By Wesley A. Rogers
INTRODUCTION As the title states, these rules are for recreating English Civil War battles in miniature. The rules are of "medium" complexity, designed for battles with 12-20 units per side, and 12-48 figures per unit. A reasonable game should take three to six hours to play, depending on number of units and the experience level of the players. GAME SCALES In the game, each figure represents 25 actual infantry, or 20 actual cavalry. A gunner represents 10 actual men. A gun model represents 2 actual cannons. The rules list distances for two scales of figures, 25mm and 15mm. If you are using 25mm scale figures, one inch represents about 20 paces. If you are using 15mm scale figures, one inch represents about 25 paces. The rules list ranges and distances first in 25mm scale, then in 15mm scale in parentheses immediately following. For example, 20(15)" means 20" distance in 25mm scale, and 15" distance in 15mm scale. One turn represents an undefined amount of time. Most games tend to last about twelve turns. One inch of height -- a "contour" -- represents about 60(45) feet of elevation. TROOP TYPES The rules define eight basic troop types: Cuirassiers: Heavy cavalry wearing 3/4 plate armor, carrying swords and pistols.
The rules define a unit's level of drill as trained or levee. The rules define three types of artillery:
Heavy Guns: Guns firing shot up to 16# weight Siege Guns: Guns firing shot over 16# weight You must give each of your units a morale grade (MG), representing its basic willingness to fight. The rules define five grades:
Grade B: Confident, veteran troops Grade C: Average professional soldiers Grade D: Second-rate or hesitant troops Grade E: Unwilling, mutinous, or forcefully recruited troops A unit may be either a combat unit or a missile unit. The rules define all cuirassier and horse units as combat units. The rules define musketeer, dragoon, and artillery units as -missile units. The rules define pikemen, clubmen, and halbardier units as combat units. Most infantry regiments contain both pikemen and musketeers. If the more than half of the figures in such a "pike and shot" unit are musketeers, then the rules define it as a missile unit. Otherwise, it is a combat unit. This definition may change from turn to turn, or even from phase to phase, during the game. If a pike and shot regiment contans at least 1/4 pike figures, then the rules define it as pikesupported. This definition may change from turn to turn, or even from phase to phase, during the game. Example: A regiment of 12 pikemen and 12 musketeers is a pike-supported combat unit. If it is charging at the enemy, and suffers one hit, and the player takes the hit against the pike figures, then the unit changes at once to a missile unit, and must test morale as such that phase. As a final note, troops usually fight in close order. However, musketeers and dragoons may use skirmish order if desired. See "Movement and Maneuver" for details about skirmish order. FORMING UNITS At the start of the game, you must group your figures into units. You may not break apart or join together units during the course of a game. A cavalry unit may contain from 5-25 figures. An infantry unit may contain from 10-50 figures. An artillery unit may contain from 1-5 gun models, with up to 5 gunners per model. As far as your basing system allows, a unit must have equal numbers of figures in each rank. The rear rank may contain fewer figures. Pike and Shot Formations The rules assume that pike and shot regiments use the "Dutch System" of maneuver. This divides the typical 10-company (1000-man or 40-figure) regiment into three "grand divisions", each containing a central block of pikemen, with musketeers files flanking it. Figure 1 illustrates such a regiment, containing in this case 16 pikemen and 24 musketeers. Figure 1: A Typical Pike and Shot Regiment A pike and shot regiment must be formed in some multiple of two figures deep (e.g. 2 figures, 4 figures, etc.), or it is disordered. This is because files in this war were of 6 men, and splitting files would disrupt the formation. When a pike and shot regiment forms square (or a ring), place the pike figures in a square facing utwards, with the musketeers in an outer ring surrounding them. MOUNTING FIGURES You should base your figures according to standard frontages and depths per figure, to make play of the game simpler and more consistent. The following basing system seems to be widely used, )ut you may use any consistent system you wish:
