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By Jay’s Wargaming Madness UNIT TYPE FORMATION ADVANCE RUN

https://jayswargamingmadness.blogspot.com

Line 6” 9”
Attack Column 8” 12”
Infantry March Column 10” 16”
Skirmish 9” 14”
Square - -

Line 12” 18”


Cavalry Column 16” 24”
Determine initiative at the start of the game or by scenario. March Column 20” 30”
Initiative player completes all (3) phases, then the non-initiative player:
1. COMMAND PHASE Foot Limbered 9” 14”
Remove a single disorder marker from friendly units. Artillery Unlimbered 4” -
Declare charges and resolve charge home tests.
Issue and resolve a single order per (non-charging) unit. Horse Limbered 12” 18”
2. SHOOTING PHASE Artillery Unlimbered 4” -
• SMALL ARMS SHOOTING
Commander - 30” -
Fire all non-artillery units. Mark hits on units.
After shooting, resolve saves and morale tests.
• ARTILLERY SHOOTING
Fire all artillery units. Mark hits on units.
RANK MORALE ORDER TEST RANGE
After shooting, resolve saves and morale tests.
3. MELEE PHASE Commander
Resolve all melee combats. Reroll 1 Die Reroll 1 Die 8”
(only units under command)
After all players have finished:
• Advance game turn marker. C-in-C
Reroll 2 Dice Reroll 2 Dice 12”
• Tidy battle area. (any unit in army)
Can never reroll a reroll. Bonuses do not stack – can use brigade or army
commander for each order test or morale test taken in command range.
Units outside command range cannot gain commander bonus.

TERRAIN DEPLOYED LIMBERED


COMMANDERS INFANTRY SKIRMISHERS CAVALRY
CATEGORY ARTILLERY ARTILLERY

Open Normal Move Normal Move Normal Move Normal Move Normal Move Normal Move

Difficult Normal Move No Run Normal Move No Run No Run No Run

Obstacle No Run No Run Normal Move No Run No No

Building No No Normal Move No No No

Road Normal Move Normal Move Normal Move Normal Move x1.5 Normal Move Normal Move x1.5
Obstacles are considered “man height” or smaller (e.g. 28mm). Taller obstacles are impassible. Round up when multiplying movement x1.5. Units with a
run order must stop when “no run” terrain is contacted. To gain road bonus, a unit must move on the road for the entire distance moved.

Each unit is issued an order during the command phase. Depending on the current unit state and order issued, an order test may be required. Each D6 result
of 4+ is a success, with each result of 6 counting as two successes. If in command range, can use commander rerolls. A unit failing an order test is disordered.
ORDER TEST IF # OF SUCCESSES SUMMARY OF ACTION
Either stand ground or reform.
Hold Shaken (2D6) 1 Stand Ground: No move. Unit may shoot.
Reform: Unit may change formation and facing, but cannot shoot.

Worn (3D6) Move up to the advance rate (may oblique, wheel and turn). Unit may shoot.
Advance 2
Shaken (2D6) Retire: Move full advance rate directly backwards while maintaining original facing.

Worn (3D6) Move at a run rate (may oblique or wheel). No turns. No shooting. Cannot enter difficult terrain.
Run 2
Shaken (2D6) Retire: Move full run rate directly backwards and unit turns to face the direction of travel.

0-1: Failed Failed: Unit becomes disordered immediately (add disordered marker).
Steady (4D6)
Charge 2: Falters Falters: Move to close range and fire (resolve immediately, can’t shoot in shooting phase).
Worn (3D6)
3+: Charge! Charge!: Move into base-to-base contact and fight in melee phase.

Steady (4D6)
Limited to 1 rally order per commander and must be in command range.
Rally Worn (3D6) 2
If the orders test is successful, the unit recovers D3+2 hits. No move. Unit may shoot.
Shaken (2D6)

