Unit Movement OTH Quick Reference v2 First Second Third Fourth Sequence of Play Unit Type & Formation Move Move Move Move Segment Segment Segment Segment Side A checks command status Side A changes brigade orders Commanders 24 24* *may not rally units Side A moves all units they wish to Infantry Side A rallies March Column 6 6 6 6F Side B issues defensive fire Attack Column 6 6 6F Column of Companies 6 6 6 Side A fights all close combats Line 6 6F Side B shoots Open Order 6 6 6F Side B checks command status Skirmish Order 6 6 6 Side B changes brigade orders Square 4 Side B moves all units they wish to Cavalry Side B rallies March Column 12 12 12 12F Side A issues defensive fire Column of Squadrons 12 12 Side B fights all close combats Line 12 12F Column of Companies 12 12 12 Side A shoots Skirmish Order 12 12 12 Artillery Command Status Limbered Foot Artillery 6 6 6F Division in Brigade in Unit in Limbered Horse Artillery 12 12 12F Effect command? command? command? Manhandled Artillery* 4F *less than 12pdr Battalion/Regimental Gun A s unit attached to, minus 1 mov e segment Yes Yes Yes no effect Yes Yes No no move Formation Changes Yes No Yes half move s r Infantry e i o . n e . h n r Yes No No no move a k h e s e a p i c c n i p u Formation Change r a m m L t q a O r t o i No Yes Yes half move S Movement M A k C . S . Segment Costs . No Yes No no move March Column 1 ½ 2 2 2 No No Yes no move Attack Column 1 ½ 1 1 1 No No No no move Column Of Companies ½ ½ ½ ½ Terrain Effects Skirmish or Open 2 1 ½ 1 Type Allowed Formations Effects Infantry and C av alry : Line 2 1 ½ 1 2 1F H per mov e Line / C olumn Square 2 1 2 Rough Ground A nd Infantry and C av alry : No effect O pen Woods Skirmish/O pen n i s s A rtillery : r 1F H per mov e Cavalry e n i o A ny . m o . n r . r h n a o h d e s f e p Infantry and C av alry : i c n a i 1F H per mov e p r Formation Change y u m m O pen O rder only L a a O r q o Normal Woods i Movement M S k C m . S . r . Skirmish Troops No effect s Segment Costs . t e i d n r u o Dense Woods Skirmish Troops O nly No effect March Column 1 ½ 2 2 y r h l s i a v O nly infantry and cav alry may m Column of Squadrons a O bstacles including 1 ½ 1 1 r i cross obstacles, all units can 1FH to cross c streams k r cross streams s a Column Of Companies ½ ½ ½ ½ l u g A ll troop ty pes must cross v ia e Riv ers 1FH to cross r bridge or ford r Skirmish or Open 2 1 ½ 1 i y l n Built up areas and O nly infantry may enter a built 1FH to enter (except v ia combat Line 2 1 ½ 1 O earthworks up area v ictory ) A dd 2 to each mov e segment Artillery Limber or unlimber 1 A ny , (march column and Road that is carried out completely on limbered artillery see right) a road. V2 – advanced rules QPS by Dave King Firing – Small Arms Weapon Type Short Maximum Firing Bows 3 6 Smoothbore Carbines 4 8 Firing – Artillery Muskets and Rifled Carbines 6 12 Weapon Type Canister Short Maximum Rifled Muskets 6 18 Light (3-4pdr) 6 9 36 Firing Fatigue Score Light Medium (6pdr) 6 12 48 Line 100% Medium (8-9pdr) 9 16 54 Attack Column 50% Heavy (12pdr) 12 20 60 Column of Companies 25% Artillery Fire Modifiers Rifle Skirmish Screen 25% Firing at square or closed column +3 Open Order and Skirmish 100% Firing at any other column +1 March Column 0% Firing at short range +1 Square FS divided by 4 per face Firing canister at 6 or less +4 BUA max FS3 per face Firing as part of a Grand Battery +1 Infantry Fire Modifiers Firing at flank or rear +1 Firer has good shot rule 1 Firing at enfiladed target +4 Initial volley at 6 or less (line or attack column) +1 Target in cover/behind obstacle -1 Small arms at march column or square +1 Target obscured -1 Small arms at 6 or less +1 Artillery at target in BUA Wooden -2 Shooting at flank or rear of target +1 Wood and Brick -5 Skirmish advantage over 6 (not v BUA, Cav, Arty) +1 Substantial Brick or Stone -7 A or B class rifle skirmishers +1 Fortified -10 C class rifle skirmishers (only at C or D unit) +1 Target moved over 10 or