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Wednesday, June 23, 2021

            THE MEN WHO WOULD BE KINGS INDEX

By Robert Burke

 

(Citations are to page numbers in The Men Who Would Be Kings.)

 

Accumulated Casualties. See Casualties

 

Activating Units

    See also Free Actions

   Generally, 12-13

   At the Double. See At the Double

   Attacks. See Attacks

   Attempting to Activate all of player's units before next player's turn,12

   Close order. See Close Order for Regular Infantry

   Completing unit's action in entirety before attempting to Activate another unit, 12

   Discipline of unit, modifying Activation dice roll by, 13

   Failing Activation test, consequences of, 13

   Firing. See Firing

   Go to Ground. See Go To Ground

   Leaderless unit, Activation test for, 13

   Movement. See Movement

   Multi-player games, options for, 12

   Rally. See Rally

   Skirmishing. See Skirmishing

   Stand To, 24

 

Ammunition

   Limited ammunition (optional rule), deduction of one point for, 38

 

Arc of Fire. See Line of Sight

 

Artillery. See Crewed Weapons

 

At the Double

   Generally, 14

   Attack, At the Double move by cavalry or tribal unit ending in contact with enemy unit

treated as, 14

   Close order infantry, At the Double movement prohibited for, 21

   Terrain, effect of, 14

 

Attacks

    See also Movement

   Generally, 14

   All models in both Attacking and Defending unit participating in melee,14

   Another unit in Field Force, activating after end of Attack, 16

   At the Double move by cavalry or tribal unit ending in contact with enemy unit treated as Attack, 14

   Casualties. See Casualties

   Cavalry. See Cavalry

   Close order unit, restrictions on number of enemy models fighting unit in, 21

   Dice for resolving, 8

   Difference between attack and move orders, 14

   Draw, attacking unit retreating if melee ends in, 14, 16

   Ending Attacks, 15-16

   Fighting value of unit, effect of dice roll equaling or bettering, 15

   Gone to Ground unit fighting with half dice rounded down, 21

   Lancers, additional dice for, 29, 31

   Line of Sight preventing unit from Attacking, 14

   Moving into contact, 14

   Mr Babbage's rules for automated combat, 41

   Multiple targets, Attacking unit choosing between,14

   1" gap between units if not in melee, 8

   Pinning. See Pinned Units

   Removal of individual models, 10

   Resolution of, 14-15

   Retreating half move by losing unit after resolving Attack, 14-15, 26

   Sequence for, 14

   Single unit, Attack limited to, 14

   Skirmish move, Attack not allowed by using ,23

   Terrain, effect of. See Terrain

 

Blocking Line of Sight. See Line of Sight

 

Boers

   Optional rules for, 36

 

Buildings. See Terrain

 

Camels

   Irregular Cavalry, camels as, 30

   Mounted Infantry, Camel Corps as, 30

 

Casualties

   Accumulated casualties

      Optional rule for, 38

      Unit morale unaffected by, 26

   Cavalry, number of hits required for casualty, 15

   Firing

      Pinning test after receiving casualties from firing 16, 18, 20, 25

      Removal of casualties, 18

      Terrain, effect on number of hits required to cause casualties, 18

      Total number of hits determining number of casualties, 18

   Leader, testing for casualty. See Leaders

   Methods of marking, 10

   Removal of figures or bases, 10, 15, 18

   Spiking gun, models not counting as casualties, 33

 

Cavalry

    See also Irregular CavalryRegular CavalryTribal Cavalry

   Attacks

      At the Double move ending in contact with enemy unit treated as Attack, 14

      Casualty, number of hits required for, 15

      Defense bonus in melee, restrictions on defending cavalry claiming,16

      Follow up by cavalry after winning Attack against infantry, 16

   Free actions for, 13

   Hard cover, cavalry's lack of benefit from, 20

   Melees (see Attacks, above)

   Mounted Infantry not treated as, 28

 

Charge. See Attacks

 

Climate,38

 

