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3.1 Skirmishers Skirmish markers
represent dispersed light infantrymen and sharpshooters who are deployed to a
unit's front and flanks in order to screen against enemy skirmishers and spread
disorder in enemy combat formations. All skirmish bases within range of enemy
troops will fall into one of two categories: opposed or unopposed.
Opposed Skirmishers - A skirmish marker may
declare any enemy skirmish marker in any direction and within 8cm of it to be
opposed. Opposed skirmish bases are considered to be effectively
screened or "tied down" and may not fire on enemy combat bases that turn. If
uneven numbers of hostile skirmishers are opposing each other, the phasing
(attacking) player decides which markers are considered opposed, and which are
considered unopposed. Unopposed Skirmishers - Skirmish bases
not opposed by enemy skirmishers may conduct harassing fire against enemy
combat units. Each available skirmish marker may "fire" once per turn by
rolling one die (1D10) and referring to the Skirmishers section of the
Combat Chart for ranges limitations and results. Each morale hit scored on the
targeted unit(s) will lower morale by one. A normal unit becomes disordered, a
disordered unit becomes rattled, etc. Skirmish bases cannot fire at other
skirmish bases but may, if unopposed and in range, fire at the parent light
units from which the enemy skirmishers originate. All skirmish fire results
take effect at the end of the skirmish fire step, including morale hits scored
against artillery batteries.
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3.2 Artillery Fire During each
Artillery Fire segment, artillery batteries for both sides may either fire upon
enemy units or announce that they are saving their fire, which will increase
the effectiveness of their next volley. A firing battery has an effective
arc-of-fire totalling 60 degrees measured from the outer front edges of its
base. Several artillery batteries may total their points against a single
target for better effect if they do not violate the Main Target rule as
a result (see Targets). In order to conduct
artillery fire, repeat the following sequence for each battery, group of
batteries or massed battery:
Step 1: Use the range lines on the fire
chart to find the fire points for the firing batteries. Total the fire points
for all qualified batteries. Step 2: Double or halve fire points
according to the point modifiers. Step 3: Roll 1D10 and add or
subtract the applicable die modifiers. Step 4: Cross index the
appropriate line of the fire point column on the Artillery chart with
the modified die results. Above each of the die result columns are
listed the morale and base hits which the target unit(s) will suffer as a
result. An artillery battery may only fire once each
player turn (twice each full turn), although fire is not mandatory. Limbered
batteries may not fire. A battery whose morale is shaken or worse may not fire.
Damaged batteries are silenced if they also have any morale hits. Artillery may
not fire through or over friendly units, including skirmishers. All
standard artillery fire conducted during the Artillery Phase is considered
simultaneous. Batteries which suffer damage within the same phase will not have
their damage effects applied until it's end. Prolonged artillery is excepted.
Batteries which prolonged during the preceding movement will lose simultaneous
fire privilege against enemy artillery (see artillery movement).
Saving Fire - At the start of the Artillery Fire segment, any ordered,
stationary artillery battery may be announced as saving fire. The
battery may not fire that phase and must remain completely stationary. Place a
saved fire marker with the battery to represent the prepared status of
the battery. The next time that the battery fires, the fire points expended are
doubled, and the saved fire status is lost. If a battery with saved fire moves
in any way, the saved fire status is lost (this includes changing facing
or prolonging). Each artillery battery may only accumulate a maximum of
one saved fire marker at any one time. Saved fire markers may not be
stockpiled or traded among batteries. Artillery which is out of command radius
may not save fire. A battery with saved fire status receives a bonus if
involved in primary or incidental assault contact. Involvement in an assault
causes all participating batteries to lose saved fire status. (See
Tactical Bonuses in the Assault section)
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3.3 Artillery Fire Point Modifiers: Fire point
modifiers are cumulative and may cancel each other out.
- Saved Fire - Artillery which successfully
maintained saved fire status to the beginning of the artillery fire segment
will double its available fire points.
- Firing From Enfilade - Artillery with more than
half of its frontage within the 60 degree enfilade arc of an enemy target
counts as firing from enfilade. This doubles the fire points used by that
battery. Infantry squares are always enfilade targets. Units in full cover
(buildings, woods, etc.) cannot be enfiladed.
- Damaged - Artillery batteries which have
previously suffered a base hit (damage) have their fire points halved.
- Disordered+ - Artillery batteries which begin the
artillery fire step in disordered or rattled status will have their fire points
halved. Batteries with both morale and base hits (each battery may suffer one
base hit and still operate as damaged) may not fire until they becomes ordered.
