Conventions: Ranges are in bands. Each band = 4". Dice are six sided. Forget a step, no back step.
Turn Sequence Side A completes all steps below, then Side B
1. Draw Order Cards for each leader
2. Fire Artillery Batteries/Fire Greek Infantry if not SHAKEN or ROUTED
3. Rally Units if HOLD card was played (not required to un-silence an artillery battery)
4. Move Units
5.Enemy Reaction Phase (Greek Infantry Fire, defender plays ATTACK card to counter-attack)
6. Resolve Combat
Shaken Condition/Effects - Red marker (permanently shaken is red and yellow marker)
Unit can't initiate combat and defends at half strength. Artillery is silenced and can't fire.
Unit is shaken after loosing combat or hit in flank or rear
Unit is permanently shaken at % strength or less. Infantry removed with one stand
remaining
Rout Condition/Effects - yellow marker
Unit moves MARCH away from enemy until rallied with HOLD card. If unit leaves table,
it's gone
nit that rallies from rout is permanently shaken
1. Draw Order Cards for each leader
Command radius is 3 bands, card effects are below
Card Effect
MARCH: Use march movement AND STAY at least 4" from enemy. No ATTACK card use.
ATTACK: Use attack movement. Can Initiate close combat. No MARCH cards
HOLD: Units can rally (artillery don't need HOLD to rally). Cavalry doesn't have to pursue.
ARTILLERY: Allows free action for battery: unlimber/limber, change position before firing.
SKIRMISH: Greek infantry can fire after they move, Turks can do a "religious fanatic" attack
DEPLOY: All units can change formation/adjust position within one band; General can save cards not played, get cards up to their limit next turn; Overall commanding general can send cards 4 bands each turn to be used by generals under him.
2. Fire Artillery/Greek Infantry
Only Greek infantry not SHAKEN can fire now (defend at penalty).
A. Each Artillery/infantry Stand rolls one dice. Artillery Stands roll 2 dice for target in grapeshot range
Weapon: Range in bands
Infantry Musket (Greeks only) 1
Artillery Grapeshot (all batteries) 2
Light Battery 4
Medium Battery 5
Heavy Battery 6
B. Hit Rolls: Each die roll is a possible hit on target unit
Target Type Hit Roll
Target is infantry column/square or on flank 3-6
Cavalry column or limbered guns 4-6
Infantry/Cavalry in line or unlimbered artillery 5-6
Any unit in cover 5-6
C. Effects of Hit: Infantry/Cavalry Check, Artillery is always SHAKEN when hit
1 . Roll 1 Die per target after all firing
2. Die Roll less than or equal to Total Hits Suffered-shaken, retreats 1 band. Unit was shaken: routed, MARCH move
3. Die Roll over Total Hits Suffered: Unit passes
4. Artillery suffering any hits is SHAKEN (no fire). Needs to rally but no HOLD card is
required.
3. Rally Units
HOLD card played by general to rally, silenced battery doesn't require HOLD card
A. Roll 1 die per unit. Make die roll or above to pass based on unit class: A:2 B:3 C:4 D:5 E:6
B. A shaken unit failing remains shaken.
C. A routed unit failing routs another march move. If it leaves the table, it's gone
D. A routed unit passing is SHAKEN for the rest of the game. A SHAKEN unit recovers back to normal
4. Move Units
Units need a MARCH or ATTACK card to move. Movement is the number of bands
Unit type/Formation | Attack card movement | March card movement |
Infantry Column | 2 | 4 |
Infantry Line | 2 | 2 |
Cavalry/General (4 bands) | 3 | 4 |
Artillery | 1 | 2 |
Road Bonus (in road column) | 0 | +1 |
Movement penalties:
Action Type/Terrain Effect
Initiate Combat (only with ATTACK) : None, otherwise have to stay 4" from Enemy
Change formation/facing (with MARCH card) : -2 bands
Change Facing (only with MARCH card) : -1 band
Gun -limber/un limber (on ATTACK card too) : -1 band
Rough Terrain : -1 band
5. Enemy Reaction due to combat
Before combat , defender plays ATTACK (use attack factor) or tries to react (Greek fire, face enemy)
Reaction Roll: A or B: 3 C: 4 D or E: 5
Modifiers: -1 if unit is SHAKEN (no ROUT reaction)
6. Resolve Combat
A. Each side rolls a die adding factors below
Nation/Formation | Vs. Infantry Attacker/Defender | Vs. Cavalry |
Turk. Infantry/Line (unformed) | 4/4 (2/2) | 1(0) |
Turk. -Infantry/Col. (unformed) | 3/3 (2/2) | 3(0) |
Greek Infantry/Line (unformed) | 2/3 (2/2) | 1(0) |
Greek Infantry/Column (unformed) | 3/3 (2/2) | 2(0) |
All Cavalry/Column (unformed) | 2/2 (2/2) | 2(2) |
All Cavalry/Line (unformed) | 4/3 (3/3) | 4(2) |
Artillery (unformed) | 3/3 (0) | 2(0) |
B. Additional Combat Factors
Situation/Condition Factor
Turkish fanatic attack with SKIRMISH card, double attacker losses +2
Terrain Advantage +1/+2
Each supporting unit +1
Outnumber defender by 4 figures or more +1
Odds 2:1/3:1/4:1 +2/+3/+4
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© Copyright 2002 Hal Thinglum
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