Miniatures Rules

John Company

The Conquest Of India, 1750-1860

By Chris Ferree & Patrick R. Wilson
© Chris Ferree & Patrick R. Wilson
Part 4



These are long and very detailed rules, and have divided up into parts for ease of retrieval.--RL

Resolve Status And Reaction Tests

Resolve Status is the guage of a units' confidence in its ability to deal with its present situation. A units Resolve Status is a modifier that affects the units movement, firing, and ability to engage in Confrontation. A units' Resolve Status is determined each turn by the result of its Reaction Test.

When To Make A Reaction Test

Reaction tests are made once each Turn immediately upon the Unit's Movement Card being drawn during Step 5 of the Sequence of Play only if any one or more Negative Resolve Modifiers would apply. A unit which does not test will use its Resolve Level to determine its Resolve Status for the turn. A unit which does not need to test may make a voluntary test in hopes of gaining a movement bonus or an increase in Resolve Status.

Units with Charge Orders must make their Reaction test in Step 4 (Initiate Charges) of the Sequence Of Play. When the Movement Card of either the Charging Unit or its Target is drawn, the Target Unit then makes its Reaction test.

How To Make A Reaction Test

Starting with the units Resolve Level, add all of the modifiers which apply from the Resolve
REACTION TABLE
Modified Resolve Level 20 or More 19-17 16-11 10-7 6-4 3 or Less
Resolve Status Resolute Confident Steady Shaken Wavering Panicked
Formation Order Type Effects of Resolve On Movement
Line Advance Normal +1 Dice Normal Move 1/2 Normal Fall Back Forced Back Rout
OtherAdvanceNormal +2 DiceNormal +1 DiceNormal Fall BackForced BackRout
LineRetireNormal +1 DiceNormal MoveFall BackFall BackForced BackRout
OtherRetireNormal +2 DiceNormal +1 DiceNormalFall BackForced BackRout
LineChargeNormal +1 Dice + Charge BonusNormal + Charge BonusNormalNo MoveForced BackRout
OtherChargeNormal +2 Dice + Charge BonusNormal +1 Dice + Charge BonusNormal No MoveForced BackRout
AllDefendNo Movement AllowedFall BackForced BackRout
AllWithout OrderRoll On Without Orders TableFall BackForced BackRout

Modifiers List. The result is used on the Reaction Table to determine the units Resolve Status and Effects on Movement.

The modifiers to the Resolve Level should be applied in the following manner:

  1. Add all of the positive modifiers first, except for the General Officers Leadership Modifier. Unless otherwise noted in the Army Lists, for Indian Units, if the total of the units Resolve Level and the applicable positive modifiers is above "20", treat it as "20" when applying the Negative modifiers. Also, unless noted, all European Units can exceed "20" when adding positive modifiers to their Resolve Level.
  2. If a General Officer is in base-to-base contact, add his Leadership Modifier to the units Modified Resolve Level.
  3. Determine the Random Factor by rolling two dice. Read one as "Negative" and the other as "Positive" and add them. Add the result to the Modified Resolve Level. If the units Final Modified Resolve Level is greater than "20", treat it as "20". If the units Final Modified Resolve Level is less than " 1", treat it as " 1".
  4. Use the Reaction Table to determine the units Resolve Status and the Effects Of Resolve On Movement.

List Of Modifiers

Positive Modifiers

    1. Checking Units Army Outnumbers The Enemy Army By 2 to 1: + I -- Apply this modifier if the number of stands in the testing units army (excluding casualties and stands making mandatory moves) is at least twice that of the enemy army (excluding casualties and stands making mandatory moves).
    2. The Unit Is In Light Woods Or Jungle: + 1 -- Applies if the unit is fully inside a Light Woods, Heavy Woods, or Jungle terrain feature.
    3. The Units Flanks And Rear Are Secure: +1 -- Applies if there are no enemy units facing toward the testing unit which are able to charge the testing unit starting from a point behind a line extended along the front face of the testing unit.
    4. The Unit Is Currently Mounted (includes Zambureks and Horse Artillery): + 1-- Applies if the unit is trained to fight mounted has enough animals for the entire unit, and the soldiers are either in base contact or on their mounts.
    5. Uncommitted Friends Are Within A Normal Move To The Checking Units Flank Or Rear: +1-Applies if there is a friendly unit, not making a mandatory move, that is to the flank or rear of the testing unit and can make a Normal Move to occupy the spot currently held by the testing unit. To be uncommitted the unit must not be engaged in Confrontation or Fire Combat during the turn, prior to the test.
    6. The Units Resolve Status Is Confident: +1-- Applies if the units Resolve Status was Confident as a result of its last reaction test.
    7. The Units Resolve Status Is Resolute: +2-- Applies if the units Resolve Status was Resolute as a result of its last reaction test.
    8. The Unit Is In Close Order Line, Column, Or Square: +2--Applies to a unit in one of the three above listed formations and is allowed to use that formation.
    9. The Unit Is Regular Infantry And Was The Winner Of A Confrontation Since Last Test: +2-Applies to any regular infantry (unless otherwise noted see Arrny Profiles pg. ??) that was the winner of a Confrontation in the previous turn.
    10. The Unit Is In Entrenchments, Barricades, Fortifications, Or Buildings: +2-- Applies if the unit is entirely inside entrenchments, fortifications, or buildings, or in contact with barricades, mud walls, or stone walls and has Defend orders with the enemy not inside or on the same side of the terrain feature being defended.
    11. The Unit Is Irregular Infantry Or Any Cavalry And Was The Winner Of A Confrontation Since Last Test: + 1 Dice-- Applies to any Irregular Infantry or Any Cavalry (unless otherwise noted see Army Profiles) that was the winner of a Confrontation in the previous turn.

Negative Modifiers

    1. The Unit Was The Target Of Small arms Fire Since Last Check: -1-- Applies if the unit was the target of Small arms fire in the previous turn, after it had taken its Reaction test, or in the present turn prior to its Reaction test. The testing unit does not need to have suffered casualties for this modifier to apply.
    2. Each Friendly Unit Seen By The Testing Unit Making A "Fall Back" Mandatory Move: -1-Applied for EACH Friendly Unit that has been seen making a "Fall Back" Mandatory Move in the previous turn, after the testing unit had taken its Reaction test, or in the present turn prior to the testing units Reaction test and is in or passed through the line of sight of the testing unit.
    3. Enemy Unit(s) On The Flank Or Rear Of The Testing Unit: -1 (up to -3)-- Applies if there is an enemy unit(s), not making a mandatory move, behind a line extending along the front of the testing unit and able to charge the testing unit. This modifier may be added up to three times, once for each flank and the rear.
    4. Each Stand That The Unit Has Lost Since Last Check: -l(each)-- Applies for each stand lost due to Confrontation, Artillery or Small arms Fire, or moving through difficult terrain in the previous turn, after it had taken its Reaction test, or in the present turn prior to its Reaction test.
    5. The Units Resolve Status Is "Shaken": -1-- Applies if the units Resolve Status was Shaken as a result of its last reaction test.
    6. The Unit Was The Target Of Artillery Fire Since Last Check: -2-- Applies if the unit was the target of artillery fire in the previous turn, after it had taken its Reaction test, or in the present turn prior to its Reaction test. The testing unit does not need to have suffered casualties for this modifier to apply.
    7. Each 1/4 Of The Units Total Stands Lost During The Game: -2-- Applied for each full 1/4 of the units initial number of stands lost from the start of the game until the time of the test.
    8. The Unit Is The Target Of A Charge And Is Outnumbered By 2 To 1: -2-- Applies if the testing unit is the target of a successfully launched charge by an enemy unit or units which outnumber the testers by two to one in stands.
    9. The Unit Has No Line Of Retreat: -2-- Applies if there is no gap between an impassable terrain feature and an enemy unit or between two enemy units that can accommodate two stands widths of the testing unit and leave two inches between the tester and any enemy unit.
    10. Each Friendly Unit Seen By The Testing Unit Making A "Forced Back" Or "Rout" Mandatory Move: -3-- Applied for EACH Friendly Unit that has been seen making a "Forced Back" Or "Rout" Mandatory Move in the previous turn, aRer it had taken its Reaction test, or in the present turn prior to its Reaction test and is in or passed through the line of sight of the testing unit.
    11. The Units Resolve Status Is "Wavering": -4-- Applies if the units Resolve Status was Wavering as a result of its last reaction test.
    12. The Unit Is Disordered: -4-- Applies if the testing unit is disordered for any reason at the time of the test, even if the unit is trying to reform.
    13. The Units Resolve Status Is "Panicked": -7-- Applies if the units Resolve Status was Panicked as a result of its last reaction test.

