Step 1 – Mark Orders H= Hold FM= Form FR= First Fire C ...



Step 1 – Mark Orders H= Hold FM= Form FR= First Fire C= Charge CH= Conditional Hold ( = Move D= Disengage

Step 2 – a) Move routed units

|Routed Movement |Road |Open |Broken |Woods |Rough |

|Cavalry |26 |18 |12 |4 |2 |

b) Rally routed and shaken units (beat MPM with 2 dice) (lose 1 stand if routed unit does not rally)

|BASIC MORALE POINT | BMP |

|Elite 2, Veteran 3, Green 4, Militia | |

|5 | |

| | |

| Morale Point Modifiers |MPM |

| Officer present (rating) |-1, -2, -3 |

| Behind cover, uphill, or in woods |-1 |

| Hasty works |-2 |

| Light / medium / heavy works |-3 |

| Behind friendly units |-4 |

| Per stand or section lost |+3 |

| Brigade commander lost |+1 |

| Per regiment in same brigade lost |+1 |

| SHAKEN |+2 |

| ROUTED |+4 |

c) Replacement die roll for ammo, horses, and leaders (beat BMP with 1D6; officers may confer benefits to die roll)

Step 3 – Reveal Orders (Charging units must now designate their target; must charge units in their primary zone first)

Step 4 – First Fires (Units marked HOLD may refuse a flank; they may fire anytime in steps 4-8)

|COMBAT PROCEDURE | | | |(inches) | |

| | | |WEAPON RANGES| | |

|3. Roll dice and total together |Smoothbore Muskets |+1* |1 +1 DRM |3 |6 |

|4. Modify sum by Firer DRM, Target DRM, Flank DRM, Cover DRM |ML Carbines | |1 |2 |4 |

|5. Note any “Special Results” from ART or Sharpshooters |BL Carbines |+2 |1 |3 |7 |

| M Firer is Sharpshooter / ART - no loss, but unit checks morale |Mixed Muskets | |1 |3 |8 |

| 1* Hits on D6 roll of 4,5,6; if ART/Sharpshooter miss, check morale|Flintlock Muskets | -1 |1 |2 |5 |

| ART counter-battery die roll: 1-4=horse; 5-6=gun section |Sharpshooter Rifles |+1 |3 |7 |21 (no –1 die) |

| Small arms on ART die roll: 1-4=horse, 5-6=crew |Pistols (for all cavalry) |+1* |¼ |½ |1 ½ |

|6. Modify final results |Shotguns |+1* |½+1 DRM |1 |2 |

| Fire Combat |* in melee ONLY | | | | |

| Target skirmishing - casualties are halved (rd. down) |ARTILLERY |DRM | CNSTR |NORMAL |LONG |

| Melee Combat |10# Parrott or 3” Rifle | |2 |16 |36 |

| INF vs. INF: all casualties are doubled |6# Gun | -1 |1 |10 |28 |

| INF vs. CAV: |20# Parrott Rifle |+1 |2 |18 |40 |

| CAV causes 2X casualties to INF |Mixed Guns | |2 |14 |33 |

| INF causes 1X casualties to CAV |12# Howitzer |+1 |1 |10 |20 |

| |24# Howitzer |+1 |3 |10 |24 |

| |12# Whitworth |+1 |NA |24 |62 |

|COMBAT DICE |

|Die |> |

Rapid fire with breechloaders – ammo runs low on die roll of all 5s and 6s; with repeaters, ammo runs low on all 4s, 5s, and 6s

|REQUIRED MORALE CHECKS |

|1. First casualty |

|2. “Hit” by ART, SHPSHTR (+1 to roll per hit) |

|3. Loss of a stand or section |

|4. Within 6” visibility of routed |

| or destroyed unit, or officer hit |

| Die roll of 2 = automatic rout |

| Die roll of 12 = automatic rally |

|If a unit SHAKES, fall back 1D6 inches unless an officer is present |Yellow marker |

|If a unit ROUTS, fall back bonus movement amount |Red marker |

Step 5 – Move Disengaging Units (roll # dice per bonus movement; retire facing away from enemy in disorder)

Step 6 – Charges

|CHARGE PROCEDURE |

|1. Charging unit reveals orders and designates charge target. | 5. If defender wins – attacker falls back in disorder 1D6 (INF) or 2D6 |

|2. Roll for charge bonus; calculate disorder point in charge. |(CAV) from the defender (½“ in woods/rough, 1” other minus modifiers). |

|Disorder at ½ of bonus for elite, vet; full charge for green, etc. | 6. If attacker wins – defender falls back in disorder 2D6 from |

|3. Roll 1D6 for point of defensive volley (none if FR at attacker) |the attacker (½“ in woods/rough, 1” other). If die roll total is: |

|Elite, vet use ½ inches for distance; green troops use full inches |(2-4) same morale, (5-8) shaken, (9-11) routed, (12) picked up. |

|(-1” if officer present, or elite, or in works; +1” if in disorder, CH or forming) |(-1DRM Elite, -1 Officer present, +1 Green troops, +2 Militia) |

|Max. of +1 or –1 Cannot fire at same unit twice – can fire at a different charger |Attacker now moves rest of charge distance and goes into disorder. |

|4. Dice down for Impact. Low total wins. If “tie” go to Melee. | 7. Both sides now fire simultaneous 2 dice volley with modifiers. |

|Both attacker and defender calculate Impact Morale by adding | 8. If units end turn in contact, they Melee until one is picked up. |

