Malbrook Large Battles Charts QRS 2
Malbrook Large Battles Charts QRS 2
Malbrook Large Battles Charts QRS 2
Combat. In the following order: Control Test. Take if not within 4” of visible,
• declare and execute charges and responses; detached leader (6” of Marshal), unless:
• resolve all combat between units in combat; • leader attached to that unit
• conduct any resulting moves • in base to base contact with a controlled unit of the
Morale. Redress ranks, removing DPs if applicable same command and will conform to its movement.
• If within 4”, directly behind a visible, controlled unit
Move Distances:
of the same command, and will conform to movement of
Normal Move: the lead unit.
Cavalry 1 or 2 AvD +1 optional D6 x ½ inch Must always test if charged last turn and failed to contact,
Others 1 AvD + 1 optional D6 for foot or if wishing cease rout, pursuit, or looting.
Inspired unit: + ½ inch for each die rolled Roll 1 D6:
Fast Move: Evade, rout, retire and pursuit – use max dice +1 if in rout, pursuit, looting or charging
and all optional additions, + ½ inch for each die rolled +/-1 if leader attached
on initial rout, evade or retire move +/-1 if Guns or A/B Grade
Detached leaders/messengers: up to 6 inches Results:
Fatigue and disorder: 1 DP if a “6” rolled unless 2- = Continue rout/pursuit/charge. Otherwise halt.
in column, unformed, or limbered guns. 3-4 = Act as player wishes
Rough Terrain: 5+ = Repeat last move. Continue rout/pursuit/charge.
1 DP for each 6 rolled if foot in field column
1 DP for each 5-6 if foot in line
1 DP for each 4-6 rolled if cavalry or guns. Manoeuvre
No penalty if unformed or foot in march column. Wheel: 1 DP in 6” of enemy. No penalty column or
Roads: up to 600 paces if in march column or unformed. ½ speed if wheeling backwards to refuse flank
limbered guns. No dice required. Re-form: 1 move, once cause ceased.
Double all move distances if beyond 6” of enemy. Unlimber: 1 move and 1 DP (2 if under fire).
Cross obstacle ½ move, 1 DP (2 if under fire). +1 DP if
Risk to Leader. Roll one D6: 1= Hit. cavalry.
Roll again: 1 = Killed About face: ½ move, 1 DP if cavalry or under fire.
2-4 = Wounded. Loose 1 action. Incline: A-D Grade Foot in line only. No penalties
Second wound = killed.
Side-step/step-back: A-C Grade Foot in line only.
5-6 = Near miss. No effect 1” no dice required.
Morale. Mount/Dismount: ½ move, 1 DP if under fire.
Lower grade routing/destroyed in 6” = +1 DP Change Formation. 1 Move and 1 DP if within 6”
Equal/higher grade foot retiring in 6” = +1 DP of enemy. ½ move, no DP if further away.
Equal/higher routing/destroyed in 6” = +2 DPs
LtGen or Marshal killed/routing in 6” = +1 DP Passage of Lines: No penalty if none routing, one is
Ride-through enemy after combat = -1 DP stationary and did not fire. Otherwise 1DP on each
formed unit.
Advance to take the position after combat = -1DP
Evade move = +1DP Pass a gap: 1 DP if within 6” of enemy. ½ move for
foot no reduction for cavalry.
Remove DPs: if stationary and not in combat that turn
A-B Grade: 1 DP + 1 additional if not under fire Maximum DPs. Once a unit has 3 DPs for any reason it
C-D Grade: 1 DP if not under fire no longer incurs any more DPs for movement or
manoeuvre.
E Grade: 1 DP if beyond 6” of enemy and not under fire
Shooting Close Fire & Combat
Maximum Range Effective Range Close Range Roll 1 D6 for each engaged stand
Heavy Gun 36” 8” 2”
+ 2 A Grade
Field Gun 36” 8” 2” +1 B Grade
Light Gun 24” 8” 2”
-1 D Grade
Results. Roll 1 D6 per gun. Modified as follows: -2 E Grade
Same target and range +1 New target -1 +1 leader inspiring (+1 each inspire action)
Column or enfilade +1 Each DP -1 +1 advantage of ground
Beyond effective range -1 Target in fortification -2
-1 opponent defending fieldworks
Heavy Gun +1 Target in fieldworks -1
Light Gun -1 +1 charging or pursuing
Effective Range and beyond: 4+ = 1DP +2 charge à l’outrance* or cavalry pursuing
Close Range: 2-3 = 1 DP, 4-5 = 2 DPs, 6+ = 1DP & 1 cas. +1 if supported**
Howitzer or mortar. Select aim point within range. Roll +1 every 3 bases platoon firing foot vs infantry
scatter die. If off target roll D6 for distance off target at -2 Foot that moved, charged by cavalry
½” per pip. 1 DP on brigade where shot lands.
-2 charged in the flank or rear
-1 Each DP
Charges: Foot do not charge. They are in combat when
within 1” of enemy to front. Cavalry must charge to close * only against other cavalry or unformed foot
into base to base contact to be in combat. **not combined with platoon fire or l’outrance.
Hit on 6 if unformed, march column or attacking fortifications.
On 5-6 in other circumstances.
Combat Results. Compare Hits:
+7 0 or C-E Grade pursue. Others take any permitted after combat action.
Breakthrough 1 DP Cavalry who elect not to pursue take 1 DP.
+4/6 Victory 1 DP Cavalry who charged and failed to Defeat foot retire. Other C-E Grade cavalry pursue.
Others take any permitted action.
+2/3 Success 1 DP Cavalry charged foot retire. Foot facing cavalry remain in place. Cavalry charged
guns only ride-through. Others any permitted action.
+1/-1 1 or 2 DPs Cavalry that charged foot retire; charged à l’outrance v single rank cavalry or guns
Inconclusive and only ride-through. Others choose to remain in place or retire.
1 casualty
*2 DPs if charged a l’outrance. Otherwise 1 DP.
-2/-4 Driven 2 DPs and Foot charged by cavalry only remain in place. Others retire
Back 1 casualty Cavalry that charged foot also take a casualty.