Failed order test Unit cannot move or shoot. Unit will fight in melee if engaged.
Disorder N/A
or morale check If disordered during opponents phase, add two disorder markers.
The player who is currently acting can shoot any units that are capable of
shooting in the Shooting phase (based on the order issued to each unit). HITS FROM BASIC SAVE IN COVER HARDENED POSITION
LINE OF SIGHT (LOS)
Determine LOS by drawing a line from each front corner of the shooting
Small Arms 5+ 4+ Reroll failed saves
unit to the nearest visible parts of the target. If at least ½ of the target
Artillery 6 5+ Reroll failed saves
unit is visible and ½ of the shooting unit can see the target, LOS is good,
otherwise LOS is blocked. A minimum gap of 6” is necessary to shoot Melee 6 N/A N/A
between units. Additionally, a gap of 6” in front of the shooting unit
(along the line of fire) is required for units shooting from higher elevations
over intervening troops on lower elevations.
MEASURING DISTANCE & ARCS Units are required to take a morale test:
Distance is determined from the center of the shooting unit to the nearest • After suffering hits from shooting (small arms and artillery separately).
visible part of the target unit. This imaginary line is the line of fire. Target • When a round of melee combat is lost.
unit must be in front arc of the shooting unit (45° off corners of the unit). MORALE TEST
TO-HIT (SUCCESSES) Each D6 result of 4+ is a success, with each 6 counting as two successes.
The basic to-hit roll required to score successful hits is 4+. If in command range, can use commander rerolls. Cannot reroll a reroll.
# OF DICE AND MODIFIERS Excessive Casualties: If a unit suffers 8+ unsaved hits from shooting or
Number of dice by formation is further modified as follows: melee, all D6 results of 6 only count as a single success for the morale test.
Target unit … SUPPORTED UNIT
• +4D6 – is in march column, square or limbered artillery. If the unit has 2+ unengaged friendly units that are steady or worn and
• +2D6 – is in attack column. within 6”, the unit can reroll 1D6. Cannot reroll a reroll.
• -2D6 – is in mixed formation. UNIT # OF SUCCESSES IF FAILED &
• -2D6 – is in cover or obscured. IF FAILED
STATE TO PASS DISORDERED
• -4D6 – is unlimbered artillery or skirmishers.
Shooting unit … Add disordered
• -2D6 – is worn. Steady (4D6) 2 Disordered marker, must retire at
• ½ Dice – is shaken. advance rate
A unit will always roll a minimum of 2D6. ½ dice applies to the base
Add disordered
number of dice for unit. Round up when halving dice. Worn (3D6) 2 Disordered marker, must retire at
COVER AND OBSCURE
advance rate
Cover: Unit in terrain that offers protection from shooting.
Obscured: Unit only partially visible (obstructing terrain or intervening Shaken (2D6) 2 Broken Broken
units) or in terrain that obstructs vision but offers no shooting protection.
ATTACHED ARTILLERY
Infantry units with attached artillery units count as a single unit. Hits from
shooting are distributed at a 2:1 ratio (e.g. for every 3 hits, 2 go on infantry At any point in the game, units will be in one of the following states:
with 1 on artillery, partial hits go to infantry unit). When attached, • Steady – The unit has no hits or the number of hits is currently under the
modifier for unlimbered artillery does not apply. worn rating for the unit.
• Worn – A unit becomes worn as soon as it has suffered enough hits equal
SMALL ARMS RANGES CLOSE EFFECTIVE LONG to or greater than the worn rating.
• Shaken – A unit becomes shaken as soon as it has suffered enough hits
Smoothbore Musket 0-7 7-14 14-28 equal to or greater than the shaken rating. Shaken units cannot advance
towards enemy units and are required to immediately retire at a run rate
Rifled Musket 0-8 8-16 16-32 from melee (facing away from enemy).
• Broken – A broken unit is immediately removed from play. Units are
Cavalry Carbine 0-6 6-12 12-24
broken when they fail a morale test while currently shaken, or when the
number of hits on the unit is equal to or
UNIT SHOOTING DICE greater than the higher than the broken value for the unit.
FORMATION MELEE DICE • Disordered – This is an additive state for a
TYPE CLOSE EFFECTIVE LONG unit. A steady, worn or shaken unit can also
be disordered at the same time. When a
Mixed (Light)* 2D6 (4D6) 2D6 (4D6) 2D6 (3D6) -
unit becomes disordered, add a disordered
Line 12D6 10D6 6D6 7D6
marker. A single disordered marker is
Attack Column 7D6 5D6 3D6 10D6
Infantry removed at the start of the command phase.
March Column 3D6 2D6 - -
Units that become disordered in their
Skirmish 4D6 3D6 2D6 4D6
opponents phase get two disordered
Square 3D6/face 2D6/face - 5D6
markers. Units can have multiple disorder
Line 4D6 3D6 2D6 10D6 markers.
Cavalry Column - - - 6D6
March Column - - - -
* Do not apply shooting dice modifiers for mixed formations.
SHOOTING RANGE & DICE
ARTILLERY GUN SIZE MELEE DICE
CLOSE EFFECTIVE LONG EXTREME
Regular 12 pounder 0-30 9D6 30-60 7D6 60-90 5D6 90+ 2D6
3D6
Artillery 8-9 pounder 0-25 8D6 25-50 6D6 50-75 5D6 75+ 2D6

