TURN SEQUENCE
2. First player moves and charges 3. Second player moves and charges 4. Stationary foot shoots 5. Stationary mounted shoots 6. Foot moving half or less shoots 7. Mounted moving half or less shoots 8. Melee MOVEMENT Movement Rates
Mounted 12" Carts, wagons & pack animals 6" Hedgehog 2" Shield wall 0" Modifiers
Woods, fordable water, rough going x1/2 Crossing hedges, walls or parapets +1" Charge move:
mounted: normal move + 2d6 To be eligible to conduct missile, may only move half or less and may not charge. During player's movement, may change facing without penalty as follows:
Mounted - up to 90 degrees The hedge hog is a ring formation with all figures facing outward (minimum of 5
figures required).
MISSILE FIRE
Modifiers
Firing unit mounted +1 Target charging +1 Target behind hedge, wall or parapet +1 Target in woods +1 Target behind shield wall or hedge hog +1 Firing unit moved +1 Firing unit non-warrior +1 Results
Modified 1 or 2 is a kill. All other results - no effect. Visibility is line-of-sight. Maximum visibility in woods is
8".
2. opposing figure at least 6" from firing unit and opposing figure at least 3" from friendly figure being fired over. Any missile unit may fire from second rank if first rank in shield wall. In order to fire through other figures, must be at least P gap between stands. Arc of fire is 180 degrees. MELEE Occurs when opposing stands in base-to-base contact. Attacker squares off and adjusts all combats on stand-to-stand basis, doubling up where extra figures are available. If after the first round of melee survivors remain, attacker may re-allocate figures who no longer have an opponent so as to double up or worse on surviving defenders who are still locked in melee from the previous round. Defending figures without an opponent may count as support if facing an attacker and within 2". A figure may count as support only one time in a given round of melee. Each player rolls 1d6 for each melee. Attacker roll minus defender roll = result Result
1,2 defender retreats (foot 2d6; mounted 3d6) 0 locked; recalculate and roll again -1,-2 attacker retreats (as above) -3 attacker killed If attacker or defender is forced to retreat, all supporting figures shall also retreat. Retreating figures will role individually for retreat distance. End retreat move facing in the direction of the retreat. If attacker or defender is Hied, all supporting figures retreat as above. Modifiers
Mounted v. foot +1 Beserker (first round)+2 (subsequent rounds)+1 Each additional figure in support + 1 (up to max of +3) Leader +1 Surprise attack/ambush (first round only) +1 Defending hedge, wall or fortification +1 Defending higher ground+1 Defender in shield wall (first round only) +2 Defender in hedge hog (first round only) +1 Attacking from behind (first round only) +1 Non-warrior type -1 Attempted unsuccessfully to disengage -1 Small animal -3 Large animal -2 Disengaging If after first round of melee still alive and locked in combat, may attempt to by rolling 1d6. If result 1,2,3, foot retreats 3d6 and mounted retreats 4d6. Figure ends move facing in direction of retreat. Modifiers
Mounted v. foot: -1 For each additional opposing figure: +1 Foot v. mounted: +1 Retreating uphill,through woods, or across fordable water: +1 Taking Prisoners If an attacker wants to capture an opposing figure, move into contact as though engaging in melee. However, attacker must announce his intent to capture (as opposed to simply killing) the opposing figure. If melee result is that the defender is "killed," the defender is actually captured by the attacker. Any other result is treated as a normal melee result. A captured defender is considered unarmed and in any subsequent melee actions (i.e. in an effort to escape) fights as a non-warrior type. Back to Dispatch August 2000 Table of Contents Back to Dispatch List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by HMGS Mid-South This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |