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NASHCON Mars La Tour

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Nashcon Quick Start:<br />

<strong>Mars</strong>-<strong>La</strong>-<strong>Tour</strong> 1870<br />

“It will cost what it will!” - Adalbert von Bredow,<br />

immediately before leading the famous “Deathride”<br />

of the Prussian 12th Cavalry Brigade at <strong>Mars</strong>-<strong>La</strong>-<br />

<strong>Tour</strong>.<br />

Our game at Nashcon will be a key battle from the Franco<br />

Prussian War and a new set of rules: Bloody Big Battles.<br />

The following will get you into the game quickly.<br />

<strong>Mars</strong>-la-<strong>Tour</strong> and Gravelotte, (Aug. 16–18, 1870), were two major engagements of the Franco-German<br />

War in which the 140,000-man French Army of the Rhine, under <strong>Mars</strong>hal Achille-François Bazaine,<br />

failed to break through the two German armies under General Helmuth von Moltke and were bottled up<br />

in the fortress of Metz. The following shows both <strong>Mars</strong>-la-<strong>Tour</strong> and Gravelotte on a single map. At<br />

Nashcon, we will play the one on the upper right of the page.<br />

Page 1 of 12


We anticipate 8 players- 4 per side, each player commanding a corps. A corps is around 3 divisions (a<br />

division is about 4 or 5 stands of figures) and a division of cavalry ( 2 stands). Each player should have<br />

1 or 2 model guns. A single model gun represents about 36 guns. So each player will have about 6<br />

maneuver units. If we have 10 players the extra man will be a commander and assigned the guard corps<br />

and overall command.<br />

The Battle of <strong>Mars</strong>-<strong>La</strong>-<strong>Tour</strong> was fought on 16 August 1870, during the Franco-Prussian War, near the<br />

town of <strong>Mars</strong>-<strong>La</strong>-<strong>Tour</strong> in northeast France. Two Prussian corps encountered the entire French Army of<br />

the Rhine in a meeting engagement and, surprisingly, successfully forced the Army of the Rhine to retreat<br />

into the fortress of Metz.<br />

On 16 August 1870, the French could have swept away the key Prussian defense and escaped. Two<br />

Prussian corps attacked the French advance guard, believing that it was the rearguard of the retreat of the<br />

French Army of the Meuse. Despite this misjudgment, the two Prussian corps held the entire French<br />

army for the whole day. The extraordinary confidence and tenacity of the Prussians prevailed over<br />

Bazaine's gross indecision.<br />

The fighting started around <strong>Mars</strong>-la-<strong>Tour</strong>. This was a "soldier's battle", where the individual unit<br />

commanders and the fighting spirit of the troops on both sides would be the key to victory. Desperate<br />

street fighting ensued in the town, with heavy losses for both sides. Prussian infantry tried to overrun the<br />

French positions, but the French held them off. The Prussians were outnumbered four to one, but Bazaine<br />

never recognized this fact. He failed to send in his full force, while the Prussians committed every man<br />

and gun to the fight. With the invaluable advantage of immense self-confidence, the Prussians held on.<br />

The Battle of <strong>Mars</strong>-<strong>La</strong>-<strong>Tour</strong> is also notable for<br />

one of the very last successful cavalry charges<br />

of modern warfare. Harassed by French<br />

artillery each time he redeployed his forces<br />

following a French attack, his infantry<br />

reserves exhausted and fearing that his shaky<br />

left flank was about to be charged by French<br />

cavalry, General von Alvensleben sent a<br />

message to the commander of the nearby 12th<br />

Cavalry Brigade, Major-General Friedrich<br />

Wilhelm Adalbert von Bredow, demanding<br />

that he silence French General François<br />

Canrobert's artillery and forestall a French cavalry charge with one of his own.<br />

Noting that "it will cost what it will", von Bredow took his time to organize the brigade, consisting of<br />

the 7th Cuirassiers, 19th Dragoons, and 16th Uhlans. In what would become known as "Von Bredow's<br />