Light 6 pounder 0-20 6D6 20-40 4D6 40-60 3D6 60+ 2D6
3D6
Artillery 3 pounder 0-15 4D6 15-30 3D6 30-45 2D6 45+ 2D6
ATTACHED ARTILLERY
Artillery in base contact with an infantry unit (same facing) in line
Charge declaration and movement is resolved first in the command phase. formation is attached to the infantry unit and shoots/fights as one unit.
DECLARE CHARGES
To declare a charge, the following conditions must be met:
• The charging unit must be steady or worn (shaken units can’t charge). All melee combat is resolved for both sides in the melee phase. The player
• The target unit must be within movement range (see moving chargers). who is currently acting determines order of resolution of melees.
• The charging unit must have a clear and unobstructed (no intervening TO-HIT (SUCCESSES)
units, even if those units are also charging) path to the target unit. The basic to-hit roll required to score successful hits is 4+.
Artillery and units in march column cannot declare charges. Skirmishers # OF DICE AND MODIFIERS
can only charge other skirmishers. Consult the shooting/melee table to determine the number of dice.
ORDERS TEST FOR CHARGING The number of dice rolled are further modified as follows:
Take the orders test as normal. Successes rolled determine charge result: Your unit …
• 0-1 successes = Failed! Order is failed and the unit becomes disordered. • +3D6 – is cavalry versus infantry (not in square), skirmishers or artillery.
• 2 successes = Falters! Move to close range and fire (if already at close • +3D6 – is infantry in square formation versus cavalry.
range, do not move). Resolve shooting immediately (unit does not • +2D6 – is defending an obstacle.
shoot in the shooting phase – mark unit appropriately). • +2D6 – is charging (first round of melee only).
• 3+ successes = Charge! Charge into contact, if farther than 6” from • -2D6 – is worn.
target, subject to defensive fire if charge to the unit’s front arc. • -2D6 – is fighting against an enemy that is uphill.
MOVING CHARGERS • -2D6 – is engaged to it’s flank.
Move at a run rate into contact. Difficult terrain reduces move to advance. • -2D6 – is disordered or cavalry fighting in/against BUA.
CHARGING SHAKEN UNITS • -3D6 – is cavalry fighting infantry in square.
If the target unit being charged is currently shaken and the charge to • -3D6 – is infantry not in square formation fighting cavalry.
contact is successful, the target unit is required to take an immediate • -4D6 – is engaged to it’s rear.
morale test. If the morale test is passed, the unit holds position and can • ½ Dice – is shaken.
react to the charge normally. If failed, the target unit breaks (as normal Regardless of modifiers, a unit will always roll a minimum
when failing a morale test when shaken). The charging unit must complete of 2D6. ½ dice modifier applies to the base number of dice the unit is
movement up to the point of contacting the target unit (remove the target providing (see army list entry). Round up when halving dice.
unit after completing this movement). If the charging unit is cavalry, follow SAVING THROWS
the rules for cavalry breakthrough. Resolve the breakthrough immediately, Roll a D6 for each hit in melee. Hits are saved on a D6 result of 6.
fighting any resulting melee in the current rounds melee phase. WINNING, LOSING AND DRAWS
DEFENSIVE FIRE The side that scores the most hits wins the round of melee. The loser is
If the charging unit is further than 6” from the target unit, the target unit required to take a morale test. In the case of a draw, or if at least one of
can shoot defensive fire if the charge home test results in a successful the losing units passes their morale test, fight another round of melee.
charge into contact. This is resolved immediately. If a morale test is Continue until one side is broken or retires (all units) from melee.
necessary as a result of the shooting, take the test immediately. If passed, If a unit is shaken at the end of a round of melee, it is required to conduct
continue into melee. If failed, the charge order result is changed to a a retire move from the melee at a run rate. The winning unit (if not also
Failed! result and the unit becomes disordered. retiring) rolls 4D6, inflicting hits on results of 4+, for each retiring unit.
MULTIPLE CHARGERS DEFENDED OBSTACLES
Up to 2 units of the same type can charge a single target. Charging units If a charging unit wins a round of melee against a unit behind an obstacle,
