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ToSK Update Rules QRS July19

1. The document provides updated rules for movement, combat, and morale tests for miniature wargaming. 2. Key aspects include alternating player turns, specific movement rates depending on unit type and terrain, rules for artillery rotation and firing arcs, and various modifiers and procedures for morale tests. 3. Break off rules are also outlined, such as infantry withdrawing after a successful morale test if contacted by other infantry, and cavalry being required to retire 6BW if they fail a morale test in melee.

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0% found this document useful (0 votes)
22 views

ToSK Update Rules QRS July19

1. The document provides updated rules for movement, combat, and morale tests for miniature wargaming. 2. Key aspects include alternating player turns, specific movement rates depending on unit type and terrain, rules for artillery rotation and firing arcs, and various modifiers and procedures for morale tests. 3. Break off rules are also outlined, such as infantry withdrawing after a successful morale test if contacted by other infantry, and cavalry being required to retire 6BW if they fail a morale test in melee.

Uploaded by

ma77it13
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Updated Rules: Quick Reference Sheet

TURN SEQUENCE: Alternate turns during which: On turn one the 2nd player does phases 2 & 3 as a pre game turn.

Player Phase Notes


1a A Generals Active player moves his generals
1b A Units Active player moves units, individually or in groups. Check if Action test required.
2 A Artillery Active player assigns Bombardment or Firing Targets
3a P/A Unit Morale Passive units take a Morale Test as a result of Active player’s actions.
Active player units test for pursuit.
3b P Wing Morale Passive player: Any Wing with half or fewer units remaining must test its morale.
3c P Army Morale Passive player: If the Army has half or fewer units remaining, it tests its morale

MOVEMENT:

Type Formation Good Going Bad Going


General 6 BW 1 ½ BW
Cavalry Column, Break off, Light Horse 6 BW 1 ½ BW
Line 3 BW None
Infantry Column 3 BW 1 ½ BW
Line 1 ½ BW ½ BW
Artillery Only move if Limbered 1 BW ½ BW

Artillery can rotate on the spot up to 45 degrees but if it does it cannot fire in the following enemy phase.
NB: Zone of Control: Extends ½ BW forward of the front edge of each base, from one side to the other.
Any unit within an enemy unit’s ZOC may only move directly towards that unit or directly backwards until out of this zone.
Individual or Group moves that do not require an Action Test, unless as a 2nd or subsequent move:
● A move straight ahead ● Light Horse moving and including a wheel
● Unit in line charging into contact against a Flank or Rear (up to 45 degrees in Line)
(except Light Horse, who must take a test) ● Light Horse doing an about face (180 degrees)

Individual Unit moves that do require an Action Test:


● Moving into contact (except against flank or rear) ● If a unit is giving rear support to a unit but not directly
(columns cannot charge) aligned or it is giving rear support to a directly adjacent
● Light Horse charging against a Flank or Rear unit and wants to replace a forward unit
● Pull back for Light Horse charged ● If in combat to pass through units behind up to
● Move straight backwards up to half movement, half movement distance
retaining facing ● Sheltering crew return to guns
(-1 per enemy unit within 3 BW).
Individual or Group Moves that do require an Action Test:
● Change Formation and then move up to half the new ● About Face (180 degrees) unless Eastern or
movement distance. A unit will change from Line to Light Horse (see above)
Column of vice versa by turning 90 degrees ● Limber/Unlimber Artillery
● Face to Flank (Turn 90 degrees) in the same formation ● Mount/Dismount Cavalry
● Move including a wheel (up to 45 degrees in Line) ● Make a bonus (extra) move straight ahead
unless Eastern or Light Horse
Units in a position to provide rear support to the one in front may all perform a Group Move if all same type.
ACTION TEST: Owning player rolls 1d6, if failed morale test last turn -1

Testing Unit is... Fail Succeed


Foot/Cavalry/Artillery (unless limbering) 2 (or less) 3 (or more)
Artillery if limbering 5 (or less) 6 (or more)
MORALE: Reasons to Test Morale: Only one test can be imposed by a unit per turn:
1 Under fire (Range 1/4BW for EH/LH, 1/2BW for foot, 3BW for artillery - arc 45 degrees of Straight Ahead)
2 In physical contact with enemy’s front edge only
3 Infantry within 1/2BW of enemy cavalry tests for morale (unless infantry unit is secure – ie that unit has another
friendly unit or terrain within ½ BW of both flanks)
4 Under bombardment by 2 or more artillery (counts as one reason to test/2 field gun or 1 siege gun)

Morale Test Procedure:


Roll 2 D6 dice with following modifiers. Modified score of 8 or more to pass. A modified score of 3 or less routs the unit.

