TOY SOLDIERS

 

Abstracted rules for battalion combats in Horse and Musket period. A unit is a battalion. A single player might have 2-5 units under his command but only one commander. The intent of the rules is to allow players to bring a small command to the table of generic troops with no points system or national characteristics. The balance that I am aiming for is that a cavalry unit = an infantry unit = an artillery battery.

 

Infantry battalions are represented by 6 stands of several miniatures. In 15mm, 4 wide seems to work.
Artillery batteries are represented by 3 stands. Limbers should also be included.

 

Units and commanders will always have at least a single D6 placed behind them. For units, this represents their disorder value (1 is well ordered, 6 being disordered). Commanders will have a Chaos dice which will always be at least 1 (well coordinated command) and may go as high as 6 (Ineffective command control). Often, units will also be marked by a single red die marking their stress. Stress goes from 0 to 6.

 

TABLE OF CONTENTS

 

 

GLOSSARY OF TERMS

FORCE SELECTION

ÉLAN

INITIATIVE

COMMANDER ACTIONS

UNIT ACTIONS

INFANTRY ACTIONS

ARTILLERY ACTIONS

CAVALRY ACTIONS

THREAT DECLARATIONS

REORDER

FIRING A VOLLEY

CONTACT WITH OBSTACLES

PASSAGE OF LINES

THE CHARGE

CONTACT RESOLUTION

MELEE

SKIRMISHERS

 

GLOSSARY OF TERMS

 

Bases - Bases represent an infantry company, cavalry company, or artillery section (2 guns). Bases can be removed two ways: either reduced or destroyed. Reduced stands can be recovered by rallying. Reducing a stand is simulating a closing up of a formation to close gaps between soldiers made by losses.

 

 Command Chaos - All Regimental Commanders are marked with a dice indicating the level of their command chaos. This represents how stressed their command and control is becoming. 1 is good, 6 is bad. Command Chaos can be raised by giving too many commands in a turn and can be lowered by consolidating their command. No action may be taken that would take command chaos above 6. The minimum allowed Command Chaos number is 1 + the number of units dispersed in that command + the number of units more than 12" from the commander (though this last is only calculated when a consolidate command action is taken).

 

Dice Rolls - The general format is that when a player rolls they are trying to get equal to or above one of their stats. So if they have a 4 disorder and wish to fire, they will obtain hits on 4s,5s and 6s. Modifiers apply to dice rolls, not target numbers so a minus is bad and a + is in the player's favour.

 

Disorder - All units will have a disorder dice on them. This represents their current disorder level with 1 being well ordered and 6 being completely disorganized. Disorder can be reduced by spending a turn re-ordering and dressing ranks. A great many things can increase disorder and the wider a unit is the more disorder it gets when moving. No action may be voluntarily taken that will increase a unit's disorder above 6. Anytime a unit is required to gain disorder while at 6 disorder, they gain stress instead.

 

 Fall back - When troops are required to fall back, they either go directly backwards and face the enemy or they may go directly away from the nearest enemy and face that enemy. It is the falling back player's discretion but in all cases it should be the choice that gives them the most security.

 

Forward - Forward movement is done normally within a 22 degrees range. If it is specified that a unit can only go 'directly' then there can be no deviation. Note that moving backwards is normally always directly backwards as when a unit was about faced they are unable to manoeuvre.  When a unit is allowed to wheel when moving, they are not limited to 22 degrees.

 

Front - Units are considered to be to the front of a unit if at least one complete stand is within the 22 degree arc.

 

Initiative - The side with the highest initiative value moves first. By default, each side gets zero dice to add to their initiative determination total. The Attacker wins all tied initiative results so will go first each turn. If Colonels successfully concentrate on gaining battlefield awareness they have the ability to add 1D6 to their side's initiative roll.

 

Ragged Volley - A disorganized volley that represents not giving sufficient time for men to prepare their shots. -2 effectiveness. Sometimes there will be opportunities to fire a ragged volley but doing so will put one stress on the firing unit. This tries to reflect that troops will be disheartened by their poorly coordinated efforts.

 

Ranges - Often it will be stated that a range is X and the unit happens to be exactly X distance away. That is then within the range band.

 

Regiment - A regiment is a formation commanded by a Colonel/Brigadier. It consist of 1-4 (sometimes up to 6) units. A player will command a single regiment in a game. It is not necessarily historically accurate in that a player's force might consist of 3 battalions of infantry, a squadron of cavalry, and a battery of artillery, if he chose to compose it that way. 

 

Retreat - When troops are required to retreat, they either go directly backwards and face away from the enemy or they may go directly away from the nearest enemy and face away from that enemy. It is the retreating player's discretion but in all cases it should be the choice that gives them the most security.

 

Rout - When troops are obliged to quit their colours and can no longer obey orders they rout. The unit is removed 18" to the rear, marked with 6 disorder and will usually take additional stress, depending on circumstances. Whenever a unit routs, all friendly units within 6" of the units start and end point gain 1 stress.

