Sharp Practice V2
February 21, 2017 | Author: Wudstove | Category: N/A
Short Description
Black powder wargames rule set...
Description
Introduction
When we published Sharp Practice in 2008, the rules filled the gap between skirmish games using a handful of figures a side and those rule sets which were on the side of the big battalions. Sharp Practice focussed on the exploits of heroic leaders whose derring‐do and bravery would become the stuff of legend. Every table‐top battle had an exciting narrative which developed as the game progressed. This second edition remains true to the original. Many of the mechanisms have changed or have been heavily streamlined, but the game still has the feel and charm of the original. The rules are set out in three parts for ease of use. Firstly we have an overview of what you will need in order to get started and a description of how troops fight. It’s a good idea to read this section before you start playing. It will help you understand some of the key rules and concepts. Next are the rules themselves. These are intuitive and simple to remember, so that you can focus on the command decisions that make the game interesting and challenging. Command & Control is the most important part of the game, so take care to understand how it works. Finally, the Appendix section covers the scenarios and the Army lists which allow you to select your forces and get the game on the table and start playing. You can use any scale of figure to play Sharp Practice, from the diminutive 10mm to the grandiose 40mm, depending on your budget, preferences and eye‐sight. The rules are illustrated with 28mm figures from our collection and those of friends, as
this is the scale we enjoy gaming in. To the best of our knowledge the figures used are from Black Scorpion Miniatures, Front Rank, Perry Miniatures, Victrix and Wargames Foundry. Thanks to them for their permission to use photographs of their fabulous models. Our thanks go to the army of play‐testers and proof‐readers in Australia, the United States and the United Kingdom. Particular thanks goes to Pat Connor, Ade Deacon, Jon Davenport, Mike “the Welsh Wizzard” Hobbs, Wee Derek Hodge, Jim Ibbotson, Matt Slade, and many others who were subjected to the rigours of getting the rules into shape. Additional thanks, as always, to Nick Skinner for being a superb sounding board (he’s large enough!), the Lard Island Crew for their tireless work and Gareth Beamish, Dougie Trail, Steve Thomson and, once again, Jim Ibbotson for their fantastic models in the photographs. Finally, thanks to you for buying the rules. As we said in the original version, if all else fails, remember that it is better to die bravely than a coward, but sometimes dying humorously can be better still. We hope you have as much fun with Sharp Practice as we have. Richard Clarke Lard Island April 2016
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Introdu uction Contents
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PART ONE – THE GAME OVERRVIEW Before You Begin Hardware, Cards or Ch hips, Marke rs ound Rules The Gro Ground Scaale, Time Sccale, Force O Organisation, Unit Integrity, The Unexpeected, Roun nding Dice, Common Terms Your Arrmy Types of Trroops, Unit Rosters, Fo rce Leaderss, The Drill M Manual Prepariing to Play The Battleffield, Terrain n & Visibilitty, The Final Touches
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PART TW WO – THE RULES 1 2 3 4 5 6
Beginning Y Your Game Forcce Morale, Deploymennt Points
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Command & Control Turn n Sequence e, Leader Iniitiative, Dep ploying onto o the Table
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Command Cards Playying Commaand Cards, R Random Events, Chaptter Ends
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Movementt Troo op Moveme ent, Formattions, Terrain and Movvement Treaasure, Cavalry Movem ent
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Firing Iden ntifying a Taarget, Who Can Fire? H How to Fire e, Arseenal Table
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Shock App plication of Shock
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Fisticuffs Who Fights, Terrain in Fisticuffs, Resolving Fisticuffs
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Force Morale Testing Force Morale
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Adding Characters Leaders, Officers & Gentlemen, Foreign Johnnies, Minor Characters, Affaire de Couer
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Tasks Task Values, Specialist Tasks, Derring‐Do, En Garde!
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PART THREE – THE APPENDICES Appendix A, The Scenarios Assembling Your Forces, Playing Your Game, Setting Up Your Table, Choosing Your Scenario, More Character? Appendix B, The Army Lists The Generic Support List, The Army Lists French Indian War American War of Independence The Peninsular War The American Civil War The Indian Mutiny Index
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To play Sharp Practice you’ll need the rules, a couple of opposing forces and a suitable surface to game on. There is no fixed ground scale in Sharp Practice. If you are playing with 10mm figures or smaller, we suggest that you use centimetres instead of inches. How you base your figures is entirely up to you. During the game you will need to remove individual figures, or at least have some way of tracking casualties if you are using multiple bases. We use individual figures on sabot bases to make it easier to move them during play. In some games, one figure is one man, while in other games a few Groups of figures might represent a larger body of men, such as a Company. Generally one figure represents between one and five real men, but the scale is always flexible in the same way that television dramas will often use fifty or sixty men to represent a battalion. The core force for Sharp Practice is around forty to fifty figures. A player then chooses from a number of additional support options.
In Appendix B, Army Lists, there are forces for some of the most popular conflicts of the black powder era, from the Seven Years War through to the American Civil War. We will cover other conflicts in future publications.
A 6’ by 4’ table is ideal if you are playing in inches. With smaller 6mm or 10mm figures you can use an area of around 70cm by 50cm and play in centimetres.
HARDWARE Sharp Practice uses six‐sided dice marked 1 to 6 with numbers or pips. We refer to these as D6. Sometimes the rules call for you to roll more than one dice. This is indicated by a number before the D6, such as 2D6 or 3D6. Around a dozen or so D6 should do, but having a few more is always useful. If you don’t have enough dice, roll as many as you have, note the number of successful rolls, then roll again to make up the balance. You will also need a tape measure in inches (or centimetres if using 6mm or 10mm figures) to measure how far your troops move and weapon ranges. It is perfectly acceptable to measure ranges and distances
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during play, before you decide what you are going to do in your Turn.
Wild Cards or the Chips are Down? In Sharp Practice, the order of play is determined randomly by either dealing cards from a deck or pulling chips from a bag, box or other suitable container.
We have produced a set of game tokens to make this easy. These are available from our web site.
Whether you use cards or chips is entirely your choice; there are keen supporters of both methods. Whichever you choose, we can provide both options.
Markers In Sharp Practice, morale is represented by a system of Shock which needs to be tracked for each Group on the table. We use micro‐ dice for this, but some gamers prefer to use counters, or to create specific markers with wounded figures, rocks or discarded equipment, to indicate a Group’s current status. Broken Groups also need to be marked.
Sometimes you will want to keep track of just what your troops are doing. Are they loaded or unloaded, have they presented their weapons or are they firing in an uncontrolled manner?
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Before we get into how to play Sharp Practice, let’s have a look at some of the basics to give you a better understanding of how the rules work. GROUND SCALE Sharp Practice is a heroic representation of warfare rather than a precise simulation. The movement rates and weapon ranges are designed to be practical and look good with 15mm and 28mm figures. If you need a guideline for designing your scenarios, then the scale of 12” on the tabletop being equal to 50 yards in reality is not a bad yard stick. TIME SCALE A game of Sharp Practice is like reading a book. The action moves from one key moment to another with no respect for time. However, each Turn is sufficiently long enough for troops to stand, reload and fire, which is around thirty seconds. The Chapter End represents a longer lull in the action when our figures take a breather before setting to once again.
FORCE ORGANISATION Sharp Practice is a game all about Leaders. They are the heroes of the battlefield, who lead the way to victory through their inspiration and bravery. Our ordinary figures operate in Groups. A Group will be between six and ten figures for regular troops, and twelve figures for Irregular or Tribal forces. A Group of men has no organisation or Formation. When two or more Groups are brought together by a Leader they are in Formation. Formations are more rigid bodies and operate in one of the formations from the Drill Manual. They are easier to command than individual Groups and will share the effect of hits from fighting or firing against them, making them more resilient in the face of the enemy. You can form smaller Groups in Sharp Practice. A single figure on sentry duty is a one figure Group, while two, three or four figures detached off from a Group for a specific task, such as scouting out an objective, will be another Group. These ad hoc Groups automatically re‐join their parent Group when either moves within 2” of the other. UNIT INTEGRITY This is a skirmish game, so we are interested in where our models are in relation to friends and enemy. For a model soldier to be part of a Group it must be within 2” of at least one other figure in that Group. A figure, or Group of figures, who are more than 2” from the rest of their Group become a separate Group. This can happen if the figures move away from their parent Group or if intervening figures become casualties. When either Group moves back within 2” of the other, they automatically become one Group again.
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Groups in a Formation must remain in base to base contact with each other, or as close as is possible with the models being used. Each rank must form a straight line. THE UNEXPECTED From time to time, something can come up which is not covered in the rules. When this happens, think about what is and isn’t possible in real life. Discuss it with your opponent and come to an amicable agreement. Sharp Practice is a game where gentlemanly conduct is above all else. Try to remember that in the heat of battle. ROUNDING THE DICE Sometimes you will need to add, subtract or use a proportion of the dice available. You should always round up if the result is not a whole number of dice. COMMON TERMS Throughout Sharp Practice you will find that certain key terms are repeated. The following are the most commonly used.
Attached: A Leader is attached to a Group as long as he remains within 2” of it. He can only be attached to one Group at a time.
Broken: (See Section 6, Shock). If a Group’s Shock is double, or more, the number of figures in the Group ‐ including Leaders ‐ it will break. It immediately retires 6” plus a further 2D6” directly away from the enemy. Any attached Leaders will retire with them. If, at the end of the Chapter, a Group has double or more Shock than the figures present, it will Rout from the table. Any Leader with them will also Rout. Chapter: (See section 3.3) Just like a book, a game of Sharp Practice has Chapters. These represent a significant break in the action when a range of possible dramatic events occur, such as troops routing from the table, burning buildings collapsing, and wounded Leaders recovering. A Chapter ends when the Tiffin card or chip is the first to come up in any Turn of play. Deployment Points: Deployment Points are markers which indicate the point, or points, on the table from which a force commander can deploy troops. The primary Deployment Point also represents a force’s line of
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communications and, potentially, retreat. It should be protected as its loss will have a negative effect on your Force Morale. Secondary Deployment Points provide greater flexibility of deployment and are normally present when a force has good local knowledge. These do not need to be protected in the same way as the primary Deployment Point.
Fisticuffs: (See Section 7, Fisticuffs). Fisticuffs takes place when two or more opposing Units come into contact with each other. It represents a violent fight which will oblige one side, or sometimes both, to withdraw. Force Morale: (See Section 8, Force Morale). In addition to the effect of Shock on individual Groups, Sharp Practice also tracks the morale of the force as a whole. This determines how well a force functions and when, potentially, it must leave the field. Formation: (See Section 4.2). A Formation is an Infantry, Cavalry or Artillery Unit made up of two or more Groups. Group: A Group is an Infantry or Cavalry Unit comprised of between six and twelve figures, or an artillery piece and its crew of five figures. Leader: (See Section 2). Leaders are the officers and NCOs who lead your force. Leaders use their Command Initiative to influence the figures around them. They are
key to keeping your figures operating effectively in the stress of battle. Leaders are ranked by Status, from Status I, the most junior, to the lofty heights of Status IV, a figure of some considerable standing. The higher a Leader’s Status, the more influence he may have on the battle. Rout: (see Section 6, Shock and 7, Fisticuffs). Groups Rout when they leave the table due to excess Shock at the end of a Chapter or if they are forced off the table during play. Shock: (See Section 6, Shock). Unit morale in Sharp Practice is represented by the accumulation of Shock. As Shock increases, performance will reduce proportionately. Shock is not permanent; it may be removed by a Leader rallying the Unit. Turn: A Turn represents the shortest period of time on the battlefield in which anything of substance can be achieved. Although Sharp Practice has no fixed time scale it is generally around thirty seconds. The length of a Turn is determined by the run of cards or chips as they are dealt or drawn. The Turn ends when the Tiffin card or chip is dealt or drawn and any Command Cards are played through. When a Turn ends, the cards or chips are shuffled before a new Turn begins. Unit: Used when referring to Groups or Formations where no specific Unit size or structure is relevant. So, when we say “any Unit can fire” it is just a simpler way of saying “any Group or Formation can fire”.
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A Force in Sharp Practice represents a detachment, possibly sent out on a mission or perhaps fighting as an independent column near the main Army. We have provided Army lists in Appendix B for the some of the main conflicts of the era of black powder, but how do you organise your troops and how do they fight? TYPES OF TROOPS There are a five troop types in Sharp Practice, each with their own strengths and weaknesses.
LINE TROOPS Line Troops are trained to stand in the line of battle and trade fire with the enemy. Most Line Troops fight in Groups of eight figures, Militia being the exception as they fight in Groups of ten men. Line Troops are further defined by their quality. Elite Elite troops are long‐service regulars who have been trained to operate at the peak of their capabilities. Elite troops can fire controlled volleys, are led by the best officers and NCOs and better able to maintain a Formation when moving through poor terrain.
Regulars Regulars are long‐service troops who have been trained to the standards of the period. They can usually fire controlled volleys, are led by professional officers and NCOs, and better able to maintain a Formation when moving through poor terrain. Conscripts & Volunteers Conscripts & Volunteers have been enlisted for the duration of the conflict. They may be enthusiastic but have received limited training. Conscripts & Volunteers are less able to fire controlled volleys or perform elaborate drill swiftly and maintain their Formations in poor terrain. Militia Militia are hastily raised troops with limited training and of suspect quality. Normally, their fire is uncontrolled, they have limited abilities in drill and their Formations are penalised when moving through poor terrain.
SKIRMISH TROOPS Skirmish Troops have been trained to operate in loose order to harass the enemy or screen friendly troops. While some Light troops may have been able to operate both in Line and as skirmishers, only Groups selected as Skirmish Troops are treated as such during a game. Skirmish Troops fight in Groups of six figures and are rated according to their training and abilities. All Skirmish Troops deploy in an open formation with up to 2” between men. In appearances a Skirmish Group will look almost identical to any other single Group, what is different is their training and abilities. Light Infantry Light Infantry are well‐trained troops who have been drilled for their particular task. They receive a bonus for all firing and make the best use of terrain. Light Infantry are trained to move and fire, gaining an additional movement dice.
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Light Infantry are trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them. However, if contacted Light Infantry are no walk‐over. Skirmishers Skirmishers are troops trained for this role but are likely to be part of a conscript force, or volunteers rather than professional troops. They are not keen to get too close to the enemy, but receive a bonus for firing at effective or long range. They make the best use of terrain, and are trained to move and fire, gaining an additional movement dice. Skirmishers are trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them. Irregular Skirmishers Irregular Skirmishers have little training but their experience makes them well‐suited to a more informal type of fighting, particularly harassing an enemy from the safety of cover.
Irregular Skirmishers receive a bonus for firing from cover at effective or long range and make the best use of terrain. Irregular Skirmishers are trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them.
MASS TROOPS Mass Troops have not been trained to fight in a regular or structured manner. They are normally irregulars with little or no concept of drill in the traditional sense, but are not inexperienced warriors. Mass Troops fight in Groups of 12 figures. There are three types of Mass Troops. Clans Clans are the best of the Non‐Regular Forces. They represent highly coherent social units based on a shared history or familial line and a culture of perpetual warfare. Clans normally benefit from an ability to move rapidly and are powerful opponents in Fisticuffs. Clans may use Close Column Formation. Tribes Tribes benefit from familial links similar to Clans, but they are more used to a peaceful existence and less warlike. Tribes benefit from an ability to move rapidly and can be powerful opponents in Fisticuffs. Tribes may use Close Column Formation.
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Wallahs These roughs, toughs and ne’er‐do‐wells are the lowest form of Mass Troops. From mobs of village peasants with a grievance to the sweepings of the bazaar or the drunken patrons of a saloon, all can be considered Wallahs. Wallahs do not normally have access to military equipment. They are just as likely to try to hit you over the head with a cricket bat as they are to shoot you. Where Wallahs do have firearms they only roll 1D6 for every two men in the Group. Often Wallahs will only be armed with hand‐to‐hand weapons which are only used in Fisticuffs. Wallahs may never operate in Formations.
CAVALRY TROOPS Cavalry are in Groups of 8 figures. They are rated by their function rather than quality. Scouting Cavalry Scouting Cavalry are ideal for reconnaissance and riding down stragglers but are less effective against formed troops or heavier cavalry. Scouting Cavalry includes Lancers, Chasseurs and Hussars. They always operate mounted and will never dismount during play. Impact Cavalry Impact Cavalry are the army’s heavy clunking fist, designed to overcome opponents by the shock of the charge. Impact Cavalry includes Cuirassiers and Heavy Dragoons, although in some theatres, such as North America, lighter types may be considered Impact Cavalry.
They always operate mounted and will never dismount during play. Dragoons Dragoons are specifically trained to operate in a mounted and dismounted role. Dismounted Dragoons operate in Groups of six figures and are treated as Skirmishers. They may begin the game either mounted or on foot. If mounted, they may dismount and remount during the game, but will always require two mounted men to be left to take charge of the horses. If they begin the game dismounted, they must remain so throughout play. Irregular Cavalry Often volunteers, supplying their own horses. Irregular Cavalry are useful to harass an enemy but lack the discipline of trained cavalry. Some Irregular Cavalry Groups favour the sabre, lance or even close‐quarter firearms combined with an attack, while others may prefer to dismount and fight on foot. When dismounted they will operate in Groups of six men and are treated as Irregular Skirmishers. They may begin the game either mounted or on foot. If mounted, they may dismount and remount during the game but will always require two mounted men to be left to take charge of the horses. If they begin the game dismounted, they must remain so throughout play.
ARTILLERY Artillery is one troop type. Depending on the training of the crew, the artillery has different abilities listed on the Unit Roster. Artillery crew are trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them.
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Unit Rosters Unit Rosters tell us a lot about the capabilities of our troops and give the ability to tailor the capabilities of a particular Unit to suit the scenario. They contain all the details we will need to know about our troops in order to get them to perform to the best of their abilities on the battlefield. Full Rosters for a variety of Armies and periods will be found in Appendix B. Here is a sample from the American War of Independence.
British Fusiliers to 1777 Type Points Value 7 Weapon Musket Size Formation First Fire Controlled Crashing Step Drill Volley volley Out Always Yes Yes 2 2 2 UNIT ROSTERS Sharp Practice uses Unit rosters to provide information about our troops. As well as the troop type and strength, the Rosters include such things as the weapon carried and any special abilities. It is the roster which fine‐ tunes our force to reflect each unit’s abilities. Name: This is the troop name. For example, in this case “British Fusiliers to 1777”. This Roster can only be used for troops of this type during the opening years of the War of Independence. Type: This is the type of troops in the Group. For Line Infantry Troops this is based on quality, for Cavalry and Skirmish Troops it describes their function or ability. Some troops can operate as Line Troops or Skirmishers, but they must remain in one role or the other for the duration of each game. Points Value: This shows the points cost of a single Group of these troops with no Leader present.
Regular 8 Characteristics Thin Red Line, Sharp Practice
Weapon: This the main weapon used by the troops. It is assumed that other weapons are carried, so where troops have muskets they will also have bayonets unless it is specifically noted that these are absent. Size: This is the number of figures in a Group at the start of the game. It does not include any Leaders attached to it during play. Formation: Some Groups can operate in Formations, some cannot and others may do so only when certain criteria are met. If the box is marked “No”, the Group can never join with others to form a Formation. Where it is marked “Always”, the Group is always able to form a Formation with other Groups. “No Shock” means that the Group may form a Formation with other Groups, but only where none of the Groups has any Shock when the Formation is created. First Fire: This indicates whether the Group gets a bonus when it first fires in a game. This is a simple “Yes” or “No”.
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Controlled Volley: Better drilled troops in a Formation with a frontage of two or more Groups can fire controlled volleys, maximising the effect of that firing at the cost of a slightly slower rate of fire. Where this box is marked “Yes”, a Formation of this troop type can fire Controlled Volleys throughout the whole game. “No” means that these troops can never fire controlled volleys. Where marked “First Only”, a Formation of this troop type can fire just one Controlled Volley in a game, its first volley. Crashing Volley: A Crashing Volley doubles the amount of Shock caused on the target Unit by that round of fire. It may only be fired by using Command Cards. Where the box is marked with a number, this is how many Command Cards are needed to fire a Crashing Volley. If the box has no number, no Crashing Volley can ever be fired by this Unit. Step Out: This reflects how enthusiastic or thrusting a Unit is. Step Out adds an additional D6 of movement to a Group or Formation for this Turn, so long as it is not undertaking a change of Formation. Where the box is marked with a number, this is how many Command Cards are needed to get a Unit to Step Out. Where the box has no number, this Unit can never Step Out. Drill: This represents how well drilled a Unit is. Drill adds an additional D6 of movement to a Formation which is changing Formation in this Turn. Where the box is marked with a number, this is how many Command Cards are needed to get a Drill bonus. Where the box has no number, this Unit can never benefit from Drill. Characteristics: This area is for any characteristics which the Unit has. These are usually positive attributes which can be used together with Command Cards, but may also contain notes regarding the way the Unit is armed or performs, such as lacking bayonets or Aggressive troops.
THE FORCE LEADERS Leaders are absolutely central to Sharp Practice and should be based in a way which allows them to stand out from the other figures. Leaders use their Command Initiative to influence the troops under their command, as we will see in Section 2 of the rules, Command & Control.
THE DRILL MANUAL Before we commit our forces to the field, it is a good idea to understand how they operate and what drill they are capable of. In the formal warfare of the 18th and 19th centuries, regular troops acted largely in accord with the drill they had been trained to use. In Sharp Practice the following are used.
The Group A Group usually consists of between 6 and 12 figures. It has no particular formation, it is simply a cluster of figures which operate together. Figures in a Group must be within 2” of at least one other member of that Group, otherwise it splits into two or more separate Groups. However, where this happens accidentally during play, a gentleman will allow his opponent a moderate “shuffle” to keep his men in order. A Group deploys facing in one direction and, when their line of sight allows, will have a 180˚ zone to their front in which they may engage an enemy and a 180˚ zone to their
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Example
rear which is termed their flank or rear. Troops may not fire to their rear without turning about to face their target.
If your force is made up of three Groups of Guards, two Groups of Line infantry and one of Voltiguer Skirmishers, the Guards will not join a Formation of Line troops and the Voltigeurs cannot join a formed Line as they are specifically designated as Skirmish Troops.
Some troops, especially irregular troops, can only deploy in Groups. Where this is the case their Roster will show “never” as the Formation rating.
Formations Formations are where two or more Groups join together. A Formation can be a very effective and efficient way to fight as it allows a body of multiple Groups to be activated with a single Command Initiative and to spread the effects of combat across the component parts, thereby dissipating its impact. Formations will normally only be made up of troops from the same unit. Where troops are able to form Formations they will have either the word “Always” or “No Shock” as their Formation rating on their Unit roster. Where this is “Always”, the Group may always join a Group or Formation from the same unit. “No Shock” means the Group can only join a Formation when it and the Group or Formation it is joining has no Shock.
Caveat As this is a skirmish game we are aware that some players may want to field troops from more than one unit, so we allow some leeway for players to interpret this as they wish. For example, you may wish to have one Group of Old Guard form a Line with a Group of Line troops. Feel free to rationalise this however you like. Formations can deploy in a number of ways. Line A Line is a two rank deep Formation of infantry or one rank of cavalry. This will normally be deployed in a straight line, but may deviate up to a maximum of 45˚ to allow for terrain, such as lining a fence. Historically some troops did deploy in lines of three or more ranks, but in a skirmish situation we limit the Line to two ranks.
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Closed Column A Closed Column is the width of one Group in two ranks of infantry or cavalry. Closed Columns are ideal for moving on roads, which gives them a bonus. Only the front Group in a Closed Column can fire and, as a single Group, this will always be Uncontrolled. A Closed column can engage in Fisticuffs with the front Group fighting and one Group to its rear providing support. Any Shock suffered in Fisticuffs, is shared between the Groups fighting and supporting. Any casualties from firing are shared between all Groups.
Open Column An Open column is also the width of one Group in two ranks of infantry or cavalry. It is ideally suited to a rapid change from Column to Line, with the individual Groups able to turn to the left or right in order to make that formation change. Even though the Groups are not in contact with each other, it is still a Formation with all of the relevant rules applying. Militia and Mass troops can never form an Open Column. Only the front Group in an Open Column may fire and, as a single Group, this will be Uncontrolled. An Open column may engage in Fisticuffs with the front Group fighting and one Group to its rear automatically closes up to provide support. Any Shock suffered in Fisticuffs, is shared between the Groups fighting and supporting. Any hits from firing are shared between the Group targeted and other Groups within 4”.
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Attack Column The Attack Column is a good formation for combat as it focuses the attack on a limited frontage, but with support in depth. Only the front Groups in the Attack Column may fire. With more than one Group present, this may be Controlled or Uncontrolled. The front Groups of an Attack Column fight in Fisticuffs while the Groups in the second rank provides support. Additional Groups in the Formation not fighting or supporting Fisticuffs will assist the attack by sharing any Shock. Any hits from firing are shared between all the Groups.
Square A Square provides all‐round defence and is only really appropriate when threatened by cavalry. A minimum of two Groups are needed to form a Square. The figures on each face of the square can fire directly ahead in an Uncontrolled manner. In Fisticuffs, the Groups in a square which are contacted fight, with the rest providing support. Any hits from firing are shared between all Groups.
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Skirmish Formations Some Skirmish Troops, as indicated in the Formation box on their Roster, may join in Formations with other Groups. Skirmish Formation A Skirmish Formation is two or more Groups of Skirmish Troops operating together in one Unit. A Skirmish Formation is activated on a single Command Initiative and any hits are shared between the Groups. All Light Infantry and some Skirmishers can form a Skirmish Formation.
Skirmish Screen Light Infantry and Skirmishers can protect troops deployed behind them by providing a screen. One Group of Light Infantry or Skirmishers can cover up to a two Group frontage behind them. Any hits on the units to their rear are treated as being in one level of cover better than is the case. Irregular Skirmishers will not reduce the level of cover as they are not trained to operate as a screen. A Skirmish screen can be activated by the Leader commanding the Formation provided he is of higher Status than the Leader commanding the Skirmish Troops. However, they must be within the Command Range of that Leader in order to be activated by him. A Skirmish screen does not need to act precisely as the main Formation it is attached to, so it may fire and load and still use its additional movement Action each time it is activated.
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Any number of players can take part in a game of Sharp Practice. However, for the purposes of explaining the rules we assume that the game is being played by two players; one controlling each side. THE BATTLEFIELD Before you can play Sharp Practice you will need to set out the battlefield to be fought over. There are no restrictions on the size of table used. We usually play our games on a 6’ by 4’ area, which is more than adequate even for the larger games. For very large games, a table double that size works well. A well‐modelled battlefield adds greatly to the enjoyment of a game, allowing players to engage with the tabletop action. This is never more the case than with Sharp Practice. Try to use scenery which represents the part of the world your game is set in. Remember, buildings almost never stand alone in isolation. In the real world people have gardens and yards, vegetable plots, fences and walls. In a skirmish game adding those details will really bring the game to life.
