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PIP EXPENDITURE (p. 27) 0 By a first march move this bound if either: entirely along a road without reversing direction all foot & first 2 ranks are Pk moving straight ahead naval in good going 1 Each march or tactical move by an element or group Halt by a single impetuous, broken or naval element Each halt by a broken or impetuous group Each time an element sets-up PO instead of moving 2 Element embarking/(dis)mounting, unless mtd infantry Triggering a feigned flight 3 Activating an ally (per turn) Changing orders unless with BS -1 Group with non-Inert C-in-C Entirely regular group including sub-general or ally-general +1 General is absent, out of sight, unreliable or fighting General is >2000p (LH/naval/army Bge) or >800p (others) Advancing shaken troops +1 Order change confusion +1 Unresponsive troops (Exp,Hd(O/I) or train not (F)) +1 Mixed group of mounted (not El/general) and foot +1 Already marched 2 (irreg) or 3 (reg) times off road +1 Marching into contact with enemy +1 Group wheeling unless a column* Group moving less than full speed* Turning through 180* Mounted or train embarking; train disembarking* +1 Clumsy irregulars: Any marked * above Any element moves other than straight ahead Halting to prevent spontaneous or rout ! POSSIBLE MOVES IN A THREAT ZONE (p.32) Line up in front edge to front edge with contacted element most in front Line up asap opposite TZ-ing element most in front Line up as overlap on element contacted by element and another in group Turn 180 if only TZ-ed from the rear Move straight forward a full move not contacting enemy Move straight forward to contact a front edge or front corner only Move straight forward directly towards the enemy exerting the TZ Follow or move to rear support friends partly directly in front Move straight back with contacting enemy edge/corner unless in CC ! PURSUING ELEMENTS (p.42) Never pursue if: Otherwise can pursue if: Otherwise must pursue if: - defenders of TF/PF, foot fighting mounted, off table, reaching DGo or water feature - non-impetuous Cv, LH, Reg Bd/Sp fighting foot - non-impetuous Kn in enemy bound unless vs Kn - Ps - impetuous or waders - naval - mounted except single based Kn(X) or Cm(X) - Pk, Bd, Sp (not Bw(X)), Ax - in column behind a pursuing element TACTICAL AND MARCH MOVE DISTANCES IN PACES (p. 29) Road LH(F) LH Cv, Cm, Exp Kn(F) El, Kn Ax, Ps Bd(F), Pk(F), Wb(F), Hd(F) Sp, Pk, Bd, Wb, Bw, Sh, Hd Art(F), Bge(F) WWg, Art, Bge Art(S) Naval(F) Naval Naval(X) ! ! SPONTANEOUS DIRECTION (p. 30) Must be: Straight ahead if that would contact an enemy element. Straight ahead if that would end closer to the previously closest enemy. Otherwise may be: Straight ahead unless towards own base edge. Into contact or overlap with front or rear edge of enemy element most directly in front (and then closest if more than one) and in front of original rear edge, unless in column behind a moving element. Towards visible enemy Bge or routing element within 400p and most nearly straight ahead. Towards enemy rear edge along a road, battlefield edge or terrain edge already reached or reached by a straight ahead move. If none of these are possible, it remains in place but counts as having moved. ! INTERPENETRATION (p.32) Actor State Through Facing 640 640 480 400 400 400 400 400 400 400 240 Good 360 320 240 240 200 200 200 160 200 160 80 360 320 160 Rough 240 240 160 160 160 200 200 160 120 80 40 Difficult 160 160 80 80 80 160 120 80 40 0 200 160 80
Mounted (not Exp) Not recoiling/pushed back/ replused Reg LH or Cv Ps Ps Reg Bd Ax, Bw(not (X)) Mounted or foot Boats Naval Repulsed Any Recoiling, repulsed Any Any Any Any Any
LH Same/Opposite Any foot except Pk, Hd Reg Cv Any land Any Bd, Sp, Pk Bd Train 1 deep Naval Boats Same Same/Opposite Any Same/Opposite Same At 90 Same/Opposite Same/Opposite
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Toby Partridge , Phil Barker 2010. All Rights Reserved. www.dbmm.org.uk www.wargamesresearchgroup.net Permission is granted to photocopy both sides of this sheet for personal use (or for an opponents personal use) r2.01
Enemy is: El,Exp,Kn,Cm,Pk,Bd,Wb,Hd El, Kn Foot Foot Kn Any LH, Ps Any Cv, Kn(X) Wb, mtd (not Kn(X)) Train, Foot not Ps Foot except Wb or Ps Foot Foot not Ps TF, PF Not Cv, LH, Ps, train +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +1 +1 +1 +1 +1 +1
WWg < B Destroyed by Art, Ps if (X), El if (S/O/I). Stand (not (S) vs PF).