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36e8cba5-6af0-47b8-b190-541d8ef6d570

© Alberto Giorgi

Basic rules

The line infantry fires by rolling a die every two adjacent companies. It kills a soldier with 1, 2, and 3

 

The light infantry shoots by rolling a dice each company (base of 2 or 3 soldiers) and kills with 1 and 2

 

Cannons may fire in the following ways:

 

Raise 0: Roll 1 die for each soldier crossed by the bar. If located in the neighboring sector it kills with 1, 2, 3. If located in the middle sector it kills with 1 and 2 and if located in the far sector it kills with 1. Against the square pull 3 dice.

 

Canister: They roll four dice against the nearest unit within the range of the Canister.

 

The howitzers: they throw 2 dice and hit with 1 and 2. They shoot like a bell bypassing any protection.

 

The unit sheltered or in a favorable tactical situation rolls one dice for each soldier shot.              

 

Units on a higher level curve are saved with 1

 

The units behind a light shelter are saved with 1 and 2

 

The units behind a low heavy shelter are saved with 1, 2 and 3

 

The units behind a high heavy shelter are saved with 1, 2, 3 and 4

 

The infantry in open order or cavalry that suffers the canister is saved with 1 and 2

 

Artillery deployed to fire is saved with 1 and 2

 

The units in the woods are saved with 1, 2 and 3

 

The infantry in open order behind a light shelter is saved with 1, 2 and 3

 

Artillery deployed to fire behind a light shelter is saved with 1, 2 and 3

 

The infantry in open order behind a heavy shelter is saved with 1, 2, 3 and 4

 

Artillery deployed to fire behind heavy shelter is saved with 1, 2, 3 and 4

 

How to fight in melee: You give a value to the attacker and one to the defender based on the following table: Grenadiers 4 - Line Infantry 3 - Light Infantry 2 - Artillery 0 - Light Cavalry 5 - Average Cavalry 6 - Heavy Cavalry 7.

 

The following Bonuses or Malus are added to or subtracted from these values:

 

Elevated position 0,5 basis points - Light cover 0,5 base points - Low wall 0,5 base points - Heavy cover 1 base point - Inside the forest 1 base point - Infantry in charge 1 point per unit, Cavalry in charge for each unit: 2 points for the light one, 3 points for the medium one and 4 points for the heavy one - Inside a building the value of the unit is doubled - The understaff units (with less than four bases) have a malus of - 1 for each unit. If you attack a company in skirmish or in open order stopping and bringing to the bottom of the attack, en route, from the back, or side, this loses 2 soldiers and the possible rest is routed. If you intercept and pass continuing the attack, this loses 1 soldier and keeps the position.

 

You roll two dice and cross their sum in the melee chart with the differential Attack-Defense.

 

The result will tell us in the row of the attacker and that of the defender the number of soldiers eliminated and the moral reaction to hand-to-hand that can be: R1 (Retreat - keeps the front to the enemy and back 50% of the whole movement. R2 (Route - keeps his back to the enemy and moves unit speed + D6 for infantry and 2D6 for cavalry) - Advance AV The winning unit moves half of its movement over the line of confrontation - BTBreakthrough The unit breaks the forehead and continues a complete move anticipating the next movement.

 

If the unit (Infantry or Cavalry) is below the four bases it has -1 in its usual value of melee.

 

Every 2 soldiers lost in the same turn the unit must perform the reactivity test. If the unit loses the test, it becomes shaken. Being shaken it has -1 in the melee value until it is reformed.

© Alberto Giorgi