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“Nec Aspera Terant” is a game designed to cover the wars in the early 18th Century,
from the War of Devolution (1667-68) through to the Great Northern War (1699-21), and
perhaps even the War of Polish Succession (1734-35). These rules are nothing more than
expansion of the “Wargames Holiday Centre- Marlburian Rules (as Amended by the
“League of Augsburg” Wargaming Club)”.
Scales
The scales used are not meant to be exact but a rough guideline used for building
historical armies and scenarios.
Ground; 1cm= 30yds
1”= 75yds
Basing
Infantry; For most of the period the French Infantry formed up in 4-5 ranks while the
Anglo-Dutch Infantry formed up in 3 ranks. In the game scale this would work out to an
average difference in frontage between one battalion from each army of equal size of 2cm
(60yds). All the trouble it creates to come find a visually appealing basing system for two
different sized frontages with a distance of a measly 60yds just isn’t worth it, so all
armies use the same sized bases.
Figures are in two ranks with most bases having four figures but some having only
three. Try to work out the number of figures on a base so that a Battalion has an even
number of bases. Each figure is allowed a frontage of 11mm. A base’s depth should be as
shallow as possible. Frontage is important in the rules but depth isn’t because the depth
no matter how narrow will always be wildly out of scale with the ground scale.
For armies that use Pikes, simply make a single rank pike base and place it behind the
battalion (in contact with the rear rank). A battalion with pikes doesn’t receive credit for
any more figures but it does receive the “Pike” bonus when receiving a cavalry charge.
Cavalry: Cavalry should be based two or three figures to a base to make a squadron.
Each horse gets 20mm frontage and as shallow a depth as is possible.
For 25mm use inches rather than centimeters when figuring movement and firing.
1
Battle
(1)Turn Sequence
The turn sequence is divided into phases as follows;
1) Arrivals
2) Compulsory Moves
3) Charge Declarations
7) Movement
8) Artillery Fire
10) Melee
11) Morale
1.1Arrivals
Units, which leave the board for a flank march or other grand tactical manoeuvre, or
reinforcements that wish to enter the battlefield must pass a check against the leader’s
Leadership. The officer in command of the formation will make this check. If the
formation attempting to enter the board is only a battalion then there is no leadership
rating for the commanding officer as he is of too low a rank, in this case the unit must
pass a morale check. Failure to pass the Leadership or morale check simply means that
the formation or unit does not enter the board this turn and it will have to make the check
again next turn until it passes. When a unit wants to enter the board from an edge of the
board not controlled by the player’s side (i.e.; an edge held by the enemy or an edge in
dispute) there is a modifier to the dice roll for the check. Units can never arrive on the
table from behind the enemy.
1.2 Leadership tests are simple. Each leader has a leadership rating from 1-6 or with
some exceptions (like Marlborough, Eugene or Villars) 1-7. Roll 1d10 and modify the
result by the modifiers listed below, all modifiers are accumulative;
2
+1: Entering the board from a table edge in dispute
+1: Entering the board within range of the enemies small arms fire
+1: Half or more of the force entering the board is morale is rated as militia
-1: The force entering the board is made up entirely of cavalry
To pass the test the modified die roll must be equal to or below the formation
Commander’s leadership rating or the unit’s morale rating (see 1.1)
3
1.8 Normal Movement
During the movement phase all non-charging movement is carried out, formation
changers, wheels etc.
1.11 Melee
Melee is hand to hand combat. At this point all charging units and counter charging
units are pushed against their target, assuming they are still in good enough morale to
complete the charge, and a melee is fought (see ).
(2) Movement
2.1 Infantry
There are three formations allowed for formed infantry, theses are;
Line; two figures deep, base beside base. This is the fighting formation
Column; One base wide, base to base contact behind the lead base. This formation is
for moving long distances, out of range preferably. It is not a fighting formation.