Close Order for Regular Infantry

   Generally, 20-21

   Base-to-base contact for models in close order, 10

   Beginning game in close order formation prohibited, 21

   Facing for Regular Infantry in close order, 8, 10, 21

   Firing

      Facing of models in close order unit, 21

      Firing value, effect of close order formation on, 21

      Line of Sight for unit firing while in close order, limits on, 21, 24

      Volley Fire by unit in close order. See Volley Fire

   Interpenetration of unit while in close order prohibited, 21-22

   Leaving close order formation, 21

   Limited to Regular Infantry, 13

   Marker indicating unit in close order formation, 21

   Melee, restrictions on number of enemy models fighting unit in close order, 21

   Minimum number of models required for, 21

Movement

      At the Double movement prohibited while in close order, 21

       Reduction in speed for unit in close order formation, 21

   Pinning, loss of close order status as result of, 21

   Skirmish action, close order unit prohibited from using, 23

 

Combat. See Attacks

 

Cover. See Terrain

 

Crewed Weapons

    See also Field GunsMachine Guns

   Actions for, 33

   Arc of fire for, 33

   Facing for crewed weapons, 8, 10

   Free actions for, 13

   Half-sized units, unavailability for crewed weapons, 36

   Leader, effect of losing, 13, 33

   Limit of one crewed weapon per 24-point Field Force, 33

   Maximum movement distance for, 22

   Mr Babbage's rules for, 41

   Number of dice per crewed weapon, 17

   Point values for, 7

   Recommended unit size for crewed weapons, 8

   Skirmish move, ineligibility of crewed weapons to use, 23

   Spiking gun, effect of, 33

   Types of, 33

 

Definitions

   Antiquated muskets, 17

   Field force, 6

   Obsolete rifles, 17

   Skirmish Kings, 36

   Terrain. See Terrain

 

Destroyed Units

   Pinning test by units with 12" of, 25

 

Dice

   Generally, 8

   Modifiers for dice rolls. See Modifiers for Dice Rolls

 

Difficult Terrain. See Terrain


Discipline of Unit

   Activation dice roll, modifying by unit's Discipline, 13

   Pinning test, modification of dice roll by unit's Discipline, 25

   Rally test, modification of dice roll by unit's Discipline, 23

 

Egyptians

   Optional rules for, 36

 

Ending Game

   Generally 26

   Victory points, calculation of 27

 

Facing

   Generally 8

   Crewed weapons and infantry in close order, facing for 8, 10

 

Field Forces

    See also Types of Units

   Building Field Force

      Generally, 27

      Crewed weapons, 33

      Irregular Cavalry, 30-31

      Irregular Infantry, 30

      Mounted Infantry, 28

      Regular Cavalry, 29

      Regular Infantry, 28

      Tribal Cavalry, 32

      Tribal Infantry, 31-32

   Crewed Weapons. See Crewed Weapons

   Defined, 6

   General, field force lacking, 9

   Irregular Cavalry. See Irregular Cavalry

   Irregular Infantry. See Irregular Infantry

   Leaders. See Leaders

   Limit on particular types of units in Field Force

      Crewed weapon, limit of one per 24-point Field Force, 33

      Regular Cavalry, limit of one unit per 24-point Field Force, 29

   Morale for overall Field Force, nonexistence of, 26

   Musicians, NCOs, and standard bearers as part of unit, use of, 8

   Organizing field force, 7

   Points

      Crewed weapons, 7

      Irregular Cavalry, 7, 30-31

      Irregular Infantry, 7, 30

      Limited ammunition (optional rule), deduction of one point for, 38

      Minimum and maximum number of points for units, 27

      Mounted Infantry, point cost for, 28

      Oversized or understrength units, adjusting point values for, 8

      Recommended point values for field force, 7

      Regular Cavalry. See Regular Cavalry

      Regular Infantry. See Regular Infantry

      Table showing point values, 7

      Tribal Cavalry, 7, 32

      Tribal Infantry, 7, 31-32

      Upgrading or downgrading unit's points, limits on, 7, 27

   Recommended unit sizes, 8

   Regular Cavalry. See Regular Cavalry

   Regular Infantry. See Regular Infantry

   Sample Field Forces

      Afghan Regulars, 61

      American (Pig War), 63

      Apache, 61

      Arabic (French Africa), 60

      Beja, 57

      Boer, 58

      British (North-West Frontier), 61

      British (Pig War), 53

      British (Sudan), 57

      British (Zulu and Boer War), 58

      Camel Corps, 57

      Dahomey, 60

      Danny and Peachey's Private (Kafiristan) Army, 63

      Egyptian, 57

      Ethiopian, 60

      Explorers (Africa), 58

      French Armee D'Afrique, 60

      French Foreign Legion, 60

      Honorable East India Company, 61

      Italian (Africa), 60

      Khalsa Army, 61

      Naval Landing Party (Africa), 58

      Pathan, 61

      Plains Tribes, 61

      River Arab, 58

      Russians (Great Game Theoretical), 61

      Slaver (Africa), 60

      Tribesmen (Africa), 60

      US Cavalry, 63

      Zulu, 58

   Tribal Cavalry. See Tribal Cavalry

   Tribal Infantry. See Tribal Infantry

   Unit profiles 8-9

 

