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© 2012 GMT Games, LLC . Introduction ...................................................................... 2 2. Components and Terms ............................................... 2 3. Sequence of Play ......................................................... 4 4. Initiative and Activation .............................................. 4 5. Leaders and Orders...................................................... 6 6. Facing and Formation.................................................. 8 7. Movement .................................................................... 0 8. Stacking ...................................................................... 2 Table of Contents R U L E BOOK Musket & Pike Battle Series Rules Version 6.0 By Rodger B. MacGowan ©2005 Battle Series Rules 9. Reaction ....................................................................... 3 0. Fire Combat ................................................................. 5 . Close Combat .............................................................. 20 2. Morale ........................................................................ 24 3. Rally and Reform ........................................................ 25 4. Special Units................................................................ 26 5. Determining Victory .................................................... 26

Musket & Pike Battle Series Rules—version 6.0 Musket … · Fire Combat ... are advised to review the new rules at least once before starting. ... Players assign each of their Wings

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Page 1: Musket & Pike Battle Series Rules—version 6.0 Musket … · Fire Combat ... are advised to review the new rules at least once before starting. ... Players assign each of their Wings

Musket & Pike Battle Series Rules—version 6.0 �

© 2012 GMT Games, LLC

�.Introduction...................................................................... 2

2. ComponentsandTerms............................................... 23. SequenceofPlay......................................................... 44. InitiativeandActivation.............................................. 45. LeadersandOrders...................................................... 66. FacingandFormation.................................................. 87. Movement.................................................................... �08. Stacking...................................................................... �2

Table of Contents

R U L E BOOK

Musket & PikeBattle Series Rules

Version6.0

By Rodger B. MacGowan ©2005

Battle Series Rules

9. Reaction....................................................................... �3�0. FireCombat................................................................. �5��. CloseCombat.............................................................. 20�2. Morale........................................................................ 24�3. RallyandReform........................................................ 25�4. SpecialUnits................................................................ 26�5. DeterminingVictory.................................................... 26

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1. IntroductionThe Musket & Pike Battle Seriesisaseriesoftacticalbattlegamescovering theperiod from�630 to�680.The system ismeant tohighlightthepeculiaritiesofwarfareinthatperiodandtheimpactofthelimitationsofcommandandcontrol.Todate,sixgameshavebeen published in this series: This Accursed Civil War (TACW)Sweden Fights On(SFO),Under the Lily Banners(ULB),Gustav Adolf the Great(GAG),Nothing Gained But Glory(NGBG),andSaintsinArmor(SiA).

NOTE: This Rulebook supersedes the earlier versions, and con-tains many updates. For the most part, these are not new rules, but clarifications of issues from previous games. However, there are some slight, but subtle, rule changes, and experienced players are advised to review the new rules at least once before starting. Those sections that have the most significant changes are marked by this symbol: >>

You should consider any change in this Rulebook or on the Charts (and not mentioned for a specific battle) as applying to all games in the MPBS.

2. Components and Terms2.1 Playing Pieces2.1.1TYPES:Therearethreetypesofplayingpieces.• Unitsrepresenttheregimentsandbrigadesofinfantry,cavalry

andartillery.• Leadersrepresentthevariousindividualcommanders.• Markersareusedtoaidplayersinnotingcertaininformationabout

aunitorleader.

2.1.2UNITS:Eachunithasthreepiecesofinformationandaniconprintedonitscounter.TheiconhelpsdifferentiateeasilybetweenInfantry,CavalryandArtillery.Eachunitcarrieseitheritsunittype(“�2-24lb”or“Dragoon”)or itsname(“I /Skippon”or“RupertLG”),whichisusuallythenameofitshistoricalcommander.InfantryandCavalryunitshavestrengthsfrom�to20,eachstrengthpointrepresenting80to�00men.Artilleryunitshavenostrengthforgamepurposes and instead have a grazing fire range followed by a maxi-mumrange.Allunitshaveamoraleratingfrom4to8,withhighervaluesbeingbetter.Notethatleadersarenotconsideredunits.

2.1.3 LEADERS: Leader pieces have the Leader’s name and aleadershipratingfrom0to–2(–2beingthebest).

LeaderName

LeadershipRating

ExampleofLeader

ArtilleryType

MoraleRating

GrazingRange MaximumRange

ExampleofArtilleryDouble artillery units have the abbreviation “Dbl” in their unit type bar, and another bar that says x2 under that bar.

2.1.4MARKERS:

NoPistolsLoaded(see�0.7)

OnePistolUsed(see�0.7)

Wagons

CasualtyPoint(see�0.6.�)

Salvo(see�0.4)

Turn(see3.4C)

MoraleShaken(see�2.4)

MoraleBroken(see�2.4)

FormationBroken(see�2.4)

FormationBroken&MoraleShaken

Momentum(see��.3.6)

CapturedGun(see�0.8.9)

Column(see6.3.4)

OpenOrder(see6.3.3)

Hedgehog(see6.3.2)

NoContinue(see4.4.2)

LimberedGuns(see7.3.3)

ChargeOrder(see5.5)

MakeReadyOrder(see5.5)

RallyOrder(see5.5)

ReceiveChargeOrder(see5.5)

InterceptionDone(see9.3.3)

WingindicatorR=RightL=LeftC=Center

UnitI.D.StrengthPoints

MoraleRating

ExampleofCavalry

UnitsmayhavelettersinfrontoftheirStrengthPoints;theselettersandanyotherWingindicatorsareexplainedineachgame’sPlaybook.

ExampleofLightInfantry

ExampleofHeavyInfantry

SometwohexHeavyInfantryunitshavethreear-rowsontheirtopedges.Thisindicatesthattheunitis

aSwedishStylebattalion.

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Action:A leader or unit may perform one or more of the followingActions:Move,Fire,Rally,orReform,within the limitationsof theirWing’sOrders.Active:Aunitand/orleaderofanactivatedWing.AnActiveunitorleaderisabletoperformActions.OnlyoneWingofanarmyisActiveatanygiventimeandonlytheleaderofthatWing,theArmyCommander,andtheunitsofthatWingareActive.TheActiveplayeristheplayerwhoownstheActiveunitsorleaders.Artillery: Batteries of large caliber field guns. Only guns large enough tohaveaseparateeffectinthebattleareincluded.TreatdoublebatteriesthesameasregularbatteriesexceptforVictoryPoints(�5.0)orwherespecifically mentioned on the charts.Bypassed:AWingwhoseactivationhasbeentemporarilyinterruptedbyPreemptionissaidtobeBypassed,anditsWingCommanderismarkedwithaBypassmarkertodenotethatstatus.Cavalry:Duringthisperiod,mountedtroopswereoftwotypes: CUIRASSIERS:Horsemenarmoredfrontandback,armedwithtwo

pistolsandasword. ARQUEBUSIERS:While not as heavily armored as cuirassiers,

arquebusierswerearmedwithacarbine,twopistolsandasword.Bothofthesetypesfoughtmountedandincloseformation(threeorsixranks deep). Pistol and carbine fire was used extensively as a prelude to orinlieuofclosecombatwithswords.ThedistinctionisasmuchoneoftacticsasofequipmentasEnglish,SwedishandBavariancavalryweretypicallyequippedasarquebusiers(sometimesspelledHarquebusiers)butemployedascuirassiers.Arquebusiersaredenotedbyan‘A’infrontof their strength. Unless specifically indicated otherwise, when a rule refersto“Cavalry”itreferstobothtypesofunits.Note: Only Cuirassiers are used in This Accursed Civil War.Continuation: The process by which a Wing that has just finished an activationmayattempttoactivateasecondorthirdtime.Finished: After a Wing has performed its final activation, its Wing Com-mander is flipped to his Finished side. This prevents the Wing from being activatedagainthatturnforanyreason.Formation:Large,closeformationswerecriticaltothefunctioningofthelow-leveltacticsandleadershipoftheday.Allunitsareconsideredtobeintheir‘normal’combatformationunlessmarkedotherwise.Infantrywouldbesixtotenranksdeepwithafullarm’slengthbetweenmen.Cavalrywouldbethreeorsixranksdeepwithonetotwoyardsbetweenhorses.Duringcombatandmovement,formationswouldbecomecongestedanddisordered,thusreducingthemobilityandeffectivenessoftheunit.Heavy Infantry:Footsoldiersarrayedingroupsorblocksofmusketsandpikes.Thesefootsoldierswereorganizedintoregimentsorbrigades(twoormore regiments, grouped together) tomaximize the effect ofmassedmusketryand/ormassedpikes.Onlythepikemenworearmor,ifavailable,whichwouldconsistofbreastplate,tassets(thighprotectorshingedtothebottomofthebreastplate)andahelmet.Musketeersworeawide-brimfelthatandthedistinctivebandolieracrossthechestwithsmall flasks containing pre-measured powder. The musket rest fell out ofcommonuseduringtheperiodcovered.AHeavyInfantryunitthatalsohasanartillerysymbolisconsideredtohaveinherentregimentalartillery.TherearealsoafewHeavyInfantryunitsthathavenopikes,representing units where the pike contingent had been phased out ordrasticallyreduced.Hits: Aunitmayincurthreedifferenttypesofhits:Casualtyhits(�0.6.�),Moralehits(�2.4),andFormationhits(6.3.�,7.3).Inactive:Anyleaderorunit thatisnotpartofthecurrentlyactivatedWing.TheseunitsareeligibletoreacttoActionsperformedbyActiveenemyunits.Infantry: Are classified as either Heavy or Light Infantry. When used aloneitreferstobothLightandHeavyInfantryunits.

Light Infantry: Smallbodiesofmusket-armedfootsoldiers.Theyarethisperiod’sskirmishers.Sincetheydidnothavepikes,theyavoidedclosecombatandsoughttoantagonizetheenemywithmusketry.TherearetwotypesofLightInfantryinthegame:MusketeersandDragoons. MUSKETEERS:Musketeersweredrawnfromregularregimentsfor

specialduty.AlsocalledCommandedMuskets. DRAGOONS:Regimentsofhorsementhatcarriedfull-lengthmuskets

andfoughtdismountedasinfantry.Dragoonshavehighermoralerat-ings thancommandedmusketsdue to the inherentunit integrityofdragoonregiments.Otherwisetheyfunctionthesamewithinthescopeofthegame.

Leaders:Army Commanders andWing Commanders are referred tocollectivelyasLeaders.Leadersarenotconsideredunits.MC: MoraleCheck.Varioussituationswillcallforamoralecheckona unit. A die is rolled; modifiers are applied per the rules. If the result is greaterthanthemoraleratingoftheunit,ithasfailedtheMoraleCheckandsuffersadverseeffects(�2.0).Momentum: The added offensive benefit of “charging” an enemy unit. Chargeswerenotgenerallydeliveredatagalloporrunduringthisperiod,thoughtherapidapproachoftheselargeformationshadaconsiderableeffectonstationarydefenders. It isused inCloseCombatResolution(��.0).Morale:Measuresaunit’srelativestayingpower,Èlan,aggressivenessandexperience.Allunitshaveamoraleratingfrom4to8,withhighervaluesbeingbetter.MA:MovementAllowance.Ameasureofhowfaraunitcanmoveinaturn,expressedinMovementPoints(MP)(7.2).AC: ArmyCommander.TheOverallCommanderofthatside’sarmy.HehasdifferentcapabilitiesthanhissubordinateWingcommanders.Orders: Players assign each of their Wings specific Orders that govern thetypeandscopeofActionstheunitsofthatWingmayperform.ThefollowingOrdersarepossible:Charge,MakeReady,ReceiveCharge,andRally.Non-Phasing or Inactive Player:Theplayerwho isnot thePhasingplayer.Pass:IfthePhasingplayerdeclinesto,orisunableto,activateaWing,hepasses, thusallowingtheNon-phasingplayer tobecomethePhas-ingplayer. Ifbothplayerspassconsecutively, theActivationPhase isconcludedandplayproceedstoRoutMovement.FlipanyPassedWCtohisFinishedside.Phasing or Active player:Theplayerwhocontrols theWing that iscurrentlyactive.Pre-emption:TheprocessbywhichaNon-phasingplayermayattempttointerrupttheactivationorcontinuationofaPhasingplayer’sActiveWingandactivateoneofhisownInactive(butnotFinished)Wingsinstead.Reaction Zone:ThehexessurroundedaunitinwhichenemyactivitiesmayallowtheunittoReact(9.0).ReactionZonesforArtilleryunitsdif-ferfromReactionZonesforInfantryandCavalryunits,andthezonesthemselvesdifferdependingonthetypeofReactiontheunitperforms.Rout:RetreatingaMoraleBrokenunitforanyreasonisconsideredarout.ThisincludesanytwohexretreatrequiredwhenaunitbecomesMoraleBroken(�2.4.3)oranyretreatduringtheRoutMovementPhase(�3.4).Two-hex Unit: Adouble-size(i.e.,rectangular-shaped)HeavyInfantryunit.Theseunitsoccupytwohexes,andaresubjecttospecialrulesre-gardingfacing,movementandcombat.Wing:ThetypicalarmyofthiserawascomposedofthreeWings:right,center,andleft.AWingCommander(WC)commandseachWing.TheleftandrightWingsnormallyconsistedofcavalry,whilethecenterwascomposedofinfantry.AWingwithnoHeavyInfantryisconsideredaCavalryWing.

G L O S S A R Y

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2.2 Charts, Tables and DieTheuseofthechartsandtablesinthegameareexplainedintherules.Thegameusesa�0-sideddie.The0istreatedaszeroandnot ten. Unless specifically mentioned otherwise, use the 0 row on all charts for any roll modified to less than 0, and use the 9 row for any roll modified to greater than 9.

2.3 TerminologyTheGlossaryonthepreviouspagecontainstermsandabbreviationsthatappearintherulesandcharts.

2.4 Scale•�turn:20-30minutes•�hex:�00yards•�strengthpoint:80-�00men•�artilleryunit:3to4gunsoradoublebatteryof7to8guns•Cavalryunitsareregimentsorsquadronsof200-500men.•HeavyInfantryunitsareamixtureofpikesandmusketsandare

regimentsorbrigades(sometimescalledbataliaortertiabytheEnglish)of400-2000men.

•LightInfantryunitsare�00-300musketeersordragoons.

2.5 QuestionsAnyquestionsaboutplay?Either senda self-addressedstampedenvelopeto:

GMTGamesATTN:Musket&PikeBattleSeriesQ’sP.O.Box�308,Hanford,CA93232-�308

OrreachusontheInternetat:• Designer:BenHull([email protected])• NGBG&SiACo-Designer:BrianBergAsklevHansen (brian.

[email protected])• NGBGCo-Designer:KnutGrünitz• SiACo-Designer:DavidEkberg([email protected])• TACWDeveloper:MartyArnsdorf([email protected])• Developeroftheothergames:DickVohlers(dvohlers@mind-

spring.com)

WealsoprovideongoingsupportattheGMTgameswebsite(www.gmtgames.com).ManywargamerscanalsobefoundontheCon-simWorlddiscussionboards(www.consimworld.com).

3. Sequence of PlayEachgameturnfollowsthefollowingsequence:

3.1 Initiative PhasePlayersdeterminewhowillbecomethePhasingplayerandactivatethe first Wing (see 4.1).

3.2 Activation PhaseThePhasingplayercaneitheractivateanon-FinishedWingorPass(4.5).See4.2forthesequenceWingsmustbeactivatedin.Whenthat activation is finished (including any continuation activations [4.3])theopposingplayermayactivateaWingorPass.Generally,playersalternatebeingtheActiveplayerandtheInactivePlayer(see

4.3.2and4.4forexceptions).ThisphaseisrepeateduntilallWingshavebeenactivatedorbothplayerspassconsecutively.Sequence of the Activation Phase:A. Preemption Attempt:When aWing has been activated, the

Inactiveplayermayattempttointerruptthatactivationinorderto activate one of his Wings first. If the attempt is successful, markthepreemptedWingwiththeBypassedmarker(4.4.2).ThepreemptedWingwillactivateimmediatelyafterthepreemptingWing has finished its activation(s).

B. Orders Change:TheactivatedWingmayattempttochangeitscurrentOrders(5.7).

C. Perform Actions:EachunitintheActiveWingmayperform,withinthelimitationsofitsOrders,ONE,andONLYONEofthefollowingActions:

• Move(7.0) • Moveand/orPistolFire(Cavalryonly;7.0and�0.2) • NormalInfantryFire(�0.3) • SalvoFire(HeavyInfantryonly;�0.4) • ArtilleryFire(�0.8) • Rally(�3.0) • Reform(�3.0)D. Close Combat: UnitsattackadjacentunitsinCloseCombat(see

��.0).

E. Continuation:TheactivatedWingmayattempt toactivateasecondorthirdtime(4.3).Iftheattemptissuccessful,returntostepA.

F. IftheActivatedWingfailsitsContinuationattemptorhascom-pleteditsthirdactivationthisturn,oriftheActiveplayerdoesnotwishtocontinuewiththeWing,thendowhicheverofthefollowingapplies:

a)IfthereisaBypassedWing,activateitandreturntostepB.

b)IfthereisnoBypassedWing,playersdeterminethenextWingtobeActivated(4.2)andreturntostepA.

c)IfallWingCommandersareFinished,proceedtotheRoutMovementPhase.

3.3 Rout Movement PhaseAllunitswithbrokenmoraleperformroutmovement(�3.4).

3.4 Marker Removal PhaseA. AllSalvomarkers are removed.FiredArtillery andFinished

Leaders are flipped to their normal side.

B. ChecktheLeaderReplacementTabletodeterminethefateofanyLeadersthatwereremovedfromplaythisturn.

C. CheckforSurrenderingtheField(4.6).Ifthatdoesnotendthescenario,andtherearestillturnslefttobeplayed,advancetheturnmarkerontheturntrackandproceedtothenextturn.

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4. Initiative and Activation4.1 Initiative Determination4.1.1PROCEDURE:During the InitiativePhase theplayersde-termine which Wing activates first. Initiative is determined by the OrderscurrentlyassignedtoeachWing.TheplayerwiththemostWingsunderChargeOrderschooseswhicheligibleWingtoactivatefirst. If there are no Wings under Charge Orders, then the player with the most Wings under Make Ready Orders activates first. If there are noWingsunderMakeReady,thentheplayerwiththemostWingsunder Receive Charge Orders activates first. Determine initiative onlyonceperturn,attheverybeginning.AWingmaynotactivateifitsleaderisnotonthemap(eitherfrombecomingacasualtyorfrombeinginPursuit)whenit’stimetoactivatethatWing.

4.1.2TIE BREAKER: If both players have an equal number ofWingsunderthe“highest”Orderstypefortheturn,thendeterminewhichplayerhasthebestWingCommanderunderthoseOrders.AWCwith–2Leadershipratingisbetterthana–�,whichisbetterthana0.TheplayerwiththebestWCwinstheinitiative,andmayactivateanyoneofhisWingsunderthe“highest”Ordersfortheturn.Incaseofatie,rolladie.Highrollwins.

4.2 Activation Precedence4.2.1EachWingmayactivateonceperturn,eitherbythenormalsequenceorPreemption(4.4).Activationalternatesbetweenplayersas long as all Wings under higher precedence Orders are finished beforeanyWingsunderlowerprecedenceOrdersactivate.Preemp-tion(4.4)istheexceptiontothisnormalsequence.TheprecedenceofOrdersis: �.Charge 2.MakeReady 3.ReceiveCharge 4.Rally

EXAMPLE 1: Player A has two Wings under Charge Orders and one with Rally Orders. Player B has one Wing with Charge Orders, one with Make Ready and one with Rally. Since Player A has more Wings with Charge Orders, he has the initiative and activates one of his Wings under Charge Orders (his choice). When that Wing is Finished, Player B will activate his Wing with Charge Orders; when he’s finished, play now reverts back to Player A, who has the remaining Charge Orders. When all Wings with Charge Orders have finished, then the Wing with Make Ready Orders is activated.

EXAMPLE 2: Player A has two Wings with Charge Orders and two with Make Ready Orders. Player B has one Wing with Charge Orders, one with Make Ready Orders and one with Rally. Barring a preemption, the Wings would activate as follows:

Player A Charge Wing 1 Player B Charge Wing Player A Charge Wing 2 Player B Make Ready Wing Player A Make Ready Wing 1 Player A Make Ready Wing 2 Player B Rally WingNOTE: It is possible that one player may activate two or more Wings before the other player activates any, since all Wings with Charge

Orders activate before any Wings with Orders below Charge.

4.2.2UnitsofthecurrentlyactivatedWingmayperformoneoftheActionslistedin3.2.C(theseactionsdonothavetobeperformedinanyparticularorder).ThechoiceofActionsdependsonthecurrentOrdersfortheActiveWing(see5.6)and,insomecases,thetypeofunit.AstheActiveplayerperformstheseactionstheInactiveplayermayundertakeReactions(9.0).

4.2.3IfallunitsofaWingareremovedfromplaytheWingisnolongerconsideredforactivation.