cannot cross paths when moving to contact the target unit. Take charge the defending unit loses the defended obstacle bonus for the melee.
order tests separately. If either unit is within 6” of the target unit and can UPHILL
get a successful charge to contact result, the target unit cannot use If a unit is engaged that is uphill of the charging units starting position, the
defensive fire regardless of how far the second unit is away from the target charging unit counts as fighting uphill.
unit. If defensive fire is used, hits are split between the charging units. MULTIPLE UNITS ENGAGED
CAVALRY CHARGING INFANTRY (IN THE OPEN OR IN SQUARE) When attacking, multiple units from the same side pool their dice together
Infantry charged by cavalry must take an order test to form emergency into a single pool. Hits are distributed evenly across engaged units, with
square (3 successes required to pass - test only on Falters! or Charge! the exception of mixed infantry and artillery units, which distribute hits at
result). On a Falters! or Charge! result, cavalry may choose to hold (stand a 2:1 ratio (exactly as per shooting hits). Melee bonuses are added on a
ground) or advance (no closer than 6” – if already in 6” unit must hold) – per unit basis, except attached artillery units (count as a single unit).
infantry is still required to form square in response to the cavalry threat. LIMBERED ARTILLERY, MARCH COLUMNS AND SKIRMISHERS
If not choosing to hold, cavalry will engage infantry in melee. If fighting an Limbered artillery or a march column contacted in melee is immediately
infantry square, cavalry will fight a single melee then automatically retire destroyed at the start of the melee phase. Skirmishers are destroyed
regardless of the melee results, otherwise fight melee normally. when contacted by non-skirmishing units in melee. Resolve these melee
CHARGING CAVALRY combats first. The charging unit may make a free advance move (must
Cavalry that is charged by any unit may elect to conduct a retire move stay 1” away from enemy units – cannot use this movement to charge a
(advance rate) as a reaction to the charge movement. This is done before new unit). Alternately, the charging unit may conduct a free retire move
moving the charging unit but after determining that the charge is (at an advance rate).
successful. If unit is contacted by the charging unit, fight melee normally. FLANKS AND REAR
CAVALRY COUNTER CHARGE A shaken unit that is engaged to it’s rear is automatically destroyed at the
Cavalry charged by other cavalry may counter-charge. Take a charge order beginning of the melee phase. Resolve these melee combats first (same
test normally for the counter charge. If the counter charge is successful, time as limbered artillery). The charging unit may make a free advance
both units meet ½ way between the units and both count as charging. move. Alternately, the charging unit may conduct a free retire move (at an
SKIRMISHERS advance rate).
Skirmishers can only charge other skirmishers. Skirmishers that are CAVALRY PURSUIT AND BREAKTHROUGH
charged by non-skirmish units will immediately evade by conducting a Cavalry that destroy all enemy units in contact must roll 1D6. On 1-3 the
retire move at a run rate. If the skirmish unit is contacted by the charging unit must breakthrough. On 4-6 the unit holds current position. If
unit after the retiring, the unit is destroyed at the start of the melee phase. breaking through, unit automatically charges the nearest enemy unit that
FLANK AND REAR CHARGES is directly ahead of the cavalry unit. If all enemy units retired from melee,
Each unit has a front, flank and rear (45° arcs from each corner of the unit). the cavalry unit must instead pursue (automatic). The cavalry unit
Half or more of a unit must start it’s charge movement within a target automatically charges the nearest retiring unit. If no unit is visible or the
unit’s flank or rear quarter in order to contact that facing. Target units path is not clear, conduct a cavalry breakthrough instead (roll a D6). In
cannot conduct defensive fire to flank or rear arcs (if multiple chargers, both cases, melee is fought in the next players turn.
only distribute hits to units in the front arc).
SMALL UNIT
Small units are -2D6 when shooting in line formation, as well as -2D6 in
Units may have one or more of the following special rules. melee in any formation. This applies to infantry, cavalry and artillery units.