 

Smoke - smoke modifies the ability of volleys to be effective. Whenever a unit fires, smoke is placed in front of the part of the unit that fired. Remove smoke at the end of each turn when nothing caused it to be there that turn. Consider smoke to generally cover an area 2" around it so that when opposing units are 4" apart, when one has smoke obscuring it, they both do.

 

Stress - Stress represents the fear and unwillingness to fight that is what officers and NCOs are always trying to suppress in their men. It also represents wounding, dead, and other physical losses in the unit. Anytime a unit gains stress when it is already at 6 stress, it loses a stand and lowers its stress to 5. Note that when taking multiple losses above 5 it helps to consider that every two stress will remove a stand.

 

Unit - a Battalion, Battery, or Squadron made up of numbers of bases.

 

Weak volley - A volley that is done under stressed conditions and is less than orderly. Firing before slower men have time to load muskets, for example. -1 effectiveness.

 

Width Disorder - When suffering width disorder, the number of stands wide that a formation is determines how much disorder is received. 1 stand = 0 disorder. 2-3 is +1 disorder. 4-6 is +2 disorder.

 

FORCE SELECTION

 

The player with the best painted army goes first in selecting forces and then they alternate. Once a player has chosen to defend, the other player may not choose to defend. Players should agree on how many selections they will each get. Normal amount is five each. Units and terrain are deployed as each selection is made and, until a side selects an option that allows otherwise, all units must be within 8" of their side's chosen table edge.

 

Max # per player

Choice

Description

Élan

1

Defend a Hill

Place a hill on defender's half of the table, large enough to hold at least two units comfortably. All Regimental forces will be able to begin deployed on this hill or within 4" of it.

Opponent gains +1 élan

1

Defend a Village

Place 3 village/house blocks on defender's half of the table 2" apart from one another. All regimental forces will be able to deploy within 4" of any village block.

Opponent gains +2 élan

1

Defend open ground

Defender may deploy anywhere on his half of the table.

 

1

Time limit

Anytime either player seizes the initiative from his opponent, instead of gaining one élan, his opponent loses one. Also, game ends at a time agreed on by both players at which point, defender wins if he has at least one élan remaining.

 

1

At all costs

In the event that both sides lose their last élan on the same turn, the side that took this option wins the game.

Gain 1 élan

5

Line infantry Battalion

Gain one battalion of 6 bases. One base may be deployed as skirmishers.

Gain 1 élan

2

Regimental artillery

Gain one battery of 3 bases.

 

4

Cavalry Squadron

Gain one squadron of 2 bases.

Gain 1 élan

2

Light Infantry Battalion

Gain one battalion of 4 bases and you may place one light wood anywhere on the table.

Gain 1 élan

1

Veterans

 

Gain 2 élan

1

Well trained

All units are well trained and may perform the Hasty Reorder unit action

 

 

ÉLAN

 

At the start of the game, each side is given a number of Élan points as determined by their force selections. In order to finish a charge, one élan must be spent. In order to withstand a charge an élan will need to be spent but if the defenders win they get the élan point back immediately.

 

Élan is lost when a unit is routed. Also, élan may be spent to return lost units to the table.

 

Normally, one élan can be gained by the side without initiative seizing the initiative.

 

The first side, at the end of a turn, that has zero élan, loses. If both sides lose their last élan on the same turn, the attacker wins. If any side goes to negative élan at any point, they immediately lose.

 

INITIATIVE

 

Normally, turns will alternate from one player to the other with the attacking player going first.

 

As part of their turn, a commander can take an action to gain battlefield awareness. At the start of a turn following where at least one player has taken the battlefield awareness option, initiative will be rolled for.

 

Each commander that was battlefield aware, rolls 1D6 minus his Command Chaos value. Add this to their nation's total in a multiplayer game. If a commander did not do battlefield awareness their total is 0.

Highest result has initiative for this turn and on all turns until their opponent wins it. Ties always go to the side that currently has the initiative. If a player seizes the initiative, the gain one élan.

 

COMMANDER ACTIONS

 

 

Commanders maintain a Command die that marks their Command Chaos. It is always at least 1 and cannot go higher than 6.

 

·         Attach to a unit - Attach to a unit within 6". Add 1 to Command Chaos (unless this is the only unit in the command). At the end of an advance to contact, after all rolls have been made, a unit with an attached commander may reroll any one of the three tests. If attached, unit reorder rolls for that unit may also be rerolled.

·          Ride! - Move up to 24" and do nothing else.

·         Consolidate Command - Move up to 6" and roll a D6 and subtract that many from the Command Chaos number (to a minimum 1 +1 for each unit that is 12" or more from the regimental commander).

·          Inspire with heroics - Move up to 6" toward the enemy. The commander must be within 6" of enemy with no friendly forces (discounting skirmishers) between him and the enemy. Each unit within 12" of the commander (and facing him) may remove 2 stress. +2 command chaos.