4.3 Continuation4.3.1INGENERAL:AWingthathascompleteditsactivationandisnotunderRallyOrdersmayattempttoactivateagain.AWingcancontinueuptotwotimes(foratotalofthreeactivations).Whethertoattemptcontinuationwithaformationisalwaysvoluntary.

4.3.2PROCEDURE:TheActiveplayerconsultstheContinuationTable and uses the current Orders of theWing to determine thenumberrangeheneedstosuccessfullycontinue.Rolladieandapplyany applicable modifiers. If the modified roll falls within the range indicatedonthetable,theWingisallowedtoactivateagain.Ifthemodified roll is outside that range, the Wing Commander is flipped tohis“Finished”sideandthenexteligibleWingisactivated.

4.4 Preemption4.4.1INGENERAL:TheInactiveplayermayattempttointerruptthe activation (or the continuation) of aPhasing player’sActiveWing and activate one of his own Wings first. This is known as Preemption.PreemptionattemptsareallowedbeforeanormalWingActivationandaftereachsuccessfulContinuationattempt.AWingiseligibletoattemptPreemptionifitsWingCommanderisnotonhis“Finished”sideandiscurrentlynotunderRallyOrders.MarkaWCthatispreemptedinhisnormalActivationwiththeBypassedmarker to indicate that hisWing will be automatically activatedafter the preempting Wing is finished. A Bypassed Wing may not be preempted during its first activation of a turn.

4.4.2 PREEMPTINGA NORMALACTIVATION:The Inactiveplayer consults the Preemption Table, finds the current Orders of the Wing making the attempt and finds the number range needed tosuccessfullypreempt.Herollsadieandappliesanyapplicablemodifiers. If successful, the Inactive player now activates that Wing (hecannotPass).HemayalsotrytouseContinuationwiththatWingasinanormalactivation.ThePreemptedWingleaderismarkedwiththe“Bypassed”markertoindicatethathisWingwillbeactivatednext,afterthepreemptingWingisFinished.IfthePreemptionat-temptfails, theleaderof theunsuccessfulWingismarked“NoContinue.”AleadermarkedNoContinuemayactivatenormally,butisnotallowedtoattemptContinuation.ALeadermarked“NoContinue”maymakeanotherPreemptionattemptlateron,butifthe Preemption attempt fails the leader is flipped to his “Finished” sideandforfeitshisactivationforthatturn.Ifoneleaderfailsapreemptionattempt,theplayerowningthatleadermayattempttopreemptthesameactivationwithanotherleader.

4.4.3PREEMPTINGACONTINUATION:TheInactiveplayermaytrytoPreemptaWingaftertheActiveplayerhassuccessfullyrolledforcontinuation,butbeforetheActiveplayeractivatestheWing.Theprocedureisthesameasin4.4.2exceptasuccessfulPreemp-

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tioncancelsthecontinuationandthepreemptedWingCommanderis flipped to his “Finished” side instead of being marked with the Bypassedmarker.Thus,thereisnoBypassedWing.Thepenaltyforfailureisalsothesameasin4.4.2.

4.4.4PREEMPTINGAPREEMPTION:OnlytheBypassedleadermayattempttopreemptapreemptingleader’scontinuation.Ifsuc-cessful, flip the leader that wanted to continue to his “Finished” side. Ifunsuccessful,marktheBypassedleaderwitha“NoContinue”marker; if he already has one, flip him to his “Finished” side.

4.5 PassingRatherthanactivateaWing,thePhasingplayermayinsteadPass.(Exception:YoucannotPassiftheWingisunderChargeOrders;see5.6.�.)FlipthePassedWCtohis“Finished”sideandproceedtothenextactivation.TheArmyCommanderisnotactivated(5.�.�)inaphaseinwhichaWCpasses.

4.6. Surrendering the FieldDuringtheMarkerRemovalPhaseofeachturn,checktheOrdersforallleaders.IfalltheleadersofonesideareunderRallyOrdersthen that side is considered to have left the field and the scenario ends. (It is possible that both sides might leave the field on the same turn.)DonotconsideranycompleteWingthathasnotyetenteredthemap.DetermineVictoryasper�5.0,butthesidethatsurrenderedthe field cannot have a victory level better than a Draw.

5. Leaders and OrdersLeaders are used to influence and control the Actions of the units under their command. Each battle, per thescenario rules, will have an Army Commander andmultipleWingCommanders.

5.1 Army Commanders (AC)5.1.1MostarmieshaveanACwhoisactivatedeachandeverytimeaWingofhisarmyissuccessfullyactivated(includingContinua-tionandPreemptionactivations,butnot if theWCispreemptedorpasses).AnACisnevermarkedasFinishedandthereforemayactivatemultipletimesduringagameturn.Ordersrestrictions(see5.6)donotapplytoActionsperformedbyanAC.Inaddition,anACActionoverridesOrdersrestrictions,andcountsasaunit’sac-tionforthatActivationPhase.(Forexample,anACcanRallyaunitwhoseWCisunderChargeOrders,andthatunitdoesnothaveto,andindeedcannot,moveatleast�hexclosertothenearestenemyunitthatactivation.)

5.1.2AnArmyCommandermayIntercept,advanceorretreatafterCloseCombatwithanyunitheisstackedwithorthatadvancesorretreatsthroughhishex(sweptupintheadvanceorretreat).Hemaymovewithaunitthatrouts,whetherfromCloseCombat,duringRoutMovement,orforanyotherreason.BesidesthoseActions,anACmayperformanyONEofthefollow-ingActionseachtimeheisactivated:• INFLUENCEANORDERSCHANGE:IftheACisstackedwith

oradjacenttotheWingCommander(WC),theACmayaddhisleadershipratingtoaWC’sOrderschangeattempt.

• MOVE:AnAChasamovementallowanceof8andmaymovebyhimselforwithanyunitheisstackedwith.

• INFLUENCECONTINUATIONORPREEMPTION:IftheACisstackedwithoradjacenttotheWC,theACmayaddhisleader-shipratingtoaWC’sContinuationorPreemptionattempt.

• REFORM:Reformoneunit(andonlyoneunit)(�3.0)stackedwithoradjacenttotheAC.TheunitneednotbepartoftheActiveWing.

• RALLY:AutomaticallyRallyoneunit(�3.0)itisstackedwithorattempttorallyoneunit(andonlyoneunit)itisadjacentto.TheunitneednotbepartoftheActiveWing.

5.2 Wing Commanders (WC)5.2.1WingCommanders(WC)commandaWingofthearmy.AWingmayconsistofInfantry,Cavalry,and/orArtillery.WCsareassignedperscenariospecialrulesandmayonlybechangedasaresultofaLeaderleavingthegameduetocasualtyorpursuit.AttheendofeachPerformActionsstepofaWing’sactivation,theWCforthatWingmustbestackedwithaunitofhisWing.AunitstackedwithitsWCmaynotintentionallybemovedoutofthestackifthatwouldleavetheWCaloneinthehexunlesstheWCisstillabletousehisactionforthatsteptomovetoanotherunitofhisWing.

5.2.2AWingCommandermustIntercept,advanceorretreatafterCloseCombatwithanyunitheisstackedwithorthatadvances,retreats,orroutsthroughhishex(sweptupintheadvanceorre-treat).Hemay,butneednot,movewithaunitthatroutsduringtheRoutMovementPhase.IfaunittheWCisaccompanyingretreatsorroutsoffthemap,youmayimmediatelyplacetheleaderonanyotherunitofhisWing.BesidesthoseActions,aWCmayperformanyONEofthefollowingActionseachtimehisWingisactivated:• MOVE:AWChasaMovementAllowanceof8andmaymove

byhimselforwithanyunitheisstackedwith.• INFLUENCE RALLY OR REFORM: A WC may influence Rally

orReform(�3.0),ifthecurrentOrdersforthatWingallowit.

5.3 Leader Casualty and Replacement5.3.1 CASUALTY: Leaders may be removed from play by FireCombat,CloseCombat,orifstackedwithaCavalryunitthatpursuesoffmap(see�0.�0,��.8,��.7.3).Aleaderisautomaticallyremovedifanenemyunitoccupieshishex,allunitsthatheisstackedwithareeliminated,orheisthetargetofaCloseCombatandtheleaderisaloneinthehex.

5.3.2EFFECTS:AWingmaynotactivate,continue,orpreemptifitsWingCommanderhasbeenremoved.

5.3.3REPLACEMENTTABLE:Leadersremovedfromplayareeithereliminatedorreturnedtoplay.DuringtheMarkerRemovalPhase,playersrollontheLeaderReplacementTableforeachleaderremovedthatturn.IfaWingCommanderiseliminated,replacehimwith a generic leader unless the scenario’s rules specify a specific replacement.IftherearenoremainingunitsfromtheWinginplay(includingreinforcements)thereisnoreplacement.

>> 5.3.4 PLACEMENT:A replacementWC or one returning toplayisplacedonanyunitoftheWing.ThisdoesnotchangetheWing’sOrdersstatus.PlaceanyleaderreturningafterbeingoutforaturnonanyunitofhisWingduringtheMarkerRemovalPhaseoftheturnafterhisstatuswasdetermined.Iftherearenounitsof

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hisWingleftonmaporasreinforcementswhenheisduetoreturn,hedoesnotreturn,butdoesnotcountasalossforVictoryPoints,either.PlaceareturningAConanyfriendlyunit.

EXAMPLES OF LEADER REPLACEMENT: 1) A WC is removed as a result of Fire combat during Turn 1. In the Marker Removal Phase of Turn 1, the player rolls a “1” on the Leader Replacement Table. A replacement Leader is immediately placed on a unit of that Wing. During the Marker Removal Phase of Turn 2, that replacement Leader is removed, and the original WC is placed on any unit of the Wing. Note that if all units of that Wing were eliminated during Turn 2, the WC would not return to play.

2) A WC is eliminated in Close Combat. In the Marker Removal Phase, a “6” is rolled on the Leader Replacement Table. The WC is permanently out of play, and a replacement Leader is immediately placed on a unit of that Wing. Note that if there were no units of that Wing left on the map at the end of the turn, no roll would be made.

5.3.5 If the Army Commander is eliminated, either a specifically named AC or the senior Wing Commander (as specified in the scenario rules)takesoverhiscommand.Agenericleadercounterimmediatelyreplaces theWingCommander,unless indicatedotherwiseby thescenario rules. Place a specifically named replacement AC on any friendlyunit.

5.4 Command>> 5.4.1INGENERAL:Inordertooperateatfulleffectiveness,unitsmustbeincommand.CommandisdeterminedbyWingandappliesonlytounits(exceptWagons),nottoLeaders.(LeadersandWagonsarealwaysconsidered“incommand.”)Eachunit is assigned toaspecific Wing as part of a scenario’s set-up, and you cannot reassign aunittoanotherWingduringthegame.

5.4.2TRACINGCOMMAND:Aunitisconsideredtobeincom-mandif,atthemomentitisactivatedorReacts,itisabletotracealineofcommunication(LOC)toitsWC.UnitsmaytracetheirLOCthreehexes(ifCavalry)ortwohexes(anyotherunittype)toitsWC,ortoaunitofthesameWingthatisabletotrace2-3hexestoanotherunitofthesameWingandsoonuntiloneunitofthechainisabletotraceitsLOCdirectlytotheWC.Thus,commandcanbetracedacrosslargeareas,aslongaseachunitiswithineithertwoorthree(dependingonunittype)hexesofeachother,andatleastoneunitinthechainiswithinrangeoftheWC.LOCcannotbetracedthroughahexcontaininganenemyunit,orterrainthatisimpassable.AdisabledorcapturedartilleryunitcannotbeusedtotraceanLOC.A leader stacked with a two-hex infantry unit must be specifically placedinoneofitstwohexes.

NOTE: Command is traced at the instant a specific unit wishes to move. Thus, a Wing Commander or another unit could move to bring an out of command unit back into command before that unit moves. Conversely, if a WC is killed during a Reaction, any units of his Wing that have not yet activated are Out of Command.

5.4.3OUTOFCOMMANDEFFECTS:Anyunitthatcannottracecommandislimitedinwhatitcando:• >>Unlessadjacenttoanenemyunit,itmustmoveasquicklyas

possibletoplaceitselfbackincommand.TheunitignoresanymovementrestrictionsonitduetoitsOrdersuntilitisbackin

command,atwhichpointitmaythenperformitsnormalactivationwithanymovementpointsremaining.IfitsWingCommanderisnotcurrentlyonthemap,itmaynotmoveatall.Exception: an out of command Artillery unit does not have to follow this restric-tion if it is unlimbered.Onceincommand,theunitmaythenuseanyremainingMPsfreely,withintheOrdersrestrictionsofitsWing.Thus,aunitonehexoutofcommandcanmoveonehexbackintocommandandthencontinuewithitsWingduringthesameactivationusingitsremainingmovementpoints.Ifforanyreason(facing,terrain,etc.)aunitcannotmoveclosertobeingincommand,theowningplayermustatleastrefacetheunitsoastomaketherequiredmovementeasierinalateractivation.Anoutofcommandunitthatstartsanactivationadjacenttoanenemyunitmaymovebackintocommand.

• The only fire it may perform is Reaction Fire (see 9.4). Exception: unlimbered Artillery units may fire even if out of command.

• AnOutofCommandunitmayNOTmoveadjacenttoanenemyunit.ItmayperformalltypesofReaction(ReactionFire,ReactionMovement,andInterception)normally,butcannotmoveadjacenttoenemyunitswhendoingso.(Thus,itmustbeadjacenttoanyenemyunititattemptstoIntercept.)

• AheavyinfantryunitmayattempttoformHedgehog(6.3.2)asaReactionevenifoutofcommand.

• AnOutofCommandunitmaynotReformorRallyunlessadjacenttoorstackedwiththeArmyCommander.

NOTE: The ability of the AC to reform and rally a unit is not af-fected by the command status of that unit. In effect, the AC himself is placing the unit in command for purpose of being reformed or rallied. Conversely, if a WC is killed during a Reaction, any units of his Wing that have not yet activated are Out of Command.

5.5 Orders in General5.5.1OrdersrepresentwhataWingispreparedtododuringtheturn.OrderscanlimitorrestrictwhatunitsofthatWingcando.Ordersrestrictionsapplyonlytounits,nottoLeaders,andapplyonlyduringtheWing’sactivation.(Thus,afriendlyunitunderChargeOrdersadjacenttoanenemyunitmaystillInterceptduringanenemyacti-vation.) All Wings begin the game with one of four specific Orders (5.6),butthoseOrderscanchangeduringthegame(5.7).

5.5.2TheactofchangingOrdersisnotautomatic,butdependsontheWing’scurrentOrdersanditsdesiredOrders.Theleadershipratingof the WC (and possibly the AC) influences the ability to change Orders.ThecurrentOrdersforaWingisdesignatedbyplacingtheappropriateOrdersmarkeronorneartheWingCommander.

5.5.3TheplayersmaysecretlychoosetheirOrdersbeforeagamebegins,andthenrevealthemsimultaneously.ThereareHistoricalOrdersprovidedforeachbattlethattheplayersmaychoosetousebymutualconsent.

NOTE: Orders are assigned to the Wing as a whole, not to indi-vidual units.PLAY NOTE: For a more historical game, use the Historical Orders; for a more balanced game, select your own Orders.

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>>5.5.4AnunlimberedArtilleryunit is exempt fromordersrestrictions and isnot forced to limber toget into command.However, wagons and limbered artillery units are subject toallcommandrestrictionsexceptwhentheAnti-SuicideClausebelowapplies.

5.6 Four Types of OrdersVersion 5 Note: LOS no longer affects Orders in any way. Com-manders generally had enough situational awareness of the enemy to allow charging regardless of LOS.

5.6.1CHARGE:AunitunderChargeOrdersmustattempttoenditsactivationatleastonehexclosertotheenemyunitclosesttoit,evenifthismovementputstheactiveunitoutofcommand.Exception:Iftheclosestenemyunitisalreadyadjacenttothefrontofanotherfriendlyunit,thentheactiveunitmayinsteadmovetowardthenextclosestenemyunit. Ifforanyreason(facing, terrain,etc.)aunitcannotmoveclosertothenearestenemyunit,theowningplayermustatleastrefacetheunitsoastomaketherequiredmovementeasierinalateractivation.AunitmustbeunderChargeOrderstomoveadjacenttoanenemyunit.>>NOTE:Whichenemyunitisconsidered“closest”isdeterminedonaunitbyunit,hexbyhexbasis.Thus,enemyinterceptionsthatoccurduringanactivationmayaffectwhichunitisconsideredthe“closest”onefortheunitthatisinterceptedorforfriendlyunitsthatmoveaftertheinterception.>>Iftheactiveunitstartsormovesadjacenttoanenemyunitthatisnotinthefrontofanotherfriendlyunit,theactiveunitmaynotmovefurtherother thantochangefacing,wheel,orexchangestackingpositionswithanartilleryunitstackedinitshex(8.3.�).(Exception:Anactiveunitneednotstopiftheenemyunitisaloneartilleryorwagonunit.See��.5.�.)Determinewhichenemyunitanactiveunitmustmovetowardstheinstanttheactiveunitbeginstomove.Iftwoormoreenemyunitsareequallydistant,theplayerowningthechargingunitcanchoosewhichoneoftheenemyunitsitcharges.AWingunderChargeOrdersmayNOTPasswhenactivated.AunitunderChargeOrdersmaynotperformaReformorRallyAction(�3.2)orusetheWithdrawoptioninReactionMovement(9.2).

PLAY NOTE: Given the conditions above, a given enemy unit will cause only one friendly unit to “stick”—other friendly units can move past the enemy unit, or move away if they started adjacent.

>>ANTI-SUICIDECLAUSE:ALightInfantryorlimberedArtil-leryunitisneverrequiredtomoveadjacenttothefrontofanenemyHeavyInfantryunit.IfanenemyHeavyInfantryunitistheclosestenemyunitstotheLightInfantryorlimberedArtilleryunit,themov-ingunitmustmovetowardstheHIunit,butdoesnothavetomoveadjacenttoitsfrontevenifthemovingunitbeginstheactivationtwohexesawayfromtheHIunit.

5.6.2MAKEREADY:AunitunderMakeReadyOrdersmaymove,butmayNOTmoveadjacenttoanenemyunit.AunitmayperformaReformAction,butnotaRallyAction,ifstackedwithoradjacenttoitsWingCommander.

5.6.3RECEIVECHARGE:AunitunderReceiveChargeOrdersmaymoveamaximumofonehex,butmaynotmoveadjacenttoanenemyunit.Atwo-hexunitmaychangefacingbywheelingonehex(assumingitisallowedtoenterthehexandhasthemovementpointstodoso)aslongasattheendofitsmoveatleastonehalfoftheunitisadjacenttothehexitstartedin,andneitherhalfisadjacenttoanenemyunititdidnotstartadjacentto.AunitmayperformaReformAction.AunitmayperformaRallyActionifstackedwithoradjacenttoitsWingCommander.

5.6.4 RALLY:AunitunderRallyOrdersmaymove,butmaynotenditsmovementclosertoanyenemyunitthanthedistanceitstartedtheactivationfromtheclosestenemyunit.AunitmayperformaReform or RallyAction. ItsWing Commander may not attemptContinuationorPreemption.

5.6.5ALLORDERSTYPES:UnitsmayengageinFireCombatandCloseCombat,andtheirArmyCommandermayperformReformandRallyActionsonthem.Theymaychangefacing,eveniftheystartadjacenttoanenemyunit.OrdershavenoaffectonadvancesandretreatsafterCloseCombat.

5.7 Changing Orders5.7.1WHEN:OnlyanActiveWingmayattempttochangeitsOrders,andonlyduringtheOrdersChangeSegment.ItmustbeattemptedbeforeanyunitsintheWingperformanyAction.

5.7.2PROCEDURE:TochangeOrders,thephasingplayerconsultstheOrdersChangeTableandcross-references theActiveWing’scurrent Orders with the desired Orders. Roll the die and applyany applicable modifiers. If the Wing is successful in changing its Orders, thenewOrders are in effect for that activation.AWingthatfailstochangeOrdersmustactivateunderitscurrentOrders.(Exception:5.8.)

NOTE: It is not possible to make certain Orders changes.

>> 5.7.3MODIFIERNOTE:WhenattemptingtochangetoRally,there is a modifier if more than half of the Wing’s units are Morale Broken,MoraleShaken,orhavebeeneliminated.Treatunitsthathavepursuedoff-mapaseliminatedwhendeterminingwhethertouse this modifier. Ignore Artillery and Wagons when making this calculation.

5.8 Mandatory Rally Orders ChangeAtthebeginningofanactivation,ifallCavalryandHeavyInfantryunitsoftheactivatedWingareeithereliminated,off-map,Forma-tionBroken,MoraleShaken,orMoraleBroken,thenthatWing’sWingCommandermustbeplacedunderRallyOrders.ThisOrderschangeisautomatic,andthatWCcannotattemptanotherOrderschangethisactivation.TheplayercannotPassforthatactivation.AWingcannotbeforcedunderRallyOrdersifanyunitsofthatWinghavenotyetarrivedasReinforcements.

