Está en la página 1de 1

FIRING - HOW MANY DICE (P49) CLOSE RANGE (2MU)

Unit Type Infantry in Tactical Each 1/2 of Ext Line Infantry in Square Artillery (not mortars) Artillery attachment Square with artillery attachment Supporting unit - infantry only Supporting unit - with artillery Unit Type Cavalry & non-reformed infantry Non-reformed + sk attachment Reformed line infantry Reformed + sk attachment Light infantry Artillery (not mortars) Artillery attachment (not Rockets) Enemy cavalry in 6MU Unit Type Mortars & Heavy artillery Medium artillery Artillery attachment Small unit 4 3 6 +2 dice (not Rockets) +1 dice (not Rockets) +1 dice +2 dice (not Rockets) POA Small unit 0 3 Large Unit 0 4 Large Unit 6 4 8

FIRING - Points of Advantage - POA (P53)


Description Target is in Deep formation + Target is in March or Square , or fired at from flank or rear Target is Infantry in Skirmish formation Target is in cover unless fired at by Rockets, Howitzers, Mortars or Heavy artillery Firing unit is in Skirmish formation net + POA = Reduce score required by 1 POA effect net POA = Increase score required by 1 NOTE: Only Artillery can only fire into a building at troops who are 'occupying' it The To-Hit score cannot be higher than 6+ or lower then 3+ Range LONG ANY ANY CLOSE

MEDIUM RANGE (2-6MU)

4 5 5 6 6 8 +2 dice if firing separately 0 dice if parent unit is Infantry Skirmishers +1 dice otherwise -1 dice if rifles, -2 dice if muskets Small unit 4 3 +1 dice Large Unit 5 4

LONG RANGE (6-16MU)

COHESION LOSSES (P50)


Disordered Wavering Broken Lose 1 dice per 3 Lose 1 dice per 2 no firing

RE-ROLLS (P54)
Veterans Conscripts Irregulars Re-roll 1's Re-rolls 6's Re-rolls 6's

RESULTS OF FIRING (P54) Target


In single rank Unlimbered Artillery On soft ground Infantry in any formation * Cavalry charging firers * All other targets

FIRING - SCORE TO HIT (P53) Range


Long

A non-Wavering large unit or any Superior unit reduces hits by 1 before consulting this table

Score 6+ 4+

No. of hits 0 1 2

Result No effect on movement CMT to Advance. Cavalry and Wavering units retire to 3MU if closer **

Cohesion loss None -1 cohesion -1 cohesion -2 cohesion *

Close Range Any

Retire to 3MU if closer. May not advance during the following movement phase Retire immediately as per Outcome Moves table

5+
4+ * A Guard unit can never drop by more than 1 cohesion level from firing in a single phase.

* For an assaulting unit to be hit on a 4+ the following must apply: Cavalry begin their charge from a position (at least partially) directly ahead Infantry must charge from within a base width of directly ahead of the firers

** A Cavalry unit with an artillery attachment can choose to stay at 2MU


A unit that would become Broken by medium or long range firing retires Wavering as per Outcome Table instead. (Squares change to Tactical )

Only for use with a personal copy of FIELD OF GLORY NAPOLEONIC TM Copyright Slitherine Software UK Ltd 2012. All rights reserved.

También podría gustarte