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Charges 1. Declare charges 2. Measure distance 3. Move into contact if in distance 4. Defensive shooting if charge started over 8 away and defender uses javelins 5. Remove casualties due to shooting and enter melee.
Charges 1. Declare charges 2. Measure distance 3. Move into contact if in distance 4. Defensive shooting if charge started over 8 away and defender uses javelins 5. Remove casualties due to shooting and enter melee.
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Charges 1. Declare charges 2. Measure distance 3. Move into contact if in distance 4. Defensive shooting if charge started over 8 away and defender uses javelins 5. Remove casualties due to shooting and enter melee.
Авторское право:
Attribution Non-Commercial (BY-NC)
Доступные форматы
Скачайте в формате PDF, TXT или читайте онлайн в Scribd
1. Charges and defensive 1. Declare charges 24 Lt Cav shooting 2. Measure distance 20 Hv Cav& Mounted Knights 2. Movement 3. Move into contact if in 12 Warband, & Lt Infantry 3. Normal Shooting distance 8 All others 4. Hand to hand & morale for 4. Defensive shooting if Artillery may not move all troops charge started over 8 away and defender uses Shooting Measure range Javelins Turning 24 – Foot bow & crossbow 5. Remove casualties due to Lt Cavalry, & Lt inf – No penalty 16 - Horse Bow & x-bow, sling shooting and enter melee Others – All turns, wheels and 8 – Javelin deviations greater than 30º 1 d6 per base. Longbow 3-6 hit; Saving Rolls for Hits away from directly ahead - Crossbow 5-6 hit. Others 4-6 3-6 ExHv Armour half move Artillery: Dice for number of dice. 4-6 Heavy armour Difficult Terrain If 1, gun explodes. Other 5,6 Medium armour Hills – No effect wise roll resulting number 6 Others River – 1 move of dice. Each 4-6 is a kill. -2 from dice if shot by x-bow Woods – Lights, and Warband Woods - half effect unaffected. All others on -1 from dice if shot by longbow Moving & Shooting No saving throw from artillery fire foot – half move. Cavalry may not enter woods. Light infantry with javelins & Light Remove 1 base per 4 casualties cavalry with bows can move then shoot or shoot Hand to Hand {4-6 on dice = hit} then move. Attacker Heavy Ft Knights/Med Inf Hv Arch Lights Light cavalry with javelins can Infantry Hv Cav & Warband Peasants shoot any point during Mtd Knights move Hv Infantry 1 2 3 4 All others must be stationary to Foot Knights 1 1 2 3 shoot. Medieval Inf 1 1 2 3 Chargers cannot shoot Warband 1 1 2 3 Hand to Hand Notes Mtd Knights 1 1 2 3 Mounted knights roll 1 extra dice Hv Cavalry 1 1 2 3 per base -1st round only Peasants 1 1 1 2 Units uphill roll 1 extra dice per Hv Archers 1 1 1 2 base - 1st round only All Lights 1 1 1 1 Troops defending river bank roll 1 extra dice in 1st round Hand to Hand in Woods Attacking flank / rear roll 1 extra 1 dice per base irrespective of type unless warband fighting other dice every round while still troops in which case 2 dice per base on flank. Turn to face flanking attackers in second round if not Morale Test Procedure engaged frontally Each morale test roll 1 dice. Failure to Cav & Lt Inf may withdraw from achieve score loses an additional base melee after 1 move (if Fanatic 2-6 faster than opponents). Elite 3-6 Morale Tests Average 4-6 All troops test morale each time a base is removed in Hand Levy 5-6 to Hand. Suffer any casualties from artillery or handgun Commoner infantry (not fanatics) add 1 to Peasants take additional test every melee turn. dice if within 8 of foot knights