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 Cavalry; Regular Cavalry; Tribal 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 Guns; Machine 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 Cavalry; Regular Cavalry; Tribal 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 Infantry; Tribal 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 Weapons; Field 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 Cavalry; Irregular Cavalry; Tribal 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 Infantry; Tribal 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 Cavalry; Irregular Cavalry; Regular 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 Infantry; Regular 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 Cavalry; Regular 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.
Bob, this is awesome buddy!
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