fire defense chart 1 - la bataille

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La Bataille de Corunna FIRE EFFECTS CHART FRENCH LINE COLUMN SQUARE GENERAL ORDER SKIRMISH Ligne, Sapeurs, Suisse x3 PRINTED x3 PRINTED NP Légère x3 PRINTED x3 PRINTED x4 Dismounted Dragoons x1 2 PRINTED x1 PRINTED NP BRITISH LINE COLUMN SQUARE GENERAL ORDER SKIRMISH Guard, Foot & Fusiliers x4 PRINTED x4 PRINTED NP Light Battalions x4 PRINTED x4 PRINTED NP 95 th Rifles 1 x5 PRINTED x5 PRINTED NP Light Companies x4 x4 x4 x4 PRINTED Rifle Companies 1 x5 x5 x5 x5 PRINTED 1. Rifle Armed units are not halved at 2 hex range. 2. Up to 8 Increments of dismounted dragoons may fire from a hex. NOTE: Spanish Mob units may not make Fire Attacks. FIRE DEFENSE CHART 1 FORMATION CLEAR VILLAGE 2 TOWN 2 SPECIAL STRUCTURE 2, 3 SEA Column/Road Column 6 Spanish Mob 6 16 16 20 Line 9 Square 6 4 Skirmish Order 14 16 16 20 General Order 14 16 20 Disorder 8 14 16 20 INFANTRY PGD 14 20 20 20 Column 6 Road Column 6 Line 8 Skirmish Order 7 12 14 14 General Order 12 14 Disorder 8 12 14 CAVALRY PGD 16 20 20 Limbered 6 10 10 Unlimbered 16 20 20 ARTILLERY 5 w/Infantry 6 6 14 16 Transport 12 NAVAL Ship of the Line 15 1. See also Fire Defense Modifier Chart in series rules. 2. Entering these hexes requires formed units to enter General Order. 3. Artillery does not receive the Point Blank Range benefit and uses its Long Range Fire Value for Fire Attacks against Special Structures. Infantry Fire Attacks against Special Structures are halved. 4. Reduced to 4 if more than 9 increments in the hex. Dismounted dragoons divide their Increments by 2, rounding down. 5. Artillery in Disorder is either unlimbered or limbered for the purposes of this chart. 6. Use whenever infantry and artillery stacked together are the target of a Fire Attack. 7. Cavalry Skirmish Order only applies to players using the Règlements de l’An XXX.

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Page 1: FIRE DEFENSE CHART 1 - La Bataille

La Bataille de Corunna

FIRE EFFECTS CHART

FRENCH LINE COLUMN SQUARE GENERAL ORDER SKIRMISH

Ligne, Sapeurs, Suisse x3 PRINTED x3 PRINTED NP Légère x3 PRINTED x3 PRINTED x4 Dismounted Dragoons x1 2 PRINTED x1 PRINTED NP

BRITISH LINE COLUMN SQUARE GENERAL ORDER SKIRMISH

Guard, Foot & Fusiliers x4 PRINTED x4 PRINTED NP Light Battalions x4 PRINTED x4 PRINTED NP 95th Rifles 1 x5 PRINTED x5 PRINTED NP Light Companies x4 x4 x4 x4 PRINTED Rifle Companies 1 x5 x5 x5 x5 PRINTED 1. Rifle Armed units are not halved at 2 hex range. 2. Up to 8 Increments of dismounted dragoons may fire from a hex. NOTE: Spanish Mob units may not make Fire Attacks.

FIRE DEFENSE CHART 1

FORMATION CLEAR VILLAGE 2 TOWN 2 SPECIAL STRUCTURE 2, 3 SEA

Column/Road Column 6 Spanish Mob 6 16 16 20

Line 9 Square 6 4

Skirmish Order 14 16 16 20 General Order 14 16 20

Disorder 8 14 16 20

INFANTRY

PGD 14 20 20 20 Column 6

Road Column 6

Line 8 Skirmish Order 7 12 14 14

General Order 12 14 Disorder 8 12 14

CAVALRY

PGD 16 20 20 Limbered 6 10 10

Unlimbered 16 20 20 ARTILLERY 5 w/Infantry 6 6 14 16

Transport 12 NAVAL Ship of the Line 15

1. See also Fire Defense Modifier Chart in series rules. 2. Entering these hexes requires formed units to enter General Order. 3. Artillery does not receive the Point Blank Range benefit and uses its Long Range Fire Value for Fire Attacks against Special Structures. Infantry