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6. Facing and Formation6.1 Facing>>Positioneachunitinitshexsothat its front faces a vertexof itshex. (Exception: Two-hex unitsinColumn,6.3.4.)The topof theunit is its front. Single hex unitshave two frontal hexes, two flank hexes,andtworearhexes.Two-hexunitshavethreefrontalhexes,two flank, and three rear hexes. Leaders,limberedguns,wagons,and Morale Broken units havenofacing.

6.2 Changing Facing6.2.1MOVEMENTCOST:Unitsmust paymovementpoints tochangefacing.• CavalryandLightInfantry:�MPpervertexchanged.• SinglehexHeavyInfantry:2MPspervertexchanged.• Two-hexunits-Must“wheel”forwardtochangefacing.Onehalf

oftheunitremainsinitshexwhiletheothermovesandpivotsaroundthestationaryhexasshownbelow.ItcostsoneMPplustheterraincostincurredbythemovingportionofthetwo-hexunit(seeTerrainEffectsChart)towheelonehex.Two-hexunitsmaynotwheelbackwards.

AHeavyInfantryunitincolumnpays2MPsperhexsidetochangefacing.

2 MPs

EXAMPLE: A two-hex unit wheels one hex in a clear terrain hex. The total MP cost is two.

6.2.2COUNTERMARCH:Aunitmaychangefacing�80degreesatacostof twomovementpoints.Notactuallyan“about face,”this represents the file leaders retiring to the rear followed in turn by the rest of the file.

Note to owners of TACW: The Backstep maneuver has been removed from the series, and is no longer available even in the TACW sce-narios.

6.2.3ARTILLERY:AnArtilleryunitnotonitsFiredsidecanchangefacing any number of vertices in lieu of firing (whether normal fire orReactionFire).FliptheArtilleryunittoitsFiredsideifitchangesfacing.Limberedgunshavenofacing,soyoudon’thavetopayanyfacingchangecostsforthem.

6.2.4FACINGANDENEMYUNITS:AunitthatchangesfacingwhenadjacenttoanenemyunittriggersReactionFire(9.4).

6.3 Formation>> 6.3.1FORMATIONSTATES:Aunitisalwaysinoneofsevenformationstates:FormationNormal,FormationShaken,FormationBroken,Hedgehog(6.3.2),OpenOrder(6.3.3),Column(6.3.4)orMoraleBrokenwithnoformation(�2.4.3).AllFormationstatesdonotapplytoWagonsorArtillery.formationstatesaredenotedbyamarkerexceptforFormationNormal(representedbythefrontofunitwithnomarker)andFormationShaken(representedbythebackof unit with no marker). Close Combat (11.2.F), Artillery fire, and movementthroughruggedterrainwilldegradeaunit’sformation,fromFormationNormaltoFormationShakentoFormationBroken.IgnoreadditionalFormationHitsonFormationBrokenunits(except:�0.6.6).Theeffectsofthesearelistedbelow.• Formation Normal—Norestrictions.• Formation Shaken—Aunit’smovementallowance ishalved,

and it suffers adverse Fire and Close Combat modifiers.• Formation Broken—Aunithasnomovementallowance,and

suffers adverse Fire and Close Combat modifiers. Formation BrokenunitsadvanceafterCloseCombatnormally.

6.3.2 HEDGEHOG:This formation (also known asSchiltron)isavailableonlytoHeavyInfantryunitsthathavepikes.

a. A unit in this formation may not fire, initiate Close Combat, or voluntarily move and suffers adverse Fire Table modifiers. (Artillery stacked with a unit in Hedgehog may not fire, either.) The benefit of thisformationisthattheunitdoesnothaveanyFlankorRearfacingand receives beneficial Close Combat modifiers. b.UnitsmayformaHedgehogintheiractivationphasebyexpend-ingfourmovementpoints,orwheneligibleasReactionMovementatnomovementpointcost(see9.2.3).AunitmustbeinoneofthefollowingformationstatestoformHedgehog:FormationNormal,

Front Front

FlankFlank

Rear Rear

Flank Flank

Front Front Front

Rear Rear Rear

Twoheavyinfantryunits—oneFormationNormalandoneinOpen Order—move forward two hexes (4 MPs each). Bothbelong to a wing under Make Ready orders.The FormationNormalunittakestwoFormationHitsduetotheterrain—oneformovingdownasteepslopehexsideandoneforcrossingastreamhexside.TheowningplayermarkstheunitasFormationBroken.TheunitinOpenOrderdoesnottakeanyFormationhitsforitsmovement.

Note:TogettheBrokenunitbacktoFormationNormaltheunitneedstoconducttwoReformactions.MakeReadyonlyallowsreformswithastackedoradjacentleaderpresent.

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OpenOrder(6.3.3),orColumn(6.3.4);FormationShakenunitsmayattempttoenterHedgehogasReactionMovementonly;ifsuccess-ful, flip the unit to its Formation Normal side. Mark the unit with a Hedgehogmarkertoshowitsnewformation.c.ToexitaHedgehogandreturntoFormationNormaltakesatotalof three Reform Actions (6.4). The first Reform Action removes the HedgehogmarkerandleavestheunitinFormationBrokenstatuswiththesamefacingaswhenitenteredHedgehog.Thenreturn-ingtoFormationNormalisthesameasforanyotherFormationBrokenunit.d.UnitsinHedgehogretreatfromandadvanceafterCloseCombatnormally.e.UnitsinHedgehogignoreFormationHitsfromCloseCombat(��.2 F) or advance after Close Combat (��.4.�0), but treat anyFormationHitfromFireCombat(�0.0)asaCasualtyinstead.IfaunitinHedgehogsuffersaMoraleBrokenresult,itbecomesMo-raleBrokenwithnoformation(�2.4.3),andtheHedgehogmarkerisremoved.

COMMENTARY: This is an early form of a square in which pikes formed in a large mass facing in all directions to defend against a Cavalry attack. The muskets either took refuge under the pikes or made themselves scarce.

6.3.3OPENORDER:Units inthisformationdonottakeanyFormationHits frommovement.TheymayengageinallotherActionsnormally.ForFireandCloseCombatunitsinOpenOrderaretreatedasiftheyare

Formation Shaken. Units in Formation Normal may enter OpenOrderwithaReformAction.Aplayermaychoose tohaveunitsbeginascenarioinit.Ifso,theplayerssecretlychoosewhichunitswillbeinOpenOrderbeforeagamebegins,andthenrevealthemsimultaneously.

UnitsmayalsochangefromOpenOrdertoFormationNormalwithaReformAction.IfaunitinOpenOrderincursaformation“hit”fromFireorCloseCombatitisimmediatelyFormationBrokenandtheOpenOrdermarkerisremoved.

COMMENTARY: This represents a loose version of the normal battle formation used when crossing rough terrain. What the formation gained in maneuverability it lost in cohesion, thus the penalties

6.3.4COLUMN:Changingfromcolumntobattlelinewas exceedingly difficult in this period. Units may be in Column Formation only if they are specified to begin ascenariointhatFormationortheyenterasreinforce-

ments.UnitsinColumnhavetheirmovementallowanceincreasedbytwoanddonotincurformation“hits”frommovement.SinglehexunitsinColumnmoveandhavetheirfacingtreatednormally.Whenatwo-hexunitisinColumn,itsrighthalfistreatedasthe“head”ofthecolumn,withthathexside(whichnormallywouldbeits flank) as the unit’s front. Place the column marker on the right halfofthetwo-hexunitandfacingintheproperdirection.TAIL:Becauseallmovementiskeyedonthe“head,”thismaycausethe“tail”topivotabout.Suchpivotingisdonewithoutadditionalcostbutcannotbedoneintoahexprohibitedtomovement.COLUMNTOBATTLELINE:UnitsmaychangefromColumntoFormationBrokenforInfantry,or fromColumntoFormationShakenforCavalry,withaReformAction.Whenchangingatwo-hex

unitoutofColumn,theplayercanchoosewhichhalf,leftorright,becomesthenewfront.(Inotherwords,hecanleavetheunitwiththe orientation it had when in Column, or flip it 180 degrees.)COMBAT:Unitsattacked(whetherbyArtillery,Muskets,Pistols,or inClose Combat) while inColumn have the Column markerremovedandareimmediatelyFormationBrokenandmusttakeaMoraleCheckbeforethecombatisresolved.UnitsinColumnmaynot fire, initiate Close Combat, or perform any type of Reaction, includingInterception.

6.4 Formation RecoveryUnitsmustuseaReformAction(�3.2.3)torecoverfromformationhits,ortochangeoutofHedgehog,OpenOrder,orColumn.EachReformActionimprovesaunit’sformationstatebyonelevel,i.e.,fromFormationBrokentoFormationShakenisoneAction.ItwouldtakeaunittwoActionstofullyrecoveraFormationBrokenunittoFormationNormal.

NOTE: Certain Orders prevent units from undertaking a Reform Action unless the AC performs the action.

7. Movement7.1 Movement in General7.1.1BASICS:Unitsandleadersmoveoneatatime,expendingmovement points for each hex entered (seeTEC).There is nomovementcostformovingadjacenttoanenemyunit.Unitsmustmovedirectlyintotheirfronthexes.Aunitneedstochangefacingto move into a flank or rear hex (see 6.2). Leaders use the Cavalry columnontheTEC.(Iftheterrainisprohibitedtocavalry,theyusetheLIcolumninstead).Ifaunitdoesnothaveenoughmovementpointstoenterahex,itmaynotdoso;thereisnominimumonehexmovement allowed unless a scenario specifically mentions it.

>> 7.1.2TWO-HEXUNITS:Ifonehalfofatwo-hexunitmovesthroughdifferentterrainthantheotherhalf,alwaysusethehigherMPcost(andFormationHitcost,ifany).Ifonehalfofatwo-hexunitcrossesahexsidefeaturebeforetheotherhalfdoes,theMPcost(andanyFormationHitcost)ofthehexsidefeatureispaidtwice(atthemomenteachhalfcrosses).

7.2 Movement Allowances7.2.1Movementallowancesarenotprintedonthecounters.Themovementallowanceforeachunittypeislistedbelow.

CavalryandLeaders: 8MPs LightInfantry: 6MPs Cavalry/LightInfantrystack: 6MPs(8.2) HeavyInfantry: 4MPs Wagons*andLimberedGuns: 2MPs UnlimberedArtillery: 0(maynotmove) MoraleBrokenunits: 0(mayonlymoveintheRout

MovementPhase)

*Wagon units may only move when allowed by specific scenario instructions.

NOTE: A unit’s formation may also affect its movement allowance (see 6.3).

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7.3 Movement and Formation Hits7.3.1Certain typesof terrainwillcausea formationhit tosometypesofunits.This isnotedon theTerrainEffectsChart.Theseformationhitsapplyanytimeaunitentersorcrossessuchterrain,whether due to regular movement, reaction movement, pursuit,retreat,advanceaftercombat,orAdvancingorRetreatingFire.(Donotapplyanyhitsifaunitmerelystartsascenarioinsuchahexorjustchangesstackingorderorfacingwithoutwheelingintothehex.)Whilesuchhitsareappliedimmediately,themovementeffectofaformationhitisappliedaftermovementiscompleted.Inotherwords,aunit’smovementpointallowanceisdeterminedwhentheunitbeginstomove,andshouldtheunit’sFormationStatechangeduringmovementtheunitretainsthemovementpointsithadwhenitstartedmoving.Thus,aCavalryunitthatstartsstackedwithaLightInfantryunithasamovementallowanceof6,evenifitmovesofftheInfantryunit.Exception: A unit must stop moving as soon as it incurs a Formation Hit that causes it to become Formation Broken.Theseformationhitsalsoapplyifaunitpursues,retreats,oradvancesaftercombat,butinsuchcasestheexceptiondoesnotapply(i.e.,aunitcancontinueevenifdoingsorendersitFormationBroken).AunitwillincuraFormationHitforcrossingaGentleSlopehexside(upordown)onlywhenitcrossesthesecondGentleslopehexsideduringthesamemovementactivity(eitherregularmovement,In-terception,oradvanceorretreataftercombat).

EXAMPLE: A Cavalry unit that moves down a steep slope and across a stream would incur two formation hits and stop.

7.3.2TWO HEX UNITS: For two-hex units, if one half movesthroughterrainthatcausesaformationhitwhiletheotherisinclearterrain,theentireunitisstillaffected.Similarto7.�.2,ifonehalfofatwo-hexunitcrossesahexsidefeaturebeforetheotherhalfdoes,theformationhitofthehexsidefeatureispaidtwice(atthemomenteachhalfcrosses).

7.3.3LIMBEREDGUNS:Artillerymaylimberorunlimberinlieuof moving or firing on a given turn. This means an artillery unit may not move or fire during the whole turn in which it limbers or unlimbers.Once limbered,mark theunitwith aLimberedGunsmarker.Limberedgunshaveamovementallowanceof2andusetheHeavyInfantrycolumnoftheTEC.Limberedgunsdonottakeformationhitsfrommovement.LimberedgunsaresubjecttoOutofCommandeffects(5.4.3).LimberedgunsaretreatedasnormalArtilleryforallotherpurposes.(LimberingisnotavailabletoArtil-leryinThisAccursedCivilWarduetothelimitednatureofartillerytransportintheEnglishCivilWar.)ALimberedArtilleryunitmaynotgointoColumnorassumeOpenOrder.ALimberedArtilleryunitmayenterahexwithafriendlyInfantryorCavalryunitifallowedtostackwiththatunitby8.�.�.However,itmustthenstopforthecurrentactivation.Eitherunitmaymoveoutofthehexinafutureactivation,buttheymaynotmovetogetherasastack.

7.3.4INTEGRATEDARTILLERY.AHeavyInfantryunitthatalsohasanartillerysymbolonitcontainsregimentalartillery.Youdonotneedtolimberandunlimbertheseunitstomove;whenyoumovetheInfantry,theartilleryisconsideredtobemovingwithit.However,terraineffectsthatapplytoArtilleryunitsalsoapplytoanyHeavyInfantryunitswithintegratedregimentalguns.

7.3.5 BRIDGES.Anyunitthatisnotatwo-hexHeavyInfantryunitmayenterabridgehexorcrossabridgehexsidenormally,andmayinitiateCloseCombatfromabridgehexoracrossabridgehexsideifotherwiseallowed.Ifatwo-hexHeavyInfantryunitisinColumn,orRouting,itmaycrossabridgeasifitwereanotherroadhexorhexsideexceptthatitmaynotendanactivationinabridgehexorstraddlingabridgehexside.

IfnotinColumn,atwo-hexHeavyInfantryunitusesthefollow-ingtocrossabridgehexorhexside.

Hedge

�MP

2MPs

�MP�MP2MPs

�MP

rotateone vertex

�MP

2MPs

MA = 8 MPs MA = 6 MPs

MA = 4 MPsrotate

one vertex

ExamplesofMovement:ThecavalryunitandtheMusketeerunitbothpayanadditionalMPtocrossthehedgeandtorotateonevertex.Thehedgecausesaformationhitonthecavalryunitbut

Countermarch(rotate�80°)=2MPs

Moveforwardtwohexes=2MPs

notonthelightinfantry.The2-hexheavyinfantryunitrotates�80º(CounterMarch)andthenmovesforwardtwohexesforacostof2MPs.

2MPs

�MP

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• Theunit’s formationmust beFormationNormal orOpenOr-der.

• Theunitmuststarttheactivationadjacenttothebridgehexsideorhexwiththebridgeinoneofitsfronthexesorhexsides.

• Theunitthenusesitswholemovementallowancetocrossthebridgeandendsupontheothersidesuchthatthebridgeisinoneoftheunit’srearhexesorhexsides.Inessence,it“squeezes”acrossthebridge.

• Itmaintainsthesamefacingafterthecrossingandtheotherhexitendsupinmustbeoneitcouldenterinnormalmovement.

• Aftercrossing,aFormationNormalunitbecomesFormationBro-ken.

Atwo-hexinfantryunitmayinitiatecombatacrossabridgehexsideorbridgehexagainstanenemyunitontheotherside,butisconsid-eredtobeFormationBrokenduringtheCloseCombat.Ifvictorious,itmayadvanceacrossthebridgefollowingthemovementrulesandrestrictions.

7.4 Reinforcements>>Ifascenariocallsforreinforcements,andifthosereinforcementshavetheirownWingCommander,thenthatWingmayenterthemapduringtheindicatedturnunderMakeReadyOrders.TheWingisignoredforallpurposesbeforeitsturnofentry,butatthestartofthatturnitiscountedfordeterminingwhohasInitiative.Theown-ingplayermayactivatethereinforcingWing’sWCinitsnormalplaceintheOrderssequencefortheturnthattheWingenters,andsotheWCcanbeusedforPreemptionattemptsandcanattempttochangeordersbeforeentering.Iftheindicatedentryhexisblockedbyenemyunits,thentheunitsmayenteratthenearestunblockedhex.UnitsmayenterinNormal,OpenOrderorColumnformationattheowner’sdiscretionunlessnotedotherwiseinthescenariorules.If only one entry hex is specified, the units must enter sequentially, with each unit after the first having one less movement point per unitthathasenteredinfrontofit.Example: Four Heavy Infantry battalions enter at hex 1101; the first has 4 MPs, the Second 3, the third 2, and the last 1. If only one hex is specified, a two-hex unit mayenterinthathexandoneoftheadjacenthexes.

8. Stacking8.1 Basic Rule8.1.1Stackingreferstohavingmorethanoneunit inahex.Thebasicruleisoneunitperhex.Theexceptionsare:• A�or2strengthLightInfantryunitmaystackwithaCavalry

unit(8.2).• >>OneArtilleryunitoroneWagonmaystackwithanInfantry

orCavalryunit(8.3).• >>TwoArtilleryunitsortwoWagonsmaystackwithatwo-hex

HeavyInfantryunit(oneArtilleryunitorWagonineachhex)(8.3and8.5).

• TwoCavalryunitsmaystacktogethermomentarilytoperformCavalryIncorporation(8.4).

8.1.2Thestackingrulesareineffectatalltimes.Unitsmaynotmovethroughfriendlyunitsduringmovement,Interception,orretreats.Exception:Unitsmaymove(8.3),Intercept(9.3)orretreat(��.4.3)throughfriendlyArtilleryunits.

8.2 Cavalry and Light Infantry Stacking8.2.1A�or2strengthLightInfantryunitmaystackwithoneCavalryunitofthesameWing.Whilestacked,treattheunitsasoneunit,withthesamefacing,sameFormationstate,andsameMoralestate.Theeffectsofthisareasfollows:• Themovementallowanceofthecombinedstackissixforallpurposes

usingtheCavalrymovementpointcostsontheTEC.• BothunitsmayFire,andbothmayReactionFirewhenthestack

is fired upon. Accumulate the effects of both fires before imple-mentinganyresults.

• Bothunitsmustsharethesamefacing.• IfthestackengagesinCloseCombattheLightInfantryunitis

ignored forallpurposes. If theCavalryunit iseliminated, theLightInfantryunitis,too.

• IfaCavalryunitretreatsoradvancesaftercombat,theLightIn-fantryunitgoesalongwithit.IftheCavalryunitpursues(��.7)theLightInfantryunitisleftbehind(��.7.3).

• Bothunitsinthestacksufferallformationandmoralehits/effects.Only one of the units (owner’s choice) takes an inflicted casualty hit.Ifeitherunitreachesitscasualtythreshold,theentirestacksufferstheeffects.

• ThemoraleratingoftheCavalryunitisusedforallMoraleChecks(�0.6.2).

• TheyRallyorReformtogether,usingoneaction.• IfforcedtoRoutMove,splitthestackandmoveeachunititsfull

movementallowance.• TheCavalryunitmay intercept, leaving theLight Infantryunit

behind(butwithaMAofonly6,itcan’tinterceptenemyForma-tionNormalcavalry).

DESIGN NOTE: The Cavalry / Light Infantry combination was a physically integrated unit, as the musketeers were formed into platoons of 40 to 60 men interspersed between the squadrons of cavalry. The tactic was primarily defensive and was meant to supplement the firepower of the cavalry line. It was made popular by the Swedes in the 1630s, but was controversial. It could still be found in use in the 1670s.

8.2.2ACavalryunitthatmovesintoahexthatalreadycontainsaLightInfantryunitmuststop—itmaynotpassthrough.Theconverseisalsotrue,aLightInfantryunitmuststopifitmovesintoahexthatcontainsaCavalryunit.Themovingunitmustchangeitsfacingtobethesameasthenon-movingunit’s;ifitcan’tdoso,itcan’tenterthehex.Iftheunitinthehexhasnotyetmovedintheactivation,itmaynotmovethatactivation.In thenextactivation, thestackmaymovetogetherasastack.Whenunitsmovetogethertoformastack,bothunitsassumetheworstmoraleandformationstateofeitherunits.Thus,ifaMoraleShaken/FormationNormalCavalryunitstackswithaMoraleNormal/FormationShakenLightInfantryunit,bothunitsarenowMoraleShaken/FormationShaken.

