Tuesday 2 June 2009

Rule 18 - Definations



RULE 18 - DEFINATIONS

Cavalry Stationery

Formed cavalry who are charged by enemy cavalry will always charge without reaction or morale test, providing the enemy charge commences at least half a move away. If nearer the defending cavalry will be stationery.

Disordered, Shaken or Routing cavalry who are charged will have to make morale to counter charge or evade


Disordered

All troops are Disordered after hand to hand combat

Both infantry brigades are Disordered when swopped around

May not initiate a combat

May not count as support

Will become Formed at the end of a complete sequence, no Pip required


Multiple Moves

Only allowed if no enemy troops or blinds within 16”


Rally

Corps commander or CinC must be in base contact and pay 1 Pip

Brigade must pass morale test

Rout becomes Shaken

Shaken becomes Disordered


Rout

May not initiate a combat

May not count as a support

Must attempt to rally each move

Becomes Shaken if rallied


Shaken

May not initiate a combat

May not count as support

Must attempt to rally each move

Becomes Disordered if rallied.




Rule 17 - Morale Test



The infantry brigade in the foreground has made its test when in Rout and become Shaken. Next move it will have to test its morale again, and if it passes again it will become Disordered. The brigade behind it, with a green D, is Disordered. At the end of this entire move (when all corps have had their turn) all Disordered brigades automatically become Formed again.


Background
Brigades who receive artillery casualties must test morale immediately. All other morale tests are at the end of the corps move. Any brigade in Rout or Shaken must test morale. Any brigade within 4" of a brigade which Routs must test their morale.


RULE 17 - MORALE TEST


Automtic Rout

Brigades or batteries will rout without testing morale when casualties reach:


Infantry 6 casualties

Cavalry 4 casualties

Artillery 3 casualties


Grades of Morale

Formed

Disordered removed at end of sequence

Shaken must rally to become Disordered

Rout must rally to become Shaken


When to test

Brigades or batteries must test if:


Receive artillery casualties

Rout of friendly brigade within 4”

Routed

Shaken


How to test

Roll 1 d6 :

Plus 1 - Class A

Plus 1 - General attached

Plus 1 - Supports within 4”

Plus 1 - In BUA

Plus 1 - Behind formed supports


Minus 1 - Class C
Minus 1 - No general within 8”

Minus 1 - Each casualty
Minus 1 - No supports within 8”

Minus 1 - Rout within 4”

Minus 1 - Routed through

Minus 1 - Disordered or pursuit

Minus 2 Rout or Shaken


Result of test

3 + Make morale

1-2 Shaken

0 - Rout



Rule 16 - Reaction to Rout


The Prussian hussar brigade has routed following a combat with the French dragoons. The supporting Prussian dragoons had to test their morale as they were within 8" and they also routed, through the artillery who then failed their morale and routed.


Background
When a brigade fails its morale and routs, any friendly units within 4" must also test their morale. If they have a bad dice throw they may well join the rout, causing even more friendly units to test morale. The effect is even worse if a unit routs back through a friendly unit.



RULE 16 - REACTION TO ROUT


Nearby friendly troops

Routed troops within 4” are removed from table

Shaken troops within 4” will Rout

Other troops within 4” will test Morale

All troops involved, or routed through, are Disordered


Rout moves

Cavalry 12”

Infantry 6”

Move directly away from cause and pass through friendly troops


Attempt to Rally during next move

To Rally Commander or CinC be in base contact and pay 1 Pip

Brigade must pass Morale test

If fail continue rout but avoid friends

If pass brigade becomes Shaken


Pursuit

Cavalry who cause Rout roll 1 d6

5-6 All nations Pursue

4-5-6 British Pursue

If Pursue roll 1 d6

1 or 2 Pursue Routers 12” and cause another casualty

3 or 4 Charge nearest enemy within 8” and 45 degrees

5 or 6 Charge nearest enemy within 4” and 45 degrees


During next move attempt to Rally

To Rally Commander or CinC be in base contact and pay 1 Pip

Brigade must pass Morale test

If fail return to own lines Shaken

If pass brigade becomes Disordered



Demo Game - Move 10


Taken from Prussian right. The French left flank has broken and the Prussian cavalry reserve are moving towards the centre. The rest of the Prussian army are deploying into column of attack to join the advance.


THE BATTLE SO FAR

Prussian situation greatly improved due to cavalry melee on right

French halt and take defensive position


THE PRUSSIAN PLAN

Right – 1 corps and cavalry will engage enemy

Centre - 2 and 3 corps will engage enemy

Left - 4 corps will engage enemy

His intention is to make one final push to defeat the French



PHOTOGRAPHS TAKEN FROM THE PRUSSIAN SIDE OF TABLE

Left. 4 corps is clearing the broken ground and advancing towards the French. The CinC has joined them to ensure that they presss home the attack.


Centre left. 2 corps have formed column of attack and are advancing towards Helmstedt


Centre right. 3 corps have formed column of attack and are advancing towards Helmstedt.

Right. The French left flank is in rout. The Prussian cavalry reserve and 1 corps are advancing into the gap left by the rout.


