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Fire Chart: Officer Casualties

The document provides a detailed fire chart for artillery units in a wargame. It lists different artillery types and their effectiveness against targets of varying size and composition at different ranges and in different situations. It also covers rules for officer and terrain checks related to artillery fire.
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0% found this document useful (0 votes)
29 views1 page

Fire Chart: Officer Casualties

The document provides a detailed fire chart for artillery units in a wargame. It lists different artillery types and their effectiveness against targets of varying size and composition at different ranges and in different situations. It also covers rules for officer and terrain checks related to artillery fire.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Long

Fire Chart

Artillery- Long Range -x4


0 1 2 3 4 5 6 7+

2
Intensity

Comm. Shot - 1d 1d 1d 2d 2d 2d 2d/1

Artillery Type
{
2-3 - 1d 1d 1d 2d/1 2d/1 2d/2 2d/2 Saker

Stands Firing
Veteran Shotte 4-5 1d 1d 1d 2d/1 2d/1 2d/2 2d/2 3d/2 D-Culv
6-8 1d 1d 2d/1 2d/1 2d/2 2d/2 3d/2 3d/3 Culv
9+ 1d 2d/1 2d/1 2d/2 2d/2 2d/2 3d/3 3d/4
PLUS MINUS

Modifiers:
Column ROLL Artillery
Shifts: 1-2: -1 •Target Cav. in 3 ranks+ +1 • Caracole Ratings
3-4: 0 •Target Size 7-11 +1 in less than 3 ranks -1 2 Long Range
Common Shotte

5-6: +1 •Target Size 12+ +2 •Target in Cover -1 4 Short Range


•Target in Def. Position -2

Artillery
RESULTS KEY: 1-3d: loss of Cohesion Levels /1-3: Casualty

Officer Casualties
Roll 2D6 if involved in the following cases: Results-
1) While attached to a regiment that takes 11+, the Officer becomes a casualty.
casualties in Melee. (+1 to roll) Outcome: Roll 1D6-
2) While attached to a regiment that routs during 1-2, he is wounded and removed from play.
Melee (+4 to roll) 3-4, he is killed and is removed from play.
3) When within firearms range of an enemy 5-6, he is captured if in melee, otherwise

Mounted Caliver / Poor Shotte


regiment. killed. Remove from play.
4) When attached to regiment under Artillery fire.

Terrain & Marshalling Checks


When crossing Minor
Horse Foot
Dense forests, Obstacle:
Large swamps Impassible Impassible roll 1D6 against
Deep water, Cliffsides Marshalling Number;
Long

Walls, Hedgerows, Impassible Major Obst. Result minus marshall'ng


Entrenchments number equals Cohesion
Broken Ground, Ditches levels Lost.

1 Steep hills,Light woods Major Obst. Major Obst.


Crossing Major Obstacle:
Fords or Fordable streams Minor Obst. Major Obst. As Minor Obstacle plus
Auto loss of 1 Cohesion
Broken or Marshy ground Major Obst. Minor Obst.
level.
Long

Low hills, Underbrush, Minor Obst. Minor Obst. Enfants Perdues treat
Light hedges, Ploughed
fields, Artillery batteries Major Obstacles as
Minor Obstacles for move

1 Minor Obstacle speed loss: None (no double) Distances only; Cohesion
Major Obstacle Speed loss: Half march (no double) loss like others.
Artillery batteries: May only be placed in or enter clear terrain, on roads, or low hills.
Long

Doubtful Occurrences
Humours Decisions
2-8 9-10 11-12
For Aggressive Commanders:
1) He receives a non-aggressive order.
0
Aggressive

2) He currently has a non-aggressive or


Chivalrous FO +1 +2 Demonstrate order, and is under attack by firearms,
2-8 9-12
Short

Short

or an enemy regiment is with a charge move of a


Short

Intrepid FO +1 regiment in his brigade (check every turn these


conditions apply)
2-3 4-10 11-12

22 Stolid
Flighty
-1 FO
2-5 6-12
+1 For Passive Commanders:
1) He receives an aggressive order. 1
Passive

-1 FO
Short
Pistoleers

Blank
Blank

Blank

For Stolid Commanders:


Point
Point

Point

Uncomm’d 2-3-2
4-6 7-12
-1 FO
1) He receives an aggressive order while his army’s
confidence level is desperate or hopeless, or a passive

432 24
order while his army’s confidence level is Resolute
Affected by Confidence Level Modifiers or Exultant.

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