Maurice Lite PDF
Maurice Lite PDF
Maurice Lite PDF
Markers
A base is a stand of miniatures with infantry, cavalry, or artillery figures. All other figures used in the game are Markers. The players will need to create some Disruption Markers, that can show levels of disruption between 1 and 4. The players will need some Smoke markers. A typical cotton puff is ideal for this purpose. Each player will need one marker for his army commander (CinC). It should be @1BW square. Markers are not bases; they do not exist for purposes of combat, shooting (they cant be targets), distance to the enemy, etc. It is necessary to measure the distance from the CinC to his units, so is he is there.
INF and CAV units always have four bases. ART units are always one base each. INF and CAV units are always in one of three formations: line, column, or massed. A unit in line has all of its bases abreast, in flush contact as a single line. A unit in column has all of its bases lined up one behind the other in a single column. A unit in massed has two bases in the front rank and two precisely behind them in the second rank. The massed formation is used only by cavalry. Because it has only one base, an artillery unit does not change formation. It is always in artillery formation. Whats in the Full Game
The complete Maurice game features both regular and irregular units (the latter being typical of middle-eastern or east-European armies). Players can choose National Advantages that enhance the capabilities of their units in various formations, for example adding an ability for infantry to use Massed formation. Units also have different qualities ranging from green conscripts to elite guards. In the complete game, the CinC is not the only officer on the table; the army also has Notables that represent aristocrats whose high social rank entitles them to certain kinds of subordinate commands, where their skills may or may not be to your liking. If they prove too troublesome, you can expend some of your political influence to sack them and hopefully replace them with more agreeable fellows. The game scale is flexible, so the rulebook offers guidelines for scaling up or down, to represent different sorts of historical scenarios, from the small engagements of the American Revolution, to the huge struggles of the War of Spanish Succession, the Austrian Succession, and the Seven Years War.
Column
Line
th
Fro
nt
To t he
Fr
nt
Flank line
Flank line
he To t
Flanked
An enemy unit that has half or more of its bases completely behind your front line and no part of any base directly in front, is to your flank. Otherwise, the unit is to your front.
la
nk
To
th
A unit is flanked if it has an enemy unit in contact and to its flank. There is no functional difference between being attacked in the flank and in the rear.
Forces
Every unit in the army belongs to a Force, even if that force is just a single unit. A force is a grouping of units legally linked together, that the active player has chosen to do something with. There is no limit on the number of units that may comprise a force, however there are several limits on how units may be linked as a force. Units must be in forces that are homogenous. That is: all-INF, or all-CAV, or all-ART. Units may be linked as a force only if they are in the same formation. (All in columns, for instance, or all in lines, etc.) All units of a force must be in terrain that has the same effect upon their movement. (All in open terrain, for example, or all in difficult terrain.) They do not have to be in specifically the same terrain type; two units in woods and one in rocky ground, for example, could be a single force, as all are in difficult terrain. G F In order to be legally linked as a force, units must be B H within 2BW of any other unit that they may legally form a force with. C
A
Within the limits described above, a forces composition can change throughout the game. A player might break off a single unit from a force and act with it as an individual, oneunit force, and then he might end a round with that unit linked to other units and thus now part of a new force.
If it werent for the bit of woods, these three CAV units could comprise a force. They are all CAV, all in the same formation (massed), and all within 2BW of one other unit in the force. But unit G is partially in woods, while F and H are in open terrain. And units F and H are too far from each other to form a force together. So the player is stuck with three one-unit forces.
Units A-D may comprise a single force. They are all INF units in line formation, and all within 2BW of another unit of the force. Unit E is an INF unit, and within 2BW, but in a different formation, and thus may not be part of the force.
Fla
nk
Span
In the upper left corner of each card is a purple box with a number. That is the cards Span: the maximum distance in BW from the army commander that this card may be used to activate a force. (For example, a card with a span of 8 could be used to activate a force up to 8BW from the CinC.) A player may use multiple cards for a single activation, adding together their Spans until his activation is legal. (For example: the active player wishes to activate a cavalry force to March. That force is 17BW from the CinC. The active player could declare an activation and then play a card with a Span of 12, followed by a card with a Span of 6. Their total, 18, is sufficient to activate the cavalry force.)
Modifier Symbol
If a card has a modifier symbol in the right of its banner, then it may be played as a modifying card. There are five modifying symbols: The crossed swords modify a Charge action. The bugle modifies a March action. The cannon modifies a Bombard action. The blue flag modifies a Rally action. The musket modifies Volleys.