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9.0 Reaction9.1 Basic Concepts9.1.1REACTION INGENERAL:Under certain conditions, theInactiveplayermayinterrupthisopponent’scurrentactivationtoreactwithhisInactiveunits.ReactionbyanInactiveunit isper-mitted only when triggered by specific activities of an Active unit occurring in the Inactive unit’s Reaction Zone. Reaction Zonesaredescribedin9.�.2.Foreachtrigger,aunitmayReactionMoveorReactionFire,butnotboth(inotherwords,ReactionFireandReactionMovementaremutuallyexclusive).OnlyInactiveunitsmayReact.Exceptions:• AnActiveCavalryunitmayReactionFire,butnotReactionMove,

againstasuccessfulInterception(9.3).• AnActiveunitmayReactionFireorReactionMove (butnot

Intercept) in theCloseCombatPhaseagainstanInactiveUnitthatadvancesorpursuesafterCloseCombat(��.4.9)orchangesfacingaspartoftheadvance.

9.1.1aGENERALRESTRICTIONS:• AunitmayonlyattemptoneReactionoroneInterceptionper

Trigger.• Asingletriggeringeventenablesalleligibleinactiveunitstore-

actorattemptInterception.AplayerneednotdeclarealleligiblereactionsorInterceptionsatonce;hemayawaittheresolutionoftheonebeforedeclaringanother.However,ifasingleactiontrig-gersReactionfrommorethanoneunit,any“forcedHedgehog”attempts under 9.2.3 must be done first.

• AunitmayInterceptorReactionMoveevenifadjacent toanenemyunitandregardlessofOrdersRestrictions.

• AMoraleBrokenunitmaynotReactorIntercept.

• AnOutofCommandunitmayReact,butmaynotmoveadjacenttoanenemyunitindoingso.

• AunitmayperformReactionFireonlyagainsttheunitthattrig-gersthereaction.

9.1.2 REACTION ZONES: Reaction Zones vary depending onthetypeofunitreacting,whetherthereactingunitReactionFiresorReactionMoves,andwhattypeofReactionMovementtheunitperforms.AunitmayonlyperformoneReactiontoanytriggerinoverlappingReactionZones.• AnArtillery unit may Reaction Fire to enemy Fire up to its

maximum range (counter-battery fire), and Reaction Fire to other triggers up to its grazing fire range. An Artillery unit may only ReactionFirethroughitsfrontalarc(seediagramonpage�8).

• Anon-ArtilleryunitmayReactionFireintoanyhexadjacenttoits front or flank.

• AneligibleunitmayperformReactionMovementwhenanenemyunit moves into one of the hexes mentioned for the specific type ofReactionMovementincases9.2.2,9.2.3,and9.2.4.

9.1.3TRIGGERS:AneligibleInactiveunitmayReactionMoveorReactionFireeachtime:• >>AnActiveunitentersanyhexintheInactiveunit’sReaction

Zone by normal movement, Advancing or Retreating Fire, orCavalryAvoidanceofArtilleryFire(�0.8.6).

8.3 Stacking with Artillery8.3.1WhenaunitstopsmovementinahexoccupiedbyanArtilleryunit,theplayermustdecidewhichunitwillbeontopofthestack.OnlytheunitontopmayengageinFireCombatorbethetargetofFireCombat,butthebottomunitmayotherwiseReactandissubjecttoGrazingFire(�0.8.3).IfanArtilleryunitisstackedontopofatwo-hexInfantryunit,thehalfoftheInfantryunitnotstackedwiththe Artillery unit can still fire. Captured and Disabled artillery units mustalwaysbeplacedandremainatthebottomofastack.

8.3.2Theorderofthestackmayonlybechangedbythenon-ArtilleryunitperformingaMove,AdvancingFire,orRetreatingFireActionwhenactivatedORinlieuofaReactionFirebytheArtilleryunit.Inthelattercase,neithertheArtilleryunitnortheunititisstackedwith perform Reaction Fire; instead, the Artillery unit is flipped to its Firedsideandplacedatthebottomortopofthestack.IfalreadyonitsFiredside,onlyaMove,AdvancingFire,orRetreatingFireActionbythenon-Artilleryunitcanchangethestackorder.AFormationBrokenunitmaychangestackingpositionwithanartilleryunit.

8.3.3AnArtilleryunitandtheotherunitstackedwithitmaybeindifferentmoraleorformationstatesandmayfacedifferentdirections.AnartilleryunitmaystackwithaunitofanyWing.

8.3.4Ifatwo-hexInfantryunitisstackedwithanArtilleryunitineachhex,bothArtilleryunitsmustbeinthesameposition--eitherontoporonbottom.IfanArtillerystackedontopofanInfantryunitisdisabled,theInfantryunitsuffersanyexcesslosses.Itmayreactinsuchasituationifotherwiseeligible.

8.4 Cavalry IncorporationIfaCavalryunithastakencasualtiesitmayincorporateotherCavalryunits(withthesameordifferentmorale)toreplacesomeorallofitslosses,butnevermorethanitsprintedstrength.ThemovingCavalryunitmovesintothehexcontainingtheunittobeincorporated.Thenon-movingunitisremovedfromplayandiscountedforvictorypointsasaneliminatedunit.Themovingunitremovesanumberofcasualtiesequaltotheremainingstrengthofthenon-movingunitandendsitsmovement.AunitmaybebroughtbackaboveitsCasualtyThresholdthroughthisprocess.TheunitassumestheworstMoralestateofthetwocombiningunits.Ifthenon-movingunithadmorestrengthpointsremainingthanthemovingunitcouldabsorb,theyarelost.

EXAMPLE: At 1st Newbury, Rupert’s 4-8 Cavalry squadron has 2 casualties. His 2nd squadron, a 4-7 also has 2 casualties. The own-ing player moves the 4-8 to the 2nd squadron hex. 2nd Squadron is removed from play and the 2 casualties are removed from the 4-8 squadron.

>> 8.5 Stacking with WagonsWheneverafriendlyinfantryorcavalryunitisinthesamehexwithaWagon,alwaysplacetheWagonatthebottomofthestack.ThereisnocosttodosoandwhilestackedtogethertheWagonisalwaysconsideredatthebottomofthestack.AWagonunitcannotstackwithanartilleryunitoranotherWagon.IfanenemyinfantryorcavalryunitentersahexwithaWagon,isconsideredcaptured;see�4.�.

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• >>AnActiveunitendsanadvanceorpursuitintheInactiveUnit’sReactionZone;or

• AnActive unit changes facing in the Inactive unit’s ReactionZone;or

• AstackofActiveUnitschangesstackingintheInactiveunit’sReactionZone;or

• AnActiveunitperformsaReformorRallyActionintheInactiveunit’sReactionZone;or

• An Active unit performs any type of fire on the Inactive unit (only the Inactive unit that was the target of the fire may react).

And(appliestoalloftheabove)theInactiveunithasaclearLOStotheeventtriggeringthereaction.

EXAMPLE: At Edgehill, Rupert’s 3-8 Cavalry unit moves adjacent to Ramsey’s 4-6 Cavalry unit. When it moves adjacent, Ramsey may fire. Then Rupert fires (a Cavalry unit may fire at any point in its movement see 9.2) at Ramsey, who then can fire again in reaction. Rupert defeats Ramsey in Close Combat and advances into a hex adjacent to a 2-6 Dragoon unit that may now Reaction Fire due to Rupert entering its Reaction Zone.

9.1.4TWO-HEXUNITS:Bothhalvesofatwo-hexunitmustun-dertakethesametypeofReaction,andbothhalvesmayReact(ifotherwiseeligible)evenifonlyonehalfwastriggered.

9.1.5ARTILLERYUNITS:ArtilleryunitsontheirFiredsidemaynotreact.FlipanyArtilleryunitthatdoesReacttoitsFiredside.Thus,ArtilleryunitscanonlyReactonceperturn,andonlyiftheyhave not yet fired.

9.1.6REACTIONEFFECTSONMOVEMENT:AswithFormationHitsduetoterrain(7.3.�),anActiveunit’sMovementAllowanceisdeterminedwhentheunitstartstomove.AnychangetothisMove-mentAllowanceduringthemovementduetoanyReaction,includ-ing an Interception, doesnot change thisMovementAllowance,withoneexception:assoonasaunitbecomesFormationBrokenitmustceasemovement.Conversely,themovementallowanceforanInactiveunitisdeterminedatthestartofeachReaction,sothatanychanges to itsmovementallowancefromoneReactiondoesaffectlaterReactions.

9.2 Reaction Movement9.2.1INGENERAL:ReactionMovementoccursassoonasitistriggered:theActiveplayerstopshismovement,theInactiveplayerperformshisReactionMovement,andthentheActiveplayerre-sumeswhereheleftoff.TherearethreetypesofReactionMovement(9.2.2-9.2.4).ThereisnolimittothenumberoftimesaunitmayperformReactionMovement—itmaydosoeachandeverytimeaReactionistriggered.However,aunitmayuseonlyonetypeofReactionMovementpertrigger.AunitmayReactionMoveevenifinthefrontalhexofanenemyunit.

AunitmayonlyReactionMoveeachtimeitdoessouptothelimitofitscurrentMovementAllowance.

9.2.2FACINGCHANGE:Ifanenemyunitwhosemovemental-lowance(includingtheeffectsofFormationHits)isthesameasorlessthanthereactingunit’smovementallowancemovesadjacentto the reacting unit’s flank or rear, the reacting unit may change facingasfollows:

a)Singlehexnon-Artilleryunitsmaychangefacingbyuptotwohexvertices.

b)Two-hexunitsmaypivot (6.2.�) half their counter up to twohexes.ThenewhexorhexesthatthemovinghalfoftheunitentersduringaReactionFacingChangemaynotbeadjacenttoanenemyunitunlessthewheelingunitisunderChargeOrders.Atwo-hexunitunderanyOrdersmayalsopivotandmoveadjacenttoanenemyunitifthepivotingunit’sstationaryhalfisalreadyadjacenttothatenemyunit,andthepivotinghalfdoesnotmoveadjacenttoanyotherenemyunit.

>> 9.2.3FORMHEDGEHOG:IfanenemyCavalryunitexpendsmovementpointsintoorwithintwohexesofaHeavyInfantryunit’sfront or flank, and that HI unit is in one of the formation states listed in6.3.2b(includingFormationShaken),theHIunitmayattempttoformHedgehogasaReactionbypassingaMC.AfailedMCprevents theunit fromformingHedgehogand lowers itsMoralestatusbyone(see�2.0).AneligibleHeavyInfantryunitmustat-tempttoformHedgehogeachtimeanenemyCavalryunitentersone of its rear (not flank) hexes. Note, the Heavy Infantry unit is notrequiredtoremaininthatformationjustbecauseaCavalryunitisadjacenttoitsrear.

9.2.4WITHDRAW:Ifanenemyunitwhosemovementallowance(includingtheeffectsofFormationHits)isthesameasorlessthantheReactingunit’smovementallowancemoveswithintwohexesoftheReactingunit,theeligiblereactingunitmaymoveuptoitsfullmovementallowance(includingtheeffectsofFormationHits)away(i.e.,enditsmovefurtherawayfromthetriggeringunitthanwhenitstarted).AunitmayperformaWithdrawReactionMoveonlyonceperenemyactivation.Tobeeligible,aunitmustbe:

• UnderRallyOrders,or• Aleaderaloneinahex,or• ACavalryunitnotunderChargeOrdersapproachedbyHeavy

Infantry.

A unit performing aWithdraw Reaction Move may not moveadjacenttoanyenemyunit.Unitsretreatinginthisfashiondonotsimplybackup—allnormalrulesofmovement,facingandforma-tionhitsapply.

9.3 Interception9.3.1ELIGIBILITY:AnInactiveCavalryunitmayattempttointer-ceptanActiveenemyunitifthefollowingconditionsaremet:a) Theenemyunitperformsa9.�.3triggerthatinvolvesmovement

(i.e., just the first three bullets apply) anywhere within four hexes ofafriendlyCavalryunit,and

b) TheenemyunitisintheCavalryunit’sFrontorFlankarcs(tracethis arc straight out one flank of the unit, then around its front to the other flank), and

c) TheCavalryunitisnotFormationBroken,andd) TheCavalryunithasaclearLOSandaclearmovementpathnot

througha“deadzone”(�0.9.3b)tothemovingunit,ande) TheCavalryunithasenoughMPstomovetoahexadjacentto

(orisalreadyadjacentto)themovingunitanddoesnotbecomeFormationBrokenbeforeit’sadjacenttothemovingunit.

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f) TheCavalryunithasnotalreadyattemptedanInterceptiondur-ingthecurrentenemyWingactivation,and

g) ThemovementallowanceoftheCavalryunit(includingtheef-fectsofFormationHits)isthesameasorgreaterthantheenemyunit’smovementallowance.

NOTE: Unlike other Reactions, an eligible cavalry unit may at-tempt Interception only once per enemy activation, whether the attempt is successful or not. A continuation is a new activation.

9.3.2 PROCEDURE:The moving unit stops while the ReactingCavalryunitcheckson the InterceptionTable todetermine if itsInterceptionattemptissuccessful.ThecurrentOrdersoftheCavalryunitisfoundontheInterceptionTableandadieisrolled.Applyany applicable modifiers. If the die roll falls within the range on thetabletheInterceptionissuccessful.Ifitfails,theCavalryunitremainsinplaceandismarkedwithanInterceptionDonemarker(itmaystillReact).CavalrymaynotinterceptanInterception.TwoormoreCavalryunitsmayattempttointerceptthesamemovingunit,butfullyresolveeachattemptbeforegoingontothenext.Aplayerdoesnothavetodeclareallattemptsbeforerolling;hemaydeclareone,resolvetheInterception,andthendeclareanother.

>> 9.3.3 SUCCESSFUL INTERCEPTION: If successful, theowningplayermustmovetheCavalryunitadjacenttotheenemyunititisintercepting.Eachhexenteredmustbe�hexclosertotheinterceptedunit.Allnormalmovementrulesandformationhitsap-ply.TheinterceptedenemyunitmayReactionFire(9.4)butonlyifit is a Cavalry unit. The intercepting Cavalry may then fire (10.2). AfterFireCombatisresolved,theinterceptingCavalryunitmayengageinCloseCombat,whichisresolvedimmediately.Note:The

interceptedunitmaynotperformReactionMovementinresponsetotheInterceptionbecauseonlyinactiveunitsmaysoReact.

9.3.4Afteranypost-InterceptionCloseCombatsareresolved,theActiveplayerresumestheinterruptedactionoftheinterceptedunit(assuming it’s stillonmap), and thencontinueswithotherunitsof theactivatedWing.FormationHits incurredduring theCloseCombatdonotaffect the remainingmovementallowanceof theinterceptedunit,unlessitbecameFormationBroken.AninterceptedunitlosesanyMomentum(��.3.6)accumulateduptothetimeoftheInterception,andmustsatisfytherequirementsforMomentumfromthepointatwhichitresumesmovement.

9.3.5CavalrythatinterceptedmaystillundertakeActionswhenitsWingisactivated.ACavalryunitinaWingthatisFinishedmayalsointercept.

9.3.6MarkanyunitthatattemptsInterceptionwithanInterceptionDonemarker to indicate that itcannotattempt to interceptagainthisactivation.RemoveallInterceptionDonemarkersattheendofthecurrentactivation.

9.3.7Cavalrymayinterceptthroughafriendlyartilleryunit,thoughitlosesMomentumfordoingso.Cavalrymaynotinterceptthroughenemyartilleryunits.

9.4 Reaction Fire9.4.1There isno limit to thenumberof times InfantrymayuseReactionFireaslongaseachistriggeredseparately.ReactionFireishandled in thesamemanneras regularFire (�0.0).Cavalry issubject to pistol limitations (10.7) and Artillery may still only fire once per turn. For Reaction Fire, Heavy Infantry may use salvo fire (�0.4)andallInfantrymayuseSkirmishingFire(�0.3.3),butnounitcanuseAdvancingFire(�0.3.2)orRetreatingFire(�0.3.4).Generally, performeachReactionFire as soonas it is triggered.However,auniteligibleforReactionFireagainstbothsidesofthesame two-hex unit does not Reaction Fire until both fires from the two-hexunithavebeenresolved.

9.4.1a: HEAVY INFANTRY REACTION FIRE (OPTIONALRULE):IfaHeavyInfantryunitperformsReactionFireanditsun-modified die roll is 5 or more, that HI unit cannot perform Reaction Fireagainduringthesameactivation.AnHIunitisnotrequiredtoperform Reaction Fire when first triggered, so the unit can hold its fire for possible later use. If a double-sized HI unit rolls a 5 for when the first half of the unit fires, the other half may still fire during that fire opportunity, but not later in the Activation.

DESIGN NOTE: A line of single-sized HI units, such as in the ULB Freiburg scenario, will draw more fire than a similar line of double units. This rule is intended to help compensate for that, but is con-sidered optional at this time.

9.4.2 HEAVY INFANTRY REACTION FIRE VS. MOVINGCAVALRY:ModifytheReactionFiredierollby–�ifthetargetisaCavalryunitthathasadvancedaftercombat,ormovedoneormorehexes, before entering the firer’s Reaction Zone.

9.4.3ARTILLERYREACTIONFIRE:ArtillerymayReactionFireon any unit that fires on its hex, or moves within its Grazing Fire Range.ThetargetunitmustbewithinrangeandwithintheArtilleryunit’sfrontalarc.

EXAMPLEOFINTERCEPTION:The2-hexheavyinfantryunitwantstomoveforward4hexesbutisstoppedinhexAbytheopposingplayerwhowishestoconductaninterceptionwithhiscavalryunit.ThecavalryunitiscurrentlyunderChargeordersso adie roll of 0–5 is required for a successful interception.Thecavalryunit’sOriginalMoraleis8,sothedierollwillbemodified by –1. If the interception is successful, it will allow the cavalrytointercepttheheavyinfantryunitinitsrear.

A

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9.4.4 In addition to regular fire, changing the position of Artillery in a stack in lieu of actually firing (8.3.2) is also considered “Reaction Fire”foritstrigger.

9.4.5TAKING COVER: If a unit in a Castle,Town,Village orChateauhexiseligibleforReactionFireagainstenemyMusketorPistol(butnotArtillery)Fire,theunitmay“takecover”insteadofreturning fire. If the unit takes cover, it does not fire, and any enemy Musket or Pistol fire against it that Activation has no effect (even if technically the offensive fire comes before the Reaction Fire). This benefit applies only to units in Castles, Villages, or Chateaux, and nottounitsinotherterrainlikeredoubtsorentrenchments.

10.0 Fire Combat10.1 Basic Fire Rules>> 10.1.1 IN GENERAL: Units may fire as an Action during their Wing’sactivation.InactiveunitsmayuseReactionFire(see9.4).Aunit can fire at any non-Wagon enemy unit or leader that is within itsRangeandLineofSight.Firecombatisvoluntary;nounitisever required to fire.

10.1.2 RANGE: Range is the number of hexes from the firing unit to the target, counting the target unit’s hex but not the firing unit’s hex.TherangeforallInfantryandCavalryunitsisonehex.TherangeforArtilleryunitsisprintedonthecounter.

10.1.3 FIRE AND FACING: Infantry and Cavalry may fire into their front or flank hexes. Artillery may fire through its frontal hexes only. No unit may ever fire through its rear hexes. Each hex of a two-hex unit can only fire into hexes adjacent to itself (for example, the left side can’t fire into the right front hex). Facing does not apply to pistolsusedbyCavalryinCloseCombat.

10.1.4 OTHER BASICS: Units may not combine fire. Each unit fires individually and the results are applied immediately. A given unitmaybethetargetofmorethanoneFireCombatinanactiva-

tion. Units fire by hex, so a two-hex Heavy Infantry unit would fire twice, but the fire from both halves is together considered one actionandbothareresolvedbeforetheenemygetsanyReactionFire. A two-hex unit does not have to fire at the same target unit. If the same unit receives fire from both halves of a two-hex unit, any casualtiesor formationhits incurred are cumulative, but theunitperforms only one Morale Check, with a +1 modifier to the roll if a secondMCisincurred.

10.1.5 INTEGRATEDARTILLERY.A Heavy Infantry unit thatalsohasanartillerysymbolonitcontainsregimentalartillery.Thisartillery does not fire separately. Instead, the effects of this Artillery fire are integrated into the Heavy Infantry with Regimental Artillery Musketry Table. Use this table when firing Heavy Infantry units that haveartillery symbols, anduse the regularHeavy Infantry tablewhen firing other Heavy Infantry units. This inherent artillery is not limited to just one fire per turn as normal Artillery is; you can usetheHeavyInfantrywithRegimentalArtilleryMusketryTableeach time the unit fires.

