Monday 1 June 2009

Rule 13 - Combat Infantry v Infantry

If infantry are on attack orders their only option would be hand to hand fighting



Background
If the infantry are on Attack orders they can only hand to hand
Attack orders do not allow skirmish or fire fight
Note that the player with the higher combat factor can still lose the combat


RULE 13 - COMBAT INFANTRY V INFANTRY


General

Only infantry and must have Attack orders

Against infantry in the open

Attackers advance to contact


Combat Factors

Plus 2 - Line v Column

Plus 1 - Class A

Plus 1 - Better Skirmishers

Plus 1 - Better Firepower

Minus 2 - Outnumbered 2 to 1
Minus 1 - Each casualty

Minus 1 - Class C

Minus 1 - Disordered

Minus 2 - Shaken


Result
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 12 - Combat Infantry Firefight

The infantry may decide to initiate a firefight. If they do so their target may fire back.


Background
Not allowed if they have already skirmished this move
Note that the player with the higher combat factor can still lose the combat



RULE 12 - COMBAT INFANTRY FIREFIGHT



General

Only infantry and must have Engage or Hold orders

Against infantry in the open

Attackers must half at 2”

Both exchange fire


Combat Factors

Plus 1 - Fire A

Plus 1 - Better Skirmishers

Plus 2 - Line v Column

Minus 2 - Outnumbered 2 to 1

Minus 2 - Square

Minus 1 - Fire C

Minus 1 - Each casualty

Minus 1 - Disordered

Minus 2 - Shaken

Minus 1 - Square


Result
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 11 - Combat Infantry Skirmish

Infantry may initiate skirmish during their turn if they wish. If they do so enemy may skirmish back.



Background

Only initiate skirmish combat if you have better skirmishers

If enemy skirmish defenders can also skirmish


RULE 11 - COMBAT INFANTRY SKIRMISH


General

Only infantry and must have Hold or Engage orders

Against infantry in the open, BUA or woods

Attackers halt at 4” and both skirmish


Combat

Both roll 1 d6. Require 6 to kill


Plus 3 - Skirmish A

Plus 2 - Skirmish B

Plus 1 - Skirmish C

Minus 2 - Shaken

Minus 1 - Disordered

Minus 1 - Each casualty

Minus 1 - Infantry in square

Minus 1 - Outnumbered 2 to 1

Minus 1 - Enemy deployed artillery
Minus 1 - Enemy in BUA or wood


Result

Any brigade with casualties must make morale



Rule 10 - Combat inside BUA

French defenders (top) have lost first melee and withdrawn Shaken with two casualties. Prussians are disordered with one casualty. Note buildings have been removed to resolve combat inside farm. The base represents the area covered by the farm, not the building placed on top of it.


Background
Combat inside BUA may be when two brigades meet inside
Or it may be when the defenders have been pushed back, but not routed
A scenery base is recommended as it is necessary to measure within BUA
Only one brigade per side is allowed inside BUA
Note that the player with the higher combat factor can still lose the combat


RULE 10 - COMBAT INSIDE BUA
OR WOODS

General

Only infantry and must have Attack or Engage orders

One brigade each side

When infantry meet inside, or garrison forced to retire from edge


Combat Factors
Plus 1 - Class A
Plus 1 - Skirmish A
Minus 1 - Class C
Minus 1 - Skirmish C
Minus 1 - Each casualty
Minus 1 - Disordered
Minus 2 - Shaken


Result
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