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Wargame rules for1683, the siege of Vienna and Eastern European warfare -

Introduction..............................................................................................................................................2
Scales, etc..................................................................................................................................2
Morale Points.............................................................................................................................2
Guns...........................................................................................................................................2
Units and bases..........................................................................................................................2
Generals.....................................................................................................................................2
Formations.................................................................................................................................3
Marking Unit Status...................................................................................................................3
Move Sequence........................................................................................................................................4
Morale......................................................................................................................................................5
Testing shaken units..................................................................................................................5
Testing routing units..................................................................................................................5
Retiring units.............................................................................................................................5
Routing units..............................................................................................................................5
Units Surrendering.....................................................................................................................5
Movement................................................................................................................................................6
Formation Changes....................................................................................................................7
Changing Facing........................................................................................................................7
March Bonus (optional).............................................................................................................7
Firing........................................................................................................................................................8
Small Arms................................................................................................................................8
Artillery fire...............................................................................................................................8
Morale effect of fire..................................................................................................................9
Risk to Generals.........................................................................................................................9
Charging.................................................................................................................................................10
Infantry testing to charge ........................................................................................................10
Cavalry testing to charge.........................................................................................................10
Testing charged units...............................................................................................................10
Counter charging and evading.................................................................................................11
Melee......................................................................................................................................................12
Morale effect of melee............................................................................................................12
Risk to Generals.......................................................................................................................12
Pursuit & follow on charges....................................................................................................13
Troop characteristics..............................................................................................................................14

Will McNally Page 1 of 14 19/07/2009 08:46:00 AM


Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Introduction
This is still a draft version
These rules have been written to give an easily playable game which reflects the style of European land
warfare during the last years of the Seventeenth and early Eighteenth Century, focusing on the wars in Eastern
Europe and particularly the siege of Vienna. To simplify the game a standard size of unit is employed and
only a few major formations are permitted. Figures are not removed but a simple record needs to be kept of
the status of each unit.
If you have any queries or suggestions please email Will(underscore}McNally{at)hotmail.com.
Scales, etc.
These rules assume that 20/25mm figures will be used, but they can be used for 15mm by using 2/3 the
distances specified. The scales are flexible and can be adjusted to reflect the size of battle being fought
provided the ratios are maintained.
Figure Scales 1 figure = 50 men
1 gun = 6 guns
Ground Scale 6" = 200 yards (20mm)
10cm (4") = 200 yards (15mm)
Time Scale 1 move = 10 minutes
The close order infantry units represented under the rules are equivalent to regiments of 1000 men. Open
order units represent a battalion, of about 500 men, and cavalry about 3/4 squadrons of 400 men. A twelve
gun battery is represented by an artillery unit.
Morale Points
In the game morale points reflect the willingness (or not) of units to continue in combat and they will be
reduced by the effect of firing, melee and morale tests.
Each unit is allocated an initial number of morale points depending on its strength and historical capability.
Basic values for full strength units are shown in the troop characteristics. To represent varying strength units
increase/reduce this by 1 point for each 20% over/under strength, so an 800 strong infantry regiment will have
1 less morale point. Units at less than 60% strength should be combined whenever possible, and units stronger
than 120% must be split.
Units whose morale points fall to zero or less are considered to have become ineffective and are removed from
the table.
Guns
Although various types of guns are available, for most games it is simpler to just use medium guns. To
convert from actual orders of battle: Light = 3- 4 pdr; Medium = 6- 9 pdr; Heavy = 12 pdr or heavier.
Units and bases
All units under these rules are composed of four identical bases of figures (except artillery and wagons). Each
base measures 45mm x 45mm (20mm) and 30cm x 30cm (15mm). Artillery units are made up of two gun
bases and two limber bases. Supply (wagon) units comprise two wagon bases.
The numbers of figures on each base depends on the type of unit:-
Close Order Infantry...........6 figures in two ranks (Line Infantry, Fusiliers, Grenadiers, Militia)
Horde...................................5 scattered figures (to distinguish from trained close order infantry)
Open Order Infantry............3 scattered figures (Light Infantry, Jaegers, Grenz, Arnauts)
Cavalry................................2 figures in one rank
Artillery piece.....................1 gun and 3 figures
Limbers...............................1 limber and 2 horses (or with 4 horses on a double sized base)
Wagons................................1 wagon and 2 horses (on a double sized base)
Brigadier General................1 mounted figure
Senior General....................1 mounted figure + 1 other
Generals
Generals are allocated on the basis of one brigadier general per 3 - 5 units, and one senior general per 2 - 4
brigadier generals. If there is more than one senior general one extra may be added as a C in C.

