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© Alberto Giorgi

Reaction without Reactivity test

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Fire

Example: 

 

A is attacking but not charging. It will receive two shots from the infantry and four from the artillery canister. Being cavalry, from the losses suffered by the canister, will be entitled to the saving throw 1, 2.

 This can affect the attacking unit. It can, for example, bring the workforce below the limit, reducing their combat capacity or even curbing the impetus of a charge; with two or more losses, it is likely to be shaken. For this reason, all losses are removed and the effects are defined before calculating the result of the melee.  

Flee

To flee. Another possibility, in addition to carrying out the fire, was to flee at high speed. In these cases, the unit, rolls 2 dice (infantry, gunners) or 4 (cavalry) without having to pass the test, and moves for the distance obtained from the sum of the dice. The unit escapes with the back to the enemy. Infantry and gunners must take the escape route only in a straight line, avoiding friendly units. By passing the reactivity test, as we will see later, it will be possible to perform other actions before escaping.

Under attack

The most common defense reaction from a melee attack is to wait for the enemy to approach and shoot at the right time, hoping to cause considerable losses or exhaust his morale. According to our rules, whenever there is a melee attack, all defending units, that have the enemy within their range (for the artillery only the Canister) can shoot as they were engaged in an ordinary fire even if they aren't direct involved. 

Reactivity test

In many cases, the unit can decide a tactic different from the previous ones; fall back keeping the front, counterattack, shoot before fleeing, or change the formation. These choices are difficult to make and an incorrect calculation or a delay can compromise the success of the defensive action.

 

The ability to react differently than fire and flight, in our case, will be given mainly by the reactivity index, which is the speed of the unit to respond to situations of stress. The index represents not only the discipline, but also the type of training, the role of the unit, the determination, the cold-bloodedness, the organization of its military cadres and the character of the body.

 

Sometimes, the combination of these factors can give rise to unexpected results; for example, the Cuirassiers, although very well trained, do not automatically have a high reaction speed while the Hussars, although often unruly, have an excellent reaction rate due to their function and training.

 

After declaring the orders, the player tries to pass the reactivity test (extract a number equal or lower reactivity index). If the result is positive the dice will be thrown again according to the preferred option. If the result is negative the unit will performs only the first (green) of the two actions or remains inactive.

 

Escape: The sum of the values obtained by the pull of 2 D6 tells us how many centimetres the unit can move. If the reaction test is passed the unit can keep the forehead or intervene in an already formed melee. 

 

Fire and If the reaction test is passed the unit can fall to the ground (only for infantry in Skirmish and artillery), forcing the enemy cavalry to overtake them in the current move and losing only one soldier instead of two for each base.

 

Light infantry can fire and If the reaction test is passed it attempts retreat by rolling two six-sided dice. The sum of the values obtained tells us how many centimeters he can escape.

 

The gunners can fire a canister and If the reaction test is passed they throw two six-sided dice to escape in open formation by abandoning the guns. The sum of the dice tells us how many centimeters the gunners can escape. In this way the cannons can make an extreme fire and shelter in a square or behind a friendly unit in formation placed in the immediate vicinity. 

 

Gunners attach the cannons to the tow and If the reaction test is passed artillerymen escape with the cannons. In this case it renounces the canister and hooks the cannons to the tow. If the Artillerymen wins the test, they throws two six-sided dice to escape by bringing the cannons with them.

 

The cavalry, throws four dice to flee, during the attack even if it is not directly threatened. If the reaction test is passed, can counter-attack or intercept an enemy unitMoves as many centimeters as the sum of the numbers drawn. If the Cavalry that counterattacks travels at least 20 cm in a straight line, it can charge. If the charge fails, it can still prevent the enemy cavalry from doing so by "stealing" the necessary distance to reach it. If A no longer has enough distance to charge, it will lose the charge bonus (+2 for light cavalry, +3 for medium cavalry and +4 for heavy cavalry). If it is intercepting the enemy unit, and does not get enough cm with the dice, its attack goes empty along the inches obtained, and the enemy completes the attack.