Terrain and Visibility Players are encouraged to discuss what the terrain on their tabletop represents in order to avoid any unpleasant surprises during play. You should take a moment before the game to agree on the cover type for each terrain feature. In most cases this will be obvious, but some more unusual features might benefit from clarification.
Sharp Practice breaks terrain down into four main groups as follows:
Open Ground: This is terrain where a figure can walk unimpeded such as a road, track or open, dry grassland.
Broken Ground: This could be a ploughed field, light woodland, fords, muddy or saturated ground or steep hills where movement is slightly impeded.
Heavy Going: This represents heavy undergrowth, dense forests, rocky hillsides, rubble or marsh where movement is badly restricted for figures on foot and extremely difficult or impossible for mounted or wagons.
Really Heavy Going: This is terrain at the extreme end of the spectrum. Virgin jungle, swamps, deep snow or similar. All movement is very difficult indeed and limited to a very slow pace.
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It is very likely that the terrain will influence how easily a Unit can be seen. However, it is worth noting that sometimes a Unit can be moving in Broken Terrain, such as crossing a ploughed field, but be as clearly visible as if on hard ground. Alternatively, the Unit may be moving freely on hard ground, but be difficult to see because of intervening linear terrain such as a wall or hedge.
Cover In Sharp Practice, there are two types of cover, light and hard. Light Cover: This often makes the target harder to see but does not offer much physical protection. This could be hedges, standing crops, low garden walls, fences or similar.
Learning the game rules will help make your games flow more smoothly. This may take a few games before you get the rules completely under your belt. Try your first game with just infantry. Using the basic forces from the Army lists is usually a good starting place, even if the forces are not perfectly balanced. You can progress by adding more support options such as artillery and then, finally, cavalry.
The Most Important Rule of All
Hard Cover: Cover such as heavy stone walls, buildings, entrenchments or similar, offers some worthwhile physical protection to the Unit.
THE FINAL TOUCHES Once you have your terrain, you’ll need to pick a scenario. We have provided six standard scenarios in Appendix A but there is no end of story lines that you can build into a scenario using the ones presented here as a guideline. You have your Armies, your terrain is set up, your dice and tape measure are in hand, and, most importantly, your scenario is ready to go. You are nearly ready to start playing Sharp Practice.
When playing we should always attempt to make the experience enjoyable for all participants. There are times when your opponent may have the opportunity to interrupt your turn, in the same way that you will have chances to interrupt his play. A simple way to make your games run smoothly, is for a player to say what he is about to do before he actually does it. State your intent out loud so that your opponent has an opportunity to interrupt before you actually make your move. Please remember, Sharp Practice represents warfare from a more courteous age. If we aspire to behave in the best spirit of friendly competition and good manners then we go some way to imitating the heroes of yesteryear.
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A game of Sharp Practice begins with establishing the Force Morale of both sides and placing Deployment Points onto the table.
1.1 FORCE MORALE Each side rolls a D6 to determine its Force Morale level. This is adjusted as follows for the number of infantry Groups in the force.
TABLE ONE FORCE MORALE MODIFIERS More than half are Militia More than half are Regular or Tribe More than half are Elite or Clan
‐2 +1 +2
An adjusted total of zero or less gives a Force Morale of 8. A result of 1 or 2 gives a Force Morale of 9. If the total is 3 or 4 the Morale level is 10 and 5 or more is a Morale level of 11.
You can keep a track of Force Morale using dice or tokens. You can also download and print out the Force Morale Tracker from the TooFatLardies Yahoo Group or copy the one below.
1.2 DEPLOYMENT POINTS Deployment Points determine where your forces can deploy.
Both forces will have a Primary Deployment Point which represents their line of communication and potential route of retreat if they are defeated. You should protect your Primary Deployment Point as its loss will affect your Force Morale.
Some forces may add additional Deployment Points determined by the scenario and particular troop types, as indicated on the Unit Rosters, and purchased as a support option for your force. Additional Deployment Points give you greater choice of where your force can deploy. Their loss will limit your deployment, but will not affect your Force Morale.
Moveable Deployment Points Some troop types have a “Moveable DP” on their Unit Roster. If any troops have this designation, this allows the purchase of one Moveable Deployment Point for the force as a support option. This may be placed on any part of the table within 24” of the Primary Deployment Point and further than 30” from any of the enemy Deployment Points. Each
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time the Leader commanding the force’s card is dealt (not on any bonus move due to Command Cards and regardless of whether the Leader is on the table or not), this Deployment Point may be moved up to 12” for no cost in Command Initiative, providing it begins and ends its movement out of line of sight of any enemy units or Deployment Points. Once any unit has deployed from the Moveable Deployment Point, that Point can no longer be moved. Any Groups can deploy from the Moveable Deployment Point provided it has already been used by a Unit specified as having a Moveable DP on the Unit Roster. This represents these troops leading other troops onto the table by this route. The deployment distances and restrictions are the same as those for the other Deployment Points. Moveable Deployment Points do not represent the lines of communications and therefore, if captured, will not trigger a Force Morale test. Placing the Deployment Points The scenario you are playing will determine
the areas of the table where both sides may place their Deployment Points. The player with the lower Force Morale total begins the game by deploying his Primary Deployment Point and any other Deployment Points set by the scenario onto the table, his opponent then does the same. If both sides have the same Force Morale, roll a D6 with the lower roller deploying first. Now both sides take turns to deploy any additional Deployment Points onto the table, the player with the higher Force Morale going first. When all Deployment Points are placed, the game can begin.
Top Tip
Deployment Points can be a noted with a simple piece of terrain, an attractive vignette or even just a piece of card. What is important is that both sides know where their opponent’s Deployment Points are located.
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he can do when he is activated and over what range he can influence the men around him. These are shown in Table Two.
2.1 TURN SEQUENCE The sequence of play in Sharp Practice is broken down into a number of Turns, which together make up a longer Chapter. In each Turn the order of play is determined by the dealing of cards from the Game Deck or the drawing of Chips from a bag or cup. To keep things simple, we will use dealing cards from a deck to mean either. The Game Deck is made up of a card for each Leader, the Command Cards for both sides and the Tiffin card. All of these cards are shuffled at the start of the game. A Turn begins by dealing the cards one at a time and activating the Leaders when their card is dealt. When the Tiffin card is dealt it is the final card of the Turn. Any Command Cards in play are now used or discarded. All cards are then returned to the Game Deck, which is reshuffled and a new Turn begins. This sequence is followed until one side concedes defeat or their Force Morale falls to zero, at which point their men rout from the table and the battle is lost. 2.2 LEADER INITIATIVE Sharp Practice is all about Leaders and their ability to influence the men around them. The more effective a Leader is, the more he can do and the further his influence will reach. There are four types of Leaders, ranging from Status I to Status IV. These Leaders are the men who will lead your force using their Command Initiative.
TABLE TWO COMMAND INITIATIVE
LEADER STATUS
INITIATIVE
RANGE
I II III IV
1 2 3 4
4” 6” 9” 12”
A Leader’s Command Initiatives can be used one at a time, with the results being applied after each one, or all together with the results being applied simultaneously. The order is entirely up to the player. Any combination of these options may be used to gain the maximum tactical advantage. Where more than one Leader is attached to a Group or Formation, only the most senior Leader may activate the Unit. A lower Status Leader can influence the Unit by actions such as rallying or forming up which, are not classified as Activations. Unit Activations To influence a unit, a Leader must be attached to the Group or a Group within the Formation, or be within his Command Range. When activated, a Leader can use one Command Initiative to do the following:
Command Initiative Sharp Practice emphasises the importance of Leadership through a system of Command Initiative. The quality and abilities of a Leader are reflected in their Command Initiative level. This tells us how many things
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Activate a single Group or Formation. When activated, a Unit has two Actions which it may use to deploy, move, fire, load, present or any combination of these. To do this he must be the most senior Leader attached to that Unit or, if activating a unit within his command range to which he is not attached, must outrank any other Leader attached to that unit Direct the fire of a Formation or Group he is attached to, adding 1D6 of fire for each level of his Status
Attach one Group to another to form a single Formation. The Group must be within the Leader’s Command Range to do this. If the Group is within 4” of the Group or Formation it is joining, it may Form Up, moving into position using one Action, if they are further apart they must dice for movement as normal to move into contact. Add one Group to an existing Formation. To do this the Group must be within the Leader’s Command Range. The Group joining the Formation will Form Up and use one Action to do this if it is within 4” of the Formation. If they are further apart they must dice for movement as normal. Detach one or more men to form a new Group.
Form Up Form Up is an important command in Sharp Practice as it allows Groups and Formations to join together for one Action if they are within 4” without dicing for movement or join to together for no Actions if within 1” of each other. The Form Up command is used when Groups are joining together to make a Formation, when Groups are joining an existing Formation and when a Formation is changing Formation. Commands Which are Not Activations Some commands given by Leaders are not considered activations and do not prevent a Unit being activated at another point in the same Turn. These are the only commands which a subordinate Leader can use if a higher Status Leader is attached to the Group or Formation.
An activated Leader who is attached to, or within Command Range of, a Group or Formation can use one Command Initiative to do the following: Rally one point of Shock from a Group he is attached to or any Group in a Formation he is attached to. To act independently of any Group or Formation, moving, firing, fighting or undertaking a Task on his own Call forth a man under his command and within his Command Range who has a specialist skill Form Up two Groups within 1" of each other into a single Formation as long as both are within his Command Range. The Groups do not use any Actions to do this Dress the ranks. Combine two adjacent groups in a Formation into one Group. This new Group may not be larger than the original Group sizes. Any Shock on the two Groups is combined on the newly formed Group. Both Groups must be within the Leader’s Command Range. This does not require any Actions.
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Th he Status II LLeader comm manding Forrmation A ca an activate F Formation A A and B as he e is atttached to th he former an nd within Coommand Ran nge of the latter. The Staatus I Leader mation as the Status II leeader outran atttached to Fo ormation A ccannot activvate the Form nks h are not activations. hiim. Howeve er, he can still issue comm mands whic Forming New Groups Activating Troops on the Table Any number of men may be instructed to A Group or Formation has two Actions when split off from an existing Group to perform activated. These are deploying, moving, specific tasks such as scouting or performing loading, presenting and firing. Troops will sentry duty. How new Groups are structured generally undertake a combination of Actions when in combat, such as loading and firing, is entirely down to the player controlling but they may use both for the same thing, them. such as two Actions of movement. These Groups function as individual Groups and are activated as normal by a Leader. If Deploy: A unit must be accompanied by a no Leader is available, they may be activated Leader to Deploy onto the table. Troops by using a Command Card at the end of a deploying must be placed within the Turn. These Groups may rejoin their parent permitted distance from their Deployment Group by moving to within 2”. Point.
Loading: In the black powder era, weapons were slow to load. To reflect this, loading weapons often requires Actions. Slower loading weapons will require more Actions to load.
Attaching Leaders Leaders may attach themselves to any Group in a force, they are not obliged to restrict themselves to joining troops of the same type or quality. However, in some scenarios you may wish to limit Leaders to influencing troops of their own unit. All Leaders must deploy either attached to, or within Command Range, of the troops under their command.
Present: Well‐drilled troops in Formation may fire Controlled Volleys. To represent this controlled, slower rate of fire, troops are required to present their weapon with one Action before firing. We place a Present marker in front of the Formation if it ends its Turn at that stage in the firing procedure. Firing: Firing requires one Action. Firing is covered in more detail in section 5.
A Leader is attached to a Group as long as he remains within 2” of the Group. Attaching a Leader to a Group does not require a Command Initiative. The Leader should be placed in such a way that it is clear which Group he is attached to.
Moving: Each Action allows a Unit to move. The distance moved will depend on the troop type and what terrain they are in. Movement is covered in Section 4.
2.3 DEPLOYING ONTO THE TABLE When a Leader’s card is dealt, the player decides whether or not he wants that Leader to deploy with the troops he leads. If so, the Leader and his men are placed on the table
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within the permitted distance from a Deployment Point. They may deploy in Formation, in Groups or a combination of both. If the player wishes, the Leader and his men may remain off the table, remaining hidden until the Leader is subsequently activated.
Where multiple Deployment Points are available, the player can deploy from any of them. However, no troops may deploy within 12” of any enemy troops.
How far from the Deployment Point (DP) troops may deploy depends on their troop type.
TABLE THREE Troops
deployed onto the table, that Leader may not leave the table to join un‐deployed troops. Troops may deploy either as individual Groups or in Formation, so long as no part of the Formation is further from the Deployment Point than is allowed on the table above. Troops deploying onto the table may not move but they may use two Actions for other purposes such as Presenting, Firing or undertaking a Task. Infantry are assumed to be loaded when they deploy as are artillery if they deploy unlimbered. Artillery deploying limbered are unloaded.
Example
DEPLOYMENT DISTANCES Distance from DP
Artillery, carts and wagons Line Infantry Light Infantry & Impact Cavalry Skirmish Troops, Mass Troops, Dragoons Unaccompanied Leader, Scouting or Irregular Cavalry
In Contact with DP
Captain Sir Charles Fortescue is a Status III Leader commanding a Unit of three British Line Infantry who are defending a position against a French attack. When Sir Charles’ card is dealt he decides to deploy his force onto the table behind a low wall. His Line Infantry force normally deploys within 6” of the Deployment Point, but as they are the defenders in the scenario this is increased to 12”. The three Groups deploy and may now use their two Actions for anything but moving. They Present their weapons with the first Action before firing a Controlled Volley with the second Action.
Up to 6” from DP Up to 9” from the DP Up to 12” from the DP Up to 18” from the DP
If deploying out of Line of Sight from any enemy troops and Deployment Points, the player may add a further 6” to the deployment distance.
If playing a scenario where one side is the attackers and the others the defenders, the defenders may add a further 6” to the deployment distance.
A Leader deploying onto the table does so with the men under his command and with any lower Status Leaders attached to that command. The Leader may elect to leave part of his force un‐deployed with a lower Status Leader which can deploy subsequently when that subordinate Leader’s card is dealt.
Troops must be accompanied by a Leader when they deploy onto the table. Once
Losing Deployment Points Deployment Points may be lost if enemy troops move on to them. If this is the Primary Deployment Point, an immediate Force Morale test is taken. No troops can deploy from a captured Deployment Point. Captured Deployment Points can be recaptured. However, if the Primary Deployment Point is recaptured, any Force Morale reduction on its capture is not regained. Any lost Deployment Points are removed from play if the Chapter Ends before they are recaptured.
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As well as the Leaders’ cards, the Game Deck contains a number of Command Cards marked in red and blue to denote the two sides. A normal game has four Command Cards in the deck for each side, although this may vary to reflect different quality forces. A force with eight to ten Groups should add one additional Command Card. A force with eleven to fourteen Groups adds a sixth Command Card. For very large games, seven Command Cards may be included. 3.1 PLAYING COMMAND CARDS When a Command Card is dealt, it is handed to the player indicated by the colour of the card, or placed on the table in a visible position. The card remains in play until it is used. A player may not use a card of his opponent’s colour. Command Cards can be played during, or at the end of a Turn with differing results. Once played, the cards are placed in the discard pile to be reshuffled at the end of the Turn.
During a Turn During a Turn Command Cards may be used to interrupt the Turn sequence or influence play. Any number of Command Cards may be used by a Leader to increase his Command Initiative for the current Turn. For each Command Card used, the Leader may add one point of Command Initiative for the current Turn. Any number of Command Cards may be used by a Leader to direct the fire of a Group or Formation to which he is attached. For each Command Card used, add one D6 to the total number of firing dice rolled by that Group or Formation.
Any number of Command Cards may be used by a Leader to encourage a Unit he is attached to in Fisticuffs as long as he is personally fighting. For each Command Card used, add one D6 to the total number of dice rolled by the Unit in Fisticuffs.
Two Command Cards allow one Group or Formation not yet activated to immediately take its activation but it may not remove Shock as it is the Unit, not the Leader, that is activated. A player can interrupt the enemy’s activation if he wishes.
Three Command Cards allow one Leader not yet activated to immediately take his activation, interrupting the enemy’s activation if the player wishes, or deploy onto the table with his command. Three Command Cards allow one Leader not yet deployed to launch an Ambuscade from a Deployment Point when the Leader’s card is dealt. An Ambuscade may not interrupt the enemy’s activation.
Four Command Cards allow one Leader to activate immediately as a bonus activation. He may now use his Command Initiative to activate Units within his Command Range, even if they have
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already been activated in this Turn. A player can interrupt the enemy’s activation if he wishes. If the Leader has not yet been activated in this Turn, they may be activated again during the remainder of the Turn as though it was their first activation. In other words it's a bonus. If the Leader has not yet deployed onto the table, he may use this opportunity to do so with his command.
One, two or three Command Cards may be used to add unit bonuses or Force Characteristics as indicated on the Unit Roster sheets. The number of Command Cards required depends on the number indicated on the Unit Roster. Interrupting an Activation When a player uses his Command Cards to interrupt his opponent’s activation, his opponent cannot respond by interrupting with his Command Cards – you cannot interrupt an enemy who is interrupting you. Unless activated as a bonus, once a Leader has activated as an interruption he may not be activated again in that Turn. Ambuscade An Ambuscade allows a Unit and its Leader to deploy as usual, and move with 3D6 to attempt to make contact, doubling any Shock inflicted in the resulting first round of Fisticuffs. Alternatively the Unit may deploy and immediately act with three Actions which may be used for any purpose, including moving and firing. Any Shock resulting from firing from an Ambuscade will be doubled.
Example Capitaine Visage du Vache was hit hard by the Crashing Volley coming from the British troops on the wall. He knew when the Turn ended that if the British got the next volley he would be in real trouble. Fortunately for him, the first two cards dealt in the next Turn were two Blue Command Cards. The French player immediately used these to interrupt the Turn sequence and activate the French Unit. Eager to close the range, the French infantry move with 1D6 with their first Action and then fired with their second Action. This volley is uncontrolled, but the range is closer. Clearly the player considers this a worthwhile trade‐off.
At the End of a Turn When a Turn is ended by the Tiffin card, the players may use each of their Command Cards still in play to activate any Groups or Formations which have not yet been activated during the Turn. The side with the most Command Cards selects one Group or Formation which now activates with two Actions. If both players have the same number of Command Cards, the side with the higher Force Morale goes first; if that is equal, roll a D6 with the higher roll going first.
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When activated, the Group or Formation may undertake any two Actions it wishes, but it may not remove Shock as it is the Unit, not the Leader, that is activated. The players then alternate activating Groups or Formations until all Command Cards have been played or neither player is able to activate any more Units.
Example When Captain Sir Charles Fortescue is activated, he rallies off two points of Shock before activating his line with his final Command Initiative. They Load with their first Action. Sir Charles could now order them to fire an Uncontrolled Volley with their second Action, but he is keen to keep his men well under control and, he has noted, there are three Red Command Cards in play. He could use these to rally off three more points of Shock from his Formation, but if he can get a fourth Command Card he will be able to get a bonus activation. So, with their second Action, his men Present.
Example Capitaine Visage du Vache’s card is dealt in the next Turn. Fortunately for him it is before Sir Charles is able to activate as the French are very aware that the British are about to unleash a Controlled Volley at close range. Capitaine du Vache is a Status III Leader. He uses two Command Initiatives to rally two Shock from his Unit before using two Command Cards to play the French Unit Characteristic, the Pas de Charge. Inspired, the French troops charge home with a triumphant cry of Vive l’Empereur!
3.2 RANDOM EVENTS When three Command Cards are dealt in sequence, regardless of their colour, the last Unit activated, be that in this Turn or a previous one, is affected by a Random Event if it moved, fired or was undertaking a Task. If the last Unit activated did not move, fire or undertake a Task then there is no random event. Roll 2D6 on the relevant section for Firing, Moving or Tasks. The three Command Cards are left in play, but do not count towards triggering any subsequent Random Event.
The next card is dealt. It is the Tiffin card. The three Red Command Cards now in play can only be used to activate three Units who have not yet been activated in this Turn. As it is, all the British Units have been activated, so Sir Charles has wasted the three Command Cards.
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TABLE FOUR Roll 2
FIRING RANDOM EVENTS Result A nasty discharge! The Leader commanding the firing unit is rather over‐enthusiastic and steps forward to motivate his men. As a result he is shot in the backside by his own troops. Reduce the Leader's Status by 1. Any Leader reduced to a Status of 0 may still use Command Cards when he is activated. A Physic may negate this effect if he treats the wound. Fouled barrels. The Unit has fouled barrels. They fire with a ‐1 to hit until their weapons can be cleaned with water. If in contact with water, take one full Turn to clean the barrels. Damp squib! The powder is damp. That Unit will fire at half effect until fresh powder can be found or collected from an ammunition wagon. Fire! The nearest building within 12" of the firer has caught alight. Place a suitable smoke marker on this building. “We’re beating them boys!” Unit is inspired by their firing, remove one point of shock from all Groups that fired. Smoke. A pall of smoke hangs across the immediate front of the firers. Firing through this will be with a ‐1 to hit until the smoke clears on a Chapter End. If the Unit moves, the smoke remains where it was placed. "Three rounds a bloody minute!" The Unit immediately takes one additional firing related Action (firing, loading or presenting). “Charge them to Hell!” Inspired by their volley and convinced the enemy is done for, the firers surge forward 2D6 inches. If they make contact, they fight Fisticuffs immediately and are counted as Aggressive in the first round of that fight. Low on ammunition. The firing Unit may only fire at close range until they can resupply from an ammunition wagon. Ignore this if it is the unit’s first round of fire in the game. Oink! If there is any Group of livestock within 18” of the firer or target unit, they are scared by the firing. They will immediately move 4D6 inches in a random direction (dice to see which direction they head in). They will breaking any Formation they come into contact with and inflict 1D3 points of any Group they contact. Good Lord, I think I'm hit! It takes a moment for him to realise but a Leader with the target unit you were firing at has been hit. Reduce his Status by 1. A Physic may reverse this effect.
3 4 5 6 7
8 9
10 11
12
Wargames Foundry Indian Mutiny Figures
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TABLE FIVE Roll 2
MOVING RANDOM EVENTS Result Hello ladies! 1D3 men are convinced that a nearby building is home to some rather beautiful ladies and they slip away to 'present their cards'. The player who owns the figures must immediately select the men and move them men into the nearest building. They will remain there until contacted by a Leader at which point they will join whatever Group or Formation he is with. Damned Dog! The Leader commanding the Group or Formation which moved has trodden in something unpleasant. His Status is reduced by 1 until he finds water to wash it off. The stench will also repulse any lady he associates with, reducing his looks to that of a Hideous Freak. Make Way! The Leader commanding the Group or Formation which moved is accidentally barged down by his men. On his next activation he cannot move or use his initiatives and will simply dust himself down and straighten his cravat. If in a narrow alley (2” or less wide) he cannot be passed by any friendly troops. Spitting Feathers! The Group or Formation conducts all movement with a ‐1 pip per dice until they can quench their thirst with suitable liquid. Ignore if you have a water bowser with your force. Step Out lads! The unit has a spring it its step. Unit may add one more D6 of movement immediately. “Tell the men to sing, Sergeant” If the troops are in any column formation, they may take 2D6 of movement immediately. Dress the Ranks! The ground is worse than it looks. A Formation (not Group) reduces any dice rolled for movement in the next Turn by half. “Where’s that damnable map?” If the troops are in a march column, they will halt when next activated while their Leader gets the lie of the land. Ignore this result if a Scout is with force My bally leg! The Leader commanding the Group or Formation has sprained his ankle. For the remainder of the game he will move with ‐1 pip per dice unless treated by a Physic. Commissariat! The quartermaster arrives with supplies of powder or water, depending on the player’s choice. One Group or Formation may be resupplied immediately. What terrible wind! A mighty gust clears any lingering pall of smoke from the table. If any buildings are on fire test for any other building within 18”. On a roll of 1 to 3 on a D6 sparks carried by the wind have ignited the nearby building.
3
4
5 6 7 8 9 10 11 12
Wargames Foundry “Light Bobs” Step Out to take on Perry Miniatures Colonists
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Task Random Events Task random events are specific to the Unit, Leader or man who was performing the task. Whatever he is attempting to do, the opposite happens. So, a man attempting to set fire to a cottage with a brand will see the brand extinguish. If he is attempting to jemmy open a window he will jam the window permanently shut. If he is repairing a damaged wheel, he will break the repaired wheel. If he wishes to truss up a captured animal, the creature will escape. Players are encouraged to consider appropriate or amusing events to foil the best laid plans and intentions. 3.3 THE CHAPTER ENDS When the Tiffin card is the first card dealt in a Turn, not only does the Turn end immediately, it also represents a significant break in the action. This is termed the End of a Chapter. When a Chapter ends, the following events will take place immediately and simultaneously. Any unloaded Groups or Formations will automatically reload unless limbered artillery Any troops who require fresh ammunition are considered to be resupplied if an ammunition wagon or a supply train with spare ammunition is with their force.
Any troops or Leaders who require water are considered to have been provided with this if a water cart or a supply train with spare water is with their force.
Any broken troops with double their number or more in Shock are removed from the table. Any Leader attached to them will also Rout from the table and a Force Morale Test is taken.
Any building which is on fire or unstable due to artillery fire will collapse, killing anyone inside on a roll of 1‐3 on a D6. On a roll of 4 to 6, place the figure immediately outside the building by the entrance of your opponent’s choosing.
Test for Replacement Leaders. If no Leader now steps forth, the dead Leader’s card is removed from the Deck.
Any Leaders who were knocked out now recover. Any Deployment Points which have been captured and not recovered are removed from the game.
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4.1 TROOP MOVEMENT Activated Units have two Actions which can be used as the player wishes. For each Action spent on moving, a Group or Formation will move 1D6 inches. Some troop types and Formations adjust the total distance moved using the following table.
TABLE SIX Unit Single Foot Group Leader Infantry Line Open or Closed column Light Infantry & Skirmishers Wagon Mule train Cavalry Walk Cavalry Canter Cavalry Gallop
Foot artillery
Horse artillery Unlimbered artillery with three or more crew
MOVEMENT RATES Adjustment and Limitations As per dice roll. Can run with one additional 1D6 but will take one point of Shock As per dice roll. Can run with one additional D6 As per dice roll Add one additional 1D6 if ALL of a Unit’s movement in this Turn is on a road Can add one additional movement Action in all Turns if desired As per dice roll As per dice roll As per dice roll. Can move with one or two Actions Must use both Actions for movement and add +3 pips per movement dice Must use both Actions for movement. Add one additional D6 plus 3 pips per movement dice Move Cavalry walk speed. Can canter if enemy are within 12" Move Cavalry walk or Canter speed Unlimbered guns must use both of their Actions to move. Light or Medium guns discard the lower D6 rolled, Heavy guns discard the higher D6 rolled.
