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A NEAR RUN THING QUICK REFERENCE SHEET

Divisional Command Pips +1 +1 1 1 1 1 D6 Each ADC Each brigade after the first High Command attached to brigade Each brigade with 50% loss. Each opportunity charge or emergency square last move. Each replacement general in play. 1 pip: 1 pip: 1 pip: 1 pip : 1 pip: 1 pip: Command Pip Expenditure move, or reform disordered, all units in a brigade box. move, or reform, each unit not in a brigade box. if a brigade command or individual unit making multiple moves to contact. brigade or unit outside 10 of divisional or brigade cdr. to advance an uneasy unit that has lost half its hits; or to halt an unsteady unit that has only one hit remaining. to rally a routing unit.

Movement
MARCH COL X COUNTRY INF CAV FOOT ART HORSE ART GENERALS 10 15 10 15 20 MARCH COL ROAD 16 20 16 20 20 COLUMN OR MASSE 5 10 LINE OR SQUARE 3 8 PROLONG 2* 2* SKIRMISH OR ROUT 6 12 6 12 -

*Light Artillery may prolong 3". MORALE TESTS TEST WHEN PASS TO CHARGE CHARGE INFANTRY LINE FIRE AND FIGHT FACING COLUMN OR CAVALRY CHARGE OR CAVALRY ATTEMPTING TO VOLLY AND COUNTER CHARGE SKIRMISHERS IN MELEE OPEN NOT EVADING CHARGE

PASS SCORES FAIL HALT FIRE AND FIGHT DISORDERED ELITE 23456 VETERAN 3456 AVERAGE 456 INFERIOR 56 BAD 6 +1 FULL SUPPORT +1 BRIGADIER ATTACHED TO UNIT +1 HIGH COMMAND ATTACHED TO BRIGADE -1 NO SUPPORT -1 ATTEMPTING TO FORM SQUARE AT LESS THAN 4 -1 FRIENDLY ROUTERS OF EQUAL OR HIGHER CLASS IN 4 -1 UNIT IS UNEASY OR UNSTEADY

DRAW MELEE LOSE MELEE CAV WIN MELEE RALLY ROUTERS

FIGHT ON WITHDRAW EX SQ PURSUE, HALT OR RALLY BACK HALT DISORDERED

INF: ROUT FROM FORMED INF, E IF CAV CAV:EVADE INF, ROUT FROM CAV WITHDRAW EX SQ ROUT PURSUE CONTINUE ROUT TAKE ONE HIT NO EFFECT FAIL BY 1 OR 2 = FORM DISORDERED SQUARE. FAIL BY 3+ = E BECOME DISORDERED

OPPORTUNITY CHARGE FORM EMERGENCY SQUARE

CHARGE FORM SQUARE

EFFECT OF HITS ON UNITS Full No. Hits UNEASY UNSTEADY +1 Pip to +1 Pip not Advance to Withdraw 2 1 3 2 4 2 3 5 3 4 6 3 5 7 4 6

MOVE IN SQUARE

NO EFFECT

RANGES CARBINE 1 MUSKET 3 RIFLE 4 3-4 lber CANNISTER 4 LONG 15 6-9 lber CANNISTER 6 LONG 20 12 lber CANNISTER 8 LONG 30 SHRAPNEL 13 to 20 ROCKETS SHORT 6 LONG 20

RISKS TO GENERALS No. of Dice and score to hit Number of Hits 1-2 3+ Melee suffered by Brigade/ ROUT Unit HighCommand attached 2 x D6 2 x D6 2 x D6 To brigade = 12 =11, 12 =10, 11, 12 Brigadier attached 1 x D6 1 x D6 1 x D6 to unit =6 =5, 6 = 4, 5, 6
Troop Types -2 Bad troops -1 Inferior troops Size -2 -1 -4 Small artillery unit in melee or firing at canister range Small infantry or cavalry unit or small artillery unit firing at long range Very small unit Disordered Secondary Target Pass through fire Long range artillery vs target on slope Disordered Charged in flank or rear Enemy has advantage of ground or obstacle Infantry in rain Blown cavalry vs other cavalry Cavalry vs better armoured cavalry

Dice Modifiers for Fire and Melee (cumulative)


+2 Elite troops +1 Veteran troops +2 Large artillery unit in melee or firing at canister range +1 Large infantry or cavalry unit or large artillery unit firing at long range

+2

Firing at Artillery that was limbered this phase but is now unlimbered. +2 Enfilade fire

Firing -3 -3 -1 -1 Melee -3 -3 -2 -2 -2 -1

+2 Fighting disordered enemy +2 Heavy Cavalry vs lighter cavalry or infantry. +2 Brigadier attached to unit +2 Impetuous +1 Lancers vs infantry +1 High Command attached to brigade

FIRING TABLE
FIRING TARGET LINE REINF LINE SQ, COL, MASSE SKIRM ART CAV COL CAV LINE CAV SKIRM HARD X X 56 56 3-6 3-6 56 56 X X+ 56 4-6 LINE SQ, COL, SKIRM BUILDING MTD CAV ART CAN ART LONG ROLLER LINE VERSUS LINE REINF LINE COL X X 2X X+ 4-6 4-6 COL

MELEE TABLE
INF IN SQ BLDG SK MASSE ART CAV COL * 2X X CAV LINE * E 2X CAV SK

56 56

NE NE

6 6

NE NE

4-6 56

X+

4-6

56

X+

3-6

3-6

4-6

56

NE

4-6

56 4-6 X

6 6 56

56 4-6 56

6 56 56

4-6 3-6 X+

NE 6 56

SQ SK MASSE

56 X 4-6

X E X

NE 56 NE

NE 56 NE

NE X NE

NE 6 NE

NE 4-6 NE

56 2X 4-6

6 E 56

NE X 6

56

56

56

ART

NE

NE

NE

4-6

NE

4-6

NE

CAV COL CAV LINE CAV SK HARD

4-6

56

3-6

NE

56

NE

4-6

56

56

56

56

3-6

NE

56

NE

4-6

3-6

SOFT

4-6

56

56

56

3-6 6 56

4-6 56 4-6

4-6 56 4-6

56 NE NE

56 4-6 3-6

6 NE NE

56 NE NE

X 56 56

E 56 56

X 56 4-6

X =1 hit

2X=2 X+=1 hit + hits 3,4,5,6 for 2

SOFT

*See rules for effect of cavalry formations.

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