Death Ride", the cavalrymen rode out from Prussian lines at 14:00, von Bredow using the terrain and<br />

gun smoke to mask movements from French observers until the very last moment. Bursting into view<br />

Page 2 of 12


some 1000 meters from the French lines, the Prussian cavalry charged into and broke through the French<br />

gun lines, causing widespread panic and scattering Canrobert's soldiers in all directions. Two brigades<br />

of French cavalry attempted to counter-charge into Bredow's flank and rear, but were partially dispersed<br />

by Canrobert's infantry, who gunned down any cavalrymen they could see without discrimination.<br />

Having silenced the French artillery, neutralized the French cavalry, and panicked the French infantry,<br />

von Bredow's brigade managed to extricate itself and withdrew to their own lines. Of the 800 horsemen<br />

who had started out, only 420 returned. Among the wounded from the 12th Brigade was Lieutenant<br />

Herbert von Bismarck, son of the Prussian chancellor Otto von Bismarck.<br />

The battle was a strategic victory for the Prussians. Bazaine had failed to make it to Verdun. In a short<br />

time, the Prussians trapped Bazaine in the city, and the siege of Metz ensued.<br />

Von Bredow's death ride "was perhaps the last successful cavalry charge in Western European warfare".<br />

Its success won it renown among military historians, which created a myth to the effect that for some<br />

decades 'Bredow’s achievement was the norm', that cavalry could still play a decisive role in battle in a<br />

modern war between equally equipped forces, and so cavalry units continued to be part of the armed<br />

forces of major European powers for the next half century.<br />

Here is a map to give you a rough idea of the game board. The Prussians need to block the east-west<br />

road the French need so as to escape to Verdun and Paris. In real life they blocked the road, bringing on<br />

the next battle which they also lost.<br />

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Big Bloody Battles TURN SEQUENCE:<br />

First Player Unit Movement. Dice per unit to see whether/how far each unit can move.<br />

First Player Generals. Move Generals.<br />

Defensive Fire. Second Player’s units fire at eligible targets at any point during the move they just did.<br />

‘Halt’ results may move enemy units back where they came from.<br />

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Offensive Fire. First Player’s units now fire.<br />

The Assault. First Player’s units that charged into contact resolve their Assaults.<br />

(then repeat all phases with players reversed)<br />

GAME MECHANICS:<br />

BBB requires four different types of markers:<br />

disrupted infantry/cavalry or silenced artillery,<br />

reduced artillery, spent and low on ammo.<br />

Movement: 2D6 roll per unit, modified by morale<br />

factors, generals and doctrine, and difficult terrain,<br />

to determine whether unit gets a full or half move or<br />

none, rallies or not, or may be forced to retire or<br />

break. There are 6 modifiers to the movement table.<br />

To move a unit you roll 2d6 on a table, depending<br />

on whether it is disrupted or in order, and affected<br />

by various modifiers (for example for being close to<br />

a commander). Depending on the roll a unit may<br />

move half its movement, full its movement, rally<br />

broken bases, rally from disruption etc. It may even<br />

break from the battle. This simple mechanism<br />

creates a good amount of friction representation with<br />

little headache.<br />

To better represent command and control the rules give armies who had more generals on the field than<br />

those who did not, which can affect the 2d6 rolls. Once you can move, movement is simple with<br />

deductions for moving outside your forward arc, changing formations, and terrain features. Formations<br />

are three for cavalry and infantry (in Line, Depth or March Column), and two for artillery (Limbered or<br />

Not).<br />

One of the coolest things about this rule-set is how it deals with interpenetration and road movement.<br />

