Age of Pike & Shot (Fire & Fury Variant) Preliminary Tables

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Age of Pike & Shot: Fire & Fury variant CHARTS & TABLES Age of Pike & Shot: Fire & Fury variant CHARTS & TABLES June 15, 2003 (10:31AM) 1 MANEUVER/RALLY ROLL MODIFIERS Leadership: both in TZ and RZ. +4 max. all Leadership mods. +1 (+2 ) Leader (Charismatic ) Detached within Command Radius. +1 If Leader is Attached . Note: Leader MUST be attached if in RZ! Tactical Zone Adds/Subs: +2 To die roll if Unit is Fresh. +1 To die roll if Unit in March Column or Square . -1 To die roll per Unit’s flank or rear which is unsecured. -2 To die roll if Unit is Spent. -3 To die roll if unit is Disordered Cavalry attempting to Charge. Reserve Zone Adds/Subs: +3 To die roll if First Turn of Game. +4 To die roll if Successful Reserve Movement Previous Turn. +1 To die roll per Reserve Movement Failure on Previous Turn(s). -1 To die roll if Disordered or Irregular -1 To die roll if No Leader is Attached in RZ (except on 1 st Turn)! -2 To die roll if Unit Disengaging from Enemy (from TZ to RZ). All Tactical and Reserve Modifiers are Cumulative. Irregular troops are ALWAYS treated as Disordered in TZ, but not in RZ. Impetuous troops only use Column 3 when in good order in the TZ. SEQUENCE OF PLAY 1. Initiative Inter-Phase . Players roll off modified die to determine who has the option of proceeding first. Adjust for CinC initiative. Automatic if Enemy Army Commander is Attached, or goes to higher CnC init.iative if both Commanders are Aattached. 2. 1st Player Turn . a. Maneuver/Rally Phase . - Replace, attach & detach Leaders. - Reserve Movement. - Tactical Movement. - Move Detached Leaders . b. Shooting/Fire Phase . First all enemy, then all friendly Fire is resolved. c. Charge Combat Phase . Both sides simultaneously resolve all Charges, Counter-charges and/or Breakthroughs, applying results immediately. 3. 2nd Player Turn. Resolved just as the First Player. Repeat 1 through 3 above until end of game. Brigade Effectiveness/Condition Table . Elite Regular Conscript 2 / 1 / - 2 / 1 / - 2 / - / 1 3 / 2 / - 3 / 2 / 1 3 / - / 2 4 / 2 / 1 4 / 3 / 2 4 / - / 3 5 / 3 / 2 5 / 4 / 3 5 / 4 / 3 6 / 4 / 2 6 / 5 / 3 6 / 5 / 4 7 / 5 / 3 7 / 5 / 4 7 / 6 / 4 8 / 5 / 3 8 / 6 / 4 8 / 7 / 5 9 / 6 / 4 9 / 7 / 5 9 / 8 / 6 # stands for Fresh condition / Worn / Spent MANEUVER/RALLY EFFECTS CHART Die Roll GOOD ORDER and in Reserve Zone DISORDERED or Irregular in Tactical Zone IMPETUOUS in Good Order in Tactical Zone 0 or less Retreat Full Move. Reserve, no change. Rout. Retreat Full Move Disordered. 1 - 2 Retreat ½ Move. Reserve, no change. Retreat Full Move take 1 “hit”. Retreat ½ Move. 3 - 4 Hold Ground. No move or form. chg. Reserve, no change. Hold Ground. Hold Ground. 5 - 6 ½ Move , no formation change. Reserve Rally , (ex. irreg.) but no move. Rally & Hold Ground. ½ Move , no form. change. Must charge if can but Disordered. 7 - 9 Full Move . Reserve Rally , (ex. irreg.) and Full Move Rally & Move ½ . No form. change. Full Move , incl. form. change. Must charge if can. 10 + Full Move . Reserve Rally (incl. irreg.) and Full Move Rally & Full Move. Artillery Actions: No roll! 2 Actions <1721 ; 3 Actions 1721> Move Full 2 Limber or Unlimber 2 Move ½ 1 Movement Rates Chart Unit Basic Column 1 Rough 2 Ford Light Infantry 8" 9" 5" -2" Line Infantry 6" 9" 3" -2" Heavy Infantry 5" 9" 2" -2" Light Cavalry 15" 12" 5" -3" Line Cavalry 12" 12" 3" -3" Heavy Cavalry 9" 12" 2" -3" Light Artillery 8" 3" -4" Medium Artillery 6" 2" -4" Heavy Artillery 4" 1" -4" Leaders & Staff 12" 12" 4" -2" 1 Road movement (in Column only) 18" foot (2 mph), 27" horse (3 mph). 2 All non-Light Infantry or Cavalry is disordered moving in Rough unless in Column formation. “Passage of lines” through Line or Heavy troops is a of basic movement. Inf may not pass through Cav (ex. Lights) & vice versa. Fallen Leader Table : Whenever a “pure” roll of “10" is made against the unit(s) any leader is attached to. Die Roll 1-5 Leader Disabled and replaced after 1 Full Turn. Die Roll 6-10 Leader Survives. Modify Die Roll -1 per “hit” taken by attached unit, or if Charismatic !

