Huzzah! Glorious Empires

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1 Huzzah! Glorious Empires Version 6.3 Fast-play grand tactical rules for Napoleonic wargames. By Ian Marsh. With thanks to Mike Lewis, Andy Finkel and Nigel Davie. Eagle-eyed error spotters: John Mumby. Huzzah! Glorious Empires is copyright Ian Marsh, Mike Lewis and Oozlum Games 2004, 2013 First draft: 27 August 2004, Update 6.2 (11 April 2006), Update 6.3 (18 January 2013) Huzzah! Glorious Empires is still a work in progress. It is a playtest version of a commercial, not a free, game. Some of the extras required to make it a commercial game are not yet complete. INTRODUCTION Basis Huzzah! Glorious Empires is inspired by a variant of Huzzah!, Martian Empires, created by Mike Lewis. Huzzah! Glorious Empires was formerly known as Huzzah! GTx (grand tactical express). Huzzah! Glorious Empires is a game, not a simulation. It is intended to produce a result within three or four hours of play, making it more suitable for club night games or for players who prefer a faster-paced wargame. Huzzah! Glorious Empires uses the regiment or brigade as the base unit. Measurements All measurements in Huzzah! Glorious Empires are in centimetres. Dice Huzzah! Glorious Empires uses two six-sided dice (2D6) throughout for all rolls. This is a game that rewards the player who rolls a double-one rolling low is always good. Rolling an 11 or a 12 is always a failure. Rolling a 2 (double one) is always a success. A roll of double one is a Huzzah! result. Figure scale Huzzah! Glorious Empires is intended for 15mm, 10mm, 6mm and 3mm figures, which give the best visual effect: 28mm figures can also be used because Huzzah! Glorious Empires bases are large enough. Time scale Huzzah! GTx 1

2 Turns in Huzzah! Glorious Empires allow multiple actions and viewed strictly could only be of variable duration. A turn, therefore, merely is a period in which players can try to influence the outcome of a battle. Ground scale There is no fixed ground scale because units occupy areas of influence. However, if using 5cm by 5cm bases, 1cm equals 20 metres for determining the size of battlefields and a standard ping pong table therefore presents a battlefront of about 5.5km or 3.5 miles. If using 4cm by 4cm bases, 1cm equals 25 metres for determining the size of battlefields. Recording information Huzzah! Glorious Empires is written to reduce the need to record any information or to use counters to mark units. All casualties are in whole bases of figures, and a unit can be arranged with staggered bases to show that it is disordered. Players need record only unit quality and leader quality. Bases Huzzah! Glorious Empires mounts figures on bases. All bases are square and measure the same regardless of the troop types mounted on them. The recommended base size for 15mm figures is 4cm by 4cm, but larger or smaller square bases can be used. Smaller base sizes make the game more suitable for small tables. Bases can have any number of figures on them that players desire. Figures that are based differently can be mounted or placed on temporary square bases (sabots). Bases are have strengths in hits. Hits are the amount of damage (physical and morale) that a unit can take in one turn before a base is removed. Bases may be referred to as stands; the terms are interchangeable. Troop type Hits per base Infantry 3 Irregular infantry 2 Battle cavalry 3 Other cavalry 2 Artillery 4 Divisional artillery 3 Units A unit is a formation of one or more bases in strength. A unit is typically either a historical regiment, a historical brigade or a brigade of organisational convenience for the game. For nations whose infantry regiments comprise three or more battalions, the unit is usually the regiment unless the battalions are under strength. For nations whose infantry regiments comprise only one or two battalions, the unit is the brigade. All cavalry formations are brigades. All artillery bases are the equivalent of batteries. Huzzah! Glorious Empires assumes that units will commonly be four bases strong, representing a brigade or regiment of 1,750 to 2,249 infantry or 875 to 1,124 cavalry. Huzzah! GTx 2

3 Whether a unit is a regiment or brigade, it is treated as a brigade in the hierarchy of command. It is under the control of a division officer. Glorious Empires uses the terms unit and brigade interchangeably. Artillery can be either divisional artillery or reserve artillery. Divisional artillery is the artillery allocated to infantry brigades; reserve artillery is the corps reserve pool of artillery and the corps horse artillery. A corps reserve artillery must be under the control of a divisional officer, usually the officer controlling an infantry division to which the artillery is assigned, but also potentially to a separate officer who controls only the corps reserve artillery. Corps horse artillery is under the control of the divisional officer in charge of the corps cavalry. Note that corps reserve artillery can also include horse artillery: such artillery is under the control of the divisional officer who controls the corps reserve artillery. A unit can comprise all infantry bases, infantry and artillery bases, all cavalry bases or all artillery bases. Infantry and cavalry cannot be brigaded together in the same unit, nor can cavalry and artillery. Historic formations comprising infantry and cavalry must be split into separate infantry and cavalry units. Infantry units that include divisional artillery are treated as if they were infantry. They can both fire and move, but use ranges appropriate to the infantry. The effect of the artillery is to increase the strength of the unit by one base, improving its ability to fire and fight. Divisional artillery must always be attached to a unit of infantry in its associated division; where more than one unit exists in a division, the owning player can choose to which unit the artillery is attached. A unit can include a maximum of one base of divisional artillery. Divisional artillery therefore strengthens infantry units; it also improves their fire factor. Infantry with divisional artillery attached is otherwise treated as if it were infantry. If all units in a division have artillery attached, any remaining unattached artillery in that division is treated as reserve artillery, even if it is neither horse artillery nor heavy artillery. Reserve artillery is the only artillery that can form grand batteries. A single reserve artillery base is simply known as reserve artillery; a group of reserve artillery bases formed as one unit is also known as a grand battery. A single artillery base is not a grand battery. Reserve artillery can attach only to other reserve artillery bases. Reserve artillery is the only artillery that can fire. Reserve artillery, whether as individual bases or brigaded with other artillery, can either fire or move, but not both; if it fires it cannot move. Bases of reserve artillery can attach to other reserve artillery in the same division to form a grand battery: a grand battery is two or more bases of reserve artillery attached to each other to form a brigade. A single base of reserve artillery is not a grand battery. Reserve artillery does not limber or unlimber in Huzzah! Glorious Empires it either fires and cannot move, or withholds its fire and moves. Once a grand battery is formed, it can only attach extra bases; it cannot detach bases. Some nations cannot form grand batteries. Unit size To calculate the strength of a unit in bases, divide the historical infantry strength by 500 to get the number of infantry bases, and the cavalry strength by 250 to get the number of cavalry Huzzah! GTx 3