Square; this is a formation, which is a defence against cavalry, it gives all around
defence. Squares can be battalion, regimental or brigade sized.
Formed infantry can also be formed into a column of supporting lines but this is not a
formation in the sense of line, column and square. The Assault column is made up of
battalions in line one behind the other but each battalion is separated from the one in front
by one base depth. The advantage of this is that in a charge the rear units are supporting
the lead unit, this bolsters it’s morale in a charge and the spacing between units helps
protect the units behind from bounce through artillery (see ) somewhat. The
disadvantages are that the rear battalions can not wheel or fire and if the unit in front
routes or retreats they will almost certainly become disorganised. They can however form
4
battalion squares, regimental squares or brigade squares. An assault column can only be
formed by units under the command of the same leader. The over all commander can not
form his whole army or a whole wing into an assault column.
Line 4 (charge 6)
Column 8 (on road 12)
Mass 5 (charge 8)
Skirmish/Mob 6 (charge 8)
Modifiers
-1 Light Woods and disorganised (except in column on roads)
-1 Villages and Towns and Disorganised (except in column on roads)
-2 Swamp and Disorganised
-2 Fords
-1/2 Walls and Hedges or become disorganised
-1/2 Broken Ground or become disorganised (orchards, gullies etc)
5
If the die roll is unsuccessful then the unit is now disorganised for this turn but will
successfully complete the formation change next turn. If contacted by the enemy while
disorganised the unit can only fir 1/2 it'’ figures.
6
-1/2 Light Woods and disorganised (unless in column on road)
-1/2 Hedges and disorganised
Positional; Limbered 4
Limbered, road 5
Retrograde 1
Unlimber/Limber: 1 full turn
Change facing: 1 full turn
Heavy: Limbered 5
Limbered, road 6
Prolong 1
Retrograde 2
Unlimber/Limber: 1 full turn
Change facing: 1 full turn
7
Battalion: As Infantry, if the infantry unit is in Column the gun is considered limbered, if
the
Parent unit is in line than the gun is considered unlimbered.
2.10 Batteries
Guns can be placed in base to base contact but they remain individual units for
targeting, movement and morale.
2.11 Drivers
When a battery of artillery comes under fire it must check to see if the drivers will
remain with the battery. Roll 1d6 on a 5-6 the drivers stay, anything else and they flee
with the limbers on the compulsory move. A general officer can try to rally them by
being in base to base contact. Roll 1d6, on a roll of 1 the rally is successful. Once off
board the drivers will not return until after the battle ends, the check must be made every
time the guns come under fire, if the guns are charged the drivers will definitely flee.
(3)Artillery Fire
The effect of artillery fire is dependant on three factors; the number of crew present, the
type of target and the range to the target. Artillery fires two types of ammunition; canister
which is a close range round that works similar to a shot gun and round shot (or ball)
which is for long range work and use against buildings and other defences. There are also
more types of guns than just guns, there are also howitzers and mortars. Howitzers can
fire along a direct line of sight like a gun but with less range, or it can fire over obstacles
like walls in an indirect manner. Howitzers are mainly used in sieges but they will turn up
sometimes on a battlefield. Mortars are indirect fire weapons only and are only used in
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sieges. Guns can only fire in a direct line of sight, any intervening object between the gun
and its target will mean the gun can not fire at the target as it can’t see it.
Modifiers
-1 firing out of sequence
-1 Indirect fire (hard cover is ignored)
-1 Only one gunner
-2 Firing Retrograde
+1 First fire
+1 Vs. Flank of formed unit
9
Once you know if you have hit you must check for casualties. For every hit roll 1d6, a
casualty is caused by a 3-5, a roll of 6 is two casualties. All artillery fire is considered
simultanious.
Modifiers
10
-Guards fire at 1 ½ effect (i.e. 12 men fire as 18)
-Grenadier/Elite fire at 1 ¼
-Stationary troops fire before moving troops (otherwise all fire is simultanious)
-Any unit within 2 of the rear of the target unit counts as part of the target when assessing
the number of ranks.