10.2 Cavalry Pistol Fire>> Cavalry may undertake a Movement Action then fire at any point intheirmovement;aseparateFireActionisnotneeded.ACavalryunitmayusePistolFirewithoutmoving.ACavalryunitcanonlyfire one pistol during a Movement Action. Exception: An active unit that is Intercepted may fire during the Interception and then, ifvictorious,againinitsownattackthatactivation.ACavalryunitmay only fire twice before it needs to reload (see10.7).

EXAMPLEOFFIRERESOLUTION:Notethatstrengthpointshave no bearing in heavy infantry fire resolution. The sequence ofMusketFireislistedbelow:A. Unit A fires twice at unit X, with a –3 modifier to both fires.B. Unit X fires two times at unit A (Reaction Fire triggered by unitAenteringitsReactionZone.)C. Unit B fires once at unit Y.D. Unit B fires its second shot at unit Z. Note that this fire is considered frontal fire. E. Unit Y fires back (Reaction Fire triggered by step C).F. Unit Z fires back firing two times (Reaction Fire).G. Unit C fires at Z using retreat fire (–3).H. Unit Z fires back (Reaction Fire) applying a –3 modifier. Since only one hex of the 2-hex unit is adjacent, Z can fire only onetime.

A BC

X YZ

EXAMPLEOFFIRING:UnitAusesAdvancingFire—itmovesone hex forward, fires both sides with –3 modifiers at unit X, afterwhichunitXconductsReactionFire.UnitBusesSkir-mishing and fires once at unit Y and once at unit Z. Reaction Fire by units Y and Z is conducted after each unit is fired upon. Unit C uses Retreating Fire and fires once at unit Z with a –3 modifier. After unit Z has conducted Reaction Fire against C, unitCbacksuponehex.

A

B

C

X YZ

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10.3 Normal Infantry Fire10.3.1 Infantry may only fire as a separate Action. They may not fire after undertaking any other Action. Some fire options require the firing unit to move—this is an inherent part of the Fire Action, and doesnotrequiretheuseofMovementPoints.Infantryhavethreenormal fire options. All three are available to all types of Infantry:

10.3.2ADVANCINGFIRE:Theactivatedunitmoves�hexdirectlyforward (incurring any Formation Hits due to terrain), and then fires with a –3 Advancing Fire modifier at an enemy unit in one of its fronthexes.ApplyallhitsandmakeanynecessaryMCsonthetargetunit.EligibleenemyunitsmaythenReact,thoughiftheyReactionFire there is no modifier.• TouseAdvancingFire,aunitmustbeunderChargeOrdersand

notFormationBroken.• A unit cannot wheel or change facing as part ofAdvancing

Fire.• AunitcannotperformAdvancingFireintoahexitisprohibited

fromentering.• >> Because the movement and fire are considered one action, a

Cavalry unit may not Withdraw per 9.2.4 until after the fire has beenresolved.

COMMENTARY: Also called Firing by Introduction. This fire was achieved by the front rank advancing to its officer or Sergeant and firing, then standing fast to reload, while the next rank advances beyond it. This was also known as a Caracole. It was desirable to fire the last volley as the advancing volleys tended to be less effec-tive, so the tactics called for the defender to hold their fire until the enemy had completed their advance. He who fires last, fires best, as it were.

10.3.3 SKIRMISHING: The activated unit fires and then the target unit (if it survives) may return fire. No movement is involved. Ap-plyallhitsandmakeanynecessaryMCsonthetargetunitbeforeit fires back.COMMENTARY: Also called Firing at the Steadfast. The musketeer would fire and then move to the rear by the right hand through the ranks.

10.3.4 RETREATING FIRE: The activated unit fires with a –3 Re-treat Fire modifier at an enemy unit in one of its front hexes. Apply allhitsandmakeanynecessaryMCsonthetargetunit.EligibleenemyunitsmaythenReact,thoughiftheyReactionFiretheyalsouse the –3 Retreating Fire modifier. The activated unit then moves �hexbackwardsintoanyofitsrearhexes(incurringanyFormationHitsduetoterrain).• TouseRetreatingFire,aunitmaynotbeunderChargeOrdersor

beFormationBroken.• Aunitmustretainitscurrentfacingwhenitmovesbackwards.• AunitcannotperformRetreatingFireintoahexitisprohibited

fromentering.

COMMENTARY: Also called Fire by Extroduction. This was a means by which a block of musketeers could retire but still give fire unto the enemy. The opposite of Introduction, Extroduction was firing by rank and retiring to the rear.

10.3.5 INFANTRYSTACKEDWITHARTILLERY:An infantryunitstackedwithanartilleryunitmayperformAdvancingFireorRetreatingFirewithoutleavingthehex.

A. Prerequisites to Both:• TheartilleryunitcannothaveaDisabledorCapturedmarker,but

canbeonitsFiredside.• Thehexinquestionisadjacenttoanenemyunit.

B. Advancing Fire. If the infantryunit startsunder theartilleryunit,placetheinfantryonthetopofthestack.FiretheinfantryunitaswithAdvancingFire,above.(TheinfantryunitcanbeunderanyOrders todo this.)Eligibleenemyunitsmay thenReactaswithAdvancingFire.

C. Retreating Fire.If theinfantryunitstartsontopoftheartil-lery unit, fire the infantry unit and perform Reaction with eligible enemyunitsaswithRetreatingFire,above.Thenplacetheinfantryonthebottomofthestack.TheinfantryunitcannotdothisifunderChargeOrders.

10.4 Salvo Fire (Heavy Infantry Only)A unit may use Salvo fire only ONCE per turn and only into frontal hexes.TheunitismarkedwithaSalvoMarkerasareminder.Iftheunit fires again in the same turn (using Normal Infantry fire) its Fire die roll is modified by –1. Salvo fire by an Active unit triggers Reac-tion Fire. Salvo fire may also be used when a unit Reaction Fires. Targets of Salvo fire must make a Morale Check (see 10.6.3). Salvo FireisaseparateanddistinctactionfromNormalFire(�0.3)andhasNOmovementcomponent,andthuscannotbeusedinconjunctionwithAdvancingorRetreatingFire.Ifonlyhalfofatwo-hexunitSalvo fires in any one fire opportunity, mark the whole unit as hav-ing Salvo fired. However, both sides may Salvo during the same fire opportunity, and in this case neither fire suffers the –1 modifier.

NOTE: Scenario instructions may limit which units have Salvo capability. This tactic was also known as volley or salvee.

10.5 Fire Combat Procedure10.5.1HeavyInfantry A)Designatethetargetunit B) Determine if the fire is from the firing unit’s front or flank

hexes C) DeterminewhichMusketrytabletouse D) Determine whether to use the front, flank or salvo column on

theMuskettable E) Roll the die and apply any applicable modifiers F) Cross-referencethedierollundertheappropriatecolumnto

find the results G)Applytheresults

10.5.2LightInfantry A)Designatethetargetunit B) FindtheCommandedMusketsandDragoonscolumnonthe

LightInfantryandCavalryFireTable C) Roll the die and apply any applicable modifiers D)Findandapplytheresults

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10.5.3CavalryFire A)Designatethetarget B) FindtheCavalryPistolFirecolumnontheLightInfantryand

CavalryFireTable C) Roll the die and apply any applicable modifiers D)Findandapplytheresults E) MarktheCavalryunitwiththeappropriatePistolmarker

10.6 Fire Combat ResultsNOTE: Fire combat is asynchronous and results are applied im-mediately.

10.6.1CASUALTIES:Firecombatresultsareexpressedintermsofcasualties(orhits)tothetargetunit.PlaceaCasualtyPointmarkerundertheunitcountertoindicatethetotalnumberofhitstheunithastaken.Artilleryiseliminatedifittakesahit,andisimmediatelyreplacedwitha‘DisabledGuns’marker(�0.8.9).Anyotherunitiseliminatedwhenithastakenhitsequaltoorgreaterthantheprintedstrength.

10.6.2MORALECHECKS:Casualtiesmayalsorequireaunittocheckmorale.Whenaunit sufferscasualties fromFireCombat,comparetheunit’scurrentmoraletothenumberofhitsitincurredin the Fire Combat (see below). Note that fire combat from a single unitcannevercausemorethanoneMoraleChecktoatargetnomatterhowmanyhitsitachieves.• Currentunitmoraleof6orless—OneMoraleCheckonanyhit

result during fire combat.

• Currentunitmoraleof7—OneMoraleCheckontwoormorehitsduring one fire combat.*

•Currentunitmoraleof8—OneMoraleCheckon3ormorehitsduring one fire combat.*

*ThehitsmustoccurduringoneFireCombatfromoneunit.Atwo-hexHeavyInfantryunitisconsideredoneunitevenifitrollstwiceon the fire table against the same target.

10.6.3SALVOFIREANDMORALE:AllunitsmustcheckmoraleiftheyarethetargetofSalvoFire,whethertheysufferahitfromthat fire or not. If a unit is the target of Salvo Fire by both sides of atwo-hexunitatthesametime,theunitincursonlyoneMoraleCheckduetoSalvoFire.

NOTE: A unit Salvo Fired at by both sides of a two-hex unit suf-fers only one Morale Check for the Salvo, but could accumulate two more Morale Checks under 10.6.3 if the results of both fires included MC results.

10.6.4.CASUALTYTHRESHOLD:Atargetunitthatisatoraboveits Casualty Threshold (12.5) at the moment it is fired on must make a Morale Check on any hit resulting from that fire combat in addition toanyMoraleCheckrequiredby�0.6.2.

10.6.5MULTIPLEMORALECHECKS:Aunit thatmustmakemultipleMoraleChecksduetoacombinationofcasualtyhits,SalvoFireandCasualtyThresholdrollsthedieonlyonceandadds+�foreach Morale Check required beyond the first. (The maximum would be a MC +4, for Casualties from fire combat MC (10.6.2), a Salvo MC (10.6.3), a Casualty Threshold hit MC (10.6.4), and finally for

a Musket Table result calling for a MC if the firing unit has organic RegimentalArtillery.)

EXAMPLE: A unit with an original morale of seven takes two hits from Salvo Fire. Instead of rolling two times, the owing player rolls once and adds +1 to the result.

10.6.6FORMATIONHITS:IfatargetunitisalreadyFormationBroken,MoraleBroken(noformation),orinHedgehog,thenanyFormationHitonthatunitcausedbyArtillery,HeavyInfantry,orLight Infantry fire becomes a Casualty hit instead. If a unit is the target of fire by both sides of a two-hex unit at the same time, and both fires result in a Formation Hit, the unit incurs both hits.

10.7 Cavalry Ammunition Supply10.7.1Cavalrywentintobattlewiththeirpistols(andsometimescarbines) already loaded. Cavalry units have two “shots” beforetheirpre-loadedweaponsareexpended.

10.7.2 When a Cavalry unit fires, mark it with a “1st Pistol Used” marker.Ifitisalreadymarkedwitha“�stPistolUsed”marker,thenmarkitwitha“NoPistols”marker.

10.7.3NOPISTOLS:Cavalrymarked“NoPistols”maynotperformaFireActionorReactionFire.

10.7.4RELOAD:CavalrymayreloadbyperformingaReformAc-tioninlieuofchangingitsFormationState.ForeachsuchReformAction,reduceaunit’sPistolsmarkeronelevel,from“NoPistols”to“�stPistolUsed,”orremovethe“�stPistolUsed”marker.Thus,it takes two ReformActions to fully reload if both pistols havebeenused.

10.8 Artillery FireArtilleryisdividedintothreeclasses,�2-24lb,4-8lb,and3lb.TheEnglishreferredtotheseclassesasCulverins,SakersandFalconsrespectively.

10.8.1 Artillery may only fire ONCE per game turn through the frontalhexes,eitherwhentheirWingisactivatedorasReactionFire. Artillery may fire even if out of command (in which case they fire during the activation of the Wing they were last in command with).

10.8.2PROCEDURE:A. FindtherangefromtheArtilleryunittothetargetunit.Make

suretheArtilleryunithasaclearLineofSight(see�0.9).B. Cross-index theArtilleryclassand the rangeon theArtillery

Range Table. The result will be the range modifier.C. Roll the die and apply the range modifier found in step B. Find

theresultontheArtilleryFireTable.Applytheresulttothetargetunit.FliptheArtilleryunittoitsFiredside.

10.8.3 GRAZING FIRE: If the target ofArtillery Fire is withintheGrazingFireRangeprintedontheArtillerycounter,theneachunitalongtheLineofFire(LOF)to,in,and/orbeyondtheTarget’shex to the extent of grazing fire range is attacked with a separate dieroll.TracetheLOFfromthecenteroftheArtilleryunit’shexthroughthecenteroftheintendedtargetunit’shexalongastraightlinewithintheartilleryunit’sfrontalarctotheendoftheGrazingFirerange.ALineofFireissimilartobutdifferentthanaLineofSight(�0.9.5):

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• WhiletheLOFmustgothroughthecenteroftheintendedtargetunit’shex,itneedonlyenterthehexofotherunitswithinGrazingFirerange.

• ALOFgoesthroughbothenemyandfriendlyunits.• ALOFdoesnotextendacrossslopehexsides,eitherupordown,

gentleorsteep.• ALOFextendsonehexbeyondanynon-slopehexsidefeature

that is not immediately adjacent to the firing unit. Ignore such features that are immediately adjacent to the firing unit.

10.8.4GRAZINGFIREAGAINSTTWOHEXUNITS:Ifthelineof fire traces through both hexes of a two-hex unit, then the unit is attackedtwice(onceforeachhex).

10.8.5 GRAZING FIRE ALONG A HEX-SPINE: Grazing fire does not affect both the left and right hex if the fire is traced along a hex spine. The firing player must decide which side the grazing fire will affect and this will hold true for the length of the grazing fire. See exampleonthenextpage.

10.8.6ACavalryunitthat:• IsFormationNormalorFormationShakenand• IsnotstackedwithanLIunitand• Is fired on by artillery and• SuffersaFormationHitmay avoid the formation hit by moving to a flank hex while retain-ingthesamefacing.Iftheresultincludesothereffectsinaddition

totheFormationHit,theCavalryunitmayavoidtheFormationHitbutnottheotherresults.Stackingrulesmaynotbeviolated,and the hex the unit enters cannot be in the grazing fire path of the artilleryunitit’stryingtoavoid.Ordersrestrictionsonmovinginrelationtoenemyunitsstillapply(5.6).ThisAvoidancemovementisinlieuofanyReaction(9.0)thattheCavalryunitmightbeeligiblefor(suchasReactionFire),anddoestriggerReactionifperformedbyanActiveunit.

10.8.7 FORMATION HITS:Artillery that takes a formation hitchecksmoraleinstead.Thus,ifitgetsa“FH+MC,”makeaMoraleCheck with a +1 modifier.

10.8.8MORALEBROKEN:ArtillerythatbecomesMoraleBrokendoes not retreat. It is unable to fire or change facing until rallied.

10.8.9ELIMINATION:Artilleryunitsthatareeliminatedbyanymeans(Fire,CloseCombat,beingretreatedthrough)aremarkedwithaDisabledGunsmarker.TheArtilleryunitcounterisneverremovedfromplay.IfanenemyunitentersanArtilleryunit’shexduring movement or advance after Close Combat, theArtilleryunit is captured; flip the Disabled Guns marker over to its captured side.Thiswayownershipoftheguns(fordeterminingvictory)maychangehandsseveraltimesbeforeabattleisover.Disabled,capturedorrecapturedgunsmayneverbere-crewedbyeitherside.Disabledandcapturedartilleryunitsarenolongerconsideredtobeunitsforpurposesoftracingcommandranges,beingcombattargets,

EXAMPLEOFLOSANDSTEEPSLOPE:AnartilleryunitinhexAhasaLOStoallhexesexceptthosethatareshaded.Notethe“deadzone”createdbytheslope(�0.9.3).Notethatthetwohexesmarked“B”arenotvisibletotheartilleryunitbecausetheLOSpassesslightlythroughthewoodshex.

EXAMPLECONTINUED:Nowtakethesteepslopeoutofthepicture.AnartilleryunitinhexAcanseeallhexesexceptthosethatareshaded.Notethatthehexesmarked“C”arenotvisibleto the artilleryunit because theLOSpasses slightly throughablockingterrainhex.

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blockingLOS,oraffectingmovementorders,andarealwaysplacedatthebottomofastack.

10.9 Line of Sight (LOS)10.9.1LOSmaynotbetracedthroughhexescontainingWagons,Heavy Infantry, or Cavalry units, but these hexes do not blockGrazingFire(�0.8.3).AnLOSmaybetracedthroughotherunitsandleaders.Exception:Anenemyartilleryunit blocksLOS fordeterminingwhetherInterceptionispossible(9.3.�d).

>> 10.9.2INHEXFEATURES:Lineofsightmaybetracedinto,butnotthroughblockingterrain.Terrainwillbedesignatedasblockingline of sight by the battle-specific rules or the Terrain Effects Chart. A hex of a higher elevation than both the firing unit’s hex and the targetunit’shexisalwaysblockingterrain,ifthathigherelevationis defined by Steep slopes. Elevations defined by Gentle slopes never block LOS. An artillery unit may not fire over or through a friendlyorenemyunit,evenifthatunitdoesnototherwiseblockLOS,unlessit’sinadeadzone.

10.9.3HEXSIDEFEATURES:CertainhexsidefeatureswillblockLOSaslistedontheTerrainEffectsChart.A. Reciprocal Hexside Features:Asanexceptiontothegeneralrule, a unit firing through an adjacent reciprocal hexside feature (14.4) may fire into the adjacent hex even if the intervening hexside normallyblocksLOS.B. Slopes. Slopes are defined in the battle specific rules as steep or gentle.BothstopGrazingFire(�0.8.3).Gentleslopeshavenoothereffect on fire or movement (except: see 7.3.1). A Steep slope repre-sentsthemilitarycrestofaconvexslope.Itproducesa“deadzone”

whereLOSisblocked.This“deadzone”extends�hexfromtheslopeforeachhexbetweenthehigherunitandthehexthatcontainsasteepslopehexside.Thus,ifaArtilleryunitis�hexawayfromahexthatcontainsasteepslopehexside,a�-hex“deadzone”extendsontheothersideoftheslopethatthespottingunitcannottraceanLOSinto(seeexampleonthepreviouspage).BlockingterrainandunitsinthedeadzoneareignoredwhentracinganLOS.CavalrycannotInterceptthrougha“deadzone.”

10.9.4HEXFEATURES:CertainterraintypesthattakeupawholehexaremarkedontheTECasblockingLOS.AnLOScanbetracedintosuchahex,butnotthroughit.Exception:IftheunittracingtheLOSisontheuphillsideofasteepslope,thentheterrainblocksLOSonlyintheheximmediately“behind”theterrainfeature(asyoutracetheLOS).Ignoreanyblockingterrainthat’satalowerelevation than both the firing and target units.

10.9.5PROCEDURE:UnitstraceaLineofSightbytracingalinefrom the center of the firing unit’s hex to the center of the target unit’shex.IfthelineistracedthroughanyportionofahexwithterrainlistedontheTECasblocking,thentheLOSisblockedandFireCombatmaynotbeperformed.AnLOSthatpassesalongahexspineisblockedonlyifbothhexessharingthatspinecontainblockingterrainorunits.AnLOStoatwo-hexunitistracedtoeitherhex the unit occupies (firer’s choice).

LOS is reciprocal: IfunitAcanseeunitB,unitBcanseeunitA.TracefromthehigherunittothelowerunitincaseswheretheLOSrulesresultindifferentanswersdependingonwhichunityoustartwith.

10.10 Leader CasualtiesLeaders may be killed or wounded by fire combat. If a leader is in a hex that is fired on with any result other than Miss, roll one die. Ona“9”theleaderisremovedfromplay.See5.3.3forreplacingaleader.

11. Close Combat11.1 Close Combat in General11.1.1WHEN:CloseCombattakesplaceattheendofeachWingActivation, after the Active player has finished all other Actions withthatWing’sunits,includingFireCombat,Movement,RallyandReformActions.ItcanalsotakeplaceaspartofasuccessfulInterception.

>> 11.1.2WHO:BoththeActiveandInactiveplayermayconductCloseCombatduringtheCloseCombatphasebydesignatingwhichattacking units are attacking which specific hexes containing enemy unitsandleaders.TheActiveplayermayattackinCloseCombatonlywiththoseunitsthatarepartofhisActiveWing,thoughOrdersareirrelevantwhendeterminingwhocanperformCloseCombat.TheInactiveplayermayattackanyadjacenthexcontaininganenemyunitfromtheActiveWingiftheInactivePlayer’sunithasnotbeendesignatedasatarget.Theattackingunitmustbeadjacenttothedefendingunitandthedefendermustbe inoneof theattacker’sfrontalhexes.AunitcannotperformCloseCombatagainstahexitisprohibitedfromentering.CloseCombatisalwaysvoluntary,andnotallenemyunitsadjacenttotheattacker’sfrontalhexesmustbeattacked.However,ifanActiveunitdesignatedtoCloseCombat

EXAMPLE OF GRAZING FIRE: Unit A fires at unit X. Friendly unit B is not in the grazing fire path. Unit C fires on unit Z. Unit Y is in the Grazing Fire path and suffers artillery fire also.