Undamaged batteries which are shaken or worse may not fire until their morale
improves to rattled or better.
Enfilade Fire - In the example at left, the artillery
battery is more than half within the arc-of- fire being used as an enfilade arc
(the same angle applies to both enfilade exposure and artillery arc-of-fire).
Units A and B are facing forward and presenting their flanks to the artillery
battery, thereby allowing the artillery to double its fire points due to the
enfilade effect. Note the alignment (white arrow) of the arc to that edge of
the unit nearest the artillery battery. If the artillery battery were to the
rear of the units, the arc would be slid forward so as to be flush with the
rear edges. This is necessary due to the disparity between artillery base
frontage and infantry base depth. (drawing not to scale) |
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3.4 Artillery Die Roll Modifiers:
Die roll modifiers are cumulative and may cancel each other out.
- Firing at Deep Target - If a battery's center
of fire passes through 3 or more combat bases within the same range
bracket, it adds 1 to its die roll. The target bases do not need
to belong to the same unit, but must all be in open terrain. The deep target
modifier is not applicable against targets in woods, buildings or on the far
side of obstacles such as redoubts or rivers.
- Good Artillery Leader - Firing battery or
batteries (massed batteries must have bases touching) have a good artillery
leader attached to them (good is a rating of 1 or better). The leader
must be an artillery officer and within the chain of command of half or more of
the firing batteries.
- Firing at Cavalry - Subtract 1 from
the die roll if over half of the artillery target is made up of cavalry
bases.
- Firing at Solid or Heavy Cover - If half or more
of a target unit is in solid or heavy cover, the firing battery subtracts
1 or 2 points respectively from its die roll. (see
defense classes under Assault). Artillery may only spot and fire at
units up to ½" inside of cover.
- If an artillery battery's center of fire is
closest to the uncovered base(s) of an otherwise covered unit, the battery may
fire without cover modifiers at the uncovered portions. In such cases where the
cover modifiers are not applied against the battery, enemy bases still in cover
may not be killed as a result of that fire.
- Passing Fire - Battery is conducting opportunity
fire during enemy movement. Enemy infantry and cavalry must be within firing
battery's arc-of-fire for 8cm and 15cm of their movement respectively. Subtract
2 points from die roll.
- Firing at Skirmishers - Targets are skirmish
markers or light infantry units with one skirmisher per combat base deployed
(i.e. - fully deployed). Subtract 2 points from die roll.
- Each Level Difference - Each full elevation
level difference between a battery and its target subtracts 1
point from the die roll. This represents the unfavorable nature of plunging
fire onto lower targets and the defensive measure of using hillsides as
shields.
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3.5 Targets Main Targets -
Each artillery battery must fire at the unit which is; 1) the closest
threat, i.e. - the closest unit occupying the closest artillery range
bracket to the battery, and 2) closest to the battery's Center of Fire.
Different batteries may only converge their fire onto one unit if these rules
are not violated as a result or if a good artillery leader is attached to a
massed battery. Any individual or massed artillery battery with a qualified
artillery leader attached to it may selectively or wholly converge fire onto
any enemy targets which are in the closest threat bracket.
Secondary Targets - Secondary targets are units which
suffer collateral damage due to their close proximity to main targets. There
are two types of secondary targets: tandem and adjacent. Tandem secondary
targets may suffer damage both in place of, and in addition to the main
target. Adjacent secondary targets only suffer damage in place of the main
target. If both types of secondary targets are near a main target, an adjacent
target will only suffer hits if both main and tandem targets are
eliminated.
Tandem Target: A tandem secondary
target is any unit which is within the firing battery's frontage zone, within
the same range bracket as the main target, and no further than 5cm behind the
main target's front. Tandem secondary targets must also be in open terrain and
may not be fully deployed light regiments. Secondary targets suffer half the
number of morale hits as the main target in addition to the main
target's morale hits. They also share half of the total base hits rolled on the
artillery fire chart, always rounding down. If all bases in the main target are
killed, the secondary target(s) will always suffer the balance of the required
base hits. Adjacent Target: An adjacent secondary
target is any unit within the firing battery's frontage zone which is next to,
and within the same range bracket as, the main target. If all the bases in the
main target unit(s) are destroyed as a result of one die roll, the closest
adjacent secondary target will suffer the balance of the required base hits as
well as half of the number of morale hits suffered.
Compound Targets - If different unit types are
targeted as a result of either the Deep target or Secondary
target rules, use the modifiers most favorable to the battery.
