Page 1 - Warfare in the Age of Napoleon
P. 1

Sequence of Play                                                             Playtest version 5.0 April 2018
                                                     Victorian Colonial Combat
                 1.  Brit Art/MG/rocket                  By Tod Kershner              Leader Hits Check if a 6 (d6) is
                    fire. Leader hits.                                                rolled or a 3(d3) in fire or melee.
                    Native morale checks             Movement
                                                                                      Procedure: Roll 2d6 and leader
                                                     Foot           1                 is hit on 12 at long range, 11-12
                 2.  Native Art/MG/rocket            Rockets        1 (no fire)
                    fire. Leader hits and            Wagons         1                 at medium range, 9-12 if at close
                    Brit morale checks.              Cav/cam        2                 range or in melee.
                                                     MGs            1 (no fire)*      Effect of leader hits: 2d6
                 3.  Native rally                    Art            0 *
                    and movement                     * May pivot - counts as          2-4 Leader jauntily declares “I

                                                     movement for shot.               will piss on the man who did
                 4.  British rally and                                                this”! His men love it. +1 to
                    movement                                                          next morale check.
                                                   Firing Rockets Procedure
                 5.  British small arms                                               5-9 One wound*
                    fire/leader hits. Native       Designate target box. Roll 1d6. If
                    morale checks.                 die score is 5-6 it hits the target. If   10-11 Two wounds*
                                                   1-4 the shot will drift. See section 1
                 6.  Native small arms             for details. If hit, units in the box     12 Toast
                    fire/leader hits.  British     check morale at -1 for infantry and             *3 wounds = toast
                    morale checks.                 -2 for cavalry.

                 7.  Melee and leader hits.                                           Morale 1d6

                 8.  Melee morale checks.                                             Procedure: add up total number
                                                                                      of bases/gunners in the unit
             Firing Procedure: 1 die per                                              including the leader base
             infantry base or gunner figure.                                          add/subtract modifiers. Must roll
             Adjust for modifiers in the                                              that number or less to pass.
             listed order and roll total
             number of dice.  Add dice pips                                           Morale modifiers to die roll
             together and total=hits. Round                                           +1 Elite unit
             up. Never less than 1 die.                                               +1 In square (regulars only)
                                                                                      +2 Army Commander in box
             Firing Ranges (boxes):             Melee                                 -1 Raw unit
                                                                                      -1 Foot hit by rockets
                          close/med/long        Procedure: 1 die per base including
             Musket        1      2     NA      leader base.  Adjust for modifiers in   -2 Mounted hit by rockets
                                                                                      -2 Flanked (note that units in square
             Rifle         1      2      3      the following order and roll total    formation may never be flanked).
             Machine gun   2      4     6       dice (round up). Total pips = hits.
             Artillery     3      9     12
             Rockets       Unlimited            Melee modifiers:                      Effects of failing morale 1d6
                                                                                           Missed by 1 = Take 1d6 hits
             Firing modifiers: (round up)       Charging         +1d6
             Vs mounted  +1 die                 Elite            +1d6                and carry on.
                                                                                           Missed by 2 = Break contact
             Elite units   +1 die               Raw units        -1 d6               and go prone in same box.*
             Raw units   -1 die                 Vs Flank          Double dice
                                                                                           Missed by 3 = Retreat 1 box
             Close range:  Double dice          Lancers vs broken  Double dice       and go prone.*
             Long range  1/2 dice               Supporting unit   ½ dice                   Missed by 4 or more =
             Firer moved   1/2 dice             Mtd vs Dervish foot ½ dice frontal only   Broken. Retreat 2 boxes and go
             Firing prone  ½ dice               Broken unit       ½ dice              prone. May not move or shoot
             Vs prone    1/2 dice               Vs uphill         ½ dice              until rallied.
             Vs soft cover 1/2 dice             Vs soft cover     ½ dice                   *May shoot but must rally to
             Vs hard cover1/4 dice              Vs hard cover          ¼ dice         move.
                   Never less than 1 die.              Never less than 1 die.
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