Skirmishing Dragoons: 30(20)mm wide X 40(25)mm deep Pikemen, Halbardiers, or Clubmen: 15(10)mm wide X 20(13)mm deep Musketeers in Close Order: 20(13)mm wide X 20(13)mm deep Skirmishing Musketeers: 30(20)mm wide X 30(20)mm deep Gun or Wagon Models: 50(40)mm wide X as deep as needed Leaders: Any size, up to 50(40)mm square REMOVING LOSSES In the rules, a "hit" removes one target figure from play. You may remove figures from your units in any desired manner, but it is usually most convenient to group losses on a given stand, then remove the stand when all its figures are "dead". You may not, however, claim that a unit is no longer in contact with the enemy by removing as losses all figures touching the enemy. When one of your pike and shot regiments suffers hits, you may remove the hits from pikemen or musketeers, to your best advantage. In a campaign game, pro-rate the losses among both troop types at the end of the game. The rules use "H" to mean one hit inflicted, "HH" to mean two hits, inflicted etc. For example, a notation of "23H 56HH" means that a die score of 1-2 inflicts no hits, 2-3 inflicts one hit, and 5-6 inflicts two hits. LEADERS There are two levels of leaders in these rules, wing leaders and army leaders. There may be no more than one army leader per side, or one per ally in an allied army. An army leader may control and affect any unit in his army. There may be any number of wing leaders in an army. A wing leader may affect only those units which you assign to him at the start of the game. You may not assign more than one wing leader to a given unit. Allied leaders may not affect one another's units. Each leader has an 8(6)" command radius (CR). The presence or absence of a leader affects the morale of his units. If a leader is attached to a unit at the time it takes a test, it receives a +1 on the test (see the Morale charts in the "Morale" section). If a leader is within his CR of a testing unit, the unit normally receives neither a bonus nor a penalty to its morale tests. The rules assume that this is the normal situation for the unit. If the testing unit has no leader within his CR, it receives a -1 penalty. Terrain does not affect CR, but you may not trace CR through enemy units. If a leader is attached to a unit, this does not affect his CR with regard to other units. TURN SEQUENCE Follow this sequence of play each turn: (1) Roll for initiative. Test morale to rally pursuers. Make continuing rout, pursuit, and retreat moves necessary for any units. These are simultaneous. (2) Side A moves all troops (charging units first); Side B responds to charges as eligible. (3) Side B moves all troops (charging units first); Side A responds to charges as eligible. (4) Do all shooting. Charging and countercharging units test morale to charge home (counterchargers test first). Stationary or evading units then test vs. successful charges. Other units test vs. shooting hits. Make any initial rout, retreat, or recoil moves from these tests as they occur. (5) Do all combats. Losing units test morale. Make any initial rout or retreat moves which the tests dictate. (6), Units test morale vs. friends who routed within 16(12)" this turn, or if leaders in their command chain were killed this turn. Units test morale to resist or halt initial pursuit, then make initial pursuit moves if they fail the test. Recover eligible poor-morale and or disordered troops. INITIATIVE To decide initiative for the turn, each side rolls one die (re-rolling ties). The high-scoring side chooses to be Side A or Side B that turn. MOVEMENT AND MANEUVER The Movement Chart lists movement rates in inches for the various troop types which the rules define. The Maneuver Chart summarizes the costs to perform various maneuvers other than simply moving a unit straight forward. You may not move a unit nearer than 2(1.5)" to an enemy unit, unless you are performing a charge move with the unit. This often prevents you from moving between two enemy units which seem at first glance too far apart to stop your move. However, it enforces a limitation to prevent unrealistic penetration of an enemy line, since men would usually refuse to present their flank or rear to the enemy if they could reasonably avoid it. Unless you wish to simply move a close-order unit straight forward, you must perform a maneuver with the unit. The Maneuver Chart lists the legal maneuvers a unit may perform. Skirmishers do not "maneuver" in the usual sense of the word. They may move freely in any direction each turn, and about face freely. However, they move at half speed unless moving straight forward or straight backwards (except for evade or enforced moves). A