Fire Phase Napoleonic Battle Series, P 3

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Fire Phase Napoleonic Battle Series, p 3 Skirmisher Fire [18.0] Determine the Modifi ed Fire Value Roll less than or equal to using one die. Firing Skirmishers Fire Value A Hit on ... Fire Value A - (FV) 2 ...cavalry ...infantry ...artillery Fire Value of Skirmisher causes causes causes Full in the target hex M-1 M-1 M-1 + (and a Commander and and Target in Fortifi ed Loss Check). one Straggler loss. one gun point loss. Fire Value (FV) Table -2 terrain or Town/Village Note that Skirmishers can choose to target artillery separately, even if Unit Unit Size Target is Limbered or +1 the artillery is not the top unit in the stack . Quality Full Reduced in Square [14.2.4] Modifi ers Modifi Elite Value Fire 2 1 Rifl es fi ring +1 Regular 1 1/2 Skirmishers can fi re at adjacent hexes only. They can fi re in . IMPORTANT: Skirmishers block artillery any direction LOS if they are adjacent to the artillery. DG, Routed or Out of Command [24.2.1] may not fi re. Artillery Fire [17.0] Cross-reference the number of gun points (GPs) in the battery Roll one die and check the appropriate column with range to the target. The result is the Fire Value (FV) for Light [Heavy] Artillery Range in Hexes Fire Value (FV) less GPs 1 2 3 4 5-7 8-9 DR than 1 1 2 3 4 5 6 5 5 [5] 4 [4] 2 [3] 1 [2] 1 [2] 1 [1] 1 M-1 1M-2 1M-2 1(1)M-2 2(1)M-2 2(2)M-2 3(2)M-2 0 0 1 1 1(1) 2(1) 2(2) 4 4 [4] 3 [4] 1 [2] 1 [2] 1 [2] 1 [1] 2 3 M-1 M-1 M-1 1M-2 1M-2 1(1)M-2 2(1)M-2 3 3 [4] 2 [3] 1 [2] 1 [2] 1 [1] [1] 4 0 0 0 0 1 1 1(1) 2 [ ] 1 [ ] 1 [ ] 1 [ ] [ ] 2 3 2 2 1 1 5 M-1 M-1 M-1 M-1 M-1 1M-2 1M-2 1 1 [2] 1 [1] 1 [1] [1] 6 0 0 0 0 0 0 1 Fire Value Modifi ers: Loss Adjustments [17.1.7]: +1 Target is AA+, cavalry, Limbered, Column, Square, or fl anked Line Unwrecked A and B morale units and C morale units stacked with a 1-rated or -1 Target is in Town/Village or Fortifi ed hex. better Commander reduce any Morale Change result by one. -1 Target entered Close Combat through one of fi rer’s fl ank hexsides -1 Target is Skirmisher DG, Routed, and 0 strength units may not fi re. No artillery fi re at night except Cannister. Only 1 GP can fi re out of a Town/Village hex. Cannister [17.4.9]: When artillery Opportunity Fires at units entering their hex, roll twice, but ignore the modifi er for targets in Column, size AA+, or terrain. Add the casualties AND the morale result together, but apply Loss Adjustments seperately to each roll. Special cases Grand Batteries [17.3]: When more than one artillery unit fi res, sort the fi ring units by Light/Heavy and add up the gun points in each category. Read the Fire Values from the table, using the longest distance for each type. Roll for Light and Heavy artillery separately. The losses are added together, but use only the worst morale change. If a category contains more than 5 gun points, treat it as separate fi res of 5 points each, with odd GPs combined in a single fi re. Only one artillery unit may fi re at the same target hex, unless all fi rers are adjacent to the target, are in Close Combat, or qualify under national execeptions: FRANCE Pre-1805 units may fi re together if stacked with or adjacent to each other. From 1805 no restrictions. RUSSIA 1807 or later units may fi re together if stacked with or adjacent to each other. PRUSSIA 1813 or later units may fi re together if stacked with or adjacent to each other. AUSTRIA 1809 or later units may fi re together if stacked with or adjacent to each other and of the same division. Corps artillery counts as its own division. From 1813, drop “division” restriction. Commander Losses [25.4]: When a unit Gun Loss Table [23.1.1]: Roll one die for artillery DR 0-3 4 5 6 7+ suffers Permanent Casualies and/or Stragglers (Limbered or not) that must retreat after losing a roll two dice. On an 11 or 12, one Commander Loss Close Combat or Charge. Unlimbered guns must GP lost 0 1 2 3 All Limber