Each player may play a maximum of one modifying card in a round. He may only play a modifying card if it has the correct symbol for the type of action that he has chosen, or that the enemy has chosen. (For example, only cards with the crossed-swords symbol may be played to modify in a round in which the active player has declared that he will charge.) Not all cards have modifier symbols. Only those which have a symbol may be played for modifiers. A player may never play more than one modifier card in a round.
Interrupt
A card with the tricorne symbol in its banner is an interrupt card. It may be played by the active player as a normal activation card, using its span. But it may also be played by the passive player, interrupting some action or activity in the active players round. In that case, it is played for its effect, as described in the text. (For example: the Unexpected Delay card can be played as an interrupt by the passive player, to complicate the active players activation.)
Interrupt
The Banner
The cards title is written in the banner.
Modifier Symbol
The musket symbol indicates a modifying card; one whose effects may be used to modify volleys. If the active side declared volleys for this round, then either player could play this card to modify.
An Interrupt Card
The passive player may interrupt the active players round by playing this card for its effect.
An Event Card
If the active player chooses to play this card as an event, he acts upon the effect text. Or he could opt to use this card for a different purpose, such as its Span of 12.
Volley Phase
The active player begins the round by declaring whether or not there will be a volley phase. If he opts not to have one, then there will be no small-arms or canister fire in this round. If he does invoke the volley phase, then eligible active-side units will fire, and eligible passive-side units will return fire, in that order.
Command Choice
After resolving any volleys for both sides, the active player then must declare his command choice for the round. He may Pass. He may play an Event. Or he may play an Action.
Passing
A player may opt to pass his round. Doing so allows him to draw three new cards from the deck, then his round is over. A player may pass even when there are no cards left in the deck. If there are no action cards left in the deck and the two opposing sides pass, one after the other in two consecutive rounds, then night has fallen and the game ends, regardless of how many cards remain in their hands.
Play an Event
A player may play a card with the E event symbol as an event, and thus follow the action described on its text. After that, his round is over.
7
Action / Choice Charge March Rally Bombard Pass Play an Event Card Draw none 1 2 2 3 none
No action. Round ends. Play card for the Event. One force is activated.
Play an Action
Most commonly, the active player will choose to play an action. There are four types of action: Charge, March, Rally, and Bombard. The active player chooses a single force, declares that he will activate it to do one of those actions, and then plays the appropriate card(s) to activate it. A player may not choose an action if there is no way for his army to do it. (He may not choose to Bombard, for example, if he has no artillery, etc.)
Notes
Card Play
Play card(s) whose Span distance to the CinC.
Activating a Force
When a player declares that he will be playing an action, he draws new card(s) from the deck, before he has to say, specifically, which of his forces will be activated, or what cards he will use to do it. For example: he says I am going to March, and then draws a card. He then declares which force will march, and he can use the card he just drew, if he wants, to activate that force. That means that he can use the new cards for activation, but not for anything else in this round. (For example: if he declared a Rally action, drew two cards, and suddenly found he had the excellent Valeur et Discipline card, he could not play that card for effect, because it is an Event, and he already committed to an activation instead. He could of course use that card for its span, in his rally activation.) The active player designates a legal force, declares that he will activate it to do one of the four actions (Charge, March, Rally, or Bombard), and then must play a card or cards from his hand, whose Span equal or exceed the distance of that force from the CinC. The distance from the CinC to a force does not have to be a straight line. The active player may trace the line so as to avoid enemy units, but the line may not pass within 1BW of any enemy unit. (Imagine the line to be the width of any handy piece of string.) A B C
CinC 11BW
Activating Forces
The British player has two forces: one comprising three units of infantry, very close to the CinC, and a force comprising three units of cavalry, 11BW from the CinC.
Activating the cavalry force would require a card or cards with a span of more than 11. Note that the cost to activate a force is measured from the CinC to the closest unit in that force. He decides instead to activate the infantry force to March, and plays a card with a span of 4, to do so. He could choose to activate just part of a force. For instance, he could activate units B and C together as a force, and march them somewhere else. That would leave A behind, as its own force for some future activation.
Playing to Interrupt
During the active players round, the passive player may have an opportunity to play a card to interrupt him. Any card with the interrupt (tricorne) symbol can be played as an interrupt. In most cases the effect of playing the card for interruption is described in the effect text, as are the instructions for when exactly the card may be played. For example: if he plays the Rough Going card as an interruption, the passive player must do so before the active player moves any units, and then the active players units will treat difficult terrain as impassable in that round. The passive player may never play more than one interrupt card in a round. (If he chooses to interrupt the active players volley phase, for instance, then he cant also interrupt his action.) He may, however, play both an interrupt card, and modifying cards, if the situation permits. Even if the passive player plays an interrupt card that allows him to do something out of the normal sequence, nonetheless the active player must still announce first whether or not he will be playing any modifying cards. An Event may not be interrupted.
