The Mechanics of a Charge

There are two charts used for a charge, one for targets in the open and one for targets that are in cover.

Regardless of the chart used, the mechanics are the same.

  1. The attacker declares the unit that is to charge and the intended target. The attacker also must roll to activate the charging unit.
  2. The charging unit is moved to 4-inches from the intended target (it remains stationary if already at or inside 4-inches).
  3. If the defender is light cavalry being charged by heavy cavalry, or the defender is artillery, the decision to evade is made at this time.
  4. The defender, infantry or artillery, must roll Fire Discipline. If the defender passes, the attacker moves 1-inch closer and this step is repeated. This continues until either the defender fires or the attacker comes to 1-inch of the target at which time the defender fires.
  5. Both the attacker and the defender roll their class dice and modify them. The defender’s modified roll is subtracted from the attacker’s modified roll with the resulting number found on the charge chart to determine the result of the charge.

If the result is Firefight, both sides are in Firefight status. Attacking cavalry that gets a result of -7 to 2 halts just outside 4-inch and is blown. Cavalry may never charge a target that is in cover.

Cavalry does not firefight. Therefore, if the result of a charge involving cavalry is firefight, shift the result inward (MELEE) if a purely cavalry action, or outward if infantry is involved.

NOTE: Cavalry units do not have to remain within 4" of facing infantry or artillery. Cavalry always has the option of ajusting its position to be outside 4".

CHARGE IN OPEN

CHARGE IN COVER

11+ The defender rolls 1d10 to determine the percentage of the unit which surrenders. The remaining figures rout. Attacker may occupy.
9 to 10 Defender routs. Attacker may continue.
7 to 8 Defender falls back broken. Attacker may occupy and fire.
5 to 6 Defender recoils disordered. Attacker may occupy and fire.
3 to 4 Defender recoils 2". Attacker may occupy and fire.
1 to 2 FIREFIGHT
0 MELEE!
-1 to -2 FIREFIGHT
-3 to -4 Attacker halts at 3" and may fire.
-5 to -7 Attacker staggers to a halt at 4", disordered and may fire.
-8 to -9 Attacker is thrown back broken
-10 to -11 Attacker disintegrates into a rout
-12+ The attacker rolls 1d10 to determine the percentage of the unit which surrenders. The remaining figures rout.
11+ The defender rolls 1d10 to determine the percentage of the unit which surrenders. The remaining figures rout. Attacker may occupy.
10 Defender routs. Attacker may continue.
9 Defender falls back broken. Attacker may occupy and fire.
8 Defender recoils disordered. Attacker may occupy and fire.
7 Defender recoils 2". Attacker may occupy and fire.
6 FIREFIGHT
0 to 5 MELEE!
-1 to -2 FIREFIGHT
-3 to -4 Attacker halts at 3" and may fire.
-5 to -7 Attacker staggers to a halt at 4", disordered and may fire.
-8 to -9 Attacker is thrown back broken
-10 to -11 Attacker disintegrates into a rout
-12+ The attacker rolls 1d10 to determine the percentage of the unit which surrenders. The remaining figures rout.

CHARGE MODIFIERS

ATTACKER

DEFENDER

Shaken -2
Disordered -4
Standing Cav. -3
Rout/Broken NA
Closing Cas. ea. 10% -2
1.5x Mass +2
2x Mass +3
3x Mass +4
4x Mass +5
Charging Downhill +1
Cav. vs Inf. Line +6
Cav. vs Inf. Column +4
Cav. vs Square -5
Cav vs Closed Column -2
Hv. Cav. vs Lt. Cav. +4
Inf. vs Square +4
Leader Attached +IL
Charging Flank +6
Charging Rear +8
CW difference, ea +/-1
Shaken -2
Disordered -4
Rout/Broken -9
1.5x Mass +2
2x Mass +3
3x Mass +4
4x Mass +5
Secure Flanks, ea +1
General Order -2
In Light Cover +1
In Medium Cover +3
In Heavy Cover +5

Mechanics Of The Melee

The method of fighting the actual melee is simple and bloody. Both sides roll 1d10 and add their melee modifier. The high modified roll wins. The loser takes the difference in the modified rolls in casualty steps and the winner takes the difference in the unmodified rolls. Both sides then check morale and if neither side retreats, the melee continues next turn.

Any unit that is in melee is considered Disordered.

Pursuit

There is no pursuit allowed from a melee. No pursuit is allowed if the defender was in cover. Both infantry and cavalry may continue a charge if the distance from the position occupied to the next target is 5-inches or less (a result of 3 to 4 does not allow pursuit). A charge that is continued is dealt with as any other charge, except that the defender is considered to be In Smoke for purposes of fire discipline.

Cavalry may "ride down" infantry that loses a charge in the area set off by the obnoxious red. Prior to the retreat a round of melee is fought with the infantry’s melee modifier reduced by 8.

Charges and Melee Within Towns

To begin with, units that are charging into towns are treated normally. Once troops are IN town, all town rules are in effect.

Fighting in towns was a brutal affair between mobs of men with little or no unit cohesion. Thus, charges are conducted by the troops in one block against troops in another block regardless of actual units. All stands within a block need not be part of the charge. The CW of the charging troops is the average of the involved stands. Casualties from melees are spread out over all stands involved.

Copyright @ 1992 by Dan Brown. All rights reserved.