skirmishing unit has a facing the same as a close-order unit. It must wheel or about face to change facing. It wheels at half speed, but pays no cost to about face. To unlimber a light gun requires one full turn. To unlimber a heavy or siege gun requires two full turns. Thereafter, the gun may not limber again. This is because limber drivers and teams were hired civilians, who disappeared as soon as they came anywhere near the enemy. In addition, if the enemy ever shoots at or charges a limbered gun, the limber disappears at once. The gun must take two full turns to right itself and get ready to shoot, after the drivers have run away. Gun crews, of course, remain with their guns. Siege guns may not move, once unlimbered; however, they may rotate in place up to 45° if they 'do not shoot or reload. To be steady, a unit must be in close order, in good or halted morale, not disordered, not Grade E, and not artillery. It costs half a move to dismount dragoons, and a full move to mount up again. One dragoon figure per 10 is necessary to hold the horses. Represent held horses by a block or set of models. This group may not move. If the enemy contacts it, it is eliminated at once. The dragoons must be within 2(1.5)" of the horses to mount again. Movement Chart - See Playsheets Maneuver Chart - See Playsheets CHARGING AND IMPETUS In order to contact the enemy, your unit must perform a charge move. In order to charge, the unit ' must be in good morale, able to see the target, and able to reach it in a single charge move. Gunners, units in square, and skirmishing troops may not charge. At the start of its move, a charging unit may wheel up to 45°; thereafter, the charge must be in a straight line. It may make no other maneuvers that turn. It may drop flanking figures back during the charge, in order to fit through a narrow gap; however, it then becomes disordered. Infantry may charge cavalry. However, the infantry unit becomes disordered at once, and may not use charge speed. It also suffers a substantial morale penalty. If the charging unit's target evades, or its morale test vs. the charge forces it to retreat, the charging unit may halt. Trained troops may halt upon reaching the target's location, or after a full normal move, whichever is less. Irtraineds must go at least a full normal move. Close-order infantry formed in a single rank of figures is disordered at once. Impetus Impetus is very important during a charge, as it gives the charging unit morale and combat advantages. In order to claim impetus, the unit must travel its final 4(3)" in a straight line to its target, and must be in good order at the time it contacts the target. The rules deny impetus if a non-pike-supported unit is making a frontal charge against a steady pike-supported unit. Certain types of terrain also automatically block impetus. If a unit starts the current turn less than 4(3)" from the enemy, but moved its final 4(3)" straight forward last turn, it may still claim impetus if it simply charges straight forward this turn.. RESPONDING TO A CHARGE When the enemy charges a unit, you may have it respond in one of three ways: It may simply stand and meet the charge, it may countercharge, or it may evade. The rules apply certain restrictions to countercharging and evading. Countercharging
All the rules of charging apply to countercharging, with these additions: A countercharge begins as soon as the target unit is aware of the enemy charge. A steady trained cavalry unit (horse or cuirassiers) may countercharge in support of a friend, on a die score of 4-6. Evading
The evading unit may shoot before evading, but must subtract 4(3)" from its evade move. Cavalry, since they can move full and shoot, and can shoot up to 180 degrees to their left, may also shoot after finishing their evade move. ROUT, RETREAT, RECOIL, AND PURSUIT MOVES Rout Moves There are two types of rout moves, initial and continued. When a unit suffers a routed result due to morale, it make its initial rout move at once. It then makes continued rout moves in phase one of each turn, until it is eliminated or leaves the table. Routers move at charge speed. Once a unit routs, the rules assume that the men have thrown away their weapons and whatever armor they can, and are intent on escape or surrender; therefore, a unit cannot rally from rout. An initial rout move is half a normal rout move long, and occurs at once. The unit turns and moves directly away from the cause of the rout. It may not swerve or avoid obstacles, or claim to flow through gaps. If it contacts impassable terrain, or an enemy