Groups and Formations can move in any direction, regardless of what direction they were facing at the start of the Turn. They end their movement facing in the direction in which they moved. No figures in the Unit can move further than the modified result on the dice rolled for movement. They must move the full distance indicated by the roll of the dice, unless moving to a specific and noteworthy point such as “up to that wall” or “in line with the Loamshires Light Company”, in which case they may end their move at that point.
Running Troops Individual Groups of Line Troops can run. Running Groups get an additional D6 of movement, but they also receive a point of Shock. If a Formation is ordered to run, each Group must dice for movement separately and the Formation will be broken as a result, even if some Groups end their movement in contact.
Changing Facing Foot troops may move in any direction, turning to face that direction at the start of their movement for no Actions. Units changing their facing when stationary, or at the end of their movement, will use one Action to do so.
Artillery Crews Artillery crews who leave their guns, move as an individual Group of Line troops.
Skirmish Drill Light Infantry and Skirmishers get an additional movement Action each time they are activated. This can only be used for movement. Irregular Skirmishers do not have this benefit.
Evading Skirmish Troops and Artillery crew who are attacked by an enemy unit attempting to engage them in Fisticuffs, can make a voluntary withdrawal, moving with 2D6
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directly away from the attacker. They end their movement facing directly away from the enemy. If, despite withdrawing, they are contacted by the enemy, they will count as being attacked in the rear.
Shock and Movement Any Shock points that a Group has suffered will reduce its movement by one pip per Shock point from the total score rolled. A Formation will move at the speed of the Group with the most Shock.
Leaders and Movement Leaders attached to a Unit can always move with that Unit at no cost in Command Initiatives. They do not roll for movement separately but move the same distance as the Unit. However, if they wish to move independently, they do so using one Command Initiative and rolling for their own movement. Leaders moving in terrain which affects movement, do so in the same way as other troops, depending on whether they are on foot or mounted. Leaders can never move more than once in any single Turn unless using four Command Cards. If a Leader is wounded he may no longer run. If he is attached to a Group which wishes to run, he will be unable to move with it.
4.2 FORMATIONS A single Group is never considered to be in a Formation, it is simply a cluster of figures which operates together. They should be deployed with no more than 2” between each figure. Where there is a gap of more than 2” between figures, it is considered to have separated into two, or more, Groups.
Two or more Groups can join together to create a Formation. Normally, only troops of the same type may form a Formation. It requires one Command Initiative to form two Groups into a Formation, or to add a single Group to an existing Formation. Some troops may always form Formations, other poorer quality troops may only do so when they have no Shock on them and some troops may never form Formations. This is indicated on the Unit Rosters.
If the Groups are immediately adjacent, or within 1” of the flank which they are to join, they may Form Up without using any Actions. So, two adjacent Groups could be formed into a Formation for one Command Initiative and then immediately activated with a second Command Initiative to take a full move with two Actions.
Where the Groups ordered to Form Up are within 4” of each other, one Group will automatically move to join the other Group or Formation without rolling to move. This occurs automatically even though some figures will be moving further than the 4” and the moving Group ends its movement with its facing the same as the Group or Formation it joins. It counts as one Action of movement.
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When a Formation is created, you may attach any Leaders to any of the Groups in that Formation. The Leader will count as an additional man in that Group for Shock purposes but will not add firing dice unless he is the most senior Leader attached to the Formation and controlling its firing. All Leaders attached to the Groups in contact with the enemy will count in Fisticuffs, adding a D6 for each Status level. See Section 7. Troops moving from Closed Column into line can use the Form Up order to allow the lead Group to remain stationary and the second and third groups to form on them, to the left or the right side as the player wishes. Any subsequent Groups must dice separately for their movement in order to complete the Formation change.
Troops moving from Open Column into line can use the Form Up order to allow the lead Group to remain stationary and the second Group to form on them, to the left or right side as the player wishes. Any subsequent Groups must dice separately for their movement in order to complete the Formation change.
Alternatively, an Open column can simply Form Up by wheeling each Group to their left or right, thereby forming a line, as shown below right. This requires one Action and is a Formation Change.
Units inclining up to 45 degrees to one side end their move facing straight ahead, as shown to the left below. Units inclining more than 45 degrees will end the Turn facing to the flank. Units can change their facing at the end of their movement, using one Action to do so.
Example A line of Confederate infantry wants to move sideways to block a Union advance. They are likely to be able to move to the distance they wish to cover if they use both Actions, but if they do so they will end their movement facing to the flank and not towards they advancing Union Unit.
If the Union player advances rapidly he is likely to hit the Confederate line in the flank. If they move more slowly, the Rebel player may just have time to turn to face them and fire. Do you feel lucky…?
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Wheeling A Formation wishing to wheel must do so around a fixed pivot which remains stationary. A Formation wheeling forward uses one or two Actions to do so. It does not have to use its full movement, but may stop when it reaches the point it wishes. A Formation wheeling backwards must use all of its Actions to do so. Elite and Regular infantry Formations wheel the distance rolled on the higher dice rolled. A Conscript & Volunteer or Militia infantry Formation wheel the distance rolled on the lower dice. Cavalry can never wheel backwards Wheeling is not a formation change, it is considered to be normal movement.
4.3 TERRAIN AND MOVEMENT The biggest factor limiting movement around the battlefield is terrain. This affects troops and their movement as follows. Roads: Roads are well maintained routes which allow rapid movement of troops in column formation. To benefit from using a road, the ground must be solid and relatively level. Open Ground: This is a solid surface with no real impediment to movement. Examples are
grass, compacted earth or tracks. There is no penalty to movement over Open Ground. Broken Ground: This is ground where there is a slight impediment to movement such as woodland, ploughed fields, fords, steep hills. No Groups may run through Broken Ground. Formations remain intact, but their movement is reduced by one pip per dice. Cavalry may not Gallop in Broken Ground. Wheeled vehicles see their movement reduced by one pip per dice in this terrain. If a double is rolled they bog in and cannot move in the next Turn. If they roll a double when they next move they have lost a wheel and are immobile until the Task of replacing the wheel is completed. Heavy Going: This could be heavy undergrowth, rocky hillsides, rubble or marsh. Groups may not run in Heavy Going. All infantry movement is reduced by one pip per dice. Troops can stand in Formation in this terrain, but any movement will break the Formation, with each Group rolling separately for movement. Cavalry can only Walk in this terrain. Wheeled vehicles cannot enter this terrain. Really Heavy Going: Virgin jungle, swamps, deep snow. All infantry movement is reduced by two pips per dice with no running
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possible. All Formations are broken by moving in this terrain. Formations cannot be formed in Really Heavy Terrain even when stationary. Cavalry and wheeled vehicles cannot enter this terrain.
Crossing Obstacles Minor Obstacles: These are generally less than waist height or less than a yard wide, such as low walls, narrow drainage ditches, hedges etc. Crossing a minor obstacle takes foot troops two Actions, with troops rolling their normal movement dice and discarding the lower, or lowest, dice rolled. If the obstacle is not reached, the Unit will move its full move towards it. Militia in formation and all Cavalry crossing Minor Obstacles will suffer one point of Shock per Group to reflect disorder caused by such movement. Cavalry must be moving at the Canter or faster. Wheeled vehicles and artillery cannot cross Minor Obstacles. Infantry Groups may cross Minor Obstacles at the run.
Example A Loyalist Militia Formation of two Groups is advancing against dastardly rebellious folk just outside Ninety‐Six. Their foe is retreating and they decide to give chase. Using both Actions to move, they roll 3 and 6 with their two movement dice, a total of 9”. However, they need to cross the Picket fence around a small farmhouse. They remove the lower dice and move 6” across the fence. Both Groups suffer one point of Shock. Had the fence been 7” away, they would have moved up to the fence but not crossed it. Next time they move they will remove the lower dice rolled and they will be over the fence.
Major Obstacles: These are over waist height and up to chest high, and include hedges, farm fences, buildings or small streams up to two yards wide. Groups cannot run when crossing Major Obstacles. Major Obstacles break the Formation of any troops moving across them. Roll the Group’s normal movement dice and discard the higher, or highest, dice. If the obstacle is not reached, the Unit will move its full move towards it. Conscripts & Volunteers suffer one point of Shock per Group, Militia and any Cavalry suffer two points per Group to reflect disorder. Cavalry can only cross a Major Obstacle by jumping it at the Canter or Gallop with a risk that some men pull up at the obstacle. Test for Cavalry Pulling Up, see below. Wheeled vehicles and artillery cannot cross Major Obstacles. High or Wide Obstacles: These are usually man‐made structures such as high walls over chest height and up to 7’ high or streams up to 4’ deep and 9’ across. Infantry cross these by beginning their Turn adjacent to the obstacle and spending the whole Turn crossing it, ending the Turn adjacent to it on the opposite side. Any Formation is broken by this movement. Cavalry can never cross High obstacles. Cavalry cross wide obstacles such as streams in the same way, but if moving faster than the Walk they must test for men pulling up. Artillery and vehicles cannot cross High or Wide obstacles.
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Impassable Obstacles: These are over 7’ high or waterways deeper than 4’. To cross these, troops require a ladder, bridge or a breaching charge. Cavalry and wheeled vehicles or artillery can never cross Impassable Obstacles unless a bridge is present. Movement in Varying Terrain Troops that are moving in more than one terrain type move at the slowest rate for the whole of the Turn. Moving Through Troops In open terrain, where troops do not find their passage blocked (see below), Individual Groups can voluntarily pass through each other, or through Skirmish Troops, with no penalty. Where Groups which are part of a Formation move through other troops, or are themselves moved through, those Groups will be will be broken off from the Formation. At the end of the movement move those Groups slightly apart, creating a gap of up to 1”, to indicate the breaking of the Formation. Formations can move through Skirmish Troops without penalty; the Skirmish Troops are moved out of the way and placed behind the moving Formation. However, if the Skirmish Group or Formation has more points of Shock than men, they are unable to move out of the way and any Groups moving through them will break Formation. At the end of their movement, move those Groups slightly apart, creating a gap of up to 1”, to indicate the breaking of the Formation. Skirmish Troops attempting to move through a Formation may do so without any reduction in movement. Skirmish Troops may move through Regular or Elite Formations without any effect. They will break the Formation of Conscripts & Volunteers and Militia who they move through.
Blocked Passages Where troops are in a defile or ground where movement is channelled through a narrow space, such as an alley or mountain path, interpenetration of Units becomes harder to achieve. A Group in single file occupies one inch of passage width. Where the space to be moved through is limited, Groups occupying that ground block the passage of any other unit, unless the positioning of the figures makes it clear that a route is clear and the player states that at the point when he moves his figures to that position. This may, for example, be figures placed clearly to one side of a narrow passage. If the player has not declared this, the passage is blocked. Moving in Buildings Any infantry Groups may move into and out of buildings during the course of the game. Unless a building is of epic proportions, such as a fort or castle, no Formations may be formed or operate in buildings. Cavalry, artillery and wheeled vehicles may never move inside a building, but may enter ancillary areas, such as courtyards, if there is an entrance high and wide enough. Groups entering or leaving buildings must do so via a doorway, treating it as a Minor Obstacle and with the lower dice rolled for movement being discarded if the door is reached. If the door is not reached, the Unit will move its full move distance towards the door. For some large buildings with large openings such as barns this rule can be ignored and normal movement rates for Open Ground applied. Groups moving inside buildings move as normal so long as they are operating on one floor. Groups moving from one floor to another in a building will take a full move to do so with no other actions possible. In addition to changing floors, up or down, they may reposition up to 6” within the building.
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Ladders Ladders can be used to enter buildings and cross obstacles. A Group assaulting a wall with a ladder must end its movement within 2” of the wall. They will automatically place the ladder against the wall; it does not require an Action to do this. To climb the ladder takes one whole Turn during which the men on it may not fire. Up to four men plus one Leader may climb the ladder in a Turn. Descending ladders is done at a rate of one storey per action dice. A maximum of four men and one Leader may descend a ladder in one Turn. Ladders may be used to form an impromptu bridge between buildings or terrain features where they are close enough together. Up to four men plus one Leader may cross a ladder bridge in one Turn. If they do so carefully, this counts as a Wide Obstacle, taking one full turn to cross. If they elect to do so at full movement rate they move as normal but each figures dices to see if he falls. Roll a D6 for each man in sequence. On a 1 the figure falls. If two men in a row fall the ladder bridge is broken and no more men may cross it.
Example
4.4 TREASURE! Enemy wagons or attached civilians are captured if any Group makes contact with them. When next activated the Group must take a Looting Test to see if they obey orders or are too busy looting their prize to respond. Troops in buildings who have no enemy target to fire at or who are not engaged in Fisticuffs (or about to be so) will take a Looting Test when activated. If they fail, they will spend that activation looting the property.
TABLE SEVEN Troop Type
LOOTING TEST Follow Orders
Elite, Artillery, Light Infantry Regulars, Clan, Dragoons, Skirmishers Conscripts & Volunteers, Tribe Militia, Irregular Skirmishers, Wallahs
Loot
2‐6
1
3‐6
1‐2
4‐6
1‐3
5‐6
1‐4
Add +1 if an officer is with them unless the officer is a Rotter. Subtract ‐1 if the Unit has a propensity to loot.
At the siege of Sag Alloo’s Palace, the Madras Fusiliers rush forward with ladders to take on the mutinous Sepoys. One Group of Fusiliers climbs onto the walls unopposed, with four men getting to the top on the first Turn, the second four men joining them in the next Turn. The two smaller Groups immediately join together automatically with no Command Initiatives required.
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4.5 CAVALRY MOVEMENT.
Cavalry Mounting and Dismounting
Cavalry can move at the Walk, Canter or Gallop. When they deploy onto the table they are assumed to be deploying at the Canter unless the player states otherwise. Cavalry can increase or decrease speed by one level in any Turn. Cavalry moving at the Walk move in any direction using one or two Actions for movement. They can use an Action to change their facing at the end of their movement if desired. Cavalry moving at the Canter must move in a forward direction and may only deviate by up to 45 degree to the left or right. They may not change their facing and must end the turn facing in the direction in which they moved. Cavalry moving at the Gallop must move directly ahead with no deviation. Being pragmatic, the odd jink in their movement is acceptable, as long as this isn’t more than an inch off the straight line. They may not change their facing and must end the turn facing in the direction in which they moved.
Some types of cavalry can operate either mounted or dismounted during a game. These use one Action to mount or dismount. To mount they must be within 2” of the horses. If any actions remain, they may move at the Walk. To dismount, cavalry must be moving at the Walk or be stationary. If dismounting, the dismounted figures are placed within 2” of their mounts. These do not need to be represented on the table, but their position should be marked in some way. A dismounted cavalry Group must deploy two men to act as horse holders and the dismounted Group size reduced accordingly. To keep things simple, horse holders cannot be shot at, but they are removed from the game if any enemy comes within 6” of them. Any dismounted cavalry whose horse holders have left the table, will remain dismounted for the remainder of the game.
Example Advancing North down the Shenandoah, a Group of Confederate cavalry is moving at the Canter. Up ahead they spot a Formation of Union infantry. When next activated, they decrease their speed to the Walk which allows them to immediately turn around and move with two Actions in the opposite direction. Had they been moving at the Gallop when they spotted the Yankee Formation, they could only have slowed to the Canter which would have meant moving forward closer to the Union troops.
Cavalry Pulling Up When crossing a Major obstacle at the Canter or Gallop, roll 1D6 for each figure. The horse and rider halt at the obstacle on a roll of 6. When crossing at the Gallop this happens on a 5 or 6. Riders who pull up outside of their Leader's Command Range are treated as a separate Group. Place these together as a Group at the obstacle, facing in whichever direction the controlling player wishes. When subsequently activated, they may move again at the Walk.
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Firing in Sharp Practice is by Unit. How the firing Unit is deployed and what sort of troops they are will affect the way this is done. 5.1 IDENTIFYING A TARGET To be able to fire, a Unit must have a line of sight to their target which is not broken by intervening terrain or by any other Units, be they friends or enemy, which hide the target. The target must also be in the firing Unit’s arc of fire.
Targeting Units Individual Groups and Skirmish Troops can fire at any target of their choice in their forward 180 degree arc of fire. Formations must have at least part of the target in the zone straight ahead of them. Line of Sight is determined by tracing a straight line from the firer to the target. If the firer has a clear view of the target, all of the figures will be able to fire. Where the line of sight is partially broken, only the figures with a clear view of the target can fire. Where not all of the figures in a Unit can
see the target, if the majority of the figures are firing, the whole unit will be considered unloaded. In open terrain this will require nothing more than a cursory glance at the table. When terrain is involved it can become more complicated, so the following guidelines apply. If the line of sight is interrupted by a high feature, such as a building, dense hedge, hill or high wall, the enemy may not be targeted unless they are using that terrain feature as a firing position, in which case they will benefit from hard cover. If the enemy is obscured by low features, such as garden walls, small hedges or similar, they can be targeted and will benefit from light cover. If the firing Unit is in the open, but the target is in terrain where visibility is badly obstructed, such as woods or dense scrubland, then the target is only visible if it is within 4” of the edge of the terrain. This extends to 6” if in light orchards with little or no undergrowth. The target will benefit from light cover. If the firing Unit is in terrain where visibility is badly obstructed, but the target is in the open or terrain where visibility is only slightly obstructed then the firer must be within 4” of the edge of the terrain in order to fire out. Again, this extends to 6” in light orchards with little or no undergrowth. If both the firing Unit and the target are within a terrain feature that blocks line of sight, such as a wood, then they may only engage the enemy when they are within 12” of each other. In light
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orchards with little or no undergrowth this extends to 18”. Troops firing from, or to, an elevated position, such as high ground or the upper storey of a building will have better visibility. Quite how much better will depend on their height in relation to the target Unit and intervening terrain. Measure the shot from firer to target applying the normal line of sight limitations. Where three or more types of light cover intervene between the firer and target this should be considered hard cover. 5.2 WHO CAN FIRE? All figures in a Unit in the open and with plenty of space can fire providing they have a clear line of sight. Some leeway should be allowed if the odd figure is positioned in a way which suggests that a comrade is blocking his view; it is assumed that the men will reposition themselves to their best advantage while comrades load.
Where space is limited, such as in a gateway, an alleyway between buildings or just a position where troops are in a cramped space, two men may fire for every inch of frontage. So a 3” wide gateway would allow six men to fire. A breastwork of 12” would allow 24 men to fire from behind it. Troops on a higher level, such as a hill or raised platform, may fire over the heads of intervening friendly troops as long as they are not firing canister or rockets and the friendly troops are more than 6” from the target Unit.
Firing and Buildings Troops inside buildings can target any enemy troops on the same floor of that building. Very large buildings with multiple different areas can be treated as special cases and broken down into sections if required. In most situations with large buildings, simple line of sight rules may be applied to get the most sensible results. Common sense must prevail!
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FIRING & BUILDINGS Red can fire two men from each window and can target six men in Blue Group A. Group A can fire six men back, whereas Group B cannot fire into the building, nor can they be fired at.
Two men can fire from a window or door. Only the windows and doors on a model building, or other openings agreed upon prior to the game, can be used to fire from. Men firing from a window or doorway have a 90° degree arc of fire directly out, with a 45° degree angle either side of and above and below a line drawn straight out from the centre of the window. This allows them to fire out and benefit from hard cover. A player can improve the arc of fire by getting one man to lean out of the window, allowing that single figure a 180° arc of fire measured from the face of the building. However, he will stop any other men firing from that window and will count as a target in the open for the rest of the current Turn. Troops can only fire into a building if they are within the 90° arc of the window or doorway as outlined above. Troops not within that arc may not fire into the building, nor may they be fired on from the enemy within. Artillery firing ball at a building can fire at any point on the building they can see to inflict casualties on any men inside. For large
buildings over 9” square the gun must be able to fire directly at the area of the building occupied by enemy troops in order to hit them. 5.3 HOW TO FIRE How troops fire depends on what type of troops they are and whether they are in Formation. Individual Groups and Skirmish Troops simply reload and fire. Formations may elect to fire Controlled or Uncontrolled volleys. Artillery fire may be Controlled, with the careful laying of the gun before it fires, or may be Uncontrolled where speed is preferred over accuracy. Skirmishing or single Groups of troops fire as fast as they can, loading and firing in sequence. Skirmish Troops get benefits for their training; other troop types will not get this. The process for Skirmish Troops and single Groups firing is to load, with however many Actions are required for their weapon, and to fire with one Action.
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Uncontrolled Fire. Troops in Formation may fire in an Uncontrolled manner, representing every man firing as rapidly as he can. The process for Uncontrolled Fire is to load, with however many Actions are required for their weapon, and to fire with one Action. Leaders may find that getting the Unit to stop firing takes time as the men are engrossed in their task in the noise and smoke. Controlled Volley Fire is slightly slower but the Formation benefits from a Controlled delivery and is fully under the command of their officers and NCOs. Only Formations may fire Controlled Volleys. The process is to Load, Present and Fire. Only better quality troops can fire Controlled Volleys. Artillery has two methods of fire, Controlled and Uncontrolled. Reloading any gun normally takes two Actions, increasing to three Actions if the crew is reduced to two men or fewer. To fire in a Controlled manner a further action must be used to lay the gun on the target each time it fires. The gun will then fire with a single Action.
Cavalry firing from the saddle find it difficult to draw a steady aim. Any target fired on by cavalry is treated as being in one level of cover better than they are actually in. Cavalry must be stationary to fire from the saddle. Cavalry may never fire in volleys, Controlled or Uncontrolled.
Tap Reload Early rifle‐armed troops, prior to the introduction of the Minie bullet and cartridges, load more slowly than troops with smoothbore weapons. However, they can opt for speed and simply tap reload their weapons, without the use of wadding. This is a poor choice in the long‐term as it causes damage to the rifling on their weapon, however, in extremis, it may be an attractive option. Rifle‐armed troops choosing that method reload more quickly, using just one Action to reload and another to fire, as though Line troops with a musket, and use that row on the Arsenal Table. 5.4 MASTER ARSENAL TABLE The following table shows the weapons most commonly used in the black powder period and their range bands.
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TABLE EIGHT Weapon Single Shot Pistol Repeating Pistol Smooth bore Carbine Fowling Pieces Musket Rifle Rifled Carbine (Minie) Rifled Musket (Minie) Breech Loading Carbine Breech Loading Rifle Marksman
THE MASTER ARSENAL TABLE SMALL ARMS Dice Reload 0‐12" Actions 1 1 1 1 1 1 1 1 1 1 1
1 0 1 1 1 2 1 1 0 0 2
Effective to 6" Effective to 6" Effective Effective Close Close Close Close Close Close Close
12‐24"
24‐36"
36‐48”
Long Long Long Effective Effective Effective Effective Effective Close
Long Long Long Long Long Effective
Long Long Effective
Weapon
ARTILLERY Dice Reload Canister 0‐60 Actions
60” and over
Light gun (4 pdr) Medium gun (6‐9 pdr) Heavy gun (12 pdr) Light Rocket Heavy Rocket
10 12 16 8 12
Long Long Long ‐ ‐
2 2 2 2 2
0‐18" 0‐24" 0‐30" ‐ ‐
Effective Effective Effective ‐ ‐
Noteworthy Weapons Most weapons covered above are standard weapons and need no further explanation. The following weapons are noteworthy as they have special rules. Fowling Pieces These are usually only used by local militias as impromptu weapons. However, when fired by a gentleman, add +1 to the roll to hit. Rockets Rockets are imperfect technology but they can be useful. Light rockets are usually what is found in the Middle and Far East, whereas Heavy Rockets, such as the Congreve, are European inventions. When a rocket is fired, the firer should declare the unit he is targeting. Now roll 1D6 to track the rocket’s progress.
TABLE NINE ROCKETS Roll Result 1
2 3 4 5 6
Rocket moves 6” directly forward and explodes. Roll for hits on any Groups within 4” of impact Rocket moves 6” to the left and then moves 12” forward Rocket moves 12” forward Rocket moves 12” forward Rocket moves 6” to the right and then moves 12” forward Rocket moves 12” directly forward and explodes. Roll for hits on any Group within 6” of impact
Keep rolling until the rocket explodes or leaves the table. Any Group which the rocket passes through or over will take 1D6 points of Shock. Cavalry will double Shock caused by a rocket.
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Firing Procedure Roll 1D6 for each figure that fires. Adjust the total number of dice rolled as follows:
Firing Dice Variables Good shots Firing
+1 D6 per Group Poor shots firing ‐1 D6 per Group Each Status Level of Leader +1D6 controlling fire Each Command Card used to +1D6 enhance fire Each two points of Shock on the ‐1D6 firing unit Now roll the adjusted number of dice. The number on the dice required to hit depends on the range to the nearest part of the target.
Range
To hit
Close Effective Long
4‐6 5‐6 6
This is adjusted as follows:
TABLE TEN FIRING ADJUSTMENTS First Fire bonus (if available) +1 to hit Controlled volley, controlled +1 to hit artillery fire Canister fire +1 to hit Firing at a Closed Column, Attack +1 to hit Column or Square Light Infantry Skirmishers firing +1 to hit Skirmishers at Effective or Long +1 to hit range Irregular Skirmishers firing from +1 to hit cover at Effective or Long range Firing from a flank or rear causes double Shock Artillery firing ball reduces cover by one level Artillery firing canister doubles Shock
Impossible or Guaranteed Hits In some extreme situations it may be that firing automatically hits or misses. In that situation we apply the simple rule that a roll of 6 is always a hit, whereas a roll of 1 is always a miss.
Example On the outskirts of Leuthen, a Prussian Guard patrol encounters an Austrian cavalry Formation. The two Guard Groups are within 1” of each other, so they immediately Form Up and, with their remaining two Actions, Present and fire a Controlled Volley at Close Range. At under 12” they normally need to roll 4 to 6 to hit, but this is their first time firing so they gain a +1 for that, they are good shots so that is also +1 and the Controlled Volley adds a further +1 meaning that cannot miss. However, the vagaries of the battlefield are such that a roll of 1 is always a miss. Nevertheless, the Austrian cavalry are unlikely to come out of this situation well.
Allocation of Hits All hits on a Formation from Line Troops, Skirmish Troops and Artillery firing canister are spread across all of the component Groups providing they are at least in partial line of sight. Where a Group in a Formation is completely hidden from the firer, it does not receive any hits. In the following example, Red’s hits are divided equally between Groups A, B, C and D. However, any “odd” hits must be allocated to the Groups within the direct arc of fire.