Units can interpret other friendly units without an issue, except if that unit is moving in marching column<br />

on a road. Now road marching is very, very fast, so you will be using it. But because of this you will get<br />

the historically accurate traffic jams. What is more a unit can displace a friendly unit to behind it by<br />

simply marching into its position. This is awesome for one tiny reason. It means that you can know<br />

relieve front line units without having to do geometric dances. You simply march the fresh units and<br />

displace the tired unit behind it. Viola. Reserves down easily!<br />

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Movement is generous. This means units will close fairly rapidly, no early turns spent watching units<br />

crawl into range. Units must move in a straight line (unless marching along a road), so no zooming up<br />

from in front to fall on a flank. Units exert a zone of control.<br />

After completing a move a unit may pivot on its central stand to face any direction. Fiddly wheeling<br />

measurement is gone. A Unit can cover a lot of ground if it is unopposed. Infantry in column on a road<br />

with a good movement roll can cover nearly three miles in an hour. Of course a bad movement roll may<br />

indicate the unit CO has decided to stop and consult his schnapps flask.<br />

Firefight: calculate total firepower points of all bases firing at a target unit. Column shifts left or right<br />

on firing table according to tactical factors. 2D6 roll to determine whether Disrupted, Halted, any bases<br />

lost, artillery silenced. There are 7 common column shifts and 3 uncommon ones. Small arms covered<br />

are smoothbore muskets, muzzle-loading rifles (like Minie rifles), Needleguns, early breechloaders, late<br />

breechloaders (like the Chassepot), repeating rifles and repeating carbines. Artillery covered are<br />

smoothbore artillery (Napoleon gun-howitzer), rifled artillery, breech-loading artillery (Krupp guns),<br />

machine guns (Mitrailleuse).<br />

The firing table is easy to use; one (2D6) die roll tells all. The designer has put work into the table so the<br />

player doesn’t have to do it during the game. In many other games guns are firing, moving or dead.<br />

Silenced batteries must<br />

limber up and pull out of<br />

the fight, at least for the<br />

moment. This adds a lot<br />

off flavor to the game.<br />

Units are halted based on<br />

their training level, so<br />

raw troops will halt<br />

before trained, etc. This<br />

means assaults often stop<br />

and turn into firefights,<br />

not unlike accounts of<br />

actual fights.<br />

When firefights do break out, it is hard to pull units out of the line. They tend to sit and fire until one side<br />

gives way or someone manages to make an assault. Since most assaults end with all participating units<br />

disrupted, keeping a reserve in good order can be helpful.<br />

Page 6 of 12


Fire-fight is simple<br />

with units totaling firing<br />

factors depending on the<br />

number of bases a unit<br />

can bring to bear. This<br />

fire factor depends on<br />

the formations of the<br />

firing units, the<br />

weapons they are using,<br />

the range, the status of<br />

the firing unit. Each unit<br />

can be targeted only<br />

once, and each can fire<br />

only once, but a single<br />

unit can be targeted by<br />

multiple ones (which<br />

combine their fire<br />

factors), and firer can divide its fire among different targets (x number of bases on one unit, y on the<br />

other).<br />

Once you locate the Fire Factor, you go to a table of fire-effects and find the appropriate column.<br />

Depending on some situations you may move to the next left (better for the target) or right table (better<br />

for the defender). You then roll 2d6 and cross reference it. The higher you roll the better. Every hit will<br />

cause the target to be disrupted, some will also cause losses of bases (x number of lost bases depending<br />

on unit class-veteran-trained-raw, will make it Spent), and some will Halt the unit (more on this later).<br />

Very high rolls (11-12) will really do a number on the enemy but make your units Low on Ammo, which<br />

will put a halt on your élan.<br />

You fire twice in each turn. Once as a defender, who can fire at enemy units that moved. This is where<br />

the halt result comes into play, as if you get that you can move the enemy unit back along its movement<br />

path. After the defender fires the player who moved fires offensive fire.<br />

Assault: The final main rule part is the Assault. You roll a dice for the defender and attacker, subtract<br />

the first from the second roll and have a base number. That number is then adjusted to the defenders or<br />

attackers advantage depending on the circumstances of the attack (like having more bases in the fight<br />

than the other side). <strong>La</strong>rger numbers are good for the attacked, lower numbers are good for the defender.<br />

You compare the final tally to a table which tells you what the results are. These can range from lost<br />

bases to disruptions, to nothing.<br />

The assault uses opposed D6 roll. Apply a few tactical modifiers, calculate resulting difference. Loser<br />

pushed back variable distance, may lose bases. Winning attackers may take the defender’s position or on<br />