General Officer's Leadership Modifier For The Reaction Test

  1. Poltroon -1
  2. Dithering-- 0
  3. Cautious-- +1
  4. Inspiring-- +2
  5. Heroic-- +3

Example Of Play

The 1st Bengal (European) Infantry makes its Reaction test. Its Initial Resolve is "20", and consulting the Resolve Modifiers List, Positives 3, 5, and 6, apply for a total of +4, bringing the Resolve up to "24". The Negatives which apply are 1, 3, 4, and 11 for a total of-5, bringing the Resolve back down to " 19". The Random Factor is "0" so the Unit's Resolve is " 19".

A Sikh Regular Infantry makes its Reaction test. Its Initial Resolve is " 17", and consulting the Resolve Modifiers List, Positives 3, 5, and 6, apply for a total of +4, bringing the Resolve up to "21". As this is a Native unit this is treated as 's20". The Negatives which apply are 1, 3, 4, and 1 for a total of-5, bringing the Resolve back down to "15". The Random Factor is "0" so the Unit's Resolve is "15".

Results of Test

The Reaction Table shows the Unit's Resolve Status and how its Movement will be effected this Turn. A full description of each effect is given below. To use the Reaction Table, find the column with the units Modified Resolve Level. Cross index that column with the row labeled Resolve Status. This determines the units Resolve Status until it takes its next Reaction test.

Continue down the same column, to the row coresponding with the units formation and order type. This is the modifier to the units movement for this turn.

  1. Normal Movement Rate +1 Dice= The Unit follows Orders and may add 1 dice in inches to its Normal Movement Rate.
  2. Normal Movement Rate + 2 Dice= The Unit follows Orders and may add 2 dice in inches to its Normal Movement Rate.
  3. Normal Movement Rate= The Unit follows its Orders at its Normal Movement Rate for its formation.
  4. 1/2 Normal Movement Rate= The Unit follows Orders but moves no more than one half of its Normal Movement Rate for its formation.
  5. No Movement Allowed= Unit cannot Move, change facing, formation, or reform this Turn. The unit may fire if applicable.
  6. Normal Movement Rate + 1 Dice & Charge Bonus= Unit will Charge as Ordered and may add the extra 1 dice in inches. The extra movement can only be used in Step 4 (Initiate Charges) of the sequence Of Play or during Pursuit, after Confrontation if it is allowed.
  7. Normal Movement Rate + 2 Dice & Charge Bonus= Unit will Charge as Ordered and may add the extra 2 dice in inches. The extra movement can only be used in Step 4 (Initiate Charges) of the sequence Of Play or during Pursuit, after Confrontation if it is allowed.
  8. Normal Move & Charge Bonus= The Unit will Charge as Ordered using the Normal Movement Rate and the Charge Bonus.
  9. Fall Back= The Unit will not follow Orders and moves 1/2 to a full Normal Move away from the Enemy. After this move, it may face to Front or Rear as the Player wishes. The units Resolve Status is Shaken.
  10. Forced Back= The Unit will not follow Orders and must move a full Normal Move away from the Enemy. The Unit is Disordered and must end the Turn with backs to the Enemy. The units Resolve Status is Wavering.
  11. . Rout= The Unit will not follow Orders and must Move to the Rear at the units Full Normal Movement Rate plus Charge Bonus, ending with their backs to the Enemy. The units Resolve Status is Panicked.

Units Without Orders

A Unit is considered to be Without Orders if it begins its Move beyond the Command Radius of its immediate General Officer or whenever a blank Order Counter is placed for it during Step 2 of the Play Sequence. If in the course of play a Unit is simply over looked and no Order Counter is placed for it, it is also Without Orders. Such units make all Reaction Test on the "Without Orders" row of the Reaction Table. There are three exceptions:

  1. Units given the "Hold" Order will continue to do so in all subsequent Turns until new Orders are received or the Unit is forced to make a Mandatory Move as a result of a Reaction Test.. "Hold" Orders continue even though blank Order Counters are repeatedly placed for the Unit.
  2. Units given the "Support" Order will keep their station in subsequent Turns until new Orders are received or the Unit makes a Mandatory Move as a result of a Reaction Test. "Support" Orders continue even though blank Order Counters are repeatedly placed for the Unit.
  3. Units in "Square" formation will automaticly adopt "Hold" orders act as stated above for "Hold" orders in all subsequent Turns until new Orders are received or the Unit is forced to make a Mandatory Move as a result of a Reaction Test.

The "Without Orders" Results Table
WITHOUT ORDERS TABLE
DIE ROLLRESOLUTECONFIDENTSTEADY
1Uses InitiativeRepeats Last Order - CavalryNo Orders - Cavalry and and Irregulars may charge. and Irregulars may charge.
2Uses InitiativeRepeats Last Order - CavalryNo Orders - Cavalry and and Irregulars may charge. Irregulars may charge.
3Repeats Last Order Cavalry and Irregulars may chargeRepeats Last Order Cavalry and Irregulars may charge.No Orders
4Repeats Last Order Cavalry and Irregulars may chargeNo Orders Cavalry and Irregulars may chargeNo Orders
5No Orders - Cavalry and Irregulars may charge.No OrdersQuit The Battle
6No Orders No Orders Quit The Battle

When a Unit is outside his General Officer's Command Radius or when the Player Commanding has put a blank Order Counter down (or has simply forgotten to give it any Orders), that Unit must make its Reaction Test on the "Without Orders Row" on the Reaction Table. If the Reaction Test result is "Roll On Without Orders Table" roll a dice on the "Without Orders Table" and read across to the units Resolve Status and cross index the number rolled. The Results definitions follow.

