•Initiative roll 2d6 highest decides to go 1st/2nd.
You may use this result to discard markers, though these troops must halt and not move! Note this is done on a 1-1 basis. Eg. Bobby rolls a 7 takes his initiative down 2 points to 5, to discard 2 markers from his dragoons. Note : Bobby could have also taken more off his initiative and also have taken 1 off the dragoons and maybe 1 off another troop, though that other troop, must be halted!
•Gun fire
Gun 40/80/120mm 5/3/2d6
Hit/misfire dice
Hit +1d6 to range die total
Arrow -1d6 from range die total
Misfire don't fire next turn
Hits noted as 'Stress Markers' (SM) on troop
•Movements
Horse 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
Ranged shooter 6's
Stop troops that have +shooter at 40mm
Hits noted as (SM) on troop.
•Resolve melee
Melee 5,6's [Note: Gun will roll 1d6 in melee]
Out no./ flank etc -1d6 (max.-4d6)
Attacking defendable position 6's
Hits cause (SM)
•Resolved Morale
Moral 5/6/7/8/9
Poor/Average/Seasoned/Veteran/Elite
Commander adds one to morale (+1) eg. If moral 5 = 6
All troops with counters check moral. (2d6 - SM)<= morale for troop type
If failed removed from game.
•Basic Stats
Horse:
Dragoons 3d6 +shooters (7/8)
Cavalry 2d6 [3d6](6/7)
Cavalry 3d6 (7/8/9)
Foot:
Pike 6d6 (6/7)
Pike 8d6 (5/6)
Musketeers 6d6 +shooters(6/7)