BATTLE REPORT


Move 1 – Prussian – CinC (chip 7)

Change 3 corps orders to Engage

Move to 4 corps

Move 2 – French – 4 corps (chip 2)

Orders: Engage

Change orders to Halt

Fire at square, roll 8, 1 hit

Prussian infantry make morale

Move 3 – Prussian – 4 corps (11)

Orders: Engage

Fire on infantry, roll 8, 1 hit

French Infantry make morale

All infantry move forward

Move 4 – French – 6 corps (chip 6)

Orders: Engage

Fire on infantry, roll 6, miss

Change orders to Halt

Move cavalry to left flank

Move 5 – French – 13 corps (chip 5)

Orders: Engage

Change orders to Halt

Infantry form line

Move 6 – Prussian – reserve (chip 12)

Orders: Engage

Canister infantry, roll 10, 2 hits

French Infantry fail morale, are Shaken

Cavalry charge and rout same square

2 French infantry and 1 gun test morale

1 French infantry rout, 1 infantry Shaken, Gun OK

Move 7 – Prussian – 1 corps (chip 8)

Orders: Engage

Infantry form column and advance

Artillery limber and advance

Move 8 – Poor Card

Move 9 – French – reserve (chip 6)

Orders: Withdraw

Fire on Shaken square, 1 hit, rout

3 Prussian infantry and 1 gun test morale

2 Prussian infantry and gun all Shaken

Artillery limber and withdraw

Move 10 – Prussian – 2 corps (chip 9)

Orders: Engage

Infantry form column and advance

Move 11 – Prussian – 3 corps (chip 10)

Orders: Engage

Fire on infantry, 1 hit, make morale

Rally infantry

Gun still shaken

Infantry rout continues

Move 12 – French – CinC (chip 1)

Move to reserve change orders to Hold

Move 13 – French – 5 corps (chip 3)

Orders: Hold

1 infantry and gun Rout

1 infantry and cavalry Shaken



PHOTOGRAPHS TAKEN FROM FRENCH SIDE OF TABLE


Left. most of 5 corps is in rout and the left flank is broken


Centre left. The cavalry reserve has retreated to the road. the left hand brigade has turned to face the broken left flank.

Right centre. 13 Corps have reached the road and are taking up a defensive position.

Right. 6 corps are deployed either side of the T junction and waiting for the Prussian attack



SUMMARY OF MOVE 10

Prussians now in strong position and all advance

3 corps Shaken due to 1 infantry rout

French have all halted

Left flank has broken and is in rout

Desperately need night fall to save them



Rule 15 - Cavalry v Infantry

Prussian hussars are about to charge French infantry in column of attack. If the cavalry start their charge less than half a move away, the infantry are unable to react. If more they must test to react


Background
Only cavalry on appropriate orders may initiate a combat
Infantry can never charge cavalry
Cavalry can not charge a formed square
Note that the player with the higher combat factor can still lose the combat


RULE 15 - COMBAT CAVALRY V INFANTRY



General

Only cavalry and must Attack orders or Opportunity Charge

One brigade per side

Infantry may not charge cavalry,

Cavalry may not charge a formed square

If infantry advance cavalry must retreat to maintain 4” zone of control


Combat Factors

Plus 1 - Class A

Plus 3 - Lancers in line

Plus 3 - Heavy cavalry in line

Plus 2 - Medium cavalry in line

Plus 1 - Light cavalry in line

Plus 4 - Infantry in square

Plus 1 - Infantry in COA

Plus 1 - Infantry Fire A in line

Minus 1 - Class C

Minus 1 - Each casualty
Minus 1 - Disordered
Minus 2 - Shaken

Result

Winner roll 2 d6 dice

Plus difference in Combat Factors


Cavalry Win


Total 2-3

Cavalry halt 8" from infantry

Both disordered

No casualties


Total 4-5

Cavalry halt 8" from infantry

Both Shaken

Both lose 1 casaualty


Total 6+

Infantry Rout

Cavalry Disordered

Cavalry lose 1 casualty

Infantry lose 3 casualties


Infantry Win


Total 2-3

Infantry Rout

Cavalry Disordered

Cavalry no casualties

Infantry lose 3 casualties


Total 4-5
Infantry retreat 4"
Both Shaken
Cavalry no casualties
Infantry 2 casualties

Total 6-7
Cavalry retire 8"
Both Disordered
Both lose 1 casualty

Total 8-9
Cavalry retire 8" Shaken
Infantry Disordered
Both lose 1 casualty


Total 10+

Cavalry Rout

Infantry Disordered

Cavalry lose 2 casualties

Infantry lose 1 casualty








Rule 14 - Cavalry v Cavalry




Background
Cavalry must have appropriate orders or Opportunity Charge
Only one brigade per side may take part
Note that the player with the higher combat factor can still lose the combat


RULE 14 - COMBAT CAVALRY V CAVALRY


General

Only cavalry and must have Engage, Hold or Attack orders

Only one brigade per side can take part

Both advance to contact


Combat Factors

Plus 2 - Line v Column

Plus 2 - Heavy Cavalry

Plus 1 - Medium Cavalr

Plus 1 - A Class

Minus 1 - Class C
Minus 1 - Each casualty

Minus 1 - Disordered

Minus 2 - Shaken

Minus 2 - Stationery Cavalry


Result
Winner roll 2 d6
plus difference in Combat Factors

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

Total 4-5
Winner: retires 8” Shaken
Winner: 2 casualties
Loser: 1 casualty

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

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

Total 10 +
Loser: Routs
Winner: 1 casualty
Loser: 2 casualty