fogn v2 fastplay

Upload: jose-s-aguilar-s

Post on 05-Apr-2018

218 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/2/2019 FOGN v2 Fastplay

    1/10

    Field of Glory - NapoleonicQuick Start Rules

    Te French player or playerswill be in command o 5 units

    All French units are ormed o 4 bases or inantry and cavalry, and 2 basesor artillery. Tere is also a single base representing the French Divisionalcommander.

    Te Austrian player or playerswill be in command o 5 units

    All Austrian units are ormed o 4 bases. 2 o the Austrian units eachhave an artillery attachment. Te Austrian Grenzers must be used asskirmishers(meaning that they can move and re at 6MU, but have otherrestriction as noted in the Austrian army list). Tere is also a single baserepresenting the Austrian Divisional commander.

    Te French player is the activeplayer or the frst turn

    Tis means that the French player moves rst, with payers taking alternatemoves thereaer. Te French player may perorm up to 2 complex movesduring any turn, the Austrian player may perorm 1 complex move perturn.

    Te French player may moveany or all o his units

    Any and all units may be moved each turn. Te French player may perormup to 2 complex moves during any turn, the Austrian player may perorm1 complex move per turn.

    Welcome to todays training mission. Tis exerciseis designed to amiliarize you with the basics othe Field if Glory Napoleonic rules and to giveyou experience in commanding troops on thetabletop. Te scenario is set in late 1813, with asmall division o about 7,500 Austrians attemptingto block the path o a slightly smaller division o6,000 French. Te French are attempting to breakthrough the Austrian line to saety beore the rest

    o the Austrians can arrive.First o all, we must set up the 30 x 30 area orplay based on the scenario map on page 11. Notethat only the important measurements are givenand that all measurements should be increased by50% i using 25mm gures). You can use a papermap, elt cloth or actual terrain pieces to representthe diferent elements on the map.

    Players should choose sides and then placetheir gures per the map set up areas. Units aredeployed alternately in groups o 2:2:1 startingwith the Austrian player; in other words, 2Austrian units, then 2 French, and so on per the2:2:1 ratio until all units are on the game board.

    For the purposes o this game, you will onlyneed to know a ew o the game mechanics and

    statistics given in the scenario. Te ull rules ofera range o mechanics and options to enableplayers to simulate any Napoleonic battle.

    PAGE 1

  • 8/2/2019 FOGN v2 Fastplay

    2/10

    How do I play the game ?Each player takes turns perorming actions with their units.Actions must be perormed in a certain order during each phase o eachplayers move. See the Action Sequence table on page 4 or a detaileddescription o this sequence.

    What is a Unit ?

    A unit is made up o a number o bases o gures. Tere are 4 bases oinantry o cavalry and 2 bases o artillery to each unit.

    Te exception to this is the Austrian line inantry units which will have 3bases o inantry and 1 base o artillery. Units o cavalry will normally beormed 2 bases wide and 2 deep in tactical ormation with limberedartillery having a single model and unlimbered artillery 2 models.All inantry except Grenzers may orm square, (shown be acingthe rear 2 bases backwards), and or the purposes o this scenario Austrianinantry only may orm an extended line, 4 bases wide.

    How ar can each o my unitsmove ?

    Te active player may move his units during the Assault or theMovement phases o his own turn. All French inantry and (limbered)artillery units move 6MU. Austrian Grenzers also move 6MU. All otherAustrian units move 4MU. Cavalry and Commanders o both sides maymove up to 10MU. Both players may also move their commanders anadditional 4MU during both players Recovery phases.

    What meant by MU ? MU is short or movement Unit. All distances in the game are measurein movement units, each o which is 1 i using 15mm gures and 1 iusing 25mm gures.

    What type o moves mayI allowed to make ?

    All moves are dened as being Simple or Complex. Tese are identied inthe Movement able on Page 4. Units wishing to make a complex movemust rst pass a Complex Move est (CM). Te player must roll 2 diceor each, and will successully pass the test i either dice rolls a 5 or 6.

    Te French can attempt 2 CMs per move, the Austrians only 1.

    How do my units attack anenemy unit ?

