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Turn Sequence
1. Initiative Charges and Evades
2. Orders, then move leaders, then remove Confusion
3. Shooting
4. Combat
Shooting (P37)
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.
Confused
-1
Enemy Defended
-1
Enemy Fortified
-2
Confusion (P62)
-1 to Attack Value
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)
General is Killed
Lost half or more non skirmish units (-1 for each unit of mounted
knights in the army)