Page 79. Support Options Generic support options, such as the Physic, are available to all forces unless otherwise stated.

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1 rolled for support according to the scenario notes. This determines which List or Lists the players may select their support from. Sharp Practice can be used for any of the numerous conflicts across the Black Powder era and even some of those that fall outside the time period covered by the rules. It would require far more space than we have available to include every conflict, so we have provided Army Lists for five of the most popular. We will cover other conflicts in future publications. USING THE ARMY LISTS Each section includes a number of suggested Army Lists. You can use any one of them as your Core Force. If you prefer, ignore these all together and create your own unique selection. Each force has Support Lists, which allows you to add various options, and Unit rosters which provide a breakdown of the Units available. Both of these use a point system. Each List has a numerical value. List One options cost one point, List Two options, two points and so on. You are not restricted to one choice from a List. You can select any number of supports from each List, so long as the total value does not exceed the Support available. So, a player who is allowed to select four points of support could select four options from List One, or one option from List Three and one from List One, and so on. Support Options Generic support options, such as the Physic, are available to all forces unless otherwise stated. Force specific support options are restricted to a force of that nationality or to Allies who are fighting with them. These specific support options are to be found in the Unit Roster with their point value. Of course, this comes with the caveat that no point system can ever guarantee a balanced or enjoyable game. Use this guide as you see fit, or discard it entirely. Selecting Your Support Selecting your support options is best done once you have chosen your scenario and seen the table you will be fighting over. The level of support available to a force is based on any difference between its strength and its opponent, together with the dice Page 79

2 THE GENERIC SUPPORT LIST This list can be used by all forces and includes a wide range of generic support options which may assist you in completing your mission or campaign. THE GENERIC SUPPORT LIST LIST ONE Physic Holy Man Musician Barricade Ladders Spirits and Tinder Box Dummy Movable Deployment Point LIST TWO Specialist Additional Canister Water Cart Breastwork Moveable Deployment Point Fixed Secondary Deployment Point LIST THREE Train Defence Group Exploring Officer or Scout Status I Leader Upgrade Leader by on Status Level Colours Ammunition Cart Relic LIST FOUR Mule Train LIST FIVE Engineer Group with Cart LIST SIX Status II Leader The support options listed here are defined as follows: Physic A Physic is part of the force commander s retinue, and is activated on the force commander s card at no cost in Command Initiative. The Physic moves as a normal soldier but cannot run. To attend to a Leader, the Physic must move into contact with the injured Leader and spend one Turn assisting him during which the Leader cannot be activated. Where a Leader has been knocked out, a Physic may negate that effect. If the Physic is with the Leader when the Leader s card is dealt, the Leader will recover at the end of that Turn. Where a Leader has suffered an injury which has reduced his Status by one level, the Physic can restore that Leader to full effectiveness. If the Physic is with the Leader when the Leader s card is dealt, the Leader can opt to do nothing in that Turn but receive treatment. At the end of the Turn the effect of the wound will be ignored and the Leader s Status returned to its former value. This may only happen once for any single Leader during a game. Wounds treated by Physics do not negate the roll on the Force Morale table which was made when the wound was inflicted. If the Unit accompanied by the Physic takes casualties which result in a Leader being hit, there is a chance that this could be the Physic. Dice for this as you would for hits on a Leader. If hit, he is removed from play and the Force Morale roll is made for the loss of a Support Option. Holy Man & Relics A Holy Man is a religious figure. In a European force he is likely to be a Catholic Priest or Protestant Preacher, in tribal societies he might be a Shaman or Witch Doctor. He is part of the force commander s retinue and may be activated on the force commander s card at no cost in command initiative. Once during a game the Holy Man may be attached to a Group or Formation and rally 1D6 Shock. Holy Men do not move as normal men, but simply appear with the unit at the moment of crisis. The Holy Man remains with that Group or Formation for the rest of the game. He may not take any part in combat, but does count as one man for purposes of Shock results. Page 80

3 provides light cover and is a Major Obstacle. A single barricade will be 4 in length. Ladders Ladders are used for crossing obstacles and, possibly, bridging gaps between buildings. Purchasing Ladders as a support option provides four Ladders of around two storeys in height. Spirits & Tinder Box Spirits and Tinder Box are used to set alight to items as part of a Task. Purchasing these provides them for two Groups. If the Group accompanied by the Holy Man takes casualties, there is a chance that this could be the Holy Man. Dice for this risk as you would for hits on a Leader. If hit, he is removed from play and the Force Morale roll is made for the loss of a Support Option. Specialist A Marksman, Dipper, Cracksman or Silent but Deadly chap may be added to your force. Only one Marksman may be present with a force and he must be one of the men in a Group of Skirmish Troops. Certain religions, where such things are valued, may select a relic as a support option. To use a relic, a force must also have a Holy Man present. A relic will allow a Holy Man to make a second rallying roll during the game. Musicians A musician may be attached to the force commander, enabling him to double his Command Range and to add +1 to any roll on the Uncontrolled Troops table. If the force commander dies, the musician will automatically move to join the next most senior Leader on the next Turn of that Leader s card. The musician never counts as a man in combat, be that for firing or Fisticuffs, or for calculating Shock on a Group. Barricade A Barricade is an impromptu barrier comprised of anything which comes to hand, such as old furniture, pianos, branches, biscuit boxes, crates, barrels and the likes. It Additional Canister Artillery are limited to three rounds of canister. This option will add a further three additional rounds of canister for a single gun. Fixed Secondary Deployment Points A Fixed Secondary Deployment Points gives you slightly more flexibility in deployment. It must be placed on the table within 12 of the Primary Deployment Point. It may be no closer to any enemy Deployment Point than Page 81

