Sunday, 31 May 2009

Rule 9 - Combat at edge of BUA

The garrison of the town are being attacked by two brigades. The attackers are outside the BUA template so Rule 9 will apply. The attackers will get plus 2 for being a garrison, but minus 2 for outnumbered 2 to 1.

This rule applies only when one player is outside and the other inside
If the attacker gains entry rule 10 applies
Note that the player with the higher combat factor can still lose the combat


Only infantry and must have attack orders
Garrison must have occupied for a full move and paid 1 Pip
One brigade can attack each side

Combat Factors
Plus 2 - Garrison
Plus 1 - Class A
Minus 1 Class C
Minus 1 Each casualty
Minus 1 Disordered
Minus 2 Shaken
Minus 2 Outnumbered 2 to 1

Winner roll 2 d6
plus difference in Combat Factors

Total 2 -3
Winner: Routs
Winner: 3 casualties
Loser : 1 casualty

Total 4-5
Winner: retires 4” Shaken
Winner: 2 casualties
Loser: 1 casualty

Total 6-7
Draw both Disordered
Winner: 1 casualty
Loser: 1 casualty

Total 8-9
Loser: retires 4” Shaken
Winner: 1 casualty
Loser: 2 casualty

Total 10 +
Loser: Routs
Winner: 1 casualty
Loser: 3 casualty

Rule 8 - Combat Quick Results

The infantry on the left are in square so that the gunners can evade to safety if charged by enemy cavalry.


This rule is to cover those times when a result is so obvious there is no need to wargame it.


Cavalry can not charge formed square

cavalry must half 4" from square

Infantry can not charge cavalry

If infantry column of march, line or square approach within 4”, cavalry must withdraw to maintain 4” distance.

Infantry Column of March contacted by cavalry

If infantry unable to change formation they will rout and lost 3 casualties

Limbered artillery contacted by cavalry

If artillery unable to evade they will be cut down and lose all guns

Deployed artillery charged by enemy

Gunners will evade if more than half move from enemy and supports within 4”.

The gunners will retreat behind supports or within square

If unable to do so they will be cut down and lose all guns

Routers contacted by enemy

All are lost

Brigade caught in flank or rear

If unable to turn and face enemy will rout and lose 3 casualties

Disordered after hand to hand combat

All troops are disordered after hand to hand combat

if not Shaken or in Rout

Rule 7 - Artillery Fire

These two guns belong to different corps, 1 to cavalry reserve and 1 to first corps. The one attached to cavalry are always horse artillery. They can only fire during their corps move.

Artillery can fire, even if miss move due to Poor Card
Artillery fire before any movement
Only deployed (unlimbered) guns can fire
The figure shown for a hit is for 1 hit
If artillery score double that number they score 2 hits



Artillery must be formed to fire
Fire once per move
Use 45 degree angle to determine if target within angle
May not fire if friendly troops within 1” of line of fire
Overhead fire if on higher ground and 8” behind friends
Roundshot bounce through if 4” or less behind target

Short Ranges
Heavy- 0 to 10”
Medium - 0 to 8”
Light - 0 to 6”

Long Range
Heavy - 10 to 20”
Medium - 8 to 16”
Light - 6 – 14”

Dice for hit
Roll 2 d6

Plus 1 : A class gunners
Minus 1 : C class gunners
Minus 1 : Each gunner casualty
Minus 1 : Bounce through (4" or less behind target)

Total required for a hit at Long Range
Infantry or Cavalry - 8
Woods or Hedge - 9
Buildings or Walls - 10
Artillery - 11

Total required for a hit at Short Range
Infantry or Cavalry - 6
Woods or Hedge - 7
Buildings or Walls - 8
Artillery - 9

Rule 6 - Opportunity Charge

Prussian cavalry on the right can opportunity charge French infantry because they start the move on their flank.


The purpose of Opportunity Charges is to allow cavalry to charge when they would naturally do so, even if their current orders do not allow a charge.
It is only avalable to formed cavalry who pass a test to do so
It can only be used during the opponents move
The target can react if far enough from cavalry and make morale


Who can charge

Only allowed during the enemy move
Formed cavalry only
No Pips required

What can be charged
Any Disordered or Shaken enemy
Any enemy in flank or rear
Cavalry in column
Infantry in column of march
Artillery limbered

Test to charge
Roll 1 d6 require 4 or more
Plus 1 A class Minus 1 C Class
Plus 1 Commander within 4” Minus 1 Poor commander
Plus 1 Charging flank or rear

Target Reaction
No reaction if cavalry are within half move
Evade if orders allow
Counter charge if formed cavalry
Change formation if formed and pass test
Turn to face if formed and pass test
Intercept if formed cavalry of the same corps and pass test

Test to react
Roll 1 d6 require 4 or more
Plus 1 A class Minus 1 C class
Plus 1 General within 4” Minus 1 Poor commander
Minus 1 Charged in flank or rear