    During the rst phase o each player turn, the active player may declare anassault (charge) by any o his units on enemy units. Cavalry are not allowedto attack enemy inantry units in the eld or the building. AustrianGrenzers and any disordered units must pass a CM beore they canassault unless all the targets o the assault are already Wavering.Units that are Wavering may not attempt to assault.

    How may the enemy reactwhen I charge it ?

    Units being charged may perorm a number o reaction moves some owhich require them to take a Cohesion est. Possible responses are as

    ollows: (see the Cohesion est table on Page 7) Inantry and artillery can always choose to stand and re

    Cavalry must counter-charge (unless wavering)

    Inantry may or square i charged by cavalry (i not already in square)

    Inantry may reorm into tactical i in square and charged by inantry

    Artillery may abandon their guns

    Skirmishers may evade

    All Wavering units must immediately take a cohesion test

    PAGE 2

  • 8/2/2019 FOGN v2 Fastplay

    3/10

    How do my units fre at theenemy ?

    Units may only re at any enemy directly to their ront. Artillery unitsmay wheel orwards or backwards 1MU beore choosing their target(s) although they cannot change the range band i they do this.Te procedure is as ollows:

    1) Calculate the number o dice available to each unit ring, adding or subtractingdice or various tactical actors. (see the ring table on Page 5)2) Reduce this total due to the cohesion losses o the ring unit.3) Allocate all dice against targets.

    4) Determine the to-hit score against each target.5) Roll the dice against each target and allocate hits accordingly.6) Resolve the eect o the hits immediately.

    How ar do my units fre ?

    Artillery may re up to 16MU and inantry units may re up to 6MU.Cavalry may not re at all. Units may only re at enemy directly to their ront.Artillery may wheel 1MU orwards or backwards beore ring although theymay not change the range band by doing this. Range bands are:2MU Close range (All inantry and artillery units)4MU Medium Range (All inantry and artillery units)16MU Long range (Artillery units only)

    What happens when myunit are hit ?

    When casualties are cause on units, that player should immediately consult theresults o Firing table on Page 5. Tese result are applied immediately beorehis opponents get to return re. I a unit receives 4 or more hits the OutcomeMoves table on Page 7 should be used to determine how ar that unit retires.

    How does combat betweenunits work?

    Combat occurs between all enemy touching each other at the start the combatphase. Te procedure is similar to that use or ring and is as ollows:1) Calculate the number o dice available to each unit in combat, adding orsubtracting dice or various tactical actors. (see the Combat table on Page 6)2) Reduce this total due to the cohesion losses o each unit.3) Allocate all dice against enemy units in contact.4) Determine the to-hit score against each target.5) Roll the dice against each target and allocate hits accordingly.6) Resolve the eect immediately using the Combat Resolution table on Page 6,including pursuits by the winning unit(s).

    What is the Divisionalcommander used or ?

    He is used to allow units to perorm Complex moves and to recover theircohesion. A unit can only perorm a complex move i its commander is within8MU. A unit can only recover its cohesion i its commander is within 4MU.Te Commander may move up to 10MU during its own movement phase andan additional 4MU during either players recover phase. One unit only may

    attempt to recover its cohesion during a players own recovery phase.

    How do I win the game ?

    Either player wins the game i any o its units are in contact the otherplayers LOC. at the end o any players Recovery Phase.Note well: A unit may not contact the enemy LOC during a retire move.I both players have units in contact with an LOC during the combat phase theyght each other as i they were in ront edge contact with each other.

    PAGE 3

  • 8/2/2019 FOGN v2 Fastplay

    4/10

    Phase Action Description

    Assault

    Declare Assaults Active player only - CM i required

    Declare responsesesponses Inactive player - CM or Cohesion est i required

    Move chargers and adjudicate ring Active player resolves result and makes Outcome Moves immediately

    FiringActive player res Inactive player resolves result and makes Outcome Moves immediately

    Inactive player res Active player resolves result and makes Outcome Moves immediately

