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1 Command   2 Maneuver   [3 Artillery/Skirmish]   4 Assault   5 Panic Test

Skirmishers - Artillery Fire - Point Modifiers - Die Modifiers - Targets - Leader Injury & Withdrawals

« 3.1 Skirmishers
Skirmish markers represent dispersed light infantrymen and sharpshooters who are deployed to a unit's front and flanks in order to screen against enemy skirmishers and spread disorder in enemy combat formations. All skirmish bases within range of enemy troops will fall into one of two categories: opposed or unopposed.

Opposed Skirmishers - A skirmish marker may declare any enemy skirmish marker in any direction and within 8cm of it to be opposed. Opposed skirmish bases are considered to be effectively screened or "tied down" and may not fire on enemy combat bases that turn. If uneven numbers of hostile skirmishers are opposing each other, the phasing (attacking) player decides which markers are considered opposed, and which are considered unopposed.

Unopposed Skirmishers - Skirmish bases not opposed by enemy skirmishers may conduct harassing fire against enemy combat units. Each available skirmish marker may "fire" once per turn by rolling one die (1D10) and referring to the Skirmishers section of the Combat Chart for ranges limitations and results. Each morale hit scored on the targeted unit(s) will lower morale by one. A normal unit becomes disordered, a disordered unit becomes rattled, etc. Skirmish bases cannot fire at other skirmish bases but may, if unopposed and in range, fire at the parent light units from which the enemy skirmishers originate. All skirmish fire results take effect at the end of the skirmish fire step, including morale hits scored against artillery batteries.

« 3.2 Artillery Fire
During each Artillery Fire segment, artillery batteries for both sides may either fire upon enemy units or announce that they are saving their fire, which will increase the effectiveness of their next volley. A firing battery has an effective arc-of-fire totalling 60 degrees measured from the outer front edges of its base. Several artillery batteries may total their points against a single target for better effect if they do not violate the Main Target rule as a result (see Targets). In order to conduct artillery fire, repeat the following sequence for each battery, group of batteries or massed battery:

Step 1: Use the range lines on the fire chart to find the fire points for the firing batteries. Total the fire points for all qualified batteries.
Step 2: Double or halve fire points according to the point modifiers.
Step 3: Roll 1D10 and add or subtract the applicable die modifiers.
Step 4: Cross index the appropriate line of the fire point column on the Artillery chart with the modified die results. Above each of the die result columns are listed the morale and base hits which the target unit(s) will suffer as a result.

An artillery battery may only fire once each player turn (twice each full turn), although fire is not mandatory. Limbered batteries may not fire. A battery whose morale is shaken or worse may not fire. Damaged batteries are silenced if they also have any morale hits. Artillery may not fire through or over friendly units, including skirmishers.

All standard artillery fire conducted during the Artillery Phase is considered simultaneous. Batteries which suffer damage within the same phase will not have their damage effects applied until it's end. Prolonged artillery is excepted. Batteries which prolonged during the preceding movement will lose simultaneous fire privilege against enemy artillery (see artillery movement).

Saving Fire - At the start of the Artillery Fire segment, any ordered, stationary artillery battery may be announced as saving fire. The battery may not fire that phase and must remain completely stationary. Place a saved fire marker with the battery to represent the prepared status of the battery. The next time that the battery fires, the fire points expended are doubled, and the saved fire status is lost. If a battery with saved fire moves in any way, the saved fire status is lost (this includes changing facing or prolonging). Each artillery battery may only accumulate a maximum of one saved fire marker at any one time. Saved fire markers may not be stockpiled or traded among batteries. Artillery which is out of command radius may not save fire. A battery with saved fire status receives a bonus if involved in primary or incidental assault contact. Involvement in an assault causes all participating batteries to lose saved fire status. (See Tactical Bonuses in the Assault section)

« 3.3 Artillery Fire Point Modifiers:
Fire point modifiers are cumulative and may cancel each other out.
  • Saved Fire - Artillery which successfully maintained saved fire status to the beginning of the artillery fire segment will double its available fire points.
  • Firing From Enfilade - Artillery with more than half of its frontage within the 60 degree enfilade arc of an enemy target counts as firing from enfilade. This doubles the fire points used by that battery. Infantry squares are always enfilade targets. Units in full cover (buildings, woods, etc.) cannot be enfiladed.
  • Damaged - Artillery batteries which have previously suffered a base hit (damage) have their fire points halved.
  • Disordered+ - Artillery batteries which begin the artillery fire step in disordered or rattled status will have their fire points halved. Batteries with both morale and base hits (each battery may suffer one base hit and still operate as damaged) may not fire until they becomes ordered. Undamaged batteries which are shaken or worse may not fire until their morale improves to rattled or better.