4 bases. To determine the number of artillery bases for each corps, divide the number of pieces by 8. Round down fractions less than one half. If accurate strengths are not known, a rough guide is one base for each infantry battalion, two bases for each cavalry regiment and one base for each artillery battery. The aim is to produce a force where most of the infantry units on the side with the smallest units are four bases strong. Small historical battles and battles involving mainly understrength units may be better represented using different divisors, for example, 400 for infantry, 200 for cavalry and 6 for artillery, or even 250 for infantry, 125 for cavalry and 4 for artillery. The examples in the Army Lists all use the standard divisors of 500, 250 and 8. Unit qualities and ratings Huzzah! Glorious Empires uses variable ratings for unit quality to reflect the differing performance of troops on campaign, plus the effects of incorporating new recruits into experienced units. Variable and unknown ratings add uncertainty and therefore excitement to the game. Unit quality is defined first by the Army Lists (currently available in beta form on the Yahoo! group), which give the expected quality of troops of each type. Expected quality is defined by three grades Elites, Regulars and Militia and four classes, from A to D, within each grade. From best to worst, the classes and grades are: Elites A, Elites B, Elites C, Elites D, Regulars A, Regulars B, Regulars C, Regulars D, Militia A, Militia B, Militia C, Militia D. (Note: The Army Lists replace the former system of calculating quality based on ratings in Huzzah!, and are in the process of being created.) For example, the Army Lists define French infantry for as Regulars A, for as Regulars C, and for 1815 as Regulars B. The actual quality of a unit is only determined when necessary during the game, for example, if the unit fires or takes a morale test. Until then its potential is only known in broad terms from its expected quality. Once its quality is determined, it is fixed for the duration of the game. To determine the actual quality of a unit, determine its expected quality from the Army Lists, roll 2D6 and refer to the Unit Quality Table. This will give the rating of a unit in one of six grades, from best to worst: Veterans, Experienced, Trained, Green, Raw and Unreliable. These six grades drive the mechanics of the game. For example, French infantry rated as Regulars B becomes Trained on a roll of 6, 7 or 8. The Unit Quality Table is weighted so that the most common result for Regulars B troops is Trained. A player knows that the most common result for Regulars B is Trained, and can at worst be Green, and make decisions accordingly. Unit Quality has greatest effect on morale. If Huzzah! (double one) is rolled for a unit, that unit gains the Grognards ability if it does not already have it. Roll again to determine the actual unit quality, treating any Raw or Unreliable results as Green, and any subsequent Huzzah! as a result of 2. Huzzah! GTx 4

5 If Huzzah! (double one) is rolled for a unit that already has the Grognards ability, that unit gains the Disciplined ability if it does not already have it. Roll again to determine the actual unit quality, treating any Raw or Unreliable results as Trained, and any subsequent Huzzah! as a result of 2. UNIT QUALITY TABLE (roll 2D6) Troops Veteran Experienced Trained Green Raw Unreliable Expected quality Elites A Class Elites B Class Elites C Class Elites D Class Regulars A Class Regulars B Class Regulars C Class Regulars D Class Militia A Class Militia B Class Militia C Class Militia D Class Huzzah! GTx 5

6 Determining the quality of grand batteries In some armies it is possible for reserve artillery of different qualities to be combined into one grand battery. The lowest rated unit within a grand battery determines its quality. For example, a base of Elites D with a base of Regulars B is treated as a grand battery of two bases rated at Regulars B. Two bases of Elites D reserve artillery with one base of Regular B is also treated as Regulars B. If the quality of any bases in a grand battery is known (i.e. the quality has been determined as Veterans, Experienced, Trained and so on) the quality is determined by the lowest known rating. For example, one base of Experienced reserve artillery with one base of Trained reserve artillery is regarded as a Trained grand battery of two bases. If bases of unrolled quality join a grand battery of rolled quality, immediately roll the quality of the unknown bases. The lowest rating decides the new rating of the grand battery. For example, a Regulars B reserve artillery base forms a grand battery with reserve artillery rated as Experienced. The quality of the Regulars B battery is rolled: if the result is Green, the whole grand battery becomes Green. Because of the way that Fire Factors work, this will not materially affect the battery s firepower; it will have most effect in morale tests. Troop types Unless indicated otherwise in the Army Lists, all troops are close order troops. Exceptions include irregular troops, such as Ottoman infantry and Russian Cossacks, both of which are open order troops. In addition, some troops may be designated Skirmish infantry these are typically light troops that can fight in open order and which are suited to fighting in dense terrain. A unit must consist entirely of Irregular troops or of Skirmish troops to gain any benefits due to that troop type. Troops with Irregular or Skirmish abilities are identified as such in the Army Lists. Huzzah! GTx 6