+4 First Volley (not militia or dismounted dragoons)
+4 Short Range
+2 Rested Muskets (on wall or hedge etc)
+1 For Platoon Fire Infantry
+1 For French Infantry In Nine Years War (not militia or dismounted dragoons)
+1 For Each Target Rank over two
-4 Moved This Turn
-4 Long Range
Additional Modifiers for Nine Years War; +1 Units without Pike stand
Fire/Melee Chart
Modified Dice Roll
-6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1 1 1 1 1 16
1 2 3 4 5
3 x x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2
4 x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2
5 x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2
6 x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3
7 x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3
8 x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3
9 x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3
10 x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3
11 x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4
12 x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4
13 x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4
14 x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4
15 x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4
16 x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5
17 x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5
18 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5
19 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5
20 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5
21 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6
11
22 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6
23 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6
24 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6
12
the unit fires in the small arms fire phase. If the unit passes the test the rest of the charge
is carried out like a normal charge, rather than just being pushed to meet the target. If the
cavalry caracoles then when it does complete the charge it does so starting from a walk
and it can speed up after it’s final firing.
When Caracoling the cavalry unit can end it’s movement up to 4 away from where it
fires and facing the target or facing the target obliquely up to 8 from the target but it can
not then charge in the latter case until next turn.
Charge/Caracole Chart
MORALE MODIFIED DIE ROLL
1 2 3 4 5 6 7+
Gaurd Charge Charg Charge Charge Charge Caracole Retreat
e
Elite Charge Charg Charge Charge Caracole Retreat Retreat
e
Regular Charge Charg Charge Caracole Caracole Retreat Retreat
e
Militia Charge Charg Caracol Caracole Caracole Retreat Retreat
e e
+1 Caused no casualties
+1 Unit is Dragoons against formed infantry or cavalry
+1 Charging formed Infantry from the front
+1 Unit lost it’s Standard or Guidon earlier in battle (-2 instead if the unit is charging the
unit that took it’s standard or guidon)
+2 Unit is Light Cavalry charging the front of formed units
+2 Charging Square
-1 French Cavalry (Nine Years War)
-1 Charging Cavalry that refused to charge
-1 Charging a column
-1 Charging flank or rear of a unit
-1 Charging a disorganised unit
(5)Morale
Morale in these rules is used both to rate a unit’s state of mind and it’s training.
To instigate a charge
When receiving a charge
Infantry or Artillery contacted by Cavalry
Losing a melee round
Receiving casualties in a turn
Seeing a friendly unit routing within 12
Attempting to rally from rout or retreat
13
5.2 Morale Test Procedure
Infantry; throw 1d10 for every 4 men still in the batalion, all tests are done by battalion.
Pike men don’t count toward morale.
Artillery; throw 1d10 for each surviving crewmember, except battalion guns which
have the same morale state as their parent battalion.
Modifiers
+6 Guards
+5 Grenadiers/Elite
+3 Regular
+1 Artillery and Militia
+3 For 12 man battalion
+2 For hard cover
+2 No enemy within 18
+1 Less than 10% casualties
+1 Each secure flank
+1 with each support within 8 to a maximum of +6
+1 Commander attached to unit (max +1)
-1 Casualties this turn
-1 Enemy within 12
-1 Each friendly retreat within 12
-1 If unit is Hussars, Skirmishers or mounted French Dragoons*
14
-2 Each rout within 12
-2 Charged by Infantry
-2 Loser of melee round
-4 Charged by Cavalry
-2 Disordered
-2 Shaken
-4 In retreat
-6 In rout
some generals will also influence morale for good or ill
*Except French Dragoons in the Nine Years War or before in that case it is Dutch
Dragoons
To count as support a unit must be either infantry or cavalry, be above 50% of it’s
origional strength, in line and not shaken or worse.
