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.



Background
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



RULE 9 - COMBAT AT EDGE OF BUA OR WOODS


General
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

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 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.



Background

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



RULE 8 - COMBAT QUICK RESULTS


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.


Background
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


RULE 7 - ARTILLERY FIRE

General

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.


Summary


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


RULE 6 - OPPORTUNITY CHARGE

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

Saturday, 30 May 2009

Rule 5 - Movement


To move all of his corps the commander would need at least 7 pips. He could move 16", the cavalry could move 16", the infantry 4" and the artillery 8"



Summary

There are two types of movement
First when on blinds
Second when figures on the table
Corps Commander must use pips to move brigades


RULE 5 - MOVEMENT

Blinds

Single blind 8” per Pip

Multiple blind 4” per Pip


Figures on Table

16" - Generals

16" - Light cavalry column

14" - Light cavalry line

14" - Heavy/Medium cavalry column

12" - Heavy/Medium cavalry line

12" - Horse artillery limbered

8" - Foot artillery limbered

8" - Infantry column of march

6" - Infantry column of attack

4" - Infantry line

2" - Infantry Square

2" - Manhandle medium artillery

1" - Manhandle heavy artillery


Multiple Moves

Allowed providing no enemy blinds or figures within

4” for Generals

16” for brigade or blind


Multiple moves allowed within 16" or enemy

Half move and change formation

Artillery two actions of Fire/Limber/Move/Unlimber


Difficult terrain

All brigades half move






Rule 4 - Types of Orders


This corps is probably on Move orders, they are ready to move forward, all are in column and the guns are limbered.



Summary

Each corps must have one of the following orders
Corps Commander can change his own orders to Halt
All other orders can only be issued by CinC
Corps commander must carry out his orders

RULE 4 - TYPE OF ORDERS

Move
All brigades must move towards objective
May not move closer to enemy than 4” in open
May not move closer to enemy than 2” in BUA or difficult terrain
Corps commander may change to Halt

Halt
May not move closer to enemy
Brigades may move to improve defence
Brigades may retreat out of artillery range
Must wait for new orders from CinC

Hold
May not advance beyond the furthest edge of objective, except cavalry to recce
Cavalry may charge any enemy who approach within 8”
Infantry may skirmish or fire on any enemy who approach within 8”

Engage
At least one brigade must move towards the objective
Cavalry may charge any enemy within 8”
Infantry may skirmish or fire on any enemy within 8”

Attack
At least one brigade must attack enemy if possible
All brigades must move towards objective
Cavalry will charge any enemy within range
Infantry will charge any infantry or artillery within range
Shaken or Disordered brigades do not have to attack

Rule 3 - Corps Commander

The corps commander is the mounted figure facing his corps. There are four infantry brigades, one cavalry brigade and corps artillery.




Summary


The corps commander must carry out the orders issued by the CinC
He can however change them to Halt at any time
To change orders he must be within 16" of each brigade
He must then remain at Halt until he receives new orders from the CinC
The main role of the corps commander is to issue orders to his brigades.
To do this he rolls an average dice, plus his command factor.
To issue orders he must be within 8" of the brigade
A Spanish commander must be in base contact to issue orders


RULE 3 - CORPS COMMANDER

Roll for Pips

Roll average dice

Gifted +3

Average +2

Poor +1


Corps Orders

Must use all of his Pips to achieve the corps orders


Actions costing 1 Pip

Move and change face up to 45 degrees

Change formation or change face more than 45 degrees

Artillery fire, limber, move or unlimber

Infantry fire or skirmish

Gifted commander change orders to Halt


Actions costing 2 Pips

Retire half move facing enemy

Half move and change formation

Artillery two actions of fire, limber, move or unlimber

Average commander change orders to Halt


Actions costing 3 Pips

Swop two brigades (both Disordered)

Fresh brigade must be directly behind and within 4”

Poor commander change orders to Halt