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If Group B was behind a building or other terrain which completely hid it from Blue’s fire, the hits would be shared between Groups A, C and D only. Any “odd” hits will be allocated by the firer if the target is in the open, and by the target player if his troops are in cover. Where a target in Formation is fired at by artillery firing ball, the gun fires straight ahead, with any hits being spread across the target Group and any adjacent Group. In the following example, Red’s hits are divided equally between Groups A, B and C. Any “odd” hits must be allocated to the target Group, B, first.
In the example below, a Group of Light Infantry has formed a Skirmish screen to protect Groups A and B in Line formation. Hits on the Skirmishers are spread across units A and B if they are within 4”. However, all hits are rolled for as if firing against Skirmish Troops, i.e in one level of cover better than is the case, to reflect the Skirmishers protecting the line. Irregular Skirmishers would share the hits in the same way, but the screened unit would not see its cover improved. If multiple targets are present, a Formation divides its hits between all Units in its arc of fire when activated to fire. In the image below, hits from Red’s fire will be divided between all four Blue Groups. A is within 4” of B and therefore counts as a target. D is out of the Blue Formation’s arc of fire, but as part of a Formation with C they share any hits between them. However, if a Leader spends one Command Initiative to direct the Formation’s fire, he may select his target within the arc of fire and concentrate fire against that. If he concentrates fire against B, all hits are still
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shared between A and B as they are within 4”, and if he concentrates fire against C all hits are shared with D as they are a Formation. Firing at Targets in Different Range Bands Sometimes fire will be spread across Groups in different range bands. In the example above, it may be that Group B is in one range band and Group A is further away. In such a situation the hits are shared amongst the Groups as normal, but A rolls for the effect of hits as if it is in one level of cover better than it actually is.
Effect of Hits Roll for each hit on the following table depending on the target Unit's cover. All Skirmish Troops and artillery crew count as one level of cover better than they are in. Most troops can never be in better than hard cover. However, Light Infantry in hard cover ignore the first kill in any round of fire to reflect their better training. Kills and Shock are applied to all Groups in a target Formation before the effects of Shock are calculated.
TABLE ELEVEN Target:
HIT EFFECTS In In Light Open Cover
Kill Shock Miss
6 3‐5 1‐2
6 4‐5 1‐3
In Hard Cover 6 5 1‐4
Leader Casualties Leaders operating on their own, not within 4” of friendly troops, may be targeted as though they are an enemy unit. Roll to hit as normal and then roll for effect. Shock is ignored, but any kill results are rolled for on the Leader Casualties Table below. If a Leader is attached to a Group which loses men dead, roll a D6. If the fire is from Line troops, Cavalry or artillery, and the number rolled is less than the number of men killed in that Group by that fire, the Leader is hit. If the fire is from Skirmish Troops and the number rolled is equal to or less than the number of men killed in that Group by that fire, the Leader is hit. Roll for a hit on the Leader Casualty table below .
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possible that another Leader will step forward to fill the void. When the dead Leader’s card is next dealt, ignore it. In subsequent Turns when the Leader’s card is dealt, the player may attempt to replace the Leader, rolling a D6 on the table below to see if a replacement emerges.
Example A Group of British Light Infantry is fired on by a Group of Légère Skirmishers. They suffer three hits resulting in one kill. As the firing troops are Skirmishers, a roll of 1 on a D6, equal to the number of men killed, will see the Leader with the Light Infantry hit. We now roll for the effect of the hit on the Leader. Had the firing unit been Line troops, one kill would not see a risk to the Leader as Line troops need to roll under the number of Kills.
TABLE THIRTEEN LEADER REPLACEMENT Troop Type
Where more than one Leader is attached to the target Group, only one is hit. Roll to see which one, with equal chances for both or all present being hit. Roll on Table Twelve, the Leader Casualties Table, for the effect of any hits.
TABLE TWELVE Roll 1 2‐3
4‐6
LEADER CASUALTIES Effect Dead Knocked out by minor wound. Roll 1D6 on subsequent activations or at the end of the Chapter. The Leader will recover on a roll of 5 or 6 Light wound. Reduce status by one level.
Zero‐Rated Leaders A Leader reduced to Zero Status remains on the table but has no Command Initiatives. However, he may use any Command Cards which are available when his card is dealt. A zero rated Leader is killed if he suffers a further Light wound.
Replacing Killed Leaders The loss of Leaders can, and should, impact on the efficiency of a force. However, it is
Elite, Artillery, Clan Regular, Light Infantry, All Cavalry, Tribes, Conscripts & Volunteers, Skirmishers Militia, Irregular Skirmishers, Wallahs
Roll 4‐6 5, 6 6
If the roll is successful, a replacement Leader will step forward. He will be one Status level lower than the Leader he replaced (a Leader who began the game as Status I is replaced by a Zero‐Rated Leader). If the roll is not successful, the player may attempt to roll again each time the card is dealt up to the end of the current Chapter. When a Chapter end occurs, the player has one last chance to replace him. If that fails, the Leader’s card is removed from the Game Deck and no replacement is possible.
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Breach Loading Weapons
Uncontrolled Troops Formations firing Controlled Volleys can stop firing at any time and immediately undertake a different action, such as moving, in their Turn. Formations firing in an Uncontrolled manner are less easy to bring under control. These will test when their leaders want them to stop firing and do something different. Roll on the Uncontrolled Troops table.
TABLE FOURTEEN UNCONTROLLED TROOPS Follow Remain Troop Type Orders Uncontrolled Elite Regulars, Conscripts Volunteers Militia
&
2‐6 3‐6 4‐6
1 1‐2 1‐3
5‐6
1‐4
Where Breach Loading weapons are being fired at maximum rate, one round for each Action, this can result in a large amount of smoke being created. If the next card dealt after a unit has fired in this way is the Tiffin card, a pall of smoke will be placed immediately in front of the unit. All firing through the smoke will be done with a ‐1 to hit until the smoke clears at the end of the current Chapter.
Ammunition
Add +1 to the roll if a musician is present with the Leader attempting to regain control. As an aide memoire, place an Uncontrolled Volley marker in front of the firing unit and only remove this once the test has been passed.
Ammunition is not normally limited unless a shortage is caused by a random event. However, artillery have only three rounds of canister available for each gun. Additional supplies many be purchased as a support option.
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The battlefield is a dangerous and stressful place, and the rigours of action can prove too much for even the toughest troops. Sharp Practice uses Shock points to represent the loss of morale and cohesion. Shock can be inflicted by enemy fire, Fisticuffs or rapid disordering movement. 6.1 APPLICATION OF SHOCK Shock is always applied to individual Groups. Even when troops are in Formation we note Shock, and its effects, for each individual Group rather than the Formation as a whole. We use of small, unobtrusive markers such as micro‐dice or small stones to keep track of the number of points of Shock on each Group.
Leaders & Shock
Shock & Movement Groups reduce their movement by 1” for each point of Shock unless moving directly away from the nearest enemy, when they may ignore this penalty. A Formation subtracts the highest amount of Shock on any Group within that Formation.
Shock & Firing A Group reduces the number of dice rolled for firing by one for each two points of Shock.
Shock & Fisticuffs In Fisticuffs, a Group reduces the number of dice it rolls by one for each two points of Shock.
Excess Shock Shock can cause Infantry and Cavalry Groups to lose their nerve and retire. When a Group has more points of Shock than men, it will make an involuntary withdrawal, with the distance it withdraws determined by its troop type. Consult that Involuntary Withdrawal table.
TABLE FIFTEEN INVOLUNTARY WITHDRAWAL Troop Type Distance Elite, Clan Regular, Light Infantry, All Cavalry, Tribes, Conscripts & Volunteers, Skirmishers Militia, Irregular Skirmishers, Wallahs
The effect of Shock applies equally to the men in the Group and any Leaders attached to them. If a Leader is attached to a Group which breaks due to Shock, he can detach himself from the Group on a subsequent activation. However, if he is still attached to the broken Group when the Chapter ends, he will be Rout from the table and be removed from play with them. A Leader who has been wounded and is out of action during the current Turn does not count as a man when calculating the effect of Shock.
1‐4” 1” 2” 3”
The Group will immediately retire that number of inches for each point of Shock more than the number of figures. Elite and Clan Groups are unusual and have the choice of withdrawing between 1” and 4” for each excess point of Shock. Artillery crew only withdraw when they Break. See below. Troops retiring involuntarily end their movement facing the enemy. A Group with excess Shock will retire each time it suffers additional casualties or Shock, even if it occurs more than once in a Turn.
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Test on the Force Morale Table each time a Group is obliged to withdraw due to Shock, to see how such an involuntary withdrawal affects the Force Morale. See section 8.
Groups with excess Shock can still fire when activated, but at reduced effect. A Group with more points of Shock than men cannot advance towards the enemy.
Broken Troops If a Group has at least twice the number of Shock points as it has figures, its morale has broken. The Group will immediately run 2D6 + 6” directly away from the last Unit which caused Shock. They ignore all terrain restrictions when retiring broken and end their movement facing away from the enemy. If a broken Group suffers further Shock or men lost, this withdrawal will be repeated, even if it is in the same Turn.
Any Leader attached to broken troops will run with them. However, he can leave the Group on subsequent activations and will no longer be affected by their Shock. He may, of course, remain with the Group and attempt to rally them by removing Shock points. His Command Initiative is never reduced by Shock.
If a Cavalry Group reaches a point where it has more points of Shock than men, it will fall back as above. However, all Shock must be rallied off a Cavalry Group before it can again advance towards the enemy. This represents the men reforming and bringing their mounts under control.
Artillery crews suffering more Shock points than men remaining will see their effectiveness reduce due to fewer firing dice, but they will hold their ground until the number of Shock points is twice their strength, at which point they will break and withdraw 2D6 + 6”, abandoning their gun. They ignore all terrain penalties when retiring broken.
Involuntary Interpenetration Troops making an involuntary withdrawal or withdrawing due to breaking may be obliged to pass through other friendly troops. They
do this with no loss of movement, but any Group they pass through will suffer Shock equal to the excess points on the Group which passed through them. Any Groups in a Formation which are passed through involuntarily will be separated from their Formation. When the movement is completed, place these 1” apart to indicate the broken Formation. If other Groups in the Formation were not passed through, they will not be affected and can remain in Formation. As long as they do not have excess Shock, Light Infantry can ignore this as they are sufficiently well‐trained to allow the unit to pass through them and maintain their Formation.
Example
A Group of three 95th Rifles men with seven points of Shock which break and withdraw involuntarily through a friendly Group of Line Infantry which are the end Group in a Formation of three Groups. The Line Infantry will suffer four points of Shock for being interpenetrated by broken troops, four being the amount of excess Shock on the routing Group. The Line Group is broken off from the Formation, placed 1” apart to indicate that. It may join to the Formation subsequently when a Leader uses a command Initiative to get it to Form Up.
Routing Units & Leaders If, at the end of the Chapter, a Group has double or more Shock than the figures present, it will Rout from the table. Any Leader with them will also Rout. Groups and Leaders are also considered to have Routed if they are pushed off the table during the game.
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Fisticuffs is fought when a Unit moves into base to base contact with an enemy Unit. It represents a violent fight which will oblige one side, or sometimes both, to withdraw.
7.1 WHO FIGHTS? The Groups in contact with the enemy do the fighting in Fisticuffs. Any friendly Groups immediately adjacent to those fighting will provide support. In many combats it will be clear which Groups fight. In the image below all of the Groups are in contact and Red’s Formation of three Groups will fight all of Blue’s Formation of four Groups. However, in some situations not all of the Groups in a Formation will fight. In the image below, only the Groups marked F will fight and the Groups marked S will provide support. The Blue Group marked X is not immediately adjacent to a unit in contact and cannot fight or support.
A player moving into Fisticuffs will find that how he contacts the enemy may provide him with some advantage and he should attempt to maximise this. Had Red moved to attack as in the example below, he would have found that the following would have provided a better chance of success.
Flank Attacks Whether a Unit is hit in the flank or not is an important consideration. All Units have an invisible line which runs directly across their frontage and extends outwards from there. To attack a Unit in the flank or rear (they both have the same effect in the rules), one or more of the attacking Groups must begin its move behind this invisible line, in the rear 180 degree zone shown below. Here, Red groups A and B are considered a frontal attack as neither Group began in Blue’s rear zone. Groups C and D both count as making a flank or rear attack as at least one of the Groups begins its move in Blue’s 180 degree zone.
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In the image below, Red is hitting Blue in the flank. Group D is contacted and fights in Fisticuffs. We move Group D to conform with Red’s frontage, ensuring that it is still in contact with the Groups which contacted it. Group C was adjacent to D when it was contacted and moves to act as support. This breaks Blue’s Formation into two parts to represent the loss of command caused by such an attack. Red Groups Y and Z will fight and Group X will support in the ensuing Fisticuffs. .
7.2 TERRAIN IN FISTICUFFS Troops defending Minor and Major obstacles can be attacked in Fisticuffs by all troops. However, Cavalry may only attack Minor Obstacles at the Walk or Canter and Major Obstacles at the Walk. Troops defending High and Wide Obstacles can only be attacked by foot troops. Impassable Obstacles may only be attacked by foot troops using ladders or who have breached the defences in some way. Troops defending terrain which is not rated as an obstacle, such as woodland or rocky hillsides do not gain a benefit for defending terrain in Fisticuffs.
Fisticuffs in Buildings and Ships Buildings or large multi‐decked ships, must be captured one floor, or deck, at a time. Any troops on the floor of a building, or deck of the ship, that is being attacked may join in the Fisticuffs to defend it. If they are defeated and a withdraw result is achieved then they may, if the structure allows, retire to a higher or lower floor or deck. This may, however, be limited if the only access is a ladder rather than a stairway. If no retreat is possible the rank and file will surrender, while the Leaders may attempt to escape via acts of Derring‐Do if they have access to windows or the likes. Troops defending a level of a building or ship against an enemy attacking from a different level, above or below, count as defending a Minor Obstacle if the enemy is attacking up a broad stairway, or a Major Obstacle if they are attacking up narrow stairway or restricted route.
Fisticuffs using Ladders If men climbing a ladder are met by defenders at the top of the ladder all of the men on the ladder will count in Fisticuffs treating the attack as on a Major Obstacle. A defender at the top of the ladder may use one Group to engage any men on a single ladder in Fisticuffs. Any adjacent Groups of defenders may count as supporting Groups.
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If the Group on the ladder is defeated, any survivors will be placed at the foot of the ladder. If the Group on the ladder wins, they are moved to the top of the wall. If the attackers are moving down the ladder to attack an enemy at the bottom of the wall, use precisely the rules above with the distance travelled reversed.
side, based on their troop type and current strength.
The following table shows how many D6 a Group will roll in Fisticuffs. This is dependent on their current strength, with different number of dice depending on whether they are over 50% strength or below that number.
TABLE SIXTEEN
Example
TROOP TYPES IN FISTICUFFS Group Type
At the siege of Sag Alloo’s palace, the Madras Fusiliers attack the walls carrying ladders. The first Group of 8 men are at the base of their ladder. Four men and their Leader move up the ladder and engage a Group of Mutineers on the walls. The four with the Leader count as a Group with more than 50% strength. The Leader adds his Status Level. The Group of ten Mutineers all fight as a Group with 50% strength or more. Fortunately they are Weedy Coves!
7.3 RESOLVING FISTICUFFS
Line Troops, Skirmish Troops, Wallahs and Cavalry at the Walk or halt Clan Tribe Non‐Impact Cavalry Group moving at the Canter Non‐Impact Cavalry Group moving at the Gallop Impact Cavalry Group moving at the Canter Impact Cavalry Group moving at the Gallop
Over 50% 6D6
50% or Less 3D6
10D6 8D6
5D6 4D6
7D6
3D6
8D6
4D6
9D6
4D6
12D6
6D6
Where the table refers to Quality Level, this is shown here with the order descending from high to low.
TROOP QUALITY IN FISTICUFFS Elite, Impact Cavalry, Clan Regular, Light Infantry, Dragoons, Lancers, Tribes, Conscripts & Volunteers, Skirmishers, Scouting Cavalry Militia, Irregular Skirmishers, Wallahs, Artillery crew
Fisticuffs is resolved as one fight, it is not broken down into component Groups. First, determine the number of dice rolled by each
Now make any adjustments to this total using the table below. Begin with the top line and work down in sequence.
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TABLE SEVENTEEN ADJUSTMENTS IN FISTICUFFS
Each Leader attached to a Group fighting Any Command Cards being used to add zeal to a force Each Quality Level higher Aggressive Troops Weedy Coves Meeting attack unloaded Fighting without bayonets Meeting attack presented and loaded For each two points of Shock on any Groups Each supporting Group with more than 50% strength Attacking a minor obstacle
Attacking a Major or High and Wide Obstacle Defending a High or Wide Obstacle Attacked in the flank or rear Cavalry against Infantry Square Infantry Square against Cavalry
+1D6 per Status level +1D6 per card
+2D6 per Group +2D6 per Group ‐1D6 per Group ‐2D6 per Group ‐2D6 per Group +2D6 per Group ‐1 dice +3D6 Remove one dice in four, rounding up Remove half the dice, rounding up Add one dice for each two so far Remove half the dice, rounding up Remove half the dice, rounding up Add an additional D6 for each 2D6 so far
Total up the number of dice to be rolled by each side. The players now roll the dice, a roll of 5 inflicts one kill on the enemy. A roll of 6 inflicts one kill and one point of Shock.
Killed figures are removed by the owning player from any of the Groups fighting. Any Shock caused is distributed evenly across the Groups fighting or supporting. Where an Attack Column is fighting, Shock is distributed across all of the Groups in the attacking Unit, even if they are not fighting or supporting the attack, with any “odd” Shock placed by the owning player. Shock inflicted in Fisticuffs on Skirmishers who attempted to evade but failed is doubled.
Results of Fisticuffs Compare the number of dead on both sides, applying the result below. Double the distance retired for mounted cavalry: Draw: Fight again immediately unless one side breaks contact due to Shock. This occurs for a maximum of three rounds, after which both sides retire 4” directly away from their opponent. They end this move facing the enemy. Defeated by 1 Thrown back 6” facing the enemy. Stubborn troops ignore a defeat by 1 and fight again immediately. Defeated by 2 Thrown back 9” facing the enemy. Add two points of Shock to each Group fighting or supporting on the losing side. Defeated by 3 Thrown back 12” facing away from the enemy. Add three points of Shock on each Group fighting or supporting on the losing side. Defeated by 4 or more Thrown back 18” facing away from the enemy. Add four points of Shock on each Group fighting or supporting on the losing side in the last round of Fisticuffs. If no escape is possible, the survivors will surrender. The winner allocates guards at a 1 to 5 ratio.
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Leaders in Fisticuffs
Example A Status II Leader with the Madras Fusiliers uses his two Command Initiatives to activate two of his Group, they run into Fisticuffs with 3D6 each, both suffering 1 point of Shock as a result. They both make contact and fight against two Groups of Mutineers who are defending a makeshift barricade which is counted as a Minor Obstacle. The Sepoys are Militia Groups at full strength so they roll 6 dice per Group, a total of 12 dice. They are commanded by a Status I leader who adds 1D6 to make that 13 dice. However, they are Weedy Coves, so lose 1D6 for each Group, making 11 dice in total. Both Groups of Madras Fusiliers have suffered one casualty each, so as they are more than 50% strength they still get 6 dice each, a total of 12 dice. They have a Status II Leader leading the attack so that adds two dice and playing a single Command Cards adds a further one D6. Fifteen D6 in total so far. The Madras Fusiliers are Conscripts & Volunteers so they are one level better troop type, adding 2 dice per Group. That is 19 dice. They ran, so both Groups have one point of Shock, but we ignore this as neither Group has two points of Shock which would reduce their effectiveness. They are attacking a Minor Obstacle, which removes one D6 for every four they have. That removes 4D6 as we always round up, keeping the larger number of dice. The final roll is 15 dice for the Fusiliers, 11 dice for the Sepoys.
After each round of fisticuffs, roll a D6 for any hits on Leaders. If the number rolled is equal to or less than the number of men killed in that round of Fisticuffs, the Leader is hit. Roll on Table Twelve for losses to Leaders before the next round is fought. Any Force Morale tests for Groups pushed back in Close Combat are now taken. Capturing Leaders Leaders may be overcome and captured if their enemy has four times the number of dice in Fisticuffs and wins that round of Fisticuffs.
Breaking Contact in Fisticuffs When a round of Fisticuffs is drawn, or Stubborn Troops are “Defeated by One”, it is possible excess Shock can cause a break in contact, with troops with excess Shock retiring as detailed in Section 6. This breaks contact and the Group may no longer fight in subsequent rounds of Fisticuffs but will support if still in contact with any Fighting Group.
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Force Morale represents the general enthusiasm, or lack of it, that a force has at any given time. It is not based solely on force quality and it can fluctuate from day to day for no apparent reason.
A Support Group is any non‐infantry Group which has been added to your force from the Support Lists for the duration of the game. Additional Infantry and Leaders are treated like any other core Groups and Leaders. Static support options, such as breastworks and road blocks are ignored.
Reduced Force Morale
Both players roll for their Force Morale at the start of the game, see Section 1.1. As the game progresses, your Force Morale can fall as the effect of the fighting takes its toll on the will of the men to keep going, specifically when significant negative events happen, what we call Bad Things Happen.
Falling Force Morale has no effect until it reaches 4 or less. To reflect a loss in command due to a serious reduction of your force’s morale, we remove Command Cards from the Game Deck when certain key points are reached. The following table indicates the impact a falling morale level has on your force.
8.1 TESTING FORCE MORALE Roll 1D6 on Table Eighteen immediately each time a bad thing occurs. In some situations this will involve making more than one roll if multiple bad things happen. Where a Group is obliged to withdraw, breaks or is wiped out, only test for the worst of those three. All other bad things are rolled for individually. Apply the result shown at the head of the column to your Force Morale total.
TABLE NINETEEN Morale 5+ 4 3 2 1 0
FORCE MORALE EFFECT Effect No effect Command Cards reduced by one Command Cards reduced by two Command Cards reduced by three Command Cards reduced by four Rout or Surrender
TABLE EIGHTEEN BAD THINGS HAPPEN Setback Group obliged to withdraw Group breaks Group wiped out Formation broken by fire or Fisticuffs Status I Leader wounded Status I Leader killed Status I Leader Routs from table Status II Leader wounded Status II Leader killed Status II Leader Routs from table Status III or IV Leader wounded Status III or IV Leader killed Status III or IV Leader Routs from table Loss of Support Group Loss of Primary Deployment point Loss of Face Cowardly Act
No effect 1 2 3 1 1 2 1 1 1 2 3 4 5 1 2
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‐1 point 4 5 6 1 2 3 4 1 2 3 2 3 4 3 4 5 6 2 3 4 5 1 2 3 4 2 3 4 5 1 2 3 4 1 2 3 1 2 3 4 1 2 3 1 2 3 6 3 4 5 6
‐2 points 5 6 4 5 6 5 6 6 5 6 6 5 6 4 5 6 5 6 1 2 3 4 1 2 3 4 5 6 4 5 6
‐3 points 5 6 4 5 6
Sharp Practice is designed with a strong narrative element to the game. Playing Sharp Practice is like settling down with a good book and following the adventures of your favourite characters These characters will often emerge as the story unfolds during a game, but you can also develop your own. This section allows you to discover more about your Leaders and the minor characters they may bump into.
Mass troops may have gentlemen Leaders, as long as they own at least one pair of tailored trousers and dress for dinner. Tribal Troops and Wallahs are never considered gentlemen by Europeans or their descendants in the New World. The following sections are exclusively for officers.
Breeding An officer’s background can have a significant impact on his career. Roll 2D6 and consult the Officer’s Breeding Table
Character Table A Officer’s Breeding Result
Roll 2 3 4 5 6 7 8 9 10 11 12
9.1 LEADERS: OFFICERS & GENTLEMEN Leaders in Sharp Practice are divided into Officers & Gentlemen and Non‐ Commissioned Officers. Most Status I Leaders will be NCOs or very junior officers, while Status II will be mainly officers with the occasional very senior NCO. Status III and IV Leaders are exclusively officers. You should give your Leaders ranks you feel are appropriate for their characters and role.
Risen from the ranks Risen from the ranks New money but personally impoverished New money with extravagant wealth Former Gentleman ranker Military family but poverty stricken Military family with wealth and influence Illegitimate offspring of Nobility Nobility with influence but no money Nobility with wealth and influence Minor royalty, extravagant wealth, great influence
Three factors are of importance in play; wealth, influence and whether the officer is a gentleman or merely an officer. The lighter shaded results indicate that the officer concerned was not born a gentleman and is only treated as one due to his rank.
Personality A Leader’s personality can influence play, depending on what attributes they have. Roll 2D6 and consult the Officer’s Personality Table.
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Roll 2 3 4 5 6 7 8 9 10 11 12
Honourable A man largely without faults and with a sense of propriety and honour. He will behave correctly in all circumstances. An Honourable man can never offer a bribe and must always attempt to assist a damsel in distress.
Character Table B Personality Result Prig Rotter Honourable Honourable Honourable Honourable Honourable Honourable Honourable Cad or Bounder Rake
What does this mean? Prig A Prig is a self‐righteous individual who attempts to behave as though morally superior to others. Being a prig reduces his popularity rating and the likelihood of his men risking life and limb to save him. A Prig may never offer bribes. He is persuasive with peasants and civilians of the lower orders who he browbeats mercilessly. A Prig will always attempt to assist a Lady in distress. Females from the lower orders are of no concern to him. Rotter A Rotter is a ne’er‐do‐well character with insufficient intelligence or courage to seek out life’s pleasures, but who will attempt to supplement his purse at any opportunity. When a Rotter is in a building or is accompanying an enemy wagon or character captured by his troops, his men will take an Uncontrolled Troops roll with a ‐1. If he is on his own he will take the same test as though Regular troops. If he fails, he will spend the Turn seeking wealth. A Rotter may offer bribes if he is wealthy, but feels no obligation to assist damsels in distress.
Cad or Bounder If the character is a gentleman, he will be a Cad. The cad is fully aware of how a gentleman should behave, but is not always capable of living up to that ideal. A Cad must always attempt to court any Lady character in the game. If he comes within 6” of any attractive female Minor Character, he must take an Uncontrolled Troops test each time he is activated, rolling as though Regular troops. If he fails he will spend that Turn attempting to woo the lady concerned. A Cad may offer bribes if he is wealthy and, due to his breeding, is persuasive. He will always attempt to assist a Lady in distress. He may, if he wishes, assist other females. If the character is not a gentleman, he will be a Bounder. A Bounder comes from the lower orders of society with ideas above his station and who uses his uniform in order to achieve them. He will never attempt to woo a Lady, as his pretensions would be immediately
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exposed. However, If he comes into contact with any attractive female Minor Character, he must take an Uncontrolled Troops test each time he is activated, rolling as though Regular troops. If he fails he will spend that Turn attempting to woo the female concerned. A Bounder may offer bribes if he is wealthy and is persuasive with anyone not a gentleman. He feels no obligation to assist damsels in distress. Rake A rake is a debauched individual who has no moral compass. He devotes as much of his time as possible to witty debate, drink and ladies of ill‐repute. A Rake must always attempt to woo any Lady character in the game. If he moves to within 6” of any female Minor Character, he must take an Uncontrolled Troops test each time he is activated, rolling as though Conscript & Volunteer troops. If he fails he will spend that Turn attempting to woo the Lady, or creature, concerned. A Rake may offer bribes if he is wealthy and, due to his wit, is persuasive. He feels no obligation to assist damsels in distress, but may do so although most likely with dubious motives.
