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Initiative Leaders
Initiative Checklist
1: IF this is the first turn of the game
Each side rolls 1xD6. The highest score has the first player turn.
2: If it is not the first turn of the game and the player that DID
NOT hold the initiative is challenging for it:
Both player dice again:
The player that held the initiative rolls one additional die for
each consecutive turn that he has held the initiative (to a
maximum of three dice)
The other player rolls one die
The highest score claims the initiative
If tied, roll again with one die each
Go to Leaders Checklist
Leaders Checklist
1: Any wounded leaders who have been out of play for one full
player turn are returned to play within 100mm of any unit of his
command, and is free to attach or move as any other leader.
2: The phasing player may attach leaders to units in their chain of
command that are within 300mm at their position at the start of the
turn and must remains with the unit to which he is attached to for
the remainder of the turn.
3: The phasing player may detach a leader from a unit to which he
was attached to at the start of the turn and is placed 50mm from
the unit.
A leader which detaches from a unit cannot move until the Move
Detached Leaders sub-phase and cannot cannot be attached to
another unit in this turn
Go to activation Checklist on page 2
The unit adds or subtracts from the die score any applicable
START modifiers below and reads the outcome from the Results
Table
Not under control -1
Higher Leader attached +1
Die Score Commander Attached +1
1 or 2? Yes Good order +2
Shaken -2
No Knights +2
Mercenaries +1
Peasants? Disrupted -1
Yes Peasants -1
Good order front or rear support (within 100mm) +1
No Holding favourable position +1
In
Command? No
Yes Results
Score If in Good Order If NOT in Good Order
0 or Retire. Unit retreats a full move and artil-
Quit the field. All troops dis-
Good Order? Guns limber up and lery disperse.
No less disrupted. Gunners abandon their perse.
retreat a full move.
guns.
1 Disengage. Unit retreats beyond Rout. Troops retreat a full move
Yes enemy small arms range. Gun- Guns and are shaken. Take one casual-casu-
limber
ners up and their
abandon retireguns.
a half move. alty
ty point.
point. Disrupted
Shaken or silenced
troops disperse.
artillery abandon
Gunners their guns.
their abandon guns.
Attempting Hold ground. Troops cannot and guns Pinned. Can retreat to cover
an Yes 2
cannotormove
move or change
change formation.forma-
Infan- within one normal move, other-
Attack? tion.
try Infantry
may may step back.
step back. wise hold ground disrupted.
Troops
Tardy. All troopsand
moveartillery
one half Hold. Unit rallies and holds
No 3
move andonecannot
half move andformation.
cannot
move change ground. Infantry may step back.
4,5,6 change
Well formation.
handled. Acts as the player Rally. Unit rallies and may move
Is the die 4,5,6 Well handled. Acts as the player
wishes Rally.
half, Unit
but rallies
cannot and may
change move
forma-
score No wishes. half, but cannot change forma-
tion.
5 or 6? 7 or Quick Time: Unit may move at tion. with Elan. Troops rally
Rally
Quick Time: Unit may move rate.at Rally with Elan. Troops rally or
Yes 7 or
more 1.5 its normal
1.5 its normal
movement
movement rate.
and may move
and mayformation.
one full move
move one full move or
more Knights, without a leader attached, change
charge any unfortified enemy change formation.
within their movement distance
Movement
Units which are activated will move in the following order:
1: Units and their attached leaders make involuntary moves
2: Units moving to Attack - halt withing 50mm of the defender
3: Units and leaders make voluntary moves
Roll to Hit - roll number of dice per stand as specified in the table
Weapon is Dice per stand if: Range Score to hit
OK Disrupted
Longbow 1 1 300 Armoured 4+
Crossbow 1 1 200 Normal 3+
Handguns 1 1 150 Modifiers (add or subtract to score to hit)
Artillery 2* 1 500 Enfilade -1
*When artillery fires, the firer rolls 1xD6 and on Dense target -1
the score of 6 the gun explodes, eliminating In Cover +1
the crew and inflicting a 1 casualty on any
friendly unit within 100mm Disrupted or shaken firers +1
Attacks
1: Closing fire
Defender fires with all stands within angle and within
200mm of the attacker - mark losses but do not remove
Attacker fires with attacking stands only
remove losses for both sides
Good order attackers move into contact with the defender.
Disrupted or shaken attackers halt at 50mm.
2: Results
Shaken troops con- Modifiers
Stand is: Add Dice
tacted by good order
troops are destroyed, Mounted Knights 3
Other cavalry 1
attackers may either Attacking 1
hold the position or can Troop quality advantage 1
breakthrough one full Armour advantage 1
normal move Weapon advantage 1
Otherwise calculate Contacting open flank or rear 3
Each stand in contact with a 1
outcome by rolling stand in base contact
1xD6 for each stand Foot with terrain advantage 2
in contact then adding Enemy disrupted 2
or subtracting dice (for Enemy disordered 1
the attack) as shown Mounted with terrain advantage 1
on the table to the right Fortified 4
1: If a leader was within 100mm of a unit that was the target of firing
or was involved in an attack
Roll 1xD6
If the score is 5 or 6, roll again, 1xD6
If the second score is 6 the leader is killed
If the second score is 3,4, or 5 the leader is
wounded and returns after 1 full turn
If the score is 1 or 2, no effect
If the score is 1,2,3 or 4 go to Step 2
2: Choose One:
If there are more leaders to test go to step 1 of this checklist
If there are more leaders to test go to Morale checklist on page 7
Morale
1: Deduct from the Army Morale total:
2 point for each unit that has Quit the Field this turn
1 points for each unit that has become Permanently
Shaken this turn
2 points for each leader Killed this turn
2: If the adjusted Army Morale total is greater than zero, go to step 4
3: If the adjusted Army Morale total is Zero or less, the game ends
Revision History
20 Mar 2017
Changed method of wheeling
Introduced Emergency Formation Changes and the rules about reciev-
ing attacks from flank or rear