Field Guns

    See also Crewed Weapons; Machine Guns

   One point of cover, field guns ignoring, 18, 33

 

Fighting. See Attacks

 

Figures. See Model Figures

 

Firing

    See also Volley Fire

   Generally, 16

   Antiquated muskets, examples of, 17

   Arc of fire. See Line of Sight

   Casualties. See Casualties

   Choosing target for firing unit

      Generally, 17

      Enemy unit within Attack range, requirement of selecting as target unit, 17

      Gone to Ground units, ignoring as targets, 17, 21

      Pinned units, ignoring as targets, 17, 25

   Close order infantry, firing by. See Close Order for Regular Infantry

   Distances between units, measuring between closest models of each unit, 8

   Eligibility of unit to fire, 17

   Ending firing, 20

   Firing value of unit, effect of dice roll equaling or bettering, 17

   Line of Sight. See Line of Sight

   Long range

      Effect of firing at, 17

      Gone to Ground units, ineligibility of firing at if target at long

       Range, 21

      Number of hits required to produce one casualty if firing at long range, 18

      Volley Fire prohibited at long range, 24

   Machine guns jamming, 18, 33

   Obsolete muskets, examples of, 17

   Optional rules

      Limited ammunition, 38

      Magazine-loaded rifles, 36

      Volley fire, 39

   Pinning test after receiving casualties from Firing, 16, 18, 20, 25

   Ranges, 16-17, 64

   Resolving firing, 17

   Return fire by target unit, prohibition against, 16

   Sequence for firing, 16

   Short range

      Gone to Ground units, ineligibility of firing at if target beyond short range, 21

      Volley Fire at, 24

   Skirmishing units. See Skirmishing

   Splitting fire between multiple target units prohibited, 17

   Table for weapons' ranges, 17, 64

   Terrain, effect of. See Terrain

 

Formations

   Close order. See Close Order for Regular Infantry

   Skirmishing units. See Skirmishing

   Squares. See Squares

 

Fractions

   Rounding down of, 8, 18, 21

 

Free Actions

    See also Activating Units

   Generally, 13

   Mounted Infantry, 28

   Table, 13, 64

   Volley Fire as free action, 24

 

Game Setup, 6

 

General

   Field Force lacking, 9

 

Ghazi Fanatics

   Optional rules for, 36

 

Go To Ground

   Generally, 21

   Action limited to Tribal Infantry, 13

   Attack, Gone to Ground unit fighting with half dice rounded down, 21

   Eligibility for, 13, 21, 30

   Fieldcraft upgrade allowing units to use Go to Ground, 21, 30

   Line of Sight. See Line of Sight

   Marker showing Gone to Ground status, 21

   Pinned, unit losing Gone to Ground status as result of being pinned, 21

   Short range, prohibition against targeting beyond, 21

   Stand To action, Gone to Ground unit using, 24

   Subsequent turns, unit remaining in Gone to Ground status on, 21

   Target for firing, ignoring unit Gone to Ground as, 17, 21

 

Gurkhas

   Optional rules for, 36

 

Half-Sized Units

   Optional rule for, 36

 

Hard Cover. See Terrain

 

Highlanders

   Optional rules for highlanders in kilts, 36

 

Impassable Terrain. See Terrain

 

Irregular Cavalry

    See also CavalryRegular CavalryTribal Cavalry

   Generally, 30-31

   Camels as, 30

   Examples of, 30

   Maximum movement distance for, 22

   Point cost and options for, 7, 30-31

   Size of units

      Half-sized units, 36

      Recommended unit size for Irregular Cavalry, 8

 

Irregular Infantry

    See also Regular InfantryTribal Infantry

   Generally, 30

   Examples of, 30

   Forming Irregular Infantry in two straight ranks, 10

   Free actions for, 13

   Go to ground. See Go To Ground

   Maximum movement distance for, 22

   Point cost and options for, 7, 30

   Size of units

      Half-sized units, 36

      Recommended unit size for Irregular Infantry, 8

 