Skills Some officers may be noted for specific skills. Roll 1D6. On a roll of 1 to 5 he has no particular skill. On a roll of 6, roll again on the Skills Table.
Character Table C Skills Result
Roll 1 2 3 4 5 6
Flashing Blade View Halloo Stunning Linguist Impressive Weapon Master of Disguise Sporting Life
Flashing Blade A Leader with a Flashing Blade is a deft swordsman. In a duel he may use an additional swordsmanship dice in the first and any one subsequent round of combat. View Halloo A fine horseman who may re‐roll if he pulls up when crossing an obstacle while mounted. Stunning Linguist A master of languages. He may add +1 to the dice roll when rolling for success when speaking to any foreign minor characters. Impressive Weapon His weapon of choice is a powerful sword with plenty of weight behind it. In a duel he has a greater chance of inflicting damage on his opponent. Master of Disguise This Leader has an impressive flair for disguise, and gains a +1 when attempting to pass himself off as someone else. Sporting Life An athlete of considerable accomplishment. He gains an advantage when attempting Tasks requiring physical strength or prowess.
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Other Attributes The following attributes are common to all Leader of whatever rank or Status.
Roll 1 2 3 4 5 6
Physique This determines the physical prowess of our Leaders when undertaking tasks of strength. Roll 1D6 and consult the Physique Table.
Roll 1 2 3 4 5 6
Character Table D Physique Result Sickly cove Diminutive chap Average Stamp Average Stamp Strapping fellow Giant of a man
Effect ‐2 ‐1 ‐ ‐ +1 +2
The Leader adds his Physique modifier to the Task roll when undertaking a strength related Task.
Character Table F Charisma Result Vile individual Thoroughly dislikeable Dullard Pleasant Affable Charming
All of the above attributes can be used during your games. Some will be particularly useful in specific situations. 9.2 FOREIGN JOHNNIES In the literary world of Sharp Practice, it is likely that our enemies will be often less than honourable gentlemen. Should you prefer a game where foreign Johnnies follow in that literary tradition, use the following table for the Personality roll.
Character Table G Foreign Johnnies Result
Looks Not much good on the battlefield, but important in affairs of the heart and making a good first impression with other characters. Roll 2D6 and consult the Looks Table.
Roll 2 3 – 4 5 6 7‐8 9‐10 11‐12
Roll 2 3 4 5 6 7 8 9 10 11 12
Character Table E Looks Result Hideous Freak Face like a pig’s backside No looker Plain and unremarkable Fair of face Good looking chap Handsome Devil
Charisma What people think of a Leader can ultimately save his life and certainly will influence the way that others see him. Roll 1D6 and consult the Charisma Table.
Honourable Honourable Honourable Honourable Cad or Bounder Rake Rotter Cad or Bounder Honourable Honourable Honourable
A Foreign Johnny who is a Rake, Cad, Bounder or Rotter never takes a Force Morale roll for Loss of Face or Cowardly Acts; they revel in such behaviour. If they accept a duel, they may “cheat” by re‐rolling any single dice when rolling to hit their opponent with their attack dice. This reflects the sort of low tricks these beastly chaps are known to pull.
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9.3 MINOR CHARACTERS
Minor Characters Reactions
Minor Characters are the individuals who inhabit the world in which our games take place but who have no part in the main plot. They could be civilians getting on with their day to day life, or military types going about their duty, largely unaware of the action going on around them. Minor characters are not always required, but they do add colour and in some scenarios, such as Foraging, they are almost essential. For each Scenario in Appendix A, we recommend how many Minor Characters should be present and whether they are military or civilian. Minor Characters are controlled by an umpire if one is present. However, once placed on the table their reactions are determined by the following rules. Minor Characters can be Leaders in their own right, with men under their command. A Minor Character could be an NCO or officer commanding a Group of troops in the Guardhouse of a castle or a Captain of a boat with a party of sailors under him. How the Minor Character behaves and reacts determines what any men under his command do.
When one of your Leaders first encounters a Minor Character, he might simply give him a knock over the head and continue on his way. However, in some situations it may be better to attempt to persuade or cajole than to use physical violence, especially where a reasonable demand is likely to meet with success. What constitutes a reasonable demand depends on the context of the scenario. Asking peasants for fodder or requisitioning supplies is reasonable, requesting the transfer of a prisoner from a Guardroom is only reasonable if you are dressed in a manner which would be considered “friendly” by the guards. Asking to gain entry to the palace is reasonable; asking to remove the Crown Jewels is an unreasonable demand. Let your sense of narrative guide you. Roll 1D6 on the Minor Character Reaction Table to see how inclined the individual is to be persuaded.
TABLE TWENTY MINOR CHARACTER REACTION TABLE Roll Military Civilian 1 2 3 4 5 6
2 3 4 5 6 7
0 1 2 3 4 5
The number indicated is the Target roll required to get the Minor Character to do what you want. Roll a D6 and add or subtract any modifiers from the table below that apply to see how persuasive your Leader is.
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Master of Disguise in costume Charming A well‐received bribe Stunning Linguist using foreign language Master of Disguise not in costume Rake or Cad Bounder meeting Lower Social Orders Prig with civilian Lower Social Orders Fair of Face or Good Looking Face Like a Pig’s Backside Unable to speak the language Hideous Freak Unreasonable demand
+2 +2 +2 +2 +1 +1 +1 +1 +1 ‐1 ‐2 ‐2 ‐4
If the adjusted D6 roll is higher than the Minor Character’s Target roll, your Leader has persuaded that character to do as he wishes.
If the adjusted score is equal to the Minor Character’s Target roll, your Leader is locked in negotiations and must attempt to persuade him when he is next activated or give up and do something else.
If the adjusted score is below the Minor Character’s Target roll, your attempts at persuasion have failed. Roll an unmodified Dd6 to see how the Minor Character reacts, adding the total to the score that the character rolled on the Minor Character Reaction Table.
If the Minor Character is a civilian with a total of 9 or less, he or she will flee and is removed from the table. If the total is 10 or more, the civilian will run to the nearest house and will fire a fowling piece from a window on every subsequent Tiffin card.
If the Minor Character is a single military man, such as a sentry, he will raise the alarm by firing a shot or similar before being removed from the table having fled. If multiple military men are present, a total score of 6 or less means that they retire to get assistance. If the score is 7 or more, they will immediately engage your Leader and any men with him in Fisticuffs. Subsequently, the
Minor Character will be controlled by the opposing player as a Zero‐Rated Leader. Bribery Bribery is only an option for Leaders who have wealth or extravagant wealth or who, as part of the scenario, have been supplied with suitable funds. You can add a bribe when attempting to persuade a Minor Character. Roll a D6 to see how successful the bribe is, subtracting ‐1 if the Minor Character is an officer or gentleman. On a roll of 3 to 6, the bribe is well received and adds +2 to your dice roll. On a roll of 1 or 2, the Minor Character is a man of honour and is horrified by your proposal. Your attempt to persuade him fails automatically. Should your attempt at bribery fail, and both the Minor Character and your Leader are officers, he will challenge your Leader to a duel. If this is accepted the Minor character will now be controlled by the opposing player and the duel will be fought immediately.
Hidden Characters In some scenarios, there will be a requirement to have a hidden Character on the table. This might be a spy holed up in a farming community or an escaped prisoner on the run who is now being sought out. In such situations the scenario is likely to call for a number of buildings to be present. Make one chit of paper for each building, one of which is marked with an X, the other being blank. Shuffle these and place them, unseen, under each building. If the Character is keen to be found, the chit will be revealed when the building is entered. If the Characters is not keen to be found, the chit will be revealed once the building is searched successfully.
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9.4 AFFAIRE DE COUER The majority of the females present in Sharp Practice are likely to be Minor Characters who, occasionally, may be wooed by certain of the less reputable characters among your Leaders. A more powerful and influential force in our games is the major female characters whose roles are more exciting. The Guerrilla leader, the spy; the headstrong Lady who is determined to make her mark in a man’s world. On occasions, it may be important for our narrative to see if friendships, or possibly more, are established. When such situations arise, how interested the Lady is will be determined by rolling 2D6 and adjusting as below. Rake or Cad Extravagantly wealthy Wealthy Strapping Fellow Fair of face or Good looking chap Handsome Devil Face like a pig’s backside Hideous Freak Charming Affable Dullard Thoroughly dislikeable Vile individual
+1 +2 +1 +1 +1 +2 ‐1 ‐3 +2 +1 ‐1 ‐2 ‐3
The adjusted total will determine the result.
TABLE TWENTY‐ONE AFFAIR DE COEUR Result
Total 2‐4 5‐8
9‐10
11‐12
She cuts him dead and insists the Leader never speaks to her again She barely notices him. To gain her attention the Leader must perform an act of heroism before he can roll again She is clearly unimpressed. To gain her attention the Leader must perform an act of heroism before he can roll again with a +2 This lady appears enthusiastic. The Leader must ensure she survives the game in order to win her gratitude and, he hopes, her affection
How things develop from this point we leave entirely to the players, their sense of developing a plot and, indeed, propriety.
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Leaders and their troops may be called upon to perform all sorts of tasks, from picking the lock of a Sultan’s treasure house to smashing down the gate at Chateau Hougoumont. 10.1 TASK VALUES All Tasks have a numerical value. Each time a Leader or Group undertakes a Task when activated, they roll 2D6. The total rolled is noted and when the tally reaches the required total the Task is complete. No other Action can be undertaken while working on a Task. Some Tasks can be abandoned at any time and returned to subsequently without affecting the running tally.
Where the value has an asterisk, Engineers are able to undertake these tasks more effectively, as covered in the Support Options in Appendix B. Some tasks require the total to be reached in a single roll, in which case no tally is kept. For example, Sergeant Smith attempts to lift a cannon barrel that is trapping the legs of a wounded officer. To achieve this Herculean act of strength the umpire decides that he must roll 11 or 12 on 2D6 in each Turn that an attempt is made. Picking a pocket is another such example. These are, of course, only guideline examples. The scenario designer or umpire can assign any numerical value to any task.
TABLE TWENTY TWO TASKS Task Break down a hovel door Break down a stout door Break down an imposing gate Breach a palisade with axes Set a mine and light the fuse Set a roof alight with firebrand Douse a structure with spirits and light Set alight a combustible item without spirits Set up and light a beacon Jemmy open a feeble window Ditto, but silently Jemmy open a formidable window Ditto, but silently Un‐bog a light cart Un‐bog a heavy wagon Replace a cart or wagon wheel Spike a gun Search a small house or large room Catch and secure livestock
Value 8* 12* 24* 36* 11* 7* 11* 18* 18* 6* 12* 10* 20* 10 18 14* 6 10 6
Carrying Weights Heavy weights can be carried as long as the weight of the item being carried does not exceed the total weight of the men carrying it. If the figures are carrying roughly their own collective body weight, they move with ‐2 pips per movement dice. If they are carrying around half of their body weight, they will reduce their movement by ‐1 pip per movement dice. 10.2 SPECIALIST TASKS There may be times when men with very specific skills are attached to a force. To use their skills they must be activated by a Leader using one Command Initiative. These skilled individuals are as follows:
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Marksman
Cracksman
A marksman will be part of a group of Skirmish Troops. He can fire at a target with a greater chance of success, using the Marksman row on the Arsenal table. Any Shock inflicted by such firing is doubled. Any kill is rolled for, with a score of 1 or 2 resulting in a Leader casualty.
This fellow of low station has clearly avoided the gallows by luck rather than judgement. However, his skills are not without use. He cracks safes and is expert at breaking and entry. He uses the following Task values.
Task
Value
Crack a safe Pick a lock Jemmy open a feeble window Ditto, but silently Jemmy open a formidable window Ditto, but silently
24 10 3 5 5 9
10.3 DERRING‐DO
Silent but Deadly This man is a specialist in silent killing, creeping about and snooping. When activated, he can move 3D6 inches and, if he makes contact with his target, attempt to despatch him with a knife or cosh him if he prefers to take the man prisoner. Roll 2D6 on the Sneaky Actions chart below.
Dipper This man can pick a pocket (or two). When activated, he can move 2D6 inches and, if he makes contact with his target, attempt to pick his pocket. Roll 2D6 on the Sneaky Actions Table below.
TABLE TWENTY‐TWENTY THREE SNEAKY ACTIONS Day 2‐5
Night 2‐3
6‐7
4‐5
8‐12
6‐12
Result Caught in the act. Alarm raised. Take one hit if target is armed Succeeds, but alarm is raised in the process Success. Target is killed, coshed or his pocket is picked
Leaders may choose, or be obliged, to engage in acts of Derring‐Do. Largely, what foolhardy enterprise they choose to embark upon will be thrown up by the game. However, it could be leaping from roof to roof, swinging from chandeliers, hurling themselves from speeding trains and generally attempting to avoid death through dangerous behaviour. It is impossible to legislate for every such act, however the umpire should consider what chance he thinks that the Leader has and roll a D6 on the following table. If no umpire is available, the players should agree in a gentlemanly manner on the chance of success.
Chance Good chance Fair chance Even chance Poor chance Slim chance
Dice 2‐6 3‐6 4‐6 5‐6 6
Here are some examples. Leaping a 6’ gap: Good chance Leaping an 8’ gap: Even chance Leaps from the first storey building to the hard ground: Even chance of landing safely Leaps from a two storey building into a hay wagon: Even chance
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Leaps from a slow moving coach or cart: Good chance Leaps from a fast moving coach or carriage: Poor chance Leaders who have followed a Sporting Life improve their chance of success by one level. If they succeed then they live to fight another day. If they fail then they have fallen or landed badly and they must test to see the outcome. They may be lucky and get away scot‐free or could end up breaking their neck. For a fall from the first storey or higher or from a moving vehicle, roll a D6. Add +2 for each additional storey the fall is from. Subtract ‐2 if the fall is a particularly soft landing (grass is not a soft landing unless it is a large pile of cuttings!). Subtract ‐1 if the Leader has followed a Sporting Life. On a total of 5 or 6 roll for one hit on the Leader as though he has been shot. Landings in water are considered safe provided there is sufficient depth. Rivers, lakes, ponds and sizeable water features are safe, lesser features, such as streams may be counted as either hard or soft landings depending on the scenario.
10.4 EN GARDE! While gentlemen can engage in Fisticuffs, they can also challenge a foe to individual combat in a duel. They may only challenge persons of a similar social standing. All officers are considered gentlemen, whatever their background. Civilians can only be considered gentlemen if born to that class. Money is a very poor indicator of class. A wealthy merchant is “in trade” and would be considered socially inferior to a poor gentleman farmer. All civilians with a title must be considered a gentleman, even if he is the most despicable Foreign Johnny. Wallahs and chaps who do not own a pair of tailored trousers or dress for dinner are never gentlemen. An officer can refuse a challenge from another officer whose Status level is two levels junior to him by making a Loss of Face roll on the Force Morale table. He can refuse a challenge from an officer of the same Status level or one Status level different, only by making a Cowardly Act roll on the Force Morale Table. No gentleman would consider a duel against a civilian of inferior social standing. Should he be challenged by such an individual he can laugh off the challenge, obliging the civilian to withdraw his challenge. Damn his impudence! In the heat of battle a duel will always be fought with swords rather than pistols. To initiate a duel, the Leader whose Turn it is will invite his opponent to fight man to man. The opposing Leader can refuse, in which case the player rolls for a Cowardly Act on the Force Morale table. The duel is immediately fought to a conclusion or until there have been four rounds of combat, in which case both parties take a breather before continuing upon either’s next activation. If the challenge is accepted, both Leaders will have 6D6 to represent their fighting power. A player with a Flashing Blade can claim an additional D6 in the first and any one other
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round of combat in the duel. Both players choose the number of D6 they will use to attack in the current Turn, by selecting the relevant number of pips on a single D6 which they then reveal simultaneously. Next they both roll a D6 to see who attacks first in this round of combat. The player who rolls higher (if there is a draw roll again) may now decide whether to make his attack or to withdraw from the combat. If he withdraws he automatically allows his enemy to claim the victory and tests his Force Morale Level for a Cowardly Act. If he makes his attack the player rolls all of the D6 he has allocated to the attack scoring one hit for each 5 or 6 rolled. His opponent rolls any dice which he had not allocated to his own attack, deflecting one of their opponent’s hits with each 5 or 6 they roll (6 if their opponent has an Impressive Weapon). Any net hits over and above successful defence rolls count as wounds and reduce the number of D6 that the wounded Leader may subsequently roll. This includes reducing the number of attack dice in this current round. If the other Leader has any attack dice
remaining, he must now use them to attack. He may not withdraw from combat in any Turn in which he does not hold the initiative. He makes his attack, rolling all of the D6 he allocated to the attack (less any lost due to wounds). As above, he is looking to roll 5’s and 6’s whilst his opponent rolls any dice kept for his defence. He is also seeking 5’s and 6’s, or 6’s if his opponent has an Impressive Weapon. Any net hits over and above successful defence rolls count as wounds and reduce the number of D6 that the wounded Leader may subsequently roll. In the subsequent Turns, both Leaders reduce the number of dice that they can allocate to attacking and defending by the number of wounds they have suffered. If a Leader has no dice left with which to attack or defend, he has been killed. The combat between Leaders continues until either one Leader dies or withdraws. Until that happens, neither Leader can use their Command Initiatives for any purpose. A Leader killed in single combat will test for his Force Morale as a consequence. The player will test to see if a replacement Leader arrives when his card is dealt or on a Chapter End.
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A good scenario can be the difference between a good game and a great one. This is even more true in Sharp Practice, where the game is all about developing a narrative as your characters find their own personality and build a reputation over multiple games. By far the best setting for games of Sharp Practice is a campaign where the story‐line continues to evolve between games. We plan to produce a collection of these covering a wide range of conflicts. You are encouraged to produce your own ideas and settings, but we appreciate that not everyone has the time or inclination. So here are six scenarios to get you started. Together with the campaign enhancements, they are a great way to begin playing Sharp Practice. ASSEMBLING YOUR FORCES Both players should select their core force select from the Army Lists. We recommend that the forces are from the same conflict. Confederates fighting Frederick the Great’s Grenadiers is never going to produce the sort of narrative we are looking for. You will find core forces and their points values in Appendix B. These will allow you to get started with forces which have some kind of balance. However, you don’t have to stick to the lists provided. You can make up your forces if you and your opponent are agreed. In addition to the core force listings, there are support lists which give a wide ranging choice of options to deploy alongside your force. These range from a bugler at one end of the spectrum, to dashing Cavalry Groups and parties of
Engineers at the other, all ready to do your bidding. Some of your support options will be linked to the Force Commander, activating on his card. The Force commander will be the Leader with the highest Status in a force or, where two or more Leaders share the same Status, he will be selected as the player as the Force Commander. PLAYING YOUR GAME A huge part of the pleasure of wargaming is to play on a well set up table. Our miniature battlefield will have the usual roads, buildings and trees, but adding the small details will bring the table to life. People live in houses with gardens or yards. They have fences around their house and the odd pig hanging about ready to provide the winter bacon. Crops grow in their fields, boats float on the rivers and lakes, carts stand waiting to be taken to market. Adding these details to our table is the hallmark of a game of Sharp Practice.
SETTING UP YOUR TABLE Wargaming tables come in all shapes and sizes, from the kitchen table covered in a green cloth to beautifully modelled terrain of epic proportions. To get the most from Sharp Practice, you will need a 6’ by 4’ table. Bigger is fine, smaller can work but your deployment options will be restricted. If you need to go really small we recommend looking at the 10mm or 6mm figures ranges. You can use as much or as little terrain as you want for Sharp Practice, depending on what you have available. All of the scenarios in the rules have been designed to fit with almost any terrain, However, you should try to make it look like the theatre you are gaming. Once you have set up your table it is time to find out which scenario you will be playing.
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If you are using the Scenario Generator, it is a good idea to set up your table before you determine which scenario you will be playing. Set this up so that it favours neither side. CHOOSING YOUR SCENARIO Now it is time to select your scenario, either by agreement with your opponent, or rolling a D6 on the Scenario Generation Table below. There are six scenarios to choose from, three of which are Battles and three are Missions designed to allow you to play the most common encounters from the literary world. When you have chosen the scenario, decide which player will be Red or Blue, and then look at the breakdown of forces available for each side and the game objectives. Each scenario includes what level of support is available for both sides, normally based on a dice roll. This is used, along with both players’ core force points value, to determine what additional forces each player may field. Compare the two force strengths. If both sides forces have the same points value, then use the support levels indicated by the dice roll and the scenario notes. If one force has more points than their opponent, the player with the weaker force adds the difference to the Level of support available to his force. For example, if Red has 45 points and Blue has 50 points, Red can chose a further five points of support in addition to what the scenarios allows. How players select their support, and what is available for each force is covered in the Appendix B, Army Lists. THE SCENARIOS There are six generic scenarios provided. If you want to randomly determine which scenario to play, roll a D6 on the following table.
Once you have determined which scenario you will be playing you may need to make some changes to your terrain in order to make sure that certain objectives are in the correct parts of the table, but try do this with as few changes as possible. DEPLOYMENT POINTS The scenario determines the areas of the table where both sides may place their Deployment Points. The player with the lower Force Morale total begins the game by deploying his Primary Deployment Point and any other Deployment Points set by the scenario onto the table, his opponent then does the same. If both sides have the same Force Morale, roll a D6 with the lower roller deploying first. Now both sides take turns to deploy any additional Deployment Points onto the table, the player with the higher Force Morale going first. The scenarios are specific about where your forces can deploy; some games are fought lengthways along the table, others across a broader front. Take note when placing your Deployment Points. In some scenarios there is a small chance that the Deployment Point randomly selected has already been occupied by the enemy. If this is the case, the player may select any other Deployment Point option of their choice. When all Deployment Points are placed, the game can begin.
SCENARIO GENERATION TABLE ROLL 1 2 3 4 5 6
SCENARIO An Encounter Sweep the Table Defence in Depth Escort Duty Attack an Objective Rescue Mission
TYPE Battle Mission Battle Mission Battle Mission
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Scenario Sc o One. An n Encou unter OBJECTIVE INTRODUCTION This game is a Battle. It is the classic scenario, with two forces bumping into one another and deploying from their line of march.
DEPLOYMENT POINTS Both sides enter the table at one single point, dicing to see which of their three entry points they use. On a 1 or 2, the Primary Deployment Point may be deployed within 6” of Point 1. On a 3 or 4, this will be within 6” of Point 2 whereas a 5 or 6 will be within 6” of Point 3. Neither side counts as a defender in this scenario.
FORCE SUPPORT For support roll 1D6. On a roll of 1 or 2, both sides may select 4 points of support. On a roll of 3 or 4, they may select 8 points and on a roll of 5 or 6, 12 points. Neither side may select entrenchments or any other static defences.
To win a victory one side must force his opponent to withdraw from the table, either voluntarily or due to a reduction in his Force Morale, whilst keeping his own force’s own Force Morale at 3 or greater. If neither side achieves this, both will withdraw, leaving the ground unconquered. TERRAIN & MINOR CHARACTERS There are no specific terrain requirements for this scenario. Before the game begins, roll a D6 to see if any Minor Characters are present. On a 1 to 3 none is present, on a 4 to 6 two civilian Minor Characters are present. They have no objective but are simply conducting their everyday business.
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Scenario Sc io Two T o. Sweep T le ep the Table INTRODUCTION FORCE SUPPORT This game is a Mission. It requires one side to sweep the table in order to gain an objective. This could be collecting forage and supplies, recapturing an escaped prisoner, or simply seeking oaths of allegiance from the civilians. Their opponents have been despatched to stop the foray. They should, ideally, not be aware of the exact nature of their opponent’s mission.
DEPLOYMENT POINTS Both sides roll a D6 to see which of their two possible entry points they use for their Primary Deployment Point, with an even chance of either. After that they place any other Deployment Points.
The force which is sweeping the table may deploy as normal. Their opponents are slightly delayed, so will roll 2D6 each time their Force commander’s card is dealt. When that cumulative total reaches 14 they may begin deploying their force on any subsequent Leader activations.
For support roll 1D6. On a roll of 1 to 3, both sides may select 4 points of support. On a roll of 4 to 6, they may select 6 points of support. Neither side may select entrenchments or any other static defences.
OBJECTIVE To win a victory the side sweeping the table must achieve its objective. Where the objective is to seek out supplies, place a number of bases of animals around the buildings ready to be captured using a Task Roll. At the end of the game roll a D6. If the roll is less than the number of foraged items secured, it has been a successful mission. Where the objective is a Spy or escaped prisoner, use the Hidden Characters rule to find him. TERRAIN & MINOR CHARACTERS There should be at least three buildings on the table, each in a different square, ideally with additional outbuildings. Each of these should have at least one minor character present.
Neither side is the defender in this scenario.
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Scen nario Three. Defen fence in n Dep pth OBJECTIVE INTRODUCTION This game is a Battle. One side is attacking a position, which is held in depth.
DEPLOYMENT POINTS Red has two Deployment Points for this game. His Primary Deployment Point may be placed anywhere in the red shaded Zone 1, a secondary Fixed Deployment Point in Zone 2. Blue may place a Primary and Secondary Deployment Point within 6” of points 1 and 2. Both sides may add other Fixed or Moveable Deployment Point if available.
To win a victory Blue must capture Red’s Primary Deployment Point. If that is achieved, the game will end immediately.
TERRAIN & MINOR CHARACTERS There are no specific terrain requirements for this scenario. Before the game begins, roll a D6 to see if any Minor Characters are present. On a 1 to 3 none are present, on a 4 to 6 two civilian Minor Characters is present. They have no objective but are simply conducting their everyday business. .
FORCE SUPPORT For support roll 1D6. On a roll of 1 or 2, both sides may select 8 points of support. On a roll of 3 or 4, they may select 12 points and on a roll of 5 or 6, 16 points. Red may select entrenchments or any static defences if they wish.
