Turn Sequence - Schenectady Wargamers Association

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Turn Sequence
I. Movement and Command (in any sequence)
- Change Standing Orders (1AP)
- Direct Control (1AP)
- Rally Routing Unit (1AP)
- Use Army Ability (1AP)
- Draw Command Card (1AP)
- Sound the Charge (All APs)
- Maneuver according to Standing Order
II. Pre-Combat Courage sequence
1. Rout Checks
2. Fear Checks
3. Other Courage Checks
4. Free Attacks
5. Rout Movement
6. Courage Cleanup (from free attack damage, et al.)
III. Combat sequence
1. Choose Attackers & Defenders
2. Active Player Attacks (ranged & melee)
3. Non-Active Player Attacks (melee only)
4. Remove Destroyed Units
IV. Post-Combat Courage sequence
1. Rout Checks (in the yellow, or any red)
2. Free Attacks
3. Second Rout Checks (in the yellow, or any red)
4. Rout Movement
Effect
Notes
Roads
+1MC
Wheeled: +2MC
Forest
-1MC
Wheeled, Large, Colossal -3MC
Soft Cover vs Ranged
LOS Depth 2.5"
Low Brush
-1MC
Wheeled: -3MC
Shallow Water
-2MC
Large -1MC
Colossal No Effect
Deep Water
Impassable
Large: -2MC
Colossal: -1 MC
May not shoot out of deep water
Very Deep
Water
Impassable
Colossal: -2 MC
May not shoot out of deep water
River Rapids
Impassable
Large: -3MC
Colossal: -2MC
May not shoot out of river rapids
Swamp
-2MC
Shoreline
Large: -1MC
Colossal: -0 MC, no Cover
Wheeled: Impassable
Soft Cover vs Ranged
High Ground vs Water
Wet Ground
-1MC
Wheeled: -2MC
Sand
-1MC
Wheeled: -2MC
Rough Ground
-1MC
Cavalry -2MC
Wheeled -3MC
Very Rough
Ground
Stakes
-2MC
Cavalry & Wheeled: Impassable
-1MC
(into)
Cavalry: -3MC and -1 MC to
move out of
Wheeled: Impassable
Behind: Soft Cover
Hedge,
Fence,
Low Walls
-1MC
Large & Colossal: No effect
Wheeled: Impassable
Soft cover vs non-Large/Colossal
Hills (uphill)
-1MC
High Ground
Fortifications
Impassable
Hard Cover
Orders
Hold
Close
Range
Advance to Long Range (14”)
Advance to Short Range (7”)
Follow
Airborne
Modifier: Maximum Move
Modifier: Objective
Movement Categories
Inches
0”
1.25”
1.75”
2.5”
3.5”
5”
Card Sides
½S
½L
S
L
SS
Inches
6”
7”
8.5”
9.5”
10.5”
Card Sides
LS
LL
LSS
LLS
LLL
Special Maneuvers
About Face
Sideways
Terrain
Type
H
C
R
L
S
F
(A)
#
#
-1MC
-1MC
Backwards
Reform
-2MC
-2MC
Melee Combat Modifiers
Unit Status
In the Yellow
In the Red
Shaken
Frightened
Advantages in Engagements
Charging
Impact Hit(s) on Charge
Flank Attack
Rear Attack
Pinching (per unit)
Disadvantages in Engagements
Attacking to your Flank
Attacking to your Rear
(-1)+0/+0
(-2)+0/+0
(-1)+0/+0
(+0)-1/-1
-1
-2
(+0)+0/+1
Extra Damage Die/Dice
(+0)+1/+0
(+0)+1/+1
(+0)+1/+1 cumulative
(-1)+0/+0
(+0)-1/-1
Ranged Combat Modifiers
Long Range (7.01”-14”)
Extreme Range (Over 14”)
Cavalry Target
Fast-Moving Target (7”+)
Move and Shoot
Engaged Target
Large Target
Colossal Target
(+0)-1/+0
(+0)-2/+0
(+0)-1/+0
(+0)-1/+0
(+0)-1/+0
(+0)-1/+0
(+0)+1/+0
(+0)+2/+0
Combat Terrain Modifiers
High Ground (shooting down)
Low Ground (shooting up)
Soft Cover
Hard Cover
(+0)+1/+0
 -2.5”
(+0)-1/+0
(+0)-2/+0
 +2.5”
Battleground: Fantasy Battles
Master Reference Sheet for Rules v3.0
Updated from the original by Aron Clark & Brian Miller (2006)
by the Schenectady Wargamers Association
http://www.swa-gaming.org
Hosts of one of the biggest Battleground tournaments in the USA
Last update: February 23, 2011
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