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Appendix I: Strategic and Tactical Cards
Appendix I: Strategic and Tactical Cards
Appendix I: Strategic and Tactical Cards
STRATEGICA CARDS
You can choose only one Strategic Card. Poor and Incompetent CiCs cannot buy any Strategic Card. A Geni-
ous CinC can get it free.
R
R
R
R R R
1H 2H 3H 4H 5H 6H
15mm
1H
Appendix II
1H 2H 3H 4H
28mm
Free download from www.dadiepiombo.com
1 1 1 1 1 1 1 1 1
1 1 1 2 2 2 2 2 2
2 2 2 2 3 3 3 3 AMBUSH
3
1
3 3 3 4 4 4 4 4 4
4 4 5 5 5 5 5 5 AMBUSH
6
6 6 6 6 6 7 7
2
7 7
D D D D D D D D D AMBUSH
3
D D D D D D D D D
Ambush 1 Ambush 2 Ambush 3
Units Units Units
Schieramento INIZIATIVA CARICA
Aggressivo
Command
DECISIVA
Command
DISPERATA
Command
BATTLE PLAN
DIFESA DISCIPLINA
u
u
Flank March TRADIMENTO
Flank March
a oltranza DI FERRO
Command Command
u
Reserve
Command
Quality of Leaders If attached
Leader Leadership Discipline Test Extra Melee Cohesion
Bonus Modifier Inititative Test
Genious/Charismatic 4 2 Re-roll 1 or 2 dice +1 /+3 (Brave) +1
Expert 3 2 Re-roll 2 dice +1 /+3 (Brave) +1
Reliable 2 2 +1 /+3 (Brave) +1
Appendix III - Quick Reference Sheets
2) The Active Player, that is, the one that won the initiative, selects and activates one by one the Units/Groups
within the Command activated. The Non-Active Player can try to react and / or evade
3) Initiative is reassessed until all the Commands on the battlefield have been activated
UNIT STATUS
VBU VBU VBU VBU
Fresh Worn Exhausted Routed
8 7-5 4 0
7 6-5 4 0
6 5-4 3 0
5 4 3 0
4 3 2 0
3 2 2 0
2 - 1 0
MOVEMENT TABLE
Troop Type Basic Charge Broken Terrain Difficult Terrain
Movement Speed
FP, EL 2H 2H 2H+D 1H+D
T 2H 2H 2H 1H+D
FL 2H 2H 2H 2H
Impetuous FL 2H 3H 2H 2H
S 3H 3H 3H 3H
W, Art, CGP, CF 2H 2H 2H+D (NO CF) NO
CP1 2H 3H 2H+D 1H+D
CM 3H 4H 2H+D 1H+D
CGL 3H 3H 2H+D NO
CP2 3H 4H 2H+D 1H+D
CL 4H 4H 2H+D 1H+D
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VOLUNTARY INTERPENETRATIONS
1) Skirmishers can interpenetrate any troop-type and be interpenetrated by any troop-type.
2) Light infantry that is not impetuous and is not in a Large Unit, Missile Troops that are not part of a Large Unit, and
Artillery can be interpenetrated by any troop type and can interpenetrate any other foot that are not impetuous.
3) Wagenburgs can be interpenetrated by any troop type with the exception of Elephants and other Wagenburgs. They
can interpenetrate non-Impetuous FL, T (not in Large Units), S and Art.
4) Light Cavalry can interpenetrate and be interpenetrated by any Mounted with exception of Elephants.
Shooting Modifiers
-1 for each movement action performed that turn by the firer, except for all CL and javelin armed Infantry. These can move
(only 1 action) and fire without penalties.
-1 if the firer is Disordered.
-2 for indirect fire (6.4), unless otherwise specified in the Army List
-1 when firing at S, CL and Art. -2 if at Long range or more
-1 when firing at troops that are Evading
-1 when firing (not with Artillery) at Units on the edge of a wood, in built up areas or behind linear obstacles or paveses or
at Wagenburgs. When firing at Units defending fortification the modifier is -2 or -1 if Artillery fires.
+2 for Artillery when firing at Large Units or Groups in column or Wagenburgs
-1 when performing Reaction Fire (6.5)
Troops firing at 360° halve dice whe fire from side or rear
IMPETUS BONUS
Impetus bonus is nullified in these circumstances Impetus Bonus reduced in these
1) Charging Unit is Exhausted circumstances
2) Infantry charging Mounted troops 1) Bonus reduced to maximum 2 for Infan-
3) Mounted charging Infantry with Pike or Long Spears/Polearm, Wagenburgs, try charging Infantry with Pike and Long
Elephants, Camels. Exceptions: EL and Camels charging Camels. EL charging EL. Spears/Polearm and for CP, CM and CL
4) Elephants that charge Skirmishers or non-impetuous Light Infantry charging Chariots (CGP, CGL, CF)
5) Troops that are charging other troops defending fortifications 2) Bonus reduced to 1 for troops no longer
6) Troops charging Fortified Baggage Fresh, with exception on CP, CGP, Scythed
7) Troops (with exception of FL*) that are charging in Broken or Difficult Ground Chariots and Elephants
or Units entirely inside that Terrain 3) Bonus is reduced by 2 for Mounted
8) Mounted that are charging troops defended by stakes or pavises charging Foot with closed ranks
(*) FL still lose their Impetus Bonus if charging in Broken or Difficult Ground
non-impetuous FL or S
COHESION TEST AND LOSSES DISCIPLINE TEST
1) DAMAGE inflicted Discipline D6
You inflict one DAMAGE (HIT) for every 6 and one for every A - Good 3+
double 5 rolled on the dice B - Average 4+
2) CRITICAL NUMBER C - Poor 5+
Critical Number = VBU - DAMAGE + Modifiers GENERIC MODIFIERS/
3) Calculate LOSSES RALLY
Permanent Losses = D6 - Critical Number Attached Leader +1/+2
SHOOTING Modifiers Out of Command Radius -1 (*)
According to TARGET ZoC REACTION
Unit in Disorder -1 Only if in Disorder -1
Unit with attached Leader +1 EVASION
Unit is CP1, CGP, CGL, CF, W or FP +1 CL and S +1
(not if Art firing ) Mounted or S evading +1
According to DISTANCE and WEAPON from Foot
At Short Distance +1 Disorder -1
If shot at by any but Artillery, Longbow, For each subsequent test -1
Crossbow, Sling, Arquebus and Musket
(*) Not for Evasion. Not for S.
At Long Distance +2
DISENGAGEMENT
If shot at by any but Artillery or Longbow
For Longbow modifier is +1 Test with no modifiers
Defensive fire -1 COUNTER-CHARGE
if shot at bu Handgun, Arquebus or Musket Mounted +2
MELEE Modifiers Disorder -1
Unit in Disorder -1 FRENZY TEST
CP, CM, CL in melee with FP -1 Fragmented Group -1
Foot with Closed Ranks +1 CLOSING RANKS
Attacked on flank/rear -2 Disorder -1
Foot defending hill, river, fortifications or +1 Heavy Foot (FP) +1
village Charged by CM or CL +1
Attached Leader +1 REACTION FIRE
Disorder -1
VICTORY CONDITIONS DEFENSIVE FIRE
CinC Genious/Charismatic VD = 3 Missile Troops (T) +2
Other CinC and Expert Leaders VD = 2 Mounted -1
Other Leaders VD = 1
Baggage VD = 3 (or 4 if fortified) Disorder -1
Command is Routed or Demoralized if takes losses for MORE Units charging with more +1
THAN 1/3 of VDC than 1 movement phase
Army is Routed when loses 50% of VDT