7 SETUP AND TURN SEQUENCE A scenario should specify which side, and therefore which player, places units first and acts first. If not, the designated attacker acts first or players can roll the dice to determine who goes first (lowest wins). A scenario will also specify the number and types of units on both sides in the form of an order of battle (orbat). Scenarios will also have specific objectives. Pick-up games use armies based on points, preferably organized in advance by players, and for speed are fought over set terrain. See rules, page xx. For an encounter game, set up no closer than 80cm apart; for a battle with a designated defender, set up no closer than 60cm apart. Roll 2D6 each: the player who rolls highest starts placing units first. Each player takes it in turn to roll 2D6. The result shows the spread of units they can place: the lowest die gives the minimum number of units that must be placed; the highest, the greatest number of units that can be placed. For example, a player who rolls 3 and 5 must place from three to five units. A player who rolls 1 and 3 must place from one to three units. The player to finish placing units first becomes Player 2; the player to finish placing units last becomes Player 1. Each turn consists of two common phases, then six phases for the first player s turn and six for the second player s turn, as follows: 1. Skirmisher superiority 2. Artillery effectiveness Player 1 is the phasing player: 3. Firing 4. Orders and movement 5. Fire at chargers (Player 2) 6. Combat 7. Move officers 8. Rally Player 2 is the phasing player: 9. Firing 10. Orders and movement 11. Fire at chargers (Player 1) 12. Combat 13. Move officers 14. Rally 15. Turn ends Huzzah! GTx 7

8 Pick-up games (Notes, to be expanded. Rules under test) To do: draw pick-up maps A pick-up game is game organized quickly for the fun of playing. In Huzzah! Glorious Empires, a pick-up game is fought with two armies each composed using an identical number of points over terrain decided by one of the pick-up game maps. Players should agree a set number of points for the game. For a short game pick 3,000 points with the aim of having no more than 12 units per side: 12 is about the maximum number of units that one player can handle without spending too long deciding their moves. The players agree which armies can be used from the Army Lists, typically using a range of years, for example, 1805 to Each player chooses an army, one of which must be French or a French allied nation, and using the unit types and points per base given in the Army Lists builds that army up to but no greater than the points limit. The following restrictions apply: 1. Infantry units of any type must be at least three bases strong, including bases for attached divisional artillery; 2. Cavalry units of any type must be at least two bases strong; 3. Units cannot exceed the maximum size for their type given in the Army Lists; 4. An army must have a CinC; 5. An army must comprise at least one division, and that division must have a divisional general. Ideally, to save time, each player s army should be worked out in advance. Battlefield terrain is decided using the pick-up game maps. Certain maps are available only in particular theatres of war. Each map contains objectives that score points, and shows which side of the map is used for each player. Each player picks a map and rolls 2D6. The lowest wins and the winner s map is used for the game. The loser can then add one item of terrain to the map of a type that is already present, or take one item of terrain away. In the event of a tie, each player gets the opposing half of the other player s map as their half of the board. All pick-up games are fought as encounters: the armies set up no closer than 80cm apart. Roll 2D6 to determine who starts placing units first: highest loses and places first. Roll 2D6 to determine the minimum and maximum number of units as usual. The player who finishes placing units first becomes Player 2. After all units are placed, Player 2 and then Player 1 place officers. An officer cannot start the game attached to a unit. Huzzah! GTx 8

9 SKIRMISHER SUPERIORITY The Skirmisher Superiority phase simulates the "little war" the conflict between opposing forces' skirmishers. An army whose skirmishers are outperforming those of the enemy has an advantage when shot at because its skirmisher screen defends its units. At the beginning of each turn, both players roll to determine whose skirmishers have the upper hand. Each army has a Skirmish Factor ranging from 6 to 10 (see Army Lists). A scenario designer can specify each side's initial Skirmish Factor in advance, or each player can roll to determine it on the Army Lists before battle commences. For mixed forces, use the factor for the largest infantry contingent of the army. Modify each army's Skirmish Factor as follows: 1 if foul weather 1 if failed previous superiority test +1 if won previous superiority test +1 if skirmish line is reinforced Each player rolls 2D6: if the result is less than or equal to the modified Skirmish Factor then the army's skirmish line is being effective. A roll of 11 or 12 is always a failure. Whichever side succeeds by the greatest amount wins the skirmisher war: all firing against that side s units during the rest of the turn is at 1. Infantry, cavalry and artillery units all gain from the protection of skirmisher superiority. Huzzah! results A player who rolls Huzzah! (double one) permanently reduces the other side's Skirmish Factor by one for the rest of the battle. Subsequent Huzzah! results cause further reductions. Reinforced skirmish line A player can reinforce the skirmish line by deploying bases of infantry from units that have the Skirmish ability. If one side has deployed at least twice as many bases as the enemy into the skirmish line, then that side s skirmish line is reinforced. Some units consist entirely of Skirmish infantry, such as entire regiments of light infantry. The whole unit can, if required, be deployed into the skirmish line. Other units may have one base of light infantry; only that base can be deployed into the skirmish line. Such units are defined as having the ability of Skirmish (Limited). Bases that are deployed into the skirmish line cannot rejoin their units. Units that are disordered, routing of off-table cannot deploy skirmishers. Players can mark units that have the Skirmish Limited ability by using one base of skirmishers in place of a base of formed infantry. Units with the Skirmish ability should usually be apparent by the type of infantry used to represent them, or can be marked by placing a skirmisher figure on each base or by only using bases of skirmishers. Huzzah! GTx 9