Page 7 of 12


a big win exploit for half a turn and possible assault another enemy unit immediately. There are 9 possible<br />

assault modifiers, usually only one or two apply to any one assault.<br />

Assaults are resolved by opposed die rolls, each side rolling 1D6. Again, this is similar to Fire & Fury.<br />

But with each side rolling 1D6 instead of 1D10, there is a smaller range of results. In F&F a fight between<br />

two equally matched forces has a 2 in 10 chance of one side or the other being routed. One player I know<br />

says F&F is too dicey because of this. In BBB two equally matched forces will not get the most extreme<br />

result. One side or the other must have at least 2 points of modifiers to get a chance of the extreme result.<br />

This is more deterministic than F&F but assault is still not a done deal. There is also a good chance that<br />

a frontal assault won’t go home and instead become a firefight. You should disrupt units you wish to<br />

charge. The sure way to close is to avoid the enemy front and hit them in flank or rear. This is easier said<br />

than done.<br />

On the next pages you will see the game charts. Do not be deterred by the apparent complexity. The<br />

game runs very smoothly and you can pick it up in a few turns,<br />

Page 8 of 12


Battle: <strong>Mars</strong>-la-<strong>Tour</strong><br />

French Unit<br />

__________________________________________<br />

Player __________________________________________<br />

Page 9 of 12


Big Bloody Battles: Effects of Markers or Counters (current as of February 17, 2016)<br />

David Raybin<br />

The significant number of miseries which a Unit may suffer during play dictates some method of recording them. Rule 2.8<br />

recommends markers and I have followed the recommended colors in this chart in the name of consistency. There is one exception;<br />

the Rules suggest a white marker for objectives. I have retained that but also provided for a (smaller) white marker which has a black<br />

cannon ball dot on it for “silenced artillery.” The alternative markers were suggested by Dave Bennett who posted that he uses<br />

diorama-styled “markers that take less away from the visual appeal of miniatures play than a colored counter.”<br />

Disrupted (infantry and cavalry only) (Artillery never becomes Disrupted. Its equivalent status is Silenced) (yellow counter) [dead<br />

figures on a circular base]<br />

Caused by: firefights, assaults, and evading<br />

Effects: Halves firing, -1 on assaults, roll on disrupted movement chart. Disrupted Cavalry cannot evade.<br />

Cured by: rolling rally in place or better on movement chart.<br />

Spent (blue counter) [stretcher bearers]<br />

Caused by: losing 1 (raw), 2(trained) or 3 (veteran) stands.<br />

Effects: -2 on assaults and movement rolls.<br />

Cured by: recovering losses on the movement chart.<br />

Low on ammo: (black or brown counter) [or use a spent .22 shell or small ammo boxes on a circular base]<br />

Caused by: rolling 11 or 12 on firefight chart with at least half bases.<br />

Effects: Half firing for infantry, no firing for artillery except in defensive fire phase and the target is within 3” (1/2 fire factor), -1 on<br />

assaults.<br />

Cured by: artillery missing one fire phase, infantry by getting out of enemy small arms range/zone.<br />

Silenced (artillery never becomes Disrupted. Its equivalent status is Silenced.) (white counter with black cannon ball dot in the center)<br />

[or circular base explosion marker]<br />

Caused by: 1. firefights. 2. Poor movement roll. 3. Artillery retreating from an assault 3. Artillery unit is isolated per Rule 5.6: unit’s<br />

movement roll allows at least half movement and attempts to move when closer to enemy infantry or cavalry than friendly infantry or<br />

cavalry becomes silenced [must Retire – retreating half a turn – away from enemy.] Pivoting, limbering or deploying is considered<br />

movement.<br />

Effects: Can't shoot at all. May evade. -1 defending an assault<br />

Cured by: retreating half a turn. Limbered artillery may move half a turn and unlimber.<br />