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Scenario io Fou F ur:
Escort Es Duty D
FORCE SUPPORT
INTRODUCTION This game is a Mission. It requires one side to cross the table in order to achieve their objective. This could be escorting the battalion pay chest, escorting the General’s Mistress or similar. DEPLOYMENT POINTS Blue enters the table at either Point 1 or 2, rolling to see which with an equal chance of either. They place a secondary Fixed Deployment point there, as they have no Primary Deployment Point for this scenario. Roll a further D6 and half that total, rounding up. The Blue player now takes that many moves with his entire force. Red now rolls a D6 to see which Deployment Point they use. On a roll of 1 to 4 they place their Primary Deployment Marker within 6” of that point. On a 5 or 6 they choose whichever Point they wish. Any secondary Deployment Points are placed and the game now begins.
For support roll 1D6 and add 6. This is the amount of support available for both sides.
OBJECTIVE To win, Blue must exit the table on the far edge with the item or individual they are escorting. Red must capture that item or individual. TERRAIN & MINOR CHARACTERS There are no specific terrain requirements for this scenario. Before the game begins, roll a D6 to see if any Minor Characters are present. On a 1 to 3 none are present, on a 4 to 6 two civilian Minor Characters are present. They have no objective but are simply conducting their everyday business.
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Scen nario Five. A Attac tack an n Object ctive INTRODUCTION of 5 or 6, 16 points. Red may half that value of This game is a Battle. One side is attacking an support. Red may select entrenchments or any enemy objective such as an outpost, a sap during static defences if they wish. a siege or an arsenal. OBJECTIVE DEPLOYMENT POINTS To win a victory Blue must capture Red’s Primary Red rolls a D6 to see where his Primary Deployment Point. If that is achieved, the game Deployment Point is placed for this game, dicing will end immediately. to see if it is in red Zone 1, 2 or 3. This should be the location of the objective. Red is the defender TERRAIN & MINOR CHARACTERS in this scenario. This scenario requires a piece of terrain to be the game objective. This should be a building or Blue rolls a D6, placing his Primary Deployment emplacement which provides hard cover for a Point within 6” of at points 1, 2 or 3, determined defender. randomly with an equal chance of each. Both sides now place any Secondary Deployment No Minor Characters are present for this game. Points available on the table and the game begins.
FORCE SUPPORT For support roll 1D6 and add 6. On a roll of 1 or 2, Blue may select 10 points of support. On a roll of 3 or 4, they may select 12 points and on a roll
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scue Mission S enario Six: Sce Res n Deployment Points if these are available. INTRODUCTION However, Red may deploy only one Leader and This game is a Mission. Blue must rescue an his troops in each Turn to reflect their rushed important prisoner from enemy clutches. arrival. DEPLOYMENT POINTS FORCE SUPPORT Blue choses whether to places his Primary For support roll 1D6. On a roll of 1 to 3, both Deployment Point within 6” of either Point 1 or 2. sides may select 4 points of support. On a roll of He then rolls to see where the prisoner is located, 4 to 6, they may select 6 points of support. either at Point 3 or 4 where a suitable building is placed. Blue already has part of his force ready OBJECTIVE to rescue the prisoner and places his Deployment Blue must escort the prisoner off the table via 6” away from the building, so that he can deploy their Primary Deployment Point to win. adjacent to that objective but not on or inside it. TERRAIN & MINOR CHARACTERS Blue may deploy his troops from either The prisoner should be held in a building under Deployment Point during the game, but he needs guard of a Status I Leader who is a Minor to have enough forces to release the prisoner and Character and eight Regular troops. also to protect his Primary Deployment Point. At least three other buildings should be within Red leads a reaction force to stop this incursion 12” of the prisoner. 1D6 other Minor Characters into their territory. Roll a D6 to establish where should be present on the table. their Primary Deployment Point is with an equal chance of either. They may then place any other
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A campaign setting is ideal for developing our characters and getting the most out of Sharp Practice. Here we look at how this can be achieved simply and with a minimum of effort. Before a game begins, roll a D6. On a roll of 5 or 6 your game is part of a campaign. Roll again on the Campaign Table to see which one.
Roll 1‐2 3‐4 5‐6
Campaign Blooding the Dauphinoise An Exploring Officer Clear Your Name
Lay an artillery piece and fire canister on the enemy If the Dauphinoise completes all three martial objectives and survives he can return to his father’s court with honour. Your most senior Leader will be rewarded with a title (albeit a dubious one) and a purse which will make him Wealthy. The Dauphinoise is not a Leader in his own right, and must be attached to a Leader in your force. He will remain attached to him throughout the game. The Dauphinoise will achieve his objective for that game if that Leader completes the task while the Dauphinoise is present.
On any subsequent game when you roll a 5 or 6 your game will involve the next phase in this campaign. But what do they mean?
AN EXPLORING OFFICER
BLOODING THE DAUPHINOISE The Dauphinoise is a young man of Royal Blood whose nation is allied to yours. He has been sent to the theatre of conflict to learn his manly duties. He has three martial objectives, one of which may be achieved in each game in which the Dauphinoise appears. These are as follows: Command a Line and deliver a Crashing Volley against an enemy at close range Lead a charge by Cavalry at the Gallop
An Army is only as good as the intelligence it possesses and every force in history has attempted to find out as much as it can about its foes. In this campaign you have been assigned to an Exploring Officer in order to assist his shadowy tasks. As part of this campaign you must complete three tasks, as follows: Assist the Exploring Officer move into enemy territory. He must cross the table and exit on the edge furthest from your Primary Deployment Point. Assist the Exploring Officer leave enemy Territory. He will be hidden in a building close to your opponent’s Primary
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Deployment Point. His exact location determined by the Hidden Characters rule. Capture an enemy Leader in Fisticuffs. If all three missions are completed, your force may always select a Scout as a Support Option at no cost in subsequent games. The Exploring Officer is an attachment to your force and he will activate on the card of the most senior Leader present.
may attempt any one objective in that game. If multiple objectives are achieved in one game, the one of the player’s choice will count. The campaign continues whenever a 5 or 6 is rolled before a game and ends when all three objectives are achieved. In some cases, the campaign can end in total failure: the Dauphinoise could die in action which would embarrass your government. The Exploring Officer could be captured. However, in every negative result an opportunity is presented. Where this happens, it would be perfectly reasonable for the next scenario to be Scenario 6, a Rescue Mission. Applying a degree of logical narrative to what are otherwise a series of random games can provide the feel and excitement of a much more involved campaign. Don’t forget that while you may have a campaign running, your opponent will almost certainly also have one. Where that is the case, avoid choosing the same campaign.
CLEAR YOUR NAME You have been slandered openly and there is talk of treachery. It is vital that you clear your name through deeds of bravery so that none can question your loyalty or honour. To do this you must achieve the following. Lead a force into Fisticuffs and win. Be wounded in battle Kill an enemy Leader in a duel. Until you achieve all three objectives, your support points are reduced by 2. When you achieve all three objectives your name will be cleared and your Status increased by one level.
When does this Happen? In Blooding the Dauphinoise and An Exploring Officer, the player must select which is his objective for that game. In Clear your Name, you
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Sharp Practice can be used for any of the numerous conflicts across the Black Powder era and even some of those that fall outside the time‐period covered by the rules. It would require far more space than we have available to include every conflict, so we have provided Army Lists for five of the most popular. We will cover other conflicts in future publications. USING THE ARMY LISTS Each section includes a number of suggested Army Lists. You can use any one of them as your Core Force. If you prefer, ignore these all together and create your own unique selection. Each force has Support Lists, which allows you to add various options, and Unit rosters which provide a breakdown of the Units available. Both of these use a point system. Of course, this comes with the caveat that no point system can ever guarantee a balanced or enjoyable game. Use this guide as you see fit, or discard it entirely.
Selecting Your Support Selecting your support options is best done once you have chosen your scenario and seen the table you will be fighting over. The level of support available to a force is based on any difference between its strength and its opponent, together with the dice
rolled for support according to the scenario notes. This determines which List or Lists the players may select their support from. Each List has a numerical value. List One options cost one point, List Two options, two points and so on. You are not restricted to one choice from a List. You can select any number of supports from each List, so long as the total value does not exceed the Support available. So, a player who is allowed to select four points of support could select four options from List One, or one option from List Three and one from List One, and so on.
Support Options Generic support options, such as the Physic, are available to all forces unless otherwise stated. Force specific support options are restricted to a force of that nationality or to Allies who are fighting with them. These specific support options are to be found in the Unit Roster with their point value.
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THE GENERIC SUPPORT LIST This list can be used by all forces and includes a wide range of generic support options which may assist you in completing your mission or campaign.
THE GENERIC SUPPORT LIST LIST ONE Physic Holy Man Musician Barricade Ladders Spirits and Tinder Box Dummy Movable Deployment Point
LIST TWO Specialist Additional Canister Water Cart Breastwork Moveable Deployment Point Fixed Secondary Deployment Point
LIST THREE Train Defence Group Exploring Officer or Scout Status I Leader Upgrade Leader by on Status Level Colours Ammunition Cart Relic
LIST FOUR Mule Train
LIST FIVE Engineer Group with Cart
LIST SIX Status II Leader The support options listed here are defined as follows: Physic A Physic is part of the force commander’s retinue, and is activated on the force commander’s card at no cost in Command Initiative. The Physic moves as a normal soldier but cannot run. To attend to a Leader, the Physic
must move into contact with the injured Leader and spend one Turn assisting him during which the Leader cannot be activated. Where a Leader has been knocked out, a Physic may negate that effect. If the Physic is with the Leader when the Leader’s card is dealt, the Leader will recover at the end of that Turn. Where a Leader has suffered an injury which has reduced his Status by one level, the Physic can restore that Leader to full effectiveness. If the Physic is with the Leader when the Leader’s card is dealt, the Leader can opt to do nothing in that Turn but receive treatment. At the end of the Turn the effect of the wound will be ignored and the Leader’s Status returned to its former value. This may only happen once for any single Leader during a game. Wounds treated by Physics do not negate the roll on the Force Morale table which was made when the wound was inflicted. If the Unit accompanied by the Physic takes casualties which result in a Leader being hit, there is a chance that this could be the Physic. Dice for this as you would for hits on a Leader. If hit, he is removed from play and the Force Morale roll is made for the loss of a Support Option. Holy Man & Relics A Holy Man is a religious figure. In a European force he is likely to be a Catholic Priest or Protestant Preacher, in tribal societies he might be a Shaman or Witch Doctor. He is part of the force commander’s retinue and may be activated on the force commander’s card at no cost in command initiative. Once during a game the Holy Man may be attached to a Group or Formation and rally 1D6 Shock. Holy Men do not move as normal men, but simply appear with the unit at the moment of crisis. The Holy Man remains with that Group or Formation for the rest of the game. He may not take any part in combat, but does count as one man for purposes of Shock results.
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If the Group accompanied by the Holy Man takes casualties, there is a chance that this could be the Holy Man. Dice for this risk as you would for hits on a Leader. If hit, he is removed from play and the Force Morale roll is made for the loss of a Support Option. Certain religions, where such things are valued, may select a relic as a support option. To use a relic, a force must also have a Holy Man present. A relic will allow a Holy Man to make a second rallying roll during the game. Musicians A musician may be attached to the force commander, enabling him to double his Command Range and to add +1 to any roll on the Uncontrolled Troops table. If the force commander dies, the musician will automatically move to join the next most senior Leader on the next Turn of that Leader’s card. The musician never counts as a man in combat, be that for firing or Fisticuffs, or for calculating Shock on a Group. Barricade A Barricade is an impromptu barrier comprised of anything which comes to hand, such as old furniture, pianos, branches, biscuit boxes, crates, barrels and the likes. It
provides light cover and is a Major Obstacle. A single barricade will be 4” in length. Ladders Ladders are used for crossing obstacles and, possibly, bridging gaps between buildings. Purchasing Ladders as a support option provides four Ladders of around two storeys in height. Spirits & Tinder Box Spirits and Tinder Box are used to set alight to items as part of a Task. Purchasing these provides them for two Groups. Specialist A Marksman, Dipper, Cracksman or Silent but Deadly chap may be added to your force. Only one Marksman may be present with a force and he must be one of the men in a Group of Skirmish Troops.
Additional Canister Artillery are limited to three rounds of canister. This option will add a further three additional rounds of canister for a single gun. Fixed Secondary Deployment Points A Fixed Secondary Deployment Points gives you slightly more flexibility in deployment. It must be placed on the table within 12” of the Primary Deployment Point. It may be no closer to any enemy Deployment Point than
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the Primary Deployment Point. It then provides an additional point from which to deploy Moveable Deployment Point If a force has at least one Unit with the Moveable Deployment Point characteristic, it may select a Moveable Deployment Point as a support option. A Moveable Deployment Point may be placed on any part of the table within 24” of the Primary Deployment Point and further than 30” from any of the enemy Deployment Points. Each time the Leader commanding the force’s card or chip is dealt or drawn (not on any bonus move due to Command Cards), this Deployment Point may be moved up to 12”, providing it begins and ends its movement out of line of sight of any enemy units or Deployment Points. Once any unit has deployed from a Moveable Deployment Point, it can no longer move. Any Groups can deploy from the Moveable Deployment Point provided it has already been used by a Unit specified as having a Moveable DP on the Force Roster. This represents these troops leading other troops onto the table by this route. The deployment distances and restrictions are the same as those for the other Deployment Points. Moveable Deployment Points do not represent the lines of communications and therefore, if captured, will not trigger a Force Morale test. A Dummy Moveable Deployment Point moves exactly like a Moveable Deployment Point but can never be used to deploy troops. In other words, it is just a sneaky ruse! Any force may select any number of Dummy Deployment Points. Train Defence Group A Train Defence Group is a bunch of local yokels and toughs employed to defend any train or civilians who are attached to the force. They function as Militia and are armed with muskets, with a single Status I Leader.
However they may not move more than 12” from the train. Water Cart A Water Cart provides unlimited water for the force for the whole game. The wagon and its driver deploy onto the table when the force commander deploys and must be adjacent to the Deployment Point he uses. When water is required either the water cart may move to the unit, activating on the force commander’s card, or the unit may move to the cart. When a Chapter ends, all units requiring resupply will receive it without the need to make contact with the Water cart. Water carts may not be fired on, but if contacted by the enemy the driver will flee and offer no resistance. Breastwork A Breastwork is an impressive barrier constructed with a reinforced parapet supported by quantities of reinforcing earth piled in place. It provides hard cover and is a Major Obstacle. A single Breastwork will be 4” in length. Exploring Officer or Scout An Exploring Officer of Scout may be attached to the force to give them the benefit of his local knowledge. All units in a force with an Exploring Officer or Scout may deploy an additional 3” from their Deployment Points. They may also add a Fixed Deployment Point on the table within 24” of their Primary Deployment Point as long as it is at least 30” from any enemy Deployment Point. If the force has at least one Unit with the Moveable Deployment Point characteristic, this Fixed Point may be exchanged for a Moveable Deployment Point. The Exploring Officer or Scout is never deployed on the table as he is scouting out the nearby area.
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Colour Party In a skirmish game, Regimental Colours and even battalion Colours will not generally be present. However, a player may wish to bring them along in an attempt to add some valour to a Unit. A Colour Party will be made up of one or two men with flags. These men will not fire or fight in Fisticuffs, but they will count as two men (even if only one figures is used) for the purposes of calculating the effect of Shock on any Group they are attached to. If a Colour Party is involved in Fisticuffs, it will automatically become a violent fight. The Unit with the Colour Party will ignore any result of Defeated by One or Defeated by Two and will continue to fight. However, if they are Defeated by Three or more, their Colour will be captured. This can be avoided if the Unit with the flag has an officer present. If an officer is present and the enemy has no officer with them, he will save the Colours on a roll of 3 to 6 on a D6. If the enemy also has an officer, the two must fight a duel to represent the fight to seize the Colours. This is fought immediately. Ammunition Cart An Ammunition Cart provides unlimited ammunition for the force for the whole game. It and its driver deploys onto the table when the force commander deploys and must be adjacent to the Deployment Point he uses. When ammunition is required either the cart may move to the unit, activating on the force commander’s card, or the unit may move to the cart. If a Chapter ends all units requiring resupply will do so without the need to make contact with the Ammunition cart.
Ammunition carts may not be fired on, but if contacted by the enemy the driver will flee and offer no resistance. Mule Train A Mule Train can provide limited supplies, providing one lot of water and one lot of ammunition to be used in a game. The train and its driver deploy onto the table when the force commander deploys and must be adjacent to the Deployment Point he uses. When water or ammunition are required, either the mule train may move to the unit, activating on the force commander’s card, or the unit may move to the mule train. When a Chapter ends all units requiring resupply will receive it without the need to make contact with the mule train. Mule trains may not be fired on, but if contacted by the enemy the driver will flee and offer no resistance. Engineer Group with Cart An Engineer Group is made up of six men and a Status I leader and a cart equipped with shovels, picks, explosives, spikes and general handy stuff which may be required by a scenario. When a defending force in an attack and defend Scenario has an Engineer Group present, they may always have 8” of prepared Breastworks or 12” of Barricade blocking a road or similar. This is placed on the table immediately before the game begins. Engineers who are given Tasks to perform marked with an asterisk will generally complete those tasks faster, re‐rolling any 1’s rolled on the Task Roll.
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Engineers will not engage in firing nor will they attack an enemy. However, if attacked they fight as Aggressive troops in Fisticuffs. THE ARMY LISTS The Army Lists provide a fun and enjoyable way to select your force for the mission that lies ahead. When selecting your force, agree with your opponent how many points you wish to game with. Force strengths vary across the periods as weapons improve, so it is impossible to say that a certain number of Points will provide a small, or large game. Use the Army Lists as a guide. Adding around an additional six points of support will give a skirmish game, adding up to twelve points a larger skirmish, whereas more than that will give a game which feels more like a small battle. Once that is done, select your Core Force, add any supports from the generic Support List above before looking at the Unit Rosters to select any troops you wish to add to your force. In addition, the Army Lists include rules for specific weapons which are may not be covered by the Master Arsenal Table and any rules which are specific for a period, force or unit.
UNIT CHARACTERISTICS Many units have specific characteristics noted on their Rosters. Some of these are applied automatically, some require Command Cards to be used to trigger the benefit they provide. The Unit Characteristics are as follows.
Automatically Applied Characteristics The following Unit Characteristics are applied automatically without the need for any Command Cards. Aggressive: Aggressive troops are up for a fight and will have an advantage in Fisticuffs. Good Shots: Add one additional D6 for each Group firing
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Hearth & Home: These troops are better when fighting to defend their own property and families. When operating in their home district, these troops may change their Step Out rating to 2 or, of already at 2, may reduce it to 1. When operating away from their home district, these troops become Weedy Coves. In Hand. Superbly trained cavalry who will double any Shock rallied from them when stationary or when moving away from the enemy. Moveable Deployment Point: A Unit with this capability allows the player to select one of these as a support option. No Bayonets: These troops are at a disadvantage in Fisticuffs. Poor Shots: Reduce the number of D6 a Group rolls when firing by 1. Prominent Leader: This Unit depends heavily on its Leader. If he is wounded or killed, they roll twice on the Force Morale table. If he dies their troop rating is reduced by one if that is possible. For example, Tribe become Wallahs, Elites become Regulars. Stubborn: Stubborn troops will ignore a Defeated by One result in Fisticuffs and will fight another round immediately. Surly: When bad things happen to Surly troops, they re‐roll any 1’s rolled when taking a Force Morale Test. This only happens when the bad thing happens to a Surly Unit, not when they are part of the force. Weedy Coves: These fellows are likely to perform badly in Fisticuffs.
Card Triggered Characteristics The following Unit Characteristics are triggered by playing two Command Cards. Sharp Practice: This represents high quality musketry. Whenever two Command Cards are played, a Group or Formation which is loaded can immediately fire. If it is already firing Controlled Volleys the fire may be Controlled. If the Group or Formation is unloaded, it may completely reload, even if their weapon takes two Actions to reload. A Unit does not need to be activated when Sharp practice is used. Tactical: The ability to make the best use of terrain and surprise. Units who have a Tactical Characteristic can perform an Ambuscade when they are activated and have two Command Cards available to use. Tally Ho! Cavalry attack with élan. When two Command Cards are used with a Leader’s activation, it can add one additional D6 of movement. Add 2D6 per Group fighting in any resultant Fisticuffs. Thin Red Line: This reflects the unit trained to fire a volley and then charge home with the bayonet. It is widely applied to British force across almost all
conflicts in this era. When two Command Cards are used with a Leader’s activation, a Group or Formation of British Infantry may fire a volley and charge with three Actions of movement. There are additional Unit Characteristics which are force specific. These will be covered in the conflict specific sections which follow.
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The French Indian War of 1754 to 1763 was the North American element of the far larger Seven Years War which took place across the whole of Europe and as far afield as India. Indeed, the whole global conflict was ignited by 22 year‐old Lieutenant Colonel George Washington when he led a party of Virginia militiamen in an attack on a French scouting party in what became Jumonville Glen. With the British Colonists pushing westwards from the thirteen colonies and the French attempting to link their lands in Louisiana and Quebec via the Ohio River, there was bound to be a clash between the two great powers. What followed was a bitter war, European settlers and native Americans on both sides attempting to expand their influence. Ultimately it was to be the conflict which ended France’s influence in North America. The French Indian War is an excellent period for Sharp Practice, with relatively small forces being the norm and a colourful and varied selection of troop types present. Key Points: Relatively small core force which allows smaller games or lots of variety in your support selection. You’ll need lots and lots of trees!
Conflict Specific Characteristics This conflict has the following specific Characteristics. Tomahawks: Units present a fearsome sight when attacking with tomahawks. The psychological impact of this is reflected by rolling 1D6 for each man in the attacking Unit, causing one point of shock on the enemy for each 5 or 6 rolled. This Shock is applied before Fisticuffs takes place. It is only used the first time any Unit thus armed attacks in a game. It is never applied when they are defending.
BRITISH FORCES There are three core forces available for the British in this conflict. The first force represents part of General Braddock’s advancing on Fort Duquesne in 1775.
BRITISH REGULARS 1755 Leader, Status II Leader Status I Three Groups of 8 Regulars, Muskets Leader, Status II One Group of 6 Provincial Rangers, Muskets Point Value: 39 The second force represents Colonial forces attempting to protect British settlers after Braddock’s disaster.
BRITISH COLONY DEFENCE Leader, Status II Three Groups of 8 Provincial Regulars, Muskets Leader, Status II Two Groups of 10 Frontier Militia, Muskets Leader, Status I One Group of 6 Settlers Point Value: 37 Finally, a more experienced Crown force with irregular support in the shape of Colonial Rangers and native Indian Allies.
BRITISH REGULARS 1756 ONWARDS Leader, Status II Leader Status I Two Groups of 8 Fusiliers, Muskets Leader, Status II One Group of 6 Colonial Rangers, Muskets Leader Status II One Group of 12 Indians, Tribe, Muskets Point Value: 51
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BRITISH & ALLIES British Regulars, 1755 Points Value 6 Formation First Fire Always
Yes
British Grenadiers, 1755 Points Value 7 Formation First Fire Always
Yes
Weapon Controlled Volley Yes Weapon Controlled Volley Yes
British Regulars, 1756 onwards Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step volley Out 2 ‐ Musket Crashing Step volley Out 2 2
Musket Crashing Step volley Out 2 3
British Grenadiers, 1756 onwards Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step volley Out 2 2
British Light Infantry, 1756 onwards Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step volley Out 2 2
Type Size Drill ‐ Type Size Drill ‐ Type Size Drill 3 Type Size Drill 2 Type Size Drill 2
Regulars 8 Characteristics Sharp Practice Regulars 8 Characteristics Sharp Practice Aggressive Regulars 8 Characteristics Sharp Practice Regulars 8 Characteristics Sharp Practice, Thin Red Line Regulars 8 Characteristics Sharp Practice
British Light Infantry Skirmishers, 1759 onwards Points Value 8 Weapon Musket Formation First Fire Controlled Crashing Step Volley volley Out Always Yes No ‐ 2
Type Size Drill
Skirmishers 6 Characteristics
‐
Sharp Practice, Tomahawks
British Highlanders, 1758 onwards Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes Yes
Type Size Drill
Regulars 8 Characteristics
Musket Crashing Step volley Out 3 2
British Highlander Skirmishers, 1758 onwards Points Value 8 Weapon Musket Formation First Fire Controlled Crashing Step Volley volley Out No Yes No ‐ 2
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3 Type Size Drill ‐
Aggressive, Thin Red Line Light Infantry 6 Characteristics Aggressive, Tomahawks
Provincial Rangers, 1775 Points Value 6 Formation First Fire No
Yes
Provincial Regulars Points Value 4 Formation First Fire Always
Yes
Colonial Rangers Points Value 9 Formation First Fire Never
Yes
Frontier Militia Points Value 3 Formation First Fire No Shock
Yes
Frontier Skirmishers Points Value 4 Formation First Fire No
Yes
Settlers Points Value 3 Formation First Fire No
‐
Indian Allies Points Value 7 Formation First Fire No
No
British Artillery Points Value 5/6/8 Formation First Fire No
Yes
Weapon Controlled Volley No Weapon Controlled Volley First Only Weapon Controlled Volley No
Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No
Weapon Controlled Volley Yes
Musket Crashing Step volley Out ‐ 2 Musket Crashing Step volley Out 3 3 Musket Crashing Step volley Out ‐ 1
Musket Crashing Step volley Out ‐ ‐ Rifle Crashing Step volley Out ‐ 3 Muskets Crashing Step volley Out ‐ ‐ Musket Crashing Step volley Out ‐ 1
Gun Crashing Step volley Out ‐ ‐
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Type Size Drill
Irregular Skirmishers 6 Characteristics
‐
Sharp Practice, Tomahawks
Type Size Drill
C & V 8 Characteristics
‐
Hearth & Home
Type Size Drill
Light Infantry 6 Characteristics
‐
Sharp Practice, Tactical, Moveable DP, Tomahawks, Aggressive
Type Size Drill
Militia 10 Characteristics
‐
Hearth & Home
Type Size Drill ‐
Irregular Skirmishers 6 Characteristics No Bayonet, Tomahawks
Type Size Drill ‐
Irregular Skirmishers 6 Characteristics No Bayonet
Type Size Drill ‐
Tribe 12 Characteristics Aggressive, Prominent Leader, Tomahawks, Tactical, Moveable DP
Type Size Drill ‐
Artillery 5 Characteristics
FRENCH FORCES There are three core forces available for the French in this conflict. The first represents French who fought against Braddock at Monongahela, winning such an overwhelming victory.
FRENCH 1755 Leader, Status III Two Groups of 8 Marine Infantry, Muskets Leader, Status II Two Groups of 6 Milice Canadiene, Muskets Leader Status II Two Group of 12 Indians, Tribe, Muskets One Moveable Deployment Point Point Value: 60 The following force represents a Regular French force such as the regular elements which were involved in Fort William and Henry under Montcalm.
