Shear folly and Pike.
•Initiative Phase roll 2d6, highest result is the turn holder.
Re roll draws, unless a player is removing Stress Markers (SM) off his Troops.
To remove (SM)'s make sure commander is within 120mm of his troop/s, the rolled initiative is minus 1 point for each (SM) removed, units must be halted, and therefore can NOT move in the movement phase.
•Gun/Artillery Phase (alternate, turn holder first)
Gun ranges 40/80/120mm; roll 1d6 score a hit on a 4+/5+/6 at respective range bracket and note as 'Stress Markers' (SM) on enemy troop.
If a 1 is rolled; a misfire occurs and the Gun/artillery piece does not fire next turn!
•Movements Phase (alternate, turn holder first)
Unless halted.
Horse/Commander 60mm
Foot 40mm
Gun 0mm/pivot
Troops may move half their move again.
Horse max. Move 90mm
Foot max. Move 60mm
They will get a 'stress marker' (SM) though.
•Resolve shooters Phase (alternate, turn holder first)
You may stop troops that have shooter(+S) at 40mm.
Shooters roll Attack each 6 scores a hit and noted as 1(SM) per hit on troop.
•Resolve melee Phase (simultaneous)
Melee base to base contact, roll troops Attack; each 5,6's are a hit and cause 1(SM) on troop per hit. Modifiers: attacking flank +1d6(+2d6 max) rear causes 1(SM) to enemy troop.
Attacking defendable position 6's to cause 1(SM) to enemy troop/s.
If Commander is not attached to a troop; roll Attack; on any die showing a 4,5,6 he is captured; otherwise he flees to nearest friendly Troop.
•Resolved Morale Phase (alternate, turn holder first)
Modifiers : Commander adds one to morale (+1) eg. If moral 5 = 6
You roll (2d6 +SM) If over enemy moral remove that unit from game. If after a melee and Commander present; on a roll of 6 on 1d6 he is captured, if not flees to the nearest friendly unit.
•Victory conditions
Main commander captured.
Half or more force is destroyed.
Decided objective achieved.
Troops(Attack/Moral)
Cavalry (E) 3d6/9.
Cavalry (O) 2d6/8.
Dragoon 2d6+S/8.
Muskets 3d6+S/7.
Pikes 3d6/7.
Pikes (E) 4d6/8.
Gun 1d6/6.