Reduced Artillery (artillery only) (red counter) [wrecked battery marker on circular base]<br />

Caused by: Firefights<br />

Effects: Fire factor halved<br />

[Second reduced artillery result: unit destroyed]<br />

Cured by: “Recover 1 result” for a reduced artillery unit can restore it to full strength (assuming it started the game as a full base, not<br />

0.5). Also may recover on a night turn (assuming it started the game as a full base, not 0.5).<br />

Lost Stands (for Infantry and Cavalry) (red counters) [or dead figures on a normal stand; the number of figures equals the number of<br />

stands lost].<br />

Caused by: firefights, assaults, and movement<br />

Effect: Denotes number of absent bases from full strength unit so as to calculate “Spent” status<br />

Cured by: Remove 1 red marker for each base recovered. When all markers are removed Unit is at full strength.<br />

Fired (a puff of cotton of course – needed if there are many players or units on the field)<br />

Caused by: Unit firing<br />

Effects: Denotes unit has fired this phase and cannot fire again this phase<br />

Cured by: End of phase; remove markers<br />

Victory Location or Objective (large white marker) See Rule 2.8<br />

Miscellaneous (green marker) See Rule 2.8<br />

Page 10 of 12


Spent Status (infantry and cavalry only) Caused by: losing 2 (trained unit ) or 3 (veteran unit ) stands. Effects: -2 on assaults and -2 on movement rolls. Cured by: recovering losses on the movement chart.<br />

Reduced Artillery result (artillery only) Caused by: Firefights Effects: Fire factor halved. Cured by: On movement chart,"Recover 1" result for a reduced artillery unit can restore it to full strength.<br />

Second reduced artillery result: unit destroyed.<br />

Infantry Fire Factors<br />

Range<br />

Range<br />

Artillery Fire Factors<br />

4" 8" 12" 16" 4" 16" 24" 32"<br />

Firefight Multipliers<br />

Multipliers are applied to a base's Fire Factor. A base has its Fire<br />

French Rifled Artillery 6 4 3 1 Factor halved if it belongs to a unit that is:<br />

NG-German Needlegun 2 1 German Breech loading Artillery 9 5 4 2 Disrupted Low on ammunition<br />

French Machine Guns 12 6 Artillery pivoted this turn Reduced artillery<br />

LB-French Breechloader 2 2 1 1 Artillery unlimbered this turn Dismounterd Cavalry<br />

Note: Artillery that is Low on Ammo has a Fire Factor of zero (0) unless it is firing at a target within 4", in which case<br />

it uses half its normal Fire Factor. Note: Fire Factors can also be quartered if applicable.<br />

Firefight: Column Shifts Miscellaneous rules sc :<br />

Target is Limbered artillery or cavalry<br />

1 shift RIGHT<br />

Artillery may unlimber one base width left or right.<br />

Firing Unit has skirmishers (S)<br />

1 shift RIGHT<br />

Inf. or cav. unit reduced to a single base is removed<br />

Target is Tactically Inept (T)<br />

1 shift RIGHT<br />

Target is crossing a Bridge<br />

1 shift RIGHT<br />

Target in March Column or hit by Flanking Fire 1 shift RIGHT Firefight Terrain Shifts:<br />

Target has Skirmishers (S) Target is Dismounterd Cavalry<br />

1 shift LEFT Target in Woods, Villages or Rifle Pits: 1 shift LEFT Target in Towns or Entrenchments: 2 shifts LEFT<br />

Target in cover (see Firefight Terrain Shifts)<br />

Target in Fort: 3 Shifts LEFT ( Note: Defenders in Towns and Forts cannot be attacked with Flanking Fire)<br />