·         Battlefield awareness - Move up to 6". Roll a D6. If the value is greater than their Command Chaos, they add 1D6 to initiative determination next turn

·         Rally a unit - Move up to 6" and attach to a battalion if that battalion is more than18" from any enemy unit (or more than 9"and out of LOS of all enemies) and did not receive enemy fire the last turn. Roll 3D6. If the result is greater than the combined total of the units disorder, stress, and regimental command chaos then 1 detached stand may be returned to the battalion/squadron. The colonel may then roll to regain additional stands but each attempt adds 1 disorder. Artillery may not be rallied.

·         Berate and Cajole - Gain +1 command chaos. Any of the commander's units within 6" may reroll reorder tests this turn.

·         Reform a Battalion - If the command stand of a unit has been dispersed, and the commander is more than 24" from any enemies, he may attempt to reform the battalion. Roll a D6 and try to get equal to or above the commander's command chaos. Alternatively, he may spend an élan and a battalion may be reformed up to 24" away from the Commander so long as the unit is 18" away from any enemies. Once it is formed, roll a D6 to determine its initial stress level. It begins at 6 Disorder.

 

When commanders are attached, they will move when the unit moves.

 

Commanders who are in the firing arc of any enemy stands (including skirmishers) are subject to taking damage. See the rules for shooting. If a commander is hit, immediately increase his command chaos to 6 and move him 18" to the rear as he is replaced or has medical aid applied. Also, all of his units within 12" at the time of his falling gain +2 stress.

 

If a Commander is alone and contacted by enemy units, competitive die rolls are done (attacker may reroll if cavalry) and if the attacker rolls a number greater than the commander, he is a casualty. Add the difference to the Commander Chaos rating and if it equals or is greater than 6, add 2 stress to all regimental units within 12". If the commander wins, add 1 to the command chaos rating and immediately move him up to 12" 

 

 

UNIT ACTIONS

 

After Commander actions have been done, any number of different unit actions may be initiated as long as doing so would not increase his command chaos above 6 and as long as no unit does more than 1 action.

 

Command Chaos goes up by 1 each time that a unit or group of units under his command perform a distinct action.  The first action does not increase command chaos each turn.

 

So when a Commander with four units activates two lines to fire volleys, the command number is not increased. When he activates the remaining two units to charge, his Command Chaos is increased by 1. Note that since a player cannot make a choice to increase the command chaos number above 6, if the chaos number is 6 then the regiment will be restricted to 1 activation type per turn.

 

 

INFANTRY ACTIONS

 

Several unit actions will require that a unit gain 'width disorder'. If a unit is 1 stand wide, there is no width disorder. 2-3 stands will gain 1 disorder, and 4-6 stands wide will gain 2 disorder.

 

Ĝ       Reorder: -2 disorder and remove 1D6(-disorder) stress. See reorder rules below. You may deploy or recall skirmishers (see skirmisher rules) or garrisons.

Ĝ       Volley fire - Fire a volley. Performing battery fire and volley fire in the same turn does not incur additional command chaos.

Ĝ       Adjust - move up to 2" and remove 1 disorder.

Ĝ       Ease forward - Move up to 4" forward (within 22 degrees)  and fire a weak volley (-1 on volley)

Ĝ       Forward  - Move up to 8" forward (wheeling or oblique less than 22 degrees) - gain 1 disorder. Unit may fire a ragged volley (-2 on volley and gain 1 stress).

Ĝ       Hurry forward - move 12" straight forward (gain width disorder)

Ĝ       Fall Back - Retire up to 8" directly back, retaining original facing. Gain width disorder.

Ĝ       Retreat - Move up to 12" directly back facing away from enemy. Gain width disorder +1.

Ĝ       Change formation (column, line, square) Advance command stand 2" and adjust stands left of and behind command stand. (gain width disorder based on the largest width). Skirmishers or garrisons may be deployed or recalled (see skirmisher rules).

Ĝ       Angle - Move up to 4" with a wheel or oblique more than 22 degrees (width disorder)

Ĝ       Charge - (if they are within 12" of an enemy target) see advance to contact

Ĝ       Move to side - Move 90 degrees left or right (maintain original facing) for 2" or +1 disorder for 2"-4".

        Hasty Reorder - Allowed only if the unit is well trained. Gain one command chaos per selected unit and do a hasty reorder (-1 disorder only) but unit may immediately take another action.

 

 

When changing formations, advance the rightmost front stand 2" forward then attach all remaining stands left or behind that stand. An about face can be obtained through changing formations.

 

 

Terrain

If a unit has gone uphill in the course of its movement, add +1 disorder. Troops at the top of a hill gain +1 to rolls when receiving fire.

Artillery on hills may fire over friendly forces that are not on a hill so long as their target is outside of canister range (10") and there is at least 4" separating the target and any closer friendly units.

