Viewer's Choice Celebration MiniCampaign

It has now been over 20 years since I launched "With MacDuff On the Web" and nearly 10 years since I launched my 2 blogs: Gathering of Hosts and Battle game of the Month.

To celebrate the years and the friends and the million hits I've decided to run a 3 game mini-campaign in late October. By popular vot e it will be set in the mid 18th Century.

Saturday, March 9, 2013

Square Brigadier Quick Reference for Horse & Musket


THE SQUARE BRIGADIER H&M QUICK REFERENCE (corrected 10 mar)
SEQUENCE of PLAY: Alternate.  Roll orders, act then melee.
GENERALS: 1d6 orders, 1 order move or rally 1 unit or move 1 formation.  Shoot/Melee is free.  -1 if replacement gen.
Gen with unit,: If shooting hits 4,5,6=cancel 1, 1= dead. Melee 4,5,6 =hit on enemy 1 = dead.  If alone & adj. dice for capture.
MOVEMENT.  Any direction.  Stop when adjacent. If next to enemy front must fight or retreat. +1 on road. Stop when entering/leaving terrain except light.
SHOOTING: 1d/unit 2d if superior.  No shoot if move, in melee, fording or disorder. Cover cancels 1 hit per turn
MELEE.  2d/unit to front.  1d/flank, disorder or support. Both roll. Def fire roll 1st o/w simultaneous.
Cavalry Charge +1 die, Def Obstacle +1 die. Cover cancel 1 hit . Sq vs cav cancel 2 hits.
Attacker may take ground if opponent destroyed or gives ground.
MORALE.  1+ hit from shooting or melee = disorder, if already disordered = destroyed.  Units may cancel 1 hit from shooting bt retreating 1 sq and 1 hit from melee by retreating 1 sq.. 
Hits. Shooting or Melee: 4-6 hits Avg, 5,6 hits Elite, 3-6 hits Poor.
Rallying.  May stand or fallback 1 sq. 4,5,6 rally. +1 Gen or Elite, -1 Poor, -1 Adjacent to enemy. 

Generic Horse & Musket Chart
UNIT
MOVE
RANGE
SPECIAL
Infantry
2
2

Grenadiers
2
2
Elite, +1 die if attacking or attacked this turn
Skirmishers
3
3
Light Infantry, 1 die in melee
Native Spearmen
3

Light Infantry
Cuirassiers/Horse
2 +1 if attacking
-
Elite
Dragoons
3
-

Hussars, Turks
4

No charge bonus.
Light Artillery
2
4

18thC Artillery
0
6
May only move by marching.
2d at range 2.
19thC Artillery
2
6
2d at range 2 or 3.
Horse Artillery
3
4
2d at range 2.
General
4
-
19thC may have ADC to save up to 6 orders.
Wagons
1
-
1 die in melee
Note: Rifles increase range to 3 for line, 4 for light. Rifled Artillery is 1 die at range 2 to 10

3 comments:

  1. Ross: I clicked on the link on the left side for your Square Brigadier rules and it ends up giving me the 7 Jan 2013 version of the Hearts of Tin rules. Just to check, I clicked on your Hearts of Tin(Jan 13) rules link and it gave me the 7 March 2013 version of Hearts of Tin.

    I'm really hoping you can fix the link to your Square Brigadier rules. I've been looking at various gridded rule systems for my 15mm ACW and FPW collections that have been gathering dust...

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    Replies
    1. Ops, Sorry about that Dave. Now I feel pretty stupid, someone pointed out to me on Thursday that the Hearts of Tin link was pointing to the Sq Brigadier so I fixed it without checking the SqB link to see if they were just backwards. Should be fixed now but you may have to empty your cache to get the right file to load.

      or try this link

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  2. Thanks for the updates. On the reading list.

    ReplyDelete