Results
18+ Unit’s morale is fine, carries on with orders
13.17 SHAKEN
7.12 RETREAT
6 or less Rout
Shaken; Infantry may not advance and may not fire, they can turn around but can not
change formation. Shaken units will recover their morale after 1 turn unless they
are
forced to test again.
Retreat; move directly away from the enemy 6, artillery takes it’s guns unless the drivers
have
Run off. Retreating units must try to recover their morale every turn, this may
cause
The unit to become routed.
Rout; move 12 away from the enemy, artillery (including battalion guns) abandon their
guns.
Routing units must test every turn.
Units which either retreat or rout off table will not be able to return until after the battle.
15
The Units which stop and begin firing can not move until they pass a morale check, this
could cause the unit’s morale to get worse.
5.4 Disorder
Disorders are inflicted as follows;
Each casualty inflicted by fire or melee
Charging or Moving and firing in the same turn
Moving through disordering terrain
Hits (not casualties) inflicted by Field or Position artillery
Each of the above inflicts one disorder per instance, disorders are accumulative.
Two or more disorders in one turn cause a morale check. To recover from disorder a
unit must spend one full turn without taking moving or firing and without taking
casualties or hits from positional or field artillery.
Guard; 5
Elite; 4
Line; 3
Inferior; 2
Artillery and Raw Troops; 1
(6) Melee
16
Other nations kill on a 5-6.
Stationary cavalry kill on a 6
The unit which suffers the worst in the melee is the loser, it must make a morale check,
if it passes the melee continues for another turn until one side or another breaks. Other
cavalry within range may reinforce by charging into the rear of the friendly unit and
pushing forward to take the place of casualties or if possible by hitting the enemies flank.
Melee causes both units to become disordered.
Modifiers
-Cuirassier: +1d6 for every three figures
-Light Cavalry –1d6 for every 2 figures
-Dragoons –1d6 for every 3 figures
6.3 Threading
Units cantering may by design or accident “thread” the enemy cavalry unit it is
charging. Threading is when fast moving cavalry hits the enemy in a charge and pushes
right through the enemy. If the charging unit meets the enemy at the end of it’s canter
range it can not thread, other wise the unit must roll on the Threading Chart as soon as it
the melee ends, unless it lost melee. If the Unit does thread it can immediately charge any
unit within it’s remaining move distance and that charge and melee will be worked out
this turn. To use the Thread Chart roll 1d6 use the modifiers and check the chart.
6.4Threading Chart
MORALE DIE ROLL
GRADE
1 2 3 4 5 6
Guard MELEE MELEE MELEE MELEE THREAD THREAD
Elite MELEE MELEE MELEE THREAD THREAD THREAD
Regular MELEE MELEE THREAD THREAD THREAD THREAD
Militia MELEE THREAD THREAD THREAD THREAD THREAD
Modifiers
+1 Cuirassier
+1 Threading desired
-2 Light Cavalry
17
6.5Cavalry vs. Infantry or Artillery Procedure
The chargers have to pass their morale to charge and the target has to pass it’s morale
check to receive the charge, Infantry may choose to form square. The target will fire after
the Cavalry begins it’s charge if they cause casualties the chargers must pass another
morale check to carry on with the charge. Artillery fires canister automatically, infantry
must check the Fire/Melee Chart. Firepower cavalry are subject to the charge/caracole
chart.
Once cavalry are in contact they roll 1d6 for each figure in the front rank.
British, Dutch or Danish Cavalry (or French instead in the Nine Years War) kill on a roll
of 3-6
Other Nationalities kill on a 4-6
Any Cavalry vs. a Square needs a 6 to kill
Modifiers
Cuirassier +1d6 for every three figures
Light Cavalry –1d6 for every two figures
Dragoons –1d6 for every three figures
18
(7)Command and Control
2. Any Commander can give a bonus of +1 to a unit by being attached to it, if they
have
command rating bonus this will be added as well.