Artillery on different levels than their targets do not get bounce through effects.

If moving through light woods, gain additional width disorder.

If any companies cross a linear obstacle, add 1 disorder and 1 stress

ARTILLERY ACTIONS

 

LIMBERED ACTIONS

 

Limbered batteries will always be in column of companies formation (1 base wide)

·         Reorder: -2 disorder and remove 1D6(-disorder) stress. See reorder rules below.

·         Ease Forward - move up to 4" forward, wheeling as desired.

·         Forward - move up to 8" forward and gain +1 disorder, wheeling as desired.

·         Change Formation - Unlimber and deploy - move 2" forward and unlimber the lead battery, facing any direction. Deploy remaining batteries to its left. Place limbers immediately behind. Gain +1 disorder.

 

UNLIMBERED ACTIONS

·         Reorder: -2 disorder and remove 1D6(-disorder) stress. See reorder rules below.

·         Battery fire - Fire the battery. Performing battery fire and volley fire in the same turn does not incur additional command chaos. At the cost of one command chaos, limbers may be sent forward or back during a fire action.

·         Prolong - Move the battery up to 2" forward, wheeling up to 22 degrees. Gain +1 disorder.

·         Angle - Pivot up to 2" with a wheel or oblique more than 22 degrees (width disorder). Gain +2 disorder.

·         Change Formation -Limber into column - Move the rightmost battery 2" and then face it in any direction. place remaining limbered guns behind it. Gain +1 disorder.

When initially unlimbered, horse limbers remain immediately behind the batteries. If the battery receives fire and the limbers are immediately behind the guns, the battery receives an additional disorder and an additional stress each turn. Limbers may be sent to the rear (4") and will generally follow along behind the battery. Unlimbered batteries may not be limbered until after the limbers have been brought forward (if they have been sent back).

 

 

CAVALRY ACTIONS

 

Ĝ       Reorder: -2 disorder and remove 1D6(-disorder) stress. See reorder rules below. You may deploy or recall skirmishers (see skirmisher rules).

Ĝ       Adjust - move up to 2" and remove 1 disorder.

Ĝ       Ease forward - Move up to 4" forward (within 22 degrees)

Ĝ       Forward  - Move up to 12" forward (wheeling or oblique less than 22 degrees) - gain 1 disorder.

Ĝ       Hurry forward - move 18" straight forward (gain width disorder)

Ĝ       Fall Back - Retire up to 12" directly back, retaining original facing. Gain width disorder.

Ĝ       Retreat - Move up to 18" directly back facing away from enemy. Gain width disorder +1.

Ĝ       Change formation (column, line, square) (gain width disorder based on the largest width) . Skirmishers or garrisons may be deployed or recalled (see skirmisher rules).

Ĝ       Angle - Move up to 6" with a wheel or oblique more than 22 degrees (width disorder)

Ĝ       Charge - (if they are within 18" of an enemy target) see advance to contact

Ĝ       Move to side - Move 90 degrees left or right (maintain original facing) for 3" or +1 disorder for 3"-6".

 

 

 

THREAT DECLARATIONS

 

After a unit has completed its action it may declare threats.

 

If there is an enemy unit within 12" of its front and within 22 degrees but it is not within the front arc of the target unit, 1 stress may be added to the target unit.

 

Also, cavalry may place an additional stress on enemy artillery or infantry that is within 12" of its front. If the infantry is in square then it does not gain the stress and if the artillery has a friendly square within 2" it does not gain stress.

 

REORDER

 

Units, as part of their move, may reorder. Immediately deduct 2 disorder (to a minimum of 1).

Roll a D6 and subtract the disorder number. That much stress may be removed. If there is still more than one stress on the unit then it must withdraw that many inches and regain 1 disorder and gain +1 stress. Clear smoke.

 

-1 to the reorder roll for every enemy skirmisher within 4" of a unit that is reordering.

-1 to reorder rolls if the unit is currently the target of a charge.

+1 to the reorder roll if the unit is in column or deployed in a village

+1 to the reorder roll for each friendly unit within 4" in front or behind the reordering unit. (maximum +2)

 

 Instead of withdrawing due to remaining stress, the commander may choose to destroy stands, remove 2 stress, and remain in place. If, after doing removing stands and subsequent stress there still remain stress then the unit must still withdraw that many inches and still goes up 1 stress and 1 disorder. Artillery may not withdraw more than 2" at a time so MUST remove stands until the remaining stress is 2 or less.

 

If possible, a unit should reconstitute and straighten its lines during a reorder but no company/stand can move more than 3" to do so.

 

Note that during a reorder action, skirmishers and garrisons may also be deployed or recalled.

