formation in FCD.
Dice If target is at long range.

Shooting Ranges Shooting hits received response.


Shooting ranges for all except artillery. This table is used to adjust the total hits received from
shooting. Including artillery.

Short All weapons. +1 hit For each: If raw, 2R, elephant


range

Long Slings, Bows, Muskets and Rifled carbines. 2M -1 hit If elite.


range Longbows, foot artillery (Gatling guns) and Rifles.3 If 1R.
M. If opt to recoil.
Smooth bore horse artillery and bolt throwers or If Armored and not shot at by any firearms or artillery.
similar. 50% depth. If fully Armored and shot at by longbow or crossbow.
Rifled bore horse artillery. 75% depth. If Unarmored hit by any bow, crossbow or long bow.
Mortar and Rocket Artillery firing high trajectory
shells: 75% depth. -2 hits If fully Armored and not shot at by any firearms or
artillery or longbow or crossbow.
Smooth bore foot artillery, medieval artillery, Large
bombards and siege weapons: 100%
Rifled bore foot artillery: 125% depth.

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Charge action to hit dice Melee phase to hit dice


+4 dice If foot cavalry defence vs cavalry. +4 dice If foot cavalry defence vs cavalry.
If impact pistol standing to receive or charging.

+2 dice If lancer charging or counter charging. +2 dice If pike block.


If shock charging or counter charging. If fresh phalanx
If pike block standing to receive. If defending fortification.
If fresh phalanx standing to receive. If war-wagon vs cavalry.
If fresh tribal charging/counter charging. If impact pistol in same turn as charged or was
If defending fortification. charged.
If elephant.

+1 dice If Spear. +1 dice If not fresh phalanx.


If not, fresh phalanx standing to receive. If enhanced hand to hand ability.
If 2R. If tribal and opponents are not fresh.
If not fresh tribal charging/counter charging. If defending uphill.
If defending uphill. If any chariot
If heavy chariot. If elephant.
If any charging. If spear.
If 2R.
If war-wagon vs foot.

-1 dice If halberd. -1 dice If tribal and opponents are fresh.


If halberd.

-2 dice If foot cavalry defence vs foot -2 dice If foot cavalry defence vs foot.

Charge and Melee hits received adjustment


+1 hit If raw.
If not fresh and lost to tribal.
If tribal and lost to other than tribal.
If lost to halberd.
If any chariot or war-wagon who lost to any except scouts.
If lost to elephants.
If elephants who lost to any.

-1 hit If professional/mercenary
if elite.
If Armored and not vs any bases with firearms.
If phalanx.
If 2R.

-2 hits If heavy Armored and not vs any bases with firearms.

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Artillery shooting at long range


Smooth bore artillery, artillery that throws stones or fires bolts only throw a maximum of 2 dice to
hit and can only inflict a maximum of 1 hit if 1R in total per shooting action point before the
shooting response is applied, or a maximum of 2 hits if 2R in total per shooting action point before
the shooting response is applied.

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.

Artillery shooting at short range


Smooth bore artillery only throws a maximum of 4 dice to hit.

Rifled bore artillery and artillery that shoots bolts only throw a maximum of 3 dice to hit.

Artillery that throws a stone or ball cannot shoot at short range.

Mortar and rocket artillery cannot shoot at targets at short range.

Bounce through rules do not count for gunpowder smooth bore artillery at short range.

Bounce through from artillery shot/stones/bolts


Measure a line from the center of the formation to the center of the target formation and extend
through and beyond the target formation.

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.

Artillery in contact with any enemy formation


Throw only 2 dice in all cases.

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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.

3MU Scouts, cavalry in March column. Generals.

+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.

Action point costs


+1 AP Each Reform action.
Each Shooting action.
Each Charging action.
Each Move >0MU.
All horse artillery to unlimber:
Move formation from any into 1R/2R.
Move formation from “Column of March” into 1R/2R.
Any formation, changing direction: 1 action point. Not affected by terrain.
Any to interpenetrate any.
Move formation from “Column of March” into any within 3MU of any enemy formation, except
enemy generals: Additional 1 action point. Not affected by terrain.

+2 AP Move formation into “Foot vs Cavalry defence”.


Move formation into “Skirmish”.
Move formation into “Column of March”.
Move formation to dismount/mount into/from a skirmish line/1R: 2 action points.
All artillery to limber:
All artillery that is not horse artillery to unlimber:
To Disengage.
Stand Action.

0 AP Counter charge.
Generals to flee.
Scouts/skirmish to flee.

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