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Formations
Only three formations are possible for infantry and cavalry, Line with all the bases in side to side contact,
Mass with the bases in a 2x2 block and Column with the bases one behind the other.

Line Column

Mass

Marking Unit Status


It may be useful to have markers to depict the current morale state of units. Either a small card/token with the
appropriate status can be used or the following:
Shaken Place a dead figure in front of the unit or reverse one of the bases.
Routing Place two dead figures with the unit or reverse half of the bases.

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Move Sequence
An alternate move sequence is used with one side moving and the other side firing.
(A) Test morale of all shaken and routing units of the moving player.
(B) Move all units that must rout or retire.
(C) Move all other units as player wishes, but not within 1" of any enemy unit.
(D) The firing player may change the facing of any unit.

(E) Firing player fires units at any enemy unit within range and up to 45o to flank, and after all firing
calculate the morale effect of fire.
(F) Any of the moving players units which are unshaken may test to charge any enemy unit directly to their
front if it is within 3" for infantry or 6" for cavalry.
(G) If the charge is successful, test the morale of the defending unit.
(H) Counter-charge, evade, or rout the defending unit as appropriate.
(I) Move the charging unit into contact with the defending unit if it stands, or its original position if it routs
or evades.
(J) For units in contact calculate the effect of the melee and immediately rout or fall back any losers.
(K) Check for any pursuits and follow on charges, if so repeat steps H - J
Notes:-
(a) If a unit of the moving player routed during the preceding players charge or melee phase it is not tested for
rallying this move, neither does it need to be moved.

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Morale
Testing shaken units
All shaken units must take this test, except those still in melee, roll 1d6 per unit and deduct the commanders
rating if present. Results:-
3 or less the unit will carry on as required.
4 or 5 the unit will retire facing a full move.
6 or more, the unit will retire facing away a full move and lose 1 morale step.
After testing, a unit is no longer shaken, unless it cannot retire the required distance away from the nearest
enemy, e.g. if enemy units or impassable obstacles are in the way.
Testing routing units
Roll 1d6 per unit and deduct the commanders rating if present. Results:
2 or less the unit halts shaken
3-5 the unit continues routing (*)
6 or more the unit continues routing and also loses 1 morale step (*)
(*) Units reaching the edge of the table are not removed but remain there and lose 1 morale step instead.
Retiring units
Units retiring as a result of a morale test move immediately to their rear by the maximum movement possible
with no deduction for passing through friendly units. If they have insufficient movement to move past a
friendly unit or obstacle they stop just in front of it. Units "surrounded" by enemy units within 6" do not move
but remain shaken.
Unlimbered artillery that is required to retire will limber up. The net effect is to prevent them firing the next
move.
Routing units
Routing units move directly away from the cause at rout speed towards the nearest friendly cover. This cover
may be behind another friendly unit, into woods, buildings or off the friendly edge of the table. The routing
unit may not move such that it reduces the distance to any visible enemy unit, i.e. The routing unit must be
further away from any enemy unit at the end of the move than at the beginning. If it cannot move for this or
any other reason such as impassable terrain it will test for surrender.
When artillery routs the crew leaves the guns behind and but otherwise moves as above. If an enemy unit
contacts the guns while they are unmanned they are lost. If a wagon unit routs the wagons become
immobilised for the rest of the game.
Units Surrendering
Units may surrender in the following situations:
(a) Units charged in the rear which rout either from the charged test or melee.
(b) Already routing units which are successfully charged.
(c) Already routing units which are within 6" of any enemy unit and cannot move.
Roll 1d6 for units in this position, if the score is 4 or higher then unit surrenders if foot, 5 or higher if mounted.
Units that surrender are removed from the table.

