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PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING
YOUR CHILDREN TO PLAY.
If you or any family member has ever experienced epilepsy symptoms (seizures or
loss of consciousness) after exposure to flashing lights, please consult your doctor
before playing this game.
Parental guidance is always suggested when children are using a computer and
video games. Should you or your child experience dizziness, poor eyesight, eye or
muscle twitching, loss of consciousness, feelings of disorientation or any type of
involuntary movements or cramps while playing this game, turn it off immediately
and consult your doctor before playing again.
- Do not sit too close to the monitor. Sit as far as comfortably possible.
- Use as small a monitor as possible.
- Do not play when tired or short on sleep.
- Take care that there is sufficient lighting in the room.
- Be sure to take a break of 10-15 minutes every hour.
© 2009 Matrix Publishing, LLC. and BOKU Strategy Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks
of Matrix Publishing, LLC. and Horse and Musket Volume 1 - Frederick the Great™ is a trademark of Matrix Publishing, LLC. and BOKU Strategy
Games. All other trademarks and trade names are the properties of their respective owners and Matrix Publishing, LLC. and BOKU Strategy Games
make no claim thereto.
John Tiller’s Battlegrounds of the Napoleonic Wars puts the player in command of the mighty
armies of the Napoleonic era combined with the time-tested interface and turn-based game mechan-
ics that made John Tiller’s game design famous. With the choice of 2D or 3D battlefield views, a new
look, smart AI, and more historical information than can be found in most public libraries, John Tiller’s
Battlegrounds of the Napoleonic Wars brings gamers scenarios, campaigns, and battles throughout
Napoleons famous career.
Players can stomp across Eastern Europe with the original Napoleon in Russia scenarios, compete for
position and advantage in Prelude to Waterloo, or fight Napoleon’s dramatic final battle in the original
Waterloo scenarios. Fans of John Tiller’s Napoleonics game mechanics will find this compilation to
be a convenient and riveting addition to their strategy library. With a simple yet effective difficulty
slider, newcomers to the series can also enjoy John Tiller’s excellent game design without having
to cope with a ruthless, intuitive AI which would give even the most researched Napoleonics buff a
challenge.
Command the mighty armies of Napoleon and redraw the map of Europe in
John Tiller’s Battlegrounds of the Napoleonic Wars!
Horse & Musket Volume 1
Table of Contents
1.0 Horse and Musket Volume 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.1 Minimum System Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.2 Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.3 Uninstalling the game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.4 Product updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.5 Game forums. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.6 Need help?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.0 Welcome and Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.0 Starting the Game & General Game Concepts. . . . . . . . . . . . . . . . . . . . . . 12
2.1 Starting the Game (The Main Menu). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.1.1 Playing A PBEM (Play by E-Mail) Game . . . . . . . . . . . . . . . . . . . . . . . 14
2.1.2 Computer Control Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.1.3 A Special PBEM Note. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.1.4 Playing an Internet Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.1.5 Playing a Hotseat Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.2 Graphics and General Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.2.1 Turn and Phase Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.2.2 The General Information Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.2.3 The Action Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2.3 General Game Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.3.1 ZOC (Zone of Control). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.3.2 LOS (Line of Sight) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.4 Using This Rulebook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.0 Sequence of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.1 Bombardment Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.2 Command Turn Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3 Command Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.4 Activation Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.5 Action Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.0 Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.1 Infantry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.2 Heavy, Medium, and Light Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4.3 Heavy, Medium, and Light Artillery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.4 Leaders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.0 Rules of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.1 Bombardment Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.1.1 Bombardment Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.2 Command Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.3 The Command Turn Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.3.1 The Subordinate Rating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.3.2 The Command Turn Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.4 Command Phase and Leader Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.4.1 The Command Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
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1.2 Installation
Please ensure your system meets the minimum requirements listed below. To install the
game, either double click on the installation file you downloaded or insert the Horse and
Musket, Volume 1: Frederick the Great CD into your CD-ROM drive. If you have disabled the
autorun function on your CD-ROM or if you are installing from a digital download, double-
click on the installation archive file, then double click on the file that is shown inside the
archive. Follow all on-screen prompts to complete installation.
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Matrix Games Member account. When youíre signed up, you can then register your Matrix
Games products in order to receive access to these game-related materials. Doing so is a
simple two step process:
Sign Up for a Matrix Games Member account - THIS IS A ONE TIME PROCEDURE;
once you have signed up for a Matrix account, you are in the system and will not need to
sign up again. Go to www.matrixgames.com and click the Members hyperlink at the top. In
the new window, select Register NOW and follow the on-screen instructions. When youíre
finished, click the Please Create My New Account button, and a confirmation e-mail will be
sent to your specified e-mail account.
Register a New Game Purchase - Once you have signed up for a Matrix Games Member
account, you can then register any Matrix Games title you own in your new account. To
do so, log in to your account on the Matrix Games website www.matrixgames.com. Click
Register Game near the top to register your new Matrix Games purchase.
We strongly recommend registering your game as it will give you a backup location for
your serial number should you lose it in the future.Once youíve registered your game, when
you log in to the Members section you can view your list of registered titles by clicking
My Games. Each game title is a hyperlink that will take you to an information page on the
game (including all the latest news on that title). Also on this list is a Downloads hyperlink
that takes you to a page that has all the latest public and registered downloads, including
patches, for that particular title.
You can also access patches and updates via our “Games Section” www.matrixgames.
com/games, once there select the game you wish to check updates for, then check the
“downloads” link. Certain value content and additional downloads will be restricted to
“Members Area” members. so it is always worthwhile to sign up there.
Remember, once you have signed up for a Matrix Games Member account, you do not have
to sign up again at that point you are free to register for any Matrix Games product you
purchase.
Thank you and enjoy your game!
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questions within 24 hours, Monday through Friday. Support questions sent in on Saturday
and Sunday may wait 48 hours for a reply. You can get to our Help Desk by going to www.
matrixgames.com/helpdesk .
This combined package provides not only all of these scenarios, but also new game features,
a powerful new editor, and a complete graphics overhaul.
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New Battle: This allows you to start a new battle. When you select this option, you’ll go to
the Scenario Manager screen.
In the panel to the left is the name of the battle or “Battle Group.” A Battle Group is a group
of scenarios taken from the same battle. For example, our “Chotusitz” Battle Group is
comprised of five scenarios depicting some part of the Battle of Kolin. Left click on the name
of the Battle Group to drill down into a list of Battles within it.
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You’ll see a description of the Battle in the lower left-hand panel. This shows gives you
various bits of information about the battle to help you decide which one you‘d like to play,
including the sides, type of battle, and the complexity level of the scenario. Click “Play” to
start the selected battle.
To exit an open Battle Group, double-click “Leave Battle Group” to return to the Scenario
Manager screen to select another Battle Group.
Meanwhile, returning to the Main Menu:
Load Battle: This allows you to load a previously saved game. Select it and then select a
saved game to play.
Take PBEM Turn: This is used when playing a PBEM (Play-By-E-Mail) game.
Battle Online: To play against a live opponent via the Internet, select this option.
Options: This allows you to set various game options. These can also be set during play.
Return to Battle: If you entered the Main Menu screen from a battle you were just playing,
this option takes you back to your game.