A CB

X

Y

Z

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isthetargetofanInactiveCloseCombat,orthesituationchangesduetoReactionMovementorInterceptions,theActiveunitmustcontinueitsCloseCombatifa)itremainsinplaceafterallreactionsandenemycombatsareresolvedandb)thereisstillanenemyunitinthetargethex.

11.1.3TWO-HEXINFANTRYUNITS:Theseunitsmayonlyat-tackasinglehex.Thedefendingunitmustoccupy,orhaveatleastonehex(fortwo-hexunits)inthecenterfronthexoftheattackingunit.Whenattacked,atwo-hexunitdefendsasawhole,eveniftheattacker isadjacent tojustoneof itshexes.TheuninvolvedsidecannotperformReactionCloseCombatbyitself.

NOTE: This represents the inherent inflexibility of the musket and pike formations. The pikes were in one large block in the center of the formation with the muskets divided evenly on either side. Thus, a two-hex unit may only Close Combat with units in its front center hex.

11.1.4 MULTI-HEXCOMBAT:Aunitmayonlyattackonehex.However,morethanoneunitmayattackthesamehex.Combinethestrengthsofallunitsattackingthesamehex.Similarly,ifbothhexesofatwo-hexunitarebeingattacked,thestrengthsofallthe

attackingunitsarecombined,andtheattackisresolvedasoneCloseCombat.Ifunitsofdifferenttypes(CavalryorInfantry)and/ordif-ferent terrain attack a hex, the modifiers most advantageous to the defenderareused.

11.1.5ORDERSANDACTIONSNOTRELEVANT:OrdersdonotrestricteligibilityforCloseCombatandtheActiveplayer’sunitsmayconductCloseCombateven if theyhave justperformedanActioninthecurrentActivation.

11.2 Close Combat ProcedureA. TheActiveplayerdesignatesallhexesthatwillbeattackedin

CloseCombat.B. TheInactiveplayermaydesignateanyInactiveunitnotalready

designatedasadefendertoattackinReactionCloseCombat.C. The Inactive player resolves all Reaction Close Combat first,

startingateithertheleftorrightsideofthelineandproceedingdowntheline.OnceallCloseCombatsbytheInactiveplayerhavebeenresolved,followthesameprocedurefortheActiveplayer’sunits.

D. For each Close Combat, players calculate modifiers, then the Attacker rolls on the Close Combat Table and finds the results.

E. Applytheresultsoftheclosecombat,includinganyrouts,re-treats,advancesafterCloseCombat,andCavalrypursuits.

F. BothattackeranddefenderineachCloseCombatsufferaforma-tionhit.Exception:IfaunitisalreadymarkedFormationBrokenorinHedgehogthereisnofurthereffect.

G. ThelosingsidemayperformReactionFire,ReactionMovementor(fortheInactivePlayeronly)Interceptionwitheligibleunitsinresponsetoanenemyadvanceaftercombat.Thewinningsidemaynotreactinresponsetoaretreatorrout.

NOTE: The Inactive player may attack a unit that has been desig-nated, by the Active player, to attack a different unit. Since the Inactive player’s units resolve Close Combat first, you may use this method to help out a less able unit by attacking his attacker.

11.3 Close Combat Modifiers11.3.1PlayersshouldrefertotheCloseCombatTableandtotheTerrain Effects Chart (TEC) for applicable modifiers. If there is a question as to which modifier to apply, always use the one most advantageous to the defender. Note that the modifiers for Formation state,Salvo,andMomentumcanonlybeappliedoncepercombat,no matter how many units of a side those modifiers apply to. Within this restriction, all modifiers are cumulative. However, if the final total of all modifiers exceeds +4, reduce the total to +4. Similarly, if the final total is less than –4, increase the total to –4.

11.3.1a:SPECIALTERRAINCASES:• See�4.4foreffectsofreciprocalhexsidefeatures.• DonotapplyanyFormationHitsforcrossingahexsidefeature

unlessanduntiltheunitadvancesacrossitasaresultoftheCloseCombat.

• Atwo-hexHIunitmaynotinitiateCloseCombatacrossabridgeorthroughabridgehex.

EXAMPLE OF CLOSE COMBAT: The Parliament player(unitsA,B,andC)istheActiveplayeranddesignatesCloseCombat first. Unit A will attack unit X, and unit B will attack unitY.NotethatBcannotCloseCombatZbecauseitisnotin the front center hex. The Inactive (Royalist) player mayinstigateCloseCombatwithZbecausethatunitisnotatargetofanyCloseCombatandadjacenttoenemyunitswhohavebeendesignatedforCloseCombat.Thesequenceis:

�.RoyalistunitZattacksunitB(ReactionCloseCombat).

2.ParliamentunitAattacksunitX.

3.ParliamentunitB(ifitsurvivedstep�)attacksunitY.

A B

C

X YZ

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11.3.2LEADERSHIPEFFECTS:Ifaleaderisstackedwithapar-ticipatingattackingordefendingunit, theowningplayer(s)mustmodifythedierollby�inhisfavor.Onlyoneleaderoneachsidecan influence each Close Combat die roll.

11.3.3MORALEDIFFERENTIAL:Takethehighestmoraleratingfromtheattackingunitsandsubtractfromthisnumberthemoralerating of the defender. The result (+/-) is the die roll modifier for morale.

11.3.4 STRENGTH RATIO: Compare the total current strengthpointsof all attackingunits to the current strengthpointsof thedefenderandexpressthecomparisonasasimpleratio(casualtiesaredeductedfromaunit’sstrengthwhencalculatingstrengthratio).Fractionsareroundeddowninfavorofthedefender.Thedierollismodified for the following ratios: 4:�orgreater +2 2:�orgreater +� �:2orless –� �:4orless –2

Usethehighestnumberthatapplies(thatis,thesearenotcumula-tive).

11.3.5CAVALRYvs.HEAVYINFANTRY:IfCavalryisattackingHeavyInfantryuseonlyhalftheInfantrystrengthforthestrengthratiocalculation.

EXAMPLE: If 3 Cavalry points attack 18 Heavy Infantry points, the strength ratio would be 3 to 9 (1:3 strength ratio).

11.3.6ATTACKERMOMENTUM:IfanyattackingHeavyInfantryorCavalryunit:(a)Movestwohexes, throughclearterrain, intocombat; and (b) Does not change facing, fire, sidestep, or lose an Interceptioninthosetwohexes;thentheattackermayaddoneofthe following die roll modifiers to his Close Combat roll: +2 ifthemovingunitisCavalry +� ifthemovingunitisHeavyInfantry

MarkanyuniteligibleforthisbonuswithaMomentummarkeratthecompletionofitsmovement,andremovethemarkeratthecompletionofCloseCombat.

No matter how many units may be eligible for a Momentum modifier, this modifier may only be used once in any Close Combat. Thus, if two Cavalry units are attacking together and each meets theMomentum requirements, the Momentum modifier is +2, not +4. If only one of them met the Momentum requirements, the modifier wouldstillbe+2.

11.3.6aSPECIALMOMENTUMCASES:• CrossingaslopeorperformingCloseCombatacrossareciprocal

hexsidefeature(�4.4)doesnotpreventAttackerMomentum.• AnyhexenteredduringanadvanceafteranInterceptionClose

CombatdoesnotcountforMomentum.• InthecaseofasuccessfulInterception(9.3),theinterceptingunit

is eligible for the Momentum modifier, but the intercepted unit is not.

• AunitthatissuccessfullyIntercepted(9.3.3)losesanyMomentumitmayhaveacquireduptothepointofInterception,butitdoesnotstopitfromreacquiringMomentumifitcontinuesitsActivationaftertheInterceptionisresolved.

• AnyunitattackedinReactionCloseCombatmaystilluseMo-mentumifitremainseligibletomaketheoriginalattackafterthecombatisresolved.

• AcavalryunitstackedwithlightinfantrycanacquireMomen-tum.

• AunitinOpenOrdercanacquireMomentum.• AcavalryunitlosesMomentumifitInterceptsthroughorintoan

artilleryunitthatisnotDisabledorCaptured(9.3.7and��.5.�).• Anactiveunit thatReacts in theCloseCombatPhaseagainst

aninactiveunitthatadvanceslosesanyMomentumitmayhaveacquired.

11.3.7FLANKANDREARATTACKS:Modifythedierollby+�for each flank or rear hex the defender is attacked from. Thus, a two-hex unit attacking a unit from both a flank and a rear hex would get a + 2 modifier. Note that defenders in Hedgehog or units that are Morale Broken have no flank or rear hexes.

11.3.8CLOSECOMBATMATRIX:Someunittypesaremoreeffec-tiveagainstcertaintypesoftargets.ConsulttheCloseCombatMatrixto determine if any modifiers apply. Note that Artillery is ignored in Close Combat (11.5). Use the modifier that helps the defender the most.(Forexample,aheavyinfantryunitdefendinginHedgehogusestheHedgehogcolumn,nottheHvInfcolumn.)

11.3.9CAVALRYPISTOLFIRE:CavalryunitsinvolvedinCloseCombathavetheoptiontoexpendapistolshotinCloseCombat,regardlessoftheirfacinginrelationtotheenemyunit.Theattackerannounces his intention to do so first, followed by the defender. For each attacking unit that expends a pistol shot, apply a +1 modifier to theCloseCombatroll.Ifthedefenderexpendsapistolshot,applya –1 modifier. Do not resolve Pistol Fire; simply mark the Cavalry units as having expended a pistol shot and then apply the modifier. Using the Pistol Fire modifier during Close Combat does not affect Momentum.

11.4 Close Combat Results11.4.1ResultsfromtheCloseCombattableareappliedimmedi-atelyandaffectallunitsindicated.NotethataunitdoesnotspendMovementPointswhenitretreats,andretreatMovementisnotaReactiontrigger.

Attacker/Defender Morale Broken:Nomatterwhattheunit’scur-rentMoralestateis,marktheunitwitha“MoraleBroken”markerandretreattheunittwohexestowardsthenearestfriendlymapedge.Retreatinthiscasemeanstheunitrunsawaytowardsthenearestfriendlymapedge.

Attacker/Defender Morale Shaken:Theunit(s)becomesShakenandisretreatedoneortwohexesasappropriate.Theoneortwohexretreatisanorderlywithdrawal—theunitsimply“backsup”therequirednumberofhexesawayfromtheattacker,whilestillretainingitsformationandfacing.

Eliminated:Theunitisremovedfromthemap.Cavalrymaypursueeliminatedunits(see��.7).

NOTE: In pursuit of eliminated units, the Cavalry unit is chasing the fugitives from the field.

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11.4.2RETREATPRIORITIES:Whenyouretreataunit,youmustfollow these priorities, in order starting with the first:

�)Youmustmove itaway from theenemyunit itwas involvedintheCloseCombatwith.Thisisthemostrigidrequirement,andmeansthatyoumaynotmovetheretreatingunitintoahexadjacenttothatinvolvedenemyunit.

2)Youmustthenattempttomoveittowardsthefriendlymapedgeforthatbattle.Aslongasyoudonotmovetheunitadjacenttotheinvolvedenemyunit,youmaymoveitadjacenttootherenemyunits.Eliminateanyunitthatretreatsoffmap.

3)Youmustthenhaveitfollowthepathofleastresistance,thatis,thepaththatwouldcosttheleastnumberofmovementpointstoreachthemapedge.

>> 11.4.3STACKINGANDRETREATS:Unitsmaynot retreatintoorthroughfriendlyunitsduringaretreat.Exception:AunitmayretreatthroughanArtilleryunit,buttheArtilleryunitisimmediatelymarked with a Disabled Gun marker.A Light Infantry/Cavalrystackmayretreattogether.ALightInfantryunitthatretreatsmayenditsretreatstackedwithaCavalryunitandvice-versa.Inthatcase,however,iftheunitdoesn’tretreattherequireddistance,apply��.4.5.AunitmayretreatthroughaWagonunitwithoutaffectingeithertheretreatingunitortheWagon.

11.4.4 TWO-HEXUNITSINRETREAT:Bothhalvesofatwo-hexunitmustretreat,evenifonlyonehalfwasattacked.Inotherwords,atwo-hexunitcannotretreatbypivoting.

11.4.5 UNITSUNABLETORETREAT:IfaunitisMoraleBrokenandcannotretreatitsfullrequireddistanceduetostackingrestric-tionsorenemyunits,itmustusetheUnabletoRetreatTable.Rollthe die, apply any applicable modifiers and find the result. A Stand ResultreturnstheunittoMoraleShaken(andFormationBroken),inessencea“free”rally.IfaMoraleBrokenunitisrequiredtoretreattwohexesbutcanonlyretreatone,retreatitonehexandthenrollontheUnabletoRetreatTable.IftheunitisMoraleShakenatthestartoftheretreat(i.e.,notfromrollingontheUnabletoRetreatTable)andcannotretreatitsuffersacasualtypointforeachhexitwasunabletoretreat.

11.4.6ADVANCEAFTER COMBAT: Results include attackerordefenderadvancesafterCloseCombat.Ifthedefender’shexisempty, theattackingunitmustadvancewhile thedefendingunitmayadvanceorchoosetoremaininitsoriginalhex.Iftherearetwoormoreattackingunits,onlyoneunitadvancesperdefenderhex;theattackermustselectthehighestmoraleunittoadvance.Ifmore than one qualifies, then the owning player may choose which to advance. If a two-hex unit retreats the victorious player mayadvanceintoeitherofthevacatedhexesorboth.Anadvancingunitdoesnotexpendmovementpoints,soitcanadvanceevenifithasnocurrentMovementAllowance.

11.4.7ADVANCEANDFACING:Aunitmayadvanceorpursueinanydirection,regardlessofitscurrentfacing.Aone-hexunitthatadvancesorpursuesmaychangefacing,butonlybyonehexside.ThisoccursbeforeanyReactionduetotheAdvance.

11.4.8TWO-HEXUNITSINADVANCE:Ifatwo-hexunitadvancesaftercombat,bothhalvesofitmustadvanceifpossible.Ifattackingaone-hexunitandonlyaone-hexgapopensaftertheretreat,then

thetwo-hexunitmustwheelsothatonlyonehalfentersthevacatedhex.Atwo-hexunitcannotchangefacingafteradvancing.

11.4.9REACTION:AdvanceandPursuitafterCloseCombattrig-gersReaction(9.0)exceptfromunitsinvolvedintheCloseCombatcausingtheresult.

11.4.10FORMATIONHITS:Ifmovingintothathexwouldcauseaformationhit,advancing,pursuing,orretreatingintoitcausesoneaswell.ThisisinadditiontotheformationhitnormallyincurredbyengaginginCloseCombat(��.2.F).

11.5 Artillery in Close Combat11.5.1Anenemyartilleryunitaloneinahexisautomaticallycap-turedwhenafriendlyunitentersitshexduringmovement,performsaCloseCombatagainstit,ORadvancesorpursuesintothehexafterCloseCombat.ThefriendlyunitautomaticallyentersthehexanddoesNOTtakeaFormationHit(unlesscalledforbytheterrain).ACavalryunit thatmoves throughanenemyartilleryunit losesMomentum,butaninfantryunitdoesnot.

>>Note:ThissectionalsoappliestoloneWagonunits.See�4.�.

11.5.2ArtillerystackedwithanotherunitinCloseCombatisignored.Ifthenon-ArtilleryunitlosestheCloseCombatthentheArtilleryunitiscapturedandaCapturedGunsmarkerisplacedonit.IfanArtil-leryunitisstackedwithhalfofatwo-hexHeavyInfantryunit,andtheotherhalfoftheHIsuffersaneliminationorretreatresultfromCloseCombat,leavetheArtilleryunitbutplaceaDisabledmarkeronit(treatitasaretreatthroughtheArtilleryasper��.4.3)

11.6 Light Infantry in Close Combat>> Light Infantry may initiate and participate in Close CombatONLYagainstotherLight Infantryand loneartilleryandwagonunits.IfaLightInfantryunitwithacurrentstrengthofonealoneinahexisattackedinCloseCombatbyanythingotherthananotheronestrengthpointLightInfantryunit,itisautomaticallyeliminated.TheattackeradvancesintothehexanddoesnottakeaFormationHit(unlesscalledforbytheterrain).ALightInfantryunitstackedwithanArtilleryunitthatis“ignored”per��.5.2isnotconsideredtobealoneinitshex.

11.7 Cavalry Pursuit11.7.1SomeresultsontheCloseCombatTablerequirevictoriousCavalryunitstocheckforpursuit.Aunitisrequiredtopursueevenifitscurrentmovementallowanceis0.Exceptions:• If theBrokenunitorEliminatedunit isLight Infantry,donot

checkforpursuit;insteadtheLightInfantryeitherretreatsaway(ifMoraleBroken)oriseliminated,andtheCavalryadvancesafterCloseCombatnormally.

• IfanyMoraleBrokenunitralliesduetotheUnabletoRetreatTableignorethePursuitrequirement.

11.7.2PROCEDURE:BeforeconductingadvanceaftercombatrollonthePursuitTableforeachCavalryunitthatparticipatedintheattack.Therearethreepossibleresults:

A) Break Off:TheCavalryunitdoesnotpursue.Instead,itperformsanormaladvanceaftercombat(see��.4.6).

B) Pursue and Eliminate:Advance the Cavalry unit along theretreatpathintothehexoccupiedbytheretreatingunitandthen

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eliminatetheretreatingunitandcaptureanyartillerytheCavalrymovesthrough.Ifthe“retreating”unitwaseliminatedbythecombatresult,leavethepursuingCavalryunitinthehexthatitadvancedinto.NotethatthispursuitmovementcantriggeraReaction(butnotfromtheretreatingunit),butonlyatthecompletionofthepur-suit.Eliminatetheretreatingunitevenifitretreatsoffmap,ortheCavalryunitispreventedfromadvancingthewholeretreatpath.Nomatterwhatitspreviousstate,markthePursuingCavalryunitasFormationBroken.

C) Pursue off Map:Removethepursuingcavalryunitfromthemapandeliminatetheretreatingunit(ifnotalreadyeliminatedbythecombatresult).ACavalryunitorleaderthatpursuesoffmapisnoteliminated(norcountedforVPs),butitmaynotreturntothemapduringthegame(however,aleaderaccompanyingapursuitmay[see5.3]).Apursuitoff-mapdoesnottriggerReactionMove-mentorReactionFire.

NOTE: If Pursuit is called for by the Cavalry Pursuit Table, Cav-alry MUST pursue, including any leaders stacked with Cavalry.

Be careful that your Wing Commander does not leave the map at a bad time!

11.7.3CavalrystackedwithLightInfantrywillleavetheInfantrybehind,butleaderswillpursuealongwithanyCavalrywithwhichtheyarestacked.

11.7.4IftheCavalryPursuitdierollcallsfortheCavalryunittoadvanceintotheBrokenunit’shex,buttheunitwaseliminatedinthesameCloseCombatbyapreviousCavalryPursuitroll,treatanyCavalryPursueandEliminateresult(notaPursueoffmapresult)asaBreakOff.

EXAMPLE: Three Cavalry units must check for Cavalry Pursuit in This Accursed Civil War. The first roll is a 3, which causes the elimination of the Broken unit. Mark the pursuing unit as Forma-tion Broken. The second roll is another 3, but since the unit is already eliminated it is treated as a Break Off and the pursuing unit’s Formation is not affected. The third roll is a 6, which causes the third Cavalry unit to be removed (it pursued the routed units off the map).

11.7.5IfaCavalryunitmustpursue,andtherewasmorethanonedefeated unit, the Cavalry first pursues a unit that was in one of its front hexes; if there were none, then a unit in one of its flank hexes.(Pursuer’schoiceifallattackingunitswereinthesametypeofhexes.)Theunitmaypursueonlyoneofthedefeatedunits,andonlythatunitisaffectedbythepursuit.

11.8 Leader Casualties in Close CombatLeadersstackedwithaunitthatparticipatesinCloseCombatmaybecomeacasualty.AttheendofeachCloseCombatthatinvolvedaleader,rollthedieforeachleader.Ona“9”,theleaderbecomesacasualtyandisremoved(5.3.3).Ifaleaderisstackedwithaunitwhichiseliminatedtheleaderisautomaticallyremoved.

12. Morale12.1 Morale in GeneralAllunitshaveabasemoralebetween4(worst)and8(best)printedonthecounter.Inaddition,unitshavefourmoralestates:Normal,Shaken,Brokenandeliminated.

12.2 Morale Check (MC)ToCheckMoralerollthedieandaddtheleadershipratingofanyoneleadertheunitisstackedwith(youmaynotusebothanACandaWCifbotharestackedinthehex).Iftheadjusteddierollisequaltoorlowerthantheunit’scurrentmorale,itpasses.Ifhigher,lowertheunit’smoralestatusonelevel,i.e.NormaltoShaken,ShakentoBroken,Brokentoeliminated.