  1. Use Initiative= The Player Commanding may give the Unit any Order he wishes this Turn without extra benefits or penalties. 119
  2. Repeats Last Order-Cavalry and Irregulars May Charge= The Unit will repeat its last Order as stated above. If the Testing Unit is Regular or Irregular Cavalry or Irregular Infantry, it has the option to Charge the nearest Enemy Unit without further Testing. There are two exceptions to this result.
      A. If the previous Order was a Formation Change, the Unit will repeat its most recent Order that was not a Formation Change. If the most recent Order was a Charge, the Unit will either continue to Pursue the same Enemy, or must now Charge the nearest Enemy Unit without making another Reaction Test and use the Movement results for its Resolve Status on the Charging Row.
      B. If the Unit is in Square, it will remain so, adopting "Hold" Orders this Turn.
  3. No Orders-Cavalry and Irregulars May Charge=The Unit will not move, Change formation, or change facing, but may still Fire. If the Testing Unit is Regular or Irregular Cavalry or Irregular Infantry, it has the option to Charge the nearest'Enemy Unit without further Testing.
  4. No Orders=The Unit will not move, Change formation, or change facing, but may still Fire.
  5. Quit The Battle=The Unit will move toward its base line or the board edge it entered from. The Unit retains its formation and is not Disordered. This is not a Rout, but a deliberate decision to leave the fight until given specific Orders to return. Regular Units need only have a General Officer in its direct Chain of Command physically join the Unit. In the following Turn, the Officer may either give it a new Order, or an "Emergency Order". This is not a Rally attempt, the Order will be obeyed (or not) as part of a normal Reaction Test. Irregular Infantry or Irregular Cavalry who Quit The Battle (also in formation, etc.) will move towards the nearest town (if not occupied by the Enemy) and will begin to loot for one dice Turns, becoming Disordered, then leaving the table as above. If the Unit has not begun to loot and is reached by any General Officer, it will return to action if the Officer can roll under his Leadership Reaction Modifier with one dice. If looting has begun, there is no recovering them.

Rallying Troops

Units whose Resolve Status has dropped to Shaken or Wavering, may benefit from a General Officer's presence and voluntarily Rally. Only Units which have Panicked must be Rallied if they are to return to the battle. To make the Rally attempt, simply make the Unit's Reaction Test and if the result is Steady or higher, the Unit succeeded and in the next Turn it may be given new Orders.

Requirements For Rallying

    1. A General Officer must be in base contact with the Unit. British Units can be Rallied by General Officers from other Brigades or Divisions, as well as the C-in-C, but Native Brigades (or other groups of Units) will only listen to their original Leaders and Chieftains.
    2. The Unit must be outside the Charge range of the nearest Enemy Unit or have impassable Terrain or a Friendly Unit intervening which is not making any Mandatory Moves during the same Turn.
    3. The Unit must not have suffered any casualties since its last Reaction Test.

Results Of Rallying

1. The Unit stops its Mandatory Move (Fall Back, Forced Back, or Rout). Skirmishers

Infantry Skirmish Lines screen from view and Fire effects Infantry and Artillery stands farther than 3" behind the skirmish line, and Cavalry 6" behind them. Cavalry Skirmishers screen Cavalry and Infantry and Artillery farther than 3" behind. Units so screened may be moved secretly until observed by the Enemy. If stands/figures are 3" or less from the front edge of their Skirmisher screen, they are visible to the Enemy and take "every other" casualty inflicted by Fire. That is, for each two casualties inflicted by Enemy Fire on the Skirmishers, one comes from the Skirmishers and one is taken from the Unit being screened.

Skirmishers cannot Charge, initiate Confrontation, or come within 2" of a formed Enemy Unit. However, they may Pursue and enter Close Combat with Units in Rout. Opposing Skirmishers may come inside 2" all the way to base contact and Fire at one another, but no Confrontation/Close Combat occurs between them.

Skirmishers may not be fired through or over by Friendly Units or Enemy.

Friendly Units may pass through Skirmishers without causing Disorder. Skirmishers passing or falling back through formed Units do not cause disorder unless the other Unit is making a Mandatory Move that Turn.

If a Skirmisher Battalion/Regiment or Sub-unit has fallen behind a Friendly Unit to shelter from an Enemy Charge, and the sheltering Unit is defeated in Confrontation/Close Combat, the Skirmishers must obey the same Mandatory Move results as the defeated Unit in the next Turn.

A Charging Unit may target a visible Enemy Unit even if there are Enemy Skirmishers in front of it. Because the Skirmishers fall back automatically, the Charge is adjudicated normally. However, if a Charging Unit pushes back the Skirmishers far enough to reveal a previously unseen Enemy Unit, the Charge may end at that point. If the charge is continued, make a second Reaction Test using the 1 dice Negative Modifier "Shocked" and, if it passes, complete the Charge against the new Enemy (allowing for all previously used Movement Distance). Skirmishers caught by a faster Enemy automatically lose one Stand for each three Enemy stands in base contact.

Sub-Unit Skirmishers

Some Infantry units have "Light" companies that may form a skirmish line to protect the rest of the unit. Line Infantry Battalions may deploy their single Light Companies at will so long the following criteria are met:

  1. The parent Unit is not making a Mandatory Move.
  2. The parent unit is not being Charged.
  3. The parent unit has a Resolve Status of Steady or higher.
  4. At least two stands that are currently in the unit are allowed to skirmish.

Skirmishing sub-units may be moved differently than the parent Unit but at the same time. Skirmishing Sub-units must stay within 12" of its parent unit. Skirmishers may rejoin the parent Unit, in its current formation, at the Commanding Player's discretion, but they must rejoin whenever the parent Unit makes a Mandatory Move.

Single Skirmisher Companies (stands) may Fire independently of their parent Unit through the usual Fire procedures.

Should Skirmishing sub-units be Charged, they must fall back immediately (even if they have already moved), behind their parent Unit. No Reaction Test is required of the skirmishers, no Fire is allowed, and there is no penalty to movement for turning around. If an Enemy Unit simply advances upon them, the Skirmishers may fall back before them, keeping the same or shorter distance between them. Skirmishers falling back may do so up to their maximum Movement Distance, subject to Terrain, but may halt sooner if the Enemy move ends before their maximum movement distance is reached.

Confrontation

This is the moment when psychological and physical factors meet and determine if one will "blink" and run or if there might actually be blood spilled in Close Combat.

Confrontation begins when either the Charging Units or Target Units Movement Card is drawn. At this time, the Target Unit makes its Reaction test. If it must make a compulsory move, it does so now.

If the Target Unit is attempting to evade the charge (by ordering "To The Rear, March" for example), move the Target unit at this time. The Charging unit may use its Full Normal Movement Rate if less the amount used in Step 4 Initiate Charges) and Charge Bonus distance to catch the Target Unit. If the Charging Unit Catches the Target Unit, then a Confrontation is resolved with the result automatically being Close Combat Rout with the Target being the loser.

If the Target stands its ground, then the Charging Unit is moved into contact with the Target Unit. The Target Unit then fires its Defenders Volley by calculating the units fire as normal except for the Range Factor which is determined by cross-referencing the Range Modifier on the Defenders Volley Table using the units Resolve Status..

If the Target Unit is counter-charging, and both units are infantry or both units are cavalry, then find the point half way between the two units. Move both units to that point. If Infantry and cavalry are both charging, move the infantry one quarter of the distance between the units then move the cavalry unit into contact with the infantry unit.

Special Native Irregular Light Cavalry Tactics

The traditional mounted tactics of virtually all Native Indian Light Cavalry, sometimes described as "Cock Fighting", meant they rarely Charged to Contact, preferring to rush the Enemy, rein up, Fire, then fall back and repeat the practice.

