summary sheet 1644high res
TRANSCRIPT
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7/30/2019 Summary Sheet 1644high Res
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1 Intention Phase
2 Declaration phase
3 Support phase
4 Rout phase5 Charge phase
6 Movement phase
7 Artillery phase
8 Shooting phase
9 Melee phase
10 Rally phase
SEQUENCE OF PLAYA routing unit may rally if:
1 It did not begin to rout that turn
2 It has not been fired at during the turn3 It is not being pursued
4 There are not more routers than non-routers
within 8
5 At least 50% of numerical strength remaining
Rally Test
Roll a D6: 0-3 Fail; 4+ Rally
Modifiers: +1 Elite; +1 General; -1 Raw
RALLY
Shaken move
Must follow up in combat
May recover normal command following
reform testDisrupted move
Must follow up in combat
number firing/fighting
May recover normal command following
reform test
Lost move
Must follow up in combat
number firing/fighting
May not charge
May recover normal command only with
general or by retiring to own base line
Command Test1 On casualty damage roll of 6
2 If pushed back adding difference in casualties
3 Friends rout within 8
4 Routers pass within 4
5 General killed/routed within 8
6 Hit by grape shot
7 Evading
8 Failed charge (if command normal)
9 Not following up (if command normal)
10 Melee opponent destroyed (if command normal)
11 Ending pursuit or holding (if command normal)
12 Disruptive terrain (if command normal)
Command Test D6Less than 0 Lost
0-1 Disrupted
2-3 Shaken
4+ No effect
Modifiers: +1 Elite; +1 General; -1 Raw
COMMAND
Test if wishing to hold following opponents rout:
CommandD6 Normal Shaken Disrupted Lost
0- 3 Pursue Pursue Pursue Pursue
4-5 Hold* Pursue Pursue Pursue
6 Hold* Hold Pursue Pursue
7+ Hold* Hold Hold Pursue
* test command
Modifiers: +1 Elite; +1 General; -1 Raw
PURSUIT TEST
Infantry 4 Artillery 2/8
Cavalry 8 Light artillery 4/8
Difficult Ground rate
Very difficult Ground rate
Extremely difficult Ground rate infantry only
Linear Obstacles move to cross
Turn 90 or 180 move Change Frontage:
Wheel rate by 1-4 models free
Mount/dismount move by 5-8 models move
by 9-12 models entire move
MOVE RATES
TERRIAN
MANOEUVRE
CHARGE REACTIONS1 Stand
2 Stand & Fire at 2D6; pistols D6
3 Evade not infantry
4 Countercharge not infantry versus
cavalryReaction distance = D6 if enemy infantry
Reaction distance = 2D6 if enemy cavalry
5 Supporting charge unengaged cavalry only
Reaction distance = D6
ROUTSUnit routs if:
1 Unit with lost command is pushed back
2 Unit with lost command suffers further
depletion
3 Changed in flank/rear and unable to face
4 Caught evading
REFORMING1 Must not be engaged in melee
2 May not shoot
3 Must remain stationary or reform back
4 May adopt any formation
5 May face any direction
6 If in melee or evading you may not reform
7 Test to recover command if depleted
Test to recover Command
Must have at least 50% numerical strength remaining
Roll a D6: 0-3 Fail; 4+ Recover normal command
SUMMARY SHEET
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7/30/2019 Summary Sheet 1644high Res
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No. Of Fire FactorTroops
1
23
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
2728
29
30
31
32
0.0
0.00.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.6
0.6
0.6
0.6
0.6
0.6
0.6
0.6
0.6
0.5
0.5
0.5
0.5