Fire Attacks against Special Structures are halved. 4. Reduced to 4 if more than 9 increments in the hex. Dismounted dragoons divide their Increments by 2, rounding down. 5. Artillery in Disorder is either unlimbered or limbered for the purposes of this chart. 6. Use whenever infantry and artillery stacked together are the target of a Fire Attack. 7. Cavalry Skirmish Order only applies to players using the Règlements de l’An XXX.

Page 2: FIRE DEFENSE CHART 1 - La Bataille

La Bataille de Corunna

MOVEMENT CHART

TERRAIN INFANTRY 1 CAVALRY 1 ARTILLERY INFANTRY

SKIRMISHER COMPANIES 2

LEADERS

Clear 1 2 2 1 1 Village 3 2 3 2 1 1 Town or Port

3 3 4 3 2 1 Special Structure 3, 4 3 NP NP 2 1 Stream 6 +1 +3 +4 +1 +1 Ford 6 - +2 +3 Road or Bridge 5 2/3 1 1 ½ ½ Trail 5 1 1 1 1 1 Slope Up 6 +3 +4 +4 +1 +1 Slope Down 6 +5 +2 Rampart 8 ALL NP NP ALL ALL

1. Infantry battalions in Skirmish Order and cavalry in Skirmish Order pay the cost of terrain for infantry and cavalry respectively. 2. Infantry companies in Skirmish Order use this column. 3. Entering this terrain requires formed units to enter General Order. 4. Includes the Castillo de San Diego and the Shore Fortification in Santa Lucia. 5. Roads and trails negate the movement cost of the terrain they cross provided the hexes are connected by a road or trail and the

units are in Road Column. 6. Cost is in addition to the cost of the other terrain in the hex being entered and is only applied when crossing the terrain feature. 7. Cavalry is only permitted in these hexes if in Skirmish Order. In Skirmish Order they use the value to the right of the slash to

cross a Wall or a Sunken Road. 8. Cavalry and artillery may only cross the Rampart through the gate. See E4.8.

NOTE: Naval vessels pay 2 MP to enter a Sea or Port hex. They may not enter Coast hexes. NOTE: Cavalry in Skirmish Order only applies to players using Le Règlement de l’An XXX.

SQUARE FORMATION CHART FRENCH SQUARE DISORDER ROUT 4 Hexes 11-55 56-66 - 3 Hexes 11-45 46-61 62-66 2 Hexes 11-42 43-53 54-66 Adjacent 11-35 - 36-66 BRITISH SQUARE DISORDER ROUT 4 Hexes 11-61 62-66 - 3 Hexes 11-53 54-64 65-66 2 Hexes 11-45 46-61 62-66 Adjacent 11-41 - 42-66 APPLICABLE TO ALL Personality in the hex -6 Square Check triggered by light cavalry +3 Square Check triggered by lancers +6 If the stack forming Square is in Line formation +3 If in the Charge Zone of a Grand Charge. Applies only to the Règlements de l’An XXX +6

Page 3: FIRE DEFENSE CHART 1 - La Bataille

La Bataille de Corunna

STACKING CHART

CLEAR TOWN VILLAGE

SPECIAL STRUCTURES 6

INFANTRY Any 1 Regiment,

18 Column, Line, Square 3 Skirmish1,2

Any 1 battalion, 8 General Order

3 Skirmish1,2

Any 1 Battalion, 6 General Order

CAVALRY 7 Any 1 Regiment, 18 Column3, Line

18 Skirmish1,2

Any 1 Regiment, 8 General Order Not Permitted 5

ARTILLERY 4 3 Limbered

3 Unlimbered 1/6 Combined

Any 1 battery, 1/6 Combined Not Permitted 5

1. For infantry battalions in Skirmish Order in two hexes with more than 6 increments, the extra increments (greater than 3/hex) are ignored. Cavalry units in Skirmish Order, regardless of increments, are always deployed in two hexes. References to units in two hexes apply only to the Règlements de l’An XXX.