19
Command Radius
Command Radius
Army Commander 18
Wing Commander 12
Brigade Commander 6
National Characteristics
20
Introductionary Notes
What follows is a basic (emphasis on the basic ) outline of the types of units available
at in the period covered by these rules and the basic (again BASIC) organizations within
the army of Europe. The purpose of this information is to provide the gamer who is new
to the period with enough information to get him playing while he does further research
into the period.
Arms of Service
Cavalry
Cavalry is of two types; Horse and Dragoons. The Horse is the battle cavalry, their job
is to defeat the enemy cavalry and to fall on the enemy’s foot and guns and destroy them.
They will do this either by carrying cold steel to the enemy or by the use of mobility and
firepower from pistols, carbines or musketoons. The Dragoons are mounted infantry, they
ride into battle and then dismount and fight afoot like infantry either in the battle line
formed as infantry or in loose order, skirmishing along hedge rows, walls, in towns or
woods or in other rough terrain. As the period goes on they are used more and more often
as Horse. Dragoons are also used in sieges as assault troops and between battles as
scouts and foragers. They are truly the jack-of-all-trades of the army.
Some armies have a third type of cavalry; light cavalry like Cossacks or Hussars for
example. These are loose order irregulars and are rare on the battlefield as their use in a
charge is pretty much nil.
Infantry
Infantry comes in three types; Line, Pikemen and Grenadiers. Line infantry is the
mainstay of a unit, they are armed with firearms and sometimes bayonets (depending on
the year and the army) and swords. Pikemen are present at the start of the period but
dissapear in most armies by the middle of the period as bayonets become more common.
Pikemen are armed with 16 foot pikes and swords, their job is to defend the unit against
cavalry. Grenadiers are elite assault troops, they are armed with grenades for most of the
period as well as swords and firelocks.
Artillery
Artillery comes in four types; Battalion guns, Field Batteries, Position Batteries and
Siege Batteries. There are also guns and mortars. A battalion gun is a very light gun that
fires a round like a big shotgun shell, they are attached to and fight with the infantry
21
battalion they are attached to. Field Batteries are larger guns that are difficult to move
once set up but much more powerful and longer ranged than battalion guns. Position
Batteries are the largest guns that are normally deployed on a battlefield, they are
practically immobile once set up but very powerful. Most armies only use Siege Guns to
Batter an entrance into fortresses because they are so monsterous that they are immobile
when layed and have an incredibly slow rate of fire.
Guns are direct fire artillery, this means they can only fire at what they see and in a
straight line like a firearm. Mortars are ussually only used in sieges, they fire indirectly,
in otherwords they can fire over an obstacle like a wall or a unit.
22
The army of Great Britain, despite more than tripling in size during the course of the
War of Spanish Succession (WSS) was very small by European standards. Therefore it
depended heavily on it’s allies and on mercinary troops from the minor princedoms, etc,
of Germany to make operate with it on campaign.
Doctrine; Infantry use PLATOON FIRE and cavalry are trained to charge with COLD
STEEL. Infantry operate in 3 lines while cavalry operate in 2.
Infantry; In the British army the words Battalion and Regiment are interchangable as
regiments had only one battalion, the exceptions being the 1st Foot Guards and the Royal
Regiment, both of which had two. The battalion is the smallest maneouver element (in
other words infantry figures can not be moved or fired in any smaller groups than a
battalion) in the game. A battalion is made up of 12 Line Companies and 1 Grenadier
Company. A company consisted of 66 –67 all ranks. 13 Companies and the Head
Quarters group gives us a Battalion strength of 900 all ranks. However in reality a
battalion wouldn’t ever actually be at this “book” strength.
