Appendix 1. Reference Sheet 1 18Th Century Wars of Absolutism Table Top Rules

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Appendix 1. Reference Sheet 1 18Th Century Wars of Absolutism Table Top Rules Appendix 1. Reference Sheet 1 18th Century Wars Of Absolutism Table Top Rules. 4.15 BOUND SEQUENCE. 4.27.0 SHOOTING. 1. Both C in C’s roll PIP dice to determine Initiative. 1d10/d20 per complete element (Art = per gunner) 2. Both roll PIP dice for subordinate commanders. Shooting Ranges. Close Long 3. Both declare and test for charges. Musket, bow. 2” 4” 4. Both test response to charges. Rifle. - 7” 5-6. Both test for other causes and army test if required. Muskets from buildings 3” 4” 7. Both make compulsory moves. Rifles from buildings - 7” 8. Both moves chargers to within 2” of the target. Small arms into buildings - 3” 9. One side makes all normal moves. Light Artillery. 6” 20” + 3” 10. Other side makes all normal moves. Heavy Artillery 7” 26” + 3” 11. Turn over ford cards or hidden terrain cards etc. Siege Artillery. 8” 32” + 3” 12. Dice for arrivals and returns. Position new arrivals. Howitzers 4”-8” 26” + 3” 13-14. Both sides simultaneously shoot & check army status. Target Factors. 15-16. Chargers test to charge in and then move in. Deep target or enfilades. 6 close = d10’s 17-18. Both sides simultaneously fight melee. Turn routers * 2 deep Line. 4 long = d20’s 19. * Both check divisional and army strengths/losses 1 deep Skirmisher or artillery lines. 2 2 deep Skirmisher cavalry. 2 4.14.1 STANDING ORDERS. Shooting modifiers. Cav must charge, c-charge, rally back. A or B class troops shooting +1 C.O. Foot & Art must hold, may return fire. D or E class troops or rifles shooting. -1 Skirm. must maintain 3” and must evade charges. Red Indians & CO Warriors shooting. -1 First volley. (Regular close order foot only) +2 4.14.3 COMMANDERS ABILITY. MAP MOVES. Small arms from buildings, earthworks etc. +1 d6 score 1 2 3 4 5 6 F H None Shooting in support of friends being charged. -2 Brilliant 2 3 4 4 5 6 1-5 - 6 Shooter is disordered or shaken. -1 Good 2 3 3 4 4 5 1-4 5 6 Target in hard cover (not to howitzer) -1 Average 1 2 3 3 4 5 1-3 4-5 6 Long range Artillery that changes target. -1 Poor 1 2 2 3 3 4 1-2 3-5 6 Shooting whilst mounted -1 Subord. 1 2 2 2 2 3 Small arms moved more than 2”, or changed formation. ( Not Skirmishers). >Half dice COMMAND PIPS. PIPS Change face or direction. (*see below) 0 4.27.0 HAND TO HAND FACTORS TABLE Change formation, 1 unit or group (*). 1 Cav Cover Others Halt Unauthorised/Impetuous advance or charge. 1 Heavy cav charge/c-charging. 5 0 5 Limber/unlimber. 1 Light cav charge/c-charging. 4 0 4 Initiate infantry charge per unit. 1 Cavalry in other circumstances 3 0 3 Countermand standing orders. 1 Infantry charge/c-charging. - 2 2 Move one unit or group or commander. 1 Others in other circumstances 0 0 1 Make a second double/march move, unit or group. 2 Passage of lines.(can’t shoot) 2 4.28.4 HAND TO HAND MODIFIERS. Commands beyond 7.5”/15” double/triple Good fighters. (A and B class troops) Hold or move units of shaken division double Poor fighters. (D and E class troops) -1 Commander attached to a unit. Double for others All warriors excluding only LI & Red Indians +1 All Red Indians in skirmish formation (OO). +1 4.21 MOVEMENT CHART Cavalry following up recoils or routers. +2 Infantry in line…….. 4” Infantry following up recoils or routers. +1 Passage of Lines. 6” Troops fighting against flank or rear or Infantry in col. of march. …….. 6” skirmishers or artillery. +2 Infantry in skirmish formation/routs. 6” Foot receiving a charge with ground advantage. +1 Heavy Cavalry. 8” All troops who’s opponents are cuirassiers. -1 Light Cavalry and Generals. 10” The fighting unit is disordered or Shaken. -2 Wagon 4” Light field gun (limbered/manhandled) 6”/4” METHOD Heavy field gun. (limbered only) 6” Roll 1d10 per complete element fighting or in overlap Siege gun. (limbered only) 4” Equal Factors: 1-5 = HIT (1 figure). Medium horse gun (when limbered) 10” Single Advant. 1-6 = HIT. Single Disadv.1-4 =HIT Other artillery manhandled (cant shoot) 1” Double Advant. 1-7 = HIT. Double Disadv.1-3 =HIT Limber/unlimber 1/2 bound Turn 90degrees. (see * below) HAND TO HAND OUTCOME. Turn 180 degrees. 1/4 bound Draw: Fight in next phase. If 2nd draw, both rally. Formation change (*), Foot - Cav. Full - Half bound Difference of 1 = Fight in next phase & loser routs. Evades. Roll 1d6. 