Gun Maneuvers

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Gun Maneuvers LIB Regimental Version 20 distribution approved by F&F games MANEUVER TABLE COMMAND RADIUS ” clear line of sight Attached to first unit in a contiguous line of march 4” line of sight through fields, twilight or fog, attached, or dismounted DIE ROLL MODIFIERS +2 Excellent leader +2 Fresh troops +1 Good leader 0 Worn 0 Average -2 Spent -1 Poor +2 Battery (only Arg '18+ & Ch '20+) +1 Attached leader or brave colonel +1 Attack, field or march column, square, garrison, limbered gun, -1 Prov. cmd or linear cover -1 Gaucho cavalry -2 Outflanked within 8" or broken +2 Guard -1 Heavy casualties QUICK REFERENCE SHEET +1 Elite -2 Greater losses 0 Regular Liberators - War in South America -1 Each key position lost -1 Militia +1 British 1810 - 1830 -2 Peasant -1 Skirmisher In Cmd Out of Cmd EFFECTS Troops in Good Order and All Guns Disordered or Broken Troops 10 or more 13 or more Quick Step. Well Handled maneuver at the Quick Step rate. Rally with Elan. Return to good order and tardy maneuver. 7 - 9 10 - 12 Well Handled maneuver. 3 - 6 6 - 9 Rally. Retreat out of close range. Hold position if out of close range, in square, or fortified. Return to good order. Tardy maneuver. Wavering. Retreat out of close range. Hold position if 2 3 - 5 out of close range, in square, or fortified. Broken troops reform. Remain disordered. Fall Back. Troops retreat out of close range disordered. Guns in close range limber and full retreat silenced, and 1, 0, -1 2, 1 Retreat broken. lose all unlimbered heavy artillery. Hold position and fire Panic. only if out of close range, in square, or fortified. Panic. Troops full retreat broken. Guns limber and full Rout. Retreat broken. Lose 1 stand and additional -2 or less 0 or less retreat silenced. Lose all unlimbered heavy artillery and stands equal to the die result difference less than 0. fixed artillery. TROOP GUN PLAYER TURN SEQUENCE MANEUVERS MANEUVERS Maneuver (1st) Phase Musketry & Cannonade WELL HANDLED WELL HANDLED 1. Replace, detach and attach leaders. (2nd) Phase Full move Full move 1. Opponent resolves all 2. Repeat steps a, b, and c to resolve Half move and all maneuver checks: defensive fire combat. Fire and/or Pivot (1 gun base) Change to any formation; a. Select participating units and 2. Resolve all offensive fire Fire or Pivot (2+ gun bases) combat. militia or peasant unit disordered leaders for one maneuver Limber or unlimber check and resolve the check. by broken or rough ground Charge (3rd) Phase Passage of lines; both units Prolong 2" b. Declare charges. Opponent disordered if one is disordered, declares cavalry counter 1. Players jointly resolve all Rally charges and hasty squares. charge combat. militia or peasant moved over broken or rough ground Replenish ammunition 2. Move breakthrough charge c. Maneuver units according to Lt. carriage only (1S, 2S): the effects. Form hasty squares units. Face by the rear rank Full move and unlimber and move charging/counter 3. Resolve all breakthrough March by the flank a half move charging units first. charge combat. Limber and full move Scale major obstacle Unlimber and fire Replenish ammunition Pivot and/or fire TARDY TARDY Half move MOVEMENT RATE Open Broken Rough Half move Road Full Move / Quick Step Ground Ground Ground Change formation to line, Fire skirmish line, square, or Line - 12 / 16 8 / 12 6 / 10 garrison; militia or peasant unit Limber or unlimber Skirmish Line or Attack Column - 12 / 16 10 / 14 8 / 12 disordered by broken or rough Pivot ground March Column 18 / 24 12 / 16 10 / 14 8 / 12 Rally Square- 4 / 6 3 /4 2 /3 Face by the rear rank Lt. carriage only (1S, 2S): Broken 24 16 14 12 Scale major obstacle Limber and full retreat Line - 18 / 24 12 / 16 4 / 6 silenced Field Column - 18 / 24 14 / 20 6 / 8 HASTY HASTY Cavalry counter charge March Column 24 / 36 18 / 24 14 / 20 6 / 8 Silenced and crew takes halfway shelter in square Dismounted Skirmish Line - 12 / 16 10 / 14 8 / 12 Infantry form hasty square; Broken 36 24 20 8 militia or peasant unit disordered by broken or Foot Artillery - 18 / 2412 / 16 8 / 12 4 / 6 rough ground Horse Artillery - 24 / 3618 / 24 12 / 16 4 / 6 Mounted 36 24 20 12 Dismounted 24 16 14 12 LIB Regimental Version 20 distribution approved by F&F games Unit Effectiveness Unit Effectiveness Spirited Reliable Unreliable Spirited Reliable Unreliable MUSKETRY & CANNONADE TABLE îñóñï îñóñï îñóñï ïðñéñì ïðñèñë ïðñçñé Close Range íñóñï íñîñï íñóñî ïïñèñë ïïñçñê ïïñïðñè ìñîñï ìñíñî ìñóñí ïîñèñë ïîñçñê ïîñïðñè MUSKETRY FIRE POINTS 8" 12"4" ëñíñî ëñìñí ëñìñí ïíñçñê ïíñïðñé ïíñïïñç 