SEQUENCE :
ARMY A MOVES, THEN SHOOTS, THEN FIGHTS
ARMY B MOVES, THEN SHOOTS, THEN FIGHTS
MOVEMENT :
ROLL 2D6 PER UNIT OF FOOT SOLDIERS AND 4D6 FOR MOUNTED TROOPS , CANNONS MAY BE MANHANDLED 1D6 OR HORSE DRAWN 2D6, THE SCORE EQUALS THE MAXIMUM DISTANCE A SOLDIER MAY MOVE
TERRAIN FEATURES ARE CROSSED AT HALF SPEED.
THE PRESCENCE OF AN OFFICER WITH THE UNIT ALLOWS A RE-ROLL OF ONE DIE
SHOOTING :
SELECT A TARGET FOR EACH MAN SHOOTING, LINE OF SIGHT IS REQUIRED AND ROLL 1D6.
RANGES :
RIFLE, MUSKET RANGE 18"- 36" 6 TO HIT
9"- 18" 5 OR 6 TO HIT
0"- 9" 4,5 OR 6 TO HIT
PISTOL RANGE 0"- 9" 4,5 OR 6 TO HIT
2 SHOTS
CANNON RANGE 36"+ 5 or 6 TO HIT
ROLL 10D6 9"- 18" 4,5 OR 6 TO HIT
0"- 9" 3,4,5 OR 6 TO HIT
THE PRESCENCE OF A SERGEANT WITH THE UNIT ALLOWS A RE-ROLL OF ONE DIE
TARGETS IN PARTIAL COVER SAVE ON A ROLL OF 4,5 OR 6 IF THE COVER IS HARD (STONE BUILDINGS ETC:).
ROLL 5 OR 6 IF IN SOFT COVER ( TREES, HEDGES ETC:).
HAND TO HAND :
ROLL 1D6 PER MAN ON FOOT 2D6 IF MOUNTED VERSUS FOOT.
UP TO THREE MEN CAN ATTACK ONE MAN.
HIGH SCORE WINS IF SEPARATED BY MORE THAN ONE PIP
EG. 4-3 IS A DRAW BUT 4-2 IS A WIN
LOSERS DEFENDING PARTIAL COVER SAVE ON A ROLL OF 4,5 OR 6 IF THE THE COVER IS HARD, 5 OR 6 IF THE COVER IS SOFT.
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