Thursday 26 April 2012

"Charge" playsheet revisited.


In addition to mounting most of my armies onto multibases I have tweaked my Charge playsheet by reducing all distances by a third, this makes a lot of sense considering that I only have a six foot by four foot table.

I've copied and pasted the text below.

CHARGE!  PLAYSHEET  

TURN SEQUENCE:
ROLL FOR INIATIVE                                                            
DECLARE CHARGES
MOVE IN INIATIVE ORDER                                                
ARTILLERY FIRE SIMULTANEOUSLY
MUSKETS FIRE SIMULTANEOUSLY
FIGHT MELEES
RALLY FROM MELEE IF REQUIRED                                      
                                                                                                                     

CHARGES:
MAY PIN ENEMY WITHIN ½ MOVE
DEFENDER REACTION :       DISTANCE TRAVELLED 0-2”  NO SHOOTING, 2-4” SHOOT AT LONG RANGE IF CAVALRY, SHORT IF INFANTRY CHARGING, OVER 4” DICE FOR LONG OR SHORT RANGE FIRE.
ADD CASUALTIES TO MELEE RESULT.



MOVEMENT:
HEAVY CAVALRY: 16”
LIGHT CAVALRY: 20”
ARTILLERY: 10” LIMBERED
                          8” TO POSITION , NO FIRING
                          4” MANHANDLED , ROLL EVEN TO FIRE
LIGHT INFANTRY: 8” MOVE AND FIRE
                                  12” MOVE/CHANGE FORMATION
LINE INFANTRY: 4” MOVE AND FIRE
                                6” IN LINE , NO FIRING
                                8” 1 COY. IN LINE , NO FIRING , FORMATION CHANGE
                             10” COLUMN 4 WIDE
BATTALION GUNS: MOVE AS INFANTRY , 4” ROLL EVEN TO FIRE


ARTILLERY FIRE:
45 DEGREE ARC
CREW MINIMUM 3
NOT INTO MELEE OR 1” OF FRIENDS.


    FIELD GUNS                      

RANGE       SCORE TO HIT       SCORE FOR EFFECT                                  
    0 - 8”            AUTOMATIC         1D6 = STANDARD CASUALTIES                  
   8”- 16”               2                        1D6 = STANDARD CASUALTIES                  
16”- 24”               3                 HALF 1D6 = STANDARD CASUALTIES      
24”- 32”               4                                 “            “               “                                          
32”- 40”               5                                 “            “               “                                          
40”- 48”               6                                 “            “               “                                          

MUSKET FIRE:
CLOSE ORDER TROOPS ROLL 1D6 PER 8 MUSKETS
RANGES :  SHORT 0-4”,  LONG 4-8”

HALF CASUALTIES FOR LONG RANGE, COVER, CAVALRY, GUNNERS AND OPEN ORDER.
(COVER AND OPEN ORDER ARE NOT CUMULATIVE).

OPEN ORDER TROOPS ROLL 1D6 PER MUSKET TO HIT AT RANGES: 0-4”  SCORE 4.5.6 ,
4-8”   SCORE 5,6  ,    8-12”   SCORE 6 TO HIT.





MELEE:
OPPOSED ROLLS FOR OPEN ORDER .
HIGHEST SCORE BY MORE THAN I PIP WINS.

UNEQUAL COMBAT  i : CAV. VS. INF. , 2 CAV.VS. 1CAV. OR 2 INF VS. 1 INF.
THE PLAYER WITH THE ADVANTAGE DOUBLES HIS DIE SCORE

UNEQUAL COMBAT  ii : CAV.+ INF. VS. CAV. ,  HEAVY CAV. VS. LIGHT CAV.
THE PLAYER WITH THE ADVANTAGE ADDS A QUARTER TO HIS SCORE.

CLOSE ORDER MELEE:
ROLL 1D6 PER 10 LINE INF OR CAV OR 12 LIGHT INF IN CONTACT UP TO 4 RANKS DEEP MAY FIGHT, THE RESULT IS THE CASUALTIES AT THE STANDARD RATE.


MELEE RESULTS:
UNITS MUST RALLY FOR 1 TURN FOR EACH TURN OF MELEE , THE LOSER MUST RALLY 1 EXTRA TURN.

THE WINNER MUST HAVE A 3/2 ADVANTAGE IN CASUALTIES TO WIN

WINNERS RALLY ON THE SPOT IF WISHED , LOSERS FALL BACK 2 FULL MOVES.
RALLYING TROOPS FIGHT AT -1 , INFANTRY CANNOT SHOOT.
                                             

MORALE:
LINE INFANTRY REDUCED TO UNDER 1/2 STRENGTH , CAVALRY , GRENADIERS AND LIGHT INFANTRY REDUCED TO UNDER 1/3 STRENGTH MUST ROUT 2 FULL MOVES.
                         
Vorwarts...