to retreat. takes place and the stack is M-1. All guns are Horse Artillery - 1 Attacked by cavalry + 2 Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2007 All Rights Reserved Charge Napoleonic Battle Series, p 4 Check to Stand [16.2.2, 16.4.1] Die Roll Modifiers (Max. +/-4) Both Cases Checking Order (Cavalry) BL +1 Commander Advantage +1 Case First checker Sh -1 Opponent stack twice the size -1 against cavalry Defender DG -2 Attacked in rear -2 [16.4.1.1] Artillery and/or Skirmishers only (unless in against infantry/artillery [16.2.2] Defender only Wrecked -2 Fortifi ed terrain) -2 Routed units and Limbered artillery always lose [16.3]. Roll equal to or higher Morale A B C D E on one die to stand against Cavalry against Infantry/Artillery (an unmodifi ed always stands) 6 Die roll 1 2 3 4 5 Light vs. Heavy cav. -1 Defending in Square +1 Defending Blown Defending in March Column -1 If the fi rst checker fails, the second checker automatically wins (does not roll). or stationary cav. -2 Defending in Line (1) -1 (1) If both fl ank hexes are occupied by friendly units in Line or Hindering terrain, the Line is treated as a Combat Column. Cavalry Charges against Cavalry [16.4] Losses Both sides roll one die. Sequence (in Movement Phase) DR •Won •Draw Lost 1) Attacker announces target. 1 0 0 1M-1 Loss Adjustments: 2) Attacker moves into target hex. May trigger Reaction Charges 2 0 1 2M-1 Both Size B or C: reduce losses by 1. [16.5] & Opportunity Fire [17.4]. 3 1 1 2M-1 Both Size AA+ : add 1 to losses. 3) Check to Stand [16.4.1]. Defender fi rst. 4 2 2M-2 3M-2 BloodLust (see below). 4) Determine combat result. 5 2M-1 3M-1 3M-2 • 5) Retreat, Blown, 6-12 hexes (6 hexes if Routed). 6 3M-1 3M-2 4M-3 Cavalry Charges against Infantry/Artillery [16.2] Charge Successful [16.2.3] Both roll one die. (in Movement Phase) Sequence Attacker’s Defender’s Losses 1) Attacker announces target Losses (+Rout) 2) Target may form Square [16.2.1]. May trigger Opportunity Fire [17.4]. DR All AA+ AB-A B-C 3) Attacker moves into hex. May trigger Reaction Charges [16.5] & Opportunity Fire. 1 • 0 1(3) 0(1) 0(1) 4) Defender Checks to Stand [16.2.2]. If successful, go to 6. 2 0 1(2) 1(1) 1 5) Charge Successful [16.2.3]. Roll for defending artillery Opportunity Fire. Check combat results. 3 1 1(2) 1(1) 1 Follow-on Charge [16.2.7] may be carried out up to three times. Otherwise, charge ends [16.2.8]. 4 1 2(1) 2 1 Retreat, Blown, 6-12 hexes. 5 2M-1 3(1) 2 2 6) [16.2.4]. If cavalry fails roll, go to 8. Breakoff Attempt 6 2M-1 3(1) 3 2 7) Determine effect on the Breakoff table. ChargeCharge ends [16.2.8]. Retreat, Blown, 6-12 hexes - 4(0) 4 3 (6 hexes if Routed). 7 Attacker size A or AB +1 8) Cavalry Repulsed [16.2.6]. Roll for defending artillery Opportunity Fire. Determine BloodLust Repulse result. Charge ends. Retreat, Blown, 6-12 hexes (6 hexes if Routed). • (see below) Attacker size AA+ +2 Breakoff Attempt [16.2.4] Breakoff [16.2.5] Repulse [16.2.6] Roll equal to or higher to Breakoff. Defender rolls one die, and is M-1 on an odd result. Defender rolls one die, and is M-1 on an odd result. Cavalry rolls one die and checks table. Cavalry rolls one die and checks table. Morale A B C D E DR Breakoff DR Repulse OF 1 1M-1 Die roll 3 4 5 6 6 1 OF: Artillery Modifi ers Modifi ers 2 - in targettarget hex A -2 2 1M-1 Defender in Line +2 may fi re before 2M-1 Modifier: Stacked with a 2-rated or better 3 - Breakoff.Breakoff. B -1 3 Defender in Square -2 Commander +1 M-1 4 2M-1 4 C 0 Defender size B or C -1 5 M-1 5 3M-2 • must be stacked with a Morale Attacker size AA+ +1 British cavalry Attacker D +1 Commander to Breakoff. Ignore the modifi er 6 M-2 6 3M-2 for being stacked with a Commander [26.4]. 7 M-3 E +2 7 4M-2 Follow-on Charges [16.2.7] can either attack the current target, or any hex within 2 hexes. If the Follow-on Charge attacks the current target, just roll again on the Defender Losses Table.
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