Unit quality, size and circumstance Cavalry only


+1 – Elite Unit. -1 – Poor cavalry in contact with other cavalry
– If in contact and uphill or defending terrain – Cavalry after being contacted by cavalry except EH/LH
– Only fired on by artillery at more than 3BW and GH or EH/LH contacted by EH/LH
– Only fired on by inferior firepower troops or EH/LH cavalry – Cavalry under fire (except LH) or in contact in bad going
– If shot at in terrain that gives cover – Cavalry in contact with GH from a previous turn
– Raw Unit – LH in contact with non LH units
-1 – Small Unit -2 – Cavalry after being contacted by GH
– Fired on by artillery at up to ½BW
– In column Infantry only
– For each additional reason to test above one
+1 – Infantry in Fortification
– In contact with EH/Jan and failed a morale test last turn
– In square and fighting mounted
-1 – If unsecured and contacted by cavalry except EH/LH
Rear support, Flank and Rear attack
– After being contacted by GP unless p/P/GP
+1 – Rear Support (within ½BW Inf./Art.,.1BW Cavalry), – Infantry in square and being fired at
up to +3 for other units (+1 Artillery) – Infantry (not GP/P) in contact with Cavalry or infantry
-1 – For each additional reason to test above one, including (not Jan) in contact with superior melee foot
flank and fire support
– At least one enemy element entirely behind flank Artillery only
within 2BW (unless the unit is enemy LH) +1 – Artillery in Fortification
-2 – At least one enemy element entirely behind rear within -1 – Limbered Artillery being fired at or in contact in bad
2BW (unless the unit is enemy LH) going
– If enemy unit is in contact with or range of flank OR rear – Artillery the phase after being contacted by cavalry
– Infantry without secure flanks contacted by EH – Artillery in contact with cavalry

Infantry Break Off: If infantry is contacted by other infantry Pursuit: Pursue on 5+. Roll D6 ; +1 Trained, +2 Raw,
it can withdraw ¼ BW after a successful morale test. If the -1 General within 1BW, -2 Wavering. To contact or up to
unit is occupying defences or terrain it can force the 3BW through lines.
opposing unit to pull back this distance.
Generals and Morale: Generals attached to a unit within
Artillery Break Off: If artillery is contacted it can choose to 1BW may re-roll one morale test per turn.
shelter with a friendly unit. The gun remains in place but the Generals attached to a unit are killed if an unmodified 4
crew join a friendly unit within 1 BW and shelter within it, is rolled on the morale test of that unit.
this is a free action which is instant. The exact unit must be
indicated and if that unit is lost then the gun is lost too. The Generals and Bonus Moves/Action Tests: 1 bonus
crew may return to the guns on any subsequent turn but move/action test permitted per level of the General if
this is an action. unit within 3 BW of a General.
Bonus moves can be either a second or third attempt to
Cavalry Break Off: If Cavalry in Melee fails a Morale test it execute failed action tests or an entirely new action.
must about face and retire a full move, 6BW, to the rear They may also be an additional straight forward move.
facing away from the enemy. If they have rear supports they However, units that do this cannot inflict a morale test on
fall back through these and stop at supporting distance their opponent’s next turn or give a morale modifier.
facing the enemy. They cannot move again in their
following turn. Army and Wing Morale: When an army or wing has lost half
of its commands it rolls for army or wing morale & needs a
LH Pull Back: If charged or in melee LH can attempt pull back 5 or 6 to succeed. The army or wing commanders rating is a
to a position ¼ BW from the final position of the enemy unit positive dice modifier. From then on it rolls each turn it loses
and facing the unit. This is an action if the unit is charged. another command.

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