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Movement
The following defines the maximum movement allowed in a movement phase (C) all distances are given in
inches (for 25mm figures).

Troop Type Line/Mass Column Rout


Close Order Foot (regular) 4 8 12
Close Order Foot (Horde) 6 8 12
Open Order Foot 8 10 12
Light Cavalry 14 16 20
Medium Cavalry 12 14 18
Heavy Cavalry 10 12 16
Generals or Couriers 18 18 22

Wheeled Equipment Limbered Deployed Rout


(Crew Only)
Light Guns 6 2 12
Medium Guns 4 1 12
Heavy Guns 2 NA 12
Wagons 6 NA NA

New table still in development

Effects of terrain are applied as a test once each unit attempts to pass through 2” of obstructed terrain or cross
an obstacle. Units dice for each base, and the whole unit will move at the speed of the slowest base. If the
unit has insufficient movement left then it does not move at all. For crossing linear obstacles the penalty
includes the 2” move needed to clear the obstacle

Terrain Type C.O. Foot O.O. Foot Mounted Wheeled


Dice roll -> 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6
Rough ground 1 1 1 2 2 2 1 1 1 1 1 2 1 1 1 2 2 2 1 1 2 2 2 3
Moderate Slopes 1 1 1 2 2 2 1 1 1 1 1 2 1 1 1 2 2 2 1 1 2 2 2 3
Steep slopes 1 1 2 2 2 3 1 1 1 2 2 2 1 2 2 2 2 3 3 3 4 4 4 4
Open woods 1 1 1 2 2 2 1 1 1 1 1 2 1 2 2 2 2 3 1 1 1 2 2 2
Dense Woods 1 1 2 2 2 3 1 1 1 2 2 2 3 3 4 4 4 4 3 3 4 4 4 4
Swamps/Marsh 1 1 2 2 2 3 1 1 1 2 2 2 3 3 4 4 4 4 3 3 4 4 4 4
Fords 1 1 1 2 2 2 1 1 1 2 2 2 1 1 1 2 2 2 1 1 1 2 2 2
Crossing fences or walls 3 3 3 4 4 4 2 2 2 3 3 3 4 4 4 x x x 4 4 4 x x x
Crossing streams/river edge 3 3 3 4 4 4 2 2 2 3 3 3 x x x x x x x x x x x x
Entering/Leaving buildings 3 3 3 4 4 4 2 2 2 3 3 3 x x x x x x x x x x x x

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Movement notes:
(a) If the movement cost is 4 then there is a chance of the base being bogged down roll 1d6 4-6 indicates the
base is mired and loses 1 morale point to cover exhaustion/damage
(b) Deploying or limbering guns takes a whole move stationary for light guns, two moves for medium and
three for heavy.
(c) Retiring and maintaining the same facing is at half normal speed.
(d) Wheeling should be done around a 3" diameter circle, measuring the distance moved by the outermost
base.
(e) If a wagon unit routs the horses and drivers are assumed to rout leaving the wagons immobilised for the
rest of the game.
(f) Any non routing unit passing through another stationary unit deduct 3" for foot and 6" for mounted.
Formation Changes
To change a unit’s formation takes half a move if light troops, otherwise a full move. This is done by one base
remaining stationary and the rest deploying into the new formation/facing by the shortest route possible.
Changing Facing
To allow for the effect of alternative movement the firing player may change the facing of any unit (by up to
90 degrees if regular, except artillery or any light troops, otherwise up to 45 degrees) after movement in order
to fire or receive a charge. It cannot do this if an enemy unit is within charge reach of its current facing.
To change facing the unit remains in its current formation and rotates around the centre point of the unit. If
the desired rotation cannot be made due to either an obstacle or other units then the unit cannot change facing.
March Bonus (optional)
Any unit in column that moves its full move distance in the open may add an additional 50% to its movement
if does not pass within 24" of any enemy unit.