unit, it surrenders (see "Surrender" below). If it encounters a friendly unit, that unit suffers a burst-through (see "Burstthroughs" below). If the unit is under attack from two adjacent sides, its rout path is diagonally away from both units. If under attack from opposite sides, it surrenders at once upon routing. A continued rout move is a full rout move in length, and occurs in phase one of each turn. The unit must follow its initial rout path until it is eliminated or it leaves the game table. The unit will pass through gaps at least 4(3)" wide between obstacles or other units, if the gap overlaps the frontage of the routing unit. If the unit cannot avoid a friendly unit in its path, that unit suffers a burst-through. If it cannot avoid an enemy unit, it must surrender. Note that a pursuing unit is not in the router's path (since it is chasing the router from behind), and therefore does not cause it to surrender. Routing units may not shoot or strike in combat, nor do they take further morale tests. Retreat Moves When a unit suffers a demoralized morale result, it must begin making retreat moves. It continues to retreat in phase one of each turn, unless it is no longer under threat. The rules define a unit as under threat if, at the start of a turn, it has any visible enemy capable of charging tit, or any visible enemy at all (even a router) within 6(4.5)" of it. A retreat move follows all the rules of a rout move (i.e. there are initial and continued retreat moves, etc.), but with these differences: First, the unit retains its weapons and armor. Second, it remains facing the enemy. Third, it need it not enter impassable terrain or leave the game table (it will still do burst-through moves, whowever). Fourth, it may strike in combat, and takes morale tests if necessary. If the unit begins a turn and is not under threat, then it may recover that turn. See the Morale section for recovery rules. If a unit is under combat attack from opposite sides, and must retreat, it will surrender. Likewise, it will surrender if its retreat path forces it to contact an enemy unit. Recoil moves When a charging unit fails to charge successfully to contact, or when a unit becomes shaken, or when cavalry fails to win a combat round, the unit performs a recoil move. The unit falls back half a rout move (or half the distance it charged if charging), facing the enemy, in disorder. It recoils directly back along the path of its move, or away from all the enemies it is fighting. The unit need not enter impassable terrain, burst through friends, nor leave the game table. If t' there is an enemy unit in the path of its recoil, it halts at 2(1.5)" distance from that enemy. If the r unit is under attack from opposite sides, it does not recoil, but keeps on fighting. Pursuit Moves When a unit routs the enemy in combat, and has no non-routing enemies against which it is still fighting, it may enter pursuit. The unit must test at once to resist entering pursuit. If it fails this test, it may take one later test to rally from pursuit. If it fails this test, it must keep pursuing until it leaves the table, encounters impassable terrain, encounters another enemy unit, its target is eliminated, or the target outdistances it. In the above cases, it rallies automatically and needs to test. Pursuers move at charge speed. In addition, some units never enter pursuit: Gunners, routing units, and infantry vs. cavalry never pursue. If a unit is in poor morale and still manages to rout the enemy, its morale rises at once to good status and it tests normally vs. pursuit. As with a rout move, there are initial and continued pursuit moves. The initial pursuit move is half a pursuit move long. The pursuer follows its target. If the target flows through a gap, so will the pursuer. If the target does a burst-through, the pursuer crashes into the new unit. This counts as a charge without impetus. The new target gets no defensive fire, and suffers the effects of the burstthrough before the pursuer hits it. The new unit may not countercharge. The two units test morale normally, etc. for a charge and combat situation. If a fresh enemy contacts the pursuer, the pursuer halts at once to fight the new threat. Note that pursuers may perform overrun attacks during their pursuit moves without stopping their pursuit. Burst-through Moves If a unit suffers a burst-through by a friend, it becomes disordered at once, and drops one morale state. It may not move or shoot that turn. Units in square or hard cover are not subject to burstthroughs. If this means a routing friend cannot move