Lancers

    Additional dice for, 29, 31

 

Leaders

   Generally, 34

   All models in unit required to be within 4" of leader by end of Movement, 10, 22

   Casualty, testing leader for

      Generally, 9

      Attack, testing for leader casualty after, 14-15

      Firing, testing for leader casualty after, 18

      Pinning test, requirement dice roll equal or better leadership

       value of unit's Leader, 26

   Free action for leaderless units, 13

   Loss of Leader

      Activation test for leaderless unit, 13

      Crewed weapon, effect of losing Leader, 13, 33

      Effect on unit, 9

      End of game, loss of all Leaders resulting in, 26

      Marker indicating loss of, 15, 18

   Marker to show unit leaderless, 15, 18

   Model representing leader, each unit having, 8-9

   Optional rules

      Simplifying leadership values and traits, 39

      Taking command of leaderless troops, 38-39

   Pinning test, requirement dice roll equal or better leadership value of unit's Leader, 26

   Quality of leader, rolling for, 9

   Risk of exposing best leaders to action, 13

   Tables

      Leader traits, 35

      Leadership values, 9, 34

   Values and traits for Leaders

      Generally, 34-35

      Optional rules for simplifying, 39

 

Light Infantry

   Optional rules for, 36

 

Line of Sight

   All directions, units seeing in, 8

   Arc of fire

      All directions, units firing in, 8, 17

      Close order infantry limited to 180° arc of fire, 21, 24

      Crewed weapons, 180° arc of fire for, 33

      360° arc of fire for regular fire, 8, 17

      Volley Fire, 180° arc of fire for, 24

   Attacking, Line of Sight preventing unit from, 14

   Blocking Line of Sight (see Firing, below)

   Firing

      Generally, 16

      Arc of fire (see Arc of fire, above)

      Gone to Ground unit, ignoring as target, 17, 21

      Gone to Ground unit not blocking Line of Sight, 21

      Hard cover blocking Line of Sight, 11, 20

      Higher ground, units on seeing over lower units, 17

      Models within same unit not blocking Line of Sight, 17

      Other units blocking Line of Sight, 17

      Pinned units (see Pinned units, below)

      Soft cover not blocking Line of Sight, 11, 20

   Gone to Ground unit (see Firing, above)

   Pinned units

      Blocking line of sight, pinned units not, 25

      Target, ignoring pinned unit as, 17, 25

 

Long Range. See Firing

 

Machine Guns

    See also Crewed WeaponsField Guns

   Jamming, 18, 33

   One point of cover, machine guns not ignoring ,18

 

Maoris

   Optional rules for, 36

 

Markers

   Close order, marker indicating unit in, 21

   Gone to Ground status, marker showing, 21

   Leader, marker indicating loss of, 15, 18

   Pinned markers. See Pinned Units

 

Measurement

   Generally, 8 

   Centimetres, substituting for inches, 6

   Distances between units, measuring between closest models of each unit, 8

 

Melees. See Attacks

 

Model Figures

   Alternative basing of model, 10

   Basing of models, 10

   15mm models, substituting centimetres for inches, 6

   Gaps between models for tribal and irregular units, 10

   Leader, all models in unit required to be within 4" of by end of Movement, 10, 22

   Retreat full distance, loss of models due to unit's inability to, 26

 

Modifiers for Dice Rolls

   Discipline of unit. See Discipline of Unit

   Pinned units. See Pinned Units

   Rally test. See Rally

 

Morale

   Accumulated casualties, unit morale unaffected by, 26

   Field Force, nonexistence of morale for overall, 26

   Individual units, morale for, 26

   Pinning test. See Pinned Units

   Rally. See Rally

   Routing. See Routing

 

Mounted Infantry

   Generally, 28

   Camel Corps as, 30

   Examples of, 28

   Point cost for, 28

 

Movement

    See also Attacks

   Generally, 22

   All directions, units moving in, 8

   At the Double movement. See At the Double

   Close order infantry. See Close Order for Regular Infantry

   Contacting enemy unit with Move prohibited, 22

   Crewed weapons, maximum movement distance for, 22

   Difference between attack and move orders, 14

   Direction of movement, 22

   Full movement distance, no requirement of using, 14

   Half movement

      Difficult terrain reducing movement by half, 22

      Retreating half move by losing unit after resolving Attack, 14-15, 26

      Skirmishing units, half movement by, 23

   Interpenetrating units during Move, 22

   Leader, all models in unit required to be within 4" of by end of Movement, 10, 22

