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April 2008

I allow shooting anytime the unit is given an order, including maneuvering and charging. The trade off is
that shooting is very ineffective unless you are "loaded" so you need to time your effective volley. Also
remember that infantry cannot charge formed infantry, but a charge may be declared, a volley fired, and
then the charged carried out if the enemy is shaken. If not, the firing unit remains stationary.
No shooting back in my games. Units may only act on their card or on the appropriate order of an
officer.
Melee continues again only on the appropriate card.
Melee is the bugger of every rule system. Again, I realize there are things that aren't explained well and
not every situation is covered. Here is how I play:
1. Only one round of melee is fought on a unit's card (or general's order). In the example on page 8, the
combat lasts for two turns ("Shortly afterwards, Unit C's card comes up..."). Both sides fight on the turn
either card is drawn. You could experiment with resolving the combat on contact (i.e. fight the melee
until one side is no longer able to do so). This will make melee deadly and decisive, but in the games I
tried this in, it was too much so. Battle lines evaporated once units came into contact. It did not have
the feel of the period to me.
It may seem strange that units would remain "locked" in melee for several turns, but in a narrative
sense, I don't view them as hacking and shoving for the entire time. Example: Cavalry presses the pikes
only to be repulsed, maybe retiring thirty paces before pressing again or milling around just out of reach
exchanging sporadic fire to little effect (or the effect is counted as part of the melee results) while
officers try to bring order to the mess.
2. While it is perfectly fine for a victorious unit to "pursue" a destroyed enemy (as you mention, the
enemy was hardly annihilated on the spot), I don't fight another melee if contact is made. While it may
make sense, it pushes the envelope of what may happen in a turn, even with the sliding time scale. Also,
this does not count as a charge for either side. The unit pursuing does not need to make a morale test to
close into contact, nor does the defending unit get to fire, change formation, or even withdraw. Cavalry
does not gain the charging bonus either as I see the unit as wildly unorganized at this point. However,
this does mean that a victorious infantry unit may blunder into a steady enemy infantry unit or even an
enemy cavalry unit which would not normally be the case. Mind your deployments!
Oh! I also reduce the pursuit dice by one die if the enemy unit was destroyed out of hand. That is an
amendment made by another group that has been using the rules and I adopted it in my own games.
July 20th, 2010
We play very regularly indeed at GDWS, and the biggest game we had was over 20 units a side. We
solved the big game/ random movement issue simply by taking out the end of turn card for two turns,

which meant that everyone was on a decent position on the table and had a fighting chance to be
involved.
August 26th, 2010
Charging units that stand and fire. Though the rules say that a faltered charge halts in good order
(steady), does this still apply if a casualty was caused? or can the unit become shaken in this case?
Remember that a unit only needs to make a Morale Test, which could result in being Shaken, if a
Casualty Marker is placed (i.e. the unit suffers three unsaved hits). A unit that is charging has to test to
charge home even if it receives a single hit. If the defender actually manages to cause a Casualty Marker,
the charger must make a second Morale Test to avoid becoming shaken.
Note it is possible that a unit of horse that suffers three unsaved hits might pass the test to charge
home, but fail the test to avoid being shaken. If this happens, they charge anyway, but suffer the -1d6
penalty per stand for being Shaken.
Evading: Must a unit evade towards its own table edge if charged from the flank or rear? I must admit,
I'm inclined towards evasion being initially directly away from the charge and then in subsequent turns
towards the rear.
Absolutely a unit should evade AWAY from chargers. The default is toward its own table edge to keep
players from evading to the flank, etc. Common sense must prevail when a situation comes up that isn't
specifically covered in the rules and you're on the right track.
Does anyone have any house-rules for flank or rear charges? What advantages would they give? (an
option might be to negate saving throws)
It was obviously a glaring omission and I spent quite a bit of time correcting it when the e-mails started
to come in. Having never published an update, I keep getting the question. I guess I need to get around
to making a FAQ list (and maybe get started on a new manuscript...).
Units never have to test to charge the flank or rear of an enemy unit, however, foot may still not charge
a horse unit unless the target is already engaged in melee.
An unengaged unit charged from the flank may perform all of the normal reactions, however if charged
from the flank and they Stand and Fire only one stand may shoot. If the target successfully forms a Pike
Stand, they are considered to have been engaged frontally as normal. A Pike Stand has no flank or rear.
An unengaged unit charged from the rear must make a Morale test. If they pass, they may perform all of
the normal reactions. If they fail, they are shaken and must accept the charge at a halt. Note that this
means a foot regiment charged from behind that wants to form a Pike Stand must pass two Morale
tests!
Only stands in base to base contact may fight (or subsequent ranks of horse behind those touching the
enemy).

There are no "to hit" modifiers for flank or rear attacks.