No Cards?
If he starts his round with no cards, then the active player must pass. If he starts his round with no cards, and there are no cards remaining in the deck, then the players round consists of deciding whether or not to invoke volleys, followed by passing (without drawing cards.)
Reshuffle
The action deck includes two Reshuffle cards. When a player draws one, he must immediately reveal and act upon it. The players count the number of cards in the discard pile. If there are fifteen or more, then all discards are reshuffled into the action deck, and the replenished deck is placed face down. The reshuffle card is then removed from the game. If, however, there are not yet fifteen cards in the discard pile, then the reshuffle card itself, and only it, is reshuffled into the action card deck. The discards remain as they are. In either case, after having drawn the reshuffle card, and either removed it or reshuffled it, the active player may now draw a new card to replace it.
5. Terrain
For purposes of these lite rules, players should agree before setting up their units, on the types and effects of terrain: which types of terrain will be difficult for movement and bad terrain for combat, which will offer cover, and so on.
Cover
When fired upon by the enemy, or attacked in combat, a unit has cover if all of the enemys fire or attack comes through or across terrain that gives cover. If it is not clear whether the enemy fire or attack is coming through or across the cover, then ask: is it possible to draw a straight line from any point of the enemy units front, to any point of my unit, without passing through cover? If the answer is Yes, then your unit does not have cover. Typical examples of terrain that provide cover are: forests, walls and trenches.
In Water
A unit is said to be in water if any portion of its bases are in a river or stream, marsh, pond, or any other body of water, including a ford. A base on a bridge is not in water.
10
6. Movement
When a player activates a force to March or Charge, the units of that force may move. The specific additional rules for charging will be addressed in Chapter 8. This chapter will explain how to move units in general.
Movement Allowances Column Cavalry Infantry 16 12 Open 8 Massed, Line 8 4 Difficult 2 Near Enemy 4 4
A units movement depends first upon its formation. All units have a basic Movement Allowance, based upon the formation in which they begin the round. That allowance is expressed in base widths, and represents the Artillery ability of the unit to move that distance. (For example: if your movement allowance is 4, then your unit can move 4BW.) A unit may always opt not to move at all, or opt to spend less than its full movement allowance, unless it charges.
Interpenetration
No unit may ever move through enemy bases. In some cases, however, units may move through friendly bases. This is called interpenetration, and it may involve a penalty. Any unit may move through markers on the table, whether friendly or enemy, without penalty. Artillery units, and all units in columns, may interpenetrate, and be interpenetrated, without penalty to themselves. They might still cause disruption, however, to other units, if they interpenetrate those units. INF and CAV units in line or massed formations acquire a DISR each time they interpenetrate, or are interpenetrated. As with difficult terrain, a unit may not be broken by interpenetration. If either the moving unit or the stationary unit would be broken by the DISR caused by interpenetration, then the interpenetration is not permitted. In any case, a unit must have enough movement allowance remaining to carry it completely through the friendly unit. A player may not stack units, or leave any base sitting on any friendly base.
Examples of Interpenetration:
A regular infantry unit in line formation passes through a regular cavalry unit in column. The infantry acquires a DISR. The cavalry, being in column, does not. A regular infantry unit in massed formation passes through a regular infantry unit in line. Both acquire a DISR. An artillery unit passes through a cavalry unit in massed formation. The artillery unit suffers no penalty. The cavalry unit acquires a DISR.
Moving in Columns
A unit moving in a column is always only one base wide (either a single-based artillery unit, or a column.) If players need to determine whether a moving unit passes through terrain or has enough space to move around or between other bases, they should imagine a movement path for that base. The unit moves only in the direction of its front base edge, but that base may twist or turn in any direction, any number of times. Imagine a snaking path, always 1BW wide. A column that moves near the enemy may not move more than 4BW. If it began its move greater than 4BW from the enemy, and moved near the enemy, then the columns move may not total more than 4BW. If it already moved more than 4BW, then the column cant come near the enemy.
11
Retrograde
A unit that moves backwards in line or massed formation has only half of its normal movement allowance. A unit may never combine both forward and backward movement in the same round.