FRENCH REGULARS Leader, Status III Leader, Status I Three Groups of 8 Regulars, Muskets Leader, Status II One Group of 6 Milice Canadiene, Muskets Leader Status II One Group of 12 Indians, Tribe, Muskets Point Value: 50
This force represents a French Raiding Party attacking British settlers with a view to clearing them out of areas claimed by France.
FRENCH RAIDING PARTY Leader, Status II Two Groups of 6 Milice Canadiene, Muskets Leader, Status II One Group of 12 Indians, Tribe, Muskets Leader, Status II One Group of 6 Coureur de Bois, Rifles Point Value: 45 The French player should be aware when selecting support units, that he can field a maximum of one Group of Coureurs de Bois in any game. Where they are already present in the Army List, they cannot be duplicated. Where the Moveable Deployment Point is listed with a force it may not be duplicated by selecting another from the Support list.
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FRENCH & ALLIES French Regulars Points Value 6 Formation First Fire Always
Yes
French Grenadiers Points Value 7 Formation First Fire Always
Yes
French Chasseurs Points Value 6 Formation First Fire Always
Yes
Weapon Controlled Volley Yes Weapon Controlled Volley Yes
Weapon Controlled Volley Yes
French Chasseur Skirmishers Points Value 8 Weapon Formation First Fire Controlled Volley No Yes No French Marine Infantry Points Value 6 Formation First Fire Always
Yes
Weapon Controlled Volley First Only
French Marine Infantry Skirmishers Points Value 8 Weapon Formation First Fire Controlled Volley No Yes No Milice Canadiene Points Value 7 Formation First Fire No
Yes
Weapon Controlled Volley No
Musket Crashing Step volley Out 3 3 Musket Crashing Step volley Out 2 3
Musket Crashing Step volley Out 3 2 Musket Crashing Step volley Out ‐ 2 Musket Crashing Step volley Out 3 2 Musket Crashing Step volley Out ‐ 2
Musket Crashing Step volley Out ‐ 2
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Type Size Drill 3 Type Size Drill 2 Type Size Drill 2 Type Size Drill ‐
Regulars 8 Characteristics Sharp Practice Regulars 8 Characteristics Sharp Practice Aggressive Regulars 8 Characteristics Sharp Practice Light Infantry 6 Characteristics Sharp Practice
Type Size Drill
Regulars 8 Characteristics
‐
Sharp Practice, Aggressive
Type Size Drill
Light Infantry 6 Characteristics
‐
Sharp Practice, Aggressive, Tomahawks,
Type Size Drill
Skirmishers 6 Characteristics
‐
Moveble DP, Tomahawks, Aggressive, Tactical
Coureures de Bois (one Group maximum) Points Value 9 Weapon Formation First Fire Controlled Volley No Yes No
Settlers Points Value 3 Formation First Fire Never
No
Indian Allies Points Value 7 Formation First Fire Never
No
French Artillery Points Value 5/6/8 Formation First Fire No
Yes
Weapon Controlled Volley No Weapon Controlled Volley No
Weapon Controlled Volley Yes
Rifle Crashing Step volley Out ‐ 1
Muskets Crashing Step volley Out ‐ ‐ Musket Crashing Step volley Out ‐ 1
Gun Crashing Step volley Out ‐ ‐
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Type Size Drill
Light Infantry 6 Characteristics
‐
Sharp Practice, Aggressive. Tomahawks, Moveable DP, Tactical
Type Size Drill
Irregular Skirmishers 6 Characteristics
‐
No Bayonet
Type Size Drill ‐
Tribe 12 Characteristics Poor shots, Aggressive, Prominent Leader, Tomahawks, Tactical, Moveable DP
Type Size Drill ‐
Artillery 5 Characteristics
The American War of Independence is a complex affair with many causes. Suffice to say that the conflict led to the independence of the Thirteen Colonies and the establishment of the United States of America. Key Points: A wide range of troops types make for some very interesting and attractive forces. What is an initial imbalance in terms of troop quality becomes more of an even fight as the Colonists adopted European training and drill.
Conflict Specific Characteristics This conflict has the following specific Characteristic. Tomahawks: Units attacking with tomahawks present a fearsome spectacle. The psychological impact of this, whether they are hurled or simply flourished by the attackers, is reflected by rolling 1D6 for each man in the attacking Group, causing one point of shock on the enemy for each 5 or 6 rolled. Apply the results before Fisticuffs takes place for the first time in the game.
BRITISH FORCES There are two core forces available for the British in this conflict. The first force represents the British around Boston for actions such as Lexington, Concord and Bunker Hill.
BRITISH REGULARS 1775 Leader, Status III Three Groups of 8 Regulars, Muskets Leader, Status II Two Group of 8 Regulars, Muskets Leader I One Group of 6 Light Infantry Skirmishers, Muskets Point Value: 56
The second force represents a mixed British force later in the war
MIXED REGULAR FORCE Leader, Status III Two Groups of 8 Regulars, Muskets Leader, Status II Two Groups of 8 Light Infantry, Muskets Leader, Status I One Group of 6 Light Infantry Skirmishers Point Value: 57 Next is a Loyalist Force operating in the Southern campaign.
LOYALIST FORCE Leader, Status II Leader Status I Two Groups of Provincial Regulars, Muskets Leader, Status II Two Groups of 6 Loyalist Ranger Skirmishers, Rifles Leader Status II One Group of 8 Loyalist Cavalry, Impact Cavalry Point Value: 43 And, finally, a combined Light Column of Crown and Loyalist Forces later in the war.
COMBINED FORCE Leader, Status III Two Groups of Light Infantry, Muskets Leader, Status II Leader, Status I Two Groups of 6 Light Infantry Skirmishers, Rifles Leader Status II One Group of 8 Loyalist Ranger Skirmishers, Rifles Point Value: 65
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BRITISH & ALLIES British Regulars & Light Infantry to 1777 Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes Yes British Grenadiers to 1777 Points Value 7 Formation First Fire
Musket Crashing Step volley Out 3 3
Weapon Controlled Volley Yes
Musket Crashing Step volley Out 2 3
British Regulars, 1778 onwards Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step volley Out 2 2
British Grenadiers, 1778 onwards Points Value 8 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step volley Out 2 2
Always
Yes
British Light Infantry in Line, 1778 onwards Points Value 8 Weapon Formation First Fire Controlled Volley Always Yes Yes British Light Infantry Skirmishers, to 1777 Points Value 8 Weapon Formation First Fire Controlled Volley Always Yes ‐
Musket Crashing Step volley Out 2 1
Musket Crashing Step volley Out ‐ 2
British Light Infantry Skirmishers, 1778 onwards Points Value 9 Weapon Musket Formation First Fire Controlled Crashing Step Volley volley Out No Yes ‐ ‐ 2
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Type Size Drill 3
Regulars 8 Characteristics Thin Red Line, Sharp Practice
Type Size Drill
Regulars 8 Characteristics
2
Sharp Practice, Aggressive, Thin Red Line
Type Size Drill
Regulars 8 Characteristics
2
Sharp Practice
Type Size Drill
Regulars 8 Characteristics
2
Sharp Practice, Aggressive, Thin Red Line, Tomahawks
Type Size Drill
Regulars 8 Characteristics
2
Sharp Practice, Aggressive, Thin Red Line, Tomahawks
Type Size Drill
Light Infantry 6 Characteristics
‐
Sharp Practice
Type Size Drill
Light Infantry 6 Characteristics
‐
Sharp Practice, Aggressive, Tomahawks
Provincial Regulars Points Value 4 Formation First Fire Always
Yes
Loyalist Militia Points Value 3 Formation First Fire No Shock
Yes
Loyalist Ranger Skirmishers Points Value 7 Formation First Fire Never
Yes
British Light Dragoons Points Value 8 Formation First Fire Always
No
Loyalist Cavalry Points Value 7 Formation First Fire Always
No
Indian Allies Points Value 7 Formation First Fire No
No
British Artillery Points Value 6/7/9 Formation First Fire No
Yes
Weapon Controlled Volley First Only
Musket Crashing Step Volley Out 3 3
Weapon Controlled Volley No
Musket Crashing Step Volley Out 3 ‐
Weapon Controlled Volley ‐
Musket Crashing Step Volley Out ‐ 3
Weapon Controlled Volley ‐
Rifle Crashing Step Volley Out ‐ 2
Weapon Controlled Volley ‐
Muskets Crashing Step Volley Out ‐ 3
Weapon Controlled Volley ‐
Musket Crashing Step Volley Out ‐ 1
Weapon Controlled Volley Yes
Gun Crashing Step Volley Out ‐ 2
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Type Size Drill ‐
Conscripts & Volunteers 8 Characteristics Hearth & Home
Type Size Drill ‐
Militia 10 Characteristics Poor Shots, Hearth & Home
Type Size Drill
Skirmishers 6 Characteristics
‐
Moveable DP, Tomahawks
Type Size Drill
Impact Cavalry 8 Characteristics
‐
Tally Ho!
Type Size Drill
Impact Cavalry 8 Characteristics
‐
Tally Ho! Prominent Leader
Type Size Drill
Tribe 12 Characteristics
‐
Aggressive, Prominent Leader, Tomahawks, Tactical, Moveable DP
Type Size Drill ‐
Artillery 5 Characteristics
REBELLIOUS COLONIST FORCES There are four core forces available for the American Rebels in this conflict. The first represents the Minutemen who, with commendable bravery, lined up at Lexington and Concord against British regulars in 1775. This force may be hampered by the importance of the militia’s local leaders and the Prominent Leader Characteristic, however the prevalence of skirmish troops will allow it to fight in a flexible manner when compared to the more rigid British.
MINUTEMEN Leader, Status II Three Groups of 10 Minutemen, Muskets Leader, Status I One Groups of 6 Rebel Militia Skirmishers, Muskets Leader Status II Two Groups of 6 Rebel Militia Skirmishers, Rifles Point Value: 36 The following force represents the assembly of various Provincial rebel units such as those fighting around Boston and New York.
SUNDRY REBELS Leader, Status II Two Groups of 8 State Line Troops, Muskets Leader, Status II Two Groups of 10 Rebel Militia, Muskets Leader Status I One Group of 6 Rebel Militia Skirmishers Leader Status I One Group of 6 Rebel Militia Skirmishers Point Value: 50
A CONTINENTAL ARMY 1778 Leader, Status III Three Groups of 8 Continental Line, Muskets Leader, Status II Two Groups of 8 State Line Troops, Muskets Leader, Status II One Group of 6 Continental Light Infantry, Muskets Point Value: 52 Finally, we have a force from the Southern Campaign, fighting in and around the Carolinas and Georgia. It is largely made up of local militias and tough frontiersmen. SOUTHERN MILITIAS Leader, Status III Two Groups of 8 State Line Troops, Muskets Leader, Status II Two Groups of 8 State Line Troops, Muskets Leader, Status II Two Group of 6 Frontiersmen Skirmishers, Rifles Point Value: 47
This next force represents the Army which had over‐wintered in Valley Forge and benefitted from Washington’s plans and von Steuben’s drill book. This force uses the ratings for 1778 and later, and which is beginning to be capable of engaging the British on equal terms.
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REBELLIOUS COLONIST FORCES Minutemen 1775 Points Value 2 Formation First Fire No Shock
No
State Line Troops to 1777 Points Value 3 Formation First Fire No Shock
Yes
Rebel Militia to 1777 Points Value 4 Formation First Fire
Weapon Controlled Volley No
Weapon Controlled Volley No
Musket Crashing Step Volley Out ‐ ‐
Musket Crashing Step Volley Out 3 3
Weapon Controlled Volley No
Musket Crashing Step Volley Out 3 ‐
Weapon Controlled Volley First Only
Musket Crashing Step Volley Out ‐ 2
Weapon Controlled Volley First Only
Musket Crashing Step Volley Out 3 3
Rebel Militia, 1778 onwards Points Value 3 Weapon Formation First Fire Controlled Volley No Shock Yes First Only
Musket Crashing Step Volley Out 3 2
No Shock
Yes
Continental Line to 1777 Points Value 4 Formation First Fire No Shock
Yes
State Line, 1778 onwards Points Value 3 Formation First Fire No Shock
Yes
Continental Line, 1778 onwards Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step Volley Out 2 2
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Type Size Drill ‐
Militia 10 Characteristics Poor Shots, Prominent Leader
Type Size Drill ‐ Type Size Drill ‐ Type Size Drill ‐ Type Size Drill ‐ Type Size Drill ‐ Type Size Drill 2
Conscripts & Volunteers 8 Characteristics Militia 10 Characteristics Sharp Practice, Hearth & Home Conscripts & Volunteers 8 Characteristics Sharp Practice Conscripts & Volunteers 8 Characteristics Hearth & Home Militia 10 Characteristics Hearth & Home Regulars 8 Characteristics Sharp Practice
Continental Light Infantry Skirmishers Points Value 9 Weapon Formation First Fire Controlled Volley Always Yes No Rebel Militia Skirmishers Points Value 5 Formation First Fire No
Yes
Frontiersmen Skirmishers Points Value 7 Formation First Fire No
Yes
Continental Light Dragoons Points Value 7 Formation First Fire Always
No
Rebel Artillery to 1778 Points Value 5/6/8 Formation First Fire No
Yes
Rifle Crashing Step Volley Out ‐ 2
Weapon Controlled Volley No
Muskets Crashing Step Volley Out ‐ 3
Weapon Controlled Volley No
Musket Crashing Step Volley Out ‐ 3
Weapon Controlled Volley ‐ Weapon Controlled Volley No
Rebel Artillery 1779 onwards Points Value 5/6/8 Weapon Formation First Fire Controlled Volley No Yes Yes
Musket Crashing Step Volley Out ‐ 3 Gun Crashing Step Volley Out ‐ 2 Gun Crashing Step Volley Out ‐ 2
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Type Size Drill
Light Infantry 6 Characteristics
‐
Sharp Practice, Aggressive. Tomahawks, Moveable DP
Type Size Drill
Irregular Skirmishers 6 Characteristics
‐
No Bayonet
Type Size Drill ‐
Skirmishers 6 Characteristics Good shots, Aggressive, Tomahawks, Tactical, Moveable DP
Type Size Drill ‐
Impact Cavalry 8 Characteristics Tally Ho!
Type Size Drill ‐
Artillery 5 Characteristics
Type Size Drill ‐
Artillery 5 Characteristics
Sharp Practice would not be complete without a section on the Peninsular War. Fought between 1807 and 1814, Britain deployed its troops to the Iberian Peninsular when its oldest ally, Portugal, was threatened by Spanish invasion. However, when France turned on Spain in 1808 the dynamics rapidly changed. Six years of desperate conflict followed. Key Points: An incredible range of literature is available to inspire the gamer with scenarios and sub‐plots.
BRITISH FORCES There are three core forces available for the British in this conflict. The first force represents a standard British infantry force as could be found anywhere during the Peninsular War.
BRITISH REGULARS Leader, Status III Three Groups of 8 Regulars, Muskets Leader, Status II Two Group of 8 Regulars, Muskets Leader I One Group of 6 Light Company Skirmishers, Muskets Point Value: 56 The second force represents a Light detachment with attached Riflemen.
LIGHT COLUMN FORCE Leader, Status III Four Groups of 8 Light Company, Muskets Leader, Status II Status I Two Groups of 6 95th Rifles, Rifles Point Value: 66
Finally we have a variation of the force above but inspired by popular literature.
LITERARY DETACHMENT Leader, Status II Leader Status I Three Groups of 8 Light Company, Muskets Leader, Status III Leader, Status I Three Groups of 6 95th Rifles, Rifles Point Value: 75 Selecting Support Units A British player may select support Options from his own list below or he may select some or all of his Support Units from the Portuguese or Spanish list, but not from both for any game.
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BRITISH FORCES British Guard Infantry Points Value 8 Formation First Fire Always
Yes
British Grenadiers Points Value 7 Formation First Fire Always
Yes
British Line Infantry Points Value 6 Formation First Fire Always
Yes
British Highlanders Points Value 6 Formation First Fire Always
Yes
Weapon Controlled Volley Yes
Weapon Controlled Volley Yes
Musket Crashing Step volley Out 2 2
Weapon Controlled Volley Yes
Musket Crashing Step volley Out 2 3
Weapon Controlled Volley Yes
British Light Company in Line Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes Yes British Light Company Skirmishers Points Value 8 Weapon Formation First Fire Controlled Volley Always Yes No British Rifles Points Value 12 Formation First Fire Always
Yes
Musket Crashing Step volley Out 2 2
Weapon Controlled Volley No
Musket Crashing Step volley Out 2 3
Musket Crashing Step volley Out 2 2
Musket Crashing Step volley Out ‐ 2 Rifle Crashing Step volley Out ‐ 1
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Type Size Drill 2
Elite 8 Characteristics Thin Red Line, Aggressive, Sharp Practice
Type Size Drill
Regulars 8 Characteristics
3
Sharp Practice, Aggressive, Thin Red Line
Type Size Drill
Regulars 8 Characteristics
3
Sharp Practice, Aggressive, Thin Red Line
Type Size Drill
Regulars 8 Characteristics
3 Type Size Drill 3 Type Size Drill ‐ Type Size Drill ‐
Sharp Practice, Stubborn, Thin Red Line, Regulars 8 Characteristics Sharp Practice, Thin Red Line Light Infantry 6 Characteristics Sharp Practice Light Infantry 6 Characteristics Sharp Practice
British Light Dragoons Points Value 6 Formation First Fire Always
No
British Dragoons Points Value 7 Formation First Fire Always
No
British Life Guards Points Value 8 Formation First Fire Always
No
British Artillery Points Value 6/7/9 Formation First Fire No
Yes
Weapon Controlled Volley ‐ Weapon Controlled Volley ‐ Weapon Controlled Volley ‐ Weapon Controlled Volley Yes
Sabre Crashing Step Volley Out ‐ 2 Sabre Crashing Step Volley Out ‐ ‐ Sabre Crashing Step Volley Out ‐ ‐ Gun Crashing Step Volley Out ‐ ‐
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Type Size Drill ‐ Type Size Drill ‐ Type Size Drill ‐ Type Size Drill ‐
Scouting Cavalry 8 Characteristics Tally Ho! Impact Cavalry 8 Characteristics Tally Ho! Impact Cavalry 8 Characteristics Tally Ho! Artillery 5 Characteristics Sharp Practice
give in, even when faced with terrible odds. To reflect this, a Portuguese Unit in Fisticuffs will ignore Defeated by One and defeated by Two results, fighting another round of Fisticuffs immediately.
PORTUGUESE FORCES The Portuguese Army went through a huge period of transition during the Peninsular War. When the British arrived their Allies were barely able to defend themselves from the aggression of their neighbours and their French Allies. However, under British tutelage the Portuguese rebuilt their Army and began a transformation which saw them develop a reputation for bravery and determination. The Army lists here cover that latter part of that process representing the Portuguese after their reorganisation has begun.
Selecting Support Units A Portuguese player may select support Units from his own list below or he may select some or all of his Support Units from the British list.
PORTUGUESE 1808 ONWARDS Leader, Status III Leader, Status I Three Groups of 10 Fuzileiro, Muskets Leader, Status II Three Groups of 10 Fuzileiro, Muskets Leader Status I One Group of 10 Grenadieros, Muskets Point Value 1808‐1810: 45 Point Value 1811 on: 57 This force will be rated differently in the two periods as the quality improves with the passing to time. The next list represents Portuguese Cacadores. Largely musket armed they had a Company of Atiradores with the Baker Rifle
PORTUGUESE CACADORES, 1811 ONWARDS Leader, Status III Three Groups of 8 Cacadores, Muskets Leader, Status II Leader Status I Two Groups 6 of Atiradores, Rifles Point Value: 54 Force Specific Characteristics This force has the following specific Characteristics. Fighting Cocks: The Portuguese impressed the British with their refusal to
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PORTUGUESE FORCES Portuguese Fuzileiro, 1808 to 1810 Points Value 3 Weapon Formation First Fire Controlled Volley Always Yes No Portuguese Granadeiro, 1808‐1810 Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes First Only
Musket Crashing Step Volley Out ‐ ‐ Musket Crashing Step Volley Out ‐ 2
Type Size Drill ‐
‐ Type Size Drill
Portuguese Cacadores Atiradores 1808 onwards Points Value 9 Weapon Rifle Formation First Fire Controlled Crashing Step Volley Volley Out Always Yes No ‐ 2
Type Size Drill
Portuguese Fuzileiro, 1811 onwards Points Value 5 Weapon Formation First Fire Controlled Volley Always Yes First Only
Type Size Drill
Portuguese Granadeiro, 1811 onwards Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes Yes Portuguese Cavalry Points Value 5 Formation First Fire Always
No
Portuguese Artillery Points Value 5/6/8 Formation First Fire No
Yes
Weapon Controlled Volley No Weapon Controlled Volley First Only
Musket Crashing Step Volley Out 2 2 Sabre Crashing Step Volley Out ‐ ‐ Gun Crashing Step Volley Out ‐ ‐
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Poor Shots
Type Size Drill
Portuguese Cacadores in Line 1808 onwards Points Value 6 Weapon Musket Formation First Fire Controlled Crashing Step Volley Volley Out Always Yes Yes ‐ 2
Musket Crashing Step Volley Out 3 3
Conscripts & Volunteers 8 Characteristics
‐
‐
3
Regulars 8 Characteristics Fighting Cocks Regulars 8 Characteristics Sharp Practice, Fighting Cocks Skirmishers 6 Characteristics Sharp Practice Regulars 8 Characteristics Fighting Cocks
Type Size Drill 3
Regulars 8 Characteristics Fighting Cocks
Type Size Drill ‐
Scouting Cavalry 8 Characteristics
Type Size Drill ‐
Artillery 5 Characteristics
SPANISH FORCES The Spanish Army was initially allied to the French but soon discovered that Napoleon was not a man to be trusted when he deposed the King and placed his brother on their throne of Spain. Opposition was immediate and spontaneous, but it was crushed with utter brutality. Yet, despite this the Spanish refused to consider themselves defeated. Across the country resistance continued with the rump of forces loyal to the exiled King and guerrillas who fought their own bitter war. The Army lists here cover both regular, semi‐ regular and irregular forces. The first list is for a regular Spanish force.
SPANISH GUERRILLA FORCE Leader, Status II Leader, Status I Three Groups of 10 Provincial Militia, Muskets Leader, Status II Leader I Three Groups of 6 Guerrilla Skirmishers, Muskets Point Value: 42 Selecting Support Units A Spanish player may select support Options from his own list below or he may select some or all of his Support Units from the British list.
SPANISH REGULARS Leader, Status II Three Groups of 8 Fusileros, Muskets Leader, Status II Three Groups of 8 Fusileros, Muskets Leader Status I One Groups of 6 Cazadores Skirmishers, Muskets Point Value: 46 The second force represents the mix of regular and guerrillas.
SPANISH MIXED FORCE Leader, Status III Two Groups of 8 Grenadieros, Muskets Leader, Status II Leader, Status I Three Groups of 6 Guerrilla Skirmishers, Muskets Point Value: 43 Finally we have a force of guerrillas made up of a steady core of experienced men able to skirmish and a cadre of inexperienced recruits eager to join the cause and liberate their land.
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SPANISH FORCES Spanish Fusileros Points Value 4 Formation First Fire Always
Yes
Spanish Granaderos Points Value 5 Formation First Fire Always
Yes
Spanish Cazadores Points Value 4 Formation First Fire Always
Yes
Weapon Controlled Volley First Only Weapon Controlled Volley First Only Weapon Controlled Volley First Only
Spanish Cazadores Skirmishers Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes No Spanish Foreign Regiments Points Value 6 Formation First Fire Always
Yes
Spanish Provincial Militia Points Value 3 Formation First Fire No Shock
Yes
Guerrilla Skirmishers Points Value 5 Formation First Fire No
Yes
Spanish Artillery Points Value 5/6/8 Formation First Fire No
Yes
Weapon Controlled Volley First Only Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley First Only
Musket Crashing Step Volley Out 3 3 Musket Crashing Step Volley Out 2 3 Musket Crashing Step Volley Out 3 2 Musket Crashing Step Volley Out ‐ 2 Musket Crashing Step Volley Out 2 2 Musket Crashing Step Volley Out ‐ ‐ Sabre Crashing Step Volley Out ‐ 1 Gun Crashing Step Volley Out ‐ ‐
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Type Size Drill 3
Conscripts & Volunteers 8 Characteristics
Type Size Drill 3
Regulars 8 Characteristics
Type Size Drill 2
Conscripts & Volunteers 8 Characteristics
Type Size Drill ‐
Skirmishers 6 Characteristics Sharp Practice
Type Size Drill 3
Conscripts & Volunteers 8 Characteristics Sharp Practice
Type Size Drill ‐
Militia 10 Characteristics
Type Size Drill ‐
Irregular Skirmishers 6 Characteristics Tactical, Moveable DP
Type Size Drill ‐
Artillery 5 Characteristics
FRENCH FORCES Whatever the appeal Napoleon has as a great military Leader, the behaviour of his subordinates and troops in Spain should confirm that he was a dictator who ruled by judicious application of power and terror. As such, the French Army in the Peninsular found itself fighting a very brutal war. By 1808 the best of France’s Army had been bled away by constant campaigning and the forces deployed in Spain were often troops from Allied contingents or recently raised conscripts. As the war progressed this situation did not improve, especially after the disaster of 1812. The Army lists here will serve for French or Allied contingents. The first list is for a regular French force such as the one facing Moore at Corunna or the Spanish at Bailen.
FRENCH REGULARS TO 1812 Leader, Status III Leader, Status I Two Groups of 8 Line Infantry, Muskets Leader, Status II Two Groups of 8 Line Infantry, Muskets Leader Status II Two Groups of 6 Voltigeur Skirmishers, Muskets Point Value: 54 The second force is a light force typical of the ones which would be sent out to try to engage the Guerrillas.
Finally we have a force made up of the lower quality infantry which France was fielding after her defeat in 1812.
FRENCH REGULARS, 1813 ON Leader, Status III Leader, Status I Five Groups of 8 Line Infantry, Muskets Leader, Status I One Groups of 6 Voltigeur Skirmishers, Muskets Point Value: 43
Force Specific Characteristics This force has the following specific Characteristics. Pas de Charge: When two Command Cards are used with a Leader’s activation, a Group or Formation of French Infantry can move towards the enemy with three Actions of movement whilst also removing two points of Shock from each Group present. Cuirass: Cavalry equipped with a Cuirass may ignore one kill result in any round of Fisticuffs. However, this kill may still inflict a point of Shock if a 6 is rolled.
