General
Only infantry and must have Engage, Attack (see below) or
Hold orders
Against infantry in the open
Attackers must halt at 2”
Both exchange fire
Must attack enemy if within reach.
If they end their move out of reach, but within 4”, they may
Skirmish
If they end their move out of reach, but within 2”, they may
Firefight
Plus 1 - Fire A
Plus 1 - Better Skirmishers
Plus 1 - Line v Square
Plus 2 - Line v Column
Minus 1 - Fire C
Minus 2 - Outnumbered 2 to 1
Minus 1 - Each casualty
Minus 1 - Square
Minus 1 - Disordered
Minus 2 - Shaken
Winner roll 2 d6 plus difference in Combat Factors
Total 2-3
Winner Routs
Winner 30% casualties
Loser 10% casualties
Total 4-5
Winner retires 4” Shaken
Winner 20% casualties
Loser 10% casualties
Total 6-7
Draw both Disordered
Winner 10% casualties
Loser 10% casualties
Total 8-9
Loser retires 4” Shaken
Winner 10% casualties
Loser 20% casualties
10 + Loser Routs
Winner 10% casualties
Loser 30% casualties
No comments:
Post a Comment