Quit: This option allows you to exit the Main Menu and return to Windows.
Sending Player
1) Start the game with one side designated as “E-mail Opponent.” Set up the
computer control options for this game at the same time. (See below.)
2) Play your first turn as normal.
3) You will be notified when it is time to send your opponent the PBEM game
file. The game will have created the PBEM game file and saved it to a
folder called “PBEMTurns” which is located under the Horse and Musket,
Volume 1: Frederick the Great game folder. The name of the game file will
include the scenario name, the turn number, and to which side it applies.
4) Using your favorite E-mail program, locate the correct file in the
PBEMTurns folder and send it to your opponent as an E-mail attachment.
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Receiving Player
1) Download the PBEM game file from the sending
player to our PBEMTurns folder.
2) Start the game and choose “Take PBEM Turn” from the Main Screen.
3) Choose the correct PBEM game file and select Open. You
will watch a replay of the sending player’s turn.
4) Play your own turn as normal, and then follow steps
3 and 4 under “Sending Player,” above.
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You can scroll around the map simply by moving your mouse to a screen edge. The map will
automatically scroll in that direction. To zoom in and out, use the Up and Down arrow keys
on your keyboard. You can also use your mouse wheel if your mouse has one.
Pressing the “T” key will change the zoom level to 1:1.
Selecting Units: When units are eligible to be selected during play, they will be highlighted
in blue. The currently selected unit is highlighted in purple. To make a unit perform an action,
right click on the unit to bring up its Action Menu. When an action is eligible to a unit, it will
be listed there. To perform an action, left click on the action in the Action Menu. (For more
information about performing Actions, see the various “Interface” rules in section 5.0 for the
Action in question.)
To see information about a unit, right click on the unit to bring up its Information Box. If this
is a selected unit, select Unit Info from its Action Menu.
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To obtain information about a unit, you can also allow your mouse cursor to hover over a
unit and then click on the pop-up that appears over the hex. If this is a stacked hex (there is
more than one unit in the hex), then a pop-up will appear for each unit with one designated
as “top.” (See section 6.2.5, Stacking, for more information.)
To deselect a unit, either click outside the unit’s Movement Radius, or left click and hold on
any hex and select the Deselect <Unit> option.
At any time during play, you can left click and hold on a hex to bring
up a list of options. (For example, while you are parcelling out Sub
Points from your Overall Leader during a Command Turn Phase,
you left click and hold on a Corps Leader. Options appear that allow
you to either 1) give a Sub Point to the Corps Leader, or 2) Select
the Corps Leader.) Often, more than one Action can take place in a
hex (e.g. a selected unit could either move into or merely turn to face
an adjacent hex), so you should always remember to click and hold,
especially when you are trying to perform an action on a stacked hex.
This is made up of a blank panel and three buttons to the right of it, one each
for “Messages,” “Units,” and “Terrain.” The information that is displayed here
varies according to the button you’ve selected.
If you’ve selected “Messages” then game messages are displayed here.
If you’ve selected “Units” then information for the unit currently under the
cursor position will be displayed here.
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If you’ve selected “Terrain” then information about the terrain currently under
the cursor position will be displayed here.
Combat Results: Combat results and the results of other actions made during play are shown
on the map superimposed atop the unit to which they apply. These results are shown in the
following format:
Men -X This shows how many
men this unit has lost due to
combat.
Mor -X This shows how many
Morale Points this unit has lost
due to combat.
Dis +X This shows how many
Disruption Points a unit has
gained due to combat or
movement.
Dis +/-X (X) This shows how many Disruption Points a unit has gained or lost due to
movement or a Disruption Recovery action. The number in the parenthesis shows the total
Disruption for this unit, after taking into account the displayed loss or gain.
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Movement Phase
Active units may move and perform Actions.
Assault Phase
Any Active units adjacent to an enemy unit may attack. Any Cavalry (Cav) unit that Charged
in the Movement Phase must attack.
1) Plot Attacks.
2) Assault Resolution.
3) Withdrawal Phase.
4) Advance Phase: Any Active units that have enemy units retreat
or rout from their ZOCs will advance into the vacated hex.
Withdrawal Phase
Routed units move.
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4.0 Units
There are four basic unit types in the game:
Infantry, Cavalry, Artillery, and Leaders. The
scenario designer (See “Scenario Editor” for
more information) is allowed broad discretion
in tailoring each individual unit to meet the
needs of his battle. Right clicking on a unit
in the field will pop up an information box
regarding that unit.
The following lists the unit types and their
attributes.
4.1 Infantry
Name: Input by the designer.
Type: Input by the designer. Shows up on the unit info screen
during play. (For example, an infantry unit can be given a type name
of “Grenadier” or “Grenzer.”)
Formation: Check the formations this unit can use. The possible
formations are:
1) Line
2) March Column
3) Square
4) Skirmish Order
5) Defensive (this is a special formation that can
be allowed by the scenario designer)
Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Number of Men: The number of men in the unit.
Quality of the Unit: There are ten levels of Quality. From highest to lowest, they are:
Elite Guard
Guard
Elite
Crack
Veteran
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Regular
Conscript
Trained Militia
Untrained Militia
Rabble
Disruption: 0-100
Morale: 0-100
Nationality: Input by the designer.
Movement Points: Input by the designer.
# of Figures in Graphic: Our standard full-strength infantry graphic consists of eight
figures. Here, the player can determine the number (#) of figures to use to depict a full-
strength unit. He can also determine how many men each figure represents.
Assault Modifier: 0 – 1000%
Fire Modifier: 0 – 1000%
Morale Check Modifier: -100 through +100. Used whenever this unit takes a Morale
Check (MC).
Movement Disruption Check Modifier: -100 thru +100. Used whenever this unit takes
a Disruption Check (DC) due to movement.
Fire Allowed: If checked, this unit can Fire in the First, Second, and Defensive Fire Phases.
If not checked, this unit can only “Fire” in the Assault Phase.
Effective Range: This is the Effective Range that the unit can Fire.
Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum
Range.
# Of Battalion Guns: Input by designer. This is the number of Light Cannon in the unit.
Initial AI Orders: These orders override the normal AI from the beginning of the game.
Always Defend: This unit will defend for the entire battle.
Defend until enemy within 1 hex: This unit will defend until an enemy is within one hex
of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 3 hexes: This unit will defend until an enemy is within three
hexes of this unit’s position. The unit then reverts to normal AI control
Defend until enemy within 6 hexes: This unit will defend until an enemy is within six
hexes of this unit’s position. The unit then reverts to normal AI control
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Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit
is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is
reached, the unit reverts to normal AI control.
Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Number of Men: The number of men in the unit.
Quality of the Unit: There are ten levels of Quality. Refer to the Quality item in the
previous Infantry section for a full list.
Disruption: 0-100
Morale: 0-100
Nationality: Input by the designer.
Movement Points: Input by the designer.
# of Figures in Graphic: Our standard full-strength Cavalry graphic consists of four figures.
Here, the player can determine the number (#) of figures to use to depict a full-strength unit.
He can also determine how many men each figure represents.
