Full Scale ; Distances = Inches.; EMW = Early Modern Wars only ; Pre 1735 Cav are on 1.
5 times base widths
VOLLEY & BAYONET PLAYER SHEET
1: GAME SEQUENCE 7: CLOSING ON ADV. SM. ARMS
Command (EMW: cumulative)
Movement Defdr is stationary / not disordered -1
Rally 8: COMBAT RANGES & DICE ROLLED Range Normal Stationary Morale weapon close long fire melée fire melée Cavalry Breakthrough Combat Smoothbores Divisional Exhaustion Matchlock and Pike - 1 1 2 1 2 Early Regiment with musket - 2 1 2 2 4 2: IN COMMAND? Regiment with musket - 2 2 2 4 4 Within 6 of any superior in its chain or if Brigade with musket - 2 2 4 4 6 concatenated into command Foot batteries (as per - 1 1 1 If Out of Command: Horse batteries below) 1 1 1 1 ½ move, disordered at move end Artillery battalions: No Recovery from Disorder Sb Light Art 4 8 1 1 2 2 No move closer to enemy Sb Field Art 5 10 1 1 2 2 Never Stationary Sb Heavy Art 6 12 1 1 2 2 Art. may not limber/unlimber btn guns 5 roll 1 extra (col) die for shooting, and in combat if attached to inf 3: RECOVER from DISORDER Rifles/Later weapons Yellow: At beginning or end move Bde with Rifle Musket - 4 2 5 4 7 only if in command & Bde with Rifled Carbine - 3 2 5 4 7 not in contact with enemy Bde with Cartridge Rifle 2 4 2 6 4 8 takes ½ move Bde with Chassepot 5 10 2 6 4 8 RML Field Art. 5 15 1 1 2 2 Red: No Recovery from red RML Heavy Art. 6 18 1 1 2 2 RBL Field Art. 5 20 1 1 2 2 4: MOVEMENT RBL Heavy Art. 6 24 1 1 2 2 type move if btn guns Rifled Siege Art. 4 24 0 0 2 2 Gatling/Machine Gun 4 8 2 2 max 6 max 6 2x6 on MG = ammo depleted or expended Matchlock & Pike 8 Other Combats Early Inf Regt 12 8 Shot Cav - 1 1 1 2 2 Inf Regt/Skirm 12 12 Cav skirm/Regiment - - - 2 - - Inf Brigade 16 12 Cavalry Brigade - - - 4 - - Heavy Cav 20 Inf skirm/detachment (varies) 1 1 - - Shot Cav 16 Other Cav 24 20 9: TO HIT 10: TO SAVE Heavy Art. 12 Other Foot Art 16 6 Inf Bdes, Regts, Skirms 1-3 = Hit Stays; 4-6 = Hit Saved Civilian Artillery 8 not if deployed Cav Bdes, Cav Skirms, Shot Cav Horse Art. 24 Art. & Machine Guns at long All Troops: Commander 24 From Disordered; 5,6 Élite, Shock Troops, Grenadiers When in works 5: MORALE Sharpshooter (fire only) From fire when in hasty works Undis. Stnry foot defending high grd +1 Cav Bde v Disordered Skirmishers: Defending bldng/works +1 Light Art. at close & in melée from fire; +xtra save if woods Formed meléeing skirms +1 Repeaters in melée (EMW) when in village/town Meléeing enemy unit in flank +1 Machine Guns at close (EMW) Cavalry: Army/Wing Cmdr attached +1 from fire ( retire 6 per save) If Art. or non-stnry inf meléed 4,5,6 Field/Hvy Art at close/melée Trained Lights attacking inf: by Cav Bgde (not 1809+ Aust) -1 Repeaters at close (EMW) may trade att dice for evade Unit is Disordered -1 (Retire 6 per saved ) Non-Stnry infantry vs lancers -1 11: MELÉE TIES Open Order Cavalry (3x3 base) Meléeing repeaters or Art./ front -1 Inf with (or) grenadiers vs inf/art +2 From fire, Cavalry vs heavier cavalry -1 Stationary inf vs cav (not shot cav) +2 no retire if base width apart Supported Art. vs inf +2 Melée Regt base meléed from flank -2 Non-stnry inf vs cav (not shot cav) -2 trade attack dice for evade Matchlock & pike vs Any Cav +2 Artillery: 6: CAVALRY BREAKTHROUGH only after melée morale test 12: DIVISION EXHAUSTION from art fire, & when in cover If attacked unit routs or is elim due to When exhaustion reached -losses & routers- from melée in works morale check, Cav may occupy the may no longer move to contact. Any further Infantry: ground & move 6 forward or back, plus loss - D6 roll must exceed any losses that when in village/town, works, forts, free facing change. 2nd breakthrough in turn or else morale collapse. from fire - when in hasty works the turn disorders cavalry afterwards. Ordered get red disorder Heavy artillery: Negates Saving Currently Disordered Rout Throws when firing at other Not Shot Cav Routers are eliminated artillery, and at villages/towns Artillery strength points do not count towards PRONE: (where allowed) Full Scale ; Distances = Inches.; EMW = Early Modern Wars only ; Pre 1735 Cav are on 1.5 times base widths Exhaustion, but are affected by it Cavalry +1 to hit vs prone