FIREFIGHT- Firepower up to:<br />

Note on Low on Ammo (P20)<br />

0.25 0.5 1 2 4 6 9 12 16 20 25 30 36 42 49 50+<br />

12 R T V 1 1 1 12 2 2 2 3 3 12 3 3 3 3 3 12 If the firer rolls 11 or 12 for any<br />

11 R T V 1 1 11 1 2 2 2 3 11 3 3 3 3 3 11 units that were firing at least<br />

10 R T V 1 10 1 1 2 2 2 10 3 3 3 3 3 10<br />

half of their bases, they<br />

9 R T V 9 1 1 1 2 2 9 2 3 3 3 3 9<br />

immediately become Low on<br />

Roll<br />

Ammo. Units that fired with<br />

8 R T 8 V 1 1 1 2 8 2 2 3 3 3 8<br />

On<br />

fewer than half their bases are<br />

7 R 7 T V 1 1 1 7 2 2 2 3 3 7<br />

2d6<br />

unaffected.<br />

6<br />

6 R T V 1 1 6 1 2 2 2 3 6<br />

Remember:<br />

5 5 R T V 1 5 1 1 2 2 2 5 Low on Ammunition cured by:<br />

"A 6 on a FP of 6 is a miss"<br />

4 4 R T V 4 1 1 1 2 2 4 artillery missing one fire phase,<br />

"A 9 on a FP of 9 is a kill"<br />

3 3 R T 3 V 1 1 1 2 3 infantry by getting out of enemy<br />

2 2 R 2 T V 1 1 1 2 small arms range/zone.<br />

R: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted if Raw Note: The 'Halted' effect is only inflicted by defensive fire. If a unit moved closer to the<br />

T: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted if Trained or Raw firing unit in its Movement Phase and suffers a Halted result from the Enemy's<br />

V: Artillery unit Silenced (may not fire); infantry or cavalry unit Disrupted; advancing unit Halted<br />

Defensive Fire, the enemy player may move the target unit back to ANY point in its move<br />

1: Artillery unit Silenced and Reduced; infantry or cavalry unit loses 1 base, is Disrupted, and Halted<br />

by which it was or had been an eligible target for all the firing units at the same Fire<br />

2: Artillery unit destroyed; infantry or cavalry unit loses 2 bases, is Disrupted, and Halted.<br />

Factors they had used against it. If other units' movement paths were following the<br />

3: Artillery unit destroyed; infantry or cavalry unit loses 3 bases, is Disrupted, and Halted.<br />

Halted Unit, they MUST also be moved back behind the Halted Unit.<br />

Assaulting: Both players roll 2d6. Subtract the Defenders roll from the Attackers roll to find the Initial Difference, which will be a number between +10 and -10.<br />

Assault Modifiers to the Assault<br />

The Assault: Final Difference<br />

Defender in cover (see Terrain Table) -1 to -6 +7 Defender loses 2 bases and retires a full move disrupted, ignoring terrain penalties. Attacker MUST Exploit but is not Disrupted<br />

Defender Outflanked +2 +4 to +6 Defender loses 1 base and retires 12", ignoring terrain penalties. Attacker MAY Exploit OR occupy Defender's position. Both Disrupted.<br />

Numbers 3:2/2:1/3:1 1/2/3 +1 to + 3 Defender retires 4". Attacker occupies Defender's position. Both Disrupted.<br />

Advantages Aggressive 1 0 Both sides Disrupted and lose 1 base and immediately fight a new Assault.<br />

In Depth 1 - 1 to - 3 Attacker retires 4". Both Disrupted.<br />

Disrupted 1 - 4 to - 6 Attacker loses 1 base and retires 8". Both Disrupted.<br />

Penalties<br />

Low on Ammunition 1 - 7 or less Attacker loses 2 bases and retires a full move Disrupted. Defender is NOT Disrupted.<br />

Fragile 1<br />

Spent 2<br />

+ A unit may split its fire at any eligible target(s). Each base may only fire once per Phase except that, when a unit is involved in an Assault, each of its bases must fire at the unit they are assaulting or being assaulted<br />

Page 2<br />

by, if able to do so. + Only the front rank of a unit formed In Depth may fire, except in the Offensive Fire Phase if that unit has successfully charged into contact with an enemy unit. In that case every base in both<br />

ranks of the attacking unit may fire as if at 0-3" range, regardless of the angle or distance between them and the enemy unit. + If a unit is acting as the second rank of a unit that has charged into contact, then both<br />

units fire as if they were one unit formed In Depth. + If artillery has moved more than half a move, it may not then fire in the Offensive Fire Phase of that tum. However, it may unlimber or pivot in place and then<br />

fire with half its firepower, as these actions are equivalent to half a move. + Limbered artillery<br />