at all, the router scatters and is eliminated. If a routing friend performs a burst-through against skirmishers or gunners, roll one die. On a score of 1-3, all the figures in the router's frontage are eliminated as if in an overrun attack. Otherwise, they suffer normal burst-through effects. Surrender When a unit surrenders, remove it from play at once. Capturing units must give up 1 figure per 10 prisoner figures to guard the prisoners (or slaughter them in some cases). These capturing figures are also out of play for the rest of the game. >B?SHOOTING Shooting Procedure Select the target and measure the range from the center of each shooting figure's frontage to the nearest point of the target. Cross-index the type of weapon and range with the base to hit, on the Shooting Table. This gives the base number of hits per die score. For infantry or cavalry units, roll one die per three shooting figures. Round up a final remainder of two figures. For guns, roll 1 die per light gun model, 2 dice per heavy gun model, and three dice per siege gun model. Score double hits if the target is close-order and either in three or more ranks, or close-order and enfiladed at an angle of 22.5° or less onto its flank. The unit must be able to see its target in order to shoot. If some figures are out of range or arc of fire, or cannot see the target, they may shoot at another target. The target unit may receive one or more saving throws depending on its status and the type of weapon shooting at it. If multiple saving throws apply, use all of them in succession. A successful saving throw cancels one hit against the unit. General Rules of Shooting The arc of fire is 45° to either side. Two ranks of figures may shoot. Three ranks of steady caracolla-trained cavalry with pistols may shoot. Rear ranks use the range of the first rank. Only one rank of gun models may shoot. Heavy guns must reload one turn between shots. Siege gum must reload two turns between shots. Musketeers may not move and shoot, nor may guns. Cavalry may move full and shoot one rank or stand and shoot up to three ranks. Steady infantry may rotate one rank forward or backwards and still shoot. Disordered, shaken, or demoralized cavalry cannot shoot. Stationary troops may claim to shoot during any part of the move. Troops which move may only claim to shoot at targets which are still legal after all movement is done. If you wish to shoot a an enemy which is charging some other unit, the charging enemy must be a legal target for a least half the move. Demoralized, routing, and pursuing units may not shoot. Infantry and most cavalry may nc shoot if they charge or countercharge. Trained cavalry with pistols, however, may shoot wit one rank during a charge. They suffer two penalties: First, they may not use charge speed. Second, they lose impetus. A unit may shoot over enemy units or obstacles on lower contour levels without restriction. A unit may not shoot over friends, however, even on lower contours. Shooting Table - See Playsheets COMBAT When two units have come to contact, and both have passed their morale tests, one or more turns ("rounds") of combat will occur. There are two types of combat, impact and melee. An impact round occurs when one or both of the units involved charged to contact this turn (with or without impetus). Other combats are melees. In a multiple-unit combat, it is common for a unit to be fighting an impact against one opponent, and a melee against another. Combat Procedure To conduct a round of combat, each side counts up its Combat Points vs. the target unit. The Combat Chart lists the combat points a unit receives under different situations. Combat point totals are always positive; however, it will often occur that one unit has more points than another. Note the positive difference between the totals, if any. Each side then rolls one die per three eligible figures, using the scores to hit which the Combat Chart lists under Scores to Hit. Round up a final remainder of two figures. A difference in Combat Points gives the higher-scoring side an advantage to hit, and the lower-scoring side a corresponding penalty. General Rules of Combat On an impact round, a unit may count only figures in base-to-base contact with the target. On a melee round, a unit may count all figures in base-to-base contact, plus an overlap of three to either side. Pikemen may strike two ranks deep (except in terrain preventing the use of pikes). other troops may strike one rank deep. A square may use three sides vs. cavalry attacks, but only one side vs. infantry attacks. Routing troops