Wheeling
Wheeling can be done while moving either forward or backward. It has no special cost in movement allowance; the distance traveled by the unit while it wheels is simply counted as movement spent. A unit wheels forward when one corner of its forward edge remains stationary while the other corner moves, measuring the distance of movement as it goes. A unit wheels backward when one of its rear corners remains stationary while the other end of the unit moves backward. A unit may combine wheeling with forward movement in any number of ways and any sequence. It could wheel, then move forward, then wheel some more, and move forward some more, etc, as long as the unit never spends more than its movement allowance. It may do the same with wheeling and retrograde movement. (But may never move in such a way that it combines forward and retrograde movement.) 3BW 2BW 1BW 1BW 2BW 4BW
Wheeling
Because it is near the enemy, the cavalry unit has a movement allowance of 4. It spends the first 1BW wheeling to the right, and then moves forward two more BW. Then it wheels for one more BW, this time to the left. Note that although it wheeled from two different corners, the cavalry unit always used forward movement. It never combined forward and retrograde movement. The infantry unit wheels 2BW backwards. Even though its right rear corner did not move, it has covered 2BW because of the movement of its left corner. The movement is measured by the portion of the unit that moves the most.
Artillery Movement
An artillery unit is never in a column, line, or massed formation. It has only one movement allowance, and only when it is activated to March. Artillery forces may never be activated to Charge. An artillery unit has a movement allowance of 8BW, under ideal circumstances. However, two conditions might apply, either of which would reduce its movement allowance to 2BW: difficult terrain, and ending a move near the enemy. If the artillery unit will move through any difficult terrain, then its total movement may not exceed 2BW. Artillery units do not acquire DISR when moving through difficult terrain. If the artillery unit begins the round near the enemy, the active player may move it up to 8BW, as long as it ends no longer near the enemy. If, however, he wants to move the artillery in a way that would result in it still being near the enemy at the conclusion of its movement, then its total movement may not exceed 2BW.
If the artillery unit begins the round not near the enemy, and the active player wishes to move it near the enemy, then its total movement may not exceed 2BW.
Smoke
When artillery shoots, it must be marked with smoke. The smoke marker may be removed by activating the artillery specifically for that purpose, as a March action just to remove the smoke. For example, a player fires canister with his artillery in the volley phase. He thus marks the bases with smoke. He may activate the artillery force to march in that same round, but doing so only removes the smoke marker. In a later round - assuming they dont shoot again - he may then activate them to march, at which point they may move.
12
NO
YES
Changing Formation
A unit may change formation only when activated to march. Units may not change formation when activated to charge. A unit may change formation, prior to moving in any other way, and then it may move. It may not change formation after it has moved in that round.
YES
There is no cost in movement points for a formation change from a column; only the restriction that it must be done before the unit moves. Any other kind of formation change requires all of a units movement points: the unit may change its formation, but then not move for the rest of the round. Armies marched to the battle in long columns, and then turned those columns into lines by means of a series of platoon wheels, so that men ended facing perpendicular to their original line of march. You will use the same procedure to change from columns to lines, or vice-versa. The rules for formation changes depend upon the size of bases that you use. If your bases are perfectly square, then it is very easy. Each base turns 90 degrees left or right to face the new direction, and the column becomes a line. When changing from line to column, the process is reversed. If your bases are wider than they are deep, then the line will end up having a longer footprint than the column had. Turn one base in the column 90 degrees to the left or right. It must end perfectly perpendicular to the other bases. Then you will have to line up the rest of the bases, extending the direction and footprint of the unit accordingly. If there is no space to extend the units footprint, then it cant change formation. When changing from line to column, this process is reversed, by choosing one base in the line, turning it 90 degrees, and then accordioning the other bases to form it into a column. If your bases are drastically wider than they are deep, then you may have some problems when a long series of units in columns wishes to form a line of battle abreast. Ideally, each unit can move, change into a line, and then the next unit would move to follow it, change into a line, and so on, until the line of battle is formed flush. But if your bases do not permit this with ease, then you should consider rebasing your figures. (There, I said it....)
13
About-Face
Cavalry units may make an about-face prior to moving on a march action. Before moving the unit, the active player announces that it will about-face, and he turns every base in the unit backwards, without changing any bases footprint. Then he may move the unit. A unit that about-faces must end its move not near the enemy. If it cant do so, then it may not about-face. A unit may not about-face and change formation in the same round. Infantry units may not make an about-face. No unit may about-face if its force was activated to charge.
March
14
Volley
Bombard
Bombardment
A player may choose a Bombard action, which activates a force of artillery to fire at long range (bombardment) only. He may modify the fire of his bombarding units, using cards with the cannon symbol. Note that a player may invoke a volley phase in his round, in order for his infantry units to fire, and then choose a bombard action, so that his artillery units can bombard. He may not, however, activate any artillery units, if they already fired in the volley phase. He could potentially shoot with some of his artillery in the volley phase, and then activate others in the round. The artillery force that he activates, however, may not include any units that fired in the volley phase. Volleys and bombardment use the same procedure. They differ only in sequence, the limitation of range, and the fact that bombardment is an action, for which a force must be activated, whereas volleys are a free phase that occurs across the whole table.