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Reaction in the wood

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Value

Intervene in a melee

To calculate the faction score and proceed to the differential, 1 point is added to the value of melee for each company within the forest involved (actually in contact). Allied Companies under attack, without having to pass the test, can intervene in an already formed melee. Each battalion rolls one dice and moves the companies as many cm as the result obtained. The companies can be added to the melee by  moving the corresponding result.  

If it reaches an enemy company it can participate in the melee contributing to the value of hand to hand by adding 1 point for each company. Infantry units with different values can fight together. In this case the company "command" (which will give the starting value) will be decided by the player and will also be the one that will receive the first losses. Inside the woods, the rules of flank or shoulder combat are not valid.

Melee in the wood

If attached in hand to hand, defender can shoot (as a reaction) and accept the clash, or win the test of reactivity, shoot and throw one dice to recede (or to attack) till the result of the die. 

As further options ... 

In these two cases you only need the reactivity test by rolling a dice.

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Attempt to form a square

Square formed

Failed square

The reactivity index is increased by 1 if the defender unit is in column, by 1 if the attacker unit is sighted over 20 cm, -1 if the formation is shaken and -1 if it is understaffed.

If the test fails, the unit is caught unprepared. The attacker eliminates 2 soldiers for each attacking base and the survivors are routed.

The infantry (light or heavy) attempts to form a square.To form the square must extract a number equal to or less than the index.

Turn towards the enemy

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Turn the column

Test passed

Test failed

The infantry or cavalry, if attacked from the side (only if in a column) or from the back, can try to turn towards the enemy. To change the forehead it will have to extract a number equal to or less than the reactivity index.

The reactivity index is reduced by 1 if the attacking unit is cavalry. If the defender test pass, the unit is caught frontally. 

If the test fails, the unit is caught unprepared. The attacker eliminates 2 soldiers for each attacking base and the survivors are routed.

Countercharge example

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Cuirassiers charge

Cuirassiers are charging Scots Greys and the distance between the two units is 30 cm. Right now, they might charge. The latter decides to attempt the counterattack. After the Reactivity test is passed, roll four six-sided dice to get 2, 1, 3, and 5 = 11. 

Scots Greys react

Therefore, they move 11 cm and will not reach the charge (being at least 20 cm necessary) but counterattack and intercept the knights before they reach the charge. Both cavalries will collide at a trot; 7 (Scots) Vs 7 (Cuirassiers) = 0

Example attempt to square

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Failed square

Tries to form a Square (with the Reactivity test) and gets 3 with the dice. The Infantry fails the test, it is caught unprepared and twelve soldiers are eliminated. 

Lancers attack

The Lancers launch an attack 19 cm away. The Line infantry has the reactivity index of 2 (3– 1 of penalty because sees the Cavalry under the distance of 20 cm).

Escape example

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Hussars attack

A squadron of Hussars is 32 cm away from the infantry (the distance shown below is not in scale) and has the possibility of reaching the infantry with the charge. We have to calculate the strengths (we will see later how to do it). The cavalry has 5 + 2 (for the charge) = 7 combat points, while, the infantry has 3 points. Infantry has the option, to fire, to test for Square or to retract. If it fires, and it has one positive result, the cavalry loses only one knight, not enough to stop the charge, making them understrength. To Square or to pass the reactivity test to retract is quite risky. The infantry, then, decides to route without the Reactivity test.

Failed escape

The infantry rolls two six-sided dice, hoping to cause the charge to fail but has two unfortunate shots and gets 1, and 2. It, therefore, route only 3 cm. Not enough to escape the assault. 

 

The Light cavalry orders the charge and reaches the infantry. Captures it on the rear and eliminate six soldiers. As there is only one infantry base left, it is removed. If the infantry had obtained a 6 instead of 3, the cavalry would have stopped within 30 cm and the infantry would be safe. The next movement phase the infantry would escape away from cavalry or it could line up in square.

© Alberto Giorgi