may not strike in combat. A unit may not strike to its flank or rear on the first turn of a combat. When a pike and shot unit strikes, treat the pikemen and musketeers the same (e.g. the unit as a whole is either a combat unit or a missile unit, and may count as pike-supported vs. cavalry or not). In figure 1, for example, 16 pikemen and 12 musketeers could strike, rolling 9 dice total. To claim the flank or rear attack points, a unit must have charged from wholly or partially behind the target's flank. This advantage then remains for the entire combat. Units may not bring up extra figures or "wrap around" in combat. If two units make contact at an angle of 45 degrees or less, "square up" the units so that their contacting flanks are parallel. Cavalry Recoil: After a round of combat, cavalry failing to cause more losses than they inflict must recoil half a move, facing the enemy, disordered. Cavalry must follow up a recoiling enemy, unless they rally to resist initial pursuit. Overrun Attacks: Close-order troops charging successfully into skirmishing foot, or guns, simply eliminate any figures they contact, and continue their charge (if they wish) into the next target, unabated. The skirmishers or guns, if they did not evade, may take a "death shot" as they are run down. Troops in buildings or fieldworks may not be overrun. Close-order units take no morale test to charge into skirmishers or guns, unless the target is in buildings or fieldworks. Infantry may not do overrun attacks against skirmishing cavalry. Combat Chart - See Playsheets MORALE Reasons for Testing Morale (1) To resist entering pursuit, or to rally from pursuit. A unit may make only two such tests: The first to resist entering pursuit, and one more during a continued pursuit. If it fails both these tests, it cannot rally further. (2) To charge home against a target unit. In a mutual charge/countercharge situation, the countercharging unit tests first. The result of this unit's test may affect the modifiers for the charging unit. No such test is needed during an overrun attack. (3) If the unit is stationary or evading vs. a successful charge. (4) If the unit suffers any shooting hits, and didd not have to test for cases (2) or (3) above. (5) If the unit suffers more hits in a round of combat than it inflicts. It then tests vs. losing a combat. (6) If a friendly visible close-order unit routed, surrendered, or was eliminated within 16(12)" this turn, or if a leader in the unit's command chain was killed this turn. Gunners and skirmishers never trigger this test. Measure the test radius from the center point of the routing unit's position when it routed. Morale Test Procedure To test morale, roll one die, and modify as listed for the test in question on the appropriate Morale Chart. if the resulting score is one or greater, the unit passes the test, and follows the result under "Pass". If the score is zero or less, the unit has failed the test and follows the result under "Fail". Sometimes a failing unit must roll again to see what happens further. Morale States and their Meanings There are five states of morale. Figure 2 lists them in descending order from left to right. Figure 3 lists the result of each morale state.
Halted Shaken Demoralized Routed Good: The unit carries on normally, except that cavalry may need to recoil in combat. Halted: The unit recoils if charging. Otherwise, the unit may not advance until it recovers. Cavalry in combat must recoil half a move, disordered. Shaken: The unit recoils half a normal move at once, unless in square or in hard cover. The unit may not advance until it recovers. Demoralized: Do an initial retreat move at once. Continue to retreat one charge move each turn, if under threat at the start of the turn. The unit may not shoot or maneuver until it recovers. Routed: The unit does an initial rout move at once, then continues to rout until off table or eliminated. No rally is possible General Morale Rules Recovery: To recover from poor morale, the unit must stand for one turn without shooting of fighting, and without failing any morale tests. A unit may recover from poor morale and disorder at the same time. A unit is "under threat" if, at the start of the turn, there is a visible enemy capable of charging it or any visible enemy whatever (including routers, skirmishers, or gunners) within. 6(4.5)" of it. Exhaustion: A unit is exhausted if reduced to half original strength or less. Morale ChartsTest to Resist Initial Pursuit or Rally from Continued Pursuit Leader with Unit: +1