4 the Primary Deployment Point. It then provides an additional point from which to deploy Moveable Deployment Point If a force has at least one Unit with the Moveable Deployment Point characteristic, it may select a Moveable Deployment Point as a support option. A Moveable Deployment Point may be placed on any part of the table within 24 of the Primary Deployment Point and further than 30 from any of the enemy Deployment Points. Each time the Leader commanding the force s card or chip is dealt or drawn (not on any bonus move due to Command Cards), this Deployment Point may be moved up to 12, providing it begins and ends its movement out of line of sight of any enemy units or Deployment Points. Once any unit has deployed from a Moveable Deployment Point, it can no longer move. Any Groups can deploy from the Moveable Deployment Point provided it has already been used by a Unit specified as having a Moveable DP on the Force Roster. This represents these troops leading other troops onto the table by this route. The deployment distances and restrictions are the same as those for the other Deployment Points. Moveable Deployment Points do not represent the lines of communications and therefore, if captured, will not trigger a Force Morale test. A Dummy Moveable Deployment Point moves exactly like a Moveable Deployment Point but can never be used to deploy troops. In other words, it is just a sneaky ruse! Any force may select any number of Dummy Deployment Points. Train Defence Group A Train Defence Group is a bunch of local yokels and toughs employed to defend any train or civilians who are attached to the force. They function as Militia and are armed with muskets, with a single Status I Leader. However they may not move more than 12 from the train. Water Cart A Water Cart provides unlimited water for the force for the whole game. The wagon and its driver deploy onto the table when the force commander deploys and must be adjacent to the Deployment Point he uses. When water is required either the water cart may move to the unit, activating on the force commander s card, or the unit may move to the cart. When a Chapter ends, all units requiring resupply will receive it without the need to make contact with the Water cart. Water carts may not be fired on, but if contacted by the enemy the driver will flee and offer no resistance. Breastwork A Breastwork is an impressive barrier constructed with a reinforced parapet supported by quantities of reinforcing earth piled in place. It provides hard cover and is a Major Obstacle. A single Breastwork will be 4 in length. Exploring Officer or Scout An Exploring Officer of Scout may be attached to the force to give them the benefit of his local knowledge. All units in a force with an Exploring Officer or Scout may deploy an additional 3 from their Deployment Points. They may also add a Fixed Deployment Point on the table within 24 of their Primary Deployment Point as long as it is at least 30 from any enemy Deployment Point. If the force has at least one Unit with the Moveable Deployment Point characteristic, this Fixed Point may be exchanged for a Moveable Deployment Point. The Exploring Officer or Scout is never deployed on the table as he is scouting out the nearby area. Page 82

5 Colour Party In a skirmish game, Regimental Colours and even battalion Colours will not generally be present. However, a player may wish to bring them along in an attempt to add some valour to a Unit. A Colour Party will be made up of one or two men with flags. These men will not fire or fight in Fisticuffs, but they will count as two men (even if only one figures is used) for the purposes of calculating the effect of Shock on any Group they are attached to. If a Colour Party is involved in Fisticuffs, it will automatically become a violent fight. The Unit with the Colour Party will ignore any result of Defeated by One or Defeated by Two and will continue to fight. However, if they are Defeated by Three or more, their Colour will be captured. This can be avoided if the Unit with the flag has an officer present. If an officer is present and the enemy has no officer with them, he will save the Colours on a roll of 3 to 6 on a D6. If the enemy also has an officer, the two must fight a duel to represent the fight to seize the Colours. This is fought immediately. Ammunition Cart An Ammunition Cart provides unlimited ammunition for the force for the whole game. It and its driver deploys onto the table when the force commander deploys and must be adjacent to the Deployment Point he uses. When ammunition is required either the cart may move to the unit, activating on the force commander s card, or the unit may move to the cart. If a Chapter ends all units requiring resupply will do so without the need to make contact with the Ammunition cart. Ammunition carts may not be fired on, but if contacted by the enemy the driver will flee and offer no resistance. Mule Train A Mule Train can provide limited supplies, providing one lot of water and one lot of ammunition to be used in a game. The train and its driver deploy onto the table when the force commander deploys and must be adjacent to the Deployment Point he uses. When water or ammunition are required, either the mule train may move to the unit, activating on the force commander s card, or the unit may move to the mule train. When a Chapter ends all units requiring resupply will receive it without the need to make contact with the mule train. Mule trains may not be fired on, but if contacted by the enemy the driver will flee and offer no resistance. Engineer Group with Cart An Engineer Group is made up of six men and a Status I leader and a cart equipped with shovels, picks, explosives, spikes and general handy stuff which may be required by a scenario. When a defending force in an attack and defend Scenario has an Engineer Group present, they may always have 8 of prepared Breastworks or 12 of Barricade blocking a road or similar. This is placed on the table immediately before the game begins. Engineers who are given Tasks to perform marked with an asterisk will generally complete those tasks faster, re rolling any 1 s rolled on the Task Roll. Page 83

6 Engineers will not engage in firing nor will they attack an enemy. However, if attacked they fight as Aggressive troops in Fisticuffs. THE ARMY LISTS The Army Lists provide a fun and enjoyable way to select your force for the mission that lies ahead. When selecting your force, agree with your opponent how many points you wish to game with. Force strengths vary across the periods as weapons improve, so it is impossible to say that a certain number of Points will provide a small, or large game. Use the Army Lists as a guide. Adding around an additional six points of support will give a skirmish game, adding up to twelve points a larger skirmish, whereas more than that will give a game which feels more like a small battle. Once that is done, select your Core Force, add any supports from the generic Support List above before looking at the Unit Rosters to select any troops you wish to add to your force. In addition, the Army Lists include rules for specific weapons which are may not be covered by the Master Arsenal Table and any rules which are specific for a period, force or unit. UNIT CHARACTERISTICS Many units have specific characteristics noted on their Rosters. Some of these are applied automatically, some require Command Cards to be used to trigger the benefit they provide. The Unit Characteristics are as follows. Automatically Applied Characteristics The following Unit Characteristics are applied automatically without the need for any Command Cards. Aggressive: Aggressive troops are up for a fight and will have an advantage in Fisticuffs. Hearth & Home: These troops are better when fighting to defend their own property and families. When operating in their home district, these troops may change their Step Out rating to 2 or, of already at 2, may reduce it to 1. When operating away from their home district, these troops become Weedy Coves. In Hand. Superbly trained cavalry who will double any Shock rallied from them when stationary or when moving away from the enemy. Moveable Deployment Point: A Unit with this capability allows the player to select one of these as a support option. No Bayonets: These troops are at a disadvantage in Fisticuffs. Poor Shots: Reduce the number of D6 a Group rolls when firing by 1. Prominent Leader: This Unit depends heavily on its Leader. If he is wounded or killed, they roll twice on the Force Morale table. If he dies their troop rating is reduced by one if that is possible. For example, Tribe become Wallahs, Elites become Regulars. Stubborn: Stubborn troops will ignore a Defeated by One result in Fisticuffs and will fight another round immediately. Surly: When bad things happen to Surly troops, they re roll any 1 s rolled when taking a Force Morale Test. This only happens when the bad thing happens to a Surly Unit, not when they are part of the force. Weedy Coves: These fellows are likely to perform badly in Fisticuffs. Good Shots: Add one additional D6 for each Group firing Page 84