    Movement Move units Active player only - CMs i required

    Combat

    Calculate combat hits Both players simultaneously

    Combat Resolution Follow steps in Combat resolution table

    Cohesion ests Both players - inactive player rst

    RecoveryMove commanders Both players - inactive player rst

    Recover cohesion Active player only - test as required

    ACION SEQUENCE

    MOVEMEN ABLE

    Activity Steady Disordered Wavering

    Make a orwards move, an interception, or assault with no change o ormation Simple Complex N/A

    Counter-charging i Cavalry Simple Simple N/A

    Inantry attempting to assaulting a unit also being assaulted by Cavalry Complex Complex N/A

    Continue into contact ater receiving 1 or 2 hits during charge Complex Complex N/A

    urn or wheel to ace an enemy within 2MU Simple Simple Simple

    Any other change o ormation or acing whileotherwise stationary 2MU rom enemy Simple Simple Complex

    Complex Complex N/A

    Moving through riends in any direction Simple Simple Complex

    Moving backwardsincluding a wheel

    Up to a ull move, ending acing original rearComplex Complex Complex

    Up to hal a move, ending acing original ront

    Skirmishers moving 1/2 distance in any direction i outside 2MU Simple Simple Simple

    Crossing a hedge or wall or entering or leavingbuildings orwards or backwardsOthers

    Skirmishers Simple SimpleComplex

    Complex Complex

    Artillery limbering or unlimbering Simple Simple

    N/AArtillery moving by prolong 2MU orwards or backwards, including wheel Complex Complex

    2nd move i over 6MU rom enemy throughout Complex Complex N/A

    N/A = Not allowed A Wavering unit may not end their move closer to any enemy unit

    Any move may include a slide sideways up to 1 base width i over 6MU rom enemy, or to avoid riends i closer

    When making a double move, the 1st move must be successul beore the 2nd move is attempted.

    ROLL 2 DICE Score required: Up to 2 tests may be taken per phase by the French

    5+ Only 1 test may be taken per phase by the Austrians

    PAGE 4

  • 8/2/2019 FOGN v2 Fastplay

    5/10

    Number

    o hitsResult Cohesion loss

    0 No eect on movementNo eect

    1 Unit must take a CM tomove into contact, or tomove closer to the enemy inthe movement phase

    It a CM is not taken, or is ailed, the testingunit may not move closer to enemy, and mustretire to at least 3MU i cavalry.2 -1 cohesion

    3 Retire to 3MU i closer or are Wavering, otherwise may not advance. -1 cohesion

    4+ Retire immediately as per Outcome Moves table -2 cohesion *

    * A unit can only drop 1 cohesion level i all re is at medium or long range.

    * A wavering unit taking a cohesion loss rom medium or long range re only, retires instead as per Outcome able.

    PAGE 5

    Number o Dice Used Te o-Hit Score

    Long Range 6 to 16 MU Long Range

    Artillery 3 dice arget is cavalry or inantry single rank

    6+Medium Range 2 to 6 MU arget is skirmishers or in buildings

    Austrian Line Inantry 2 dice Firing at Grenzers

    Austrian Jaegers 5 dice arget is in square 4+

    Austrian Grenzers 5 diceAll other argets 5+

    French Line Inantry 3 dice

    French Light Inantry 5 dice Medium Range

    Artillery 6 dice arget is skirmishers or in buildings 6+

    Medium range Fire i within 6MU o enemy cavalry arget is in square 4+

    Austrian Line Inantry N/AAll other argets 5+

    Austrian Jaegers -1 dice

    All other inantry -2 dice Short Range

    Short Range 2 MU arget is skirmishers or in buildings5+

    Austrian Line Inantry 6 dice Firers are skirmishersOther inantry 4 dice arget is in square 3+

    Artillery 6 diceAll other argets 4+

    Support to fank:

    Artillery or Austrian Line +2 dice Cohesion Losses:

    Other Inantry +1 dice Disordered: Lose 1/3 dice (round remaing dice up)

    NB. Each hal o an extended line re as a single unit Wavering: Lose 1/2 dice (round remaing dice up)

    Units ring to or rom a building receive 4 dice at any range hitting on 5 at close range and 6 at any other range.