For lack of a better descriptive term, we refer to this tactic as a "Caracole", but it was not as formal a practice as the term might suggest. When Native Indian Irregular Light Cavalry Charge (by Order or through Loss Of Control), they must deterrnine whether they will "Caracole" or actually Charge to Contact. To determine which, the Native Unit makes its normal Charge Reaction test and the Target Unit makes its Test. If Close Combat is possible, the Native Player rolls I dice and cross references it with his Resolve Status on the following Table.
"CARACOLE" TABLE
+2 To The Dice If Attacking Artillery
RESOLVE STATUSDICE ROLLRESULT
RESOLUTE1Caracole
2-8Charge
CONFIDENT1-3Caracole
4-8Charge
Steady1-5Caracole
6-8Charge

If the Native Unit Charges to Contact, proceed to Confrontation/Close Combat as usual. If they "Caracole" instead, calculate the number of stands which can Fire. Normally, only the front rank of stands are counted for Small arms Fire, but in "Caracole" successive ranks of stands may be able to Fire. It costs each rank of stands 3" of Movement to "Fire and Fly". Determine the number of stands firing by dividing the units remaining Final Normal Movement Distance and Charge Bonus by 3 dropping the remainder. The result of that calculation is the number of ranks that may fire. The player then decides how many ranks he wishes to fire, using any remaining movement distance to fall back, facing the Enemy. So long as no stand moves more than the entire Unit's Normal Movement Distance and Charge Bonus that Turn, the Natives may Fire as many stands as possible. A unit which "Caracoles" is Disordered at the Turn's end.

These rules apply when Charging Enemy Infantry, Artillery or Cavalry which stands to receive a charge. If Counter Charged by Cavalry, Fire may still be delivered by the front rank only.

If Charging Artillery, add "2" to the dice roll on the "Caracole" Table.

This rule does not apply to British Irregular Cavalry unless specified.

Defenders' Volley

To determine the Range Modifier used by the caracoling unit and the Defending Unit use the Defenders Volley Table. (Note: The Range Modifier does not represent the actual physical range at which the fire is delivered. It does represent an equivilent modifier resulting from the added tension of being charged.)
DEFENDERS VOLLEY TABLE
Defenders Resolve StatusRange Modifier
ResolutePoint Blank
ConfidentShort
SteadyMedium
ShakenLong
Wavering or PanickedNo Fire Allowed

Resolving Confrontation
Confrontation / Close Combat Results Table
Difference In Modified Resolve LevelsConfrontation ResultStands Lost by LoserStands Lost by WinnerMandatory Moves, Morale States, and Explanations
Losers Values 16 and AboveLoser Values 15 and lower
0N/AClose Combat Recoil1 in 81 in 8BOTH units are WAVERING. Moved 3" apart
1N/AClose Combat Forced Back1 in 641 in 94Loser is WAVERING and FORCED BACK
2N/AClose Combat Rout1 in 441 in 104Loser 1s PANICKED ond ROUTS
NAN/AConfrontation Recoil00BOTH units are SHAKEN. Move 3" aparts
31Confrontation Fall Back1 in 10Roll 1 Die (odd=1 stand lost)Loser becomes SHAKEN and FALLS BACK
42-3Confrontation Forced Back1 in 8Roll 1 Die (odd=1 stand lost)Loser is WAVERINC and 1s FORCED BACK
5+4+Confrontation Rout1 in 6Roll 1 Dice (odd=1 stand lost)Loser is PANICKED AND ROUTS

(Note: Units Defending walls, in buildings, earthworks, or fortifications, or in Square, do not move because of a recoil result, instead, the Attacker is moved back 3" .)

Skirmishers In Confrontation

If skirmishers are caught by a charging unit by-pass the Confrontation procedure and apply the following results: 1. The skirmishers lose one stand for each three stands of attackers. 2. The skirmishers are Routed. 3. The Charging unit is Disordered.

Determining Modified Resolve Level

Modify the Charging Unit's Resolve Level using the Confrontation Tactical Modifiers List, and repeat the process for the Target. Explanations of these Modifiers follow below.

  1. Charging +1-- The Unit must have moved the full Charge Bonus distance in a straight line, or if both units are charging, the combined Final Charge Distance moved by both units must be equal to the units Charge Bonus to get this Modifier.
  2. Uphill +1-- The Unit is on a higher elevation than its opponent and not on Rough Terrain or crossing a Linear Obstacle. (This does not apply to Units defending Entrenchments, Fortifications, or High Walls which are covered below.)
  3. Infantry In Close Order +1-- Regular Infantry in Line, Column, or Square Formation with base-to-base contact.
  4. Defender Gave Fire Prior To Confrontation +1-- Casualties need not have been inflicted for the Defending unit to receive this modifier.
  5. For Each 3 Additional Stands +1-- The numerically superior Unit takes its advantage but only to a maximum of "+5". (If multiple Units per side are involved, add all the stands for each side to figure the Modifier.)
  6. Regular Heavy Cavalry or Lancers +1-- European style Dragoons or Cuirassiers or Regular or Irregular Cavalry armed with Lances.
  7. Cavalry vs. Infantry +2-- Mounted Troops' advantage over Infantry (does not apply if attacking mounted Horse Artillery).
  8. Defending Fortified City Wall +3-- A major Fort or City with high walls, parapets, towers, etc. (e.g. Multan, Seringapatam, Delhi, etc.)
  9. No Modifier For Troops In Mass.
  10. No Modifier For Regular Light Cavalry.
  11. The Unit is in Open Order -2
  12. Cavalry did not "Square Up" prior to the Charge -2-- This modifier is applied only when the following two conditions are met:
    1. The Charging Cavalry Unit does not or cannot adjust its facing so that all of its stands that would contact the Target Unit do so simultaneously.
    2. The Target Unit fires a Defenders Volley at the charging Cavalry Unit. The volley does not have to score any hits for this to apply.
  13. Resolve Status Modifiers
    1. +2: Resolute
    2. +1: Confident
    3. 0: Steady
    4. -2: Shaken
    5. -4: Wavering
    6. -8: Panicked
  14. To determine the Random Factor Roll 2 dice reading one as positive and one as negative. Add the dice, then add the result to the units Modified Resolve.

The winner of the Confrontation is the unit with the higher Modified Resolve Level. Finally, subtract the lower Modified Resolve from the higher Modified Resolve. Using the result of that calculation, reference the Confrontation Outcome Table to determine the effects of the confrontation.

Small Arms And Artillery Fire

RANGED WEAPONS FIRING TABLE
Final
Fire
Factor
Number of Stands Firing
123 4567 8910
2712 345 67 8910
261234456789
251233456789
241233456678
231123445667
221123345567
211122344556
201122334455
190112233445
180112233445
170112233344
160112223344
150112223334
140111222334
130111222333
120111222233
110111122223
100111122223
90011112222
80011111222
70011111122
60001111112
50001111111
40000111111
30000001111
20000000011
10000000001

Using The Fire Table

Measure the distance from the front edge of the firing units stand to the front edge of the target units stand. Using the firing unit's Resolve Level subtract all applicable Small arrns or Artillery Fire Modifiers. The resulting value is the Final Fire Factor. Find this number on the leR hand column and read to the right for the column matching the number of stands Firing. If, for example, 16 stands were Firing, with a Final Fire Factor of "7", the Player will cross reference the row "7" under Final Fire Factor with the Column " 10" under the Number of stands Firing, showing "2" Casualties, then again under Column "6" where " 1 " more casualty is shown, resulting in a total of 3 stands lost by the Target Unit.

Troops And Figures Able To Fire

Fire is always voluntary to Units whose Orders permit it. In a Firearms equipped Unit (Infantry or Cavalry), only the front rank of stands is eligible to Fire. Units with bows and javelins may fire with the first two ranks. Artillery may fire with the front rank of gun models, counting each crew stand associated with the model as firing.

