Quick Reference Sheets (QRS) : Recovery Attempt Sequence of Play
Quick Reference Sheets (QRS) : Recovery Attempt Sequence of Play
Quick Reference Sheets (QRS) : Recovery Attempt Sequence of Play
(p.23) 1BW:
Sequence of Play • Can’t fall back if any
Recovery Attempt
part of an enemy unit
is to the rear & within
1. Reaction Phase (p.30)
1BW.
Defending units take reactions • Distance for artillery
DISC Test: No Modifiers to qualify for a refuge.
2. Combat Phase
• Infantry may wheel
Resolve combats. Units fall back or advance Basic Test
1BW prior to a
3. Activity Phase charge.
if you moved +
• Can’t trace command
a. Move units (including charging the enemy) range within 1BW of
b. Make recovery attempts if near the enemy +
the enemy.
4. Status Phase
• In Command
a. Remove smoke markers from your artillery • Did not Charge
b. Engineering (Advanced Rules) 2BW:
• Did not perform any Maneuvers • Momentum move.
c. Enter reinforcements
d. Check army morale and possible end of game • Did not move through Rough • Cavalry may wheel
terrain or cross Obstacle 2BW prior to a
charge.
(p.10) • Advance after
“Near the Enemy” (4BW) winning combat.
Experienced 3+
• Affects Formation change (p.25)
• Musketry fire zone (p.43)
Amateur
4+
(p.20) Irregular
Command Range
+/- Vigor of Superior
Or
Commander 10BW Not traced within -1 Out of Command
1BW of any enemy
Subcommander 6BW unit.
MANEUVERS (p.27-29)
CHARGE (p.31)
• CAV may charge any unit, but not buildings or hard cover.
Cavalry May Wheel up to 2BW and charge
• INF may charge enemy INF and ART.
• ART units may not charge any enemy unit.
Infantry May Wheel up to 1BW and charge
• No unit in March or Square formation may charge.
• Charging unit must be in Command Range at start.
• May not charge if only 1DISR from breaking.
134 SHOOTING
Musketry (p.42)
4+ Basic To Hit
# of +1 for SK advantage
Bases in -OR- Regular Musketry
front rank +SK value vs. flank/rear
Target in or behind cover
Canister (p.46)
-1 -OR- 1
Shooter in rough terrain
- target’s SK value if:
2 dice
per base * vs target’s front Irregular Musketry
* not in base contact
-1 Shooter in open terrain
Roundshot (p.46)
Canister
1 die double dice if target in -1 Target in or behind cover
per base Square or March
Roundshot
How Many Dice to Roll? INF vs INF Attacker Halves Combat Dice if
+2 Cover
Roll To Hit (p.58)
Any vs ART
Decisive Inconclusive
ATK Lost DEF Lost Loser takes 1DISR per INF & CAV unit. No effect on ART
1DISR Don’t Fall Back If: All Others:
Fall Back
DEF Breaks Square
ATK Lost to Unlimbered Artillery
Countercharge ATK Advances Town(Deployed) The Loser falls back
Infantry vs. Cavalry
Break If Attacker won,
Entrenched
he advances.
Winning CAV takes 1DISR unless that would break it.
Winner Falls Back