1 êñìñî êñëñí êñëñì Rifle (R) 1 2 ïìñïðñê ïìñïïñé ïìñïîñç éñëñí éñêñì éñêñë ïëñïïñé ïëñïîñè ïëñïíñïð Musket (M) or Carbine (C) 1 èñëñí èñêñì èñéñê ïêñïïñé ïêñïîñè ïêñïíñïð çñêñì çñéñë çñèñé ïéñïîñè ïéñïíñç ïéñïìñïï Canister Shot & Shell CANNONADE FIRE POINTS 12" 24" 36" 48" 60"4" FIRE POINT MODIFIERS 1 (12S, 24S) Heavy Gun (HG) 5 4 23 1 x 2 Firing disordered, low on ammo, or damaged gun DIE ROLL MODIFIERS (8S) Medium Gun (MG) 5 3 2 1 +1 British (6S, 4S) Light Gun (LG) 34 2 1 -4 1 pt. -3 2 pts. -1 Militia or Peasant shooting (36#) Hvy How./Mortar (HH) 35 3 4 -2 3 pts. -1 Skirmisher Check (5.5") Howitzer (H) 24 2 3 -1 4, 5 pts. +1 Target in attack column, cavalry, about faced, 0 6, 7 pts. passage of lines, marched by the flank, (2S, 1S) V. Light Gun (VLG) 2 1 limbered, enfiladed gun, or broken +1 8, 9 pts. +2 March column, square, or enfiladed troops +2 10, 11 pts. SKIRMISHER CHECK +3 12-14 pts. -1 Target in partial cover or skirmishers When a unit is shot at it rolls 1d10. If the score is equal to or more +4 15 pts. and +1 for -2 Full cover, or skirmisher in partial cover than its skirmisher rating number then the firer suffers a -1 shooting every 5 pts. over 15 -3 Fortification position modifier this fire phase. TARGET Militia EFFECTS ADDITIONAL EFFECTS Guard Elite Regular Peasant Withering Fire. Troops disordered and lose 2 stands. 11 or 11 or 11 or 11 or Charge Checked. Retreat charging more more more more Charge checked. British infantry may countercharge. Guns silenced and 1 stand wrecked.Lose stands for each one over 14. unit 2” from enemy. Cavalry may recall up to a full move. Telling Fire. Troops disordered and lose 1 stand. Charge Home. Resolve charge 1 gun stand silenced and damaged. combat next phase. - 10 9, 10 8, 9,10 Charge checked. British infantry may countercharge. Massed Target. Units within 2” 10 9 8 7 Charge home - cold steel only. behind target suffers the next 7, 8, 9 7, 8 7 - Charge home. lower effect. Low on Ammo on a base die , 6,666 5, 65, Galling Fire. Troops disordered or lose 1 stand if already disordered. Charge home. 1 gun stand silenced. result of 10 (9, 10 if poor commisariat). Mark one gun stand or unit of troops 3, 445- Lively Fire. Troops disordered or 1 gun stand silenced low on ammo. from cannonade. Musketry no effect. Charge home. Fallen Leader check on a base die 5 or 4 or 3 or 2 or result of 10. Effect applies to the less less less less Desultory Fire. No effect. Charge home. closest leader within 4” of the target. CHARGE TABLE EFFECTS Swept from the Field. DEFENDER lose 2 stands and additional stands DIE ROLL MODIFIERS equal to the die result difference over 9. Troops full retreat broken. Guns +2 Guard unit -1 Skirmish line or 9 or limber and full retreat silenced. Lose fixed and heavy artillery. Check for Fallen Leader if attached. +1 Elite Hasty square more 0 Regular -3 Outflanked (hasty sq), ATTACKER breakthrough charge a half move towards closest enemy. Carry the position after 2nd combat. Disordered if charged over broken -1 Militia march column, or rough ground, cavalry, or after 2nd combat. -2 Peasant or limbered guns +1 +2 Fresh troops Defending Driven Back. DEFENDER lose 1 stand, troops disordered, and guns silenced. favorable ground 0 Worn Troops retreat out of close range. Cavalry may recall up to a full move after 1st +2 Strong position combat. Lose 1 additional stand and full retreat broken if defeated by cavalry, in -2 Spent or fortified 5 to 8 square or outflanked. Guns limber &full retreat. Lose fixed & heavy artillery. -1 Outnumbered by 3:2 +1 Cold steel, lancers, or ATTACKER carry the position. Cavalry tests for reigning in resulting in break- -2 2:1 breakthrough through charge a half move towards closest enemy after 1st combat or recall. -3 3:1 or more Disordered if charged over broken or rough ground, cavalry or 2nd combat. +2 Cavalry charge over +1 Supported guns open ground Hard Pressed. DEFENDER troops disordered and guns silenced. Lose 1 troop -1 Unsupported guns +1 Broken ground stand if already disordered or damage 1 gun stand. Troops retreat 2” from -1 Disordered troops or vs. hasty square enemy. Cavalry may recall up to a full move after 1st combat. F ull retreat or silenced gun 0 Rough ground, broken if outflanked. Guns limber and full retreat. Lose fixed and heavy 1 to 4 artillery. Hold position if fortified or in square. +1 Brave colonel or stationary or leader attached vs. square ATTACKER carry the position. Retreat 2” if the defender is fortified or in square - cavalry may recall (in good order) up to a full move after 1st combat.
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