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SEQUENCE OF PLAY

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Each turn has three phases: Command Movement Combat

Quick Reference Sheet


WOUNDS & KILLS
Most solders are incapacitated by a single wound, and are removed from play. Soldiers with the Stamina skill take more than one wound to bring down. Soldiers who were wounded by a Hit Card which was an ace or face card are dead instead of simply wounded.

MISSILE RANGES
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Weapon Pistol Javelin Range Dice 6" 6" 1/2 (1 if the unit has 2 or more ranks) 1 1/2 (0 if move) 1/2 (0 if move) 1(1/2 if move) 1(2 if arrow storm) 1 2

ORDERS Page 36
There are two orders in the game: Move and Hold.

DAZED & PANICKED


Dazed soldiers are temporarily unable to fight. Panicked soldiers run away.

Handgun 18" Arquebus 24" Crossbow 36" Longbow 24" Cannon 30" Organ gun 30"

CHANGING ORDERS
Orders are changed in the command phase.

FIRE COMBAT Page 43


Combat takes place after movement. All units which have a Hold order fire first. After their fire is resolved, all units with a Move order fire and all melee units conduct melee attacks. Soldiers killed, wounded, panicked or dazed by fire or melee at an early part of the sequence may not fire or melee later in the sequence.

MOVEMENT Page 37
All the formed soldiers of the attacker move first, and then all the soldiers of the defender move, and then all of the skirmishers of the attacker move.

Quick Reference Sheet

MELEE COMBAT
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Lengths of weapons are as follows: Very long missile fire from troops with Hold orders Long Short pike, pistol all others, including missile fire (except pistols) from troops with a Move order Medium spear, lance, halberd

MOVEMENT DISTANCES
Carts, wagons, and artillery may move up to 8 inches in a turn. Foot soldiers move up to 12 inches. In heavy armour they may only move 8 inches. Mounted soldiers (cavalry) move up to 24 inches. In horse armour only move 16 inches.

ARC OF FIRE Page 43


Each soldier or cannon may fire at targets in its forward 90 degree arc and fire at the closest enemy.

PASSING FIRE Page 44


A unit with a Hold order may fire at any enemy unit who passed through its line of sight during movement.

HITS & HIT CARDS


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HEART: The soldier receives a wound. If an ace is turned, the attacker decides which soldier in the unit suffers the wound. In all other cases the player owning the unit decides which soldiers suffer the results. OTHER SUITS: If an ace or face card is turned, the soldier panics. If any other card is turned, the soldier is dazed. If an ace is turned, the attacker decides which soldier panics. In all other cases the player owning the unit decides which soldier suffers the results.

FIRE & MOVEMENT


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Cannons, handguns and arquebuses may not fire if they moved. Other missile weapons may only fire if they moved half or less of the units allowed movement. Weapons which fire after moving suffer a -1 modifier to hit. In addition, crossbows only fire half their normal dice if moving.

MELEE PROCEDURE
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A roll of 3 or more hits, but this number is modified by the table below. If the cumulative modifiers require a roll of a 1 or less to hit, the attacks all hit automatically. If the cumulative modifiers require a roll of a 7 to hit, the shots hit on a roll of 6 instead, but halve the number of attack dice. If the cumulative modifiers require a roll of an 8 or higher to hit, the shots hit on a roll of 6 instead, but quarter the number of attack dice.

FIRE & MELEE Page 44


Units may never fire into units already in a melee, a unit on Hold may fire at an enemy unit before it enters melee

You can download the Quick Reference Sheet from our website: www.wargamesfoundry.com.
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MELEE DICE ROLL MODIFIERS Page 49


Target Light armour* +1 +2 +1 +1 1 +1 +1 1 2 2

Quick Reference Sheet


SKIRMISHERS Page 52
Missile-armed troops (crossbowmen, longbowmen, handgunners and arquebusiers, either mounted or dismounted, and Stradiots) may be used as skirmishers.

Heavy armour* Pike** All Attackers Veteran (melee) Inexperienced Poor arms*** Halberds

other than at a gate. Artillery may only cross a stone wall at a gate or at a breach. Stone walls provide cover for infantry and artillery against missile fire, and also count as a breastwork for melee. Low stone walls do not block line of sight.

Shield, pavise, or buckler* +1 Behind breastwork

MOVEMENT OF SKIRMISHERS Page 52


Skirmishers move after all formed troops have moved. Skirmishers may not move into contact with enemy troops.

HILLS Page 56
Cavalry and artillery pay half of their movement to climb up or descend down the outside slope of a hill. Infantry pays no penalty for climbing or descending a hill. Hills do not provide cover. Hills block the line of sight of troops not on a hill. Troops on a hill can see over all obstacles except other hills. They can see any troops actually on other hills, but cannot see anything behind those hills.

Pikes vs mounted Briganti vs pikes

TERRAIN Page 55 WOODS


Woods are treated as rough terrain for movement; provide cover for all soldiers from bow, javelin, handgun and arquebus fire, but not artillery fire and blocks line of sight.

Quick Reference Sheet

MOUNTED ATTACKERS Page 49


Charging with lance (1st turn)**** 1 Attacking foot (except spear or pike) 1 In rough terrain Attacking up hill +1 +1

RIVERS Page 57

BUILDINGS
Dismounted soldiers may enter and leave buildings at doors without penalty. Mounted soldiers and vehicles (including artillery) may not enter buildings. Soldiers in a building receive the benefit of cover from all missile fire. Buildings block line of sight.

Troops may not cross rivers except at bridges and fords. Troops spend half their movement crossing a ford. Bridges do not cost any extra movement. Rivers provide no cover themselves, but their banks may provide cover against missile fire other than artillery. Rivers do not block line of sight.

*Pistols in melee: pistol-armed cavalry which fire their pistols in melee ignore all armour and shield modifiers. **Pike: add 1 to the number the enemy needs to roll to hit for each rank over 1 in the pike unit *** Poor arms: improvised or generally ineffective include cudgels, pitchforks, and daggers. All missile troops (with the exception of stradiots) fight in melee as if with poor arms. ****Lance: this bonus is received only on the first turn of melee contact and only if the company charges

STREAMS Page 57

BROKEN GROUND
Broken ground is rough terrain for movement purposes and provides cover for infantry skirmishers from fire, but not melee. Cavalry, artillery and formed infantry receive no cover benefit and does not block line of sight.

Soldiers can cross streams by paying half of their total movement. Wheeled vehicles can usually only cross streams at bridges or fords, but some streams can be crossed anywhere by wheeled vehicles. Streams provide no cover and do not block line of sight.

SWAMP Page 57
Foot soldiers have their movement quartered in swamp, mounted soldiers or artillery may not enter swamps. Open swamps provide no cover. Wooded swamps provide the same cover as woods. Open swamps do not block line of sight. Wooded swamps have the same line of sight effects as woods.

Condottiere
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STONE WALLS Page 56


Soldiers may pass through a stone wall at a gate if in a narrow enough column to pass through. Foot soldiers and cavalry pay half their movement to cross a stone wall

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