 

FIRING A VOLLEY (or battery)

 

Step 1: Try to fire an effective volley - Rolls a D6 for each base that is firing. Range does not matter for this test for it is based on the discipline and control of the unit. There are only two modifiers:

-1 if there is already smoke in front of the unit

-1 if it is a weak volley OR -2 if it is a ragged volley

 

Artillery firing at closest range band (canister range) always achieves a successful volley unless it rolls a natural 1.

 

An effective volley is achieved for every dice rolled equal to or above the firing unit's disorder number

 

When firing with units deployed in villages, successful volleys are achieved only on a roll of a natural 6. Units firing from a village have a maximum range of 2 range bands.

 

Ranges should be checked on a  company by company basis. A battalion's frontage could be wider than its effective musket range afterall. You are encouraged to roll by range band to give your opponent an easier time keeping track. If you don't, your opponent may select the worst used range band or come to some average.

 

Anytime that a unit fires and achieves two successes with natural rolls of 6s, if there is an enemy commander in its firing arc and closer to the firers than their target, then he has been hit.

 

Step 2: Receive fire

 

The side taking the fire must now test to see the effect of all effective volleys on it.

If there is at least one effective musketry volley against the unit that turn then it gains 1 disorder.

If there is at least one effective artillery volley against the unit that turn then it also gains a disorder.

If the unit could not return fire on the firing unit (due to arc) they immediately gain +1 stress also. Limbered artillery or artillery with limbers attached also gains an additional disorder and stress (so limbered artillery taking fire gain +2 stress, +1 for not being able to return fire and +1 for limbers).

 

Then, for each effective volley, roll a D6. If it is lower than the unit's disorder number then they gain +1 stress. The modifiers for this roll are:

 

Range: 

Muskets have a 4" range band

carbines 3"

rifles 5"

Regimental artillery 10"

 

One range band is close (-1 to hit), two is medium, three is long (+1 to hit), and four is ineffective (+2 to hit). Note: It may take some getting used to before it is natural to take range into account for the receiving unit and not the firer

 

Smoke: If there is smoke on the receiving unit, +1 to the roll.

 

A natural roll of 1 always scores a stress hit.

 

There are general modifiers to the dice roll as follows:

Units behind cover always may ignore the first hit

Units in column that is only 2 wide (Column of divisions), the first duplicate of the same number rolls is hit.

Units that are in column of companies (1 wide) may ignore all duplicate roll hits.

Note that units deployed in villages always succeed on disorder rolls so they will only suffer stress form fire on rolls of a natural 1 (as well as additional stress if they cannot return fire).

 

Artillery on the same level as the target that is outside of canister range will do bounce through. If there are 2-3 bases that can be hit by following a line behind the front target stand then each successful volley will cause two receiving fire rolls to be made. If it can tag four OR it is within 22 degrees of being perfectly aligned to a flank enfilade, then it does 3 hits per successful volley. Also, any units that are within 6" and in line behind a stand suffering bounce through will gain a disorder from artillery fire (if it has not already received artillery fire yet this turn).

 

 CONTACT WITH OBSTACLES/FRIENDLY UNITS

 

It may happen during a withdraw movement that units will be forced into contact with obstacles (including friendly and enemy units). First, move back all those companies than can legally move straight back and then endeavour to maintain contact with remaining stands. Any companies that cannot maintain contact are removed to the rally area. Add 1 to the disorder of the falling back unit for each company so detached. If they can maintain contact, the unit still suffers a single addition to its disorder (regardless of how many are out of alignment) and the unit must regain alignment at next opportunity.

 

Anytime a unit contacts an enemy skirmisher and they are not performing a charge, the moving unit gains either +1 Disorder OR +1 stress (moving unit's choice). Immediately move the skirmish stand 4" away so that it is still within 4" of its command stand.

 

PASSAGE OF LINES

 

A unit in good order may allow another unit to pass through it if the following conditions are met:

-the two units are aligned within 22 degrees of parallel.

 

The unit allowing the passage must roll greater than or equal to their disorder+ regimental command chaos on 2D6. If they fail, they may do one of two things:

-do not allow the passage. Add 1 stress and 1 disorder to the unit that tried to pass.

-allow the passage but add disorder to both units equal to the number of bases interpenetrating. The moving unit may remove stands to reduce this penalty.

 

When retiring and conducting a passage of lines, additional movement should be given to the retiring unit to allow it to clear the unit it is passing through. This is for neatness and clarity sake and should not be done to a player's advantage.

 

CHARGE

 

In the movement phase, units within charge range (infantry 12", cavalry 18") of a target to their front may be ordered to charge. This is done by stages and involves possible reactions at every stage. At the moment of a charge declaration, the charging player must be able to demonstrate that there is enough space for all charging units in their current formations to contact all target units.

 

Units in square formation may not charge.

 

1. 12" stage - If the chargers are coming from outside of 12", immediately advance them to the point where they are 12" from their target.