A new attacker joining an existing melee does get the charge bonus. A flank charge or a second frontal
charge against an engaged opponent works as normal as long as the attacker may come into base to
base contact with the target. A horse squadron cannot attack a target through another squadron unless
they are part of the same regiment. In other words, the rule on page seven applies only to squadrons
brigaded together as a regiment and deployed in columns of squadrons. Squadrons of different
regiments must come into base to base contact to fight.
A rear charge against an engaged target causes the automatic surrender of that unfortunate target!
Once again, note that a Pike Stand has no flanks or rear. The surrounded target is removed.
May 29th, 2011
If an infantry unit has already shot because its card has come up and is later charged in the same move
by an enemy unit does it get to shoot again?
Absolutely... remember though that they will be firing at half effect unless the RELOAD card has come up
between both actions...
Likewise, if a unit that hasn't already performed a function is charged in combat does this combat count
as their move or do they get to act again once their card eventually comes up?
The shooting in response to a charge comes outside the normal card driven sequence (like an initial rout
move, etc) so yes, they may act again on their card.
Remember also that units may act on commander cards in the same sequence so it is possible that a
unit will have the opportunity to fire several times in a turn...
The card for Harrison's Regiment is drawn. The unit moves forward and fires at Hilton's Dragoons at 12"
(long range). They haven't fired since the last RELOAD card so they get a +1 to hit, but suffer a -1 penalty
for long range. Their target number is 5+, but the dice fall poorly, resulting in only one HIT. Since this
does not meet the three HIT plateau, no casualties are caused and at the end of the round (the current
card) this HIT is dropped.
Several cards later, Brigadier General Harrison's card is drawn and he issues a Move order to his pride
regiment, who creep into medium range. There are no modifiers to shooting this time, so the target
number again is 5+ (note it is often best to hold fire rather than snipe away at long range... if the unit
was unencumbered with a Reload Marker, it would only need 4+ to hit). This time, the dice favor the
infantry and the result is three HITS! A Casualty Marker is placed on the dragoon squadron and they are
forced to make a Morale Test. Hilton's Dragoons easily pass the test.
FINALLY, the card for Brigadier General Hilton comes up. Miffed by the dragoons loitering around in
front of the advancing infantry, he issues them Charge orders and sends them at the pikes. They must
make a Morale test to charge steady pikes. Of course, they are a veteran unit go they get a +1. The

Casualty Marker and test to Charge Steady Pike each give a -1 penalty... so the total is -1. The roll for the
dragoons is a "10" and they easily pass the test so they may Charge!
Harrison's Regiment elects to Stand and Fire rather than attempt to form a Pike Stand. They roll 2d6 to
check the range at which they will fire and get a "6" so the range will be medium. Note if the dice roll
was more than "8" they would not get the chance to fire as this would be greater than the starting
distance of the enemy and the swords would be among them before they had a chance to react! Again
there are no modifiers to shooting (there has still been no RELOAD card). The dice result is average and
results in two HITS. Note that although this is normally not enough to cause a Casualty Marker to be
placed, during a Charge, a HIT is enough to cause the attacker to consider the wisdom of his actions and
a second Morale Test is required to charge home (if no HITS were caused, the second test is not
required)...
The Morale Test modifiers are unchanged from before. If Hilton's Dragoons roll an "8" or better, they
barrel into Harrison's Regiment, though they will carry the two HITS with them and these will be added
to any that might be caused in melee. If the roll is lower, the dragoons halt 6 inches from the infantry
(the range at which they were fired upon), though they do so in good order, and the two HITS would be
dropped...
As you can see, a unit may have many opportunities to fire in a Turn... hope that helps!

1. Page 3 - can shaken units charge? Do they require a morale check to charge a shaken enemy unit?
Shaken units cannot move closer to the enemy and this includes charging.
2. Page 5 - does the rule for needing more than 6 to score to hit apply to all rolls requiring more than 6 to
succeed? (See my note below for dropping this.)
Yes, it would apply to morale as originally written, but I think Im with you on dropping this convention
anyway and moving to 6 always hits and 1 always misses.
3. Page 6 note says that a stand firing Firelocks gets an additional die per stand firingwhy? Isnt that
the standard weapon of the period? Is this saying that flintlocks get fewer dice? If so, why? If the
flintlocks are inferior why were they adopted over firelocks?
Ah. Firelocks are flintlocks. The main musket of this war was the matchlock which required the soldier to
carry a slow burning match to ignite the primer charge and set off the shot - kind of like a mini-cannon.
The firelock (or flintlock) was lighter, but more fragile than the matchlock and expensive to produce at
this time, so was only employed in limited numbers and normally given to elite units only.
4. Page 6 at the end of the example of shooting it states that the two hits are now droppedis that
correct? Or are the two hits dropped when the Turn Ends card is drawn?

Hits should be dropped at the end of the current card, not the end of the turn. I need a sub-unit of time
to describe the actions taken during a card as a turn measures from the start of a new deck until the
Turn Ends card is drawn. Round? Ill work on that. Units become far too fragile if multiple units are
allowed to gang fire to accumulate Hits. I have an optional rule to allow generals to hold up to two
cards rather than play them at once. These may be played in conjunction with the current card if it falls
to his own side, or after if it is the enemys Round (you cant interrupt the enemy with your held cards,
but can play them before the next card is turned). If this rule is employed, you might try allowing hits to
accumulate from multiple units.
5. Page 6 can steady horse unit counter charge a unit that doesnt charge its front (i.e. can they turn to
face if they pass a morale check)?
No.
6. Page 7 are all a rout moves as indicated on the combat results?
Yes.
7. Page 9 - when is Rout move made, immediately or when unit receives its next order?
The initial Rout move is made when a morale test is failed. Subsequent Rout moves (should a unit fail to
rally) are made when the unit card comes up. An officer may try to rally a unit on a commander card
with a Hold order, but failure does not cause another Rout move - only the unit card does...

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