Charge Modifier: 0 – 1000%
Fire Modifier: 0 – 1000%
Morale Check Modifier: -100 thru +100. Used whenever this unit takes a MC.
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Movement Disruption Check Modifier: -100 thru +100. Used whenever this unit takes
a DC due to movement. This also applies to Charge movement.
Fire Allowed: If checked, this cavalry unit can Fire. If not checked, this unit cannot Fire.
Effective Range: Effective Range is from 1 hex to this number.
Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum
Range.
Initial AI Orders: These orders override the normal AI from the beginning of the game.
Always Defend: This unit will defend for the entire battle.
Defend until enemy within 1 hex: This unit will defend until an enemy is within 1 hex
of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 3 hexes: This unit will defend until an enemy is within 3
hexes of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 6 hexes: This unit will defend until an enemy is within 6
hexes of this unit’s position. The unit then reverts to normal AI control.
Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit
is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is
reached, the unit reverts to normal AI control.
Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Number of Guns: The number of guns in the unit.
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4.4 Leaders
Name: Input by designer.
Type: Overall, Corps or Command Leader. The type name should be
editable by the designer. Shows up on the unit info screen during
play. (The designer can select “Corps Leader” and then change the
name to “Field Marshal” or whatever the wish.)
Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Nationality: Input by the designer.
Movement Points: Input by the designer.
Rally Points (1-100): This is the number of Rally Points this Leader has per Turn. The final
number of Rally Points a Leader has is affected by the % of casualties in his command.
Corps Leader Rally Points are reduced by the % of casualties in all the Commands under
him. Command Leader Rally Points are reduced by the % of casualties of all his attached
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units combined. Overall Leader Rally Points are reduced by the % of casualties of the entire
Army.
Command Rating (CR) (1-10): This number determines whether or not the Leader takes
his Turn as usual. The Command Rating may be increased by the issuance of Sub Points by
a Corps or OA Leader.
Initiative (1-10): Use this number to determine this Leader’s order of Activation. The higher
a Leader’s Initiative, the sooner in the Turn the Leader becomes Activated.
Command Radius: This is a distance, in hexes, over which this leader has influence.
Sub Points: Overall and Corps Leaders only. These Points can be issued to subordinate
Leaders.
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Each OA and Corps Leader in the game has a Sub Rating, which he uses to parcel out
Command Points to subordinate Commanders during a Command Turn.
An OA can give Sub Points to any friendly Leader within his radius. A Corps Leader can give
Sub Points to any Command Leader that is both subordinated to him and within his radius.
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To issue a Sub Point to a Leader who is also eligible to issue Sub Points, left click and hold,
then select “Add to Leader” to issue the Sub Point.
Deferment
Any Leader who is determined to have the Initiative as per the procedure above may have
his Activation Deferred until later in the Turn. To activate the Leader, click the “Activate”
button.
The player defers a Leader by clicking the “Defer” button instead.
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Once a Leader is determined to have the Initiative, it undergoes an Activation Check. Each
point of a Leader’s CR is equal to a 10% chance of Activation. For example, a CR of 4 equals
a 40% chance of Activation. A successful Leader Activation will be indicated immediately.
If the unit being checked is a Corps or Command Leader who
received Sub Points from OA during the last Command Turn
Phase, then this bonus CR is applied to this Activation Check
also.
If 75% or more of a Command Leader’s Sub Units are adjacent to enemy
units, then that Command Leader will be automatically Activated.
When an entire command is in Column formation, then that command’s
Leader will be automatically Activated. (A Corps or OA Leader will be
automatically activated in this case only if every unit comprising his entire
command is in Column formation. For the OA Leader, this would be the
entire Army.)
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Corps Leader’s command are considered Sub Units of the Corps Leader. Sub Units are not
attached directly to an OA or a Corps Leader. Instead, they may automatically command
any of their Sub Units (as defined above) within their Radius’s - IF the Sub Units in question
have not already undertaken an Action Phase. Sub Units and Leaders may only be Activated
once per Turn. (An OA or Corps Leader may Rally any of their Sub Units within their radius’s,
whether they have been previously activated or not.)
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Activated units may Fire at enemy units within range. Any unit that Fires in this Phase may
not move in the ensuing Movement Phase.
Interface
All units eligible to Fire will be highlighted by a
blue ring. To conduct First Fire, left click on an
eligible friendly unit. Then left click on an enemy
unit within the firing unit’s range and line of
Fire. The Firing unit will be highlighted by a pink
ring, while eligible target units will be
highlighted by a yellow ring.
A Fire symbol will appear
in the target’s hex,
indicating that that unit
is the target of Fire. The
Fire symbol for infantry and cavalry is a crossed pair of rifles.
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You may also click the “Auto-Resolve” button to automatically resolve all Fire Combat.
During the Movement Phase, each eligible unit can perform a number of Actions. Each of
these Actions is described in detail below.
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6.2.1 Rally
Once a Leader has been Activated, he is eligible to Rally his Sub Units. Corps and Command
Leaders can Rally any of their Sub Units. OA can Rally any unit.
Eligibility: Any Sub Unit within the active Leader’s radius may be rallied. Note that a Leader
can move to put a unit within his radius and make him eligible for Rally. This is different
from activating a unit when the unit has to be within the Leader’s radius at the moment
of Activation. Units can be Rallied anytime during a Turn even if they had already been
Activated earlier in the Turn.
Rally Interface
Once a Leader has been activated he is eligible to rally his Sub Units. Click on the Leader and
select the Rally order. The Leader’s current number of Rally Points will be displayed above
the Leader’s head on the map. The current Morale Levels of all his Sub Units will be displayed
above each Sub Unit on the map. Left click on a Sub Unit to make a Rally attempt on the unit.
Each Rally attempt will increase the unit’s Morale by 0, 10, or 20. The unit’s on-map Morale
Level will increase according to the result and the Leader’s Rally Points will decrease by 1.
(Exception: If the unit is adjacent to an enemy unit and the Leader is not stacked with the
unit, the Rally attempt will cost the Leader 2 Rally Points.)
A Leader may attempt to Rally as many units as possible only so long as he has Rally Points
remaining.
Rally Points
Each leader has a number of Rally Points (RPs) he may use to Rally his Sub Units. The number
of Rally Points a Leader has is modified by the number of casualties his command has
suffered, as follows.
Corps or Command Leader: RPs x (% of total Sub Unit strength remaining of all attached
units) = Total Rally Points available.
Overall Leader: (RPs x % of total army strength remaining) = Total Rally Points available.
The result is the total number of Rally Attempts the active Leader may make during this
Action Phase. Each Rally Point represents one Rally attempt. (Exception: Units in EZOCs
require 2 Rally Points per Rally attempt, unless stacked with the Leader issuing the Points.)
Battle Withdrawal Level: Once an Army has reached its Battle Withdrawal Level, every
Leader of that Army has his Rally Points halved for the duration of the game. In addition, at
the end of the game, if the winning side has reached its Battle Withdrawal Level, its Victory
Level is lowered by one step from Decisive to Marginal or Marginal to Draw.
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6.2.2 Move
This is the default Action. There is no specific command for moving a unit. To move a unit,
click on the unit. Every hex the unit can move to this turn will be highlighted. Left click on
a highlighted hex and unit will move there. To enter a stacked hex, left click and hold, then
select “Move Here” from the menu.