 

2. Apply stress - Apply 1 stress to all charging units and all target units.

 

2a. Apply force disparity stress - Count up the total number of units on each side that are charging, receiving a charge, or within 4" of a charger or target. These additional units are considered to be supporting units in this fight. The side with the lowest total gains that much additional stress spread as evenly as possible among the units that are charging or being charged.

 

Example: Blue Force is charging with two infantry battalions and has an artillery battery beside them (the battery will therefore count as support). Their target, 10" away,  is a line of Red infantry with another line behind. On either side of that forward line, within 6", are squadrons of supporting cavalry. The red force total is 4. The blue force total is 3. Blue force must assign 1 additional stress to one of its two charging units.

 

3. Defender 12" reactions (allowed only if chargers used the 12" stage). All units within 4" of the target of a charge may react by doing one of the following:

 

3a. Fire a volley at any charging units that are eligible targets. Mark smoke, disorder and stress as applicable. No additional stress is gained on the receiving unit for nor being able to return fire in this case. At the cost of one command chaos, artillery may bring forward limbers if they are not already there.

3b. Change formation If the defender adds one Command Chaos, any number of supporting or targeted units may change formation as normal but with 1 additional disorder. Note that if, in the course of changing formation, bases must come within 2" of an enemy, remove those bases. Artillery with limbers present may limber up. Limbered artillery may not unlimber.

3c. Reorder - If the defender spends a Command Chaos, any number of supporting or targeted units may reorder as normal. Note that there is a -1 on reorder rolls is the unit is the target of a charge (but not for supporting units)

 

4. Abort option - For the expending of a Command Chaos, the attacker may choose to abort the charge with any and all units. Any units that abort may immediately reorder.

 

5. 6" Stage - If the chargers are coming from beyond 6", immediately advance them to the point where they are 6" from their nearest target. Immediately apply width disorder to charging units. Also if the charger has any skirmishers, at this point move their skirmishers to the rear of the unit and they will follow 2" behind.

 

6. Defender 6" reaction (allowed only if chargers used the 6" stage). All units within 4" of the target of a charge may react by doing one of the following:

 

6a. Fire a weak volley (-1) at the charging unit with all available units. Mark smoke, disorder, and stress as applicable.  Note that musketry or artillery fire disorder is not cumulative as this is all still in the same turn.

 6b. Change formation If the defender adds one Command Chaos, any number of supporting or targeted units may change formation as normal but with 1 additional disorder and 1 stress. Note that if, in the course of changing formation, bases must come within 2" of an enemy, remove those bases. Artillery with limbers present may limber up. Limbered artillery may not unlimber.
6c. Hasty Reorder -If the defender spends a command chaos any number of supporting or targeted units may reorder as a normal reorder but only 1 disorder is removed.

6d. Counter charge - If the defender spends a command chaos any number of supporting cavalry or infantry units may counter charge charging enemy units. Immediately add 1 additional stress to all counter-charging units and their targets. Advance all counter charging units to where they are 2" from their charging target.

6e. Abandon Guns - If the defender is an artillery crew it may opt to abandon its guns and have the gunners seek cover behind a supporting infantry unit within 4".  If this is done then the guns are no longer a targeted or supporting unit during this charge. At the end of the charge resolution, if that infantry unit remains in place then the gunners return to their guns. If the infantry unit is routed or retreated, remove the battery..

 

7. Abort option - For the expending of a Command Chaos the attacker may opt to abort any charges that were not counter-charged. If they abort, they may add +1 disorder and immediately fire a weak volley (-1).

 

8. Balking - Each charging unit must make a stress test. Failure of the stress test means that the unit refuses to follow orders and abandons the charge. Add +1 disorder, +1 stress, and +1 command chaos. If a player chooses to spend an élan, they can automatically pass this test (may see result of roll before spending élan).

 

9. 2" stage - Immediately move all charging units to 2" from the target if not already that close. Immediately add one additional stress to the target unit for each charger that is outside of their front arc. Anytime the chargers would have contacted enemy skirmishers they gain +1 disorder OR +1 stress (charger's choice) and the skirmisher is removed.

 

10. Abandon Guns test - If the defender is an artillery unit and there is a supporting infantry unit within 4" then the gunners can attempt to flee to the protection of the infantry. If the owning player chooses to attempt this then they must successfully pass a disorder test. If successful they reach the protection in time. See 6e above. If they fail the test then they do not make it. Add +2 disorder and +2 stress to the artillery. They may not fire their last ragged volley.

 

11. Defenders may fire one last ragged volley (-2) and the attackers gain an additional stress if there is at least one successful volley.

 

When chargers are at different ranges (i.e., one began 8" away and so was moved to 6" and the other began 3" and so was moved to 2"), only the lead units will receive volley fire UNLESS the lead units cannot be targeted due to firing arc. Complete the charge of the lead units and then follow on chargers may continue.

 

 

Move on to contact resolution and resolve all encounters between chargers and their targets (or counter chargers). Group and resolve the tests such that no conflict has more than three participants on one side.