10 ARTILLERY EFFECTIVENESS The artillery effectiveness phase determines whether an army s gunners are serving their pieces well, gauging the distances to targets accurately, and making every shot count. Artillery effectiveness is affected by ground conditions and by poor weather. At the beginning of each turn, both players roll to determine whether their armies are using their artillery effectively. Each army has an Artillery Factor ranging from 6 to 10. A scenario designer can specify an army s Artillery Factor in advance, or each player can roll to determine it on the Army Lists before battle commences. For mixed forces, use the factor for the largest artillery contingent in the army (i.e. the contingent with most artillery bases). Each side rolls only once each turn for artillery effectiveness. Artillery effectiveness affects: Firing by units that have divisional artillery attached; and Firing by reserve artillery batteries and grand batteries. Modify each army s Artillery Factor as follows: 1 if failed previous test 1 if enemy has skirmisher superiority 1 if soft ground 1 if foul weather +1 hard ground +1 if passed previous test Each player rolls 2D6: if the result is less than or equal to the modified Artillery Factor then the army s guns are being effective. It is possible for both sides to have artillery effectiveness. Huzzah! results A player who rolls Huzzah! (double one) permanently reduces the artillery effectiveness of the enemy by one. A side that rolls Huzzah! is assumed to engage in effective counter-battery fire. Huzzah! results are cumulative; only one Huzzah! result counts against an enemy in one turn. Ground conditions/foul weather These conditions are currently defined only by scenario. Soft ground can be mud or heavy snow; hard ground is sun-baked earth. Foul weather can be dense fog, heavy snow or heavy rain. Scenarios may specify that weather conditions change after a certain number of turns, for example, fog (foul weather) lifting on turn four, or soft ground becoming firm on turn six. Huzzah! GTx 10

11 FIRING Fire Factor Each unit has a Fire Factor, which is a measure of its fire effectiveness. Fire Factors are based on a unit s experience (determined using its quality in the Army Lists) and its arm as follows: Infantry Artillery Veterans 7 8 Experienced 6 7 Trained 6 7 Green 6 7 Raw 5 6 Unreliable 5 6 Infantry units with divisional artillery fire using the infantry s Fire Factor (they receive bonuses because artillery potentially increases their strength and gives bonuses if it is effective) and the infantry s ranges. Infantry brigades with divisional artillery can fire and move. Chargers, routers, and cavalry units cannot fire. Grand batteries and single reserve artillery bases can either fire or move, but not both in the same turn. Weapon Ranges The following ranges apply for weapons: Unit Range (cm) Infantry 20 Reserve foot and reserve horse artillery 60 Reserve heavy artillery 80 Artillery bases in infantry units (divisional artillery) cannot fire individually: the infantry s range and Fire Factor are used. All infantry units are assumed to benefit from artillery support; attached divisional artillery bases represent concentrated artillery support. A grand battery uses the shortest range appropriate to its constituent batteries. Procedure Any of the phasing army s units or grand batteries that can see an enemy unit can fire at it. A unit can choose its target from any that are within the arc of fire and which are neither fully nor partly blocked by another unit. If possible targets exist both at short range and beyond short range, the firer must shoot at one of the targets at short range. Only bases that can draw a clear line of sight to a target can fire that may mean that not every base in a unit can fire. Bases in a firing unit can only shoot at the same target. All bases that fire must fire together. All targets must be declared before resolving any firing. Arc of fire is 45 degrees to either side of the unit. Measure ranges from the centre of the firing unit to the centre of the closest Huzzah! GTx 11