7 Card Triggered Characteristics The following Unit Characteristics are triggered by playing two Command Cards. Sharp Practice: This represents high quality musketry. Whenever two Command Cards are played, a Group or Formation which is loaded can immediately fire. If it is already firing Controlled Volleys the fire may be Controlled. If the Group or Formation is unloaded, it may completely reload, even if their weapon takes two Actions to reload. A Unit does not need to be activated when Sharp practice is used. conflicts in this era. When two Command Cards are used with a Leader s activation, a Group or Formation of British Infantry may fire a volley and charge with three Actions of movement. There are additional Unit Characteristics which are force specific. These will be covered in the conflict specific sections which follow. Tactical: The ability to make the best use of terrain and surprise. Units who have a Tactical Characteristic can perform an Ambuscade when they are activated and have two Command Cards available to use. Tally Ho! Cavalry attack with élan. When two Command Cards are used with a Leader s activation, it can add one additional D6 of movement. Add 2D6 per Group fighting in any resultant Fisticuffs. Thin Red Line: This reflects the unit trained to fire a volley and then charge home with the bayonet. It is widely applied to British force across almost all Page 85

8 The French Indian War of 1754 to 1763 was the North American element of the far larger Seven Years War which took place across the whole of Europe and as far afield as India. Indeed, the whole global conflict was ignited by 22 year old Lieutenant Colonel George Washington when he led a party of Virginia militiamen in an attack on a French scouting party in what became Jumonville Glen. With the British Colonists pushing westwards from the thirteen colonies and the French attempting to link their lands in Louisiana and Quebec via the Ohio River, there was bound to be a clash between the two great powers. What followed was a bitter war, European settlers and native Americans on both sides attempting to expand their influence. Ultimately it was to be the conflict which ended France s influence in North America. The French Indian War is an excellent period for Sharp Practice, with relatively small forces being the norm and a colourful and varied selection of troop types present. Key Points: Relatively small core force which allows smaller games or lots of variety in your support selection. You ll need lots and lots of trees! Conflict Specific Characteristics This conflict has the following specific Characteristics. Tomahawks: Units present a fearsome sight when attacking with tomahawks. The psychological impact of this is reflected by rolling 1D6 for each man in the attacking Unit, causing one point of shock on the enemy for each 5 or 6 rolled. This Shock is applied before Fisticuffs takes place. It is only used the first time any Unit thus armed attacks in a game. It is never applied when they are defending. BRITISH FORCES There are three core forces available for the British in this conflict. The first force represents part of General Braddock s advancing on Fort Duquesne in BRITISH REGULARS 1755 Leader Status I Three Groups of 8 Regulars, Muskets One Group of 6 Provincial Rangers, Muskets Point Value: 39 The second force represents Colonial forces attempting to protect British settlers after Braddock s disaster. BRITISH COLONY DEFENCE Three Groups of 8 Provincial Regulars, Muskets Two Groups of 10 Frontier Militia, Muskets One Group of 6 Settlers Point Value: 37 Finally, a more experienced Crown force with irregular support in the shape of Colonial Rangers and native Indian Allies. BRITISH REGULARS 1756 ONWARDS Leader Status I Two Groups of 8 Fusiliers, Muskets One Group of 6 Colonial Rangers, Muskets Leader Status II One Group of 12 Indians, Tribe, Muskets Point Value: 51 Page 86

9 BRITISH & ALLIES British Regulars, 1755 Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes 2 Sharp Practice British Grenadiers, 1755 Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes 2 2 Sharp Practice Aggressive British Regulars, 1756 onwards Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Sharp Practice British Grenadiers, 1756 onwards Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Thin Red Line British Light Infantry, 1756 onwards Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Sharp Practice British Light Infantry Skirmishers, 1759 onwards Type Skirmishers Points Value 8 Weapon Musket Size 6 Always Yes No 2 Sharp Practice, Tomahawks British Highlanders, 1758 onwards Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Aggressive, Thin Red Line British Highlander Skirmishers, 1758 onwards Type Light Infantry Points Value 8 Weapon Musket Size 6 No Yes No 2 Aggressive, Tomahawks Page 87

10 Provincial Rangers, 1775 Type Irregular Skirmishers Points Value 6 Weapon Musket Size 6 No Yes No 2 Sharp Practice, Tomahawks Provincial Regulars Type C & V Points Value 4 Weapon Musket Size 8 Always Yes First Only 3 3 Hearth & Home Colonial Rangers Type Light Infantry Points Value 9 Weapon Musket Size 6 Never Yes No 1 Sharp Practice, Tactical, Moveable DP, Tomahawks, Aggressive Frontier Militia Type Militia Points Value 3 Weapon Musket Size 10 No Shock Yes No Hearth & Home Frontier Skirmishers Type Irregular Skirmishers Points Value 4 Weapon Rifle Size 6 No Yes No 3 No Bayonet, Tomahawks Settlers Type Irregular Skirmishers Points Value 3 Weapon Muskets Size 6 No No No Bayonet Indian Allies Type Tribe Points Value 7 Weapon Musket Size 12 No No No 1 Aggressive, Prominent Leader, Tomahawks, Tactical, Moveable DP British Artillery Type Artillery Points Value 5/6/8 Weapon Gun Size 5 No Yes Yes N.B. Artillery points values are for Light, Medium and Heavy Guns Page 88