Volley Phase
If there is any question about which bases fire upon which targets, the active player should lay down the template for his fire zone so that it lies perfectly to the front of his shooting base. The first base that the template falls upon, even fractionally, is either a friendly base or an enemy base. If it is a friendly base, then the shooter may not fire directly ahead. Otherwise, the closest enemy base that falls even partially under the template is the unit which must be the target of the fire. If the shooter either cant fire directly ahead, due to the presence of a friendly base, an obstruction, or simply a lack of targets, then he may angle the fire zone template up to 45 degrees to the left or right. An artillery unit may not bombard if it has any eligible targets at short range. 1 2
The French unit is firing upon the British unit. French bases B, C, and D all have a base within range and directly in front, so they have no difficulty determining their targets. French base A has no enemy base directly in front, so it can angle its fire up to 45 degrees. Thus it could choose to fire either upon the cavalry, or on the infantry. The French player could therefore shoot at both targets (one die against the cavalry and three against the infantry), or concentrate all four of his dice agaisnt the Britsh infantry.
The French are resolving fire from Left to Right. French base A has a friendly unit (the cavalry) intruding a bit into its fire zone. Since a friendly is directly in front of it, closer than the enemy, French-A cant shoot straight ahead. It may, however, angle its fire a bit to the right and still hit British unit 1. French base B fires straight ahead to hit British-1 Note the fire zone for French base C. A portion of British-1 is directly to Cs front, and is closer than any portion of British-2. Thus base C must fire at British unit 1. French base D fires straight ahead to hit British-2. Thus the French player rolls three dice against British-1 and one die against British-2.
Obstructions
Certain types of terrain constitute obstructions if they appear in the shooters fire zone. They may or may not also give cover to the target. Woods, entrenchments, and walls are obstructing terrain. A unit on a hill is not obstructed as long as the shooter can see it. If the shooter cant see a base, because it is on the opposite side of a hill, then he cant shoot at that base. Players will need to specify prior to the game, whether and where hills have crest lines, behind which units are concealed, or whether a unit just behind the crest can be seen. The presence of any friendly infantry, cavalry, or artillery base in the fire zone, closer than the (enemy) target, prevents fire at any range. If any portion of obstructing terrain, no matter how small, is in the shooters fire zone, prior to the target, but does not completely block the fire zone, then it is considered a partial obstruction. The fire zone ends 1BW after the obstructing terrain appears.
1BW
Partially Obstructed
The French artillery fires at the British infantry. A portion of woods appears in the French fire zone, partially obstructing it. From the first point at which those woods appear, the fire will only penetrate another 1BW, and therefore the French player can not shoot the British. There is no way for the French to change the angle of their fire zone to avoid the woods altogether, and still hit the British.
16
B A
British-A is the closest target directly to the French shooters front, and therefore must be the target. He is behind the stone wall (note that he doesnt have to be perfectly flush behind the wall), and thus the French shoot with the penalty for firing upon a target with cover. If A did not exist, the wall would still be a partial obstruction, and thus the French fire penetrates only another 1BW, and cant quite reach British-B. If B had been a little closer (less than 1BW behind the wall), and there was no British-A, then the French fire could reach B. Since B is not entirely behind the wall (i.e., the wall does not completely intervene between shooter and target), then B would not have cover. Finally, consider that if the British were shooting, A would apply a penalty because he is not perfectly behind the wall. The wall intervenes across his entire fire zone, before reaching the French, and thus the French would have cover, too. If the British moved up to be perfectly flush behind the wall, they would have cover, and the French wouldnt.
Rolling To Hit
An artillery unit firing canister rolls two dice when shooting. In all other circumstances, a unit rolls one die per shooting base. In each case, a die that scores equal or greater than its To Hit Number, scores a hit on the target. The basic To Hit number is 4+. However, certain conditions can modify a shooting die. Although modifiers are cumulative, a natural roll of six always hits, and a one always misses. A die is modified with +1 for each of the following that apply: if the target is a dense target - a unit in column or massed formation. its fire enfilades the target (the entire shooting base is behind the front line of the target base.)