EXAMPLE: A unit with a morale rating of 7 would pass its morale check on a die roll of 0–7. It would fail on an 8 or 9.

12.3 When to Check MoraleAunitmustmakeaMCfor:• CasualtyHitsfromFireCombat(�0.6.2).• Being fired upon by Salvo Fire (10.6.3).• Any result that inflicts Casualty hits after its Casualty Threshold

isreached(�2.5).• IfanArtilleryunit,receivingaformationhitresultfromArtillery

fire (10.8.7).• IfaHeavyInfantryunit,attempting toformHedgehogduring

ReactionMovement(9.2.3).• AttemptingtoRallyunlessbeingralliedbytheACoritsWCin

thesamehex(�3.2.5and�3.3.3).

12.4 Morale Results12.4.1UnitsthatfailaMoraleCheckloseonelevelofmorale.ANormalunitbecomesShaken,aShakenunitbecomesBroken,andBroken units are eliminated. Markers are provided to indicate aunit’scurrentmoralestate.AsuccessfulRallyAttemptraisestheunit’smoralebyonelevel.

12.4.2MORALESHAKEN:AunitthatbecomesMoraleShakenhasitsmoraleratingreducedbyone.

EXAMPLE: A unit with a printed morale of 7 would have a current morale of 6 if shaken.

>> 12.4.3MORALEBROKEN:MoraleBrokenunitshavenofor-mation,andhaveamoraleof�.SinceMoraleBrokenunitshavenoformation, they have no facing and enemy units cannot get flank or rearshiftswhenattackingthem.WheneveraunitbecomesMoraleBroken,itmustimmediatelyretreattwohexesawayfromtheenemyunitthatcausedittobecomeMoraleBroken(ortowardsitsfriendlymapedgeifduetoafailedRallyroll)usingthe��.4.2priorities.Ifitcan’tretreatduetostackingorterrain,thenitusestheUnabletoRetreatTable(see��.4.5).MoraleBrokenunitsmustmoveintheRoutMovementPhase(see�3.4)exceptMoraleBrokenArtillery.MoraleBrokenunitsmaynotperformanyactionexceptRallyandmaynotReactorinitiateCloseCombat(ifattackedinCloseCombat,theydefendnormally).WhenRallied,theunitisFormationBroken,andtheplayermaychoosetheunit’sfacing.

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12.4.4MORALEBROKENARTILLERY:AnArtilleryunitthatisMorale Broken may not perform any type of fire, normal or reaction. Artilleryneverretreatsorusesroutmovement;ifMoraleBroken,itstaysinplaceuntilralliedoreliminated.

12.4.5STACKINGEFFECTSONMORALECHECKS:IfastackcontainsbothLightInfantryandCavalry,usetheCavalry’sMoraleratingforallMoraleChecks(see8.2.�).IfastackcontainsArtilleryandanotherunitandoneofthemfailsaMoraleCheck,theotherunitisnotaffected.

>> 12.4.6 COMPOUNDED MORALE RESULTS: If a MoraleShakenunitsuffersaMoraleShakenresult,itbecomesMoraleBro-ken;ifitsuffersaMoraleBrokenresult,itremainsMoraleBroken.IfaunitisMoraleBrokenandreceivesanyadverseMoraleresult,treatitasanEliminatedresult.

12.5 Casualty Threshold12.5.1ChecktheThresholdTablewheneveraunittakesacasualty.Find the unit’s printed morale and read across to find out how many hitsitcantakefortheunittoreachitsCasualtyThreshold.

12.5.2EFFECTS:AunitthatreachesitsCasualtyThreshold:a) Immediatelyloseonemoralelevel(�2.4.�).b) MayneverberalliedpastMoraleShaken.c) MustmakeaMCwhentheysufferanyhitsinasubsequentFire

Combat(�0.6.4),inadditiontoanyotherMCscalledfor.

If a unit reaches its Casualty Threshold in the same fire combat that callsforaMC,maketheMCagainstthelowerMorale.

13. Rally and Reform13.1 Basic ConceptAsabattleprogresses,theformationandmoraleofaunitbeginstosuffer.RallyandReformActionscanremoveformationhitsandreturnunitstonormalmorale.

13.2 Procedure:13.2.1WHEN: Rally and Reform areActions and can only beconducted:a) Whentheunit’sWingisactiveandtheWing’sOrdersallowit

(5.6),ORb)BytheArmyCommander(�3.3),regardlessofwhatOrdersthe

unitisunder.

13.2.2ENEMYUNITS:AunitthatReformsorsuccessfullyRallieswhenadjacenttoanenemyunittriggersReactionFire.

13.2.3THEREFORMACTION:Anyunit inanActivatedWingunderRallyorReceiveChargeOrdersmayReform.AnyunitinanActivatedWingunderMakeReadyOrdersthatisstackedwithoradjacenttoitsWingCommandermayReform.NounitsmayReformwhileunderChargeOrders(exception:�3.3).WhenaunitReforms,itmaydooneofthefollowing:• Itmayremoveoneformationhit.• IfaCavalryunit,itmayreloadonelevelofpistols(�0.7.4).• If inHedgehog formation, itmay return toFormationBroken

(6.3.2c).• ItmaygofromFormationNormaltoOpenOrderorviceversa

(6.3.3).• IfinColumnformation,anInfantryunitmaygotoFormation

BrokenoraCavalryunitmaygotoFormationShaken(6.3.4).(AunitmaynotenterColumnformationusingaReformAction.)

13.2.4THERALLYACTION:AsuccessfulRallyActionrestoresaMoraleShakenunittoMoraleNormal,orconvertsaMoraleBrokenunittoMoraleShaken(andFormationBroken).AnyunitinanActi-vatedWingunderRallyOrdersmayattempttoRally.AnyunitinanActivatedWingunderReceiveChargeOrdersthatisstackedwithoradjacenttoitsWingCommandermayundertakeaRallyAction(seealso�3.3).NotethatunitsthathavereachedtheirCasualtyThresholdcannotberalliedtobetterthanShakenMorale(�2.5.2).

13.2.5RALLYACTIONPROCEDURE:Rallyisautomatic(gainoneMoralelevel)iftheunitisstackedwithitsWC.Ifnot,theunitmustmakeaMoraleCheck.ModifytheMoraleCheckdierollbytheWC’sLeadershipRatingiftheWCisadjacenttotheunit.Ifthemodi-fied roll is less than or equal to its current morale, the unit passes, anditgainsoneMoralelevel.Ifitfails,itlosesanotherMoralelevel.Thus,aMoraleBrokenunitthatfailsaRallyActionMoraleCheckiseliminated.AMoraleBrokenunitthatRalliescanbefacedinanydirectiontheownerplayerdesires.AralliedCavalryunitmaintainsthesamePistollevelithadbeforetheRallyAction.

13.3 Army Commanders (ACs) Influence on Reform and Rally13.3.1TheACcanRallyorReformanyunit,regardlessofthatunit’sOrders.HemayalsodosotoaunitthatisnotintheActivatedWing,evenfromaWingthatisFinished.

EXAMPLEOFCASUALTYTHRESHOLD:AlltheunitsabovehavejustreachedtheirCasualtyThreshold.EachunitmustnowreducetheirmoraleonelevelbecomingMoraleShaken.Notethatunitswhichstartwith4orlessStrengthPointsand have an Original Morale of 8havenoCasualtyThreshold.

Not susceptible to Casualty Threshold

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13.3.2REFORM:AnACmayReformoneunititisstackedwithoradjacenttoeachtimetheACisactivated.

13.3.3RALLY:AnACmayautomaticallyRallyoneunititisstackedwith(gainoneMoralelevel)orattempttoRallyoneunititisadja-centto.Usethesameproceduredescribedin�3.2.5,usingtheArmyCommander’s Leadership Rating as a die roll modifier.

13.4 Rout Movement>> 13.4.1Units that areMoraleBrokenmustmove in theRoutMovementPhase.Allroutedunitsmustmovetowardsafriendlymapedge(asdesignatedforeachscenario)byattemptingtousetheirfullnon-routedmovementallowance.Onlyonehexofatwo-hexunit(owner’schoiceastowhichone)needstouseitsfullMA.Theydonothaveaformationstateanddonottakeformationhitsformove-ment.Routingunitsfollowthelineofleastresistance,sotheymaymovearoundotherunitsevenifthatmeanstheytemporarilymoveinadirectionotherthantowardsafriendlymapedge.

>>Note:RoutMovement is less restrictive than retreating fromcombat(��.4.2to��.4.5).Forinstance, two-hexunitsmaypivot(forinstance,to“squeeze”throughaone-hexgap)whenperform-ingRoutMovement.

13.4.2Unitsthatcannotroutmovetheirfullmovementallowance(see�3.4.�)muststopandloseonestrengthpointforeachmove-mentpointtheycannotmove,whetherduetothepresenceofotherunits or lack of sufficient MPs to enter a hex. If this causes them to reachtheirCasualtyThreshold,immediatelyimplementtheeffectsof�2.5.2(thuseliminatinganyMoraleBrokenunits).

13.4.3Unitsthatroutoffthemapareeliminated.

14.0 Special Units and Terrain14.1 Wagons>>Wagons are treated like limbered artillery units. See section8.5forrestrictionsforstackingwithaWagon.Besidesprovidingamodifier, a Wagon is ignored in any Close Combat against a stack containingaWagon.ForCloseCombatagainstaloneWagonunit,apply��.5.�bysubstituting“Wagon”for“artillery”inthatsection.AWagonunitcannotretreat.IfanenemyunitentersaWagonunit’shexduringmovementoradvanceafterCloseCombat,theWagonunitiscaptured; flip the counter over to its other side. This way ownership oftheWagons(fordeterminingvictory)maychangehandsseveraltimesbeforeabattle isover.UnitsstackedwithWagonsreceivemodifiers for Fire and Close Combat (see the TEC). A Wagon unit cannotbethetargetofFireCombat.Unlessotherwiseindicatedforascenario,Wagonunitsmaynotmove.AWagonthatisallowedtomovedoessoasifitwerealimberedartilleryunit(7.3.3).

14.2 Heavy Infantry Units with No PikesScenariosetupsmayindicatecertainHeavyInfantryunitsdonothavepikes.AHeavyInfantryunitwithnopikesistreatedthesameasanyotherHeavyInfantryunitwiththefollowingexceptions:a)ItmaynotformHedgehog.b) It has different modifiers on the Close Combat Matrix.

14.3 Dismounted CavalryScenariosetupsmayindicatecertainCavalryunitsaredismounted.AdismountedCavalryunitistreatedasasanyotherCavalryunitforFirecombatandVictoryPointsandasaHeavyInfantryunitwithnopikesforotherpurposes.Thatmeans,amongotherthings:As Cavalry:• ItusestheCavalryFiretables,andsocan’tperformAdvancing,

Skirmishing,Retreating,orSalvoFire.• ItcanMoveandFireinthesameactivation.• ItcanusePistolsinCloseCombatandmusttrackPistolammo.• ItisworththesamenumberofVictoryPointsasanyotherCavalry

unit.

As HI:• IthasaMovementAllowanceof4andusestheHIcolumnonthe

TEC.• It is treatedasanHeavyInfantryunitwithnopikesforClose

Combat.• ItcannotformHedgehog.• ItisnotconsideredCavalryforInterception,Reaction,andPursuit

purposes.

14.4 Reciprocal Hexside FeaturesCertain hexsides provide terrain benefits to units on both sides of theterrainfeature.• Iftwoenemyunitsareoneithersideofareciprocalhexside,the

first unit to move adjacent to the hexside receives any Defensive Fire benefit as between those two units only. Both units can see (andReact)throughthehexsidenormally.

• >>WheretheTECindicatesthatareciprocalhexsideblocksLOS,thehexsidedoesnotblocktheLOS(ortheLineofFire)foranyunit that has the benefit of the hexside. Conversely, a unit firing fromahexnotadjacenttothehexsidemaytraceanLOS(andaLineofFire)intoanyhexdirectlybehindthereciprocalhexside,butnotbeyond.Exception:IftheunittracingLOSisontheuphillsideofasteepslope,ahedgeorbermhexsidedoesnotblockLOSinanyway.

• Unless mentioned otherwise in the scenario rules, performingCloseCombatdirectlyacrossareciprocalhexsidedoesnotpreventattackerMomentum,butcrossingoneduringanytypeofmove-mentrobsaunitofanyMomentumacquireduptothatpoint.

• Any Close Combat modifier applies to any unit crossing the hexside, regardless of who was there first.

This rule applies to any hexside terrain feature identified as recipro-calinabattle’sspecialrules,aswellasto:

• Anyhedgehexside• Anystreamhexside• Anybridgehexside• Anybermorelevatedroadhexside• Anyabatishexside• Any entrenchment, fortified line, or redoubt hexside

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ArmyCommander(exceptKingCharles) Eliminated........................................................... 20TACW:KingCharlesEliminated............................. 50NamedWingCommanderEliminated...................... 5xRatingReplacementWingCommanders.............................. 0

Notes:• ForaNamedWCsEliminated,expresshisratingasapositive

number.• IndividualscenariosmayhaveVPawardsinadditiontotheseor

thatsupersedethese.• Unitsandleadersthathaveleftthemapinpursuitarenotcon-

sideredeliminated,norareVPsawardedfortheirCasualtyPointlosses.

• ThesereplacetheVictoryPointsintheTACWPlaybook.• TheVPsforeliminatinganArmyCommanderonlyapplytothe

originalAC,nottohisreplacement.Conversely,anon-generic,named,replacementleadercountsasaNamedWingCommanderforVPpurposes.

• Forany scenariowhereVPsareawarded for controlofgeo-graphiclocations,thatsidewhichlasthadafriendlyunitpassthrough a hex is said to control that hex. Unless specifically mentioned,aunitdoesnothavetoremaininthehextogettheVPs.

15.0 Determining VictoryPlayersearnVictoryPoints(VPs)foreliminatingenemyunitsandleaders, inflicting enemy losses, and disabling and capturing enemy Artillery.Attheendofthegame,determinevictoryasfollows:• TACW:SubtracttheRoyalistVPtotalfromtheParliamentVP

total.• SFO,GAG,andNGBG:Subtractthenon-SwedishVPtotalfrom

theSwedishVPtotal.• ULB:Subtractthenon-FrenchVPtotalfromtheFrenchVPto-

tal.• SiA:SubtracttheProtestantVPtotalfromtheCatholicVPto-

tal.Players receive VPs for the following events:

Event......................................................................... VPsEliminatedCavalryUnit........................................... �0ForEachCasualtyPointonCavalryUnits StillonMapatEnd.............................................. 2EliminatedTwo-HexHeavyInfantryUnit................ �0EliminatedOne-HexHeavyInfantryUnit................ 5ForEachCasualtyPointonHeavyInfantry StillonMapatEnd.............................................. �EliminatedLightInfantryUnit................................. 0CapturedDouble�2-24lbArtilleryUnit.................. 30CapturedDouble4-8lbArtilleryUnit...................... 20CapturedDouble3lbArtilleryUnit.........................�0Captured�2-24lbArtilleryUnit............................... �5Captured4-8lbArtilleryUnit................................... �0Captured3lbArtilleryUnit...................................... 5DisabledDouble�2-24lbor Double4-8lbArtilleryUnit................................ �0DisabledDouble3lbArtilleryUnit..........................5Disabled�2-24lbor4-8lbArtilleryUnit................ �0Disabled3lbArtilleryUnit....................................... 2CapturedWagon........................................................ �0

Artillery

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ERRATA for This Accursed Civil War.COUNTERS• ThelastParliamentarymusketeerunitonsheet2ismissingits“FS”

onthereverseside.• The“Aston”cavalryunitwasmisspelled“Ashton.”SeetheSFO

countersheetforanewcounter.

CHARTSNote that the charts supplied with Sweden Fights On contain allthe errata mentioned here as well as all the TACW modifiers. Thus, ownersofbothgamescanusetheSFOchartsandignorethiserrata.Playerswillhavetomakethechangestothecross-referencesonthechartsthemselves.

ORDERS RESTRICTION CHART• OntheReceiveChargeRow,undertheMovecolumn,addthe2

superscripttothe“�Hex.”• Changenote�toread:“Mustendatleast�hexclosertotheclosest

enemyunititcansee.(Except:LIneednotmoveadjacenttothefrontofanenemyHI.)UnitsmaynotPass,useRetreatingFire,noruseWithdrawinReactionMovement.”

LEADER REPLACEMENT TABLEChangetheResultinthelastrowtoread:“Leadereliminatedordoesnotreturn(ifoffmap).UseReplacementLeader.”

TERRAIN EFFECTS CHART• TerrainEffectsChart—TheHedge/BermisaHexsideFeature,not

aninHexFeature.TreatsuchhexsidesasHedgeHexsides,andremovetheHedge/BermrowfromtheTEC.

• Addanoteat thebottom:“RoadsandTrackshavenoeffectonplay.”

FORMATION EFFECTS ON MOVEMENT CHART• Change“FormationRegular”to“FormationNormal.”• Addanewrow:“MoraleBroken(noFormation)NoMovement.”

CLOSE COMBAT TABLE• Under the first modifier, change the reference from 10.3.10 to

��.3.2.• Add a note to the table: “Important: The maximum final total of

all Close Combat modifiers cannot be greater than +4 or less than –4.”

• Add just above Attacker is or has: “Apply any modifier below this lineamaximumofonetimeperbattle.”

CLOSE COMBAT MATRIXTo“LightInf”and“LtInf”,addanasteriskandthenthefollowingnoteatthebottomofthetable:“*See�0.6.”

UNABLE TO RETREAT TABLEAddthefollowingnoteatthebottom:“IfaunitStands,returnittoMoraleShaken.”

PLAYBOOK• ThemarkerremovalphaseismissingfromSequenceofPlayon

thebackoftheplaybook.Itshouldbeattheend.• Add to theVictory Point Schedule: “CapturedWagon Unit: �0

VPs”

Edgehill• Forpurposesof�0.9.3,theslopesforallthebattlesareSteep,except

forMarstonMoor,wheretheyareGentle.• Edgehillis�0turnslong(thePlaybookisincorrect).• ByronCavalryis4-6not4-7.Thecounteriscorrect.• Belasyseis20-7not�8-7.Thecounteriscorrect.

1st Newbury• Byronis�8-8,nota�5-8.Thecounteriscorrect.• I,II,IIIBryoncountersareinfactI,II,IIIByron.SeetheSFO

countersheetforreplacementcounters.• The2xDragoons(�-5)fortheParliamentplayershouldbe2x

Dragoons(2-6).• TheTumuli(RomanEraBurialMounds)aretreatedlikeahedge-

linedroadhex,butdonotblockLOS.

Marston Moor•Warren 5-7 is actually the Moore 4-7 counter (Warren was the

Colonel,MoorewastheLt.Colandtheonepresent).•TheDragoonunitontheParliamentRight(T.Fairfax’sWing)isan

EnglishDragoon(Red)notScottish(Green)(ItisFairfax’sNorthernAssociationDragoons).

• TheSlopeofthehillisquitegentleanddoesnoteffectmovement,the only effect is to stop grazing fire.

• TheDitchesareforhistoricalreferenceonlyandhavenoeffect.• TheAlliedCenterReplacementLeaderHamiltonwasdroppedfrom

thecountermixashewasfourthinlineandwasneverusedinplaytesting.

• Ifyoustartthegamebeforethehistoricalstarttimeof7:00PM,stillendthegameattheendof“8:20”turn(whenthehistoricalscenarioends)andusethesamesetup.

• TheYorkContingenthas4options. OPTION�:AllunitsstartonthemapaspartoftheCenterWing,

withTillierastheirWC.DonotuseNewcastleorEythin. OPTION2:TheWhitecoatunitsstartonthemapaspartof the

CenterWing,withTillierastheirWC.TheYorkunitsenterGT�at�03�aspartofanewWing,withNewcastleastheirWC,andEythinashisreplacement.

OPTION3:Alltheunitsarriveat�03�ontheturnslistedaspartof a newWing, with Newcastle as theirWC and Eythin as hisreplacement.

OPTION4:Donotuseanyoftheunits,Newcastle,orEythin.• ManchesterHIis�3-7not�3-8.Thecounteriscorrect.

Second Newbury• Douglas’2-5isaCommandedMusketunitthatisindeedmissing,

a 2-6 Dragoon unit will fill in nicely. See the SFO countersheet for anewDouglascounter.

• ThecountermixisshortoneRoyalist4-8lbArtilleryunit.UseaScotsbatteryinitsplace.SeetheSFOcountersheetforanadditionalRoyalistArtilleryunit.

• TreattheShawHouseasaChateauhex.• The Royalist player should set up first at this battle.• Unitsmaynotenterthemedievalwallandthetownhexesbehindit.

Naseby• I/�andII/�NewModelHorseare3-7snot3-8s.Thecounteris

correct.• I/Fiennesisa3-6nota2-6(IincorporatedatroopoftheAssoci-

atedhorseintothecountertoeliminatestacking).Thecounteriscorrect.