11 FRENCH FORCES There are three core forces available for the French in this conflict. The first represents French who fought against Braddock at Monongahela, winning such an overwhelming victory. FRENCH 1755 I Two Groups of 8 Marine Infantry, Muskets Two Groups of 6 Milice Canadiene, Muskets Leader Status II Two Group of 12 Indians, Tribe, Muskets One Moveable Deployment Point Point Value: 60 The following force represents a Regular French force such as the regular elements which were involved in Fort William and Henry under Montcalm. This force represents a French Raiding Party attacking British settlers with a view to clearing them out of areas claimed by France. FRENCH RAIDING PARTY Two Groups of 6 Milice Canadiene, Muskets One Group of 12 Indians, Tribe, Muskets One Group of 6 Coureur de Bois, Rifles Point Value: 45 The French player should be aware when selecting support units, that he can field a maximum of one Group of Coureurs de Bois in any game. Where they are already present in the Army List, they cannot be duplicated. Where the Moveable Deployment Point is listed with a force it may not be duplicated by selecting another from the Support list. FRENCH REGULARS I Three Groups of 8 Regulars, Muskets One Group of 6 Milice Canadiene, Muskets Leader Status II One Group of 12 Indians, Tribe, Muskets Point Value: 50 Page 89

12 FRENCH & ALLIES French Regulars Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Sharp Practice French Grenadiers Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Sharp Practice Aggressive French Chasseurs Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Sharp Practice French Chasseur Skirmishers Type Light Infantry Points Value 8 Weapon Musket Size 6 No Yes No 2 Sharp Practice French Marine Infantry Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes First Only 3 2 Sharp Practice, Aggressive French Marine Infantry Skirmishers Type Light Infantry Points Value 8 Weapon Musket Size 6 No Yes No 2 Sharp Practice, Aggressive, Tomahawks, Milice Canadiene Type Skirmishers Points Value 7 Weapon Musket Size 6 No Yes No 2 Moveble DP, Tomahawks, Aggressive, Tactical Page 90

13 Coureures de Bois (one Group maximum) Type Light Infantry Points Value 9 Weapon Rifle Size 6 No Yes No 1 Sharp Practice, Aggressive. Tomahawks, Moveable DP, Tactical Settlers Type Irregular Skirmishers Points Value 3 Weapon Muskets Size 6 Never No No No Bayonet Indian Allies Type Tribe Points Value 7 Weapon Musket Size 12 Never No No 1 Poor shots, Aggressive, Prominent Leader, Tomahawks, Tactical, Moveable DP French Artillery Type Artillery Points Value 5/6/8 Weapon Gun Size 5 No Yes Yes N.B. Artillery points values are for Light, Medium and Heavy Guns Page 91

14 The American War of Independence is a complex affair with many causes. Suffice to say that the conflict led to the independence of the Thirteen Colonies and the establishment of the United States of America. Key Points: A wide range of troops types make for some very interesting and attractive forces. What is an initial imbalance in terms of troop quality becomes more of an even fight as the Colonists adopted European training and drill. Conflict Specific Characteristics This conflict has the following specific Characteristic. Tomahawks: Units attacking with tomahawks present a fearsome spectacle. The psychological impact of this, whether they are hurled or simply flourished by the attackers, is reflected by rolling 1D6 for each man in the attacking Group, causing one point of shock on the enemy for each 5 or 6 rolled. Apply the results before Fisticuffs takes place for the first time in the game. BRITISH FORCES There are two core forces available for the British in this conflict. The first force represents the British around Boston for actions such as Lexington, Concord and Bunker Hill. BRITISH REGULARS 1775 I Three Groups of 8 Regulars, Muskets Two Group of 8 Regulars, Muskets Leader I One Group of 6 Light Infantry Skirmishers, Muskets Point Value: 56 The second force represents a mixed British force later in the war MIXED REGULAR FORCE I Two Groups of 8 Regulars, Muskets Two Groups of 8 Light Infantry, Muskets One Group of 6 Light Infantry Skirmishers Point Value: 57 Next is a Loyalist Force operating in the Southern campaign. LOYALIST FORCE Leader Status I Two Groups of Provincial Regulars, Muskets Two Groups of 6 Loyalist Ranger Skirmishers, Rifles Leader Status II One Group of 8 Loyalist Cavalry, Impact Cavalry Point Value: 43 And, finally, a combined Light Column of Crown and Loyalist Forces later in the war. COMBINED FORCE I Two Groups of Light Infantry, Muskets Two Groups of 6 Light Infantry Skirmishers, Rifles Leader Status II One Group of 8 Loyalist Ranger Skirmishers, Rifles Point Value: 65 Page 92

15 BRITISH & ALLIES British Regulars & Light Infantry to 1777 Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Thin Red Line, Sharp Practice British Grenadiers to 1777 Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Aggressive, Thin Red Line British Regulars, 1778 onwards Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Sharp Practice British Grenadiers, 1778 onwards Type Regulars Points Value 8 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Aggressive, Thin Red Line, Tomahawks British Light Infantry in Line, 1778 onwards Type Regulars Points Value 8 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Aggressive, Thin Red Line, Tomahawks British Light Infantry Skirmishers, to 1777 Type Light Infantry Points Value 8 Weapon Musket Size 6 Always Yes 2 Sharp Practice British Light Infantry Skirmishers, 1778 onwards Type Light Infantry Points Value 9 Weapon Musket Size 6 No Yes 2 Sharp Practice, Aggressive, Tomahawks Page 93

16 Provincial Regulars Type Conscripts & Volunteers Points Value 4 Weapon Musket Size 8 Always Yes First Only 3 3 Hearth & Home Loyalist Militia Type Militia Points Value 3 Weapon Musket Size 10 No Shock Yes No 3 Poor Shots, Hearth & Home Loyalist Ranger Skirmishers Type Skirmishers Points Value 7 Weapon Musket Size 6 Never Yes 3 Moveable DP, Tomahawks British Light Dragoons Type Impact Cavalry Points Value 8 Weapon Rifle Size 8 Always No 2 Tally Ho! Loyalist Cavalry Type Impact Cavalry Points Value 7 Weapon Muskets Size 8 Always No 3 Tally Ho! Prominent Leader Indian Allies Type Tribe Points Value 7 Weapon Musket Size 12 No No 1 Aggressive, Prominent Leader, Tomahawks, Tactical, Moveable DP British Artillery Type Artillery Points Value 6/7/9 Weapon Gun Size 5 No Yes Yes 2 N.B. Artillery points values are for Light, Medium and Heavy Guns Page 94

