Quick Reference
- The Initiative Phase
- The Command Phase
- The Movement Phase
- The Combat Phase
- Defender's Fire
- Close Combat
Additional Movement for Charging Units
Reaction Fire
Shooting while Charging
First round of Close Combat
Combat Resolution - Flight and Withdrawal
Pursuit
Second round of Close Combat
Combat Resolution - Flight and Withdrawal
- Shooting after Movement
- Reorganization Phase
Close Combat:
Charge:
Order and field of vision are required.
The Move is conducted in two phases
Movement and Combat.
1 Wheel can be performed in each movement
phase during a Charge.
You cannot charge a Commander unless he is
the closest target.
You first need to charge the enemy Units within
the Basic Movement range
Charging to the front, flank or rear:
You cannot attack in the flank if at the
beginning of a charge most of the charging Unit
was in the front area of the target Unit.
Similarly in the case of a charge to the rear.
Aligning Units:
A Wheel is made after contact.
The point where the units made first contact is
the pivot point.
Narrowing the front:
Movement Maneuver in order to avoid
impassable terrain or friendly Units
Incidental contact:
The Unit contacted by the charging Unit
becomes the target of the charge.
Align the charging Unit to the contacted Unit.
Countercharge:
The charging Units meet halfway between each
other.
Rallying:
Commanders Rally automatically in the
Reorganization Phase.
Only Units within the Command Range can
be Rallied.
Rallying requires a successful Morale test
(you can modify it).
Rallying restores Morale to the Good level.
A Rallied Fleeing unit needs to be reformed
within its Move range and at least 20cm
away from the enemy.
Disorganized units may be issued Orders
immediately after Rallying.
Fleeing units may not be issued Orders
immediately after Rallying
Reorganizing Units:
Only Units within the Command Range.
Disorganized and Fleeing Units cannot be
Reorganized.
1 or 2 Morale tests - each successful test
allows the removal of one casualty marker.
Flight:
Move at maximum possible speed in the
direction of your own table edge.
No Orders:
Remain in place or withdraw.
Can shoot in the Shooting after Movement Stage
Moving Units:
Move forwards up to the Move value, Move
backwards up to half the Move value.
Only a Charging Unit may be closer than 2cm
from the enemy.
All bases in the Unit must face in the same
direction before Movement.
Marching:
Only Commanders may March within 20cm of
the enemy
A Unit must be in a column or in Open Order
Only in clear terrain
Marching adds 5cm to infantry and wagon
Move and 10 to cavalry Move
MANeUveRS:
Turn
expansion/narrowing of the front
Reforming
Change of position
Crossing an Obstacle
Changing from Open Order to Close Order
Limbering/unlimbering guns
Manning a wagon or a gun
Combat Phase
Formation
Maneuver cost
Infantry/Light Artillery
Cavalry
+1
+2
+3
+1/+2
+1
+2
-1
+1
Shooting:
Skill test with appropriate modifiers for every
Base.
Roll as many dice as the Shooting attribute
of the Base.
Hits must be rerolled if the target was at
Long Range.
Armor test for every hit to cancel it.
Shooting in and against Units in Close
Combat:
A Unit engaged in Close Combat may shoot
as long as it has a Defense Order or its
Special Rules allow it.
-1 to hit modifier
Morale:
Disorganization:
A Unit loses its current Orders and it must be
Rallied to receive new ones.
The Close Combat and Shooting attributes
decrease to 1.
The Unit is treated as if it had Poor Tactical
Discipline.
Cavalry must Withdraw.
Units cannot pass through a Disorganized Unit
nor can it pass through other Units.
Flight:
A Unit flees in Open Order away from the
enemy or towards its own table edge.
Immediately after a failed test a Unit flees a full
Move.
In the Movement Phase the Unit Flees with
maximum speed.
It may go around Units only in the Movement
Phase.
If any Base contacts an enemy Unit or finishes
its Move within 2cm from the enemy it is
destroyed.
Withdrawing:
The Unit withdraws half its Move towards its
own table edge.
If there is an enemy to the flank or rear a turn
to face them should be performed.
A Unit that cannot withdraw more than 2cm
from the enemy automatically Flees.
Morale test:
Roll against a modified Units Morale.
A failed test results in a decrease of Morale by
1 Level.
A test failed by 5 or more results in a decrease
of Morale by 2 (Flight).
Morale Test Modifiers:
-1 for each Base lost in the given Combat Phase
only when a test is caused by shooting.
+1 for every 5 Bases the Unit has at the time of
the test.
-X where X is the result of Close Combat only
when a test is due to lost Close Combat.
+X where X is the amount of Command Points
spent by a Commander for motivating Units
subordinate to him (not more than 3).
-1
Target is in cover
(forest, buildings, wagons)
-1
-1
Low visibility
(smoke/fog/rain)
-1
-1
-1
Motivation:
If the Motivation Level of the Regiment is
exceeded the Commander must test Morale.
Success the Regiment fights on.
Failed the Regiment is Wiped Out.
Breaking Points:
for the loss of the deputy Commander-inChief (for all the Regiments in the Army)
1/2
Effectiveness
Weapon type
Standard
When charging
Hand weapon
Peasant weapon
-1
-1
Improvised
weapon
-1
-1
Cavalry polearms
and estocs
Infantry polearms
Pikes
Lances
Winged
hussar lances
Two-handed
weapons
Gun Movement
401
Artillery type
Carrying
/manhandling
Pulled by horses
Light guns
10 cm
15 cm
Medium guns
5 cm
10 cm
Heavy guns
2 cm
5 cm
Siege guns
immobile
Mortars
immobile
Light mortars
5 cm
10 cm
Close range
Long range
Effectiveness
Notes
Pistol
Carbine
10
20
1/0
Carbine/Bow
10
20
Janissary arquebus
10
20
1/0
Arquebus
10
20
1/0
10
20
1/0
Good quality
firearms
10
25
2/0
Muscovite handgun
10
25
2/0
Janissary
handgun
10
35
2/0
Musket (Match)
10
30
3/1
Half-musket
(Match)
Spanish musket
(Match)
10
25
3/1
10
35
4/2
Bow
10
20
0/-1
Grenades
Javelins
Artillery Table
Weapon
Short range
Long range
Effectiveness
Special rules
Handgun
0.5pdr (1)
25
60
25
60
40
80
Light gun
55
110
40
80
Light gun
50
100
60
120
25
60
30
70
140
10
65
130
10
Medium gun
Demi-culverin
90
180
11
40
65
130
11
50