 

 

 

CONTACT RESOLUTION

 

ADVANCE TO CONTACT PLAYER AID

 

All rolls are conducted behind hidden screens. This step is done for each unit separately though simultaneously.

 

Step 1: Command Rolls: Roll a D6 for each battalion. Each roll that is less than the Regimental command level is a failure. Otherwise it is a success. Place success on the command marker and failures in the failure spots. +1 to this roll if there is a friendly battalion in the assault.

 

Step 2a: Attackers may choose to abort - Starting with the attackers, units may now opt to abandon the assault at this point and instead halt and fire a ragged volley (+1 disorder if they choose to fire). Apply the effects immediately.

 

Step 2b: Defenders choose to disengage - Defenders may opt to fall back 3-6" at this time and gain +1 disorder and +1 stress. They may fire a ragged volley. If the target of a charge has fallen back, advance the charger 3" further and do a reorder.

 

Step 3: Disorder Rolls: If there are still charging and defending units, all units roll 1D6 against their disorder. If the result is greater than or equal to their disorder level it is a success. Otherwise it is a failure. Note that for infantry deployed in villages, all disorder rolls will succeed so they keep the result.

 

Step 4a:Attackers may choose to halt:  Starting with the attackers, units may now opt to abandon the assault at this point and instead halt (they do not fire). Apply the effects immediately. If they attacker does not halt, they must spend an élan.

 

Step 4b: Defenders choose to withdraw: Defenders may opt to fall back 6-12" at this time and gain +1 disorder,+1 stress, and +1 command chaos (they do not fire). If the target of a charge has fallen back, advance the charger 3" further. They do not reorder.  If the defender does not withdraw, they must spend an élan. If they do withdraw, the attacker regains its lost élan.

 

Step 5: Stress roll: If there are still charging and defending units, they roll 1D6 against their stress/casualties. Equal to or greater than stress is a success. Infantry in square formation vs. cavalry automatically succeeds on its stress roll so keep whatever result is rolled.

 

Step 6a: Attackers choose to fall back - Starting with the attackers, units may now opt to abandon the assault at this point fall back 6" straight back and gain 1 disorder and +1 regimental chaos. Defender may opt to reorder in this case.

 

Step 6b: Defenders choose to retreat - Defenders may opt to retreat 18" at this time and gain +2 disorder (they do not fire) and +1 to regimental chaos. If the target of a charge has retreated, advance the charger 3" further. They reorder.

 

Step 7: Upping the stakes - The attacker may now decide to commit an additional élan (if available). If so, all involved units must immediately rerolls all of their advance to contact dice. There are no further opportunities to break from combat. It is up to the men.

 

Step 8: Commanders attached - If a side has a commander attached, they may now reroll one dice.

 

Step 9: Test the men - Take down the screens and reveal the total numbers for each charger and defender.

 

First, check if any units failed all three of their tests. If so, immediately rout the unit 18" to the rear. Their disorder increases to 6 and they gain +1D6 stress. Add +2 to regimental Command Chaos. If the stress is greater than 6 remove stands as normal (2 stress per stand) until the stress is six or less.

 

If a commander is attached to a routed unit, the owner rolls a D6. On a 6 he becomes a casualty. Regimental command is raised to 6 and all units within 4" gain an additional stress immediately.

 

Next, if there are any units still part of the advance to contact that failed two of their tests, they too will immediately rout unless their foe also failed two tests. In this case, compare the totals of the two. The lower result routs as above but instead receives stress equal to the difference between the two totals. If the totals are equal then the units will melee.

 

Next, if there are any units still part of the advance that failed a single test they will immediately rout unless their foe also failed only one test. In this case, compare the totals of the two. The lower result routs as above but receives stress equal to the difference between the two totals. If the totals are equal then the units will melee.

 

If both units passed all of their tests OR both units failed the same number of tests and have equal totals, the units will proceed to melee. In all other cases, one side or the other ought to have already been routed.

 

All participants in the advance to contact who are not in melee may advance up to 2". They increase their disorder by 1 and reduce their stress by 2 (to a minimum 0). Infantry may also deploy companies in villages that are within 2" and are not occupied by the enemy.

 

Following melee resolution, Each defending unit that is still intact (not routed), regains the élan it earlier spent in 4b of contact resolution.

 

 

MELEE

 

At the start of a melee, add 1 disorder and 1 stress to a unit if their enemy is wider than they are (if they are not in square).

 

Add 1 disorder and 1 stress to infantry in melee with cavalry unless in square.

 

Nearby skirmishers do not participate in melee. If the last stand in their unit is removed, remove the skirmishers.

 

Beginning with the defender (or charger if they were counter-charged), each unit must decide to rout away (move 18", Disorder increased to 6) or fight. To fight, a unit immediately accepts 1 disorder and then makes a stress test. If it fails the stress test then it loses a stand. If a unit cannot add stress due to it being the final stand, remove the stand.