17 REBELLIOUS COLONIST FORCES There are four core forces available for the American Rebels in this conflict. The first represents the Minutemen who, with commendable bravery, lined up at Lexington and Concord against British regulars in This force may be hampered by the importance of the militia s local leaders and the Prominent Leader Characteristic, however the prevalence of skirmish troops will allow it to fight in a flexible manner when compared to the more rigid British. MINUTEMEN Three Groups of 10 Minutemen, Muskets One Groups of 6 Rebel Militia Skirmishers, Muskets Leader Status II Two Groups of 6 Rebel Militia Skirmishers, Rifles Point Value: 36 The following force represents the assembly of various Provincial rebel units such as those fighting around Boston and New York. A CONTINENTAL ARMY 1778 I Three Groups of 8 Continental Line, Muskets Two Groups of 8 State Line Troops, Muskets One Group of 6 Continental Light Infantry, Muskets Point Value: 52 Finally, we have a force from the Southern Campaign, fighting in and around the Carolinas and Georgia. It is largely made up of local militias and tough frontiersmen. SOUTHERN MILITIAS I Two Groups of 8 State Line Troops, Muskets Two Groups of 8 State Line Troops, Muskets Two Group of 6 Frontiersmen Skirmishers, Rifles Point Value: 47 SUNDRY REBELS Two Groups of 8 State Line Troops, Muskets Two Groups of 10 Rebel Militia, Muskets Leader Status I One Group of 6 Rebel Militia Skirmishers Leader Status I One Group of 6 Rebel Militia Skirmishers Point Value: 50 This next force represents the Army which had over wintered in Valley Forge and benefitted from Washington s plans and von Steuben s drill book. This force uses the ratings for 1778 and later, and which is beginning to be capable of engaging the British on equal terms. Page 95

18 REBELLIOUS COLONIST FORCES Minutemen 1775 Type Militia Points Value 2 Weapon Musket Size 10 No Shock No No Poor Shots, Prominent Leader State Line Troops to 1777 Type Conscripts & Volunteers Points Value 3 Weapon Musket Size 8 No Shock Yes No 3 3 Rebel Militia to 1777 Type Militia Points Value 4 Weapon Musket Size 10 No Shock Yes No 3 Sharp Practice, Hearth & Home Continental Line to 1777 Type Conscripts & Volunteers Points Value 4 Weapon Musket Size 8 No Shock Yes First Only 2 Sharp Practice State Line, 1778 onwards Type Conscripts & Volunteers Points Value 3 Weapon Musket Size 8 No Shock Yes First Only 3 3 Hearth & Home Rebel Militia, 1778 onwards Type Militia Points Value 3 Weapon Musket Size 10 No Shock Yes First Only 3 2 Hearth & Home Continental Line, 1778 onwards Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Sharp Practice Page 96

19 Continental Light Infantry Skirmishers Type Light Infantry Points Value 9 Weapon Rifle Size 6 Always Yes No 2 Sharp Practice, Aggressive. Tomahawks, Moveable DP Rebel Militia Skirmishers Type Irregular Skirmishers Points Value 5 Weapon Muskets Size 6 No Yes No 3 No Bayonet Frontiersmen Skirmishers Type Skirmishers Points Value 7 Weapon Musket Size 6 No Yes No 3 Good shots, Aggressive, Tomahawks, Tactical, Moveable DP Continental Light Dragoons Type Impact Cavalry Points Value 7 Weapon Musket Size 8 Always No 3 Tally Ho! Rebel Artillery to 1778 Type Artillery Points Value 5/6/8 Weapon Gun Size 5 No Yes No 2 Rebel Artillery 1779 onwards Type Artillery Points Value 5/6/8 Weapon Gun Size 5 No Yes Yes 2 N.B. Artillery points values are for Light, Medium and Heavy Guns Page 97

20 Sharp Practice would not be complete without a section on the Peninsular War. Fought between 1807 and 1814, Britain deployed its troops to the Iberian Peninsular when its oldest ally, Portugal, was threatened by Spanish invasion. However, when France turned on Spain in 1808 the dynamics rapidly changed. Six years of desperate conflict followed. Key Points: An incredible range of literature is available to inspire the gamer with scenarios and sub plots. BRITISH FORCES There are three core forces available for the British in this conflict. The first force represents a standard British infantry force as could be found anywhere during the Peninsular War. Finally we have a variation of the force above but inspired by popular literature. LITERARY DETACHMENT Leader Status I Three Groups of 8 Light Company, Muskets I Three Groups of 6 95 th Rifles, Rifles Point Value: 75 Selecting Support Units A British player may select support Options from his own list below or he may select some or all of his Support Units from the Portuguese or Spanish list, but not from both for any game. BRITISH REGULARS I Three Groups of 8 Regulars, Muskets Two Group of 8 Regulars, Muskets Leader I One Group of 6 Light Company Skirmishers, Muskets Point Value: 56 The second force represents a Light detachment with attached Riflemen. LIGHT COLUMN FORCE I Four Groups of 8 Light Company, Muskets Status I Two Groups of 6 95 th Rifles, Rifles Point Value: 66 Page 98

21 BRITISH FORCES British Guard Infantry Type Elite Points Value 8 Weapon Musket Size 8 Always Yes Yes Thin Red Line, Aggressive, Sharp Practice British Grenadiers Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Aggressive, Thin Red Line British Line Infantry Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Aggressive, Thin Red Line British Highlanders Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Stubborn, Thin Red Line, British Light Company in Line Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Thin Red Line British Light Company Skirmishers Type Light Infantry Points Value 8 Weapon Musket Size 6 Always Yes No 2 Sharp Practice British Rifles Type Light Infantry Points Value 12 Weapon Rifle Size 6 Always Yes No 1 Sharp Practice Page 99