12 visible face of the target unit. A unit can fire with fewer bases to bring a target into range or into close range. Routing units cannot fire. Units in road column cannot fire. To fire, take the unit's Fire Factor and modify by the net result of the following: 1 if firer is disordered 1 if firer is in square 1 if target has skirmisher superiority 1 if target is Irregular troops (Cossacks, Ottoman infantry) 1 if foul weather 1 if target is in soft cover (hedges, orchards, woods) 2 if target is in hard cover (walls, buildings) +1 for every two bases in the firer s front line if the firer is in the open +1 for every three bases in firing unit if the firer is in dense terrain +1 if target is at short range (under half range) +1 if firing on a target s flank or rear +1 if target is in square The following modifiers apply only if the firer has artillery effectiveness: +1 if firer has divisional artillery attached +1 if grand battery firing at a target more than one base deep +1 if grand battery contains heavy artillery +1 if grand battery firing at square Then roll 2D6. To hit, the unit must roll less than or equal to the modified Fire Factor. A unit can have a maximum modified Fire Factor of 10; any higher result is treated as 10. A unit can have a minimum modified Fire Factor of 2; any lower result is treated as 2. A roll of 11 or 12 is always a failure; a roll of 2 (Huzzah!) is always a success. The difference between the required and actual rolls is the number of hits on the enemy unit. If a Huzzah! (double one) is rolled, an extra hit is caused. A unit that rolls equal to its modified Fire Factor causes 0 hits but this still counts as a success and forces a morale test. Mark each unit that fires with a puff of smoke (cotton wool) to show that it has fired this turn. Bases are removed from the target according to the number of hits inflicted and the number of hits per base. Odd hits remain on a unit until the end of the Rally phase. Bases are removed only after resolving all firing against a unit. Because all bases in a unit are equal, it does not matter which bases are removed, although marker bases indicating the presence of divisional artillery or skirmish ability should remain if possible. A unit cannot comprise only marker bases; marker bases must be removed first if the only other base that can be removed indicates the unit s type. If a marker base is removed the unit loses that marker s ability. The owning player chooses which bases are removed and can remove them from a support rank. For example, a trained British infantry unit of three bases and one base of attached divisional artillery (with artillery effectiveness), all in one line, fires at short range at a French brigade: its base fire factor is 6, modified +2 for the number of bases, +1 for divisional artillery and +1 Huzzah! GTx 12

13 for short range, a total of 10 (the maximum possible). The player rolls 6 on 2D6: the unit succeeds with a difference of 4, thus causing four hits on the target. The French unit is three hits per base, so one base is removed with one hit left over. If any other casualties were inflicted on the French unit in that turn, then the hits would be added to that remaining one, with the result that another base might be removed. Otherwise, at the end of the turn in the rally phase, that one remaining hit is ignored and removed. Firing at chargers An infantry or artillery unit that is charged must fire at the unit charging it (it cannot choose not to fire). This is an exception to the general firing rule because the unit being charged fires in the enemy turn and because firing is compulsory. Firing is calculated at short range and takes place during the Firing at Chargers phase. Units charged by multiple units must fire at one, and only one, of the charging units (firer s choice of target). Units that begin the turn in combat cannot fire at each other. Mark units that successfully fire at chargers with a puff of smoke (cotton wool). Force backs and morale tests A unit that is hit, even if it takes 0 hits from an opponent s successful firing, must take a morale test as soon as all firing against it has finished and after any rolls have been made for the survival of attached officers. Any unit that is hit and which fails a morale test is disordered; a non-charging unit may even be forced back by the volume of fire. Any unit that fires at chargers and whose firing roll fails must also take a morale test: it can only be disorganised if it fails the test, although a disorganised unit that is disorganised a second time will immediately rout (the charging unit can automatically advance to occupy the ground or deploy into terrain previously occupied by the routers). Force backs do not affect chargers (i.e. units that advance into contact) or units that fire at chargers. Charging units that take a morale test only become disordered if they fail; a unit that charges while already in disorder, however, will rout if it fails a morale test. Any casualties caused by firing count for any force back if the chargers lose the melee. Casualties caused by firing do not affect who wins the combat; they affect only the distance that the charger retreats or routs if it loses the combat. The ability of a unit to pass the test depends on its Morale Factor. Quality Morale Factor Veteran 10 Experienced 9 Trained 8 Green 7 Raw 6 Unreliable 5 Huzzah! GTx 13

14 Adjust the unit s Morale Factor as follows: 1 for each base lost that turn 1 if facing a renowned unit 1 if friendly routing unit within 20cm 1 if an attached officer was killed this turn 2 if an attached inspirational officer was killed this turn +1 for each complete support rank (before removing losses) in good order +1 if an officer is attached +1 if an inspirational officer is attached Roll 2D6 and if the roll is less than or equal to the adjusted score then the unit is unaffected. A unit can have a maximum modified Morale Factor of 10, and a minimum modified Morale Factor of 2. A roll of 11 or 12 is always a failure; a Huzzah! (double one) is always a success. A unit that rolls Huzzah! receives the Grognards ability if it does not already have it; if it already has the Grognards ability, its acquires the ability Disciplined; if it already has the Disciplined ability, its quality improves by one (Trained troops become Experienced, and so on). If the unit fails its morale test it is disordered. A non-charging unit also falls back 5cm for each base it loses; it falls back directly to its rear, facing its original direction. A unit that receives insufficient hits to remove a base can only be disordered; it cannot be forced back (hence a unit that takes 0 hits is disordered if it fails its morale test). Reduce the force back distance by 5cm if the target is in soft cover, 10cm if it is in hard cover, and 15cm if the target is in a strongpoint; terrain has no other effect on force backs. If a unit deployed in dense terrain is forced back after reductions for cover, it is forced out of that terrain and deployed the force-back distance (less reductions for cover) away from that terrain. A non-routing unit that is forced out of dense terrain into another sector of unoccupied dense terrain automatically deploys into that new sector. A disordered unit, even if it charged into contact, immediately routs if it fails a morale test. A unit also routs if it falls back more than 15cm after reductions for soft or hard cover. A routing unit moves the greater of either its full road column movement or its force back distance directly to its rear, facing away from the enemy. If forced back through a friendly unit, a unit that falls back or routs takes an additional hit and the unit that it passes through is disordered. The unit that falls back or routs is positioned the other side of the unit that it passes through. A unit that has several units fall back or rout through it in the same phase is disordered only once. A routing unit that routs into an unoccupied sector of dense terrain takes an additional hit. It cannot deploy into that terrain. A routing unit that routs into an occupied sector of dense terrain takes an additional hit and is positioned its remaining rout distance beyond the occupied sector. A routing unit that routs into an enemy-occupied sector of dense terrain is captured and removed from play. Huzzah! GTx 14