|2D6 roll to BMP, MPM, Formation Impact and Unique Impact Morale Modifiers |1st round of Melee, supporting units count as half, continuing |

| |rounds count as full. If unit “routs” in Melee, it surrenders. |

|BASIC MORALE POINT |BMP |Formation Impact | |Unique Impact Morale Modifiers | |

|Elite 2, Veteran 3, Green 4, Militia | |Morale Modifiers (charge) | |(charge) | |

|5 | | | | | |

| | | | | | |

|Morale Point Modifiers |MPM |INF single line |0 |INF per supported Flank/Rear by other INF |-1 |

|Officer rating |-1, -2, -3 |INF extended line |+1 |CAV per each mounted unit in charge |-2 |

|Charging (“charge elan”) |-1 |INF double line |-1 |IF UNIT IS CHARGED: | |

|Behind cover, uphill, or in woods |-1 |INF attack column |-2 | On Partial Flank |+3 |

|Hasty works |-2 |INF skirmish line |+6 | On Full Flank |+6 |

|Light / medium / heavy works |-3 |INF march column |+3 | On Rear |+9 |

|Behind friendly units |-4 |INF disorder |+4 | While Forming |+2 |

| | | | |“FM” | |

|Per stand or section lost |+3 |CAV single line |-1 | On Conditional |+2 |

| | | | |Hold “CH” | |

|Brigade commander lost |+1 |CAV double line |-2 | | |

|Per regiment in same brigade lost |+1 |CAV skirmish line |+5 | | |

|SHAKEN |+2 |CAV march column |+2 | | |

|ROUTED |+4 |CAV disorder |+3 | |

| Hit by fire: | |CAV dismounted |+3 | |

| |+2 |ART supported |0 | |

|Partial Flank | | | | |

| |+4 |ART unsupported |+8 | |

|Full Flank | | | | |

| |+6 |ART limbered |SRNDRR | |

|Rear | | | | |

| |+1 | | | |

|Disorder | | | | |

ALTERNATIVE METHOD OF RESOLVING CHARGES (courtesy of P. J. O’Neill)

|Defender wins by: |Attacker wins by: |

|12+ |Attacker picked up |12+ |Defender picked up |

|10 - 11 |Attacker routs + loses 2 stands |10 - 11 |Defender routs + loses 2 stands |

|8 - 9 |Attacker routs + loses 1 stand |8 - 9 |Defender routs + loses 1 stand |

|6 – 7 |Attacker routs |6 – 7 |Defender routs |

|5 |Attacker retreats 1D6 shaken & disordered |5 |Defender retreats 1D6 shaken & disordered (lose 1 fig) |

|3 – 4 |Attacker retreats 2D6 shaken & disordered |3 – 4 |Attacker charges full remaining distance. Defender retreats 2D6 shaken & disordered (lose 1 fig) |

|2 |Attacker retreats 1D6 disordered (lose 1 fig) |2 |Attacker charges ½ remaining distance. Defender retreats 2D6 shaken & disordered (lose 2 figs) |

|1 |Attacker retreats 2D6 disordered (lose 1 fig) |1 |Attacker charge stops. Defender retreats 1D6 disordered (lose 2 figs) |

|0 |Melee |0 |Melee |

Step 7 – Normal Movement (Any units on HOLD that have yet to fire may so do at anytime)

|Infantry Movement |Road |Open |Broken |Woods |Rough |

| Extended Line (1” between) |NA |8 |6 |3 |1 |

| Skirmish Line (2” between) |NA |10 |7 |4 |3 |

| Disordered |7 |5 |4 |3 |2 |

|Cavalry Movement |Road |Open |Broken |Woods |Rough |

| Double Line |NA |12 |8 |2 |NA |

| Column |24 |16 |12 |4 |1 |

| Bonus movement (Push = #) |4 Dice |4 Dice |3 Dice |1 Dice |½ Dice |

| Dismounted cavalry |NA |8 |5 |4 |1 |

|Artillery Movement |Road |Open |Broken |Woods |Rough |

| Limbered with 1 dead horse |12 |8 |6 |½ |NONE |

| Unlimbered (½ move to limber) |4 |2 |1 |½ |NONE |

|GENERAL MOVEMENT NOTES |

| |

| |

| |

| |

| |

|-2” front-to-flank VET/ELITE; -4” GRN/MIL |

|Full move to FORM if green, skirmish, disorder, in woods, or rough (others ½ move to FORM) |

|Artillery may not move to within 4” of INF, 6”others |

|Skirmishers may not move to within 2” of enemy |

|Supply wagons MUST stay 1’ from main battle line |

|Green ART takes a full move to limber, ½ to unlimber |

| |

Step 8 – Moving Fires or any remaining Hold Fires; resolve any resulting morale checks

Step 9 – Officer Casualties

|a. ROLL FOR OFFICER CASUALTIES |

|Within 12” of enemy – 2 dice ‘12’ |

|2” of enemy – 1 die ‘6’ |

|In Melee – 1 die ‘5 or 6’ |

|b. CHECK for OFFICER WOUNDS |

|1 Minor wound - no benefits for 1 turn |

|2, 3 Serious wound - no benefits for 2 turns |

|4 Severe Wound 5 Mortal Wound 6 |

|Killed |

|c. CHECK MORALE FOR ANY UNIT WITHIN 6” OF ANY OFFICER HIT |

Step 10 – Remove all order counters - 20 minutes of game time has elapsed; start next game turn.

[pic]

-----------------------

Roll all 6s,

low on ammo

................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download