Furious Reason

18th Century Rules

by Charles Sharp


CHARGES AND CHARGE COMBAT TABLES


Die Roll Modifiers
Leader Attached+CP
Guard Class+2
Grenadier Class+1
Pursuit+1
Impetuous Foot charging+1
Foot armed with swords or pikes +1
Defending:
On higher ground, behind
ditch, hedge, In woods
+1
behind stone wall, In
buildings or field works
+2
Cavalry:
Charging All Out +2
Charging at the Trot+1
vrs Foot not In Square +1
versus Square-2
Militia Class-1
Disordered-1
Low on ammunittion -1
versus Armored Foe-1
Outnumbered:
by 3:2-1
by 2:1. less than 3.1 -2
by 3:1 or greater -3
Skirmishers or artillery -2
Stands lost to fire combat
this turn each:
-1
Outflanked -3



Fire on a Charge or While Charging
Die RollEffect
less than 2Ineffective Fire
3 - 6Fire at Normal Range
more than 6Fire at Close Range
ArtilleryNormal Range=Close
Close Range=Cannister
Pistols/Carbines:Only Close Range is Effective
Dir Roll Modifiers
Morale Grade 4 Unit
+2
Morale Grade 3 Unit
+1
Morale Grade 2 Unit
-1
Firers Disordered
-1
Firers Mounted
-1



Charge Combat Table
Die Roll DifferenceDefender EffectsAttacker Effects
7 or more
Swept from the Field
lose 2 stands, plus one additional stand for each die roll difference over 10
All: Rout
No Losses
All:Pursuit Check
4,5,6
Driven Back
Lose One stand
All: Retreat Disordered
No Losses
Foot: Occupy position
Mounted: Pursuit Check
1,2,3
Hard Pressed
No Losses
All: Fall Back Disordered
No Losses
All: Occupy Position
0
Desperate Struggle
Lose one stand
All: hold Disordered Continuing Melee
Lose one stand
All: halt Disordered
Continuing Melee
-1,-2,-3
Assault Checked
No Losses
All: hold position
No Losses
All: Fall Back Disordered
-4,-5,-6
Thrown Back
No Losses
All: hold position
Lose one stand
All: Retreat Disordered
-7 or less
Charge Shattered
No Losses
All: hold position
Lose 2 stands, plus one additional stand for each die roll difference over 10
All: Rout


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© Copyright 1997 Hal Thinglum
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