22 British Light Dragoons Type Scouting Cavalry Points Value 6 Weapon Sabre Size 8 Always No 2 Tally Ho! British Dragoons Type Impact Cavalry Points Value 7 Weapon Sabre Size 8 Always No Tally Ho! British Life Guards Type Impact Cavalry Points Value 8 Weapon Sabre Size 8 Always No Tally Ho! British Artillery Type Artillery Points Value 6/7/9 Weapon Gun Size 5 No Yes Yes Sharp Practice N.B. Artillery points values are for Light, Medium and Heavy Guns Page 100

23 PORTUGUESE FORCES The Portuguese Army went through a huge period of transition during the Peninsular War. When the British arrived their Allies were barely able to defend themselves from the aggression of their neighbours and their French Allies. However, under British tutelage the Portuguese rebuilt their Army and began a transformation which saw them develop a reputation for bravery and determination. give in, even when faced with terrible odds. To reflect this, a Portuguese Unit in Fisticuffs will ignore Defeated by One and defeated by Two results, fighting another round of Fisticuffs immediately. Selecting Support Units A Portuguese player may select support Units from his own list below or he may select some or all of his Support Units from the British list. The Army lists here cover that latter part of that process representing the Portuguese after their reorganisation has begun. PORTUGUESE 1808 ONWARDS I Three Groups of 10 Fuzileiro, Muskets Three Groups of 10 Fuzileiro, Muskets Leader Status I One Group of 10 Grenadieros, Muskets Point Value : 45 Point Value 1811 on: 57 This force will be rated differently in the two periods as the quality improves with the passing to time. The next list represents Portuguese Cacadores. Largely musket armed they had a Company of Atiradores with the Baker Rifle PORTUGUESE CACADORES, 1811 ONWARDS I Three Groups of 8 Cacadores, Muskets Leader Status I Two Groups 6 of Atiradores, Rifles Point Value: 54 Force Specific Characteristics This force has the following specific Characteristics. Fighting Cocks: The Portuguese impressed the British with their refusal to Page 101

24 PORTUGUESE FORCES Portuguese Fuzileiro, 1808 to 1810 Type Conscripts & Volunteers Points Value 3 Weapon Musket Size 8 Always Yes No Poor Shots Portuguese Granadeiro, Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes First Only 2 Fighting Cocks Portuguese Cacadores in Line 1808 onwards Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes 2 Sharp Practice, Fighting Cocks Portuguese Cacadores Atiradores 1808 onwards Type Skirmishers Points Value 9 Weapon Rifle Size 6 Always Yes No 2 Sharp Practice Portuguese Fuzileiro, 1811 onwards Type Regulars Points Value 5 Weapon Musket Size 8 Always Yes First Only Fighting Cocks Portuguese Granadeiro, 1811 onwards Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes Yes Fighting Cocks Portuguese Cavalry Type Scouting Cavalry Points Value 5 Weapon Sabre Size 8 Always No No Portuguese Artillery Type Artillery Points Value 5/6/8 Weapon Gun Size 5 No Yes First Only N.B. Artillery points values are for Light, Medium and Heavy Guns Page 102

25 SPANISH FORCES The Spanish Army was initially allied to the French but soon discovered that Napoleon was not a man to be trusted when he deposed the King and placed his brother on their throne of Spain. Opposition was immediate and spontaneous, but it was crushed with utter brutality. Yet, despite this the Spanish refused to consider themselves defeated. Across the country resistance continued with the rump of forces loyal to the exiled King and guerrillas who fought their own bitter war. The Army lists here cover both regular, semiregular and irregular forces. The first list is for a regular Spanish force. SPANISH GUERRILLA FORCE Three Groups of 10 Provincial Militia, Muskets Leader I Three Groups of 6 Guerrilla Skirmishers, Muskets Point Value: 42 Selecting Support Units A Spanish player may select support Options from his own list below or he may select some or all of his Support Units from the British list. SPANISH REGULARS Three Groups of 8 Fusileros, Muskets Three Groups of 8 Fusileros, Muskets Leader Status I One Groups of 6 Cazadores Skirmishers, Muskets Point Value: 46 The second force represents the mix of regular and guerrillas. SPANISH MIXED FORCE I Two Groups of 8 Grenadieros, Muskets Three Groups of 6 Guerrilla Skirmishers, Muskets Point Value: 43 Finally we have a force of guerrillas made up of a steady core of experienced men able to skirmish and a cadre of inexperienced recruits eager to join the cause and liberate their land. Page 103

26 SPANISH FORCES Spanish Fusileros Type Conscripts & Volunteers Points Value 4 Weapon Musket Size 8 Always Yes First Only Spanish Granaderos Type Regulars Points Value 5 Weapon Musket Size 8 Always Yes First Only Spanish Cazadores Type Conscripts & Volunteers Points Value 4 Weapon Musket Size 8 Always Yes First Only Spanish Cazadores Skirmishers Type Skirmishers Points Value 7 Weapon Musket Size 6 Always Yes No 2 Sharp Practice Spanish Foreign Regiments Type Conscripts & Volunteers Points Value 6 Weapon Musket Size 8 Always Yes First Only Sharp Practice Spanish Provincial Militia Type Militia Points Value 3 Weapon Musket Size 10 No Shock Yes No Guerrilla Skirmishers Type Irregular Skirmishers Points Value 5 Weapon Sabre Size 6 No Yes No 1 Tactical, Moveable DP Spanish Artillery Type Artillery Points Value 5/6/8 Weapon Gun Size 5 No Yes First Only N.B. Artillery points values are for Light, Medium and Heavy Guns Page 104

