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Sequence of Play Morale

In each full turn both sides take an individual or Save modifiers (most troops save on a roll of 4+)
‘player’ turn in the following manner. +1 Infantry in Attack Column unless hit by
artillery
• Command – moves units starting with initiative +1 Target within woods, hedgerows or similar
moves. (light cover)
• Shooting – shoots with units. +2 Target is within buildings/fortifications
(heavy cover)
• Hand-to-hand – both sides resolve any hand-to- -2 Target is in March Column
hand fighting -1 Hit by artillery fire at long range
-2 Hit by artillery fire at close or medium
range
Command
Command modifiers Shooting
-1 Per 12" distance from commander to unit Ranges
-1 Enemy unit within 12" of unit receiving order Pistols, Shotguns and Thrown Weapons 6"
+1 Attack Column Bow and arrow 12"
+1 March Column/Limbered Artillery unless on Smoothbore Carbines 12"
road or track Smoothbore Muskets 18"
+2 March Column/Limbered Artillery on road or Rifled Carbines 18"
track Rifled Muskets 24"
Breech-loading Carbines 24"
Movement Breech-loading Rifles
Bolt-action Carbines
30"
30"
Move Distances Bolt-action Rifles 36"
Infantry, Limbered Foot Artillery, Wagons 12" Light Smoothbore Artillery 36"
Cavalry, Limbered Horse Artillery 18" Smoothbore Artillery 48"
Manhandled Artillery 6"
Manhandled ‘Battalion’ Guns 12" Shooting To Hit modifiers
Commanders on foot 36" +1 Artillery shooting at Column or Square
Commanders on horseback 48" +1 Close Range (6"), Closing Fire, or
Skirmishers
Move Modifiers -1 Shooters ‘Shaken’ or ‘Disordered’
Woods Half pace skirmish infantry -1 Target is Skirmishers, deployed Artillery, or
only Not Clear
Rough ground Half pace infantry/cavalry, -1 Artillery at over half range
skirmishers as normal only -1 Cannon shooting overhead
Crossing Obstacle 6" penalty
Entering Building 6" penalty
Size modifiers
March Column Free move if Command roll
Large unit +1 dice Shooting, +2 Combat
failed
Small unit -1 dice Shooting, -2 Combat
Limbered Artillery Free move if Command roll
Tiny unit 1 dice only Shooting/Combat
failed
Square One move if failed
Formation modifiers
Command roll
Attack Column Shoot 1 dice
Mixed Formation Shoot 1 dice
Hand-to-hand Combat Square Shoot 1 dice/face, fight 2
Combat To Hit modifiers (hit on roll of 4+) dice/face
+1 Charging March Column May not shoot/fight 1 dice
+1 Won last round of combat Limbered Artillery May not shoot or fight!
-1 Shaken or Disordered
-1 Skirmishers Tactical modifiers
-1 Engaged to flank or rear Enfiliading Infantry Shoot double dice
or Artillery
Combat Result modifiers Buildings Shoot 2 dice/face, Fight 2
+1 Support to the rear dice/face
+1 Per flank support (L/R)
+3 Square vs Cavalry
+1-3 Occupying building (size)

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