ATTACH STUBBORN
An artillery unit may attach to an infantry unit in line formation (must be in Unit can reroll a failed morale test.
base contact and oriented in the same direction). While attached, if either TAKE AIM
unit is charged, both will fight in the melee. Move out of contact to detach. When this unit fires at close or effective range, targets shooting save from
Artillery can only be attached to a single infantry unit at any time. small arms is increased by 1 (e.g. 5+ goes to 6).
VIVE LE FRANCE TWO RANK SYSTEM
While in attack column, unit always counts as being supported. Unit rolls +2D6 when shooting at close and effective range.
CUIRASSES TOUGH FIGHTERS
Unit taking hits in melee can force the opposing player to reroll 2 successful Unit gains +2D6 in melee combat.
melee hits (or 1 if there is only a single successful hit against this unit).
DRAGOONS
Unit gains +1D6 in melee. Unit sizes and morale values. Represented as worn/shaken/broken values.
FIGHT IN LINE
Unit cannot form attack column (but can form march column). UNIT TYPE SMALL STANDARD LARGE
FORM SQUARE
Unit can form square. If charged by cavalry, the unit must attempt to form 6/12/18 8/16/24 10/20/30
square in response to a Falters! or Charge! result. Take an order test Infantry 4 Bases 6 Bases 8 Bases
(requires 3 or more successes). If successful, the unit forms square. Squares 16-24 Figures 24-36 Figures 36-48 Figures
can conduct defensive fire. If the order test is failed, the unit becomes
disordered and the cavalry charge goes in normally (no formation change) if 6/10/15 7/14/21 9/18/27
the cavalry unit’s order test is a Charge! result. Cavalry 4 Bases 6 Bases 8 Bases
GUARD 8-12 Figures 12-18 Figures 16-24 Figures
This unit rerolls failed order and morale tests. 4/8/12
HEAVY CAVALRY Skirmishers - 4 Bases -
Unit gains +3D6 in melee. 8-12 Figures
Units movement rate is reduced by 2”.
HOWITZER 3/6/9 4/8/12 5/10/15
The artillery unit gains an additional model (depicting a Artillery
1 Base 2 Bases 3 Bases
(If Howitzer
howitzer). The artillery battery can reroll up to 2 failed 1 Gun + Crew 2 Guns + Crew 3 Guns + Crew
Option)
hits at effective and long range. (+1 Howitzer) (+1 Howitzer) (+1 Howitzer)
IMPACT
Gain +2D6 on the first round of melee combat. Horse Artillery 3/6/9 4/8/12
IMPETUOUS (If Howitzer - 1 Gun + Crew 2 Guns + Crew
This cavalry unit does not roll a D6 to determine if it will conduct a cavalry Option) (+1 Howitzer) (+1 Howitzer)
breakthrough and instead will always automatically breakthrough.
INDEPENDENT
Unit can use brigade commander bonuses if they are within 30” of the
Normally, a scenario should detail the conditions for victory for all sides
brigade commander (regardless of the normal command range).
involved in a game. Some scenarios may add additional victory conditions
LARGE UNIT
or ways to earn victory points (e.g. objectives). To compliment scenarios
Large units are +2D6 when shooting in line formation, as well as +2D6 in
and/or help determine a winner in a pitched game, the following victory
melee in any formation. This applies to infantry, cavalry and artillery units.
points and conditions can be used:
LIGHT INFANTRY
• +3 VPs for each broken infantry or cavalry unit.
When in mixed formation, deploy 2 bases of skirmishers. When shooting,
• +2 VPs for each shaken infantry or cavalry unit at games end.
use the (Light) entry on the shooting table for mixed formation.
• +2 VPs for each broken artillery or skirmisher unit.
MARKSMEN
• +1 VP for each shaken artillery or skirmisher unit at games end.
Unit may reroll all failed hits when shooting.
• +X VPs as defined by individual scenarios.
MIXED FORMATION
If the difference in VPs is between 0-5 VPs, the game is a draw. If the
Unit may adopt a mixed formation when in line formation. When in mixed
difference in VPs is 6+ VPs, the side with the higher number of VPs wins.
formation, a base of skirmishers is placed 6” in front of the unit. Unit uses
the Mixed formation entry for shooting. If charged, unit formation will
immediately revert back to line formation. A unit can adopt a mixed
formation for free (does not require a reform) during a hold or advance INTERPENETRATION
order. During any activation the unit can revert back to line for free Friendly units can interpenetrate. Move must clear interpenetrated unit.
(without using a reform). Can’t interpenetrate square, march column, limbered artillery or any unit