27 FRENCH FORCES Whatever the appeal Napoleon has as a great military Leader, the behaviour of his subordinates and troops in Spain should confirm that he was a dictator who ruled by judicious application of power and terror. As such, the French Army in the Peninsular found itself fighting a very brutal war. By 1808 the best of France s Army had been bled away by constant campaigning and the forces deployed in Spain were often troops from Allied contingents or recently raised conscripts. As the war progressed this situation did not improve, especially after the disaster of The Army lists here will serve for French or Allied contingents. The first list is for a regular French force such as the one facing Moore at Corunna or the Spanish at Bailen. FRENCH REGULARS TO 1812 I Two Groups of 8 Line Infantry, Muskets Two Groups of 8 Line Infantry, Muskets Leader Status II Two Groups of 6 Voltigeur Skirmishers, Muskets Point Value: 54 Finally we have a force made up of the lower quality infantry which France was fielding after her defeat in FRENCH REGULARS, 1813 ON I Five Groups of 8 Line Infantry, Muskets One Groups of 6 Voltigeur Skirmishers, Muskets Point Value: 43 Force Specific Characteristics This force has the following specific Characteristics. Pas de Charge: When two Command Cards are used with a Leader s activation, a Group or Formation of French Infantry can move towards the enemy with three Actions of movement whilst also removing two points of Shock from each Group present. Cuirass: Cavalry equipped with a Cuirass may ignore one kill result in any round of Fisticuffs. However, this kill may still inflict a point of Shock if a 6 is rolled. The second force is a light force typical of the ones which would be sent out to try to engage the Guerrillas. LIGHT COLUMN TO 1812 I Three Groups of 8 Voltigeurs, Muskets Two Groups of 6 Voltigeur Skirmishers, Muskets One Group of 8 Dragoons, Carbines and Sabres Point Value: 61 Page 105

28 FRENCH FORCES French Line Infantry, Type Conscripts & Volunteers Points Value 4 Weapon Musket Size 8 Always Yes No 3 2 Pas de Charge French Grenadiers, Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes First Only Pas de Charge, Aggressive French Voltigeurs, Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes First Only Pas de Charge French Voltigeur Skirmishers, Type Skirmishers Points Value 7 Weapon Musket Size 6 Always Yes No 2 Sharp Practice French Line Infantry, Type Conscripts & Volunteers Points Value 4 Weapon Musket Size 8 Always No 3 3 Pas de Charge French Grenadiers, Type Regulars Points Value 6 Weapon Musket Size 8 Always Yes First Only 2 3 Pas de Charge French Voltigeurs, Type Conscripts & Volunteers Points Value 4 Weapon Sabre Size 8 Always Yes No 2 Sharp Practice French Voltigeur Skirmishers, Type Skirmishers Points Value 5 Weapon Gun Size 6 Always No No 2 Sharp Practice Page 106

29 French Cuirassiers to 1812 Type Impact Cavalry Points Value 8 Weapon Sabre Size 8 Always No No 2 2 Tally Ho! Cuirass French Dragoons to 1812 Type Dragoons Points Value 8 Weapon Carbine and Sabre Size 8 Always No No 2 2 Tally Ho! French Hussars to 1812 Type Scouting Cavalry Points Value 6 Weapon Sabre Size 8 Always No No 2 2 Tally Ho! French Lancers to 1812 Type Scouting Cavalry Points Value 6 Weapon Gun Size 8 Always No No 2 2 Tally Ho! French Cuirassiers to Type Impact Cavalry Points Value 7 Weapon Sabre Size 8 Always No No French Dragoons to Type Dragoons Points Value 7 Weapon Carbine and Sabre Size 8 Always No No French Hussars to Type Scouting Cavalry Points Value 5 Weapon Sabre Size 8 Always No No French Lancers to Type Scouting Cavalry Points Value 5 Weapon Gun Size 8 Always No No French Artillery Type Artillery Points Value 6/7/9 Weapon Gun Size 5 No Yes Yes 3 2 Page 107

30 The American Civil War needs no introduction, being seen by many as a bridge between the Napoleonic and modern Wars. It has a lasting attraction for wargamers. Key Points: The infantry becomes King of the battlefield, as modern weapons see cavalry shift to a mounted infantry role. CONFEDERATE FORCES There are four core forces available for the Rebels in this conflict. The first option represents an early force where smoothbore muskets are much in evidence. EARLY CONFEDERATES, 1861 Three Groups of 8 Infantry, Muskets Two Group of 8 Infantry, Rifled Muskets One Group of 6 Skirmishers, Rifled Muskets Point Value: 55 The second option represents a force from 1862 where the modern rifled muskets were now standard. This force remains until the end of the war, but the points values differ from 1863 onwards. CONFEDERATES, I Three Groups of 8 Infantry, Rifled Muskets Two Group of 8 Infantry, Rifled Muskets One Group of 6 Skirmishers, Rifled Muskets One Group of 6 Skirmishers, Rifled Muskets Point Value 1862: 83 Points Value : 88 The final force is a body of Confederate Raiders ready to ride around any Union force. Again the points value changes with the years. MIXED COLUMN I Four Groups of 8 Cavalry, Mixed Weapons Leader Status I Two Group of 8 Infantry, Rifled Muskets Point Value to 1862: 73 Point Value 1863 on: 75 Force Specific Characteristics These forces have the following specific Characteristics. Mixed Weapons. Armed with a mixture of firearms, these cavalry may dismount and fight as Dragoons but with half of the men deemed to have Rifled Muskets and half close quarter weapons which are not suitable for ranged fire. Sam Colt s Equalizers: These cavalry are equipped with a selection of firearms which they may use immediately before Fisticuffs. When an attack is combined with two Command Cards, each man in Group about to make contact discharges his firearm in the face of the enemy. Roll a D6 for each man. On a roll of 4, 5 or 6 they will inflict one point of Shock on the enemy Groups they are about to contact. Fisticuffs is now fought immediately. Buck and Ball. Armed with smoothbore muskets, these troops add +1 to their roll to hit when firing at Close range. Rebel Yell. When two Command Cards are used with a Leader s activation, a Group or Formation of Rebel Infantry may fire a volley, if loaded, and charge with three Actions of movement. Page 108

31 CONFEDERATE FORCES Confederate Infantry with Muskets, 1861 to 1862 Type Conscripts & Volunteers Points Value 5 Weapon Musket Size 8 Always Yes First Only Buck & Ball, Rebel Yell Confederate Infantry with Rifled Muskets, 1861 to 1862 Type Conscripts & Volunteers Points Value 8 Weapon Rifled Musket Size 8 Always Yes First Only Rebel Yell Confederate Infantry with Rifled Muskets, 1863 to 1865 Type Regulars Points Value 9 Weapon Rifled Musket Size 8 Always Yes First Only Rebel Yell Confederate Militia, 1861 to 1862 Type Militia Points Value 3 Weapon Musket Size 10 No Shock Yes No 3 3 Confederate Skirmishers Type Skirmishers Points Value 11 Weapon Rifled Musket Size 6 Always Yes No 2 Sharp Practice Confederate Cavalry Type Dragoons Points Value 9 Weapon Mixed Weapons Size 8 Always Yes No 2 Tally Ho! Sam Colt s Equalizer Confederate Artillery Type Artillery Points Value 6/7/9 Weapon Musket Size 5 No Yes Yes 2 N.B. Artillery points values are for Light, Medium and Heavy Guns Page 109