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Firing
Small Arms
Units may fire at anything directly in front of a base and up to 45° to either side provided the whole of the
target base is visible, in range and within angle of fire.

Ranges Short Long


Foot Bow 0"- 9"
Horse Bow 0"- 6"
Pistols 0"- 3"
All Muskets 0"- 6"
Rifles 0"- 6" 6"- 12"

The number of dice rolled per base depends on the troop type and weapons. Any roll of 5 or 6 is a hit.
Close order muskets and bows 2 dice per base
All other units with ranged weapons 1 dice per base.
Modifiers:
Firing by superior trained troops + 1 dice per 3 bases
Firing by superior or normal trained troops +1 dice per 2 bases
Firing by poorly trained troops - 1 dice per 2 bases (or part of 2 bases).
First volley by regular musketeers + 1dice per 2 bases
(only applied once per unit)
Rifles at long range hit on a 6 only.
Effect of cover.
Roll a d6 for each hit: a 6 saves in woods or soft cover; 5,6 saves in hard cover or buildings; 3-6 saves in solid
cover. Skirmishers add one to their saving dice roll.
Artillery fire
Units may fire at anything directly in front of a base and up to 45° to either side provided the whole of the
target base is visible, in range and within angle of fire.

Ranges Short Medium Long


Light Guns 0"- 9" 9"- 18" 18"- 27"
Medium Guns 0"- 12" 12"- 24" 24"- 36"
Heavy Guns 0"- 15" 15"- 30" 30"- 45"

The number of dice rolled per base depends on the type of gun and range. In addition the type of gun and
crew training affects the ability to reload. Guns hit on a roll of 6.

Dice per base Short Medium Long Reload (fail)


Light Guns 6 (4) 3 1 1
Medium Guns 8 (5) 4 2 2
Heavy Guns 10 (6) 5 3 3

Notes
(a) At short range, canister can only be used when no friendly units are in the arc of fire, use the figure in
brackets if this is the case
(b) Overhead fire is only available to guns firing to or from higher ground. Any intervening friendly unit must
be at least 12" clear of both the firer and the target.
(c) When firing at targets beyond gaps the gap must be at least 1 base wide unless firing overhead.
(d) Well trained crew add 1 to the result of their reload test and poorly trained subtract 1. On a subsequent
move the crew do not have to test to reload.
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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Effect of cover.
For canister roll as for small arms fire.
For ball roll a d6 for each hit: 6 saves in hard cover or buildings; 5,6 saves in solid cover. Skirmishers add one
to their saving dice roll. There is no saving roll in woods or soft cover
Morale effect of fire
Once all the firing on a unit is completed, roll 1d6 and add the number of hits inflicted, if the score is greater
than 6 lose 1 morale step and if greater than 12 lose 2 steps. In addition if the score is greater than the unit’s
modified morale then the unit become shaken, if more than double the unit routs.
Morale modifiers: general with unit +1/+2, in cover +1; in prepared defences +2
Risk to Generals
If a general is with any unit that suffers morale step losses from fire throw 2d6
2- 8 No effect
9 - 10 Suffers a light wound and moves at 1/2 speed
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed
all units in his chain of command within 18" are shaken.