   Maximum movement distances, 22

   1" gap between units if not in melee, 8

   Retreating after Attack or failing Rally action. See Retreating

   Skirmish movement. See Skirmishing

   Terrain, effect of. See Terrain

   Tribal Infantry. See Tribal Infantry

 

Mr Babbage, Playing Against. See Playing Against Mr. Babbage

 

Multi-Player Games

   Activation options for, 12

   Scenario for multiple players per side, 14

 

Obstacles. See Terrain

 

Optional Rules

   Generally, 36

   Accumulated casualties, effect on Rally tests, 38

   Climate, effect on regular units, 38

   Firing. See Firing

   Half-size units, 36

   Leaders. See Leaders

   Pinned units. See Pinned Units

   Regular Cavalry. See Regular Cavalry

   Regular Infantry. See Regular Infantry

   Terrain. See Terrain

   Theatre-specific rules, 36

 

Pinned Units

    See also Rally

   Generally, 25

   Attacks (see Melees, below)

   Close order status, Pinning resulting in loss of, 21

   Firing, testing for Pinning after receiving casualties from, 16, 18, 20, 25

   Free Action for, 13

   Gone to Ground unit, effect of being Pinned on, 21

   Leadership value of unit's Leader, requirement dice roll equal or better, 26

   Line of Sight. See Line of Sight

   Markers

      Generally, 25

      Failing Pinning test, unit adding one additional Pinned marker after, 26

      Rally. See Rally

      Routing if number of pinned markers make rally impossible, 25

   Melees

      Half strength, pinned units fighting at, 14, 25

      Testing for Pinning after losing, 14-15, 25

   Modification of dice roll by unit's Discipline, 25

   Modifiers for dice roll for Pinning test, 25

   Optional rules

      Accumulated casualties, 38

      Dangerous terrain, Pinning test not required for casualty caused by, 38

   Passing Pinning test, consequences of, 26

   Rallying pinned units. See Rally

   Removal of friendly unit within 12", Pinning test required after, 25

   Restrictions on Actions by, 25

   Retreating at half speed after Attack, 26

   Stand To action, ineligibility of pinned units to use, 24

   Subtraction of one pip from dice roll for every casualty taken in action causing test, 25

   Target for firing, ignoring Pinned unit as, 17, 25

 

Playing Against Mr Babbage

   Generally, 40-41

   Automated actions for enemy units, 41

   Going native, 43

   Native action, 42

   Native recycling machine, 42-43

   Tables

      Native actions, 42

      Native deployment, 42

      Native recycling, 43

 

Points. See Field Forces

 

Quick Reference Sheet, 64

 

Rally

    See also Pinned Units

   Generally, 22

   Effects of successful Rally test, 23

   Failing Rally test, consequences of, 23

   Free action, Rally attempt for Pinned units as, 13

   Mandatory Rally test during Activation phase, 13, 22

   Markers

      Removal of Pinned markers after successful Rally test, 22-23, 25

      Routing if number of pinned markers make rally impossible, 25

      Subtraction of one pip from dice roll for every Pinned marker, 23

   Modification of Rally dice roll

      Discipline of unit, modification of dice roll by, 23

      Subtraction of one pip from dice roll for every Pinned marker, 23

   Optional rule for accumulated casualties, 38

   Passing Rally test, requirements for, 23

   Retreating after failing Rally action. See Retreating

 

Regular Cavalry

    See also CavalryIrregular CavalryTribal Cavalry

   Generally, 29

   Examples of, 29

   Limit of one Regular Cavalry unit per 24-point Field Force, 29

   Maximum movement distance for, 22

   Optional rules

      Climate, optional rule for effect on regular units, 38

      Limited ammunition, deduction of one point for, 38

   Point costs

      Generally, 6, 29

      Limited ammunition (optional rule), deduction of one point for, 38

      Optional points, 29

   Size of units

      Half-sized units, 36

      Recommended unit size for regular units, 8

 

Regular Infantry

    See also Irregular InfantryTribal Infantry

   Generally, 28

   Close order for Regular Infantry. See Close Order for Regular Infantry

   Examples of, 28

   Forming Regular Infantry in two straight ranks, 10

   Free actions for, 13

   Maximum movement distance for, 22

   Optional rules

      Climate, optional rule for effect on regular units, 38

      Limited ammunition, deduction of one point for, 38

  Point costs

      Generally, 7, 28

      Limited ammunition (optional rule), deduction of one point for, 38

      Optional points 28

   Size of units

      Half-sized unit, 36

      Recommended unit size for regular units, 8

   Types of units qualifying as, 28

 