Shooting
2 dice Canister per base 1 die All Others per base
A die is modified with -1 for each of the following that apply: The shooter applies a -1 modifier to his roll if his shooting unit has DISR equal or greater than half his number of bases. That means that an infantry unit with 2 or more DISR, or an artillery unit with one DISR, suffers this disrupted shooter penalty. The shooter applies a -1 modifier to his roll if the target base has cover. A shooting base applies a -1 modifier to hit if it is in bad terrain.
Roll to Disrupt
As he fires and scores hits on enemy units, the shooting player should mark those hits temporarily with dice. After he has finished all of his rolls to hit, he then goes back, in any order he wishes, to re-roll all the hits on each target unit to determine whether or not they cause disruptions. This second roll is called rolling to disrupt. The roll to disrupt an infantry or cavalry unit is 4+. The roll to disrupt an artillery unit depends upon what kind of fire it was hit by. If the hits were caused by musketry or canister (i.e., in the volley phase), then they disrupt on rolls of 4+. If they were caused by long-range bombardment, then they disrupt on rolls of 6. Disruptions are placed on the target unit immediately. In some cases this might break the unit. Disruptions are cumulative. A unit that already had one DISR and suffered two more from shooting, would now be marked with three. Whats in the Full Game
Maurice differentiates between the fire abilities of different quality units, with elites being more able to withstand punishment than green conscripts. Irregular units are dangerous in rough terrain and towns, where regular units firepower is greatly compromised, but they are no match for a regular unit, trading volleys in the open. Artillery units are best-suited for bombarding enemies with cover or in built-up areas, but also have certain considerations, given the terrain and ground condition.
-1
+1
Roll To DISR
INF or CAV target is:
4+
4+ Musketry, Canister 6
Bombardment
17
8. Charge
Charging is the only way for the active player to bring his units into contact with the enemy. The active player designates a force, declares that he wants to activate it to charge, and plays a card or cards whose span is sufficient for the CinC to activate it. At least half of the units in the force must be able to charge (i.e., it must be possible for them to contact the enemy with a charge move.) He then moves all the units of the force. The charging units must adhere to the additional restrictions imposed upon charge moves. Having moved all of his units, there are now opposing units in contact. The players resolve combats. Units can take disruptions or break, and some active units might fall back.
Combat
Charge Move
The French cavalry wheels 1BW and charges the British infantry. The total length of the charge move is 4BW. The charging unit stops at the moment of contact, regardless of the angle. It never squares up or adjusts thereafter.
A charging unit must move its full movement allowance until it contacts the enemy. A charge must end in contact with a target unit. If the active player desires, a charging unit may begin its move by making a limited wheel forward, no more than 1BW. After this wheel, the remainder of the charge move may only be directly forward to contact. As with normal movement, any distance traveled in the wheel is subtracted from the remaining movement allowance for the charge move. The wheel itself is not the charge. A unit cant contact the enemy while wheeling. It may only contact the enemy with straight-ahead movement, after completing any wheel.
18
Engagement
An attacking unit is engaged with every defending unit that contacts its front edge. If - and only if - it contacts at least one enemy on its front edge, then it is also considered to be engaged with every other enemy unit that is directly to its front and within 1BW. An active unit is attacking every passive unit that it engages. A defending unit is engaged with every unit that is attacking it.
The French activated a force of four cavalry units to Charge. Units A, B, and C, all charged British unit 2. They all contact it. French-A is engaged with British-2. And because he is in contact with one defender to his front, French-A is also considered to be engaged against British-1, who is directly in front of him and less than 1BW away. French-B is engaged only with British-2. French-C is engaged with British-2, and also with British-3, who is directly in front of him and less than 1BW away. French-D is not in physical contact with any enemy units. Therefore he is not engaged with anybody, even though British-3 is directly in front of him and less than 1BW away. From the British perspective... British-1 is engaged with French-A. British-2 is engaged with French A, B, and C. British-3 is engaged with French-C.
1 2
1BW
The French unit charged Austrian 1. He is therefore also less than 1BW from Austrian 2. It is impossible to draw lines from any base of the French unit to any part of Austrian 2, without one of those lines first hitting Austrian-1. Therefore Austrian 2 is not engaged.
1 2
1BW
In this example, the French unit overlaps just enough to engage Austrian-2, as well as Austrian-1.
19
Flanked
A passive unit may be flanked only by an enemy that physically touches its flank or rear edge. An attacker can still engage a defender whose flank is within 1BW of the attackers front, but the defender is not considered flanked unless the attacker touches the defenders flank or rear edge. 2
The French cavalry charged into contact with Austrian-2. Austrian-1 is within 1BW and directly to the front of the French unit. The French unit is also entirely behind Austrian-1s front line. Nonetheless, the French do not physically contact Austrian-1. Thus, the French cavalry is engaged with both Austrian units, but neither will be flanked.