To start with both the 1st Foot Guards and the Royal Regiment had more troops per
company then a normal regiment. Second some regiments couldn’t make up the proper
amount of companies so they only had 9 or 10 Line Companies and 1 Grenadier
Company. Finally on campaign (and even in peacetime to a lesser extent) regiments were
significantly short handed due to sickness and desertion…and battle casualties. Most
battalions would actually be at a strength of somewhere between 600 and 800 all ranks.
Since 1 figure equals roughly 40 men that gives us a battalion of between 15 and 20
figures, however it would not be going to far to have some battalions with as few as 12
figures.
Grenadiers were often stripped away from their parent battalion and formed into adhoc
grenadier battalions to act as assault troops when field works were used by the enemy or
in a siege.
Horse; A regiment of Horse was made up of three squadrons (the squadron is the
smallest maneouver elemnt in the cavalry for game purposes), a squadron was made up
of 3 troops. A troop was composed of 47-68 all ranks. The horse had an easier time
maintaining it’s numbers on campaign and in fact sometimes squadrons were built up to
be as many as 150 all ranks (especially in Horse Guard regiments). Therefore a squadron
will be between 2-3 figures.
At the start of the WSS the Horse was unarmoured but in 1707 Marlborough ordered
the Horse to wear Breast plates under their coats. British Horse also were only issued 3
cartridges for their carbines, and this was only to be used when picketing horses,
therefore british Horse can NEVER use caracole.
Dragoons; Dragoon regiments ussually made up of 8 troops formed into two squadrons.
A squadron ussually had between 120-150 all ranks so 3-4 figures make up a squadron.
Dragoons were armed with muskets and bayonets as well as swords.
Artillery; British doctrine set the rate of foot to guns at 1000:1 (not including battalion
guns). Most batteries would be field batteries. Regimental guns were 3lbers (2 per
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regiment), Field batteries would be 6-8 6lb or 8lb guns. 12lbers and 24lbers were
reserved for Position batteries which were ussually 2-4 guns.
Special Rules
1) Marines; The British Navy possessed several battalions of Marines which were
armed and organised as a battalion of foot but they were split up amongst the fleet.
They did take part in many actions in the West Indies and the Mediteranean both on
land and at sea, the most famous being; Cadiz, Vigo Bay and Gibralter. If you want to
include Marines in a scenario of your own design it is best if they form 1 company of
a naval brigade (a naval brigade is a battalion size unit of sailors operating on land).
2) Guards; There are no Horse Guards involved in active campaigning in the WSS but
there are three regiments of Foot Guards involved in the war. The regiments are; 1st
Foot Guards (2 Battalions), Cold Stream Guards and the Scots Guards (3rd Regiment
of Foot Guards).
24
Fire/Melee Chart
Modified Dice Roll
-6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 1 1 1 1 1 16
1 2 3 4 5
3 x x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2
4 x x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2
5 x x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2
6 x x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3
7 x x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3
8 x x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3
9 x x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3
10 x x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3
11 x x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4
12 x x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4
13 x x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4
14 x x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4
15 x x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4
16 x x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5
17 x 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5
18 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5
19 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5
20 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5
21 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6
22 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6
23 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6
24 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6
25
Long 3-4
Fire Modifiers
-Guards fire at 1 ½ effect (i.e. 12 men fire as 18)
-Grenadier/Elite fire at 1 ¼
-Stationary troops fire before moving troops (otherwise all fire is simultanious)
-Any unit within 2 of the rear of the target unit counts as part of the target when assessing
the number of ranks.
+4 First Volley (not militia or dismounted dragoons)
+4 Short Range
+2 Rested Muskets (on wall or hedge etc)
+1 For Platoon Fire Infantry
+1 For French Infantry In Nine Years War (not militia or dismounted dragoons)
+1 For Each Target Rank over two
-4 Moved This Turn
-4 Long Range
Additional Modifiers for Nine Years War; +1 Units without Pike stand
Melee Modifiers
+4 Charging
+4 Defender In Hard Cover
-4 Shaken
-2 Disordered
26