Page<br />

may not<br />

11<br />

fire.<br />

of 12


Dragoons, Hussars, and Chasseurs may dismount/mount at cost of half move. Must be the entire unit. Treat each stand as infantry with half firefactor and as skirmisher target.<br />

Prussian uncontrolled aggression rule: On movement roll of an unmodified, natural 12, the Unit MUST move up as far as it can, and if possible assault a French unit.<br />

Bloody Big Battles QRS<br />

<strong>NASHCON</strong> Franco-Prussian War 28mm Version<br />

Sequence of Play<br />

4.1.1 First Player Movement 4.1.2 Generals 4.1.3 Defensive Fire<br />

Unit Movement: Player moves each unit in turn. First player moves his Generals. Non-moving player may fire at enemy units and resolve effect of fire on each<br />

Second player carries out any Evade moves that apply. *<br />

Note: Any General of either side that are closer to enemy Units than to target unit.<br />

Units may attempt to recover "LOST" bases.<br />

friends become Casualties.<br />

Enemy units that had moved and suffered a Halted result may be moved back.<br />

Silenced batteries that RETIRE are no longer silenced.<br />

First player may reactivate any of his Generals who became Casualties in<br />

Low on Ammo infantry units that end their movement beyond a 'previous phase or turn' and are placed within 6" of a friendly unit. Firing units may become Low on Ammo<br />

enemy small arms range remove the Low Ammo marker.<br />

4.1.5 The Assault Defender's eligible artillery removes its Low Ammo marker.<br />

4.1.4 Offensive Fire Moving player resolves Assaults in any order they choose. **<br />

Any Generals of either side that are now closer to enemy units<br />

Moving player may fire at enemy units and resolve effect of fire Any Assault resulting from an Exploitation must be resolved<br />

than to friends become Casualties.<br />

on each target unit in turn.<br />

Immediately. 4.1.6 Second Player Turn Repeat Steps 4.1.1 to 4.1.5<br />

Firing units may become Low on Ammo.<br />

Any General of either side that are closer to enemy units than to<br />

Attacker's eligible artillery removes its Low Ammo marker. friends at any point in the Assault Phase become Casualties<br />

4.2 Night Intervals See 8.0<br />

Movement (Unless following road, straight line only, except cavalry allowed one change of direction.) “(Unless unit is a column on a road, a unit may pivot and face in any direction once its movement is completed for "free"<br />

Full Movement Allowance Movement Penalties Units in Good Order Table (French -1 passive) 2D6 2D6 Disrupted Unit Table MUST roll<br />

Infantry / Artillery 16" Outside front arc (except limbered art.& Gen.) -4" Make a full move OR if Trained or V may recover 1 base 11+ 9+ Unit rallies and may make a full move<br />

Silenced artillery ^ 16" Inf leaves or FCP crosses any Difficult Terrain -4" Make a full move OR if Trained or V may recover 1 base 10+ 7, 8 Unit rallies and may move half a move<br />

Cavalry /Generals ^^ 24" Cav/art leaves or FCP crosses any Difficult Terr. -8" Make a full move OR if Veteran may recover 1 base 9+ 5,6 Unit Rallies in place - no move<br />

Evade move (half to full) * Each Linear Obstacle crossed by Inf. FCP -4" May make a full move 7, 8 2,3,4 Unit remains Disrupted - no move<br />

Each Linear Obstacle crossed by Cav./Art. FCP -8" Unit may only move half its movement allowance 5, 6<br />

Unit loses 1 base and retires a full move<br />

0,1<br />

Half Movement Allowance No movement 2, 3, 4<br />

(ignore terrain penalties)<br />

Change of formation, Artillery limbers up, deploys, or Pivots ,Cav. mounts or dismounts<br />