Cavalry in contact -1 Target enfiladed +4 Target has gone to ground -3 Firer in Skirmish formation +1 Firer wavering -1 Small arms over 6 -1 First shot at any new target -2 Skirmish disadvantage at 6 or less -1 Wheeled (up to 2) before firing -1 Target in cover -3 Target obscured -1 Ragged volley (defensive fire only) -2 Small arms at target in BUA Wooden -4 Wood and Brick -6 Substantial Brick or Stone -8 Fortified -10 Target is in skirmish formation -2 Target is Cuirassiers over 6 -1 Target move over 10 or is cavalry in contact -1 Firer is wavering -1 Target has gone to ground -3 Firer has poor shot rule -1 Modified 1 2 3 Firing Fatigue Fatigue Fatigue Fatigue Score Hit Hits Hits 10 10, 9, 8, 7, 6 5, 4, 3 2, 1 9 9, 8, 7, 6, 5 4, 3 2, 1 8 8, 7, 6, 5 4, 3, 2 1 7 7, 6, 5, 4 3, 2 1 6 6, 5, 4 3, 2, 1 - 5 5, 4, 3 2, 1 - 4 or less 4, 3, 2, 1 - - Only 1 FH (optionally 2 for artillery) can be scored by a unit firing over short range Canister fire automatically causes 1 FH before rolling to hit A battery will run out of ammo on a natural 10 Infantry Combat Combat Infantry Combat Fatigue Score Line 100% Attack Column 100% Cavalry Combat Column of Companies 25% Cavalry Combat Fatigue Score Open Order and Skirmish ? Line 100% March Column Classed as 1 Column of Companies 25% Square 100% Column of Squadrons 50% first round then 100% BUA max FS3 per face March Column Classed as 1 Infantry Combat Modifiers Cavalry Combat Modifiers Attacker Charging or counter charging Light Cavalry +3* Initiating combat contact or countering (French) +1 (+2) Charging or counter charging Heavy Cavalry +4* Attacking flank/rear +1/+3 Charging or counter charging Cuirassier +5* Attacking a linear obstacle -2 Lancer (first round) +1 Attacking a BUA Wooden -2 Won last round +2 Wood and brick -4 Contacted in flank/rear -1/-3 Substantial brick or stone -6 Support unit within 6 +1/+2 Fortified -8 Unit has evaded this turn -4 Militia -1 Defender Cavalry in march column -6 Contacted in flank/rear -1/-3 Cavalry against infantry square -6 Defending a linear obstacle +2 Cavalry against infantry not in square +3 Defending a BUA Wooden +2 Attached commander bonus Varies Wood and brick +4 Substantial brick or stone +6 * No bonus w hen contacting Emergency Square, obstacle or earthw orks Fortified +8 Unit has evaded this turn -4 Artillery Combat Other – Formations Cavalry Combat Fatigue Score Skirmisher against non skirmishing infantry -2 Unlimbered Artillery 100% Open order against formed infantry -1 Limbered Artillery Classed as 1 Infantry in march column -8 Infantry in square against formed infantry -6 Artillery Combat Modifiers Infantry caught out of square against cavalry -6 Artillery in close combat -4 Infantry in square against cavalry +6 Fighting against artillery in close combat +4 Infantry vs infantry in square +3 Other – General Support unit within 6 +1/+2 Commanders in Combat Combat in woods (skirmisher or open order) -1 Attached Commander's Control Factor Combat in woods (other) -3 Won last round +2 Control 1 -1 Control 2 0 Holds a higher elevation +1 Militia -1 Control 3 1 Control 4 2 Attached commander bonus Varies Attaching a Commander to a unit may put him at risk – see over Modified 1 2 3 Combat Fatigue Fatigue Fatigue Death of Commanders Fatigue Hit Hits Hits Score Fatigue hits caused to unit D10 Roll to Kill Commander 10 10, 9, 8, 7, 6 5, 4, 3 2, 1 One 1 9 9, 8, 7, 6, 5 4, 3 2, 1 Two 1, 2 8 8, 7, 6, 5 4, 3, 2 1 Three 1, 2, 3 7 7, 6, 5, 4 3, 2 1 Four or more 1, 2, 3, 4 6 6, 5, 4 3, 2, 1 - Only applies to Commanders in base contact with a friendly unit 5 5, 4, 3 2, 1 - Commanders interpenetrated by the enemy are killed or captured unless they can join a unit within 12. 4 or less 4, 3, 2, 1 - - A killed or captured Commander is replaced by a model with the During any assault on a BUA there is a chance it will catch fire – same Command Range as the model they replace, a Control see combat results for further information.
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