2. Units in Skirmish Order may move through other units or have other units move through them, but they may never remain stacked with other units.

3. For the Règlement de l’An XXX only 4 increments of cavalry may stack per hex while in Column of Companies formation. 4. When stacked with infantry, one Increment of artillery is equal to 6 Increments of infantry. 5. Cavalry and artillery may traverse these hex types at the cost indicated if the hexsides they enter and exit from are crossed by a road

or trail, but may not remain in this hex type at the end of their movement. 6. Includes the Castillo de San Diego and the Shore Fortification in Santa Lucia. 7. Two Increments of dismounted dragoons count as 1 Increment of infantry for stacking purposes. NOTE: Only one ship may stack in a Sea or Port hex.

DEPOT LOCATIONS

French: The road off the southern map edge. British: Any road that connects to Corunna.

NAVAL COMMITMENT CHART At any time a French unit is within 10 hexes of the Castille de San Diego, or the village of Santa Lucia, the British player rolls to determine what naval support will be received. Any action needed to activate the fleet will be determined by this roll.

RESULT DIE ROLL Abandonment: Commodore Hood decides that the harbor is in danger and sorties the fleet, leaving the Britsh Army to fight on alone. The British Player cannot use evacuation conditions (E9.9).

11-16

Anchor: The warships remain at anchor. There is no Royal Navy support, but the fleet stands ready to embark the troops. Transports may still move to the embarkation hexes. Re-roll on the next hour on the Naval Commitment Chart.

21-36

Contrary Winds: The fleet does not have the wind and cannot make sail. There is no Royal Navy support, but the fleet stands ready to embark the troops. Transports may embark units, but may not move. Re-roll on the next hour on the Naval Commitment Chart.

41-46

Minor Support: Commodore Hood decides to allow a squadron to support the army. Roll one die and halve it (rounding up) to determine the number of ships-of-the-line tasked to support the army. Ships-of-the-line to support the army are selected randomly. Transports move normally.

51-62

Major Support: Commodore Hood decides to allow the fleet to support the army. Roll one die to determine the number of ships-of-the-line tasked to support the army. The British Player may select the ships-of-the-line to support the army. Transports move normally.

63-66

CONDITION MODIFIER Evacuation Declared +9 General Moore in Corunna +3 French Artillery on Point Castillo de San Diego -6 Death of General Moore -9 NOTE: Results from the Naval Commitment Chart superseded all other actions. If British Evacuation has been declared and the Naval Commitment Chart roll is abandonment then the evacuation immediately ceases and regular scenario victory conditions apply. British units not designated as the Rearguard return to having freedom of movement. Any units embarked on naval transports leave with the fleet and are not considered eliminated for morale purposes.

Page 4: FIRE DEFENSE CHART 1 - La Bataille

La Bataille de Corunna

CAVALRY RECALL CHART NATIONALITY SUCCESS

French 1-4 British 1-2 Hanoverian 1-3

CONDITION MODIFIER If stacked with a leader with a cavalry Mêlée Bonus -1

If stacked with a Cavalry Leader of Special Ability -2

ARTILLERY LIMBERING CHART FRENCH LIMBERS Foot 1-3 Horse 1-5 BRITISH LIMBERS Horse 1-4

CONDITION MODIFIER If stacked with a leader with an artillery bonus -1

If stacked with General Moore or Maréchal Soult -2

ADDITIONAL ROLL TO CLOSE MODIFIERS

CONDITION MODIFIER If the assaulting stack is assaulting a town hex (E4.6.5) -6

If the assaulting stack is assaulting up a normal slope (E4.4.3) -6

If the assaulting stack is assaulting a Gate hexside (E4.8.5) -15

ADDITIONAL ROLL TO STAND MODIFIERS

CONDITION MODIFIER

If defending in a town hex (E4.6.5) +6

If the target of an Assault exclusively up slope hexsides (E4.4.1) -6

If the target of a Charge by units charging exclusively up slope hexsides (E.4.4.2) +9

ADDITIONAL MELEE MODIFIERS CONDITION MODIFIER

If the target of an Assault exlusively across Gate hexsides (E4.8) Disorder

Cavalry charging a Mob (E6.4.5) x ½ If the unit is dismounted dragoons (E6.8) x ½