Gun Models- Each gun model with its crew stands represents all or part of a battery. When figuring Artillery fire, simply count the number of crew stands in the battery, ignoring the gun model itself, to determine the number of stands firing on the Fire Table.

1. Line of Sight-- A straight line towards the Target, uninterrupted by any Obstacle, including walls, buildings, and any Unit (friendly or otherwise). Line of Sight should be determined for each stand firing.

Line of Sight is effectively unlimited except in these special circumstances:

    A. Light Woods-- Units within Light Woods may see (and Fire at) Targets also in Light Woods up to 3" away. Units up to 3" outside of Light Woods may see (and Fire at) Targets inside up to 2". Units in Light Woods, within 2" of its edge, may fire at units outside of the Light Woods up to their maximum range.
    B. Heavy Woods (Jungle)--Units in Jungle may Fire at Targets also in Jungle no further than 2" away. Units up to 2" outside may see and fire into Jungle only 1". Units in Heavy Woods, within 1 " of its edge, may fire at units outside of the Heavy Woods up to their maximum range.
    C. Hills-- A unit on a lower elevation can only see to the crest of a hill. A unit on a hill can only see to the crest of another hill of equal or higher elevation. A unit on a hill can see 6 inches past the crest of a hill of a lower elevation, 3 inches if the lower hill is steep.
    D. Towns And Villages-- These block line of sight. Units defending a town/village are visible to any unit with a clear line of sight to the town. Units passing through a town are only visible at the edge of the town.

2. Angle Of Fire Per Stand--This determines the number of stands which can actually Fire The Angle of Fire is always straight ahead of each stand. If any part of the target stand overlaps any part of the front face of the firing stand, that stand may fire.

Artillery Fire can be directed at Targets within a 60 degrees arc, 30 degrees to either side of straight ahead.

Note, when firing at artillery, determine which stands may fire by measuring to the gun model's stand, not the crew stands.

Enfilade Fire

Should a Unit receive Fire from within 10 degrees to the end of its Line or the flank of its Column, the fire is Enfilade and so calculated for all the stands in the Unit which can Fire. The Enfilading Unit may fire with 2 stands for each rank in the target, 3 if the target is cavalry or artillery.

Rules For Small Arms

This category includes the effects of all Small arms (Rifled Muskets, Flintlocks, Rifles, Carbines, Infantry and Cavalry (mounted) Matchlocks, and Zambureks, as well as bows and javelins.
SMALL ARMS RANGE TABLE
WeaponPoint BlankShortMediumLong Extreme
Rifled Musket2"3"5" 7"9"
Flintlock/Percussion Musket1"2"4"6"8"
Flintlock/Percussion Rifle2"3"5"7"9"
Flintlock/Percussion Carbine1"2"3"4"6"
Matchlock1"2"3"5"7"
Swivel Gun2"3"5"7"9"
Bows1"2"3"4"6"
Native Rockets2"4"6"8"15"
Javelin/Spear--1"2"-

Small arms Fire Modifiers To The Units Resolve Level

  1. Weapon Modifiers-
    1. 0 Rifled Musket
    2. -2 Percussion Musket
    3. -3 Flintlock Musket
    4. -5 Flintlock Rifle
    5. -9 Matchlocks & Cavalry Carbines
    6. -9 Bows/Javelins
    7. -5 Zambureks
    8. . -7 Native Rockets
  2. Firing Unit's Movement-
    1. -4 Disordered
    2. -3 Mounted
    3. -4 lf the Firing Unit is Moving This Turn (before or after Fire), Changing Formation, or Reforming.
  3. Terrain Modifiers-- The effects of cover for the Target.
    1. -2--Target is in Light Woods.
    2. -4--Target is in Heavy Woods (Jungle)
    3. -6--Target is in Entrenchments/Buildings
  4. Target Formation Modifiers-
    1. 0--Close Order Column, Square, or Enfiladed Close Order Line.
    2. -2--Close Order Line, Mass, Disordered
    3. -8--Artillery Crews or Train Troops
    4. -12-- Skirmishers
  5. RangeModifiers--
    1. 0--Point Blank
    2. - 1 --Short
    3. -4--Medium
    4. -8--Long
    5. -12--Extreme
  6. Resolve Status Modifiers
    1. 0--Resolute, Confident, or Steady
    2. -2--Shaken
    3. -4--Wavering
    4. No Firing Allowed -- Panicked
  7. The Chance Factor-- Roll 2 dice reading one dice as positive and one dice as negative. Add the dice, then add the result to the above calculations. The total of the above calculations is the Final Fire Factor.
  8. Event Dice-- A third, odd colored dice is rolled along with the dice for the random factor. If this dice rolls a I an event has occurred.
ARTILLERY RANGE TABLE
WeaponPoint BlankShortMediumLongExtreme
British Horse6"13"18"23"36"
British Field7"17"23"29"42"
British Siege11"25" 34"44"69"
British Rocket6"13"18" 23"36"
British Light Mortarn/a6"-11"15"19"30"
British Heavy Mortarn/a8"-17"21"25"36"
Native Horse6"13"18" 23"36"
Native Field7"15"20" 25"39"
Native Siege13"28"39"50"79"
Native Mortarn/a9"-19"25"32"52"
Artillery Fire Modifiers to the Resolve Level
  1. Specific Weapons Modifier
    1. +2--British Horse Artillery
    2. +3--British Congreve Rocket
    3. +4--British Light Mortar
    4. +5--British Field Artillery
    5. +7--British Siege Artillery
    6. +7--British Heavy Mortar
    7. + 1 --Native Horse Artillery (Aspi)
    8. +2--Native Field Artillery (Jinsi)
    9. +6--Native Mortar (Gubara)
    10. +7--Native Siege Artillery (Kalan)
  2. Terrain Effects-- The benefits of cover to the Target.
    1. -1--Target is in Light Woods.
    2. -3--Target is in Heavy Woods (Jungle).
    3. -5--Entrenchments/Buildings
  3. Target Formation Modifiers-
    1. . 0--Close Order Column, Square, or Enfiladed Close Order Line.
    2. -l--Close Order Line
    3. -2--Unit in Mass or is Disordered.
    4. -8--Artillery Crews or Train Troops
    5. - 12--Skirmishers.
  4. Native Irregular Gun Crews-- -3.
  5. Range/Movement Modifiers
    1. 0--PointBlank
    2. -2--Short
    3. -5--Medium
    4. -9--Long
    5. -14--Extreme
  6. -4-- If the Battery is Moving This Turn (before or after Fire), changed formation, or reformed
  7. Resolve Status Modifiers
    1. 0--Resolute, Confident, or Steady
    2. -2--Shaken
    3. -4--Wavering
    4. No Firing Allowed -- Panicked
  8. Random Factor--Figure in the same manner as for Musketry. Roll 2 dice reading one as positive and one as negative. Add the dice, then add the result to the above calculations. The total of the above calculations is the Final Fire Factor.
  9. Event Dice-- A third, odd colored dice is rolled along with the dice for the random factor. If this dice rolls a l an event has occurred.

