BATTLEFIELD SEGMENT
Play can be on a square grid or hex grid.
Terrain types include:
Terrain: Notes:
Open -
Forest Units get +1 to Skirmish Checks
Marsh Units get -2 to Battle Checks
River Units get -4 to Battle Checks
Hills Units get +1 to Battle Checks
Mountains Units get +2 to Battle Checks
Mountain Peaks Impassable
Mountain Pass Unit gets +4 to Battle Checks
Lake/Sea Impassable unless using house rules for boats
Note: Cavalry can only move 2 spaces per turn in open terrain, otherwise
They are reduced to 1 space per turn.
DEPLOY FORCES SEGMENT
Designate player A & player B
1D6 Result:
1-2 Player A Sets up first
3-4 Both set up simultaneously behind screens
5-6 Player B Sets up first
Place your units on your side of the map as you like.
Or deploy per Scenario details.
TURN SEQUENCE
Players take turns.
Each turn has 12 phases:
Morale Phase
Rally Phase
Momentum Phase
Skirmish Phase
Cohesion Phase
Aggression Phase
Communications Phase
Initiative Phase
Orders Phase
Disengage Phase
Movement Phase
Battle Phase
MORALE PHASE
Make a Morale Check for each of your Units adjacent to enemy units.
1D10 Result:
1-3 Panic
4-5 Shaken
6-8 Good Morale
9+ Excellent Morale
A Panicked Unit will Rout this turn.
A Shaken Unit must attempt to Disengage this turn if it is
adjacent to an enemy unit.
Common Modifiers to the Morale Check:
-1 Green or Conscript Unit
+1 Veteran Unit
+2 Elite Unit
-2 if Commander lost
+1 if unit rallied last Turn
-1 if unit has lost Cohesion
-1 if nearest friendly unit routed or panicked this or last turn
+1 if nearest enemy unit routed or panicked this or last turn
+1 if unit is Reinforced
-1 if being flanked
+1 if Unit has Excellent Morale from last turn
-1 if Unit Shaken from last turn
-2 if being attacked in Rear
+1 if flanking an enemy unit
+2 if attacking enemy unit in the rear
+1 if Unit is winning combat
-2 if unit is losing combat
-1 if Unit is more than 4 spaces from your General
-2 if Unit is more than 2 spaces away from any Friendly Unit
RALLY PHASE
Every Routing Unit must make a Rally Check:
1D10 Result:
1-7 The Unit is lost. Remove it from play
8+ The Unit Rallies and remains in play
Common Modifiers to the Rally Check:
Same as a Morale Check.
MOMENTUM PHASE
Every Unit must make a Momentum Check:
1D10 Result:
1-2 The Unit must continue doing what it did last turn
3+ The Unit may be given new orders this turn
Common Modifiers to the Momentum Check:
-2 if unit is more than 4 spaces from your General
+1 if the unit is Waiting
-2 if unit is Moving (Continue in same direction)
-4 if unit is in Combat (Will Continue fighting if possible)
-1 if unit has lost Cohesion
SKIRMISH PHASE
If not in combat but within 2 spaces of an enemy unit your
Unit may make a Skirmish Check:
1D10 Result:
1-6 Your skirmishers have no effect
7+ One opposing unit within 2 spaces is Harassed
Note: A Unit already in combat cannot also have harassed status.
COHESION PHASE
Every Unit must make a Cohesion Check:
1D10 Result:
1-2 The Unit has lost Cohesion (is now a disorganized mob)
3+ The Unit has retained Cohesion (organized Ranks)
Common Modifiers to the Cohesion Check:
+1 if the unit is Waiting
-2 if unit is Moving
-4 if unit is in Combat
-1 if unit has lost Cohesion (last turn)
-2 if unit is Harassed
+1 if unit is Reinforced
-1 Green or Conscript Unit
+1 Veteran Unit
+2 Elite Unit
-2 if Commander lost
AGGRESSION PHASE
Every Unit must make an Aggression (Discipline) Check:
1D10 Result:
1-2 The Unit if not panicked, must move towards & attack nearest enemy unit if possible
3+ The Unit may be given new orders this turn
Common Modifiers to the Aggression Check:
+2 if no enemy within 2 spaces
-2 if unit is Harassed
-1 if unit has lost Cohesion
-4 if enemy unit just disengaged from this unit (This unit will Pursue)
COMMUNICATIONS PHASE
Make a Communication Check for each of your Units.
1D10 Result Notes:
1-3 Missing Orders The Unit cannot be given Orders this turn
4+ Orders Delivered The Unit may be given Orders this Turn
Orders are delivered by a variety of signals: Flags, Messengers, Horns, Drums, etc.
A unit that fails to get orders is ignorant of what it is supposed to do.
Common Modifiers to Communications Check:
+1 during First 2 turns of Battle
+1 if Unit has not done any fighting yet
-1 if Unit has lost it’s Commander
-1 if unit has lost Cohesion
-1 if Unit is currently Fighting or Moving at Top Speed
-1 if Unit if Unit is more than 4 spaces from your General
-2 if Unit is more than 2 spaces away from any Friendly Unit
INITIATIVE PHASE
Make an Initiative Check for each Unit that failed its Communication Check:
1D10 Result:
1-5 The Unit Commander shows no Initiative:
The Unit must Wait or continue fighting if in Combat
6-7 The Unit Commander decides to Attack:
The Unit, if not panicked, must move towards & attack nearest enemy unit if possible
8+ The Unit Commander makes a good Decision:
The Unit may be given Orders this Turn.
Note: Skip this Check if Unit Commander Killed.
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