Cover
As with shooting, a defending unit can have cover if the terrain in question intervenes completely between the attacker and the defender. That is: it is impossible to draw a straight line from the attackers front edge to the defending unit, without passing through that cover. The defending unit doesnt have to be in perfectly flush or contiguous contact with the cover; the cover merely has to be between him and the attacker.
The French charged into contact with Austrian-2. Austrian-2 is partly in the woods, but since the portions of his unit that are directly to the front of the French are all in the woods, he gets cover. (The woods intervene between the attacker and defender.)
1
2
Austrian-1 is engaged because he is within 1BW of the attacker. There is a stone wall between them. Neither side is perfectly behind or in contact with that wall, but because it completely intervenes between the attackers front and the defender, it provides cover to the defender, Austrian-1.
Combat Score
Every unit that is engaged in combat must calculate its Combat Score. This is done by considering three things: 1. Its basic combat value. 2. Any modifiers, including those from national advantages, notables, or modifying cards. 3. A die roll. A unit begins with a basic combat value, depending upon its type. That value is modified, as follows: An infantry unit on a higher elevation than all enemies receives a +1 modifier. A unit receives a -1 modifier for each disruption marked on it. A unit receives a -2 modifier if it is even partially in bad terrain. An attacking unit receives a -2 modifier if it is attacking an enemy infantry or artillery unit that has cover. It suffers this penalty even if it is also attacking other enemies that do not have cover. An infantry or cavalry unit in a column formation, or any unit that has been attacked on its flank/rear - regardless of whether it has also been attacked on its front - is a Vulnerable Unit. It receives a -6 modifier. A unit receives a variable negative modifier for being outnumbered (see below.)
Combat Score
Basic Combat Value
20
Outnumbered
Whether attacking or defending, a unit might receive a modifier for being outnumbered if it engages multiple enemy units. If it engages more than one enemy, then for each of those enemies that engages only it, the unit receives a -1 modifier. Enemy artillery units do not count toward outnumbering your unit. (You may engage any number of them without penalty.) Only enemy infantry and cavalry are counted as units for purposes of outnumbering.
B
The Austrian cavalry charged and contacted one French cavalry unit, thus engaging the second one, too. The Austrian unit is outnumbered and has a -2 modifier, since both enemy units engage only it.
Three Austrian units charged two French units. French-A is engaged with Austrian 1, which engages only it, and with Austrian-2, which engages both French opponents. French-B is engaged with Austrian-2, and also with Austrian-3, which engages only it. Both French units are therefore outnumbered; each is engaged against two enemies, one of which engages only it. Thus each French unit has a -1 modifier.
Other Modifiers
The play of modifying cards by either side can also modify a units combat score. In each case, the card specifies how and under what circumstances its play will modify the combat resolution. The range of effects provided by cards is too broad to be summarized here. It is important, in the interest of clarity and good sportsmanship, for both players to be clear about the potential effects of any cards, prior to rolling any combat dice. No matter how many negative modifiers apply, a units basic combat value is never modified below zero.
2. Resolve Attacker
Defender Attacker: 2 DISR
Fall Back
All attackers still in base contact with the enemy now Fall Back. If an active unit is no longer in contact with the enemy, it does not fall back, even if it was within 1BW and/or engaged with the enemy.
21
B C 2 3
French-B contacts Austrian-2, but is too far away (more than 1BW) to engage any other Austrian unit. French-C contacts Austrian-3, and is engaged against all three of the Austrian artillery units. (Note that C isnt outnumbered because he engages only one enemy INF or CAV unit. The ART units dont count.) The players now calculate their combat scores for each unit.
And the Outcome... Final combat scores are shown in red. Austrian-1 easily outscored all enemies engaging it. It takes 1 DISR. Austrian-2 outscored French-A, but not French-B. Thus it takes 2 DISR. Austrian-3 tied its only attacker, French-C, so it takes 1 DISR. The Austrian artillery is having bad day, however. Austrian 5 & 6 were doubled by French-C and thus break immediately. Austrian-4 was outscored, taking 2 DISR, which is enough to break an artillery unit, so it is also removed.
A
6
B
10
C
1
2
7 9
Now we turn to the French units. French-A was outscored by both enemies it engaged, so it takes 2 DISR. French-B outscored all defenders that it engaged, so it takes 1 DISR. French-C tied Austrian-3, so it takes 2 DISR. The French managed to sack the Austrian artillery park, but accomplished little else.