15 A unit that falls back or routs off the battlefield is moved to the Rout Table (see Rallying, page 26), and is treated as if it had routed. Units moved to the Rout Table can re-enter play if they rally. For example, the French unit in the previous example took 4 hits and lost one base. If it is trained, its quality is 8 and its adjusted quality (for the lost base) is 7. If it rolls an 8 or more it is disordered and must retire 5cm. Note that force backs caused by firing depend on the number of bases lost; force backs caused by combat depend on the number of hits inflicted. Explanations Every two bases For every two whole bases in the front line of a unit in open terrain, it receives a +1 in firing. Hence a unit only one base strong receives no modifier, a unit of two or three bases is +1, a unit of four or five bases is +2 and so on, provided they are all in one line. A brigade arranged two bases by two has only two bases in the firing line (although it has one support rank for morale tests and rallying). Only bases that can draw line of sight to the target can fire; range is measured from the centre of the firer to nearest base of the target. Every three bases For every three whole bases in a unit in dense terrain, it receives a +1 in firing. Hence a unit only one base or two bases strong receives no modifier, a unit of three to five bases is +1, a unit of six bases is +2 and so on. Within 20cm The routing unit is in or partly within 20cm of all or part of the testing unit.. Officers and hits If a unit takes hits, then any attached officer is killed immediately if he fails his saving throw. If a unit is destroyed, then any attached officer is killed immediately; he gets no saving throw. The saving throw is equal to 12 minus the number of hits taken by the unit. If the player rolls higher than this number, the officer is killed. Hence an officer attached to a unit that has taken 3 hits must roll 9 or less to survive. An 11 or a 12 is always a failure; a Huzzah! result always succeeds. On a Huzzah! (double one), the officer leads a charmed life and his next saving throw also automatically succeeds. Huzzah! GTx 15

16 ORDERS AND MOVEMENT Command Factor Each officer has a Command Factor, which is a measure of his and his staff s ability and activity. Command Factors are based on the historical performance of a nation s officers, and are determined before battle commences using the Command Factor table in the Army Lists. An officer s quality affects his Command Factor and command radius as follows: Officer quality Command Factor Command radius Excellent 10 60cm Skilful 9 50cm Average 8 40cm Poor 7 30cm Abysmal 6 20cm Units and groups of units require orders to move, and their ability to act on their orders depends on the command rating of their leaders. Well-led troops are more likely to move as desired than badly led troops. An officer is required for each division, and a CinC is required for the army. If the army comprises two or more corps, then each corps has a corps officer. If the army consists of a single corps, then the CinC is in effect the corps officer; a separate corps officer is not used. Orders are issued by officers and can be issued either to individual units or to a command group. A command group is a division or, in a multi-corps army, a corps. Sub-commands are the constituents of a command group: the brigade or unit is the sub-command of the division; the division is the sub-command of the corps. Reserve artillery bases are treated as brigades belonging to their appropriate division (either the corps reserve artillery division or the corps cavalry division). An officer who fails when issuing an order can give no further orders that turn. In addition, the player s Orders phase ends immediately if the CinC fails an order. Once a player issues orders with an officer, that player cannot return to other officers that have already given orders. Once an officer issues orders to a command or an individual unit he cannot order other commands or individual units to which he gave orders in the same turn. Officers can issue orders to any command group or unit in their command groups provided that the group or unit has not been given orders by another officer, whether those orders succeed or fail. The CinC can: issue orders to any unit, division or corps. appoint a new officer to a command group that lost its officer in a previous turn (see Officer Movement, page xx) A side's Orders phase ends immediately if the CinC fails a command roll. If other players on the same side are still issuing orders, they must stop issuing orders and all movement of units must cease immediately, regardless of the success of those officers orders. Huzzah! GTx 16

17 A corps officer can: issue orders to his corps or to any unit or division in his corps. A division officer can: issue orders to his division or to any unit in his division. An officer who is attached to a single unit: cannot issue orders to any other unit or to any command group. Units that have officers attached can only receive and act on orders given by the attached officer. They take orders from no other officer. All officers can issue orders to: advance; retire; deploy; or manoeuvre. Grand batteries and single bases of reserve artillery cannot move (i.e. advance, manoeuvre, deploy or retire) if they fire. Infantry units can still move if they fire, whether or not they have divisional artillery attached. Units that fire should be marked with a puff of smoke (cotton wool) in the Firing phase. Routing units cannot be given orders and never act on orders given to their division or corps. Disordered units can act on orders; if they act on orders or fire, it reduces their ability to reform later in the same turn. Only officers that are attached to units move in this phase. All other officers move during the Officer Movement phase. Procedure A player who wishes an officer to give an order must state whether he wants his command or a sub-command in that command to advance, retire, manoeuvre or deploy. The ability to issue an order depends on the officer's Command Factor, modified by the net result of the following: 1 for each successive order issued to the same command group or sub-command 1 if any unit ordered fired at the enemy 1 if any unit ordered is in disorder 1 if any unit ordered is in dense terrain 1 if any units ordered are within one move of a formed enemy 1 if hesitant troops within one move of any enemy 1 if any unit is ordered to advance on a renowned unit 2 if infantry ordered to advance on cavalry within one move +1 if all units ordered are completely within the officer s command radius +1 if out of range of the enemy +1 if an officer is attached +1 if both the officer is inspirational and the order is to advance Huzzah! GTx 17