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Movement Disruption
For each hex entered during Movement in Line formation, the unit takes a Disruption Check.
If the unit fails the Check, it will gain Disruption by the amount that it failed. Some terrain
types entail a modifier to this Check. For instance, Prussian Infantry entering Light Woods
terrain take a Disruption Check at a +10 disadvantage. The Terrain Chart lists the die roll
modifiers. Facing and Formation changes also entail a Disruption Check.
Movement Restrictions
A unit that Fires in the First Fire Phase may NOT move.
Artillery units that Fire in the Bombardment Phase may NOT move.
Routed units may not move during the Movement Phase. Routed units
move only during the Withdrawal Phase, and when initially Routed.
Units in an EZOC may not move normally. They must first Disengage.
A unit with a Disruption of 100 cannot move. (Exception: A D100 unit can
“Disengage.”)
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Interface
Any time a unit changes formation, it is also, in effect, changing its facing. Changing from
Column to Line not only changes the unit’s formation, but also alters its facing by 90 degrees.
The same is true when changing from Line to Column.
To change a unit’s formation, select the unit on the map then select the “Change Formation”
order. When changing from Column to Line formation, four hexes will be highlighted (two
on either side of the unit). These hexes define the direction the unit will face following the
formation change. Clicking on one set of hexes will cause the unit to change into a Line
formation facing left. Clicking on the other set of hexes will cause the unit to change into a
Line formation facing right.
When changing from Line to Column formation, only two hexes are highlighted, one to the
left and one to the right of the current unit. Clicking on one of these hexes determines the
direction the unit will face after it assumes Column Formation.
Changing an Artillery unit’s formation from Limbered to Unlimbered also entails a facing
change. The hexes surrounding the unit will be highlighted. Choose one to select its new
facing.
Infantry Formations
Changing from one formation to another costs MPs and entails a Disruption Check.
Line Formation: Infantry in Line may move and/or Fire. Infantry in Line may initiate an
Assault. Infantry in Line may enter an enemy ZOC. Infantry in Line always faces a hexpoint
(as opposed to a hexside).
Column Formation: Infantry in Column may only move; they may not Fire or Assault.
Infantry in Column may never enter an enemy ZOC. Columns always face a hexside (as
opposed to a hexpoint). Infantry in Column on Roads may change facing at no cost.
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Skirmish Order Formation: Infantry in Skirmish formation may move. They may not
initiate an Assault. Units in Skirmish formation may enter an enemy ZOC. Units in Skirmish
formation always face a hexpoint. Units in Skirmish formation may Fire. Units in Skirmish
formation may change facing at no cost.
Defensive Formation: This is a formation used by a unit when defending a fortified
position, town, or rough terrain. It provides 360 degree coverage, but it is immobile. The unit
is treated as in Square formation for movement, but as in Skirmish formation for combat.
Square Formation: Infantry in Square Formation may not move. Only infantry units in Line
or Column formation can form a square. Units in Skirmish formation cannot form a Square.
Routed units cannot form a Square.
Reacting to Cavalry: Whenever a Cavalry unit enters an enemy Infantry’s flank hex, that
Infantry unit undergoes a Quality Check. If successful, the unit enters Square Formation.
Modifiers to this Square Check are listed below.
Modifier (added to the QC Random #):
Enemy Cavalry are Hussars or Cossacks: +30
+1/2 the disruption level of infantry unit
+10 if Infantry Morale is 40-50
+20 if Infantry Morale is 20-30
+30 if Infantry Morale is 10
If the final number is less than or equal to the unit’s Quality, the unit will form a Square.
If the final number is greater than Quality, the unit gains Disruption equal to the amount by
which it failed its Check and must accept the Charge in its current formation.
A unit in Square Formation exerts a ZOC into every adjacent hex. A Square unit may fire into
any adjacent hex.
Cavalry Formations
Changing from one formation to another costs MPs and entails a possible Disruption gain.
Line Formation: Cavalry in Line may move and Charge. Cavalry in Line may enter an
enemy ZOC. Cavalry in Line always faces a hexpoint. Some hexes are prohibited to Cavalry
in Line formation. Cavalry in Open formation may Fire, if otherwise eligible.
Skirmish Order Formation: Cavalry in Skirmish formation may move. They may not
Charge. Cavalry in Skirmish formation may enter an enemy ZOC. Cavalry in Skirmish
formation always faces a hexpoint. Cavalry in Skirmish formation may Fire, if otherwise
eligible.
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Column Formation: When in Column formation, cavalry faces a hexside (just like infantry).
Cavalry in Column may never enter an enemy ZOC. Cavalry in Column on Roads may change
facing at no cost. Cavalry in Column formation may not Fire.
Artillery Formations
Limbered: Artillery may only move when it is Limbered; it may not Fire when Limbered.
Unlimbered: Unlimbered Artillery may not move. It may Fire, however, and may change
its facing.
An Artillery unit that fires during the Bombardment Phase may not move
or change facing in the same turn.
An Artillery unit may never exit an enemy ZOC. It may never Retreat, Rout,
or Advance.
Limbered Artillery on Roads may change facing at no cost.
Infantry in Line and Skirmish formations, Cavalry in Line and Skirmish, and
unlimbered Artillery always face a hexpoint. The two hexes adjacent to
the facing hexpoint forms the unit’s front. A unit in Line or Skirmish
formation has two front hexes, two flank (side) hexes, and two rear hexes.
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Interface
To change a unit’s facing, choose “Turn Left” or “Turn Right” from the unit’s Action Menu.
The selected unit will turn to face that direction. Directions are in relation to the unit. Thus, a
right turn would be to the unit’s right, not necessarily the player’s right.
Alternatively, you can left click and hold on an adjacent hex and choose the “Face Here”
option.
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small flag. The color and style of the flag will be different depending on the nationality and
the type of unit stacked in the hex.
Cavalry may only stack with Cavalry. Infantry may only stack with Infantry and Artillery.
Leaders may stack with any unit.
Only TWO units may ever occupy the same hex at the same time. Any number of Leaders can
stack in a hex; they do not count against the two-unit limit for any unit type.
Whenever units are stacked, one non-Leader unit is considered the TOP UNIT. Only the TOP
unit in a stack may Fire/Attack and be Fired at/Attacked. Only Top units defend against
Cavalry Charges and Assault Fire. When an Artillery unit is stacked with an Infantry unit, both
units may Fire during any phase in which they would otherwise be eligible to Fire. An Artillery
unit stacked with an Infantry unit cannot be specifically targeted for combat and suffers no
adverse effects of combat as long as it remains stacked with the Infantry unit.
Changing the TOP unit causes a Disruption Check for every unit in the hex. When a non-TOP
unit moves (and is not Disengaging), every unit in the hex takes a Disruption Check. All
Disruption Checks are conducted at a +10 disadvantage when in a stacked hex.
Routing units may move through any other unit, regardless of type and stacking limitations.
The non-Routed stationary unit takes a Disruption Check. Routed units may not remain
stacked with any other unit, however. They continue Rout movement until they find an empty
hex.