22
Falling Back
Attacking units have to fall back from combats if they are still in base-contact with a defending unit after all combats have been resolved. If he has multiple units that must fall back, the active player may choose the order in which he moves them. The defender never falls back. Infantry units always fall back 1BW. Cavalry units fall back 2BW. A fall back is movement directly backwards. If a unit ends its fall-back move sitting on a friendly unit, then it must keep falling back until it reaches open ground. Each friendly unit that is interpenetrated by a friendly unit that falls back through it, suffers 1 DISR. This could conceivably happen to the same unit more than once, as multiple friendly units fall back through it. The falling-back unit itself takes 1 DISR for each friendly unit through which it falls back. A unit may break as a result of additional disruptions incurred when falling back, or when a friendly falls back through it. A unit may never fall back through an enemy unit. If a unit has to fall back through terrain that is difficult for it, then it suffers an additional 1 DISR. This can break a unit. A unit that cant fall back the full distance due to the presence of enemy units or impassable terrain, is broken. A
2BW
British unit A must fall back. As a cavalry unit, its mandatory fall back distance is 2BW, directly backwards. That would, however, leave it sitting on British unit B. So unit A must keep falling back until it reaches open ground, at which point it stops. In the meantime, it causes an additional DISR to itself and to unit B.
9. Rally
A player uses the rally action to remove disruptions from the units in one force. After activating a force to rally, the active player may now make a rally roll for each unit in the force, in whatever sequence he wishes. For each unit, the player rolls a number of dice equal to its current number of disruptions. Each die that meets the Rally Number, succeeds in removing one DISR. Each die rolled to rally suffers a -1 penalty if the unit in question is in bad terrain. If the unit is presently not near (within 4BW of) the enemy, then each die applies a +1 modifier. Cards, officers, and national advantages may provide other modifiers. Regardless of modifiers, rally rolls of 1 always fail, and rolls of 6 always succeed.
To Rally 4+ 5+
Infantry Cavalry, Artillery
Modifiers
In Bad Terrain Not Near Enemy
-1 +1
Rally
23
2. Can the Passive Player Interrupt and Also Play a Modifying Card?
Yes. Remember that a player is limited to only one modifying card of each symbol per round. The tricorne that symbolizes Interrupt, is different from the other symbols that modify other actions. Thus you cant interrupt the active player more than once in a round, but you could interrupt him, and then also modify the upcoming combat or shooting. Sometimes the interrupt can change the order in which the players must declare their modifying cards. For example, the active player might invoke a Volley Phase, and then the passive player could immediately interrupt him with the First Fire card. That means that the passive side will shoot first, and thus in this rare instance, the passive player would have to declare first, whether or not he will play any modifying cards for his shooting.
3. Whole large forces sit around and do nothing! They should be allowed to move!
Of course theyre allowed to move. You just chose not to move them. The choice was always yours; you could have made them a priority, but you chose not to. Oh, I know that you felt you had no choice; if youd moved that cavalry force, then you wouldnt have been able to do the Bombard action, and you really needed to do that, and then the enemy presented his flank to you, so you had to use that Charge action, and.... But it was your choice all along. Youre the one who put your army into a situation in which events accelerated and consumed all your attention and effort, and you felt that you couldnt risk tearing yourself away from that action until it reached a climax, preferably in your favor.
But its ridiculous that the cavalry just sits in reserve doing nothing, while some other part of the army is heavily engaged!
Gamers often claim to want historical accuracy, which usually means that they want the miniature battles to resemble the descriptions of battles that theyve read in books. The overriding characteristic of historical battles was a pacing in which a portion of the army was heavily engaged for a considerable length of time, while other portions were not engaged at all, either deliberately held in reserve or simply not attacked by the foe and not given orders to attack the foe. But when is the last time you saw a wargame that looked like that? In most wargames, every unit of the army moves out to attack on Turn 1. And why not? There is usually no incentive to keep a reserve, or to make a preparatory bombardment, and there is limited time to finish the battle, so its in everybodys interest to get the whole army moving and keep it moving every turn, adjusting and re-adjusting every unit every turn. One of the traditional conceits of wargaming is that when you have your turn, you can do everything, everywhere, simultaneously. If its the movement phase, then your whole army can move. If its the combat phase, then you get to resolve all pending combats simultaneously, and so on. Is it really historically accurate to expect that your cavalry on the flank would be able to move, at the exact same convenient time that your infantry was getting into a fight in the center, just because you wanted it to? And that it would be possible to do both of these things, simultaneously, before the enemy reacted to either of them? Im not saying that one way of representing battle events is historically superior to another. Im just saying that constant, predictable simultaneity is not the way that this game does it.