LIGHT COLUMN TO 1812 Leader, Status III Three Groups of 8 Voltigeurs, Muskets Leader, Status II Two Groups of 6 Voltigeur Skirmishers, Muskets Leader, Status II One Group of 8 Dragoons, Carbines and Sabres Point Value: 61
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FRENCH FORCES French Line Infantry, 1809‐1812 Points Value 4 Weapon Formation First Fire Controlled Volley Always Yes No French Grenadiers, 1809‐1812 Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes First Only French Voltigeurs, 1809‐1812 Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes First Only French Voltigeur Skirmishers, 1809‐1812 Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes No French Line Infantry, 1813‐1814 Points Value 4 Weapon Formation First Fire Controlled Volley Always No ‐ French Grenadiers, 1813‐1814 Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes First Only French Voltigeurs, 1813‐1814 Points Value 4 Weapon Formation First Fire Controlled Volley Always Yes No French Voltigeur Skirmishers, 1813‐1814 Points Value 5 Weapon Formation First Fire Controlled Volley Always No No
Musket Crashing Step Volley Out 3 2 Musket Crashing Step Volley Out 2 2 Musket Crashing Step Volley Out 3 2 Musket Crashing Step Volley Out ‐ 2 Musket Crashing Step Volley Out ‐ 3 Musket Crashing Step Volley Out ‐ 2 Sabre Crashing Step Volley Out ‐ 2 Gun Crashing Step Volley Out ‐ 2
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Type Size Drill ‐ Type Size Drill 2 Type Size Drill 2 Type Size Drill ‐ Type Size Drill 3 Type Size Drill 3 Type Size Drill ‐ Type Size Drill ‐
Conscripts & Volunteers 8 Characteristics Pas de Charge Regulars 8 Characteristics Pas de Charge, Aggressive Regulars 8 Characteristics Pas de Charge Skirmishers 6 Characteristics Sharp Practice Conscripts & Volunteers 8 Characteristics Pas de Charge Regulars 8 Characteristics Pas de Charge Conscripts & Volunteers 8 Characteristics Sharp Practice Skirmishers 6 Characteristics Sharp Practice
French Cuirassiers to 1812 Points Value 8 Formation First Fire Always
No
French Dragoons to 1812 Points Value 8 Formation First Fire Always
No
French Hussars to 1812 Points Value 6 Formation First Fire Always
No
French Lancers to 1812 Points Value 6 Formation First Fire Always
No
Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No
French Cuirassiers to 1813‐1814 Points Value 7 Weapon Formation First Fire Controlled Volley Always No No French Dragoons to 1813‐1814 Points Value 7 Weapon Formation First Fire Controlled Volley Always No No French Hussars to 1813‐1814 Points Value 5 Weapon Formation First Fire Controlled Volley Always No No French Lancers to 1813‐1814 Points Value 5 Weapon Formation First Fire Controlled Volley Always No No French Artillery Points Value 6/7/9 Formation First Fire No
Yes
Weapon Controlled Volley Yes
Sabre Crashing Step Volley Out ‐ 2 Carbine and Sabre Crashing Step Volley Out ‐ 2 Sabre Crashing Step Volley Out ‐ 2 Gun Crashing Step Volley Out ‐ 2 Sabre Crashing Step Volley Out ‐ ‐ Carbine and Sabre Crashing Step Volley Out ‐ ‐ Sabre Crashing Step Volley Out ‐ ‐ Gun Crashing Step Volley Out ‐ ‐ Gun Crashing Step Volley Out 3 2
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Type Size Drill 2
Impact Cavalry 8 Characteristics Tally Ho! Cuirass
Type Size Drill 2
Dragoons 8 Characteristics Tally Ho!
Type Size Drill 2
Scouting Cavalry 8 Characteristics Tally Ho!
Type Size Drill 2
Scouting Cavalry 8 Characteristics Tally Ho!
Type Size Drill ‐
Impact Cavalry 8 Characteristics
Type Size Drill ‐
Dragoons 8 Characteristics
Type Size Drill ‐
Scouting Cavalry 8 Characteristics
Type Size Drill ‐
Scouting Cavalry 8 Characteristics
Type Size Drill ‐
Artillery 5 Characteristics
The American Civil War needs no introduction, being seen by many as a bridge between the Napoleonic and modern Wars. It has a lasting attraction for wargamers.
Key Points: The infantry becomes King of the battlefield, as modern weapons see cavalry shift to a mounted infantry role.
CONFEDERATE FORCES There are four core forces available for the Rebels in this conflict. The first option represents an early force where smoothbore muskets are much in evidence.
EARLY CONFEDERATES, 1861 Leader, Status II Three Groups of 8 Infantry, Muskets Leader, Status II Two Group of 8 Infantry, Rifled Muskets Leader, Status I One Group of 6 Skirmishers, Rifled Muskets Point Value: 55
The second option represents a force from 1862 where the modern rifled muskets were now standard. This force remains until the end of the war, but the points values differ from 1863 onwards.
CONFEDERATES, 1862‐1865 Leader, Status III Three Groups of 8 Infantry, Rifled Muskets Leader, Status II Two Group of 8 Infantry, Rifled Muskets Leader, Status I One Group of 6 Skirmishers, Rifled Muskets Leader, Status I One Group of 6 Skirmishers, Rifled Muskets Point Value 1862: 83 Points Value 1863‐65: 88 The final force is a body of Confederate Raiders ready to ride around any Union force. Again the points value changes with the years.
MIXED COLUMN Leader, Status III Leader, Status I Four Groups of 8 Cavalry, Mixed Weapons Leader, Status II Leader Status I Two Group of 8 Infantry, Rifled Muskets Point Value to 1862: 73 Point Value 1863 on: 75
Force Specific Characteristics These forces have the following specific Characteristics. Mixed Weapons. Armed with a mixture of firearms, these cavalry may dismount and fight as Dragoons but with half of the men deemed to have Rifled Muskets and half close quarter weapons which are not suitable for ranged fire. Sam Colt’s Equalizers: These cavalry are equipped with a selection of firearms which they may use immediately before Fisticuffs. When an attack is combined with two Command Cards, each man in Group about to make contact discharges his firearm in the face of the enemy. Roll a D6 for each man. On a roll of 4, 5 or 6 they will inflict one point of Shock on the enemy Groups they are about to contact. Fisticuffs is now fought immediately. Buck and Ball. Armed with smoothbore muskets, these troops add +1 to their roll to hit when firing at Close range. Rebel Yell. When two Command Cards are used with a Leader’s activation, a Group or Formation of Rebel Infantry may fire a volley, if loaded, and charge with three Actions of movement.
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CONFEDERATE FORCES Confederate Infantry with Muskets, 1861 to 1862 Points Value 5 Weapon Musket Formation First Fire Controlled Crashing Step Volley volley Out Always Yes First Only 3 2
Type Size Drill
Confederate Infantry with Rifled Muskets, 1861 to 1862 Points Value 8 Weapon Rifled Musket Formation First Fire Controlled Crashing Step Volley volley Out Always Yes First Only 3 2
Type Size Drill
Confederate Infantry with Rifled Muskets, 1863 to 1865 Points Value 9 Weapon Rifled Musket Formation First Fire Controlled Crashing Step Volley volley Out Always Yes First Only 2 2
Type Size Drill
Confederate Militia, 1861 to 1862 Points Value 3 Weapon Formation First Fire Controlled Volley No Shock Yes No
Type Size Drill
Confederate Skirmishers Points Value 11 Formation First Fire Always
Yes
Confederate Cavalry Points Value 9 Formation First Fire Always
Yes
Confederate Artillery Points Value 6/7/9 Formation First Fire No
Yes
Weapon Controlled Volley No Weapon Controlled Volley No
Weapon Controlled Volley Yes
Musket Crashing Step volley Out 3 3 Rifled Musket Crashing Step volley Out ‐ 2 Mixed Weapons Crashing Step volley Out ‐ 2
Musket Crashing Step volley Out ‐ 2
N.B. Artillery points values are for Light, Medium and Heavy Guns
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3
3
2
‐
Conscripts & Volunteers 8 Characteristics Buck & Ball, Rebel Yell Conscripts & Volunteers 8 Characteristics Rebel Yell Regulars 8 Characteristics Rebel Yell Militia 10 Characteristics
Type Size Drill ‐
Skirmishers 6 Characteristics Sharp Practice
Type Size Drill ‐
Dragoons 8 Characteristics Tally Ho! Sam Colt’s Equalizer
Type Size Drill ‐
Artillery 5 Characteristics
UNION FORCES Union forces seemed initially to be at a disadvantage against the Confederates who appeared to take to their new military duties with an ease. However, where the South have a qualitative advantage in the early years, this changes from the end of 1863 onwards when the power of Union industry is eventually being felt. There are four core forces available for the Union in this conflict. The first option represents a force such as fought in the early battles.
UNION CAVALRY, 1864‐1865 Leader, Status III Leader, Status I Three Groups of 8 Cavalry, Breech Loading Carbines Leader, Status II Two Group of 8 Cavalry, Breech Loading Carbine Point Value: 86
EARLY UNION, 1861‐62 Leader, Status II Three Groups of 8 Infantry, Rifled Muskets Leader, Status I Two Group of 8 Infantry, Rifled Muskets Leader, Status I One Group of 6 Skirmishers, Rifled Muskets Point Value: 53 The second force represents a better led force from 1862. This force remains until the end of the war, but the points values differ from 1863 onwards as the force gains more experience.
UNION FORCE, 1863‐1865 Leader, Status III Leader, Status I Three Groups of 8 Infantry, Rifled Muskets Leader, Status II Two Group of 8 Infantry, Rifled Muskets Leader, Status I One Group of 6 Skirmishers, Rifled Muskets Point Value 1863: 65 Points Value 1864‐65: 80
The final force is small but perfectly formed body of Union Cavalry equipped with the best weapons the Republic can manufacture. The Rebels claimed they load on a Sunday and then fired all week.
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UNION FORCES Union Infantry, 1861 to 1863 Points Value 6 Weapon Formation First Fire Controlled Volley Always Yes First Only Union Infantry, 1864 to 1865 Points Value 9 Weapon Formation First Fire Controlled Volley Always Yes Yes Union Skirmishers Points Value 11 Formation First Fire Always
Yes
Weapon Controlled Volley No
Union Cavalry, 1861 to 1862 Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes No Union Cavalry, 1863 to 1865 Points Value 13 Formation
First Fire
Always
Yes
Union Artillery Points Value 6/7/9 Formation First Fire No
Yes
Weapon Controlled Volley No Weapon Controlled Volley Yes
Rifled Muskets Crashing Step volley Out 3 2 Rifled Musket Crashing Step volley Out 2 2 Musket Crashing Step volley Out ‐ 2 Rifled Carbine, Sabre Crashing Step volley Out ‐ 2 Breech Loading Carbine Crashing Step volley Out 3 2 Musket Crashing Step volley Out ‐ 2
N.B. Artillery points values are for Light, Medium and Heavy Guns
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Type Size Drill 3
Conscripts & Volunteers 8 Characteristics Surly
Type Size Drill 2
Regulars 8 Characteristics Stubborn
Type Size Drill ‐
Skirmishers 6 Characteristics Sharp Practice
Type Size Drill ‐
Dragoons 8 Characteristics
Type Size
Dragoons 8
Drill
Characteristics
‐
Type Size Drill 3
Artillery 5 Characteristics
The Indian Mutiny was a Sepoy Rebellion which rocked the British Empire to its core and saw the end of Company rule and the establishment of Imperial power in India. Fighting was harsh and brutal, with atrocities on both sides, yet despite this it presents one of the most attractive visual spectacles, with a blending of the Easter exotic with warfare in a largely European style. Key Points: Flashman. Need we say more?
BRITISH FORCES There are three core forces available for the British in this conflict. The first force represents a British Regular force from the start of the Mutiny to July 1857. It includes some Native troops who have remained loyal to the British.
BRITISH REGULARS Leader, Status III Three Groups of 8 Regulars, Muskets Leader, Status II Two Group of 8 Loyal Native Infantry, Muskets Leader, Status I One Group of 6 British Skirmishers, Rifled Muskets Leader, Status I One Group of 6 Native Skirmishers, Muskets Point Value: 68 The second force represents a Company detachment at the same period with attached civilian volunteers and loyal natives. In this chaotic period this force would likely be attempting to link up with larger British forces locally.
COMPANY COLUMN Leader, Status II Three Groups of 8 Company Infantry, Muskets Leader, Status II Two Group of 8 Loyal Native Infantry, Muskets Leader, Status I One Group of 8 British Volunteer Irregular Cavalry, Sabres Leader, Status I One Group of 6 Civilian Volunteers, Muskets Point Value: 49 The final force is a mixed Crown and Company force from August 1857 onwards. The Enfield Rifled Muskets are now standard issue for European troops.
MIXED COLUMN Leader, Status III Two Groups of 8 British Regulars Infantry, Rifled Muskets Leader, Status II Two Group of 8 Company Infantry, Rifled Muskets Leader, Status I One Group of 6 British Skirmishers, Rifled Muskets Leader, Status I One Group of 6 Native Skirmishers, Rifles Point Value: 77
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BRITISH & COMPANY British Regulars with Muskets Points Value 7 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step volley Out 1 2
British Regulars with Enfields Points Value 10 Weapon Formation First Fire Controlled Volley Always Yes Yes
Rifled Musket Crashing Step volley Out 2 2
HEIC European Infantry with Muskets Points Value 5 Weapon Formation First Fire Controlled Volley Always Yes Yes
Musket Crashing Step volley Out 2 3
HEIC European Infantry with Enfields Points Value 8 Weapon Formation First Fire Controlled Volley Always Yes Yes
Rifled Musket Crashing Step volley Out 3 3
British Skirmishers Points Value 12 Formation First Fire Always
Yes
Loyal Native Infantry Points Value 3 Formation First Fire No Shock
Yes
Ghurkas Points Value 5 Formation First Fire No Shock
Yes
Native Skirmishers Points Value 8 Formation First Fire No
Yes
Weapon Controlled Volley No
Rifled Musket Crashing Step volley Out ‐ 2
Weapon Controlled Volley First Only
Musket Crashing Step volley Out 3 3
Weapon Controlled Volley First Only Weapon Controlled Volley No
Musket Crashing Step volley Out 3 1 Rifles Crashing Step Volley Out ‐ 2
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Type Size Drill 2
Regulars 8 Characteristics Thin Red Line, Sharp Practice, Stubborn
Type Size Drill 2
Regulars 8 Characteristics Thin Red Line, Sharp Practice, Stubborn
Type Size Drill 3
Conscripts & Volunteers 8 Characteristics Sharp Practice, Stubborn
Type Size Drill 3
Conscripts & Volunteers 8 Characteristics Sharp Practice, Stubborn
Type Size Drill ‐
Light Infantry 6 Characteristics Sharp Practice
Type Size Drill ‐
Conscripts & Volunteers 8 Characteristics Weedy Coves
Type Size Drill ‐
Conscripts & Volunteers 8 Characteristics Aggressive, Big Choppers
Type Size Drill ‐
Skirmishers 6 Characteristics
Royal Navy Sailors Points Value 3 Formation First Fire No
Yes
Civilian Volunteers Points Value 6 Formation First Fire No
Yes
British Company Cavalry Points Value 8 Formation First Fire Always
No
Native Cavalry Points Value 6 Formation First Fire Always
No
British Volunteer Cavalry Points Value 4 Formation First Fire No
No
British Artillery Points Value 6/7/9 Formation First Fire No
Yes
Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley Yes
Musket Crashing Step Volley Out No 3 Musket Crashing Step Volley Out ‐ 2 Sabre Crashing Step Volley Out ‐ 2 Rifle Crashing Step Volley Out ‐ 1 Muskets Crashing Step Volley Out ‐ 1 Gun Crashing Step Volley Out ‐ 2
N.B. Artillery points values are for Light, Medium and Heavy Guns
Page 114
Type Size Drill ‐
Conscripts & Volunteers 8 Characteristics Big Choppers
Type Size Drill ‐
Irregular Skirmishers 6 Characteristics Tactics
Type Size Drill ‐
Impact Cavalry 8 Characteristics Tally Ho!
Type Size Drill 3
Scouting Cavalry 8 Characteristics Tally Ho! Moveable DP
Type Size Drill ‐
Irregular Cavalry 8 Characteristics Tally Ho! Moveable DP
Type Size Drill ‐
Artillery 5 Characteristics
MUTINEER FORCES The Mutineer forces were based around the rebellious Sepoys but with increasingly significant numbers of irregular troops who joined the cause and fought in more traditional ways with weapons best suited to close combat. The three Army lists here cover that process of change. The first represents a Mutineer force at the very start of the Mutiny to June 1857.
SEPOYS TO JUNE 1857 Leader, Status II Leader, Status I Three Groups of 8 Well‐Ordered Sepoys, Muskets Leader, Status II Two Groups of 10 Sepoy Rabble, Muskets Leader Status I One Group of 6 Sepoy Skirmishers Rifles Point Value: 45 The next list represents the Mutineers between July and August 1857 around Delhi.
SEPOYS, JULY TO AUGUST 1857
SEPOYS, SEPTEMBER 1857 ON Leader, Status II Three Groups of 10 Sepoy Rabble, Muskets Leader, Status I Three Groups of 10 Sepoy Rabble, Muskets Leader, Status I One Groups of 12 Badmashes, Muskets Leader Status I One Group of 12 Badmashes, Muskets Leader Status I One Group of 12 Badmashes, Big Choppers Point Value: 46 Force Specific Characteristics This force has the following specific Characteristics. Big Choppers: These troops have no ranged fire capability but are very aggressive and well versed in close combat. In the first round of Fisticuffs they fight as Clan rather than Wallahs.
Leader, Status II Two Groups of 8 Well‐Ordered Sepoys, Muskets Leader, Status I Two Groups of 10 Sepoy Rabble, Muskets Leader, Status I Two Groups of 10 Sepoy Rabble, Muskets Leader, Status I One Groups of 12 Badmashes, Muskets Leader Status I One Group of 12 Badmashes, Muskets Point Value: 44 Finally we have a force which covers from September 1857 onwards to the end of the Mutiny. This force has largely lost all semblance of the disciplined force it had been under British command.
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REBEL FORCES Well‐Ordered Sepoys Points Value 4 Formation First Fire No Shock
Yes
Sepoy Rabble Points Value 3 Formation First Fire No Shock
No
Sepoy Skirmishers Points Value 7 Formation First Fire No
Yes
Badmashes Points Value 3 Formation First Fire No
No
Weapon Controlled Volley First Only Weapon Controlled Volley No Weapon Controlled Volley No Weapon Controlled Volley No
Badmashes with Big Choppers Points Value 4 Weapon Formation First Fire Controlled Volley No No No Mutineer Cavalry Points Value 6 Formation First Fire Always
No
Mutineer Artillery Points Value 5/6/8 Formation First Fire No
Yes
Weapon Controlled Volley No Weapon Controlled Volley No
Musket Crashing Step Volley Out ‐ 2 Musket Crashing Step Volley Out ‐ 1 Musket Crashing Step Volley Out ‐ 2 Musket Crashing Step Volley Out ‐ 1 Big Choppers Crashing Step Volley Out ‐ 1 Musket Crashing Step Volley Out ‐ 2 Gun Crashing Step Volley Out ‐ ‐
N.B. Artillery points values are for Light, Medium and Heavy Guns
Page 116
Type Size Drill ‐
Conscripts & Volunteers 8 Characteristics Weedy Coves
Type Size Drill ‐
Militia 10 Characteristics Weedy Coves, Poor Shots
Type Size Drill ‐
Skirmishers 6 Characteristics Sharp Practice
Type Size Drill ‐ Type Size Drill ‐ Type Size Drill 3 Type Size Drill ‐
Wallahs 12 Characteristics Conscripts & Volunteers 8 Characteristics Big Choppers Scouting Cavalry 8 Characteristics Tally Ho! Artillery 5 Characteristics Sharp Practice
on, bonus Activatio Activatio ons, Leaders Activatio ons, Unit Affaire d de Couer Aggressiive Ambuscade Ammunition Ammunition Cart Arc of Fiire Army Lissts Arsenal Table Artilleryy Artilleryy, and firing Artilleryy, and Shock Artilleryy Crew, moving d Attached Attachin ng Leaders Attachin ng Units Attack C Column Basing Chaps Beastly C Big Chop ppers Blocked Passages Bonus A Activation Bounderr Breakingg Contact Breastw works Breedingg Bribery Broken G Ground Broken TTroops Buck & B Ball Buildinggs Buildinggs, collapse Buildinggs, and firing Buildinggs, and moveement Buildinggs, on fire Cad Canisterr Capturin ng Leaders Cards Cavalry Cavalry, dismountingg
26, 27 22 22 64 84 26, 27 49 31, 83 40 84 43, 44 11, 43, 51 43 51 32 7 24 23 16 4 61 115 37 26, 27 59, 61, 63 56 41, 82 58 63 18, 35 7, 31, 51 108 31, 37, 42 31 42 37 31 59, 61, 63, 664 49, 81 56 5 11, 36, 39, 443, 51 39
Caavalry, firing Caavalry, jumping obstacless Caavalry, moun nting Caavalry Movement Caavalry, pullin ng up Caavalry, and S Shock Ch hapter Ch hapter End Ch haracteristics Ch harisma Ch hips Cllans Cllosed Column Co olour Party Co ommand Carrds Co ommand Inittiative Co ommand Ran nge Co onscripts & V Volunteers Co ontrolled Fire Co over Crracksman Crrashing Volle ey Cu uirass Deploy Deployment D Distances Deployment P Points
43 36 39 39 9 36, 39 51 7 31, 48 8 13 61 5, 22 10 15, 34 4 80 26, 27 7 14, 22 2 22, 23 3 9 3 42, 43 19 66 13 105 24, 25 7, 20, 25, 70, 81 Points, losingg 25, 31 1 Deployment P Points, moveeable 20, 82 2 Deployment P Points, placinng 21 Deployment P Points, seconndary 8 Deployment P 66 Derring‐Do 4 Dice g 7 Dice, rounding 66 Dipper 11 Dragoons 11 Dragoons, dismounted 23 Dress the Ranks Dinner 7 58, 67 Dressing for D 13 Drill 13 Drill Manual 67 Dueling 9 Elite En n Garde! 67 En nd of Turn 27 En ngineering G Group 83 Evvading 32 Exxploring Officer 82 Faacing 4 32, 34 Faacing, changing 32 101 Fighting Cockss
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Firing Firing, and buildings Firing, different range bands Firing, hit allocation Firing Procedure Firing, and Shock First Fire Fisticuffs Fisticuffs, breaking contact Fisticuffs, and Obstacles Fisticuffs, Results Fisticuffs, and Shock Fisticuffs, and Support Flank Attacks Flank Fire Flashing Blade Force Morale Force Morale Test Force Morale, reduction Foreign Johnnies Form Up Formations Fowling Pieces Game Deck Good Shots Ground Scale Groups
Groups, forming new Groups, smaller Hard Cover Hearth & Home Heavy Going Hidden Characters High Obstacles Holy Man Honourable Impassable Obstacles In Hand Interpenetration Interrupt Involuntary Interpenetration Involuntary Withdrawal Irregular Cavalry Irregular Skirmishers Ladders Leaders
24, 40, 45, 50 42 47 45 45 50 12 8, 26, 50, 52, 53, 54, 56 56 53 54 50 52 52, 53 45 60 8, 20, 57 57 57 61 23, 33, 34 8, 12, 14, 23, 45, 46 44 22, 26 84 4, 6 6, 8, 13, 22, 24, 45, 46 24 6, 24 19 84 18, 35 63 36 80 59, 61 37 84 37 27 51 50 11 10, 17 38, 53, 81 8, 13, 22, 26, 47, 48, 50, 56, 58
Leaders, attaching Leaders, and broken troops Leaders, captured Leaders, casualties Leaders, in Fisticuffs Leaders, movement Leaders, replacement Leaders, routing Leaders, and Shock Leaders, zero‐rated Line Formation Line of Sight Line Troops Light Cover Light Infantry Loading Looting Test Loss of Deployment Points Major Obstacles Marksman Mass Troops Master of Disguise Militia Minor Characters Minor Character Reactions Minor Obstacles Mixed Weapons Moveable Deployment Points Movement Movement, and Leaders Movement, and Shock Movement, in different terrain Moving Mule Train Musician Odd Hits Open Column Open Ground Orchards Pas de Charge Personality Physic Physique Points Values Poor Shots Present Prig Prominent Leader Rake Rally Random Events
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24 51 56 47, 48 56 33 31, 48 31 50 48 14 40 9 19 9, 17 24 38 25, 31 36, 53 66, 44 10 60, 63 9 62 62 36, 53 108 20, 21, 84 32 33 33 37 24 83 81 45, 46 15, 34 18, 35 41 105 58 80 61 12 84 24 59, 63 84 60, 61, 63, 64 23 28, 29, 30, 31
Really Heavy Going Rebel Yell Regulars Relics Reload Replacement Leaders Resupply Roads Rockets Rotters Rout Routing Leaders Routing Units Running Troops Sam Colt’s Equalizers Scenarios Scout Scouting Cavalry Sharp Practice Shock Shock, application Shock, excess Shock, and Firing Shock, and Fisticuffs Shock, and Leaders Shock, and movement Silent But Deadly Size Skills Skirmish Drill Skirmish Formation Skirmish Troops Skirmish Screen Skirmishers Spirits and Tinder Box Sporting Life Square Specialist Tasks Specialists Step Out Stubborn Stunning Linguist Surly Tactical Tailored Trousers Tally Ho! Tap Reload Tasks Task Values Terrain Terrain, and movement
18, 35 108 9 80 31 31 31 35 44 38, 59 8, 51 51 51 32 108 69 82 11 85 8, 23, 50 50 50 50 50 50 33, 50 66 12 60 32 17 9, 17 17, 46 10, 17 81 60 16 65 81 13 84 60, 63 84 85 58, 67 85 43 65 65 18 35
85 Thin Red Line Tiffin Card 22 Time Scale 6 Tomahawks 86 Train Defence Group 82 Treasure 38 Tribes 10 Troop Quality 54 Troop Types 12, 54 Troop Types, and Fisticuffs 54 Troops, moving through 37 Turn 8, 22, 26 Turn End 27 Turn Sequence 22 Uncontrolled Fire 42, 43 Uncontrolled Troops 49 Unit 6,8 6, 33 Unit Integrity Unit Rosters 12, 20, 27 Unreasonable Demands 62, 63 View Halloo! 60 Visibility 18 Wallahs 11 Water Cart 31, 82 Weapon 12 Weedy Coves 84 Wheeling 35 Wide Obstacles 36 Woods 40 LEGAL STUFF All contents of this book are Copyright 2016 to TooFatLardies and Richard Clarke and may not be reproduced in any format without permission.
www.toofatlardies.co.uk
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