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.