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Capítulo IV. Propuesta de Mejora

4.2 Controlar

may opt to stay where it is.

If the unit is an artillery stand it may Single stands take morale in a slightly

opt to remain where it is.

different way - they take a test from fire casualties during the morale phase of each

None of these options apply to a unit that turn that they take a hit.

has just lost a melee - they must still retire.

Artillery are unsteady as a result of the first test they fail and will limber and retire 2D6” if

Single stands get modifiers to their morale foot or 3D6” if horse artillery. If they are

test just like other units except that they do not already unsteady and they fail a second test

get any -1 modifiers for casualties that they then they rout - if they have the guns limbered

have already taken so far. Single stands do they will rout with them, if the guns are

not suffer from the 50% rule.

unlimbered the crew will rout and abandon their guns. They may try to recover their unsteady status in exactly the same way as

OPTIONAL RULE If artillery have routed other infantry or cavalry units but if they rout

they may try to rally and stay in the fight.

they are simply removed from the table - they may not try to rally from rout.

Rally

A unit may attempt to rally from routing or being unsteady. If it is currently routing and it fails its rally test then it immediately routs its rout movement distance and in addition loses another stand. If this stand loss puts the unit at 50% or more losses in stands then you should simply remove the unit as it will no longer be able to rally (as per the 50% rule). You will find that units disperse as they rout and if you do not rally them early on they will get to a point where it is impossible for them pass a rally test.

A routing unit that passes its rally test will halt

Taking a Rally Test

unsteady on the spot. It may rally in any

formation and with any facing that it likes. To take a rally test a unit simply takes a test During the movement phase of the turn it may exactly as for morale as above - it cannot get act as would any other unit - though obviously worse by taking this test so an unsteady unit will still be unsteady. that fails to rally will not rout instead. As usual a roll of 6 will always pass no matter the modifiers and a roll of 1 will always fail.

OPTIONAL RULE You do not have to

remove units that get to 50% losses in The modifiers that apply to a rally test are the stands as they are still valid charge targets. commander attachment bonus, unit in If you use this optional rule routing units will buildings bonus and losses so far modifiers continue routing until they either disperse exactly as per a normal morale test. The or leave the table. starting number of the rally test is also the same as for a morale test - Veteran 3, Regular 4 and Green 5. The player will roll a D6, An unsteady unit that passes a rally test is modify the die roll and simply needs to get a now immediately back to good order. It will number greater than or equal to the starting keep its current facing and formation and may morale level of the troops that are trying to now act as normal during the movement rally.

phase.

A routing unit may voluntarily continue to rout OPTIONAL RULE Some things will allow if that player wishes it to and if this is the case a unit to re-roll its morale dice a certain it will not make a rally test. This may well be number of times during a battle. If the unit because the unit would rally in a terrible has a commander attached and that position, if the player wanted the unit off table commander has a re-roll or if the unit itself or simply out of the way of a fresh unit. Either is Elite - either of these will give the unit a way because the unit is routing and failed to morale re-roll attempt.

rally it will still lose another stand.

A unit that is the target of a charge, is charging Only one re-roll may be made for any single itself or has evaded may not attempt to rally, rally or morale test. If an Elite unit had an either from routing or from being unsteady. excellent commander with 2 re-rolls attached they could still only try to change a failed Don't forget that a unit at 50% or less strength morale roll once. You may never roll re-in stands will always fail any morale or rally rolls!

test so could not rally from routing or recover from being unsteady.

During the end turn phase the British

Example

player attaches the Brigade commander to the unit, he is a +1 leader with a single re-A British Veteran infantry unit that started

roll that has not been used yet this game.

the battle at 7 stands has lost 2 stands so

In the very next rally phase the player far today and is currently unsteady. During

attempts to rally this unit. The modifiers to the rally phase it attempts to rally itself - as

the die roll are -3 for the stands lost so far it is Veteran it requires a total of 3 or better

but +1 for the leader attachment. As the on a D6. This roll is modified by -2 because

Veteran troops require a 3 or better to pass of the 2 stands that the unit has lost so far.

their test they will need to roll a 5 or 6 to If the D6 rally roll is 1-4 the unit will remain

rally.

unsteady, if the roll is 5-6 it will rally to good morale status. The actual roll is 3 so the

The player rolls and gets a 2 - the unit unit remains unsteady.

would immediately lose another stand and be moved its full rout distance. This would Next turn the unit takes another stand loss

put the unit at more than 50% losses and and during the morale phase it fails its

the 50% rule would apply - there would be morale test - it would have required a roll of

no chance that the unit could rally from 6 because of losing 3 stands so far this

now on and it would simply be removed battle, there were no other modifiers. As a

from the table. However, as the leader result the morale goes down one more

attached has a re-roll (see optional leader level from unsteady to rout - the unit is

rules) the player has one attempt to re-roll immediately routed its full distance of 12”.

that failed rally test. He rolls and this time The unit currently has 4 stands remaining

gets a 5 so the unit is rallied unsteady - on from the 7 that it started with, not yet at

the spot in whatever facing or formation 50% so there is a chance that it can rally.

that owning player likes.

There are various things in Rank & File that are not represented by units - these are single stands and are most often artillery stands but can also be wagons, elephants and machine guns.

Artillery

Each artillery piece on the table can represent 1-2 guns to a whole battery depending on what scale of game you are playing. Players can either base their crew separately or as an integral part of the base along with the cannon - either is suitable.

Artillery may be Light, Medium, Heavy or Siege and can be divided further into horse and foot. Different periods will have different types of guns available and you should simply choose the gun type that is firing from the artillery table.

Elephants

Siege guns may not move at all during a battle

and count as heavy artillery - the low rate of Are always represented by single stands - fire of these weapons cancels out any extra each stand may represent a variable number damage they may inflict. of actual elephants depending on the scale of battle that you are fighting. Elephants fighting against infantry do so as usual, those fighting OPTIONAL RULE Artillery hit points. If against cavalry make the cavalry hit chance you want to give the advantage to larger worse. Cavalry attacking elephants will only batteries of 8 guns rather than 6 for hit on a roll of 6, no matter what the situation or example then you can adjust the number of modifiers, see the special disordered cavalry hits that each gun model can take. 2 in melee section of Chapter 6.

models representing a 6 gun battery would have the usual 3 hits each, those same two

models representing an 8 gun battery OPTIONAL RULE Elephant Stampede would have 4 hits each. Should an elephant stand fail a morale test it may stampede. Roll a further D6 and on a result of 1-2 it has stampeded. Note that this stampede test applies to any failed morale test - whether that test is to rout the elephant or just make it become unsteady, it does not apply to rally tests.

Should the elephant stampede, turn it 180 degrees and roll 3D6, this is the number of inches it will stampede - any unit that is in its way will be forced to take a morale test

result of fire the wagons flee, if routed as a

Wagons

result of melee the drivers flee and the wagons are captured. If destroyed by any Any wagon, caisson, carts and so on will

means the wagons should remain on the table count as single figure stands. They may not

where they were 'killed' - but only if this is appear on the battlefield very often but as part

important for the game, otherwise they have a of a battle, campaign or scenario you may

tendency to get in the way.

have wagons on table. They have no firing ability and very moderate melee ability and

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