    Te o-Hit score cannot be higher than 6+ or lower then 3+

    FIRING

    RESULS OF FIRING

  • 8/2/2019 FOGN v2 Fastplay

    6/10

    Number o dice used

    Situation Dice

    Inantry and Cavalry: In Open terrain and in either actical or Extended Line ormations 6

    All other troops or situations - including cavalry ghting inantry in square 4

    Dice Additions and Losses

    Enemy downhill +2 (+1) dice (+1) Units partially uphill get +1 intead o +2

    Each supporting unit to fank +2 dice Unless either side is deending an obstacle

    Disordered: Lose 1/3 dice (round remaing dice up) Wavering: Lose 1/2 dice (round remaining dice up)

    Te o-Hit Score

    Normal score required +4 Modied by the POAs below

    Points o Advantage (POA): Each + POA adds 1 to dice roll, each POA subtracts 1 rom dice roll

    Attacking enemy fank or rear + Unless Artillery is deending an obstacle

    Cavalry ghting Artillery + Unless Artillery is deending an obstacle

    Cavalry ghting Inantry not in Square Only in open terrain, and not across an obstacle

    Cavalry ghting Inantry in Square Unless Inantry are deending an obstacle

    Fighting across an obstacle Both sidesSkirmishers or Artillery in combat In any terrain

    Efect o Combat Hits

    Hits received 0-1 2-3 4-5 6+

    Cohesion losses 0 1 2 3

    COMBA

    COMBA RESOLUIONPlayers perorm the ollowing steps in order

    Retire Broken Units

    Non-active player Retires units in contact and Broken Active player May pursue * unless Wavering.

    Recovery Active players Broken units no longer in contact because o enemy retiring recover to Wavering

    Active player Retires units in contact and Broken Non-active player May pursue * unless Wavering

    Retire Wavering Units

    Non-active player Retires units in contact and Wavering Active player May pursue * unless Wavering

    Active player Retires units in contact and Wavering Non-active player May pursue * unless Wavering

    Retire Disordered Units

    Non-active player Retire units in contact and Disordered Active player Retire units in contact and Disordered

    Special rules: * Artillery never pursue * Inantry do not pursue i in square or deending obstacle.

    * Inantry may choose not to pursue i there are any unbroken enemy Cavalry within 6MU o their starting position

    Steady Cavalry MUS pass through and DisorderedCavalry MAY pass through i ending in contact with Inantry

    COMBA RESOLUIONAction Unit/distance Steady Disordered

    PURSUE

    Artillery Not allowed

    Inantry D6 MUCannot pursue i deending obstacle, or in square. May move into buildings

    CM to not pursue CM to pursue

    Cavalry D6 +2MU Must pursue CM to not pursue

    Pass through Cavalry D6 +2MU I pursuing measure distance moved rom enemy rear - otherwise retire

    PAGE 6

  • 8/2/2019 FOGN v2 Fastplay

    7/10

    PAGE 7

    est type Attempted activity Score required Result i test ailed

    Responding to

    an assault

    Inantry assaulted byCavalry in the open &

    not in Square

    Form Square rom Extended Line 6+

    Cohesion Loss

    Form Square rom actical or MarchColumn 5+

    Stand and re

    Inantry in Square assaulted by other Inantry5+

    A Waveringunit having an assault declared on itArtillery choosing to stand and re 4+ Abandon Guns

    Recovery tests

    Rallying broken unit

    1 attempt only6+

    Unit DestroyedRecoveringabandoned Artillery

    3 cohesion losses

    1 or 2 cohesion losses5+

    Recovering cohesion losses or any unit No eect

    Other cohesion

    tests

    Whenever a Broken unit rst passes within 4MUs5+ Cohesion Loss

    I burst through by riends as part o an outcome move

    Number o diceused or tests

    roops in extended line (i not deendingbuildings, and enclosed eld or a hill.)