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Charging
After all firing is resolved, any of the moving player’s infantry or cavalry units, which are unshaken, may
declare a charge on any enemy units that are to their front and within charge reach. Charge reach is 3" for
infantry and 6" for cavalry.
Once all the charges have been declared test the morale of the charging units in the order decided by the
moving/charging player. Then each target unit that has been successfully charged is tested to see if it counter-
charges, evades, or roust as appropriate. After all charged units have been tested move each charging unit into
contact with its target if it is still within charge reach, or the charged unit’s original position if it has routed or
evaded. Where units are in contact calculate the results of the melee.
Infantry testing to charge
Roll 1d6 add modifiers and achieve less than or equal to current morale (plus any generals modifier) to be able
to charge.
Regular unit (firearm infantry).............................................................................................+1
Light Infantry unit................................................................................................................+1
Attempting to charge an unshaken close order unit............................................................+1
Attempting to charge cavalry...............................................................................................+1
Attempting to charge the flank of the target unit.................................................................-1
Attempting to charge the rear of the target unit..................................................................-2
Fanatic unit............................................................................................................................-1
Cavalry testing to charge
Roll 1d6 add modifiers and achieve less than or equal to current morale (plus any generals modifier) to be able
to charge.
Attempting to charge close order frontally with light cavalry............................................+1
Attempting to charge any infantry or artillery not in square or behind obstacles, etc........-2
Attempting to charge light troops (LC/LI) or artillery.........................................................-2
Attempting to charge flank of target.....................................................................................-2
Attempting to charge rear of target.......................................................................................-4
Fanatical unit.........................................................................................................................-2
Testing charged units
Roll 1d6 add modifiers and achieve less than or equal to current morale (plus any generals modifier) to be able
to charge.
Non Cavalry charged by Cavalry........................................................................................+2
Open Order Infantry or Artillery charged by Close Order..................................................+2
Charged in the rear...............................................................................................................+2
Charged in the flank.............................................................................................................+1
Uphill of chargers.................................................................................................................+1
Shaken...................................................................................................................................+1
Fanatical unit.........................................................................................................................-2
Behind an obstacle or in a building.....................................................................................- 2
Cavalry only charged by Non Cavalry................................................................................- 2
Close Order only charged by Open Order Infantry or artillery...........................................- 2
In a fortification....................................................................................................................- 3
If the modified score equals or exceeds the charged unit’s basic morale it fails the test otherwise it passes. The
options/effects are shown below

Unit type Pass Fail


Already shaken unit Act as per unit type below Rout now, lose 1 morale
step
Light Cavalry Counter charge, stand or evade Evade 8”, become shaken
8”
Other Cavalry Counter charge or stand Stand, become shaken
Light Infantry (charged by Counter charge, stand or evade Evade 8”, become shaken
infantry) 4”
Light Infantry (charged by Stand or evade 4” Rout now, lose 1 morale

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
cavalry) step
Close Order Infantry Counter charge otherwise stand Stand, become shaken
Artillery Stand or crew evades 4” Rout now, lose 1 morale
step

Counter charging and evading


Charged units, which pass their morale test, may counter charge or evade if they have not fired. Counter
charging is only available to infantry and cavalry in the open who are being charged by an enemy unit to their
front. Fanatical units in the open will always counter charge if possible. The counter charging unit is moved
into contact with the charging unit halfway between their positions. Alternatively Light Infantry and Light
Cavalry may evade 4" and 8" respectively directly away from the enemy unit attempting to charge them.
(Note that the enemy may still be able to contact them in their charge move)

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Melee
Melee is resolved on a base vs. base basis. Once all the results (hits) have been calculated, test each of the
units involved to determine the outcome.
Any base whose front edge is touching an enemy base must engage in melee with it. In addition any base that
is not already engaged in combat frontally and is engaged in melee by an enemy base will fight against that
enemy base irrespective of its facing.
Cross reference the unit type with the opposing enemy type to determine the number of dice to roll in combat,
add any additional dice depending on the situation. Any 6 rolled results in a hit on the enemy base/unit.

Defender Heavy Medium Light Infantry LI &


Attacker Cavalry Cavalry Cavalry Artillery
Heavy cavalry 3 4 4 6 7
Medium cavalry 3 3 4 5 6
Light cavalry 2 3 3 4 5
Infantry 2 2 2 3 4
Light infantry 1 1 1 2 3
Additional dice per base in combat
Armed with lances (first round only and once per battle) +1
Charged or counter charged (against enemy in the open) +1
Using pistols in melee (one round only) +1
Unit is charging downhill +1
Unit is shaken -1
Per flank overlapped -1
Fired before melee (therefore no bayonets) -1
Unit is charging over an obstacle (stream, fence etc.) -1 (double for cavalry)
Unit is charging a building -2(double for cavalry)
Unit is charging a fortification -3 (double for cavalry)