Retire half a move (ignore terrain penalties )<br />

0, 1<br />

Unit has routed and is destroyed. All its<br />

-1<br />

Movement Modifiers DISRUPTED - Retire 1 full move (ignore terrain penalties) -1<br />

remaining bases are removed from the table<br />

+1 Within 8" command radius/In Column of March/Artillery limbered Risk to Generals: A General who becomes a Casualty as a result of 4.1.2 and 4.1.3 above lose their command radius and therefore<br />

-1 Passive (good order chart only )/All French Passive/In <strong>Mars</strong>h, Woods or Town do not confer a +1 modifier to any friendly units whilst they are a Casualty. On their next player turn, at the conclusion of the<br />

-2 Spent<br />

General's phase 4.1.2, the player may reactivate any of his Generals who became Casualties in a previous phase or turn.<br />

(Terrain penalties may never reduce a unit's TERRAIN TABLE<br />

Terrain Effect on Movement movement in its front arc below 4".)<br />

Effects on Firing* 88*** ***<br />

Effects in the Assault<br />

Gentle Slope None Blocks LOS through it. Troops on hill can fire over lower friends if there is a 4" gap in front -1 against enemy attacking from lower contour within 8".<br />

of and behind friends<br />

Steep Slope Linear Obstacle to climb Blocks LOS through it. Blocks LOS if lower unit closer to contour than higher unit it. Troops -2 against enemy attacking from lower contour within 8".<br />

on hill can fire over lower friends if there is a 4" gap in front of and behind friends.<br />

Stream Linear Obstacle None -1 against enemy attacking across a stream within 8".<br />

River Impassable None Impassable<br />

<strong>Mars</strong>h Difficult Terrain None -1 against attacker<br />

Woods Difficult Terrain Blocks LOS beyond 4" within it. Inf. in Cover worth 1 Shift LEFT -1 against attacker<br />

Village $$ None No effect on LOS. Inf. in Cover worth 1 Shift LEFT -1 against attacker<br />

Town $$ Difficult Terrain Blocks LOS beyond 4" within it. Inf. in Cover worth 2 Shifts LEFT.<br />

-2 against attacker. Defender cannot be outflanked<br />

Defenders cannot be attacked with Flanking Fire.<br />

Fort None Blocks LOS beyond 4" within it. Cover worth 3 Shifts<br />

-3 against attacker. Defender cannot be outflanked.<br />

LEFT. Defenders cannot be attacked with Flanking Fire.<br />

Road<br />

Double Speed, but only if in Column of None<br />

None<br />

March or Limbered.<br />

Bridge<br />

Linear Obstacle unless all are in Column of Firefight Column Shift 1 RIGHT.<br />

-2 against attacker.<br />

March/Limbered<br />

Rifle Pits None Cover worth 1 Shift LEFT. -1 against attacker<br />

Entrenchments None Cover worth 2 Shifts LEFT. -2 against attacker<br />

*Undisrupted Cavalry or Limbered Artillery may evade if enemy moves within 16.” At end of evade, evading cavalry is disrupted. Evading unit can face in any direction.<br />

Page 1 ** Undisrupted Cavalry or Limbered Artillery contacted as a result of an enemy Exploitation may immediately Evade<br />

*** Cavalry and artillery never count cover against fire or assault except in Fortifications (rifle pits, entrenchments or forts) or behind a Bridge or Linear Obstacle.<br />

^ Silenced Art. do not roll for movement, on next movement phase, moves entire allowance to limber and retire at least a half move away from enemy, ignoring terrain penalties. If already limbered, must retire at least half a move away from enemy<br />

Page 12 of 12<br />

^^ Generals do not need to roll on movement chart, always receive their full movement allowance, but pay terrain penalties, are considered to be Cavalry in Column of March but with 360-degree front arc.<br />

$$ If at least half of an infantry unit's bases are at least partly in a village or town the unit counts as being "in" the village or town and may claim cover (column shifts )from enemy fire or assault penalty to attackers.

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