Transcript of Age of Pike & Shot (Fire & Fury Variant) Preliminary Tables

Page 1: Age of Pike & Shot (Fire & Fury Variant) Preliminary Tables

Age of Pike & Shot: Fire & Fury variant CHARTS & TABLESAge of Pike & Shot: Fire & Fury variant CHARTS & TABLES June 15, 2003 (10:31AM)1

MANEUVER/RALLY ROLL MODIFIERSLeadership: both in TZ and RZ. +4 max. all Leadership mods.+1 (+2) Leader (Charismatic) Detached within Command Radius.+1 If Leader is Attached. Note: Leader MUST be attached if in RZ! Tactical Zone Adds/Subs:+2 To die roll if Unit is Fresh.+1 To die roll if Unit in March Column or Square.-1 To die roll per Unit’s flank or rear which is unsecured.-2 To die roll if Unit is Spent.-3 To die roll if unit is Disordered Cavalry attempting to Charge.Reserve Zone Adds/Subs:+3 To die roll if First Turn of Game.+4 To die roll if Successful Reserve Movement Previous Turn.+1 To die roll per Reserve Movement Failure on Previous Turn(s).-1 To die roll if Disordered or Irregular-1 To die roll if No Leader is Attached in RZ (except on 1st Turn)!-2 To die roll if Unit Disengaging from Enemy (from TZ to RZ).

All Tactical and Reserve Modifiers are Cumulative.Irregular troops are ALWAYS treated as Disordered in TZ, but not in RZ.

Impetuous troops only use Column 3 when in good order in the TZ.

SEQUENCE OF PLAY

1. Initiative Inter-Phase. Players roll off modified die to determine whohas the option of proceeding first. Adjust for CinC initiative.Automatic if Enemy Army Commander is Attached, or goes to higherCnC init.iative if both Commanders are Aattached.

2. 1st Player Turn.a. Maneuver/Rally Phase.

- Replace, attach & detach Leaders.- Reserve Movement.- Tactical Movement.- Move Detached Leaders.

b. Shooting/Fire Phase. First all enemy, then all friendly Fire isresolved.

c. Charge Combat Phase. Both sides simultaneously resolve allCharges, Counter-charges and/or Breakthroughs, applyingresults immediately.

3. 2nd Player Turn. Resolved just as the First Player.Repeat 1 through 3 above until end of game.