Retreating

   Generally, 26

   Attack, retreating after resolving, 14-15, 26

   Close Order units, prohibition against retreating through, 26

   Contacting enemy unit as result of Retreat prohibited, 26

   Enemy units, prohibition against retreating through, 26

   Half speed, unit Retreating at, 14-15, 26

   Interpenetrating friendly units during Retreat, 26

   Loss of models due to unit's inability to Retreat full distance, 26

   Table, Retreating off of resulting in rout and removal of entire unit, 26

 

Routing

   Number of pinned markers making Rally impossible, unit routing if, 25

   Retreating off of table resulting in rout and removal of entire unit, 26

 

Scenarios

   Generally, 44

   Attackers and defenders, rolling dice to choose, 44

   Clearly defined objectives for, 12, 26

   End of game if scenario objectives fulfilled, 26

   Multiple players per side, 45

   Scenario A (Just Passing By), 45-46

   Scenario B (Seek and Destroy), 46-47

   Scenario C (To The Last Bullet), 48

   Scenario D (Get Off Of My Land), 50-51

   Scenario E (Run To The Hills), 52-53

   Scenario F (Taking the High Road), 53

   Scenario G (It's Awfully Quiet Out There), 54

   Scenario H (A Sigh of Relief), 54-55

   Victory conditions

      Generally, 44-45

      Calculation of victory points, 27

      Defined objectives for scenarios, 12

 

Sequence of Operations, 12

 

Setting Up Game, 6

 

Short Range. See Firing

 

Size of Units

   Half-sized units, optional rule for, 36

   Recommended unit sizes, 8

 

Skirmishing

   Generally, 23

   Attack not allowed with skirmish move, 23

   Close order infantry prohibited from using Skirmish action, 23

   Firing

      Before or after Movement, unit firing, 23

      Half the number of models in unit, skirmishing units rolling dice for, 17, 23

   Half movement by skirmishing units, 23

 

Soft Cover. See Terrain

 

Solo Gaming. See Playing Against Mr Babbage

 

Squares

   Generally, 21

   Illustration of partial square, 20

 

Stand To

   Generally, 24

   Pinned unit's ineligibility to use, 24

 

Surrender

   Retreating unit's inability to move full distance due to impassable terrain resulting

            in surrender of some models, 26

 

Tables

   Firearms table, 17, 64

   Free actions, 13, 64

   Half-sized units, 36

   Leaders. See Leaders

   Movement distances 22

   Mr. Babbage's rules for natives. See Playing Against Mr Babbage

   Point values, 7

   Random scenario generator, 44

   Unit profiles, 9

   Unit sizes, 8

 

Terrain

   Generally, 10, 20

   Attacks, effect of terrain on

      Generally, 16

      Defense bonus, 16

      Number of hits required to produce casualty, effect of terrain on, 15

      Obstacles, effect on Attacking units (see Obstacles, below)

      Retreating at half speed after Attack, effect of terrain on, 26

      Storming of defensive position by Attacking unit winning melee against enemy defending obstacle, building, or similar defensive terrain, 16

      Unit partially within and outside of cover, effect of 11, 20

   Definitions

      Defense bonus (terrain), 16

      Difficult terrain, 11

      Hard cover, 11

      Impassable terrain, 11

      Obstacles, 11

      Soft cover, 11

   Difficult terrain

      Generally, 11

      Close order formation, reduction of speed while moving in difficult terrain, 21

      Half, difficult terrain reducing Movement by, 22

      Melee, no effect of difficult terrain on, 16

      Optional rules (see Optional rules, below)

      Proration of Movement if moving from open to difficult terrain, 22

      Tribal Infantry Movement not affected by, 11

   Firing

      Casualties, number of hit required to cause, 18

      Cover, effect of unit partially within and outside of, 11, 20

      Cover, more hits required to produce casualties if target in, 17, 20

      Cover, targeting units in, 17

      Hard cover, effect of, 18, 20

      Higher ground, units on seeing over lower units, 17

      Obscuring terrain, prohibition against targeting units in, 17

      Soft cover, effect on Firing at targets in, 11, 18

      Soft cover, effect on Line of Sight, 11

      Soft cover and hard cover, prohibition against unit claiming protection of both, 20