Counter Battery Fire
COUNTER BATTERY RESULTS TABLE
Dice Roll Result
1-3No Effect
4+1 Gun knocked Out! Remove 1 Crew Stand
Counter Battery Damage Table
Dice Roll Result
1-4Crew Casualty
5Gun Damaged but repairable
6Gun Destroyed

If one Battery Fires upon another, calculate Artillery Fire as above, using "-8" Target Formation Modifier for Artillery Crews, along with any others that apply. For each "Casualty" scored, make one dice roll on the Table above. Add " l " to the dice if Fire is from Field guns, Siege guns, or from any Mortar.

Effects Of Counter Battery Fire 1. No Effect-- The target battery must use the -2 Reaction Test Modifier for being under artillery fire, otherwise there is no effect. 2. 1 Gun Knocked Out!-- The target battery must use the -2 Reaction Test Modifier for being under artillery fire. 1 crew stand is removed.

Players participating in a campaign may wish to determine which artillery casualties are guns damaged or destroyed and which are actual crew casualties. After the game, roll one dice for each crew stand lost by counter battery fireand consult the table below:

Events

When Events Occur

  1. When an Officer draws an Orders Card that indicates an Event.
  2. If, when rolling for the Confrontation Random Factor, a "1" or "2" is rolled on the Event Dice.
  3. If, when rolling for the Fire Random Factor, a "1" is rolled on the Event Dice.

Who The Event Affects

  1. Events From The Orders Cards-- These affect the listed Officer in the Chain Of Command of the officer that has drawn the card. The Event can go up or down the Chain Of Command. If there is no officer of the indicated rank in the Chain Of Command the Event goes to the next lowest ranking Officer. If an Event could affect more than one Officer, determine which Officer receives the Event randomly. If the rank indicated by the Event is the same as that of the Officer that drew the card, then he is affected by the Event.
  2. Events From Confrontation-- The unit that rolled the Event suffers the effects of the Event.
  3. Events From Fire-- The Target of fire that causes an Event suffers its effects.

When The Effects Of An Event Take Place

  1. Events From The Orders Cards-- These occur immediately upon the card being drawn.
  2. Events From Confrontation-- These are resolved prior to any Mandatory Movement by the unit in the current turn, or if no Mandatory Movement is made prior to its next Reaction Test.
  3. Events From Fire-- These are resolved prior to the units next Reaction Test.

How To Determine The Effects or An Event

Draw an Event Card. Read the result under the unit type affected by the event and follow the instructions. If the Event is deemed to be inappropriate by the games master, or by a consensus of the players if there is no games master, then draw again until an appropriate Event is drawn.

All of the Event results for Infantry, Cavalry, and Artillery are fully explained on the cards themselves. In many cases the Officers Events are fully explained on the cards also, however, in the case of an Officer being Killed, Dangerously Wounded, or Injured, the following rules apply.

    Killed or Dangerously Wounded
    Divisional or Brigade Commanders-- All Units under their command suffer a -2 modifier to there next Reaction Test.
    Commander-in-Chief-- All Regular Units in the Army suffer a -3 modifier to their next Reaction Test. All Irregular Units in the Army suffer a -4 modifier to their next Reaction Test.
    All Officers that are Killed or Dangerously Wounded are removed from play for the remainder of the game. They may be replaced in the next turn.

    Injured-- Any Officer that is injured loses 10" from his Movement Rate for the remainder of the game. A second Injury will result in the Officer becoming Dangerously Wounded.

Replacing Officers

To replace a disabled, captured, or missing Officer follow the steps below:

  1. Roll for the new Officer's Generalship and Leadership.
  2. Place the new Officer's stand next to his immediate superior Officer. If the Commander-inChief is lost, Place the stand behind the middle unit of the army at a distance of at least 6 inches.
  3. When the new Officer's Movement Card is drawn, he may move normally to join his command.

Infantry Events Table

When a Unit Charges or enters Confrontation, roll a D6, a " 1 " meaning an Event has occurred. If a Unit actually enters Close Combat, a " 1 " or "2" is a positive result. Roll d100 (percentile dice) and consult the table below to determine what happens to the Unit rolled for.
Die RollEvent
00-04If the Brigadier, Divisional or Wing Commander, or C-in-C is within 2" of the testing Unit, roll on the Commanders' Event Table for results to him. (If more than are within 2", roll for each.)
05-14Unit Commander is hit! Roll a D6: 1,2--Dead, 3,4,5=Wounded, 6=Scratched.
If Dead: Subtract "2" from next Reaction Check and " 1 " in all fiJture tests.
If Wounded: Subtract "1" from next Reaction Check (treat two "Wounds" as "Dead").
If Scratched: Roll a D6 against his Leadership and if the roll is higher, the Unit's next Order must be "Defend".
15-19All Musicians are casualties. Subtract " 1 " from all future Reaction Tests.
20-34Unit Colors lost! Subtract "2" permanently from Unit's Resolve (If British, roll a D6, even means Regimental Color, odd, Queen's Color. Loss of second Color, lose another " 1 " from Resolve.) (If this Event occurred during Confrontation or Close Combat, the enemy Unit facing captures the Colors and may add " 1 " to all future Tests.)
35-37Soft sand or soil. Lose 1 D6" from Unit's next move.
38-40Very rough ground! Lose 1 D6+3" from Unit's next move.
41-43Unseen nullah! Unit loses 2 D6" from next move and is Disordered.
44-46Stretch of firm, flat ground! Add 1 D6" to Unit's next move OR if Disordered, the Unit may Reform without movement penalty.
47-49Unit is blinded by dust/smoke! Reduce Final Fire Factor by half for next shot. (If there is Rain, ignore and roll again).
50-54Unit Commander cannot tell if nearest enemy Unit is friend or foe! Roll a D6: "1 "or "2"= The Officer gets a good look and sees they are the Enemy (no effect); "3" thru "6"=The Officer rides up to Point Blank range of the Enemy and is fired upon! Roll a D10: 1,2=The Officer is killed (see above); 3-6=The Officer is Wounded! (see above); 7-1 0=The Officer is unscathed and rides back to his Unit, saying, "It's all right, Lads! Fire Away!"
55-57Unit's next Order must be "Charge!" the nearest enemy Unit in line of sight, irrespective of range and all other concerns except impassable terrain.
58-60Unit's next Order must be "Form Close Order Line."
61-63Unit's next Order must be "Form Close Order Column."
64-66Unit's next Order must be "Deploy Right". Roll a D6, an even result means by Wheeling, odd by Flank March (Irregulars must Wheel).
67-69Unit's next Order must be "Deploy Left". Roll a D6, an even result means by Wheeling, odd by Flank March (Irregulars must Wheel).
70-72Unit becomes Disordered and is Without Orders for next Reaction Test.
73-75Unit's next Order must be "Fire And Retire".
76-78If Brigadier or higher ranking Officer(s) is in range to the Unit's front, he is fired upon by it (see Commander's Events Table for effects).
79-81Unit's next Reaction Test is made on the Without Orders Table.
82-84Unit's next Order must be defend" (it may choose Square).
85-87Unit's next Order must be "Forward March".
88,89Unit finds friendly casualties cut up by the Natives! Permanent +1 to the Unit's Resolve. (If rolling Unit is Native, ignore and roll again.)
90,91Unit must "Quit The Battle" by forming Close Order Column and moving by direct route to the rear. Unit cannot return to action until a Brigadier or higher ranking Officer comes into base contact and issues new Orders.
92-95Unit must fire on nearest friendly Unit to its front that is at least 3" away. If there is none, one stand on either flank will turn and fire into friends at least 3" away. (If Unit is defending Entrenchments or walls, ignore chance of firing to flank.)
96-99 At the halfway point of the move, the Unit encounter 4 D6 figures of hidden Native Fanatics. The Unit must stop and resolve Confrontation immediately. (If rolling Unit is Native, ignore and roll again.)