0.5
0.5
0.5
0.50.5
0.5
0.4
0.4
0.4
0.0
0.00.0
0.0
0.6
0.6
0.6
0.6
0.6
0.5
0.5
0.5
0.5
0.5
0.4
0.4
0.4
0.4
0.4
0.3
0.3
0.3
0.3
0.3
0.2
0.2
0.20.2
0.2
1.0
1.0
1.0
0.0
0.00.6
0.6
0.5
0.5
0.5
0.4
0.4
0.3
0.3
0.3
0.2
0.2
1.0
1.0
1.0
1.6
1.6
1.5
1.5
1.5
1.4
1.4
1.3
1.3
1.31.2
1.2
2.0
2.0
2.0
0.0
0.60.6
0.5
0.4
0.4
0.3
0.3
0.2
1.0
1.0
1.6
1.6
1.5
1.4
1.4
1.3
1.3
1.2
2.0
2.0
2.6
2.6
2.5
2.4
2.4
2.32.3
2.2
3.0
3.0
3.6
0.0
0.60.5
0.4
0.3
0.3
0.2
1.0
1.6
1.5
1.5
1.4
1.3
1.2
2.0
2.0
2.6
2.5
2.4
2.3
2.3
2.2
3.0
3.6
3.5
3.5
3.43.3
3.2
4.0
4.0
4.6
0.6
0.50.4
0.3
0.2
1.0
1.6
1.5
1.4
1.3
1.2
2.0
2.6
2.5
2.4
2.3
2.2
3.0
3.6
3.5
3.4
3.3
3.2
4.0
4.6
4.5
4.44.3
4.2
5.0
5.6
5.5
0.6
0.50.4
0.3
1.0
1.6
1.5
1.4
1.3
2.0
2.6
2.5
2.4
2.3
3.0
3.6
3.5
3.4
3.3
4.0
4.6
4.5
4.4
4.2
5.0
5.6
5.55.4
5.3
6.0
6.6
6.5
0.6
0.50.3
0.2
1.6
1.5
1.4
1.2
2.0
2.5
2.4
2.3
3.0
3.6
3.4
3.3
3.2
4.6
4.5
4.3
4.2
5.0
5.5
5.4
5.2
6.0
6.66.4
6.3
7.0
7.6
7.5
0.6
0.4 0.3
1.0
1.5
1.4
1.2
2.0
2.5
2.3
2.2
3.0
3.5
3.3
4.0
4.6
4.4
4.3
5.0
5.5
5.4
5.2
6.0
6.5
6.3
6.2
7.6 7.5
7.3
8.0
8.6
8.4
0.6
0.40.2
1.6
1.4
1.3
2.0
2.5
2.3
3.0
3.6
3.4
3.2
4.6
4.4
4.3
5.0
5.5
5.3
6.0
6.6
6.4
6.2
7.6
7.4
7.3
8.08.5
8.3
9.0
9.6
9.4
0.5
0.3 1.0
1.5
1.3
2.0
2.5
2.3
3.0
3.5
3.3
4.0
4.5
4.3
5.0
5.5
5.3
6.0
6.5
6.3
7.0
7.5
7.3
8.0
8.5
8.3
9.09.5
9.3
10.0
10.5
10.3
0 1 2 3 4 5 6 7 8 9 10Weapon Chart
Short range Medium range Long range
Musket 6 12 18
Carbine 3 6 12Horse Pistols None 3 6
Bow None 12 18
Crossbow 6 12 18
Rifle 8 16 24
Modifiers
Long range -1 Short range +1
Firing & moving -1 First shot musket +1
Standing & firing -1 Target in cover -1
Target artillery -2 Heavy armoured target
Armoured target med/long range -2
long range -1
Musket armed foot not in cover fire in 2 ranks. All othersfire in 1 rank.
Musket armed mounted dragoons may not move and fire
Foot with bows may move and fire
Other cavalry and foot may move and fire
Troops crossing a linear obstacle may not fire
SHOOTING
Models eligible to fight:
Cavalry 1st round frontal base-to-base only
2nd round + up to 4 on each flank
+ 2nd rank
3rd round + 3rd rank
per round + 1 extra rank
Pike 4 ranks unless: Unit on difficult ground
Pushed back last turn
Others Frontal base-to-base contact
Melee Results
Losers 2 push back + command test
Winners Follow up or halt and take command test
Infantry never follow up cavalry they have pushed back
Modifiers
+1 Charging/countercharging+1 Won previous round
+1 Cavalry charging/countercharging at least 3
+1 Cavalry won previous melee round
+1 Cavalry lancers charging/countercharging at least 3
+1 More heavily armoured than enemy
-2 Fighting against held buildings
-1 Fighting against other held cover
-1 Cavalry charging against held cover
MELEE
DAMAGE CHART
Test for combat modifier for troops charging pike who are
not themselves 50% + pike-armed
CommandPike/musket Normal Shaken Disrupted Lost
3/1 -D6 -D3 -1 0
2/1 -D3 -1 0 0
1/1 -1 0 0 0
Less 0 0 0 0
POINT OF PIKE CHART
ARTILLERYArtillery to Hit Chart
Heavy guns Range 48; Light Guns Range 24;Grape 6
0-12 12-24 24-48
D6 To Hit 2 4 6
+1 target in 3 or more ranks
-1 target in cover
Minimum to hit is 2
Artillery Damage ChartRoll a D6 1 2 3 4 5 6
Light guns 1 1 1 1 2 C
Other guns 1 1 1 2 3 CGrape shot 1 2 3 3 3 4
-1 casualty if target artillery
C = reroll and take command test
Take a command test following all grape hits
SUMMARY SHEET