Infantry Fire Factors SM-Smoothbore Musket ML-Muzzle-loading Rifle NG-Needlegun EB-Early Breechloader LB-Later Breechloader RR-Repeating Rifle RC-Repeating Carbine
3"
Range 6" 9"
1 1 2 2 2 3 3
1 1 1 2 3 2
12"
1 1 1 2
1 2
Artillery Fire Factors
3"
Firefight Multipliers
24"
SA-Smoothbore Artillery 9 3 2 Multipliers are applied to a base's Fire Factor. A base has its Fire Factor halved if it belongs to a unit that is: RA-Rifled Artillery 6 4 3 1 BLA-Breech loading Artillery 9 5 4 2 Disrupted Low on ammunition MG-Machine Guns 12 6 Artillery pivoted this turn Reduced artillery RKT-Rockets: 6" range, no factor, 1 Right shift Artillery unlimbered this turn Note: Artillery that is Low on Ammo has a Fire Factor of zero (0) unless it is firing at a target within 3", in which case it uses half its normal Fire Factor. Fire Factors can also be quartered if applicable. applicable.
Firefight: Column Shifts Target is Limbered artillery or cavalry Fire has skirmishers (S) Target is Tactically Inept (T) Target is crossing a Bridge Target in March Column or hit by Flanking Fire Target as Skirmishers (S) Target in cover (see Firefight Terrain Shifts)
Range 12" 18"
Firefight Uncommon Column Shifts: 1 shift RIGHT 1 shift RIGHT 1 shift RIGHT 1 shift RIGHT 1 shift RIGHT 1 shift LEFT
Firing units include Rockets (RKT) Firing Devastating Volleys (D) Firing Ragged Volleys (R)
Rifle Pits and Entrenchments Woods, Villages/Towns and Forts
1 shift RIGHT 1 shift RIGHT 1 shift LEFT Firefight Terrain Shifts: Cover worth 1 or 2 shifts LEFT Cover worth 1, 2 or 3 shifts LEFT
FIREFIGHT- Firepower up to: 0.25 R
0.5 T R
1 V T R
2 1 V T R
4 1 1 V T R
6 1 1 1 V T R
9 12 16 20 25 12 12 2 2 2 3 3 11 11 1 2 2 2 3 10 10 1 1 2 2 2 9 9 1 1 1 2 2 Roll 8 8 V 1 1 1 2 On 7 7 T V 1 1 1 2d6 6 6 R T V 1 1 Remember: 5 5 R T V 1 "A 6 on a FP of 6 is a miss" 4 4 R T V "A 9 on a FP of 9 is a kill" 3 3 R T 2 2 R R: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted if Raw T: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted if Trained or Raw V: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted 1: Artillery unit Silenced and Reduced; infantry or cavalry unit loses 1 base, is Disrupted, and Halted 2: Artillery unit destroyed; infantry or cavalry unit loses 2 bases, is Disrupted, and Halted. 3: Artillery unit destroyed; infantry or cavalry unit loses 3 bases, is Disrupted, and Halted.
30 36 42 49 50+ 12 3 3 3 3 3 12 11 3 3 3 3 3 11 10 3 3 3 3 3 10 9 2 3 3 3 3 9 8 2 2 3 3 3 8 7 2 2 2 3 3 7 6 1 2 2 2 3 6 5 1 1 2 2 2 5 4 1 1 1 2 2 4 3 V 1 1 1 2 3 2 T V 1 1 1 2 Note: The 'Halted' effect is only inflicted by defensive fire. If a unit moved closer to the firing unit in its Movement Phase and suffers a Halted result from the Enemy's Defensive Fire, the enemy player may move the target unit back to ANY point in its move by which it was or had been an eligible target for all the firing units at the same Fire Factors they had used against it. If other units' movement movement paths were following following the Halted Unit, they MUST also be moved back behind the Halted Unit.
Assaulting: Both players roll 1d6. Subtract the Defenders roll from the Attackers roll to find the Initial Difference, which will be a number between +5 and -5. Assault Modifiers to the Assault
Defender in cover (see Terrain Table) Defender Outflanked Numbers 3:2/2:1/3:1 Advantages Aggressive In Depth Disrupted Low on Ammunition Penalties Fragile Spent
-1 to -6 +2 1/2/3 1 1 1 1 1 2
The Assault: Final Difference
+7 +4 to +6 +1 to + 3 0 - 1 to - 3 - 4 to - 6 - 7 or less
Defender loses 2 bases and retires a full move disrupted, ignoring terrain penalties. Attacker MUST Exploit but is not Disrupted Defender loses 1 base and retires 9", ignoring terrain penalties. Attacker MAY Exploit OR occupy Defender's position. Both Disrupted. Defender retires 3". Attacker occupies Defender's position. Both Disrupted. Both sides Disrupted and lose 1 base and immediately fight a new Assault. Attacker retires 3". Both Disrupted. Attacker loses 1 base and retires 6". Both Disrupted. Attacker loses 2 bases and retires a full move Disrupted. Defender is NOT Disrupted.