Fail: Unit either performs an initial pursuit move at once, or pertorm, continuing pursuit move. Test to Charge or Countercharge to Contact Leader with Unit/ (Leader Retiring - Irreg.)/ No Leader in CR: +1/(-1)/-1 (-2)
Fail: The unit becomes shaken, and recoils half the distance it charged. facing the target of its charge. Test if Stationary or Evading Vs. Successful Charge Leader with Unit/ (Leader Retiring - lrreg.)/ No Leader in CR: +1/(-1)/-1 (-2)
Fail: The unit must roll another die to see how bad the failure is:
2: Drop 3 States 3-4: Drop 2 states 5-6: Drop 1 state Test Vs. Suffering Firearm or Artillery Hits
Fail: The unit drops one morale state. Test Vs. Losing a Round of Combat
Fail: The unit must roll another die to see how bad the failure is:
2-3: Drop 3 States 4-6: Drop 2 states Subtract 1 if the unit is exhausted Test if Visible Friend Routs in 16(12)" or if Leader Killed this Turn Leader with Unit/ (Leader Retiring - Irreg.)/ No Leader in CR: +1/(-1)/-1 (-2)
Fail: The unit must roll another die to see how bad the failure is:
2: Drop 3 States 3-4: Drop 2 states 5-6: Drop 1 state Subtract 1 if the unit is exhausted Artillery Disadvantage Guns during this period did relatively little actual damage, but their morale effect on a battle was great. If one army has twice the heavy and/or siege guns as its opponent, and has at least four such gun models, then the enemy is under artillery disadvantage, and suffers the morale penalties which the Morale Charts specify. TERRAIN EFFECTSLight Woods: Light woods are two model hill contours high. Skirmishing infantry moves through them normally. Other infantry move through at 1/2 speed, becoming disordered upon entering. Pikemen may not use their pikes while in or attacking into a woods. -Cavalry move through at 1/2 speed, also becoming disordered. Guns may not enter light woods. Light woods give soft cover vs. shooting, but none in combat. Light woods block all impetus. Shooting range is 4(3)" for all weapons in light woods. Troops may not shoot more than 2(l.5)" past the edge of a woods, unless touching that edge. Troops on the edge are seen at 6(4.5)" unless they shoot, when they are seen normally. Visibility inside a light woods is 12(9)". Guns may begin the game inside the edge of a woods, in a prepared position, if the scenario assumes the army in question has been in position at least a full day. Heavy Woods: The rules for heavy woods are the same as for light woods, with these differences: Only infantry may enter. Skirmishers move at 1/2 speed, other troops at 1 /4 speed. Shooting is forbidden inside heavy woods. Gentle Slopes: Gentle hill slopes have no effects other than to block sighting past their crestlines. Steep Slopes: All troops climb steep slopes at half speed, and lose impetus. Also, cavalry and guns descend at half speed, losing impetus. Obstacles: Low obstacles such as streams, stone walls, low hedgerows, fences, etc. usually give no cover. They usually cost 1(0.75)" per rank of figures to cross, and are usually impassable to guns. These effects may vary by scenario. They all block impetus, and a unit charging into or over them becomes disordered. Any unit divided by an obstacle is also disordered. Roads: A road allows a unit in a column up to four infantry or three cavalry or one gun model wide to move normally through otherwise restrictive or impassable terrain. A road allows units in such columns to cross steep slopes, if otherwise forbidden, at half speed. Fords and Bridges: Up to eight figures, or one gun model, per turn may cross a ford or bridge. The unit need not change formation, but simply "flows" across. Up to three figures may attack across a ford or bridge. They are disordered and without impetus, and may not count rear ranks. Buildings: Treat a building model as a cluster of structures, rather than one large building. At the start of the game, rate them as hard or soft cover, and decide how many figures they may hold. It costs 1 move to leave, but no cost to enter. Troops within or attacking into them become disordered. Buildings block all impetus. Cavalry may not attack buildings. Pikemen may not count pikes, nor any unit count rear ranks. When a unit enters a building, it is able to hold the entire structure. Place the figures around the edges of the building. Half the figures may shoot or fight out any side. They may be re-arranged during movement of each turn. Troops holding buildings have no flanks or rear. When a unit leaves, it assumes the same formation it was in when it entered. Building models are 1-2 contours high. Charts
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