Tuesday, July 12, 2011

Rule 15 – Cavalry v Infantry Combat


General
Only cavalry and must have Attack, Engage or Hold orders
One brigade per side
Infantry may not charge cavalry,
If infantry advance cavalry must charge or retreat to maintain 4” zone of control

 
Infantry Reaction to Form Square

Roll 1 d6 require 4 or more
Plus 1 - A class                                                          
Plus 1 - General within 4”                             

Minus 1 - Poor commander
Minus 1 - C class                                           
Minus 1 - Charged in flank or rear                                         
Minus 1 - Each casualty

React Sequence
Infantry take reaction test when cavalry have completed one quarter of charge move
Infantry take half of cavalry charge move to form square

Combat Factors
Plus 1 - Class A      
Plus 4 - Formed infantry in square                                       
Plus 1 - Infantry in COA
Plus 1 - Infantry Fire A in line
Plus 1 - Each formed infantry brigade in support
Plus 3 - Lancers in line
Plus 2 – Medium or heavy cavalry in line                           
Plus 1 - Light cavalry in line

Minus 2 - Shaken
Minus 1 - Class C
Minus 1 - Each casualty
Minus 1 - Disordered

Result
Winner roll 2 d6 plus difference in Combat Factors
                                                           
Cavalry Win   
                                                                
Total 2-3        
Cavalry halt 8” from infantry both Disordered           
Cavalry 0 casualty                  
Infantry 0 casualty


Total 4-5        
Cavalry halt 8” from infantry both Shaken                 
Cavalry 10% casualties                     
Infantry 10% casualties

Total 6 +        
Infantry Rout                                                   
Cavalry 0 casualty                  
Infantry 30% casualties

Infantry Win   
                                                                 
Total 2-3        
Infantry Rout                                                               
Cavalry 0 casualties
Infantry 30% casualties

Total 4-5        
Infantry retreat 4” Shaken                                           
Cavalry 0 casualties               
Infantry 20% casualties

Total 6-7        
Cavalry retire 8” Disordered                                     
Cavalry 10% casualties                     
Infantry 10% casualties

Total 8-9        
Cavalry retire 8” Shaken                                            
Cavalry 10% casualties                     
Infantry 10% casualties

Total 10 +      
Cavalry Rout                                                              
Cavalry 20% casualties                     
Infantry 0 casualties

Rule 16 – Cavalry v Artillery Combat


Which Cavalry can Charge
Only formed cavalry can charge
Must have Engage, Attack or Hold orders


Artillery Reaction
Only formed gunners can test to react
If they pass test they can either evade or fire

Roll 1 d6 require 4 or more
Plus 1 - A class                                                          
Plus 1 - General within 4”     
Minus 1 - C class                   
Minus 1 - Poor commander                                                    
Minus 1 - Charged in flank or rear                                                     
Minus 1 - Each casualty

Gunners Evade
Gunners take reaction test when cavalry have completed one quarter of charge move
If they pass they may either evade or fire
If cavalry reach them they will lose 40% casualties and rout without guns

Gunners Fire at Cavalry

Roll 2 d6 – require 7 for a hit
Plus 1 - A class gunners                     
Minus 1 - C class gunners
Minus 1 - Each gunner casualty
                                   
Cavalry Test Morale for Casualty
If cavalry take casualties they must test morale to charge home
If cavalry pass test gunners lose 40% casualties and rout without guns

Rule 17 – Reaction to Rout

Nearby friendly troops
Routed troops within 4” are removed from table
Shaken troops within 4” will Rout
Other troops within 4” will test Morale
All troops involved, or routed through, are Disordered

First move of Rout
Cavalry 12”  
Infantry 6”
Move directly away from cause and pass through friendly troops

Second move of Rout
Move during movement phase
Avoid both friends and enemy
Test morale at end of move

Third move of Rout
Move during movement phase
Avoid both friends and enemy
Test morale at end of move
Remove from table if fail

Pursuit
Cavalry who cause Rout roll 1 d6
5-6 - All nations Pursue
4-5-6 - British Pursue

First Pursuit Move
Roll 1 d6
1-2           Pursue Routers 12” and cause another casualty
3-4           Charge nearest enemy within 8” and 45 degrees
5-6           Charge nearest enemy within 4” and 45 degrees

Second Pursuit Move
Return to nearest supports during move phase
Cavalry move at 12”
Infantry move at 6”
Halt Disordered when behind supports

Rule 18 - Morale


Grades of Morale
Formed
Disordered - formed at end of sequence
Shaken - must rally to become Disordered
Rout - must rally to become Shaken

When to test
Brigades or batteries must test if:
Receive casualties
Cavalry want to counter charge
Initial Rout of friendly brigade within 4”
Routed
Shaken

How to test
Roll 1 d6 :

Plus 1 - Class A 
Plus 1 - CinC within 4"                                
Plus 1 - General attached                   
Plus 1 - Supports within 4”                
Plus 1 - In BUA                                  
Plus 1 - 20" from nearest enemy
Minus 1 - Class C
Minus 1 - No general within 8”
Minus 1 - Each casualty
Minus 1 - No supports within 8”        
Minus 1 - Rout within 4”                                                                    
Minus 1 - Routed through                                                                   
Minus 1 - Disordered or pursuit                                                                                 
Minus 2 – Rout
Minus 1 - Shaken

Result of test
3 + - Make morale
1 or 2 - Shaken
0 or less - Rout

Rule 19 - Definitions


Cavalry Stationery
If charged cavalry must make morale to counter charge
If they fail they fight stationery

Disordered
May not initiate a combat
May not count as support
Will become Formed at the end of a complete sequence, no CP required

Multiple Moves
Only allowed if no enemy troops or blinds within 16”

Rally
Brigade must pass morale test
Rout becomes Shaken
Shaken becomes Disordered

Retire
Move directly away from the enemy

Rout
May not initiate a combat
May not count as a support
Must attempt to rally each move
Becomes Shaken if rallied

Shaken
May not initiate a combat
May not count as support
Must attempt to rally each move
Will remain Shaken until Rallied by a general