NATIVE COMMAND AND SUPPORT that is currently disordered.
Unit can only gain bonuses from commanders of the same nationality. OBLIQUE AND TURNS
Additionally, unit can only be supported by units of the same nationality. Does not apply to units in march column or unlimbered and limbered
POORLY ENGINEERED artillery. Units may oblique within it’s front arc (45° off of left and right
This artillery unit uses the next smallest sized gun entry on the artillery front corners) while maintaining the original unit facing. A unit may pivot
shooting table (e.g. a 12 pounder would use 8-9 pounder characteristics) . in their current position up to 90° which utilizes ½ of their current
RELUCTANT movement rate (cannot run, max 2 turns per activation).
After a successful orders test with a worn or steady enemy unit within 12”, WHEELING
roll 1D6. On a D6 result of 1-3 the unit will instead execute a hold order. On Any unit may conduct a wheel to change their direction of travel or facing.
a D6 result of 4-6 the original order is executed. Swing the front rank around, pivoting on the left or right corner, with the
ROYAL ARTILLERY opposite corner swinging around. Additional ranks in the formation follow
Roll -1D6 at each range but gain 2 rerolls when shooting. along, wheeling at the same point as the front rank. Note that this means
SKIRMISHERS some units, such as march columns, may “snake” as a result of wheeling.
Unit can only operate in skirmish formation. Skirmishers may only charge PROXIMITY TO ENEMY
other skirmishers and will automatically retire when charged. Skirmishers Units must maintain a minimum distance of 1” from enemy units.
that retire from a charge but are still contacted by a non-skirmish unit are LIMBERING AND UNLIMBERING
automatically destroyed at the beginning of the melee phase. Artillery units may limber or (not both) unlimber during an advance order.
This section deals with fighting in built up areas.
WHAT IS A BUILT UP AREA?
A built up area (BUA) is any designated area on the tabletop that consists of
a concentration of buildings (e.g. La Haye Sainte at Waterloo). While it is
not possible for units to enter buildings normally, it is possible for units to
enter a designated build up area. Note that individual buildings on their
own (e.g. a log cabin or barn) do not count as build up areas unless
designated by the scenario special rules.
ZONES AND ZONE LIMITS
Prior to any game, a BUA must be divided into two or more zones (a
minimum of two is required). Zones can be temporarily marked on the
actual tabletop or they can simply be noted on a paper prior to the
beginning of a game. Each zone can only be occupied by a single unit at any DETERMINING WHO CONTROLS A BUILT UP AREA
given time. In cases where a battle calls for a mix of small units (e.g. a The side that occupies more zones of the BUA than the other is in control of
grouping of detached skirmishers from multiple units) to occupy a position, the BUA for the purposes of scenarios, victory conditions, and so on. Control
they should be organized into a converged/independent unit for the game. of a BUA is determined at the end of a turn (after both players have acted).
A single artillery unit can occupy the same zone as another friendly unit, at ZONES AND INNER/OUTER EDGES
which point the artillery counts as being attached to the unit. The diagram below shows how a BUA can be divided into zones and which
MOVING INTO A BUILT UP AREA edges count as inner and outer edges. Note that when dividing up a BUA
To occupy a zone in a BUA, a unit must first move into base-to-base contact into zones, the zones do not have to be equal in size and should have enough
with a part of the BUA. On the units next turn (or any turn the unit starts in space to fit the bases from a single unit (e.g. at least 6 bases).
base-to-base contact with the BUA), a hold order (must be a reform) can be
used to occupy the zone nearest the section of the BUA the unit is touching. Zone 1 & 2 Zone 2
The zone cannot be occupied by any unit (friendly or enemy). Units can start Inner Edge Charge Area
the game already deployed in a specific zone of a BUA. Skirmishers are the Zone 1
one exception to this rule and can occupy an unoccupied zone on a run Outer
order if they can enter base-to-base contact with the BUA during their Edge
movement (they immediately occupy the unoccupied zone).
MOVING OUT OF A BUILT UP AREA
To move out of a BUA, a unit must execute a hold order (must be a reform). Zone 2
