Tuesday, July 12, 2011

Rule 4 – Corps Orders


General
Only CinC may change orders (except for Halt)
Cavalry can always Opportunity charge

Move
All brigades must move towards objective
May not move closer to enemy than 4”.

Halt
May not move closer to enemy
Brigades may move to improve defence
Brigades may retreat out of artillery range
 
Hold
May not advance beyond the furthest edge of objective, except cavalry to recce
Cavalry may charge any enemy who approach
Infantry may skirmish or fire on any enemy who approach within range.
Must counter attack if forced to fall back

Engage
Cavalry may charge any enemy
Infantry may skirmish or fire on any enemy within range

Attack
Cavalry will melee more aggressively
Infantry will melee if possible


Rule 5 - Movement


Movement Figures on Table
Generals - 16”
Light cavalry column   - 16”
Light cavalry line -14”
Heavy/Medium cavalry column - 14”
Heavy/Medium cavalry line - 12”
Horse artillery limbered - 12”
Foot artillery limbered - 8”
Infantry column of march (1 base wide) - 8”              
Infantry column of attack (2 base wide) - 6”              
Infantry line - 4”
Infantry Square - 2”
Manhandle medium artillery (6/8/9 pounder guns) - 2”                     
Manhandle heavy artillery (12 pounder guns) - 1”     
           
Multiple Movement
Half move and change formation
Artillery two actions of Fire/Limber/Move/Unlimber

Difficult terrain
All brigades half move

Defence Zone
Infantry and cavalry have a 4” zone to their front.  
No enemy may enter unless they are attacking or engaging.  
Enemy may pass through zone to attack another brigade that same move, and in this case they will receive fire.


Rule 6 – Opportunity Charge

Who can charge
Only allowed during the enemy move
Formed cavalry only
No Command Points required

Who can be charged
Any Shaken enemy
Any enemy in flank or rear
Cavalry in column
Infantry in column of march
Artillery limbered

Roll 1 d6 require 4 or more
Plus 1 - A class                                                          
Plus 1 - Commander within 4”                                   
Plus 1 - Charging flank or rear                                   
Minus 1 - C Class
Minus 1 - No commander within 8”
Minus 1 - Each casualty

Who Can React
Only formed troops can react
Must be more than half charge move from cavalry

Roll 1 d6 require 4 or more
Plus 1 - A class                                                          
Plus 1 - General within 4”                             
Plus 2  - Cavalry                                
Minus 1 - C class
Minus 1 - Poor commander
Minus 1 - Charged in flank or
Minus 1 - Each casualty

Pass Test
Cavalry form line and counter charge
Infantry form square
Gunners evade to nearby square

Fail Test
If enemy reach them before reaction completed
Lose 40% casualties

Rule 7 – Artillery Fire


General
Artillery must be formed to fire
Fire at the start of each move
Use 45 degree angle to determine if target within angle
May not fire if friendly troops within 1” of  line of fire
Overhead fire if on higher ground and 8”behind friends
Bounce through if friends within 4” behind target

Movement
Guns may be manhandled forward or backwards, but not to left or right, without being limbered.  

12 pounder - 1”
4/6/8/9 pounder - 2”

Angle of Fire
Determine whether target is within 45 degree angel
Determine a line the width of the gun base to the target
If there are any friendly troops within 1” either side of this width the gun cannot fire

Ranges
Heavy  (12 pounder)
Short Range  0 – 10”              
Long Range 10 – 20”

Medium (8/9 pounder)           
Short Range 0 –  8”                
Long Range 8 – 16”

Light (4/6 pounder)
Short Range 0 – 6”                 
Long Range 6 – 14”

Calculate casualties
Roll 2 d6
Plus 1 - A class gunners                     
Minus 1 - C class gunners
Minus 1 - Each gunner casualty
Minus 1 - Bounce through (up to 4” behind target)

Total required for a hit
Short Range
Cavalry - 7     
Infantry - 6      
Woods or hedges - 7              
Buildings or walls - 8            
Artillery - 9    
                                   
Long Range
Cavalry – 9
Infantry - 8                  
Woods or hedges - 9              
Buildings or walls - 10                      
Artillery -11

Rule 8 – Combat Quick Results


Summary

This rule is designed to cover those occasions when a combat is so uneven that  the outcome is not in question.   However if a very low dice is thrown the outcome would be unacceptable.

Cavalry cannot charge formed square

Cavalry must halt 4” from square

Infantry cannot charge cavalry

If infantry column of march, line or square approach within 4”, cavalry must either charge them or withdraw to maintain 4” distance. 

Limbered artillery contacted by cavalry

If artillery unable to evade they will lose 20% casualties and rout

Infantry or Cavalry Column of March contacted by cavalry

If unable to change formation they will lose 20% casualties and rout

Shaken  contacted by enemy
Lose 20% casualties and rout

Routers contacted by enemy

Lose 20% casualties and rout

Disordered after hand to hand combat

All troops are disordered after hand to hand combat if not already shaken or in rout.

Infantry v Artillery
Gunners lose 20% casualties and rout when contacted by infantry

Behind Crest of Hill
Troops within 4” of crest must test when enemy within 4”
Roll 1 D6
Plus 1 for British or class A
Minus 1 for class C

1 – Rout
2 – Shaken
3 – Disordered
4/5/6 - OK