18 The net result of all modifiers is applied to obtain the officer's modified Command Factor. An officer can have a maximum modified Command Factor of 10 and a minimum modified Command Factor of 2. The phasing player rolls two six-sided dice (2D6). The order succeeds if the result is less than or equal to the officer s effective Command Factor. An order always fails on a roll of 11 or 12. An order also fails if the player does not state the type of order before rolling the dice. Orders always succeed on a Huzzah! (double one) and the player then has the option of taking a second automatically successful order of any type for the command group or unit ordered. Doing so will end the orders for that group or unit for this turn. If an order succeeds, the units ordered can act according to the order given. Units that have been given an order to advance, therefore, cannot deploy, manoeuvre or retire they can only advance. If an order succeeds, an officer can issue another order to the units using the cumulative penalty for issuing successive orders. Effects of officers on movement Units move straight through friendly officers. Units that end up on top of a friendly officer displace the officer. Officers are displaced so they are just out of contact with and behind the centre of the unit that displaced them. A unit that contacts an enemy officer captures him (the figure is removed) unless there is a non-routing friendly unit within his command radius, in which case he attaches to the nearest such unit: his figure is moved and placed in contact with the unit. Explanations Unit in disorder A unit that is in disorder is hard to control until it is reformed. A unit may be in disorder after failing a morale test, losing a combat, or being penetrated by routers. Within one move A unit is within one move of the enemy if the unit is within one move s distance, i.e. the unit could reach it on a successful advance order. A unit is also within one move of the enemy if the enemy unit could reach it in one move on a successful advance order. Terrain and facing both affect whether a unit is within one move. Formed enemy A formed enemy unit is one that is neither disordered nor routing. Fired at enemy A unit has fired at the enemy if it fired during the Firing phase, whether or not it inflicted hits. Units that fire are marked with a puff of smoke (cotton wool) as a reminder. Such units are harder to order to because of the likelihood that they will get locked into a firefight. Command group A command group is either a division or a corps. Huzzah! GTx 18

19 Sub-command Sub-commands are the constituent parts of a command group. Divisions are sub-commands of the corps; units or brigades are sub-commands of the division. Command radius Command radius is defined by the officer s command rating and is measured from the centre of the officer s base. All bases of a unit must be completely within the command radius for a bonus to apply. Dense terrain Woods and buildings are dense terrain. Woods are soft cover; buildings are hard cover. See Terrain, page 26. Renowned unit Renowned units are defined in the Army Lists. The renowned unit must be within one move for a penalty to apply. Out of range The enemy is out of range if the units being ordered are outside heavy artillery range (80cm) of the nearest enemy unit, regardless of line of sight and regardless of whether the enemy includes artillery in its strength. ORDERS Advance A unit that receives an individual advance order can move forwards up to its full movement allowance. Units in a command group can move forwards only up to the maximum move allowance of the slowest arm in that group. Cavalry ordered as part of the same group as infantry can therefore move at the maximum rate of the infantry (20cm). Advance moves are measured from the front face of the unit to the new position of the front face. Moves must be made straight ahead, but a unit is allowed a sideways drift of up to 5cm to the left or to the right. A unit that drifts must keep the same facing; it cannot pivot or manoeuvre. The drift is performed at the end of the advance move; a unit cannot advance after drifting without receiving another advance order. A unit cannot drift into contact with an enemy unit. An advance move can never be used to break contact with an enemy. An advance order is the only order than can be used to make contact with an enemy in open terrain. An advance order cannot be used to occupy or leave dense terrain unless the advancing unit is in road column and is passing through, not deploying into, the terrain. Such actions require a deploy order. Infantry, infantry with divisional artillery, or Irregular cavalry that is deployed in a sector of dense terrain can advance into an adjacent sector of dense terrain (see Terrain, page 28). If that sector is contested by the enemy, the advancing unit can engage the enemy unit in combat. A unit cannot deploy out of dense terrain into contact with an enemy: it must first deploy out of the terrain and then advance into contact. Huzzah! GTx 19

20 A unit that advances into contact with an enemy (so the units are touching) cannot act on any further orders that phase. An advance move made to contact the enemy is a charge and is always made straight ahead with no drifting allowed. A unit that advances into contact is referred to as a charger. A charger that makes contact, or would make contact, with any part of its formation other than its front face is disordered and moved backwards 5cm from the point of contact. Units are squared up on contact. If most of a charger would contact the front of an enemy unit, then the charger is squared up with the front face of the enemy. Otherwise, chargers are squared up with the closest visible face of the enemy: if one corner of a charging unit is closer than the other corner to the enemy, it is the closest corner that determines which face of the enemy is charged. When squaring up, the advancing unit must touch as much of the enemy s frontage as possible with its own frontage; the positioning of any overlap is at the discretion of the owning player, however, all of the advancing bases remain in their existing formation and cannot be rearranged. Impulsive units that are within one advance move of the enemy at the start of their Orders and Movement phase must always charge that enemy. They do not require orders to do so; they are simply moved into contact. Friendly units that overlap each other, unless executing a passage of lines, each become disordered because parts of the formations become intermingled. Movement in cm: Troops Line of battle Open order Road column Infantry Cavalry Reserve artillery Reserve heavy artillery Reserve horse artillery Officers 60 Formations are explained on page 33. Squares cannot move. Irregular troops (Cossacks and Ottoman infantry) are always in open order. Retire A unit that receives an individual retire order can move backwards up to half its full movement allowance. Units in a command group can move backwards only up to half the full move allowance of the slowest unit in that group. Moves must be made straight backwards without turning, inclining or drifting any unit. All units keep the same facing. Retire moves are measured from the rear face of the unit to the new position of the rear face. A retire move can never be used to bring a unit into contact with the enemy. A retire move can never be used to engage or to break an engagement with an enemy: such an action is only decided by resolving the engagement. Friendly units that overlap each other, unless executing a passage of lines, are both disordered. Huzzah! GTx 20