• Maurice3-7andMauriceLG2-8wereoriginallyforNaseby,buttheywereconsolidatedintooneMaurice3-8,basedonthelatesttroopstrengthdata.Thetwocountersarenowextras.

• KingsLG/Rupert’sBluecoatssetupin�5�7&�5�8not�5�6&�5�7.• AddOkeyasWingLeaderforhisthreedragoonshidingbehindthe

hedge.TheseunitsandOkeyaretreatedasaseparatewing.• Thehedgeishexsideterrain.• ThebaggageguardisstationaryandindependentofanyWing.• TheI/BardandII/BardHIunitsarenowconsideredtobeHIwith

NoPikes.TheUndertheLilyBannerscountermixincludesreplace-mentcountersforthesetwounits.

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ERRATA for Sweden Fights OnUnit ValuesThereareafewcaseswherethevaluesforaunitinthesetuplistingsdonotmatchthevaluesprintedonthecounter.Inallcasesusethecountervalues.

New Double-sized UnitsSweden Fights Onrequiredmoredouble-sizedHeavyInfantryunitsthanthereweredouble-sizedslotsonthecountersheet.Becauseofthismanydouble-sizedHIunits had tobeused inmore thanonebattle.However,UndertheLilyBannershadextradouble-sizedslotsavailable,soULBprovidesextrareplacementcountersforthoseSFOHIunitssoplayerscanhaveaseparateHIcounter foreachbattle(exception:theBavarianPappenheimunitstillmustbeusedintwobattles). Players should use the original SFO counter for the first battlelistedoneachcounter,andusethereplacementsprovidedwithULBfortheotherbattles,whichareindicatedoneachreplacementcounter.NotethatoneofthenewGamlaBlåacountersnolongerhasintegrated artillery, and the first name “Bourre” has been removed fromtheZaradetzkycounterforBreitenfeld.

Senior Wing CommandersThefollowingare theseniorWingCommandersforeachbattle incasetheACbecomesacasualty:

Noerdlingen:Swedes: Replace Bernhard by Kratz, Horn by Vitzhum then

SchawelitzkiImperials:ReplaceKingFerdinandbyGallas,FerdinandCardinal

InfantebyLeganesWittstock:Swedes:ReplaceBanerbyTorstennsonImperialshavenoACinthisbattle2nd Breitenfeld:Swedes:ReplaceTorstennsonbyWittenbergImperials:ReplaceLeopoldbyPiccolominiJankau:Swedes:ReplaceTorstennsonbyWittenbergImperials:ReplaceHatzfeldbyGoetz

Friendly Map Edges for retreat purposes: Noerdlingen: Swedes:Westorsouthedge Imperials:Eastedge Wittstock: Swedes:Southedge Imperials:Northedge Noerdlingen Setup errata:• Swedish: Left InfWing: Delete historical note “Nassau at this

battle.”• Swedish:LeftCavWingOptionalunits:thevaluesforZulowand

Hillebrandshouldbothbe4-6.• Addtheword“historical”tothelistofstartingorders.• In scenario �, units of the sameWing must enter on the same

road.Noerdlingen (Change):TreattheRetzenbachasaMarshyStream

hexside,notariver.

Wittstock Setup errata:• ImperialRightCavWing:thevaluesforStansdorfshouldbe4-6.• ImperialistArquebusiersHalle,Morzin,andLesliedoindeedbegin

outofcommand.Wittstock (Clarification):TheWinery,Farm,andWindmillareforhistoricalreferenceonlyandhavenoeffectonplay.2nd Breitenfeld Setup errata:Swedish:LeftCavWing:• ThevaluesforLiljehökshouldbe3-6.• MusketsareLIinsteadofCuir.2nd Breitenfeld:TheMaulHIunit(SwedishReserveInfantryWing)shouldnothaveintegratedartillery.ThecountermixforUndertheLilyBannerscontainsareplacementcounterforthisunit.Jankau (Correction):SwedishCenterInfWing:ColumnheadingsshouldreadScen.�/2insteadofScen.2/3.Jankau (Clarification):Declareanybreakatthebeginningofaturn,beforeInitiativeisdetermined.Jankau (Update): ThereisanupdateddoubleHIcounterlabeleddeHasi in theUnder theLilyBannerscountermix for thisbattle.Tousethiscounter,removeeitherHoltzorRuischenberg(player’schoice)fromtheImperialCenterWingandreplaceitwithdeHasi.Movetheremainingunitsonehextotherighttoaccommodatethelargerunit.Jankau (Change):ThePlaybookshowsthatthereplacementleaderfortheImperialRightCavalryWingisFranzvonMercy(–2).FurtherresearchshowsthattheMercyatthisbattlewasabrotherofFranz,nottheFieldMarshalhimself.AsareplacementforthatWing,useagenericOberst(0)counterinsteadoftheMercycounter.

Lion of the North RevisionLionoftheNorthRevision(Addition):Ifoneofthesescenariosdoesnotenddue to theSurrendering theFieldrule, then thewinner iswhicheversidehasmoreVictoryPointsattheendofthelastturn.Lionof theNorthRevision,UnitValues (Addition):Consider thefollowingHIunitsatLützentohaveintegratedartillery: Swedish:Svenska,Gula,GamlaBlåa,andBernhard’sGreenBri-

gade Imperials: Waldstein, Grana, Camargo, Sachsen and Mansfield (the

frontlinebattalions)Lion of the North Revision, Lützen, special rule for Berm/Ditch/Sunken Road (Change): The only units that artillery can fire over areImperialLIunits.AwardtheImperialplayer50pointsifGustavusiseliminated.

TEC:Adda“#”toGardenWallhexsidesIn the battle of Jankau, there are five hexes containing more than one terraintype.Inthesecases,costsandeffectsarecumulative.

Movement Form Fire Close HI/CAV/LI Hits Combat CombatVillage+Stream 4/7/4 2 –2 –�(hexes2�24&4005)Woods+Stream 4/7/5 2 –� 0(hexes3909,36�7&35�6)

2nd Breitenfeld:Swedes:WestedgeImperials:EastedgeJankau:Swedes:SouthedgeImperials:Northedge

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ERRATA for Under the Lily BannersCOUNTERS• New counters for This Accursed Civil War (Clarification): It

iscorrect that themorale rating for thenewII/Bardunithasdroppedfrom7to6.

• New counters for Sweden Fights On (Clarification): Our Swedish correspondenttellsusthatGamlaBlåashouldbeGamlaBlå.

PLAYBOOK

Rocroi• SpanishSetup,LeftCavalryWing,�stLine(Change):Change

thesetupforthe2-5Musketeersunitto2407.• SpecialRule5(Change):IgnoretheeffectsoftheArtilleryRange

Chartforpreliminarybombardment.• >>Special Rule 5 (Clarification): Implement the results of the

preliminarybombardmentsimultaneously.• SpecialRule6(AdditionandCorrection):Aunitlosesanyac-

quiredMomentumonarollof0-2aswell.Also,change“underanycircumstances”to“underothercircumstances.”

• >>RetreatEdges(Correction):TheFrenchretreatedgeisthe42xxedge.TheSpanishretreatedgeisthe�0xxedge.

Freiburg• Scenario 1, Special Rule 1 (Clarification): A unit may enter from

off-mapviaAdvancingFire.Inaddition,Turenneenterswiththe2ndgroup.Untilheenters,thetwoLIunitsactivatewiththeFrenchCenterWing,butarefreeofcommandandOrdersrestrictions.

• Scenario�,SpecialRule6,andScenario2,SpecialRule4(Change):OnlytheFrenchplayergetsVPsforcapturinglocations.

Alerheim• Map (Clarification): The fortified lines are the same as entrench-

mentsontheTEC.• Special Rule 7: Add after parenthetical sentence: In each turn, first

roll for any hexes that were fired on this turn, then roll outwards fromanyhexcurrentlyOnFire,startingwithadjacenthexesandworkingoutwards.

• >>FrenchForces,RightInfantryWing,�stLine,CMazarinunit:itsratingsshouldbe3-7.

Lens• StartingOrders(Omission):Erlach’sReserveWingstartsunder

MakeReadyOrders.• >> Spanish Forces, Right CavalryWing, Replacement leader

Bucquoy:Hisratingis0,not–�.

Mergentheim• >>OptionalRule:Treattheslopehexsidesbetweenlevel�and

level2fromRotnorthandfromhex2308andAdolzhausennorthassteepslopes.TheslopesneartheApelhoffarmremaingentle.

• Page4�(Correction):Abouthalfwaydowntherightcolumn,thereisadiscussionaboutAltKolb’smovementpath.Wittgensteincan-notInterceptbecauseTaupedelblocksitsLOS.However,ÖhmcouldInterceptwhenAltKolbentershex2��3.

• Page 45 (Clarification): In the two graphics, the Fugger HI unit shouldhavethesamefacingaswhenitstarted.(Itdoesn’thavethemovementpointstochangefacing.)

• ThereareacoupleofCloseCombatswheretheStrengthRatiodeterminationwasomitted,andshouldhavebeenthere.Inaddi-tion, the modifier for the Strength Ratio under the Flank Attack onpage39shouldhavebeen–2.

ERRATA for Nothing Gained But Glory COUNTERSCorrectedcountersforallofthefollowingareincludedinSaintsInArmor.• TheHendersonDragoonsreplacementcounterforGustavAdolf

shouldhaveawhitebackgroundcolor.• OneoftheGrandvillierunitsforMalmöhasanunnecessarywhite

stripeonitsleftside.Similarly,theTrampleleaderinNyborghasanunnecessarygraystripeonitsrightside.

• TwoDanishunitsforLandskronaandfourDanishunitsforWark-sowaremissingthewhiteboxaroundtheirmoraleratings.

PLAYBOOKHalmstad• ChangetheVictoryConditionsforScenario�tothefollowing: VPs Type of Victory 8�ormore DecisiveSwedishVictory 66to80 MarginalSwedishVictory 5�to65 Draw 36to50 MarginalDanishVictory 35orless DecisiveDanishVictory

• ChangetheHistoricalOutcometobeaDecisiveSwedishVictorywithaVPdifferentialof95.

Lund• SpecialRule9:Inthelastparagraphoftheexample,changeturn

7toturn��andturn9toturn�3.• SpecialRule�0:ImpetuosityfortheSwedishRightWinginSce-

nario 2 lasts for the first 5 turns, which are turns 4 to 8 on the turn track.

Malmö• TheRackarebackenstreammentionedinthesetupsfortheRight

andCenterWingsisthestreamthatrunsalongthehexsidesbetween�22�/�222and�42�/�422.

Credits• ChristianGilleyshouldbeChristopherGilley

MAPSLund• AncientMoundsisthesameasBurialMoundsontheTEC.

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ERRATA for Gustav Adolf the GreatCOUNTERSCorrectedcountersforallofthefollowingwereincludedinC3i#�9andinNothing Gained But Glory:• Honigfelde:TheKoniecpolskileadercountershouldhaveawing

designationofR,notL.• Breitenfeld:Alt-Piccolomini(A4-7)andMerodeshouldhavewing

designationsofLandnotC.• AlteVeste:TheHendersonunitshouldhaveawingdesignationof

C,notL.>>AcorrectedcounterforthefollowingunitwasincludedinSaintsinArmor:• AlteVeste:TheO.H.Fuggerunitshouldhaveawingdesignation

ofInf,notC.Nothing Gained But GloryincludessomereplacementleadercountersforGustav.Thecountersonlyhavenewnames(forEfferen)ornewpicturesonthem(fortheothers).(InthecaseofBanér,it’sacorrectedpicture.)Theleadervalueshavenotbeenchanged.• Breitenfeld: Efferen (Swedish CenterWing replacement com-

mander)wentby“AdolfDietrichvonEfferencalledHallzuDis-ternich,”sohiscountershouldjustreadHall,notEfferen-Hall.

• Breitenfeld:New/correctedpicturesforvonderWahl (ImperialCenterWingreplacementcommander)andBanér(SwedishRightWingcommander).

• Alte-Veste:Newpictures forLandgrafW. (SwedishRightWingcommander)andD.Wilhelm(SwedishCenterWingcommander).

• Lützen:NewpicturesforD.Wilhelm(SwedishLeftWingcom-mander)andStålhandske(SwedishRightWingcommander).

• Dirschau:Corrected/newpicturesforBanér(SwedishRightWingcommander)andWrangel(SwedishLeftWingcommander).

• Honigfelde:NewpictureforWrangel(SwedishRightWingcom-mander).

PLAYBOOKPolish Wars Rules • Paragraph 5 (Clarification): Change the second sentence to read:

Ifthetargetisanunarmoredtype,modifytherollby+3.• Paragraph 6.B & C (Clarification): The doubling of terrain costs

whenonecavalryunitmovesthroughanotherappliestoretreatsandRoutMovementaswell.

• Paragraph 6.C (Clarification): If a cavalry unit retreats through anotherfriendlycavalryunit,anyenemycavalryinPursuitmayalsopursuethroughthatcavalryeventhoughitisanenemyunit.

• Paragraph 6.D (Clarification): A Polish cavalry unit is still Forma-tionShakenwhenitchangesoutofColumnformation.

Dirschau• Map (Clarification): The entrenchments are built over the roads

andunitsinallformationsmustpaythemovementpointcosttocrossthem.

• Special Rule 2 (Clarification): If there are no unoccupied road hexesforaPolishunittoretreatonto,thenrollontheUnabletoRetreatTableforthatunit.

• *Special Rule 6 (Clarification): The line that says “Treat all dune hexeswithtreesasWoodshexes”ismeanttoapplywhenentering

thosehexeswhentheunitisnotonaroadandinColumn.WhenonaroadandinColumn,thespecial�MPperhexrateappliestoaDunehex,whetherithastreesinitornot.

Breitenfeld• Asanexceptionto8.2.�,cavalryunitsinthisscenariomaystack

with3SPLIunits.

Alte Veste• ImperialSetup(Omission):TheAlt-AldringenN4-7infantryunit

setsupwiththeothertwoAlt-Aldringenunitsanywhereinsidethemainencampmentinanyformation.

• ImperialSetup(Correction):IntheInfantryWing,thetwo4-8lbArtyunitssetupthesameastheartilleryunitslistedjustabovethem.

• Special Rule 4 (Clarification): An LI unit that uses Salvo is eligible for the Salvo modifier on the Close Combat Table.

• Special Rule 8 (Clarification): There are no “regular” entrench-mentsonthemap.ConsiderallentrenchmenttypehexsidestobeCampWalls.

• Special Rule 14 (Clarifications): ◊ There are no modifiers of any sort to the rolls on the Sniper

Table. ◊ Sniper&PicketunitsareconsideredcombatunitsforOrders

purposes,soaSwedishunithastobeunderChargeOrderstomoveadjacent.

◊ A Swedish unit draws fire from all Sniper units it moves adjacent to.

◊ Apply�0.6.6shouldaFormationBrokenunittakeahitontheSniperTable.

Lützen• ImperialLeftWingsetup(Correction):Leutersheimshouldsetup

in�7�6,not�632.(That’stheyeartheunitwasraised.)• Special Rule 3, Fog Effects (Clarification): The doubling of MP

costsappliesduringtheRoutMovementPhase.Italsoappliesonlytothecostofhexes,nothexsides.

• Special Rules 3, Fog Effects, and 4.A, Smoke Effects (Clarifica-tion):Donotdoublethecosttochangefacingorformationinfogorsmokehexes.

• Special Rule 4.C, Raised Road (Clarification): A unit may still use MomentumwheninitiatingCloseCombatacrossaRaisedRoadhexside.

• SpecialRule4.D,LützenGardens(Change):TreatthesehexesasVillagehexes.

Edgehill• IntheRoyalistRightCavalryWing,theKing’sLGcuirassierunit

setsupin3006.

Terrain Effects Chart Addendum • (Correction):IntheAV:DownDoubleSteepSlopeline,theentries

intheHIandtheCloseCombatcolumnsshouldread††††insteadofNAand0.

• (Omission):ForAV,aGateisconsideredanyhexsidewherearoador track crosses a fortification.

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GMT Games, LLCP.O.Box�308,Hanford,CA93232-�308

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10.5 Fire Combat Procedure10.5.1 Heavy Infantry A)Designatethetargetunit B) Determine if the fire is from the firing unit’s front or flank

hexes C) DeterminewhichMusketrytabletouse D) Determine whether to use the front, flank or salvo column

ontheMuskettable E) Roll the die and apply any applicable modifiers F) Cross-referencethedierollundertheappropriatecolumn

to find the results G)Applytheresults10.5.2 Light Infantry A)Designatethetargetunit B) FindtheCommandedMusketsandDragoonscolumnon

theLightInfantryandCavalryFireTable C) Roll the die and apply any applicable modifiers D)Findandapplytheresults10.5.3 Cavalry Fire A)Designatethetarget B) FindtheCavalryPistolFirecolumnontheLightInfantry

andCavalryFireTable C) Roll the die and apply any applicable modifiers D)Findandapplytheresults E) MarktheCavalryunitwiththeappropriatePistolmark-

er

3. Sequence of PlayEach game turn follows the following sequence:

3.1 Initiative PhasePlayersdeterminewhowillbecomethePhasingplayerandactivatethe first Wing (see 4.1).

3.2 Activation PhaseThePhasingplayercaneitheractivateanon-FinishedWingorPass(4.5).See4.2forthesequenceWingsmustbeactivatedin.Whenthat activation is finished (including any continuation activations [4.3])theopposingplayermayactivateaWingorPass.Generally,playersalternatebeingtheActiveplayerandtheInactivePlayer(see4.2.2and4.4forexceptions).ThisphaseisrepeateduntilallWingshavebeenactivatedorbothplayerspassconsecutively.

Sequence of the Activation Phase:A. Preemption Attempt:When aWing has been activated, the

Inactiveplayermayattempttointerruptthatactivationinorderto activate one of his Wings first. If the attempt is successful, markthepreemptedWingwiththeBypassedmarker(4.4.2).Thepre-emptedWingwillactivateimmediatelyafterthepre-emptingWing has finished its activation(s).

B. Orders Change:TheactivatedWingmayattempttochangeitscurrentOrders(5.7).

C. Perform Actions:EachunitintheActiveWingmayperform,withinthelimitationsofitsOrders,ONE,andONLYONEofthefollowingActions:

• Move(7.0) • Moveand/orPistolFire(Cavalryonly;7.0and�0.2) • NormalInfantryFire(�0.3) • SalvoFire(HeavyInfantryonly;�0.4) • ArtilleryFire(�0.8) • Rally(�3.0) • Reform(�3.0)D. Close Combat: UnitsattackadjacentunitsinCloseCombat(see

��.0).E. Continuation:TheactivatedWingmayattempt toactivatea

secondorthirdtime(4.3).Iftheattemptissuccessful,returntostepA.

F. IftheActivatedWingfailsitsContinuationattemptorhascom-pleteditsthirdactivationthisturn,oriftheActiveplayerdoesnotwishtocontinuewiththeWing,thendowhicheverofthefollowingapplies:

a)IfthereisaBypassedWing,activateitandreturntostepB. b)IfthereisnoBypassedWing,playersdeterminethenextWing

tobeActivated(4.2)andreturntostepA. c)IfallWingCommandersareFinished,proceedtotheRout

MovementPhase.

3.3 Rout Movement PhaseAllunitswithbrokenmoraleperformroutmovement(�3.4).

3.4 Marker Removal PhaseA. AllSalvomarkers are removed.FiredArtillery andFinished

Leaders are flipped to their normal side.B. ChecktheLeaderReplacementTabletodeterminethefateof

anyLeadersthatwereremovedfromplaythisturn.C. CheckforSurrenderingtheField(4.6).Ifthatdoesnotendthe

scenario,andtherearestillturnslefttobeplayed,advancetheturnmarkerontheturntrackandproceedtothenextturn.

11.2 Close Combat ProcedureA. TheActiveplayerdesignatesallhexesthatwillbeattacked

inCloseCombat.B. TheInactiveplayermaydesignateanyInactiveunitnot

already designated as a defender to attack in ReactionCloseCombat.

C. The Inactive player resolves all Reaction Close Combat first, startingateithertheleftorrightsideofthelineandproceed-ingdowntheline.OnceallCloseCombatsbytheInactiveplayerhavebeenresolved,followthesameprocedurefortheActiveplayer’sunits.

D. For each Close Combat, players calculate modifiers, then the Attacker rolls on the Close Combat Table and finds the results.

E. Applytheresultsoftheclosecombat,includinganyrouts,re-treats,advancesafterCloseCombat,andCavalrypursuits.

F. BothattackeranddefenderineachCloseCombatsufferaformationhit.Exception:IfaunitisalreadymarkedForma-tionBrokenorinHedgehogthereisnofurthereffect.

G. ThelosingsidemayperformReactionFire,ReactionMove-mentor(fortheInactivePlayeronly)Interceptionwitheligibleunitsinresponsetoanenemyadvanceaftercombat.Thewin-ningsidemaynotreactinresponsetoaretreatorrout.