Brigade Effectiveness/Condition Table.Elite Regular Conscript

2 / 1 / - 2 / 1 / - 2 / - / 1

3 / 2 / - 3 / 2 / 1 3 / - / 2

4 / 2 / 1 4 / 3 / 2 4 / - / 3

5 / 3 / 2 5 / 4 / 3 5 / 4 / 3

6 / 4 / 2 6 / 5 / 3 6 / 5 / 4

7 / 5 / 3 7 / 5 / 4 7 / 6 / 4

8 / 5 / 3 8 / 6 / 4 8 / 7 / 5

9 / 6 / 4 9 / 7 / 5 9 / 8 / 6# stands for Fresh condition / Worn / Spent

MANEUVER/RALLY EFFECTS CHART

DieRoll

GOOD ORDERand

in Reserve Zone

DISORDEREDor Irregular

in Tactical Zone

IMPETUOUSin Good Order

in Tactical Zone

0 orless

Retreat Full Move.Reserve, no change.

Rout. Retreat Full MoveDisordered.

1 - 2 Retreat ½ Move.Reserve, no change.

Retreat Full Movetake 1 “hit”.

Retreat ½ Move.

3 - 4 Hold Ground. Nomove or form. chg.Reserve, no change.

Hold Ground. Hold Ground.

5 - 6 ½ Move, noformation change. Reserve Rally, (ex.

irreg.) but no move.

Rally &Hold Ground.

½ Move, no form.change. Mustcharge if can

but Disordered.

7 - 9 Full Move.Reserve Rally, (ex.

irreg.) and Full Move

Rally &Move ½ . Noform. change.

Full Move, incl.form. change.Must charge

if can.10 + Full Move.Reserve Rally (incl.

irreg.) and Full Move

Rally &Full Move.

Artillery Actions: No roll! 2 Actions <1721 ; 3 Actions 1721>

Move Full 2 Limber or Unlimber 2 Move ½ 1

Movement Rates ChartUnit Basic Column1 Rough2 Ford

Light Infantry 8" 9" 5" -2"

Line Infantry 6" 9" 3" -2"

Heavy Infantry 5" 9" 2" -2"

Light Cavalry 15" 12" 5" -3"

Line Cavalry 12" 12" 3" -3"

Heavy Cavalry 9" 12" 2" -3"

Light Artillery 8" 3" -4"

Medium Artillery 6" 2" -4"

Heavy Artillery 4" 1" -4"

Leaders & Staff 12" 12" 4" -2"1 Road movement (in Column only) 18" foot (2 mph), 27" horse (3 mph).2 All non-Light Infantry or Cavalry is disordered moving in Rough unless

in Column formation. “Passage of lines” through Line or Heavy troops is aa of basicmovement. Inf may not pass through Cav (ex. Lights) & vice versa.

Fallen Leader Table: Whenever a “pure” roll of “10" is made against

the unit(s) any leader is attached to.Die Roll 1-5 Leader Disabled and replaced after 1 Full Turn.Die Roll 6-10 Leader Survives.

Modify Die Roll -1 per “hit” taken by attached unit, or if Charismatic!

Page 2: Age of Pike & Shot (Fire & Fury Variant) Preliminary Tables

Age of Pike & Shot: Fire & Fury variant CHARTS & TABLESAge of Pike & Shot: Fire & Fury variant CHARTS & TABLES June 15, 2003 (10:31AM)2Shooting Range & Fire Points Chart

Fire Points per Stand firing

Unit Rng. FP

Light Infantry 3" 3

drilled Line Infantry 2" 4

all other Infantry (if any) 2" 3

Light & irreg. Cavalry 2" 1

Line Cavalry (if any) 1" 1

ArtilleryHeavy (all other)max. rangetortion 9"bombards 12"cannon 15" up 1 range shift per contour (not ##4")

##2" 11 (9)

2-4" 8 (5)

4-8" 6 (4)

8-12" 4 (3)

12"> 3 (2)

Shooting Modifiers:x2 Each stand shooting from enfiladex½ Each unit Disordered (but NOT irregulars), or damaged arty.+1 (+2) Target is massed or changing formation (3 or more ranks).+1 Target is limbered artillery.+1 +2 Shooting with Regular Artillery (Elite Artillery)+2 Shooting with Light infantry.-1 Target is Light or skirmishers.-1 -2 -3 Target in light, moderate, heavy cover.All 2nd rank of Lights, integral Archers, “true” caracole Cav may alsocontribute Fire Points to the combat.Units defined as LINE or HEAVY will take 2 “hits” before losing a stand on

the third. Units that are LIGHT and/or irregular will only take 1 “hit”,then remove a stand on the second.