Enfilade Fire - In the example at left, the artillery battery is more than half within the arc-of- fire being used as an enfilade arc (the same angle applies to both enfilade exposure and artillery arc-of-fire). Units A and B are facing forward and presenting their flanks to the artillery battery, thereby allowing the artillery to double its fire points due to the enfilade effect. Note the alignment (white arrow) of the arc to that edge of the unit nearest the artillery battery. If the artillery battery were to the rear of the units, the arc would be slid forward so as to be flush with the rear edges. This is necessary due to the disparity between artillery base frontage and infantry base depth. (drawing not to scale)

« 3.4 Artillery Die Roll Modifiers:
Die roll modifiers are cumulative and may cancel each other out.

  • Firing at Deep Target - If a battery's center of fire passes through 3 or more combat bases within the same range bracket, it adds 1 to its die roll. The target bases do not need to belong to the same unit, but must all be in open terrain. The deep target modifier is not applicable against targets in woods, buildings or on the far side of obstacles such as redoubts or rivers.
  • Good Artillery Leader - Firing battery or batteries (massed batteries must have bases touching) have a good artillery leader attached to them (good is a rating of 1 or better). The leader must be an artillery officer and within the chain of command of half or more of the firing batteries.
  • Firing at Cavalry - Subtract 1 from the die roll if over half of the artillery target is made up of cavalry bases.
  • Firing at Solid or Heavy Cover - If half or more of a target unit is in solid or heavy cover, the firing battery subtracts 1 or 2 points respectively from its die roll. (see defense classes under Assault). Artillery may only spot and fire at units up to ½" inside of cover.
    • If an artillery battery's center of fire is closest to the uncovered base(s) of an otherwise covered unit, the battery may fire without cover modifiers at the uncovered portions. In such cases where the cover modifiers are not applied against the battery, enemy bases still in cover may not be killed as a result of that fire.
  • Passing Fire - Battery is conducting opportunity fire during enemy movement. Enemy infantry and cavalry must be within firing battery's arc-of-fire for 8cm and 15cm of their movement respectively. Subtract 2 points from die roll.
  • Firing at Skirmishers - Targets are skirmish markers or light infantry units with one skirmisher per combat base deployed (i.e. - fully deployed). Subtract 2 points from die roll.
  • Each Level Difference - Each full elevation level difference between a battery and its target subtracts 1 point from the die roll. This represents the unfavorable nature of plunging fire onto lower targets and the defensive measure of using hillsides as shields.

« 3.5 Targets
Main Targets - Each artillery battery must fire at the unit which is; 1) the closest threat, i.e. - the closest unit occupying the closest artillery range bracket to the battery, and 2) closest to the battery's Center of Fire. Different batteries may only converge their fire onto one unit if these rules are not violated as a result or if a good artillery leader is attached to a massed battery. Any individual or massed artillery battery with a qualified artillery leader attached to it may selectively or wholly converge fire onto any enemy targets which are in the closest threat bracket.

Secondary Targets - Secondary targets are units which suffer collateral damage due to their close proximity to main targets. There are two types of secondary targets: tandem and adjacent. Tandem secondary targets may suffer damage both in place of, and in addition to the main target. Adjacent secondary targets only suffer damage in place of the main target. If both types of secondary targets are near a main target, an adjacent target will only suffer hits if both main and tandem targets are eliminated.

Tandem Target: A tandem secondary target is any unit which is within the firing battery's frontage zone, within the same range bracket as the main target, and no further than 5cm behind the main target's front. Tandem secondary targets must also be in open terrain and may not be fully deployed light regiments. Secondary targets suffer half the number of morale hits as the main target in addition to the main target's morale hits. They also share half of the total base hits rolled on the artillery fire chart, always rounding down. If all bases in the main target are killed, the secondary target(s) will always suffer the balance of the required base hits.

Adjacent Target: An adjacent secondary target is any unit within the firing battery's frontage zone which is next to, and within the same range bracket as, the main target. If all the bases in the main target unit(s) are destroyed as a result of one die roll, the closest adjacent secondary target will suffer the balance of the required base hits as well as half of the number of morale hits suffered.

Compound Targets - If different unit types are targeted as a result of either the Deep target or Secondary target rules, use the modifiers most favorable to the battery.