Interface
To change the Top unit in a hex, select the “Make Top Unit” option from a stacked unit’s
Action Menu.
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Charge Range
The maximum Charge range for a Cavalry unit is four hexes. When the Charge order is given,
every hex in the front facing of the Cavalry unit is highlighted out to the unit’s Charge range.
No facing changes are allowed. The Cavalry unit must end its Charge adjacent to an enemy
unit. Cavalry units may initiate a Charge on adjacent enemy units as if they were Charging
at a 1-hex range. No movement is required.
Charge Movement
A Charge move consists of only forward movement through highlighted Charge hexes. No
facing changes are allowed, and no other action may be performed. A Charge move ends
whenever the Cavalry unit enters a hex adjacent to an eligible target or the charging Cavalry
unit gains Disruption to a level of 100 prior to reaching the target hex.
For each hex of Charge movement, the Charging unit must undergo a Disruption Check.
This is like a regular Disruption Check except the Check is further modified by the scenario’s
“Charge Disruption Modifier.” This number is added to each Disruption Check in each hex.
This number is per side, per scenario, and is set individually for each scenario during its
creation.
Interface
To launch a Cavalry Charge, move a Cavalry unit to within 4 hexes of an enemy unit, then
select Charge from the Action Menu. The crossed swords charge icons will appear on the
map. Click on one of these and the Charging Cavalry unit will charge into the hex you
selected. The Charge will take place during the Assault Phase.
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Auto Recover
When a player ends a Movement Phase and any of his active units have MPs remaining,
those MPs are used automatically to recover from Disruption.
“D” Hotkey
When a unit is active and eligible, hit the “D” key to quickly make a recovery attempt,
instead of using the normal Action Menu.
Interface
To recover from Disruption, select the Recover from Disruption order from the Action Menu.
Each Order issued costs the selected unit 1 MP. A unit can attempt to recover from Disruption
up to the limit of its Movement Allowance.
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A Leader stacked with a Disengaging unit moves with the unit, unless the stack includes
another unit not Disengaging. In this case, the Leader has a choice of moving with the
Disengaging unit, or remaining with the stationary unit.
A unit in Line formation cannot Fire in the ensuing Second Fire Phase after Disengaging or
Falling Back. A unit in Skirmish formation may Fire under these conditions.
Interface
To use Fallback Movement/Disengagement, select an eligible unit, and then select Fall Back
or Disengage from the unit’s Action Menu. The unit will automatically Disengage/Fallback. If
a choice of hexes is available, the player will be given the option of which hex to Disengage/
Fallback into.
Interface
To conduct Cold Steel movement, select a unit and then select “Cold Steel” from the unit’s
Action Menu.
Interface
To conduct About Face movement, select a unit and then select “About Face” from the unit’s
Action Menu.
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The Defensive Fire Phase gives the Inactive player an opportunity to fire at ACTIVE enemy
units. The following explains who can fire at whom during the Defensive Fire Phase.
Inactive Infantry, Light Infantry, and Cavalry can fire at any enemy unit that just Moved or
that Fired in the First Fire Phase.
Inactive Artillery can Fire at any adjacent (only) enemy that just Moved or Fired in the First
Fire Phase.
These units can fire once during each Defensive Fire Phase.
Defensive Fire Phase Sequence
1) All Firing units and targets are selected.
2) All Fire is executed. Hits are applied.
3) Targets of Fire take a Morale Check
4) Targets of Fire take a Disruption Check
5) Retreats and Routs are carried out.
Interface
Any units eligible to perform Defensive Fire will be highlighted. Left click on a highlighted
unit. Every enemy unit eligible to be Fired at by this unit is then highlighted. Left click on a
highlighted enemy unit to make it the target of the Defensive Fire of the friendly unit just
selected. A Fire marker will appear in the target’s hex, indicating that that unit is the target
of fire. When finished with all Defensive Fire, click on the End Phase button. Then click on
the targeted hexes to view the results. You may also click the “Auto-Resolve” button to
automatically resolve all Fire Combat.
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The Second Fire Phase gives moving units an opportunity to fire. Only units that have Moved
during this Action Phase may Fire. Units that used Cold Steel Movement cannot Fire. Cavalry
that is allowed to Fire may Fire in this Phase even if Charging.
Second Fire Phase Sequence
1) All Firing units and targets are selected.
2) All Fire is executed. Hits are applied.
3) Targets of Fire take a Morale Check
4) Retreats and Routs are carried out.
Interface
Any units eligible to perform Second Fire will be highlighted. Left click on a highlighted
unit. Every enemy unit eligible to be Fired at by this unit is then highlighted. Left click on a
highlighted enemy unit to make it the target of the Fire of the friendly unit just selected. A
Fire Marker will appear in the target’s hex, indicating that that unit is the target of Fire. When
finished with all Second Fire, click on the End Phase button. Then click on the targeted hexes
to view the results, or click on the “Auto-Resolve“ button.
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The Assault Phase gives Active units the opportunity to engage the enemy more closely than
a standard Fire Phase. Cavalry Charges, designated during the Movement Phase, are also
carried out here. The following explains who can attack whom during the Assault Phase.
Active Infantry in Line Formation can assault every adjacent enemy units
that occupy their front hex(es). An Assaulting unit will attack all enemy-
occupied front hexes.
Charging Cavalry will attack every enemy-occupied front hex.
Units in Skirmish Order formation cannot initiate an Assault. They defend
in an Assault normally.
6.5.1 Assault Special Rules
Infantry may only Assault other Infantry or Artillery. Infantry may not Assault Cavalry.
All Assaults are considered to occur simultaneously. The Assault formula uses both Defender’s
and Attacker’s pre-Assault status to determine the results of Fire. Both Attackers and
Defenders conduct Assault Fire. Defenders automatically Fire at any units that Fired at it.
The Attacker gets NO Terrain modifiers when Fired at.
Artillery plays no part in an Assault unless it begins the Phase alone in a hex or finds itself
alone in a hex due to Retreat or Rout. In such cases the defending Artillery is eliminated.
(See section 9.2, Fire Combat, and section 7.2, Combat Against Artillery Units, for more
information regarding Artillery as a target of Fire/Assault.)
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Interface
Any unit capable of Assaulting will be highlighted. Select a highlighted unit. Every hex he is
capable of Assaulting will be highlighted. Click on a hex and the hex(es) this unit will Assault
will be marked with Assault Markers. When finished designating all Assault Attacks, click the
End Phase button and then click on targeted hexes to view the results. You may also click the
“Auto-Resolve” button to automatically resolve all Assaults.
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6.9 Retreat
Any unit forced to Retreat retreats one hex if in an EZOC. A unit can only Retreat if it occupies
an EZOC. If it does not occupy an enemy ZOC, it does not Retreat. A unit generally Retreats
into one of its Rear hexes, but if blocked by EZOCs, it will Retreat into a front hex if necessary.
It retains its current facing. The unit takes the Disengagement Disruption check during its
Retreat. Artillery units never Retreat or Rout.
