Time, Ground and "Figure" Scales |
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Basing Figures |
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If you already have your figures based for a different game system, there is no reason why that shouldn't work. As long as both armies are based using the same system everything should work out fine. If it doesn't, let me know.
The following frontages are for 15mm figures. All frontages are listed as per casting of that type with the exception of artillery. The depth of the base should be whatever is necessary to acomadate the figures. |
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Definitions |
Ammunition Point (AP) |
APs are used to represent the ammunition supply of infantry and artillery units. |
Arc of Fire |
For infantry that is in column or line formation, the arc of fire is straight ahead. General order is 45° off the front corners of the unit. Square is 180°. Artillery has a 30° arc of fire. |
Casualty Step |
A casualty step represents the temporary loss of 20 men. This may be through minor wounds, shock or disorder. Casualty Steps may be recovered during the course of the game. A unit may never have more than two Casualty Steps at a time. When three Casualty Steps are accrued, they become one Permanent Loss. |
Class |
All units are rated for a class. The classes are:
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Class Dice |
Most rolls in the game are made with class dice. The class dice of a given formation is based on the unit's class or the class of the majority of units. The class dice are as follows:
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Enfilade |
Enfilade is fire into the side of a formation. The enfilade zone is defined by drawing imaginary lines out from the front and rear edge of the formation. |
Flank |
The flank of a unit is defined as the area to the side of the unit that is outside the units firing arc. The arc for cavalry is 45° off the front corners. |
Formations |
Infantry may assume any of the following formations:
Cavalry may use the following formations:
Artillery is either limbered or unlimbered. |
General Order |
General Order - General order represents the disorder caused by moving troops through broken terrain that are not trained to operate in open order. Also, any unit that becomes disordered automatically assumes general order. Some irregular troops must always be in general order. These units are listed in the national appendixes |
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Independent Unit |
Independent units are those that have been detached from their parent division to perform specific tasks. Some examples are cavalry regiments detached to cover possible enemy approach routes, or units detached to defend towns or the like. Usually, it would be light cavalry or light infantry that would be detached like this. Independent units must use Local Initiative to activate during the turn. |
Permanent Loss |
A Permanent Loss reflects the loss of manpower that cannot be recovered on the battlefield. This may be through deaths, serious wounds or even desertions. When a unit receives its third (or multiple of three) Casualty Step, they become one Permanent Loss. |
Relative Position |
Relative Position is used to determine whether or not units may be moved together on the same activation die roll. As with most rules, this means that if unit "A" begins the move at the right f unit "B," it must end its move at the right of unit "B." Where Relative Position differs in these rules is distance. Units must maintain the same distance from one another as well as position. So, if a 1-inch gap exists prior to movement, a 1-inch gap must exist at the end of movement. Note that this means that the deployment of troops will no longer be a one-turn proposition except for the best of armies. |
Skirmish Combat |
Skirmish Combat takes place at the beginning of the turn and represents the "little war" that takes place between the lines of formed troops. |
Skirmishers |
The use of open order formations has been completely abstracted in these rules. This was done to remove the necessity of division or better commanders deciding the exact actions of individual companies (something that I have always believed to be beneath their notice). Skirmish screens are covered in the Skirmish Combat rules, and other uses of open order are built into the abilities of units capable of using open order formations. |
Town Blocks |
All built up areas are defined by 4 by 4-inch square "blocks." A single block might represent a farm or monastery. Two blocks a small village or hamlet. More than two blocks would represent large villages, towns and even cities. Regardless of what the blocks represent, only four stands of infantry may occupy a block. Of the four stands, only two may defend any given face. Note: the mechanics of town fighting will be presented throughout the rules. |
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Copyright @ 1992 by Dan Brown. All rights reserved. |