Place the unit in any valid formation touching the outside edge of the BUA, Zone 1
within the area of the zone the unit previously occupied. Skirmishers can Zone
execute a run order to move freely out of a BUA. Measure distance from 1&3
the edge of the BUA adjoining the zone that was previously occupied. Inner
RETIRING WHEN IN A BUILT UP AREA Edge Zone 4
A unit that is forced to retire for any reason when in a BUA will first attempt Zone 3
to occupy an adjacent empty zone within the BUA. If an empty zone is not
available, the unit is forced to move out of the BUA. Exiting the BUA counts
as the retire movement. The unit is placed outside the BUA in base-to-base
contact with the BUA, on a side that is farthest away from enemy units. If
the unit is unable to be placed in base-to-base contact with the BUA due to
proximity to enemy, the unit is automatically broken. Artillery units forced
to retire from melee when occupying a BUA are automatically broken. CAVALRY CHARGING INTO A BUILT UP AREA
UNIT FORMATION IN A BUILT UP AREA Cavalry units can declare a charge against a BUA but must select a specific
Units occupying a BUA don’t have a specific formation and are simply placed zones outer edge to charge against (zone must contain an enemy unit). The
in loose order in the zone they occupy. The shooting and melee statistics for charge is measured to the outer edge of the zone (charge area). When
an infantry unit are the same as the statistics for a mass column formation charging against a BUA, the charging unit does not gain any charging bonuses
so long as they remain in the BUA. Units of skirmishers use their normal (+2D6 in first round of melee for charging or the impact special rule). The
statistics. Cavalry units use their column statistics while artillery units use defending unit will count as defending an obstacle (+2D6 in melee). If the
their unlimbered statistics. charging unit destroys or forces the defending unit to retire, the unit may
SHOOTING INTO OR OUT OF A BUILT UP AREA occupy (enter) the vacated zone in the BUA (free movement). Cavalry units
Units shooting out of a BUA determine LOS and measure fighting against or in a BUA are -2D6 in melee.
distance from any point of the outside edge of the BUA zone FIGHTING MELEE BETWEEN A UNIT INSIDE AND OUTSIDE THE BUILT UP AREA
they are occupying (using the appropriate formation statistics Units defending a BUA count as defending an obstacle. Units charging
as covered under the Unit Formation In A Built Up Area section). against a unit in a BUA do not count as charging or gain any charge related
Units in a BUA count as being in cover, and can count as being in bonuses (e.g. the impact special rule). The melee saving throw for a unit in a
a fortified position as determined by the scenario. BUA is increased to 5+ against units outside of the BUA. If the charging unit
Units shooting at a BUA draw LOS and measure distance to the destroys or forces the defending unit to retire, the unit may occupy (enter)
nearest point of the outside edge of the BUA zone containing the vacated zone in the BUA (free movement). If multiple units are engaged
the target unit. with a single zone, only one unit can occupy the zone at the end of a
INFANTRY CHARGING INTO A BUILT UP AREA successful melee in which the target zone is vacated.
Infantry units can declare a charge against a BUA but must select a specific FIGHTING MELEE BETWEEN ZONES IN A BUILT UP AREA
zone outside edge to charge against (zone must contain an enemy unit). A unit can fight a melee against any adjacent zone (across zone inner edges).
The charge is measured to the outer edge of the zone (charge area). When A unit is required to initiate a melee if able to do so (even if disordered). If
charging against a BUA, the charging unit does not gain any charging the enemy unit is destroyed or forced to retire from the zone, the victorious
bonuses (+2D6 in first round of melee for charging). The defending unit will unit has the option to occupy the newly vacated zone at the end of the
count as defending an obstacle (+2D6 in melee). Multiple units can charge a melee. Note that this will leave the zone the unit original occupied open as a
single zone if there is sufficient space around the outer edge of the target unit can only occupy a single zone. Both units gain the melee bonus for
zone of the BUA. defending an obstacle when fighting between zones.

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