6.10 Rout
A Routed unit is moved automatically by the computer away from enemy units. A Routed
unit has no facing, no ZOC, and can move in any direction. It will continue to Rout until its
Morale Level is greater than 0. A Routed unit automatically assumes a Disruption level of
100. When the unit is Rallied (its Morale is greater than 0), it assumes a Disruption Level of
from 30-50.
7.0 Artillery
There are three types of artillery: Light (6 pdrs.), Medium (12 pdrs.), and Heavy (24 pdrs.).
The # pdrs listed are for historical comparison only.
Artillery may only fire when unlimbered and may only move when limbered. Artillery may
change facing while unlimbered, but a facing change is considered movement.
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During the Defensive Fire Phase. It may only fire at active units in its
ZOC.
Each Artillery unit may Fire once per each of the above Phases. An Artillery unit does not have
to be in Command to Fire.
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This promoted Command Leader is replaced by a Replacement Leader. (If there is no Corps
Leader on the map when the OA is eliminated, the best Command Leader is promoted, and
this Command Leader is replaced by a Replacement Leader.
When a Command Leader is eliminated, he is replaced by a Replacement Leader.
When a Replacement Leader is called for, it is placed on the map in the hex of any subordinate
unit – preferably, but not necessarily, outside of all EZOCs. A Replacement Leader has
attached to him all of the subordinate units that were attached to the eliminated Leader at
the time of his demise.
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The battle ends when the last turn has been played. The Points are added up and a winner is
declared. A side may win a “Decisive Victory,” a “Tactical Victory,” or a “Draw.” These levels
of victory are based the point differential of each side.
Battle Withdrawal Level: If the winning side has reached its Battle Withdrawal Level, its
Victory Level is lowered by one step from Decisive to Marginal or from Marginal to Draw.
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Cavalry can only Charge units in Clear terrain. Cavalry can only Charge through Clear Terrain
and across Slope and Stream hexsides.
Hexside terrain that confers a defensive bonus is considered “owned” by the side whose
unit(s) first occupied the hex. Thus, when opposing units occupy either side of a stone all
hexside, only the unit that occupied the hex first receives the defensive bonus.
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Orientation: This is the direction from which the target is attacked, as follows.
Target is being Fired at in Front: 1
Target is being Fired at in Flank: 2
Target is being Fired at in Rear: 3
Morale of Firing Unit: Modify the Fire Strength per the Firing unit’s current Morale.
Morale 70-100: 1.0
Morale 50-69: .66
Morale 1-40: .25
Quality of Firing Unit: Modify the Fire Strength per the firing unit’s Quality.
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Range Modifier:
Long Range: .5
Effective Range: 1.0
Fire Modifier: This is the Fire Modifier given the infantry unit during scenario creation.
Bn Guns: Adds 0.05 per gun
Other Modifier:
Target is Cavalry: 1.5
Target is Artillery: .50
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If target is Infantry:
Unit is charging in Target Front: 1
Unit is charging in Target Flank: 2
Unit is charging in Target Rear: 3
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Morale Penalty: If the Charging Cavalry unit has low Morale, apply the following
modifier.
Morale 41-50: .50
Morale 31-40: .40
Morale 21-30: .30
Morale 11-20: .20
Morale 1-10: .10
Morale 0: 0.0
Assault Modifier: This is the Assault Modifier given the Cavalry unit during scenario
creation.
Charge Range: The distance over which the attacking Cavalry unit Charged.
1 hex: 1.0
2 hexes: 1.2
3 hexes: 1.3
4 or more hexes: 1.4
Disruption of Target: Find the average Disruption rating of the units being attacked by
this charging cavalry unit and apply the following modifiers accordingly.
Disruption 100: 3.0
Disruption 70 99: 2.0
Disruption 50 69: 1.5
Disruption <50: 1.0
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b. 1:2 = +20
c. 2:1 = -20
d. 3:1 = -30
Charging target in flank: -20
Charging target in rear: -30
+ ½ current Disruption
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Medium guns:
Short Range: 50
Effective Range: 15
Long Range: 10
Heavy guns:
Short Range: 50
Effective Range: 20
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Long Range: 10
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terrain type will appear there. To change hexside terrain, right click, select “Add Hex Sides,”
select a terrain type, and click where you want it.
Add Terrain: Allows you to place terrain in a hex. When your mouse cursor is on “Add
Terrain” a list of available terrain types will be displayed. Select the type of terrain you would
like to place on the map. Now, whenever you left click on a hex, that terrain type will appear
there. To change terrain types, right click on a hex, go to “Add Terrain,” select a terrain type,
and click where you want it.
Add Buildings: Allows you to place buildings in a hex. When your mouse cursor is on “Add
Buildings,” a list of available building types will be displayed. Select the type of building you
would like to place on the map. Now, whenever you left click on a hex, that building type will
appear there. To change the building type, right click on a hex, go to “Add Buildings,” select
a building type, and click where you want it.
Add Roads and Bridges: Allows you to place roads and bridges in a hex. When your
mouse cursor is on “Add Roads and Bridges,” a list of available road and bridge types
is displayed. Select the type of road or bridge you would like to place on the map. Now,
whenever you left click on a hex, that road or bridge type will appear there. You can draw
a road or bridge from any hexside by clicking on that hexside and dragging the mouse into
the hex. You can also click and drag to draw your road(s). To change the road or bridge type,
right click on a hex, go to “Add Roads and Bridges,” select a road or bridge type, and click
where you want it.
Add Forces: Select “Add Forces” to create and deploy units on the map. Simply left click on
a hex to place a unit there. To edit the unit, right click on the unit and choose “Edit.” You can
also, Move, Remove, and Copy units.
Add Objectives: Add Victory Objectives to the map. Left click on a hex to add a Victory
Objective to it. Right click on a Victory Objective to name it and to specify which side controls
it and its Victory value to each side.
Hex Names: To name a hex, select this option and left click on a hex. Then give the hex a
name. This name will appear on the map during play.
Hex Descriptions: This will place “battlefield monuments” on the map. These can be
viewed during play. We use them to describe the action that took place on certain parts of
our battlefields.
Cancel: Closes the menu.
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12.5.1 Editing
Unit Stats
Review the unit descriptions given in
Section 4.0, Units, above. You can see
that the unit stats editor allows for a
wide variety of unit types.
12.5.2 Editing
Graphics Tab
You probably noticed that the first unit you created doesn’t look quite right. That’s because
you need to select the graphics that will be displayed for this unit. Select the “Graphic
Setup” tab. Here you can see a picture of your unit along with a number of text fields that
correspond to the individual soldiers that make up your unit. Each unit consists of a number
of soldiers (a number you set in the unit editor). For each of these soldiers, you have to select
a graphic. For example, if your unit has 8 soldiers, there will be 8 slots to fill with a graphics
file. Click on one of the slots and then scroll through the list of graphics files until you find
the one you want. Do this for all 8 slots.
Let’s say you are creating a Prussian infantry unit that is composed of 8 soldiers. For 7 of
the soldiers you could choose the graphic called “PrussianInfantryLine”. For the final soldier,
you might choose “PrussianInfantryFlagBearerRegimental”. This would create a unit of 7
identical soldiers and one soldier carrying the regimental banner. You can see how your unit
will look in the hex to the left. At the bottom of the screen, you can change formations and
facing to make sure it looks the way you want it to.
