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Warmaster English Civil War

Turn Sequence
1. Initiative Charges and Evades
2. Orders, then move leaders, then remove Confusion
3. Shooting
4. Combat
Shooting (P37)

Unit must shot at closet enemy.

Cannot split shooting unless outside of shooting zone or range.

If unit is charged then it can shoot


Roll 1 D6 per base needing 3 or less to hit.
-1 long range: over 15cm or over 30cm for artillery.
-1 if moved then shot
-1 if Defended, or -2 if Fortified
+1 Longbow v mounted

Kill a stand with 3 hits


Drive Backs (P40)

Throw 1D6 for each hit. This gives the distance that the target has
to move back by

Confused on a roll of 6
Combat (P43)

1 Dice Per Stand at Attack Value or less to hit, take saves then trade
off hits: each remaining hit on loser kills a stand.

If Draw on first round then fight 2nd round, no more than 2 rounds
unless Advancing, but may only Advance once.

Roll 1D6 for Retreat distance.


Attack Modifiers (P46)

Charging enemy in open (not for Advance)


+1

Pursuit Attack and extra +1 per full 3cm


+1

Attacking (facing) enemy flank or rear


+1

Enemy facing own side or rear


-1

Stand hit from shooting during charge


-1

Confused
-1

Enemy Defended
-1

Enemy Fortified
-2

Confusion (P62)

Cannot move in Command Phase

Cannot evade if skirmishers

-1 to Attack Value

Ceases at end of Command Phase


Caused by:

Driven back by shooting on a Driven Back throw of 6

Driven back into impassable terrain, enemies or combat

Making Way or Forcing friends to make way on a roll of 6

Driven back into friends who do not make way

Interpenetrating friends on a 6.

Movement (P21)
Type
Full Pace
Half Pace
Cavalry
30cm
15cm
Infantry
20cm
10cm
Artillery
10cm
5cm
Commanders
60cm
60cm
1. Units must move straight ahead or charge to get full pace, unless
skirmishers or in column. Otherwise move at half pace.
2. Stop when contacting Dense or Linear Terrain, unless skirmishers.
3. Friends may interpenetrate but all involve risk Confusion except
skirmishers. This is done at Half Pace.
4. Maximum distances are for individual bases.
5. Up to 4 units can be brigaded together
6. Brigade moves must end in contact except for units that charge.
7. Gaps can be passed though if at least as wide as shortest side.

Command (P12)

2D6 plus penalties has to equal or be less than commanders leader


value
Penalties (P16, P128)

Per full 20cm distance


-1

Each successive order to unit (max 3)


-1

Enemy within 20cm


-1

Flank/Rear exposed to enemy


-1

Unit in dense terrain


-1

Per casualty stand (worst unit in brigade)


-1

Unreliable troop type


-1

Slow troops moving 2nd or 3rd time


-1
Blunders (P68)

If leader or subordinate throw two sixes: blunder

Throw 1D6, +1 if Subordinate blunders


o 1-2 =. Unit / Brigade half move away from enemy.
o 3-4 = Unit / Brigade full move away from enemy
o 5-6 = Commander 1 for command tests for game
o
7 = Commander removed, mortally wounded.

Charges & Evades (P24)

Once unit charged or evaded it cannot move again

Evade has to be at least 5cm or the Driven Back distance.

Skirmishers decide if to evade after calculating shooting.

Skirmisher can only evade infantry within 10cm, or Cavalry within


20cm if they score at least 1 hit. 2 hits needed v cavalry at 10cm

Skirmishers can only evade other skirmishers if they are faster.

Skirmishers can chose to evade instead of being driven back from


shooting.
End of Battle (P71)

General is Killed

Lost half or more non skirmish units (-1 for each unit of mounted
knights in the army)

Losing side need to roll 4+ to save each leader.


o -1 for each extra unit of cavalry the winner has
o +1 if its a Principle Character
o 6+ is always a save.
Command Values
Dukes = 9 (100 pts), Earls = 8 (75 pts), Knights = 7 (50 pts)

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