Apply “hits” and stand losses, and resulting loss of effectiveness(condition) immediately.

SHOOTING / FIRE EFFECTS CHARTTOTA

LFPs

EffectiveFire

HeavyFire

DeadlyFire

DestructiveFire

1 11+

2-3 10+

4 9+

5 8 to 10 11+

6-7 8 to 9 10+

8-9 7 to 9 10+

10-11 6 to 8 9+

12-14 5 to 7 8 to 10 11+

15-19 4 to 6 7 to 9 10+

20-24 3 to 5 6 to 7 8+

25-29 2 to 4 5 to 6 7 to 9 10+

30-34 1 to 3 4 to 6 7 to 8 9+

35-39 0 to 2 3 to 5 6 to 7 8+

40-44 0 to 1 2 to 4 5 to 6 7+

45-49 0 to 1 2 to 3 4 to 5 6+

50+ -1 or less 1 to 2 3 to 4 5+

ADJUSTED DIE RESULTFire Effects Detail:

EFFECTIVE FIRE Target unit takes 1 hit.HEAVY FIRE Target unit takes 1 hit and disordered.DEADLY FIRE Target unit takes 2 hits and is disordered.DESTRUCTIVE FIRE Target unit takes 3 hits and is disordered.Artillery takes 1 fewer “hits” if target. Disordered = Silenced.

Charge Combat Modifiers:+1 (+2) Leader (Charismatic Leader) attached.+2 or +1 Unit rated Elite or Regular.+2 Unit is Fresh.+1 Breakthrough charge.+1 Supported (but not also participating).+1 (+2) Armored front rank unit (Heavy Armor).+1 Pike- or Lance-armed.+2 Melee-armed Infantry.+1 +2 +3 Outnumber Opponent 50%;100%;200%+1 +2 +3 Defender in lt, mod, or hvy Cover.+2 or -3 Cavalry charging infantry in Open, not in

Square if within ##4", or if 4">.-1 or +3 To Defender already in Square if charged

by Infantry or Cavalry.-1 Per “hit” taken this Fire phase.-2 Light vs. Line.-2 Unit is Spent. or Disordered.-1 or -2 Trotting or Caracole Line/Hvy. Cavalry.-3 To Defender if hit in flank or rear.

CHARGE COMBAT EFFECTS CHARTDiff. Charge Combat Effects8+ Defender Retreats full move Disordered, taking 3 “hits”. Attached leader and

artillery stands captured. Attacker MUST make ½ move Breakthrough.

4 to 7 Defender Retreats ½ move Disordered, taking 2 “hits”. Attacker must occupyposition and MAY make ½ move Breakthrough.

1 to 3 Defender Retreats ½ move Disordered, taking 1 “hit”. Attacker occupies position.

0 Locked in Combat. Both sides Disordered, taking 1 “hit”. Continue charge combatand roll die again with adjusted modifiers.

-1 to -3 Attacker Retreats 2" Disordered, taking 1 “hit”.

-4 to -7 Attacker Retreats ½ move Disordered, taking 2 “hits”.

##-8 Attacker Retreats full move Disordered, taking 3 “hits”. Attached leader captured.Line and Heavy Cavalry always Disordered after Charge combat (inc. Counter-charge).Line and Heavy Infantry, Lancers & march column - 2nd rank of stands participate in the Combat.Pikes - 2nd AND 3rd ranks of stands participate in the Combat.Lights - ½x 2nd rank of stands participate in the Combat.