21 A unit that is within one move of an enemy and which obeys an order to retire must take a Waver Test immediately after it moves (Note: new rule undergoing playtesting). The ability of a unit to pass the test depends on its Morale Factor. Quality Morale Factor Veteran 10 Experienced 9 Trained 8 Green 7 Raw 6 Unreliable 5 Adjust the unit s Morale Factor as follows: 1 if disordered 1 if friendly routing unit within one move 1 if Hesitant 1 if Impulsive +1 if leader attached +1 if inspirational leader attached +1 if Disciplined Roll 2D6 and if the roll is less than or equal to the adjusted score then the unit is unaffected. A unit can have a maximum modified Morale Factor of 10, and a minimum modified Morale Factor of 2. A roll of 11 or 12 is always a failure; a Huzzah! (double one) is always a success. A unit that rolls Huzzah! receives the Grognards ability if it does not already have it; if it already has the Grognards ability, its acquires the ability Disciplined; if it already has the Disciplined ability, its quality improves by one (Trained troops become Experienced, and so on). If a unit fails a waver test it is disordered. A disordered unit that fails a waver test therefore routs, moving its road column movement rate directly to its rear. Deploy Units can change from any allowable formation into another allowable formation. Infantry can therefore form line of battle, road column or square. Cavalry can form line of battle or road column; Irregular troops (Cossacks and Ottoman infantry) are always in open order whether they are in line or road column. No change of facing is permitted for infantry or cavalry this requires a manoeuvre order. One base of an infantry or cavalry unit must remain stationary during deployment to anchor the position of the new formation. A unit can rearrange its bases on a deploy order. All bases must keep the same facing. Bases are typically rearranged to create or remove support ranks. A support rank is an additional rank of bases within the unit that is at least equal to the front rank in number of bases. A unit must additionally have at least two bases in the front rank to qualify for support (road columns can never, therefore, benefit from support ranks). Huzzah! GTx 21

22 Infantry with the Skirmish ability can be deployed into the skirmish line to reinforce it. On a deploy order, a unit with the Skirmish ability can deploy bases into the skirmish line to reinforce it (see Skirmisher Superiority). A unit with the Skirmish ability can deploy from one to all of its bases into the Skirmish line. If a unit deploys all of its bases into the Skirmish line and it is the only unit in the division, that division officer is removed from play. Units with the Skirmish (Limited) ability can deploy one base to reinforce the skirmish line; they then lose the Skirmish (Limited) ability. Units cannot deploy skirmishers if they are disordered. Bases deployed into the skirmish line cannot rejoin their parent units. Deployed skirmish bases are removed from play. They do not count as lost points. Skirmish ability can be indicated by a skirmisher figure used as a marker or by a base of infantry in skirmish formation. Reserve artillery can attach to another reserve artillery base in the same command group on a deploy order provided that the distance between the bases is one advance move or less for each type of artillery. Reserve artillery cannot detach from a grand battery (grand batteries must remain as grand batteries once created). A deploy order can never be used to engage the enemy in open terrain or to break off an engagement. Units can change formation in any order the player wishes, but each is moved one at a time. Friendly units that end up touching or that touch while changing formation are disordered. Infantry or infantry with divisional artillery can form square on a deploy order. Mark a square by alternating bases of the unit to face the rear. Squares cannot move. A unit in square has no flank or rear and suffers no penalties in combat against attacks made from those directions by any troop types. Infantry, infantry with divisional artillery, or Irregular cavalry that is touching an unoccupied sector of dense terrain can deploy into and occupy that sector (see Terrain, page 33). A sector of dense terrain can contain only one unit. A deploy order can be used to enter an unoccupied sector of contested dense terrain and therefore to engage the enemy that contests the terrain. Infantry, infantry with divisional artillery, or Irregular cavalry that is deployed in a sector of dense terrain can deploy out of that sector (see Terrain, page 33). A unit cannot deploy out of dense terrain into contact with an enemy: it must first deploy out of the terrain and then be given an advance order to make contact. A deploy order can be used to execute a passage of lines: a unit of infantry or cavalry can exchange places with another unit of the same arm provided that the units are both in line of battle, that they have no support ranks, that they face exactly the same direction, and that the front faces of both units are no more than one advance move apart. Both units maintain their arrangement of bases. Units executing a passage of lines are not disordered. Units that are in disorder cannot execute a passage of lines nor have a passage of lines executed on them. Brigades that are in different divisions will need a high level officer (corps or CinC) to issue Huzzah! GTx 22

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