Beruflich Dokumente
Kultur Dokumente
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
Line Column
Mass
(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.
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
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.
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.
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.
Will McNally Page 8 of 14 19/07/2009 08:46:00 AM
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.
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.