BASIC RESTRICTIONS
No double or triple movement within 12” (engagement range) of formed infantry
All units get first fire advantage, Platoon firers get the chance to re roll one failed firing die per turn
For a failed command roll raw units may not move at all, , any other units will move 2” for a failed command roll
No voluntary interpenetration is allowed, troops may only flow round friends if there is a gap at least a base width. Any other interpenetration will cause disorder to both units.
Orders may be given to brigades or individual units. Should a unit be asked to include any other movement than moving forward it must be given an individual order.
Any order requiring a unit to wheel, retrograde or incline must be separate, thus a unit with three orders may move forward for one, wheel for one then move forward once more. Thus each manoeuvre will require a separate order.
SIZE OF UNITS | ||||
Type of troops | Standard size | Large | Small | Tiny |
Infantry | 18 (three bases) | 24+ | 12-18 | 5-6 |
Cavalry | 6 (two bases) | 9+ | 3 | |
Artillery | 1 gun and crew |
COMMAND MODIFIERS | |
Per 8” distance from commander to unit | -1 |
Enemy unit within 8” of unit receiving order | -1 |
Column, limbered artillery | +1 |
Column, limbered artillery on road or track | +2 |
MOVEMENT | ||||
Command roll -3 or more | Command roll = or -2 | Command roll = or -1 | Charge | |
Infantry, limbered artillery, wagons | 12” | 8” | 4” | 6” |
Cavalry, | 22” | 16” | 10” | 18” |
Manhandled light artillery | 6” | 4” | 2” | - |
Commmanders on foot | 12” | - | - | - |
Commanders mounted | 18” | - | - | - |
SHOOTING | ||||||
Ranges | ||||||
Pistols and thrown weapons | 4” | |||||
Bow and arrow | 8” | |||||
Muskets | 8” | |||||
Light artillery | 24”/12”/6”” | |||||
Artillery | 32”/16”/8” | |||||
Shooting to hit modifiers | ||||||
Artillery shooting at column or square | +1 | |||||
Close range (4”), closing fire, skirmishers | +1 | |||||
Shooters Shaken or Disordered | -1 | |||||
Target skirmishers, deployed artillery or Not Clear | -1 | |||||
Artillery at over half range | -1 | |||||
Cannon shooting overhead | -1 | |||||
Size modifiers | ||||||
Large Unit | +1 dice shooting | +2 combat | ||||
Small Unit | -1 dice shooting | -2 combat | ||||
Tiny Unit | 1 dice only shooting | 1 dice only combat | ||||
All musket unit | +1 dice shooting | |||||
Platoon Firers | May re roll one failed firing die per turn | |||||
Formation modifiers | ||||||
Column | May not shoot | Fight 1 dice | ||||
Square | Shoot 1 dice | Fight 2 dice per face | ||||
Tactical modifiers | ||||||
Enfilading infantry | Shoot X2 dice | |||||
Enfilading artillery | Shoot X2 dice | |||||
MORALE | |
Save modifiers | |
Infantry in column unless hit by artillery | +1 |
Target within woods, hedgerows or similar (light cover) | +1 |
Target within buildings/fortifications (heavy cover) | +2 |
Hit by artillery fire at long range | -1 |
Hit by artillery at medium or close range | -2 |
Target in melee with mounted includes pikes | +1 |
MELEE | |
Combat to hit modifiers | |
Charging | +1 |
Won last round of combat | +1 |
Pikes in unit (first round only) | +1 |
Shaken or disordered | -1 |
Skirmishers | -1 |
Engaged to flank or rear | -1 |
Combat result modifiers | |
Support to rear (friendly unit charging with chargers and within 6” of enemy contacted) | +1 |
Square vs cavalry | +3 |
Per flank support (charging with chargers and threatening enemy in combat, within 6”) | +1 |
Occupying buildings (size) | 1-3 |
UNIT STATS
Unit | Type | Melee | Shooting | Morale | Stamina | Special | |
Foot Guards | Elite | Rank firers | 7 | 3 | 3+ | 4 | Crack Reliable Steady |
Veteran British Infantry | Elite | Platoon firers | 6 | 3 | 4+ | 3 | Reliable Steady |
British Infantry | Line | Platoon firers | 6 | 3 | 4+ | 3 | Reliable Steady |
Dutch Guards | Guards | Platoon firers | 7 | 3 | 3+ | 4 | Crack Reliable Steady Elite |
Dutch, Danish Infantry | Line | Platoon firers | 6 | 3 | 4+ | 3 | Reliable Steady |
French infantry | Line | Rank firers | 6 | 3 | 4+ | 3 | Reliable Steady |
Old Irish Infantry | Line | Rank firers | 6 | 3 | 4+ | 3 | Reliable Steady |
Newly raised Irish infantry | Raw | Rank firers | 5 | 2 | 5+ | 2 | Unreliable Freshly Raised |
Williamite Cavalry | Line | 7 | 1 | 4+ | 3 | Reliable Steady Stubborn | |
Jacobite, French cavalry | Line | 7 | 1 | 4+ | 3 | Reliable Steady Superbly drilled | |
First Fire | +1 dice on first shot of battle |
Crack | Re-roll one failed morale save if you have no casualties already |
Reliable | +1 command |
Steady | Passes first break test of the battle |
Elite | Overcome disorder at start of command on roll of 4+ |
Tough fighters | Re-roll one missed combat attack |
Unreliable | No move on equal command roll |
Stubborn | Re-roll one failed morale save |
Superbly drilled | Free move if command failed |
Marauders | Ignore distance modifiers for command |
Freshly raised | First shot or melee, roll 1XD6 1 Terror-all shots and melee dice require 6 to hit 2-3 Panic- all shots and melee dice require 6 to hit 4-5 Sterling Job-no adverse effects 6 Huzzah-1 extra dice for shooting or melee this turn |
Examples for the Jacobite wars in ireland:
Elite British units would include Senior infantry regiments such as Kirke’s Lambs, Dumbartons (Royal Scots), Footguards and Cavalry Lifeguard.
Guard status would be reserved for the Dutch Gard de Voet and Danish garden til Fods.
The majority of Jacobite regiments in Ireland would be Raw with some of the more senior regiments, such as The Grand Priors Regiment would be Line. Thus for each three raw units one may be line or better.
1 comment:
Some nice ideas there, which I will give a go when I get my ECW and Italian Wars stuff finished.
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