   Going to Ground in any terrain, 21

   Hard cover

      Generally, 11

      Cavalry's lack of benefit from, 20

      Defense bonus for defending in, 16

      Field guns ignoring one point of cover ,18, 33

      Firing, effect of hard cover on, 18, 20

      Line of Sight, hard cover blocking, 11, 20

      Soft cover and hard cover, prohibition against unit claiming protection of both, 20

   Impassable terrain

      Generally, 11

      Destruction of unit if forced to move onto impassable terrain, 22

      Prohibition against moving over or through, 11

      Retreating unit's inability to move full distance due to impassable terrain or enemy units,

loss of models due to, 26

   Majority of unit in cover, applicability of cover to entire unit, 11

   Melee (see Attacks, effect of terrain on, above)

   Movement, effect of terrain on

      Generally, 22

      At the Double move, effect of terrain on, 14

      Cover, individual models moving through, 11

      Difficult terrain (see Difficult terrain, above)

      Impassable terrain (see Impassable terrain, above)

      Obstacles, effect on Movement, 11, 22

      Tribal Infantry's Movement unaffected by terrain, 22

   Number of terrain pieces, 10

   Obstacles

      Generally, 11

      Defense bonus for defending behind, 16

      Halting movement when reaching, 14, 22

      Majority of unit behind obstacle, applicability of defense bonus to entire unit, 16

      Movement, effect of obstacles on, 11, 22

      Storming of defensive position by Attacking unit winning melee against enemy defending obstacle, 16

      Target of Attack behind obstacle, halting when obstacle reached, 14

   Optional rules

      Dangerous terrain, designating difficult terrain as, 38

      Gurkhas and light infantry moving at full speed in difficult terrain, 36

   Soft cover

      Generally, 11

      Field guns ignoring one point of cover, 18, 33

      Firing (see Firing, above)

      Line of Sight, soft cover not blocking, 11, 20

      Melee, no effect of soft cover on, 16

   Types of terrain, 11

 

Tribal Cavalry

    See also CavalryIrregular CavalryRegular Cavalry

   Generally, 32

   At the Double move ending in contact with enemy unit treated as Attack, 14

   Examples of, 32

   Free actions for, 13

   Half-sized units, 36

   Maximum movement distance for, 22

   Point costs and options for, 7, 32

   Recommended unit size for tribal cavalry, 8

 

Tribal Infantry

    See also Irregular InfantryRegular Infantry

   Generally, 31-32

   At the Double move ending in contact with enemy unit treated as Attack, 14

   Difficult terrain, tribal infantry Movement not affected by, 11

   Examples of, 31

   Free actions for, 13

   Go to Ground. See Go To Ground

   Half-sized units, 36

   Movement

      Maximum movement distance for, 22

      Terrain, tribal infantry's movement unaffected by, 22

   Point costs and options for, 7, 31-32

   Recommended unit size for tribal infantry 8

 

Turns

   Attacker and defender, designation of, 11

 

Types of Units

    See also Field Forces

   Cavalry. See Cavalry; Irregular CavalryRegular Cavalry

   Crewed weapons. See Crewed Weapons

   Irregular Cavalry. See Irregular Cavalry

   Irregular Infantry. See Irregular Infantry

   Regular Cavalry. See Regular Cavalry

   Regular Infantry. See Regular Infantry

   Tribal Cavalry. See Tribal Cavalry

   Tribal Infantry. See Tribal Infantry

 

Victory Conditions. See Scenarios

 

Volley Fire

    See also Firing

   Generally, 24

   Eligibility of close order unit to use, 21, 24

   Firing value, Volley Fire adding +1 to, 24

   Free action, Volley Fire as, 24

   Long range, Volley Fire prohibited at, 24

   180° arc of fire for, 24

   Optional rule affecting, 39

   Targeting nearest unit with 180° arc of fire, 24

 

 

revised: 11/29/20


Print index on double sided paper.  

 

In order to fit the index inside the back of the rule book, trim the pages as follows:

 

Using a paper cutter, trim 1.25” off of the top of the page and them trim .75” off of each side of the paper.

 

 

 

 

 

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               THE MEN WHO WOULD BE KINGS INDEX By Robert Burke   (Citations are to page numbers in The Men Who Would Be Kings.)   Accumulat...