1-3 = Full move. 4-6 = quarter bound Difference of 2 = Loser routs, winner pursues. March moves to within 4” of enemy (can’t shoot) 2nd round. = Loser routs, winner pursues. Appendix 2. Reference Sheet 2 18th Century Wars Of Absolutism Table Top Rules. 4.16.4 REACTION TESTS - Occasions to test. 4.34 DIVISIONAL MORALE. a. When the unit wishes to charge to contact or overlap. If 50% of Division “Spent” or “Routing” = Shaken b. When a charge is declared against or through a unit. Shaken Div. = Retire except counter charges. c. First Tired, surprised, sees rout or Comm. HIT within 7.5” Others may “hold” if 1 PIP paid per a unit. d. To charge-in if: The unit received shooting HITS during the ARMY MORALE. initial charge, the unit is charging over disordering terrain . If 50% of Army “Spent” or “Routing” or “Shaken” e. Voluntary tests to Rally Shaken units. = Battle Lost. No advance except counter charges. 4.16.3 REACTION TEST TACTICAL FACTORS. 1. General in own chain of command with unit/or/within 7.5” of unit. +/- 2 or +/- 1 2. Non skirmishers testing to charge or c-charge:- flanks, rear ,disordered, skirmishers, guns; or pursuing. +2 3. The testers won melee this or last bound . +2 4. Uphill of all enemy within 7.5”. Or behind or in hard cover and testing to receive a charge. +2 5. The unit advanced at least half of its permitted movement during the last bound. +1 6. Each friend (include OO but not Art.)within 7.5” advanced at least half move last bound. Max. +2. +1 7. Each enemy unit routing, spent or retiring (include OO) within 7.5” now or their turn. (max. 2) +1 8. Regulars testing to receive a charge from any warriors or Red Indians. -2 9. Uneasy:- unfriendly cover within 7.5”, shot at from behind flank, eligible chargers to flank in range. -2 10. For self & each friend retiring, routing, or Spent within 7.5”. All types count All types. -2 11. Testing to receive a charge from behind flank or rear -2 12. Testing for “Surprise Sighting or Shooting” within 7.5” -2 13. The testing unit is disordered or non light troops in the open and in skirmish order (not art.). -2 14. The unit is “Tired” (has received 25% HIT’s) or “Shaken” from a previous test. -2 15. Unit class. A = +2, B = +1, D = -1, E = -2 +/ -# 4.19.0 CHARGE IN TEST. COMMANDERS . Before charging into contact, chargers must test if: The unit 4.14.3.4 Command Selection. received shooting HITS during the charge. OR The unit is 4.27.21 Risk to Commanders. charging over undetected disordering terrain Self shot at, or with unit shot at or in melee. Note: This is a separate test to the normal reaction test. 1d20 per HIT and 1-2=k 3-4=w TACTICAL FACTORS FOR CHARGE IN TEST. Charging flank rear, disordered or skirmishers. +2 4.20 Chargers are impetuous cavalry. +2 Terrain Effect. OOF OOC COF LOC Art. Each HIT received from shooting this bound. -1 Rough F F H H H Any troops charging over previously unseen Open Woods ½ ½ ¼D ¼D X disordering terrain. -2 Dense Woods ¼ X X X X Unit class. A = +2, B = +1, D = -1, E = -2. +/ - # High Hills ½ X ¼ X X Linear Obstacle ¼ bound/element. X 4.17 REACTION RESULTS CHART. Roll 1d10 Total Testing for other causes Testing to initiate charge Testing to receive a charge Testing to charge into contact Cavalry, Red Indians and CO Cavalry, Red Indians and CO warriors, advance Cavalry, Red Indians and CO Warriors become impetuous. Oth - 10 Impetuously 2 bounds. warriors, become Impetuous. Charge into contact. ers charge. Small arms Shoot at Regular foot advance 2 bounds Others charge. close range. unauthorised. Cavalry, Red Indians, CO Warriors, columns, or foot if Cavalry countercharge. Others 8-9 Obey orders. Shaken rally. target in hard cover:- charge. rally & make normal Response. Charge into contact. Others hold & do not make Small arms shoot at close range. any other move this turn. Cavalry countercharge. Others Halt one bound. May turn or reface Cavalry charge. Others may 5-7 make normal Response. Small Charge into contact. only. Shaken remain shaken. turn or reface only. arms shoot at long range. Do not charge Halt Shaken. Cavalry receive at the halt. Foot halt disordered 2” from Halt Shaken. May turn or reface 3-4 Do not make any other move Others make normal Response. the target. Cavalry turn and only. this turn. Small arms shoot at long range. immediately. retire a full move. Retire Shaken and Disordered for Turn and retire disordered Turn and rout directly away from Turn and retire Shaken and 1-2 half a move. Optional to End move and Shaken full move and charge Full move +1” now and in Disordered Full move.
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