Cavalry Events Table

Die RollEvent
00-04Roll on the Commanders' Events Table for if the Brigadier, Divisional Wing Commander, or C-in-C are within 2" of the testing Unit.
05-14Unit Commander is hit! Roll a D6: 1,2==Dead, 3,4,5=Wounded, 6=Scratched.
If Dead: Subtract "2" from next Reaction Check and "1" in all future tests.
If Wounded: Subtract "I" from next Reaction Check (treat two "Wounds" as "Killed").
If Scratched: Roll a D6 against his Leadership and if the roll is higher, the Unit's next Order must be "Defend".
15-19All Musicians are casualties. Subtract " 1 " from all future Reaction Tests.
20-34Unit Standard is lost! Subtract "2" permanently from Unit's Resolve (If British, ignore result and roll again.) If this Event occurred during Confrontation or Close Combat, the enemy Unit facing captures the Standard and may add " 1 " to all future Tests.
35-37Soft sand or soil. Lose 1 D6" from Unit's next move.
38-40Very rough ground! Lose 2 D6" from Unit's next move.
41-43Unseen nullah! Unit loses 2 D6+3" from next move and is Disordered.
44-46Stretch of firm, flat ground! Add 1 D6" to Unit's next move OR if Disordered, the Unit may Reform without movement penalty.
47-49Unit is blinded by dust/smoke! Reduce Final Fire Factor by half for next shot. (If there is Rain, ignore and roll again).
50-54Someone orders "Threes About!" and the Unit must retire towards its table edge.It acts as if it has a "Quit The Battle" Resolve result until a General Officer comes into base contact, whereupon he may issue new Orders for the next turn.
55-59At the halfway point of the move, the Unit encounter 4 D6 figures of hidden Native Fanatics. The Unit must stop and resolve Confrontation immediately. (If rolling Unit is Native, ignore and roll again.)
60,61Unit finds friendly casualties cut up by the Natives! Permanent +1 to the Unit's Resolve. (If rolling Unit is Native, ignore and roll again.)
62-65Confused by the elements (dust, dark, smoke, etc.), the Unit draws its firearms and Fires at the nearest Unit to its front, friend or foe. If none to front, end stands will turn to fire at Unit(s) on its flank.
66-75The Unit Commander gets his blood up and cries, "Here goes for a Brevet or a Coffin!" (if Native, "Death to the Feringhee!") and orders a Charge against the nearest enemy unit, regardless of range or terrain (except for impassable streams, fires, etc.)
76-78Unit's next Order must be "Defend".
79-81Unit's next Order must be "Forward March".
82-84Unit's next Order must be "Deploy Right". Roll a D6, an even result means by 8 Wheeling, odd by Flank March (Irregulars must Wheel).
85-87Unit's next Order must be "Deploy Left". Roll a D6, an even result means by Wheeling, odd by Flank March (Irregulars must Wheel).
88-90If a General Officer is in range to the Unit's front, he is fired upon by it (see Commander's Events Table for effects). If none, the effect is upon the Unit's Commander.
91-93Unit is Without Orders for next Reaction Test.
94-96Unit's next Order must be "Fire And Retire".
97-99Unit's next Order must be "Advance And Fire".

Artillery Events Table

Die RollEvent
00-04If the Brigadier, Divisional or Wing Commander, or C-in-C is within 2" of the testing Unit, roll on the Commanders' Event Table for results to him. (If more than are within 2", roll for each.)
05-14Unit Commander is hit! Roll a D6: 1,2==Dead, 3,4,5=Wounded, 6=Scratched.
If Dead: Subtract "2" from next Reaction Check and " 1 " in all future tests.
If Wounded: Subtract "1" from next Reaction Check (treat two "Wounds" as "Killed").
If Scratched: Roll a D6 against his Leadership and if the roll is higher, the Unit's next Order must be "Defend".
15-19All Musicians are casualties. Subtract "1 " from all future Reaction Tests.
20-22Soft sand or soil. Lose 1 D6" from Unit's next move.(lf Battery has Defend or roll again.)
23-25Very rough ground! Lose 1 D6+3" from Unit's next move.(lfBattery has Defend roll again.)
26-28Unseen nullah! Unit loses 2 D6+3" from next move and is Disordered. Roll another D6, a "1" or "2" means that many cannon lost from the Battery (but which may be recovered if friends hold the field at the battle's end).(lf Battery has Defend roll again.)
29-31Stretch of firm, flat ground! Add 1 D6" to Unit's next move OR if Disordered, the Unit may Reform without movement penalty.(lf Battery has Defend roll again.)
32-45Battery is blinded by its own smoke! Reduce Final Fire Factor by half for next shot.(If there is Rain, ignore and roll again).
46-48(If Unit is not moving this turn, roll again.) Unit becomes Disordered and is Without Orders for next Reaction Test.
49-53Battery becomes confused and its next Fire must be on nearest Unit, friend or foe, to its front (but not to flank). If Battery was Limbered and/or moving, it must stop immediately and deploy.
54-56If Brigadier or higher ranking Officer(s) is in range to the Unit's front, he is fired on by it (see Commander's Events Table for effects).
57-58Unit's next Reaction Test is made on the Without Orders Table.
59-62Unit's next Order must be "Defend".
63-69(If Battery has Prolonged or not moved this turn, roll again.) Unexpected rough terrain causes one cannon to over turn ant be useless. If friends occupy field at battle's end, it is recovered for future use.
70-85(If Unit not under Artillery Fire during the turn, roll again.) Caisson or Battery Wagon explodes! Roll a D6 to determine how many cannon are lost from the Battery.
86-92Commanding Officer orders Battery "Prolonge And Fire", engaging nearest enemy Unit to its front. If Battery is Limbered and/or moving, it must stop immediately and deploy.(lgnore if Battery is Mortars, Gubara, Siege, or Kalan.)
93-99Commanding Officer orders Battery to "Limber And Retire" and operate as if a Quit The Battle Reaction Test Result has occurred. If a General Officer can make base contact with the Battery, he may give it new Orders in the following turn.

