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Quick Reference Sheets (QRS)

(p.23) 1BW:
Sequence of Play • Can’t fall back if any
Recovery Attempt
part of an enemy unit
is to the rear & within
1. Reaction Phase (p.30)
1BW.
Defending units take reactions • Distance for artillery
DISC Test: No Modifiers to qualify for a refuge.
2. Combat Phase
• Infantry may wheel
Resolve combats. Units fall back or advance Basic Test
1BW prior to a
3. Activity Phase charge.
if you moved +
• Can’t trace command
a. Move units (including charging the enemy) range within 1BW of
b. Make recovery attempts if near the enemy +
the enemy.
4. Status Phase
• In Command
a. Remove smoke markers from your artillery • Did not Charge
b. Engineering (Advanced Rules) 2BW:
• Did not perform any Maneuvers • Momentum move.
c. Enter reinforcements
d. Check army morale and possible end of game • Did not move through Rough • Cavalry may wheel
terrain or cross Obstacle 2BW prior to a
charge.
(p.10) • Advance after
“Near the Enemy” (4BW) winning combat.

• Can’t Flank Move (p.27)


Discipline
• Requires second Recovery die (p.30)
• Mandatory Charge distance (p.32) (p.19)
• Officer can’t come near an enemy unit unless a DISC
friendly unit under his command is near that same Test
enemy unit (p.28)
“Regulars”

Experienced 3+
• Affects Formation change (p.25)
• Musketry fire zone (p.43)
Amateur
4+
(p.20) Irregular
Command Range
+/- Vigor of Superior
Or
Commander 10BW Not traced within -1 Out of Command
1BW of any enemy
Subcommander 6BW unit.

Out of Command? Reactions Esprit (p.19)

• -1 on all DISC Tests • About Face Valiant


• Can’t Recover • Change Formation
• Can’t Charge • Countercharge Reliable
• Combat Penalty • Fall Back
• Formation Change Penalty • Fire Shaky
MOVEMENT 133

Movement Allowances in BW (p.24) Formation Change Table (p.25)


(also used for About Face Maneuver)

Infantry Full Reduced Begin in Begin in Near the Out of


Discipline
March 6 4 March Other Enemy Command
Experienced Full Half None DISC -1
Attack Column 4 2
Amateur Half None DISC DISC -1 *
Line 2 1
Irregular Full Full Half DISC -1
Square 0 0
Cavalry Full Reduced Full After changing formation, the unit may spend its full movement
allowance.
March 10 5
Half After changing formation, the unit may spend half of its movement
Waves 8 3 allowance, rounding up.
Abreast 6 2 None After changing formation, the unit has no remaining movement allow-
ance.
Artillery Full Reduced
DISC The unit must pass a discipline test to change formation. If it passes,
Horse Artillery Limbered 10 2 then it may change formation, and has no movement allowance
remaining. If it fails, it does nothing in this Activity Phase.
Foot Artillery Limbered 6 2
* An Amateur unit that is out of command and near the enemy may
Unlimbered (Prolong) 1 1
not change formation at all.

MANEUVERS (p.27-29)

Treat it as normal movement, measured Exactly perpendicular only. Costs double


Wheel along the arc of the wheel. Multiple Flank Move normal movement. May not do near the
wheels are permitted. May combine enemy. May not combine with any other
(p.27) (p.27)
with retrograde. maneuver.

Experienced or Irregular only. May not Costs double normal movement.


Oblique combine with any other maneuver. Retrograde May combine with Wheel to “wheel
backwards.”
(p.27) (p.27)
Performed in lieu of a formation change,
About Face prior to any other movement. Use the Regular INF and CAV require DISC
Formation Change Table to determine Interpenetrate Test to interpenetrate Regular INF or
(p.27) remaining movement allowance. CAV. The passive unit rolls. If it fails,
(p.29)
the moving unit must stop.

CHARGE (p.31)

• CAV may charge any unit, but not buildings or hard cover.
Cavalry May Wheel up to 2BW and charge
• INF may charge enemy INF and ART.
• ART units may not charge any enemy unit.
Infantry May Wheel up to 1BW and charge
• No unit in March or Square formation may charge.
• Charging unit must be in Command Range at start.
• May not charge if only 1DISR from breaking.
134 SHOOTING

How Many Dice to Roll? Roll To Hit (p.47)

Musketry (p.42)
4+ Basic To Hit
# of +1 for SK advantage
Bases in -OR- Regular Musketry
front rank +SK value vs. flank/rear
Target in or behind cover

Canister (p.46)
-1 -OR- 1
Shooter in rough terrain
- target’s SK value if:
2 dice
per base * vs target’s front Irregular Musketry
* not in base contact
-1 Shooter in open terrain
Roundshot (p.46)
Canister
1 die double dice if target in -1 Target in or behind cover
per base Square or March

Roundshot

-1 Target in or behind soft cover 2

Convert Hits to Disruptions -2 Target in or behind hard cover 3


(p.48)
Howitzer
# of Hits Result
With Roundshot at Towns, Entrenchments,
INFANTRY & CAVALRY or Earthworks, Howitzer always hits on 4+.
0-1 No Effect
2-4 1 DISR Notes to Modifiers
5-8 2 DISR
1. If either or both of these conditions apply, the
9+ Breaks total modifier is -1.
LIMBERED ARTILLERY 2. This penalty becomes -2 if the shooter is a
Light artillery unit.
0-3 No Effect 3. This penalty becomes -1 if the shooter is a
4+ Breaks Heavy artillery unit.
UNLIMBERED ARTILLERY
0-2 No Effect
3-4 Forced to Limber Fire Range Brackets (p.45)
5+ Breaks

Artillery Full Reduced


Short
Weight Long Long
Heavy 10
Medium 8 + 12 OR 8
Light 6
Musketry 4
COMBAT 135

How Many Dice to Roll? INF vs INF Attacker Halves Combat Dice if

(p.55) Cover Attacking multiple defenders


+2 Enemy covers ≤ half of your front
Higher Elevation
2 dice Infantry Cavalry charges a Square
per base Cavalry -2 Bad Terrain
Defender Halves Combat Dice if
2 dice CAV vs CAV
per unit Artillery
Attacked in Flank/Rear
Abreast vs Waves
+2 INF in Square, attacked by INF
Basic Modifiers Shock Cavalry
INF not in Square, attacked by CAV

+2 per higher Esprit -2 Bad Terrain March formation


(Countercharging only): Enemy covers
+2 Guard CAV vs INF ≤ half of your front

-2 Out of Command Lancers


+2 (p.57)
Rain
-1 per DISR
-2 Bad Terrain
+/- Combat Advantages
INF vs CAV

+2 Cover
Roll To Hit (p.58)

Any vs ART

-2 vs. Artillery in Cover 5+ To Hit in Combat

The Combat Results Tables (p.59)

Decisive Inconclusive
ATK Lost DEF Lost Loser takes 1DISR per INF & CAV unit. No effect on ART
1DISR Don’t Fall Back If: All Others:
Fall Back
DEF Breaks Square
ATK Lost to Unlimbered Artillery
Countercharge ATK Advances Town(Deployed) The Loser falls back
Infantry vs. Cavalry
Break If Attacker won,
Entrenched
he advances.
Winning CAV takes 1DISR unless that would break it.
Winner Falls Back

Winning CAV takes 1DISR unless that would break it.

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