    1 diceOtherwise all

    units roll:2 dice

    COHESION ESS

    OUCOME MOVES

    Unit typeSituation

    Disrupted

    Cohesion state

    Wavering orEvading

    Broken

    Inantry

    I deending obstacle or in square v cavalry Halt HaltDestroyed

    In the the open and in contact with cavalryRetire D6 Retire D6 + 2

    Otherwise Retire D6 + 4

    CavalryIn contact with enemy

    Retire D6 + 2 Retire D6 + 4 Retire D6 + 6Otherwise

    Limberedartillery

    In contact with enemy Retire D6 Retire D6 + 2 DestroyedOtherwise Retire D6 + 4

    Unlimberedartillery

    In contact with enemy cavalryAbandoned

    DestroyedDestroyed

    In contact with enemy inantry Abandoned

    Otherwise Retire D6 Retire D6 + 2 Retire D6 + 4

    Minimum retire distance is 3MUInantry in square retiring more than 3MU end in acticalormation

    A unit retiring >= its normal move ends acing the direction moved, otherwise it aces the direction it moved rom.

    ABANDONED ARILLERY

    Action orcing abandonment (o unlimbered artillery): Cohesion lossesVoluntary Retire to Inantry unit within 2MU when charged

    -1 cohesion

    Otherwise:

    I orced to retireby ailing a test

    Retiring rom Inantry assault

    Retire rom cavalry Assault-2 cohesion

    Retire as an outcome move rom combat

    Additional loss i all riends within 2MU retire (once only) -1 cohesion

    * An abandoned artillery unit accumulating more than 3 cohesion level losses is permanently destroyed.

  • 8/2/2019 FOGN v2 Fastplay

    8/10

    FRENCH FORCES

    DivisionalCommander

    Moritz(Skilled Commander)2 CMs permitted per move

    Light InfantrySmall unit (4 Bases) Average, DrilledSpecial Rules: NoneFiring: 5 Dice at medium range

    4 Dice at close range

    Line Infantry Small unit (4 Bases) Average, DrilledSpecial Rules: NoneFiring: 3 Dice at medium range

    4 Dice at close range

    Line InfantrySmall unit (4 Bases) Average, DrilledSpecial Rules: NoneFiring: 3 Dice at medium range

    4 Dice at close range

    Artillery

    Small unit (2 Bases) Average, DrilledSpecial Rules: NoneFiring: 3 dice at long range

    6 dice at medium range6 dice at close range

    HussarsSmall unit (4 Bases) Average, DrilledSpecial Rules: NoneFiring: None

    PAGE 8

  • 8/2/2019 FOGN v2 Fastplay

    9/10

    PAGE 9

    AUSRIAN FORCES

    DivisionalCommander

    FRESNEL(Competent Commander)1 CM permitted per move

    Jaegers

    Small unit (4 Bases) Average, Drilled, RlesSpecial Rules:Only loses 1 dice rom medium rage re withenemy cavalry within 6MU.Firing: 5 Dice at medium range

    4 Dice at close range

    Grenzers

    Small unit (4 Bases) Average, Irregular

    Special Rules:Skirmishers Cannot orm Square. Cannot chargethe ront o steady or disordered enemy.Must evade i charged.Only use 1 dice or Cohesion estsFiring: 5 Dice at medium range 4 Dice at close range

    Line Infantry

    Small unit (4 Bases) Average, Drilled, artillery attachmentSpecial Rules:Medium range ring is allowed only by theArtillery base

    Firing: 2 dice at medium range6 dice at close range

    Line Infantry

    Small unit (4 Bases) Average, Drilled, artillery attachmentSpecial Rules:Medium range ring is allowed only by theArtillery baseFiring: 2 dice at medium range

    6 dice at close range

    HussarsSmall unit (4 Bases) Average, DrilledSpecial Rules: NoneFiring: None

  • 8/2/2019 FOGN v2 Fastplay

    10/10

    Where do I place my units to start the battle ?

    All Austrian units must deployed within the area marked Austrian Zone although one unit may be deployedin the Building. All French orces must be deployed within the area marked French Zone, Te French Playermust deploy his inantry and cavalry units 2 bases wide by 2 bases deep (in actical ormation). French artillerymust be placed limbered. Te Austrians may deploy his units in either actical ormation or in a ormation 4bases wide (in Extended Line). Each players LOC marker is placed as indicated.

    Both hills are gentle (i.e. not especially steep or tall). It is important that the Austrian hill is entirely within, andcovering no more than hal o their deployment zone, and that the building and eld are each approximately 4wide. Other than that the terrain just needs to be similar to the map.

    PAGE 10