Frontage zone - A battery's frontage zone is an area equal to its width through which the battery fire is directed at any one time. The frontage zone may be swung throughout a battery's 60 degree arc-of-fire and must be free of friendly troop bases and markers in order for the battery to be able to fire. The frontage zone should not be confused with the arc-of-fire, which is the stationary cone-shaped zone representing a base's available firing arc.

Passing Fire - Artillery may Pass Fire at any enemy unit moving across its front (more than 45 degrees from perpendicular). Batteries saving fire may not use passing fire. Those batteries which conduct passing fire may not fire during the following artillery phase, and they do not receive saved fire as a result of that missed phase.

Main Targets - At right is an example of the main target rule. Batteries 1 and 2 must fire on the left infantry unit A. Batteries 3 and 4 must fire at the right infantry unit B. If the frontages of two units are within a battery's frontage zone (as with battery 2), the battery must fire at the unit closest to the battery's center line, in this case target unit A. Battery 4 is allowed to fire obliquely into unit B because there are no other targets within that range bracket which are either closer, or more directly to the battery's front

Secondary Targets - At left are examples of both the tandem and adjacent secondary target rules. The front edges of all example target units are within the same range bracket, and unit A is the main target, with the artillery center of fire passing through it. Unit B is a potential adjacent secondary target, and unit C, whose front is assumed to be within 5cm of the front of Unit A, is a potential tandem secondary target. If unit A suffers either two or three morale hits, then unit C will suffer one morale hit. If unit A suffers four morale hits, then unit C will suffer two morale hits. If unit A suffers three base hits, then it will be destroyed, and the unassigned base hit will "carry over" to unit C, causing it to lose one base. If units A and C were composed of only one base each and the same loses were suffered, their two bases would be removed, along with one base from unit B, which is positioned next to unit A and within the frontage zone of the firing battery.

Tandem Secondary Targets - At right is an example of a tandem secondary target. Unit A is the main target, and unit B, whose front is within 5cm of the front of unit A, is the tandem secondary target. If unit A suffers two or three morale hits, unit B will suffer also suffer a morale hit, which occurs in addition to that called for on the assault result. If unit A suffers two base hits, then one is removed from unit A, but the second hit is removed from unit B. If unit A suffers three base hits, then two bases are removed from unit A, and one base from unit B.

Tandem Secondary Targets 2 - At left is an example of a tandem target in which the front formation is a very weak unit which has been thrown forward in an attempt to protect the larger rear unit. If unit A suffers any more than one base hit, the balance of base hits suffered will be taken out of unit B. Morale hits carry over into unit B in the same manner as mentioned in the previous examples.

« 3.6 Leader Injuries and Withdrawal
Conduct the following steps after all skirmish and artillery fire for the turn has been resolved. If no leaders were within 8cm of artillery targets, and no morale hits have occurred, ignore this step and move on to the Assault Phase.

Leader Injuries - Roll 1D10 for each leader who was within 8cm of any unit fired upon by artillery or skirmishers during the course of the phase. The firing artillery (if any) must have had a modified chance to score a hit on the artillery chart. Simply announcing fire for an impossible shot does not count. Roll on the Leader Injury section of the combat chart to check for loss of the leaders at risk. Both Killed and Injured results will cause the leader in question to be immediately removed from the game.

Leader Injury Die Roll Modifiers:
  • Emergency rally - Add 4 to the leader injury die roll if the leader is attempting an emergency rally. This modifier is used only for leaders who have been declared as attempting an emergency rally, and is only applied to the pre-rally injury test. It is not used at any other time.
  • Enemy skirmishers - Add 2 to the leader injury die roll is the leader is within 8cm of a unit which suffered morale hits by enemy skirmishers. Only used during the Artillery & Skirmish Fire Phase.
  • Leading attack/defense - Add one to the leader injury die roll if the leader is currently attached to a unit. Applicable during both the Artillery and Assault phases.
  • Each base lost nearby - Add one to the injury die roll for each friendly combat base within 8cm which, during the course of the current player turn was lost due to base hits or capture. Applicable during both the Artillery and Assault phases.
  • In cover - Subtract one from the die roll if half or more of the units within 8cm of the leader are within any type of cover. Applicable during both the Artillery and Assault phases.
Panic Hits - Execute all panic hits which occurred as a result of morale hits inflicted on units which began the Artillery Phase demoralized. As with other panic hits suffered outside of the assault phase, any base hits suffered in the panic results count as deserters and are immediately removed.
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