Flank attacks add one extra dice per 2 calculated (round down) allowed, rear attacks double the number of dice
Optional (but recommended) halve the number of dice and roll for hits with a 5 or 6.
To reload pistols takes one complete move stationary without any other action.
Morale effect of melee
Once all the hits from melee have been calculated, roll 1d6 for each unit and add the number of hits inflicted.
This figure is then compared with the unit’s current morale adding +2 if the unit inflicted more hits than lost,
-2 if it suffered more hits than inflicted; +1 if the unit is in mass and any general’s morale bonus. If the figure
is greater than the modified morale then the unit’s morale drops i.e. formed units become shaken and shaken
units rout. If the figure is double the modified morale then the unit routs.
This same figure is then used to determine losses, if this score is greater than 6 it loses 1 morale step and if
greater than 12 it loses 2 steps, etc.(*).
(*) If the losing unit is attempting to charge a building or fortification, or where the defender is immediately
behind an obstacle the losing unit does not rout but retires 6" and is shaken.
Risk to Generals
If a general is with any unit that routs from melee throw 2d6
2- 7 No effect.
8-9 Suffers a light wound and moves at 1/2 speed.
10 Captured.
11 - 12 Dead.

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
In any other cases if the general is with any unit that suffers morale step losses from melee throw 2d6
2- 8 No effect.
9 - 10 Suffers a light wound and moves at 1/2 speed.
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed or
captured all units in his chain of command within 18" are shaken.
Pursuit & follow on charges
After melee if all a units opponents have been routed it may pursue them by moving directly ahead their
charge distance. This has to be tested for by rolling a d6 and adding the following:
+2 if irregular
+2 if fanatic
-2 if infantry
Plus or minus the generals bonus at the players discretion if present
If the score is 5 or higher the unit moves directly forward its full charge distance. If it contacts a new enemy
unit, test it for being charged, move it as appropriate and resolve any subsequent melee. Units may only
pursue once.
Note a routing unit should always outdistance its pursuers at this stage if they are of the same type. If they
remain in contact….

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Wargame rules for1683, the siege of Vienna and Eastern European warfare -
Troop characteristics
Unit Type Weapons I/R Firing Melee Morale Notes
Imperialist
Cuirassiers HC Sword/Pistols Regular N1 +1(1) 7
Dragoons MC Sword/Pistols/Musket Regular N1 - 6 Musket can only be used when dismounted
Hussars LC Sword/Pistols Irregular I1 - 5
Grenadiers I Musket/Sword Regular N2 -1(2) 7
Musketeers I Musket/Sword Regular N2 -1(2) 6
Croats LI Irregular N1 ? 5?
Ottoman
Serdan Gecti HC Lance(3)/Sword/Bow(4) Regular/Fanatic S1 - 7 maximum one unit
Qapakulu HC Lance(3)/Sword/Bow(4) Regular/Fanatic N1 - 5
Feudal Sipahis (a) MC Sword/Bow Irregular N1 - 4
Feudal Sipahis (b) LC Sword/Bow Irregular I1 - 4
Dellis MC Lance(3)/Sword Irregular/Fanatic - - 4
Tartars/Yaruks LC Sword/Bow Irregular N1 - 4
Elite Janissaries I Bow/Sword Regular/Fanatic N2 +2 6 maximum one unit
Janissaries I Musket/Sword Regular/Fanatic N2 +1 5
Azabs, etc I Irregular P2 - 4 or 3
Arnauts, etc LI Irregular N1 - 4
Polish
Winged Hussars HC Lance(3)/Sword/Pistols Regular/Fanatic N1 - 7
Pancerni MC Sword/Pistols Regular N1 - 6
Registered Cossacks LC Sword/Pistols Regular I1 - 5
Other Cossacks LC Sword/Bow Irregular I1 - 4
Polish Infantry I Musket/Axe Regular I2 +1 5
Notes
1) Using pistols in melee - one round only, one move stationary to reload.
2) If no bayonets fitted, e.g. if they fired
3) If charging +2, countercharging +1 (once used change to sword)
4) Must discard lance to use bow or pistol

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