Commanders' Events Table

Die RollEvent
1(Roll a D6 for the outcomes). A cannonball bounds towards the General!
  1. =The Staffare fairly sure the shattered remnants they're taking to the surgeon are the General's. ("He's dead, Jim!")
  2. =The Staff are thankful when the General passes out from the effects of his Serious Wound as his cries were upsetting the lads.
  3. =The General's mount is knocked over and its wild kicking causes him a Light Wound and no Orders are given this turn
  4. =The shot blows his horse out from under him, knocking the General cold. No movement or Orders this turn.
  5. =The General ducks, the ball sails over his head and his hat goes with it. Shaken, gives only half the Orders he could otherwise have given this turn.
  6. =The General leans to his right, his mount steps left, and he winds up on the ground, his injuries limited to his dignity. Lose 1 Order this turn.
2A stray musket ball whizzes through the Staff (roll d6)
  1. =The General clutches his stomach, stares at his bloody hand, and realizes the Grim Reaper will pay him a visit as he falls helpless into the arms of his Staff. ("He's dead again, Jim.")
  2. =The General reaches for his leg, feels the shattered bone, and says, "I fear I sit out Her Majesty's next Birthday Ball!" He is taken to the rear, Seriously Wounded.
  3. =Half spinning in the saddle as the ball drills through the meaty part of his arm, the General is Lightly Wounded.
  4. =The General's mount is wounded and bolts one half move to the rear. No Orders this turn.
  5. =The ball pierces his mount's heart, it drops stone dead, and the General is dumped on the ground. He cannot move this turn, but may give all Orders allotted this turn.
  6. =A terrible "THWACK!" is heard and a dark stain spreads over the General's saddle blanket. The blighters have done for the last bottle of port stored in his holster! Lose 1 Order as he laments the cruelties of war.
3A fizzling shell rolls in front of the General !(d6)
  1. =The explosion is terrific! The General views the scene from above, then is met by long dead friends who tell him to continue down the tunnel towards the bright light. ("He's still dead, Jim.")
  2. =The bursting shell bowls over his mount and the General crushed and Seriously Wounded.
  3. =The blast hurls the General yards through the air! His uniform shredded, he stands up dizzily, but is only Lightly Wounded.
  4. =A gallant Staff officer heaves the shell away and it explodes immediately. Moved by the heroics of the severely wounded man, the General decorates him with one of his own medals. Lose half his allotted Orders for this beau geste.
  5. =The shell sputters, spits and... goes out!. By the time the General and his Staff return from all points of the compass, no Orders are given this turn.
  6. =The shell sputters, spits, and...bursts with the power of a firecracker. Lose 1 Order this turn while the General leads his Staffin prayer of thanksgiving.
4From nowhere, a crazed civilian rushes at the General with a savage cry and wicked looking knife!
    1 =With a practiced expertise, the attacker guts the General to the hilt! In the subsequent hail of shots, the blighter falls and dies with his victim.
    2=The General deftly draws his horse pistols, pots the beggar with both barrels, then nonchalantly turns to his Staff, saying, "Now, where were we?"
    3,4,5,6= The General and Staff charge the fanatic and cut him down in a frenzy of flashing sabers and pistol blasts. No Orders this turn as they tidy up after.
5From nowhere, a hail of shots blasts through the Staff! (d6)
  1. =Amongst the human debris that once was a glittering Staff lies the tattered body of a dead General.
  2. =From the sudden shambles, the walking wounded Staff members drag their Seriously Wounded General towards the Surgeon.
  3. =As the smoke clears, the General is surprised to find his trousers ruined and himself only Lightly Wounded.
  4. =The General's horse rears and falls over, crashing heavily to the ground as the its rider jumps clear. The General cannot move this turn.
  5. =The dispatch rider galloping up to the General falls from the saddle, bleeding from the mouth! The General deftly plucks the note from his hand, saying, "You are relieved to visit the Surgeon." No effect.
  6. =The Staff are scattered to the four winds, but no one important is hurt. However, reduce the General's Comrnand Radius by half this turn.
6The General becomes confused!
  1. =Enemy movements look to him like a retreat and he Orders all Units under his command to "Charge!" their nearest enemy immediately.
  2. =Contradictory reports are coming in! Lose I Order this turn.
  3. =The General can't see enough of the action and decides he must report to the C-in-C immediately. Move him to the C-in-C's location where he will remain for the turn. This General will give no Orders this turn. (Ignore if rolling General is the C-in-C and roll again.)
  4. =The General is lost! Move him directly towards the nearest enemy Unit until within 2" or for total distance of half a move, whichever comes first.
  5. =The situation is unclear and the General rides to the front to find out what's happening. Move him 1D6 inches in front of his most forward Unit.
  6. =The General responds to the uncertainty according to his Leadership Rating.
      Poltroon- He rides at full speed to the rear but may return next turn.His Units are Without Orders this turn.
      Dithering- He looks dumb and talks about his dogs. Units are Without Orders this turn.
      Cautious- He issues "Defend" Orders to all his Units.
      Confident- He may give one extra Order this turn.
      Inspiring- He may change any one Order this turn without penalty
      Heroic- He must issue "Advance" type Orders to all his Units this turn (except Artillery).
7,8Alarm, excursions, and losses among the Staff! (d6)
  1. =Billowing smoke and dust reduce the General's Command Radius by half this turn.
  2. =An especially observant Staffofficer directs the Generals attention to the danger point. Add 1 Order this turn.
  3. =Casualties reduce Staffeffectiveness! Lose 1 Order every turn for remainder of the battle. (This result is cumulative if repeated.)
  4. =Casualties among couriers reduces The General's Command Radius by 3" for the remainder of the battle. (This result is cumulative if repeated.)
  5. =The General's favorite messenger rides away madly towards the front, and is never seen again. Lose 1 Order every turn for the remainder of the battle. (If repeated, roll for another result.)
  6. =Someone loses the courier pouch and the Staff begin to argue over what the last orders were. Only 1 Order may be give this turn.
9The General's horse earns a place in his memoirs!(d6)
  1. =The horse come up lame. The General can move only half his normal distance this turn only.
  2. =The din of battle spooks the General's horse and he is bucked off. The General cannot move and loses 1 Order this turn.
  3. =The saddle ginh slips and the General dismounts to cinch it up, but the animal bolts to the rear! The General may move only 6" this turn.
  4. =The horse stumbles and throws the General who suffers a Light Wound.
  5. =The General learns why stallions are a poor choice, especially when the fellow in front is riding a mare at the wrong time of the month! Lose 1 Order while the General tries to keep his dignity and the Staff tries to stop laughing.
  6. =The horse sees a cobra and jumps sideways, taking the General to a spot where he suddenly sees an opportunity! One extra Order this turn.
10Some days it doesn't pay to rise at Reveille!
  1. =The General loses touch with his most advanced Unit and rides off to find it. Immediately move him into base contact with his Unit nearest the enemy where he will remain for the rest of the turn. He may give the Unit an Emergency Order upon arrival.
  2. =A spent ball strikes one ofthe medals on the General's chest and it plops neatly into his hand! Convinced that God/Allah/Vishnu/The Great Guru/etc. is on his side today, the General issues all his Units "Advance" type Orders this turn.
  3. =A ball smacks into the General who is rushed to the rear half a move in the arms of his Staff! All Units under his command react as if he is Seriously Wounded for this turn and no Orders are given. However, he is only stunned and returns unhun to duty at the stan of the next turn.
  4. =A spent ball grazes the General on the head! He is dazed but otherwise unhun Lose half of his allotted Orders for this tum.
  5. =The General is hit in the stomach by a spent ball and the loud guttural sound he makes is heard as "HALT" by his Bugler who dutifully sounds "Cease Fire"! All Units under his command adopt "Defend" Orders this turn. The General is Lightly Wounded.
  6. =The General is Lightly Wounded, but his nerve is tested and he reacts according to his Leadership Rating.
      Poltroon- Orders all Units under his command "Retire" type Orders with the intention of leaving the field. In the next tum, the General may issue any Orders he wishes.
      Dithering- Orders all his Units to "Defend" this turn.
      Cautious- Cannot Order any "Charges" this turn.
      Confident- Orders all Units "Advance" type Orders this turn.
      Inspiring- Orders his most advanced Unit to "Charge!" the nearest enemy this turn.
      Heroic- Orders an all out attack with all Units either "Charging" the nearest enemy or Supporting such a Charge. In the next turn, he may issue any Orders he wishes.
Cmdr23456 789101112
Witless00011 111222
Lackluster11112 222333
Competent11122 233344
Reliable22333 344455
Genius23344 455678

John Company Rules:


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© Copyright 1996 Hal Thinglum

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