TM
In each full turn both sides take an individual or player turn in the following manner. Shooting shoots with units. Hand-to-hand both sides resolve any hand-to-hand fighting.
Command moves units starting with initiative moves.
Command ________________________________________
Command modifiers -1 Per 12" distance from commander to unit -1 Enemy unit within 12" of unit receiving order +1 Attack Column +1 March Column/Limbered Artillery unless on road or track +2 March Column/Limbered Artillery on road or track
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__ Sequence of Play __________________________
Quick Reference Sheet
Morale____________________________________________
Save modifiers (most troops save on a roll of 4+) +1 Infantry in Attack Column unless hit by artillery +1 Target within woods, hedgerows or similar (light cover) +2 Target is within buildings/fortifications (heavy cover) -2 Target is in March Column -1 Hit by artillery fire at long range -2 Hit by artillery fire at close or medium range
Shooting___________________________________________
Ranges Pistols, Shotguns and Thrown Weapons .................... 6" Bow and arrow ........................................................ 12" Smoothbore Carbines .............................................. 12" Smoothbore Muskets................................................ 18" Rifled Carbines ........................................................ 18" Rifled Muskets.......................................................... 24" Breech-loading Carbines.......................................... 24" Breech-loading Rifles .............................................. 30" Bolt-action Carbines ................................................ 30" Bolt-action Rifles...................................................... 36" Light Smoothbore Artillery...................................... 36" Smoothbore Artillery .............................................. 48"
Movement _______________________________________
Move Distances Infantry, Limbered Foot Artillery, Wagons ......................12" Cavalry, Limbered Horse Artillery.................................. 18" Manhandled Artillery ...................................................... 6" Manhandled Battalion Guns..........................................12" Commanders on foot .................................................... 36" Commanders on horseback ............................................ 48"
Move Modifiers Woods.......................... Half pace skirmish infantry only Rough ground ............ Half pace infantry/cavalry, skirmishers as normal only Crossing Obstacle ...... 6" penalty Entering Building........ 6" penalty March Column .......... Free move if Command roll failed Limbered Artillery ...... Free move if Command roll failed Square ........................ One move if failed Command roll (one move maximum)
Shooting To Hit modifiers +1 Artillery shooting at Column or Square +1 Close Range (6"), Closing Fire, or Skirmishers -1 Shooters Shaken or Disordered -1 Target is Skirmishers, deployed Artillery, or Not Clear -1 Artillery at over half range -1 Cannon shooting overhead Size modifiers Large unit ........................ +1 dice Shooting, +2 Combat Small unit ........................ -1 dice Shooting, -2 Combat Tiny unit .......................... 1 dice only Shooting/Combat Formation modifiers Attack Column ................ Shoot 1 dice Mixed Formation ............ Shoot 1 dice Square.............................. Shoot 1 dice/face, fight 2 dice/face March Column ................ May not shoot/fight 1 dice Limbered Artillery .......... May not shoot or fight! Tactical modifiers Enfiliading Infantry or Artillery ...................... Shoot double dice Buildings ........................ Shoot 2 dice/face, Fight 2 dice/face
Hand-to-hand Combat___________________________
Combat To Hit modifiers (hit on roll of 4+) +1 Charging +1 Won last round of combat -1 Shaken or Disordered -1 Skirmishers -1 Engaged to flank or rear
Combat Result modifiers +1 Support to the rear +1 Per flank support (L/R) +3 Square vs Cavalry +1-3 Occupying building (size)
Copyright Warlord Games Ltd. 2009. All Rights Reserved. Permission granted to photocopy this Quick Reference Sheet for personal use only.
TM
Break Test___________________________
Quick Reference Sheet
a. b. c. d. e. Test if excess hits suffered from Shooting Test if Shaken or suffering artillery casualties by closing fire Test if defeated in Hand-to-hand Combat Test if Shaken by drawn Hand-to-hand Combat Test supporting units if supported unit breaks and flees
Break Test modifiers Per excess casualty -1 Disordered -1 -1 Suffered casualties from artillery for tests A or B
Modified Dice roll
4 or less
Shooting and Hand-to-Hand
Combat Type
Break Test Result Table
Outcome
Infantry, Cavalry & Artillery The unit breaks and is deemed destroyed remove the entire unit from the field. Infantry & Cavalry The unit retires one full move to its rear without changing formation and at all times avoiding contact with the enemy. Once it has moved, the unit becomes disordered if it is not already so. If unable to comply, the unit may make two moves to its rear if this enables it to reach a tenable position. If unable to comply with this further requirement, the unit breaks as described for 4 or less above. Infantry & Cavalry The unit holds its ground it stays where it is and does not move. Artillery The unit breaks and is deemed destroyed remove the entire unit from the field.
Shooting and Hand-to-Hand
Shooting
6
Hand-to-Hand
Artillery The unit breaks and is deemed destroyed remove the entire unit from the field. Artillery The unit breaks and is deemed destroyed remove the entire unit from the field.
Infantry & Cavalry The unit retires one full move to its rear without changing formation and at all times avoiding contact with the enemy. Once it has moved, the unit becomes disordered if it is not already so. If unable to comply, the unit may make two moves to its rear if this enables it to reach a tenable position. If unable to comply with this further requirement, the unit breaks as described for 4 or less above. Infantry, Cavalry & Artillery The unit holds its ground it stays where it is and does not move. Infantry If the unit is infantry then it holds its ground the unit remains where it is and will continue fighting in the following combat round. Cavalry If the unit is cavalry the unit retires one full move to its rear without changing formation and at all times avoiding contact with the enemy. If unable to comply, the unit becomes disordered and may make two moves to its rear if this enables it to reach a tenable position. If unable to comply with this further requirement, the unit breaks as described for 4 or less above.
Shooting
7 or more
Hand-to-Hand
Artillery The unit breaks and is deemed destroyed remove the entire unit from the field.
Copyright Warlord Games Ltd. 2009. All Rights Reserved. Permission granted to photocopy this Quick Reference Sheet for personal use only.