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the stats of that unit, the graphics of that unit, or both. Your current unit will be altered by
your selection.
The second part of the screen is where you can copy from a unit you have saved as a
template. You can always save a unit as a template and then use it anywhere on the field
in the same manner as described above. You can also save and load templates to be used
across different scenarios.
Finally, you can use the “Fun Facts” area to write about this unit. What you write here will
appear on the unit’s stats screen during play. This could be a Leader’s bio or a list of battles
this unit had fought it, or any other interesting fact about the unit.
To move a unit, right click on the unit and then left click on the hex where you want the unit
to be placed.
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Name
The name of the battle.
Date
The day the battle takes place, e.g., June 18, 1757.
Number of Turns
The number of turns the battle will last. For example, if your turn length is 15 minutes, then
an entry here of 20 would equal 5 hours of time.
Army Names
Every unit in the game is either on Side 1 or Side 2. This allows the scenario designer to edit
the name of Side 1 and Side 2, e.g., “Prussia” and “Austria.”
Withdrawal Level
Set the Withdrawal Level for each side. When that side has this % of its force left, all of their
Leaders’ Rally Points are halved. In this way, you can set the brittleness or overall Morale
state of each Army. In addition, at the end of the game, if the winning side has reached its
Battle Withdrawal Level, its Victory Level is lowered by one step from Decisive to Marginal
or from Marginal to Draw.
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Victory Points Needed for Decisive and Marginal Victory per Side
For each side, enter the number of VPs required for both Decisive and Marginal Victories.
AI Aggressiveness
You can set the aggressiveness of the computer player for each side. This will be used when
that side is controlled by the computer. This setting determines whether or not the computer
considers itself an Attack or a Defender. An AI Attacker is much more aggressive than an AI
Defender. The settings are:
Very Attack Prone: The AI is an Attacker if its side does not control all
Victory Points.
Attack Prone: The AI is an Attacker if the other side has 25% or more of
the VPs.
Neutral: The AI is an Attacker if the other side has 50% of more VPs.
Defense Prone: The AI is an Attacker if the other side has 75% or more
VPs.
Very Defense Prone: The AI is an Attacker only if the other side has ALL
the VPs.
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Horse & Musket Volume 1
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Horse & Musket Volume 1
2) In the editor, select “Rescan Unit Graphics” in the File Menu (standard user)
3) Add the file (with no text) RebuildUnitDefinitions.txt to \SupportFiles\Armies.
12.9.2 Font
Change these lines to the .ini file:
FontName=Schwarzwald Regular
FontFileName=SCHWRZW.TTF
FontName is the name of the font, Arial, for example.
FontFileName is if you want to load in a file that isn’t already loaded onto
your system.
It must reside in the <GamePath>\SupportFiles\MainScreen\ folder
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Horse & Musket Volume 1
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Horse & Musket Volume 1
Marching4.wav
Marching5.wav
If none is found, then the default Marching.wav is loaded.
When the game goes to play a sound, one of the loaded sounds is randomly picked and
played.
Like graphics, the sounds are searched in order of the folders specific. So you can have
Marching1-5.wav in the Default folder and Marching3.wav specified in the Spring folder and
it will load all five variations -1, 2, 4, 5, from Default and 3 from Spring.
13.0 Index
A
About Face 46 Cavalry Formations 40
Action Panel 19 Change Facing. See Facing
Change; See Facing Change
Action Phase 33
Charge 43
Actions
Move 37 Cold Steel 46
Activation Attempt Failure 32 Combat
Against Artillery Units 54
Artillery 26, 53 Artillery Fire 69
Artillery Fire Combat 69 Cavalry Charge 63
Artillery Formations 41 Fire 57
Infantry Assault 60
Assault Phase 49 Terrain Effects 56
Conclusion 52
Command/Activation Phase
B Interface 33
Command Turn Phase 29
Bombardment Phase 28
C D
Defensive Fire Phase 47
Cavalry 25
Charge 43 Deferment
Defer Activation 31
Cavalry Charge 63
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Horse & Musket Volume 1
F I
Infantry 23
Facing Change 41
Infantry Assault Combat 60
Fallback Movement/Disengage-
ment 45 Infantry Formations 39
Fire Combat 57 Initiative 31
First Fire Phase 34 Internet Game 15
L
Formation Change 39
Formations
Artillery 41 Leader Activation
Cavalry 40 Command Phase 31
Infantry 39 Leaders 27
Casualties 54
G Command 29
Corps and OA Leader Activa-
Game Phases tion 32
Action Phase 21, 33 Elimination 54
Activation Phase 21, 32 Replacements 55
Assault Phase 22, 49
Bombardment Phase 21, 28 LOS
Command Phase 21 Line of Sight 20
Command Turn Phase 21, 29
Defensive Fire Phase 22, 47 M
End of Action Phase 22, 51
First Fire Phase 21, 34 Modifiers
Movement Phase 22, 35 Disruption 58
Second Fire Phase 22, 48 Formation of Firing Unit 58
Withdrawal Phase 22, 52 Formation of Target 58
Morale Check Random Number
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Horse & Musket Volume 1
59 Scenario Editor 71
Orientation 58 Scenarios
Other Modifiers 59 Available Scenarios 11
Quality of Firing Unit 58
Range 59 Second Fire Phase 48
Move 37 Stacking 42
About Face 46 Starting the Game 12
Cold Steel 46
Facing Change 41 Subordinate Rating 30
Fallback Movement/Disengage- System Requirements 9
ment 45
Movement Disruption 38
Movement Restrictions 38
T
Retreat 53 Target Disruption Check 60
Retreat, Rout, and Advance After Terrain Effects and Combat 56
Combat 52
Rout 53 Turn and Phase Panel 18
Movement Phase 35 U
Movement Restrictions 38 Units 23
Artillery 26
P Cavalry 25
Panel Hidden 56
Action 19 Infantry 23
General Information 18 Leaders 27
Turn and Phase 18 Rally 36
Stacking 42
PBEM 14
R V
Victory Conditions 55
Rally 36
Rally Points 36
W
Retreat 53
Withdrawal Phase 52
Retreat, Rout, and Advance After
Combat 52 Z
Rout 53 ZOC
Zone of Control 20, 37, 39, 40,
S 41, 42, 53, 54
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Horse & Musket Volume 1
14.0 Credits
Double Shot Design Matrix Games
Developer Executive Producer
Tim Coakley David Heath
Designer Associate Producer
David Erickson Erik Rutins
Programmer Art Director
Michael Cooney Marc von Martial
Unit & Terrain Art Box and Logo Design
Magnus Pettersson Marc von Martial
Betatesters Artists
Carl Rugenstein “CarlRugenstein;” David Marc von Martial, Nicolas Eskubi
Strebe “Strebe;” Rick Roberson “rick;” Manual Editing and Content
Martin Sabais “Sabreman 1966;” Rick Michael Eckenfels
Allen “MacDuff;” Scott Ludwig “1NWCG;”
Lee Pavlica “anvl;” Robert M. Peterson Manual Design and Layout
“Sulla05;” David Arnold “Arnivald;” Marc von Martial
Michael Sinnott “MikeSinn;” Greg Colman Sound and Music
“RedMike;” Ryan Murphy “Sertorius1;” Scott Cairns of SCA Studios
Tomasz Karpinski “PrinzHeinrich.”