 

Between fighting units of the same type, after taking a stress test, their opponent then must choose to rout or fight.  Players will then alternate back and forth until one side has routed or been removed.

 

In the case of cavalry vs. infantry, infantry must continue to roll until they pass a stress test then it goes to the cavalry for one pass.  Note that infantry in square always passes stress tests.

 

For infantry deployed in a village, the attackers must roll first and only after they successfully pass a stress test does the fight pass to the defenders. The defenders will pass it back to the attackers after one pass.

 

SKIRMISHERS

 

 

A regular battalion can deploy a maximum of 1 company (base) as skirmishers at any one time. Light infantry can deploy any number of skirmishers.

Skirmishers can be sent forward or recalled anytime that a unit does a change formation or reorder action. When skirmishers are deployed, the leftmost or rearmost base is put out somewhere within 4" of the command stand. When they are recalled, the base is returned to the leftmost or rearmost position in a formation. Recalling skirmishers always increases disorder by 1. When a battalion entirely deployed as skirmishers recalls skirmishers through reorder, they gain width disorder +1. Also, when a light infantry battalion entirely deploys into skirmish order, they must first remove stands as necessary until their stress is down to 1 or less.

Movement: Skirmish stands move when their parent battalions move or reorders and, if a light infantry unit is entirely deployed as skirmishers, one stand must still be designated as the central or command stand and they move around that. Skirmishers must always remain within 4" of their command stand but are otherwise free to move about with fluidity.

Offence: Skirmishers do not fire. Instead, anytime a unit does a reorder action, they must subtract 1 from their reorder rolls for each enemy skirmish stand within 4" of the testing unit.

Obstruction: If an enemy unit moves onto an enemy skirmish base and they are not doing a charge move, the moving unit takes 1 disorder OR 1 stress (moving player's choice). The skirmisher is then moved back until it is outside 4" of the moving unit (but within range of its own unit). If the moving unit is performing a charge move, it still receives 1 disorder OR 1 stress (moving player's choice) but the skirmish stand is destroyed. Remember that if a unit is more than 18" from any enemy, commanders may try to return lost stands to the unit so these removed skirmishers are not permanent. They are just scattered and ineffective until reconstituted and rallied.

 

If a unit is destroyed such that the command stand is removed, all deployed skirmishers are then also removed.

 

Skirmishers vs. skirmishers

 

Skirmishers may, in the course of their movements, touch an opposing skirmish stand. Both players immediately roll a D6. The lowest roll must their stand back 1- 2" toward its command stand.

 

Sharp shooting

 

Whenever a unit that has some elements skirmishing and chooses to fire, a D6 roll may be made for each skirmishing stand within 4" of an enemy commander. On a 6, he is a casualty.

VILLAGES

 

Infantry units using the Reorder or Change formation actions may detach companies to deploy into villages that are within 2" of the bases and are not occupied by enemies. Also, following advances to contact, successful units may deploy into villages within 2" that are not occupied by enemies. Each village block may hold up to 3 infantry companies.

 

When units are deployed into a village they become a separate unit for purposes of tracking disorder and stress. All units deployed in a village always have an effective disorder of 6 so there is no need to mark their disorder. A stress dice may be put onto a village block as required.

 

Units can be undeployed and returned to their parent unit, reforming, with either a reorder or change formation action if it is within 2" of the village block. If the command stand was deployed, move it into the open  within 2" of its block and put 2 disorders on it. A unit reforming non-command stands from villages gains 1 further disorder (Thus 3 total for an entire unit reforming from deployed). Additionally, from each village block, stands must be removed from the block until the stress in that block is no greater than 1 before stands can be returned to their units..

 

Each block can only fire a single company out of any side at any time. They may freely fire without requiring the spending of any command chaos. Infantry deployed in villages has a maximum range of 2 range bands (8" for muskets) and always achieves a successful volley only on a natural roll of 6.

 

Infantry deployed in villages always passes disorder tests. Since their disorder is always assumed to be 6, it is very difficult for them to reorder. Instead therefore when a reorder action is taken, infantry deployed in villages can assume that they always roll a 6 for their reorder roll. Remember that they get +1 for being deployed in a village.

 

Failing a reorder test by more than 1 in a village does not require a retreat but does add an additional stress as normal.

 

Example: Three stands in a village have 5 stress on them. Behind them are two columns of friendly infantry. They will get +1 for deployed and +1 for each supporting friend to get a +3 total and so reduce their stress by 3 to a 2. The owner player could choose to remove a stand and reduce their stress to zero or hold their ground and increase their stress by one. Their final stress would therefore be 3.

 

In advance-to-contact, troops deployed in villages always succeed at their disorder tests so keep whatever they roll on that test. Also, if it gets to a melee the attacker must do their fight stress tests first and only pass the tests to the defenders when they have achieved a success. Defenders pass the test back after every attempt, successful or not.