Malbrook Large Battles Charts QRS 2

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Malbrook Quick Reference Sheet

Sequence of Play Command Actions


Bombardment. Guns may fire at targets in range Move up to 6”, attach and/or detach
Command. Command actions and take control tests. Orders: issue or receive, or send messenger
Influence unit to which the leader is attached:
Movement. Move units. Cavalry must halt at
200 of enemy to their front. Steady - immediately remove 1 DP. Unit must halt
Close fire. Guns may fire at targets up to 2”. Inspire - increase combat effectiveness and move speed

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.

-5/-7 Defeat 2 DPs and Retire.


2 casualties
-8 Break 3 casualties Rout.

Movement after Combat


Any permitted action. May remain in place or pursue. Cavalry may also retire and foot may take the position
Retire. Move back a full unformed move with maximum dice. May halt short once behind other formed friends or obstacle.
Next turn may either continue to retire or remain in place to reform. If unable to retire, remain in place and receive 1 DP.
Break if caught by pursuers and the pursuers get a free hack
Ride-through. Move 2 or 3 dice (player ’s option) through the enemy position. End facing the nearest threat and remove 1
DP. If the brigade encounters new enemy or impassable terrain, it will halt beyond 2”. If there is no space either because
the enemy are more than one rank deep or a supporting line is too close then the unit must either remain in place or retire.
Take the position. Move forward to occupy an abandoned position. Remove 1 DP.
Rout. Full move with maximum dice unformed, until behind formed friends, or obstacle, or 6” from enemy. Then may
take a control test to attempt to stop rout, succeeding on act as player wishes result.
Pursue. Make a full move, unformed, in an attempt to remain in contact with opponents who retired or routed. Pursuers
encountering new enemy charge. Pursuers who catch routing or retiring units get a free hack. Roll 1 D6 for every pursuing
stand in contact, inflicting 1 casualty for every 4+ rolled.

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