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© Alberto Giorgi

Artillery fire

The most common and important of the period and in our game is the 0 rise. The ball fired by the cannon would bounce several times at human height until the end of the range. To calculate the losses caused on the enemy you roll as many six-sided dice as there are soldiers crossed a prepared wood rod. For every 1, 2 and 3 in the near sector, 1 and 2 at medium distance and 1 in the long one, a soldier is eliminated. If the same unit falls simultaneously in two sectors, the closest one always prevails. The unit sheltered carries the rescue shot for every hit.

 

Even though this was the most common artillery shot, the rules provides for bell raising shots, different types of projectiles such as the canister and shrapnel and different types of artillery such as Howitzers or Congreve rockets.

Infantry and Cavalry fire

The Line infantry, rolls one die for every two bases aligned against a target within 20 cm. The Line always pulls in a straight line perpendicular to the enemy. The Light infantry in skirmish has a better range and can fire in any direction around each base. For each outcome (dice-deduction) less than or equal to the fire point on the list, the shot has the equivalent of 1 enemy soldier killed; otherwise, the chance is unsuccessful.

 

Muskets Up to 20 cm 8”

 

Carbine (Cavalry on horseback) Up to 20 cm 8”

 

Light infantry Up to 30 cm 12”

 

Light elite Up to 40 cm 15”

 

Grenadiers and Guards in close formation must get 1, 2, 3 or 4

 

Infantry in close formation to hit must get 1, 2 or 3

 

The militia or irregular troops must get 1 or 2

 

Light infantry in skirmish to hit must get 1 or 2

 

Guerrilla in Peninsular area must get 1

 

Cavalry (Dragons, Hussars, Hunters) must extract 1

© Alberto Giorgi