Public Relations & Marketing
Sean Drummy
Production Assistant
Gregory Wilcox
Customer Support Staff
Daniel Heath, Alex Fiedler, Andrew Williams
Forum Administration
Andrew Williams, Marc von Martial,
Erik Rutins, David Heath, Paul Vebber
Quality Assurance Lead
Erik Rutins
Our Strength
We thank God for giving us the
ability and strength to complete this
project and follow our dream.
We would also like to thank our families
and friends for giving us their non-stop
love and support during this project.
- 84 -
Line
Line
Line
Open
Open
Open
Leader
Combat Modifier
Square
Square
Square
Routed
Routed
Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
clear 100% 100% 2 4 3 x 5 2 4 3 x 5 2 12 x x 2
medium woods h 60% 60% 5/2 7/2 6 x 8 6/2 9/2 9 x 9 8 x x x 6
medium woods s 60% 60% 5/2 7/2 6 x 8 6/2 9/2 9 x 9 8 x x x 6
marsh 90% 90% 5/1 7/1 6 x 8 7/1 9/1 8 x 9 x x x x 4
light woods h 80% 80% 4/1 6/1 5 x 7 5/1 7/1 6 x 7 6 x x x 4
water 100% 100% x x x x x x x x x x x x x x x
vineyard 90% 90% 3 5/1 4 x 6 3 5/1 4 x 6 3 x x x 3
field 90% 90% 2 4 3 x 5 2 4 3 x 6 3 x x x 3
- 85 -
soft ground 100% 100% 3 5 4 x 6 5 7 6 x 7 7 x x x 3
rough/rocks 50% 50% 4/1 6/1 5 x 7 6/1 8/1 7 x 8 x x x x 3
brush 90% 90% 3 5/1 4 x 6 3 5/1 4 x 6 3 x x x 3
Horse & Musket Volume 1
Open
Open
Open
Leader
Combat Modifier
Square
Square
Square
Routed
Routed
Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
wooden fort 25% 25% 4 4/2 3 x 5 4 4/2 3 x 6 4 x x x 3
stone fort 20% 20% 4 4/2 3 x 5 4 4/2 3 x 6 4 x x x 3
building 90% 90% t t t x t t t t x t t x x x t
compound 50% 50% 4 4 3 x 5 4 4 3 x 6 4 x x x 3
city 50% 50% 4/2 7/3 3 x 7 4/2 7/3 3 x 7 4 x x x 3
river side 100% 100% x x x x x x x x x x x x x x x
stream side (ford) 80% 100% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 +2 x x x +1
stream side 75% 100% +6/2 +6/2 +6 x +1 +6/2 +6/2 +6 x +1 x x x x +1
- 86 -
wooden bridge side 50% 100% +2/1 x x x +1 +2/1 x x x +1 +2 x x x +1
stone wall side 50% 80% +3/1 +3/1 +3 x +1 +3/1 +3/1 +3 x +1 x x x x +1
embankment side 75% 100% +4/1 +4/1 +4 x +1 +4/1 +4/1 +4 x +1 x x x x +1
Horse & Musket Volume 1
Open
Open
Open
Leader
Combat Modifier
Square
Square
Square
Routed
Routed
Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
ditch side 80% 100% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 x x x x +1
fence side 80% 90% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 +2 x x x +1
treeline side 80% 80% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 x x x x +1
fallen tree side 80% 80% +3/1 +3/1 +3 x +1 +3/1 +3/1 +3 x +1 x x x x +1
trench 30% 30% +3/1 +3/1 +3 x +1 +3/1 +3/1 +3 x +1 x x x x +1
redoubt 40% 40% +4/1 +4/1 +4 x +1 +4/1 +4/1 +4 x +1 +4 x x x +1
road cross 100% 100% t t t x t t t t x t t x x x t
sunken road cross 100% 100% t t t x t t t t x t x x x x t
- 87 -
improved road cross 100% 100% t t t x t t t t x t t x x x t
elevate road cross 100% 100% t t t x t t t t x t x x x x t
wood bridge cross 50% 100% t t t x t t t t x t t x x x t
Horse & Musket Volume 1
Open
Open
Open
Leader
Combat Modifier
Square
Square
Square
Routed
Routed
Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
improved road x x .5 t t x t .5 t t x t .5 x x x .5
elevated road x x 2 t t x t 2 t t x t 2 x x x 1
long wooden bridge x x 4/1 x 3 x x 4/1 x 3 x x 4 x x x 1
long stone bridge x x 4/1 x 3 x x 4/1 x 3 x x 4 x x x 1
long pontoon bridge x x 4/1 x 3 x x 4/1 x 3 x x 4 x x x 1
path x x 2.5 t t x t 2.5 t t x t t x x x 1
trail x x 1.5 t t x t 1.5 t t x t 1.5 x x x 1
track x x 2 t t x t 2 t t x t t x x x 1
- 88 -
elevation side 75% 75% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 +2 x x x +1
Change Formation x x 4/1 4/1 4/1 4/1 x 4/1 4/1 4/1 x x 4 4 x x x
Change Facing x x 2 2 +0 x x 2 2 2 x x 2 2 x x x
Horse & Musket Volume 1
THE ENCLOSED SOFTWARE PROGRAM AND THIS MANUAL ARE COPYRIGHTED. ALL RIGHTS
ARE RESERVED. THE ORIGINAL PURCHASER MAY PRINT OR HAVE A PRINT/COPY SHOP MAKE A
PRINTOUT AND/OR COPY OF THE MANUAL. MATRIX PUBLISHING, LLC GRANTS THE ORIGINAL
PURCHASER OF THIS SOFTWARE PACKAGE THE RIGHT TO USE ONE COPY OF THE SOFTWARE
PROGRAM. YOU MAY NOT RENT OR LEASE IT, DISASSEMBLE, DECOMPILE, REVERSE ENGINEER,
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CRIMINAL ACTION AT THE DISCRETION OF THE COPYRIGHT HOLDER.
© 2009 MATRIX PUBLISHING, LLC. ALL RIGHTS RESERVED. MATRIX PUBLISHING, LLC. AND THE MATRIX PUBLISHING,
LLC. LOGO ARE TRADEMARKS OF MATRIX PUBLISHING, LLC . ALL OTHER TRADEMARKS AND TRADE NAMES ARE THE
PROPERTIES OF THEIR RESPECTIVE OWNERS AND MATRIX PUBLISHING, LLC. MAKE NO CLAIM THERETO.
USE OF THIS PRODUCT IS SUBjECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT AND LIMITED WARRANTY
© 2009 Matrix Publishing, LLC. and BOKU Strategy Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of
Matrix Publishing, LLC. and Horse and Musket Volume 1 - Frederick the Great™ is a trademark of Matrix Publishing, LLC. and BOKU Strategy Games. All other
trademarks and trade names are the properties of their respective owners and Matrix Publishing, LLC. and BOKU Strategy Games make no claim thereto.