ADDITIONAL MORALE MODIFIERS CONDITION MODIFIER

If in a Special Structure (E4.7.8) +6

Cavalry attempting a Reaction Charge or Opportunity Charge Morale Check (E6.3) -6

CAVALRY SKIRMISHER HARASSMENT (12.10.7)

TERRAIN TYPE DEFENSE FACTOR Clear 2

MODIFIERS TO BASIC DEFENSE FACTOR: Units is Cavalry Skirmishers +1 Unit is Retreating Before Combat +2 Unit is conducting Involuntary Movment +1

EMBARKATION CHART (E6.10) UNIT LOADING MP COST

Infantry or Leader 5 Cavalry 7 Artillery 6 NOTE: Naval vessels expend ½ of their MP to load. A transport may carry any 1 battalion or 8 Increments of infantry, 2 Increments of artillery or 4 Increments of cavalry.

Page 5: FIRE DEFENSE CHART 1 - La Bataille
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La Bataille de Corunna Permission to Photocopy This Page

CP = Generates a Command Point ! = Army Asset " = Corps Asset ! = Leader not Replaceable

= Artillery Leader of Special Ability = Cavalry Leader of Special Ability

II Corps

Soult CP ! ADC: Soult ! !

1 x 1er

Sapeur

Corps Reserve Artillerie II/1 AaP "

II/2 AaP "

II/1 AaC "

1er Division

(Merle) 3 x 2e Légère

4 x 4e Légère

3 x 15e Ligne

3 x 36e Ligne

M AaP

2e Division

(Mermet) 4 x 31e Légère

4 x 47e Ligne

4 x 122e Ligne

2 x 2e Suiss

1 x 3e Suiss

M AaP

3e Division

(Delaborde) 3 x 17e Légère

4 x 70e Ligne

3 x 86e Ligne

1 x 4e Suiss

D AaP

Cavalerie Légère Division

(Franceschi) 22e Chasseurs à Cheval

1re Hussards

Hanovarian CaC

8e Dragons

1re Dragon Division

(Lorge) 13e Dragons

15e Dragons

22e Dragons

25e Dragons

2e Dragon Division

(LaHoussaye) 17e Dragons

18e Dragons

19e Dragons

27e Dragons

British Army

Moore CP var ! ADC: Hardinge ! !

RHA Battery Evelin !

RHA Battery Dowman !

15th

Light Dragoons !

1st Division

(Baird)

1st Guards Brigade

(Warde) 2 x 1

st Foot Guards & Lt Coy

2

nd Brigade

(Bentinck) 1 x 4

th Foot & Lt Co

1 x 42nd

High. & Lt Co

1 x 50th

Foot & Lt Co

3rd

Brigade

(Manningham) 1 x 1

st Foot & Lt Co

1 x 26th

Foot & Lt Co

1 x 81st Foot & Lt Co

2nd

Division

(Hope)

4th

Brigade

(Hill) 1 x 2

nd Foot & Lt Co

1 x 5st Foot & Lt Co

1 x 14th

Foot & Lt Co

1 x 32nd

Foot & Lt Co

5th

Brigade

(Leith) 1 x 51

st Foot & Lt Co

1 x 59th

Foot & Lt Co

1 x 76th

Foot & Lt Co

6th

Brigade

(Catlin Crauford) 1 x 36

th Foot & Lt Co

1 x 71st High. & Lt Co

1 x 92nd

High. & Lt Co

3rd

Division

(Fraser)

7th

Brigade

(Beresford) 1 x 6

th Foot & Lt Co

1 x 9th

Foot & Lt Co

1 x 23rd

Fus. & Lt Co

1 x 43rd

Lt. & Lt Co

8th

Brigade

(Fane) 1 x 38

th Foot & Lt Co

1 x 79th

High. & Lt Co

1 x 82nd

Foot & Lt Co

Reserve Division (Paget)

9th

Brigade

(Beckwith) 1 x 20

th Foot & Lt Co

1 x 52nd

Lt & Lt Co

1 x 95th

Rifle & Lt Co

10th

Brigade

(Disney) 1 x 28

th Foot & Lt Co

1 x 91st Foot & Lt Co

Corunna Militia Alcedo CP !

5 x Volunteers

Royal Navy (Hood)

6 x SOL

10 x Transports