Frontage zone - A battery's frontage zone is
an area equal to its width through which the battery fire is directed at any
one time. The frontage zone may be swung throughout a battery's 60 degree
arc-of-fire and must be free of friendly troop bases and markers in order for
the battery to be able to fire. The frontage zone should not be confused with
the arc-of-fire, which is the stationary cone-shaped zone representing a base's
available firing arc.
Passing Fire - Artillery may Pass Fire at any
enemy unit moving across its front (more than 45 degrees from perpendicular).
Batteries saving fire may not use passing fire. Those batteries which conduct
passing fire may not fire during the following artillery phase, and they do not
receive saved fire as a result of that missed phase.
Main Targets - At right is an example of the main target
rule. Batteries 1 and 2 must fire on the left infantry unit A. Batteries 3 and
4 must fire at the right infantry unit B. If the frontages of two units are
within a battery's frontage zone (as with battery 2), the battery must fire at
the unit closest to the battery's center line, in this case target unit A.
Battery 4 is allowed to fire obliquely into unit B because there are no other
targets within that range bracket which are either closer, or more directly to
the battery's front |
Secondary Targets - At left are examples of
both the tandem and adjacent secondary target rules. The front edges of all
example target units are within the same range bracket, and unit A is the main
target, with the artillery center of fire passing through it. Unit B is a
potential adjacent secondary target, and unit C, whose front is assumed to be
within 5cm of the front of Unit A, is a potential tandem secondary target. If
unit A suffers either two or three morale hits, then unit C will suffer one
morale hit. If unit A suffers four morale hits, then unit C will suffer two
morale hits. If unit A suffers three base hits, then it will be destroyed, and
the unassigned base hit will "carry over" to unit C, causing it to lose one
base. If units A and C were composed of only one base each and the same loses
were suffered, their two bases would be removed, along with one base from unit
B, which is positioned next to unit A and within the frontage zone of the
firing battery. |
Tandem Secondary Targets - At right is an example of a
tandem secondary target. Unit A is the main target, and unit B, whose front is
within 5cm of the front of unit A, is the tandem secondary target. If unit A
suffers two or three morale hits, unit B will suffer also suffer a morale hit,
which occurs in addition to that called for on the assault result. If unit A
suffers two base hits, then one is removed from unit A, but the second hit is
removed from unit B. If unit A suffers three base hits, then two bases are
removed from unit A, and one base from unit B. |
Tandem Secondary Targets 2 - At left is an example of a
tandem target in which the front formation is a very weak unit which has been
thrown forward in an attempt to protect the larger rear unit. If unit A suffers
any more than one base hit, the balance of base hits suffered will be taken out
of unit B. Morale hits carry over into unit B in the same manner as mentioned
in the previous examples. |
« 3.6 Leader
Injuries and Withdrawal Conduct the following steps after all
skirmish and artillery fire for the turn has been resolved. If no leaders were
within 8cm of artillery targets, and no morale hits have occurred, ignore this
step and move on to the Assault Phase. Leader Injuries - Roll
1D10 for each leader who was within 8cm of any unit fired upon by artillery or
skirmishers during the course of the phase. The firing artillery (if any) must
have had a modified chance to score a hit on the artillery chart. Simply
announcing fire for an impossible shot does not count. Roll on the Leader
Injury section of the combat chart to check for loss of the leaders at risk.
Both Killed and Injured results will cause the leader in question
to be immediately removed from the game. Leader Injury Die Roll
Modifiers:
- Emergency rally - Add 4 to the leader
injury die roll if the leader is attempting an emergency rally. This modifier
is used only for leaders who have been declared as attempting an emergency
rally, and is only applied to the pre-rally injury test. It is not used at any
other time.
- Enemy skirmishers - Add 2 to the leader
injury die roll is the leader is within 8cm of a unit which suffered morale
hits by enemy skirmishers. Only used during the Artillery & Skirmish Fire
Phase.
- Leading attack/defense - Add one to the leader
injury die roll if the leader is currently attached to a unit. Applicable
during both the Artillery and Assault phases.
- Each base lost nearby - Add one to the injury die
roll for each friendly combat base within 8cm which, during the course of the
current player turn was lost due to base hits or capture. Applicable during
both the Artillery and Assault phases.
- In cover - Subtract one from the die roll if half
or more of the units within 8cm of the leader are within any type of cover.
Applicable during both the Artillery and Assault phases.
Panic Hits - Execute all panic hits which occurred
as a result of morale hits inflicted on units which began the Artillery Phase
demoralized. As with other panic hits suffered outside of the assault phase,
any base hits suffered in the panic results count as deserters and are
immediately removed. |