Sequence of Play 4.1.1 First Player Movement Unit Movement: Player moves each unit in turn. Second player carries out any Evade moves that apply. Units may recover "LOST" bases. Silenced batteries that RETIRE are no longer silenced. Low on Ammo infantry units that end their movement beyond enemy small arms range remove the Low Ammo marker. 4.1.4 Offensive Fire Moving player may fire at enemy units and resolve effect of fire on each target unit in turn. Firing units may become Low on Ammo. Attacker's eligible artillery removes its Low Ammo marker.
4.1.2 Generals 4.1.3 Defensive Fire First player moves his Generals. Non-moving player may fire at enemy units and resolve effect of fire on each target unit. Any General of either side that are closer to enemy Units than to friends become Casualties. Enemy units that had moved and suffered a Halted result may be moved back. Player reactivates any of his Generals who became Casualties in a previous phase or turn. Firing units may become Low on Ammo 4.1.5 The Assault Defender's eligible artillery removes its Low Ammo marker. Moving player resolves Assaults in any order they choose. Any Generals of either side that are now closer to enemy units than to friends become Casualties. Any Assault resulting from an Exploitation must be resolved Immediately. 4.1.6 Second Player Turn Repeat Steps 4.1.1 to 4.1.5 Any General of either side that are closer to enemy units than to friends at any point in the Assault Phase become Casualties 4.2 Night Intervals See 8.0 Movement Table Full Movement Allowance Movement Penalties Good Order Unit 2D6 Disrupted Unit Infantry / Artillery 12" Outside front arc -3" Full move / Raw unit Recovers 1 stand 11+ Full Move Silenced artillery 12" Infantry crosses any Difficult Terrain -3" Full move / Trained unit Recovers 1 stand 10 Full move Cavalry /Generals 18" Cav/art crosses any Difficult Terrain -6" Full move / Veteran unit Recovers 1 stand 9 Full move Evade move (half to full) Each Linear Obstacle crossed by INF -3" Full move 7, 8 Half move Each Linear Obstacle crossed by CAV -6" Half move 5, 6 Rally in place - no move Half Movement Allowance No move 2, 3, 4 DISRUPTED - no move Change of formation, Artillery limbers up, deploys or Pivots Retire half move (ignore terrain penalties 0, 1 Lose 1 base and Retire 1 full move (ignore terrain penalties) Movement Modifiers DISRUPTED - Retire 1 full move -1 BROKEN, remove unit from table +1 In command radius, in Column of March or artillery limbered Risk to Generals: A General who becomes a Casualty as a result of 4.1.2 and 4.1.3 above lose their command radius and therefore do not confer a +1 modifier to any friendly units whilst they are a Casualty. On their next player turn, -1 Passive (good order only P). Fragile (Disrupted only F). In (Marsh, Woods or Town the player may reactivate any of his Generals who became Casualties in a previous phase or turn. -2 Spent Terrain Gentle Slope
None
Steep Slope
Linear Obstacle to climb
Stream River Marsh Woods Village Town
Linear Obstacle Impassable Difficult Terrain Difficult Terrain None Difficult Terrain
Fort
None
Road
Double Speed, but only if in Column of March or Limbered. Linear Obstacle unless all are in Column of March/Limbered None None
Bridge Rifle Pits Entrenchments
Effect on Movement
TERRAIN TABLE Effects on Firing* Blocks LOS through it. Troops on hill can fire over lower friends if there is a 3" gap in front of and behind friends Blocks LOS through it. Blocks LOS if lower unit closer to contour than higher unit it. Troops on hill can fire over lower friends if there is a 3" gap in front of and behind friends. None None None Blocks LOS beyond 3" within it. Cover worth 1 Shift LEFT No effect on LOS. Cover worth 1 Shift LEFT Blocks LOS beyond 3" within it. Cover worth 2 Shifts LEFT. Defenders cannot be attacked with Flanking Fire. Blocks LOS beyond 3" within it. Cover worth 3 Shifts LEFT. Defenders cannot be attacked with Flanking Fire. None
Effects in the Assault -1 against enemy attacking from lower contour within 6". -2 against enemy attacking from lower contour within 6". -1 against enemy attacking across a stream within 6". Impassable -1 against attacker -1 against attacker -1 against attacker -2 against attacker. Defender cannot be outflanked -3 against attacker. Defender cannot be outflanked. None
Firefight Column Shift 1 RIGHT.
-2 against attacker.
Cover worth 1 Shift LEFT. Cover worth 2 Shifts LEFT.
-1 against attacker -2 against attacker