
© Alberto Giorgi



In our game the resolution of an attack is calculated only on the basis of the reactivity index of the square. Basically about his ability to keep a cool head and, on unpredictable fortuitous events represented by the roll of the dice, such as the episode of a falling horse that opens a gap in the formation or soldiers who panic. British infantry, for example, has (+ 4). To break the square, the attacking Cavalry must throw three dice and simultaneously get three numbers higher than the reactivity index. Against a Militia, for example, must draw three dice of more than 2. It has no relevance in this case the type of cavalry. If the cavalry is charging it has a bonus of 1 on the result of one die (only one of the three).
The best tactical disposition to defend against cavalry is the square. It makes it impossible for the cavalry to get around and very difficult to break through. The first line is formed by soldiers on their knees with bayonets attached and this creates an insurmountable wall for horses. Cavalry, on the other hand, has little to fear, except for the possible fire of a very small second line. The cavalry, both in line and in column, can attack a square with no more than one unit.To break the square, the Cavalry must throw three dice and simultaneously get three numbers higher than the reactivity index. In the example above, the outcomes of the dice are: 5, 6 and 5. The cavalry break the square. It then eliminates eight enemy soldiers.
If the cavalry exceed with all the three dice the value of the reactivity index of the infantry, it breaks the square and will eliminate 2 soldiers for each knight (for first the soldiers making for the square and for second those eventually in protection inside it). The survivors will flee en route. In the example below the British infantry has (+ 4) as reactivity. For every loss suffered in the current move the index of a die is reduced by 1. In practice, if a square of line infantry suffers two losses from artillery in the current move, the score to exceed will be 4 with a dice and 3 with the other two ones.



To break the square, the Cavalry must throw three dice and simultaneously get three numbers higher than the reactivity index. In the example above, the outcomes of the dice are: 5, 6 and 1.
Cavalry is on open order, has its own melee value reduced by -1, and to return to a close tactical formation, cavalry must move away from the enemy infantry fire or canister and to stops itself one movement phase.
The cavalry don't break the square. In this case, the cavalry must move back or advance up to a maximum of 20 cms (chosen by the attacker).
© Alberto Giorgi