32 UNION FORCES Union forces seemed initially to be at a disadvantage against the Confederates who appeared to take to their new military duties with an ease. However, where the South have a qualitative advantage in the early years, this changes from the end of 1863 onwards when the power of Union industry is eventually being felt. There are four core forces available for the Union in this conflict. The first option represents a force such as fought in the early battles. UNION CAVALRY, I Three Groups of 8 Cavalry, Breech Loading Carbines Two Group of 8 Cavalry, Breech Loading Carbine Point Value: 86 EARLY UNION, Three Groups of 8 Infantry, Rifled Muskets Two Group of 8 Infantry, Rifled Muskets One Group of 6 Skirmishers, Rifled Muskets Point Value: 53 The second force represents a better led force from This force remains until the end of the war, but the points values differ from 1863 onwards as the force gains more experience. UNION FORCE, I Three Groups of 8 Infantry, Rifled Muskets Two Group of 8 Infantry, Rifled Muskets One Group of 6 Skirmishers, Rifled Muskets Point Value 1863: 65 Points Value : 80 The final force is small but perfectly formed body of Union Cavalry equipped with the best weapons the Republic can manufacture. The Rebels claimed they load on a Sunday and then fired all week. Page 110

33 UNION FORCES Union Infantry, 1861 to 1863 Type Conscripts & Volunteers Points Value 6 Weapon Rifled Muskets Size 8 Formation First Fire Controlled Volley Crashing volley Step Out Drill Characteristics Always Yes First Only Surly Union Infantry, 1864 to 1865 Type Regulars Points Value 9 Weapon Rifled Musket Size 8 Always Yes Yes Stubborn Union Skirmishers Type Skirmishers Points Value 11 Weapon Musket Size 6 Always Yes No 2 Sharp Practice Union Cavalry, 1861 to 1862 Type Dragoons Points Value 7 Weapon Rifled Carbine, Sabre Size 8 Always Yes No 2 Union Cavalry, 1863 to 1865 Type Dragoons Points Value 13 Weapon Breech Loading Carbine Size 8 Always Yes No 3 2 Union Artillery Type Artillery Points Value 6/7/9 Weapon Musket Size 5 No Yes Yes 2 3 N.B. Artillery points values are for Light, Medium and Heavy Guns Page 111

34 The Indian Mutiny was a Sepoy Rebellion which rocked the British Empire to its core and saw the end of Company rule and the establishment of Imperial power in India. Fighting was harsh and brutal, with atrocities on both sides, yet despite this it presents one of the most attractive visual spectacles, with a blending of the Easter exotic with warfare in a largely European style. Key Points: Flashman. Need we say more? BRITISH FORCES There are three core forces available for the British in this conflict. The first force represents a British Regular force from the start of the Mutiny to July It includes some Native troops who have remained loyal to the British. BRITISH REGULARS I Three Groups of 8 Regulars, Muskets Two Group of 8 Loyal Native Infantry, Muskets One Group of 6 British Skirmishers, Rifled Muskets One Group of 6 Native Skirmishers, Muskets Point Value: 68 COMPANY COLUMN Three Groups of 8 Company Infantry, Muskets Two Group of 8 Loyal Native Infantry, Muskets One Group of 8 British Volunteer Irregular Cavalry, Sabres One Group of 6 Civilian Volunteers, Muskets Point Value: 49 The final force is a mixed Crown and Company force from August 1857 onwards. The Enfield Rifled Muskets are now standard issue for European troops. MIXED COLUMN I Two Groups of 8 British Regulars Infantry, Rifled Muskets Two Group of 8 Company Infantry, Rifled Muskets One Group of 6 British Skirmishers, Rifled Muskets One Group of 6 Native Skirmishers, Rifles Point Value: 77 The second force represents a Company detachment at the same period with attached civilian volunteers and loyal natives. In this chaotic period this force would likely be attempting to link up with larger British forces locally. Page 112

35 BRITISH & COMPANY British Regulars with Muskets Type Regulars Points Value 7 Weapon Musket Size 8 Always Yes Yes Thin Red Line, Sharp Practice, Stubborn British Regulars with Enfields Type Regulars Points Value 10 Weapon Rifled Musket Size 8 Always Yes Yes Thin Red Line, Sharp Practice, Stubborn HEIC European Infantry with Muskets Type Conscripts & Volunteers Points Value 5 Weapon Musket Size 8 Always Yes Yes Sharp Practice, Stubborn HEIC European Infantry with Enfields Type Conscripts & Volunteers Points Value 8 Weapon Rifled Musket Size 8 Always Yes Yes Sharp Practice, Stubborn British Skirmishers Type Light Infantry Points Value 12 Weapon Rifled Musket Size 6 Always Yes No 2 Sharp Practice Loyal Native Infantry Type Conscripts & Volunteers Points Value 3 Weapon Musket Size 8 No Shock Yes First Only 3 3 Weedy Coves Ghurkas Type Conscripts & Volunteers Points Value 5 Weapon Musket Size 8 No Shock Yes First Only 3 1 Aggressive, Big Choppers Native Skirmishers Type Skirmishers Points Value 8 Weapon Rifles Size 6 No Yes No 2 Page 113

36 Royal Navy Sailors Type Conscripts & Volunteers Points Value 3 Weapon Musket Size 8 No Yes No No 3 Big Choppers Civilian Volunteers Type Irregular Skirmishers Points Value 6 Weapon Musket Size 6 No Yes No 2 Tactics British Company Cavalry Type Impact Cavalry Points Value 8 Weapon Sabre Size 8 Always No No 2 Tally Ho! Native Cavalry Type Scouting Cavalry Points Value 6 Weapon Rifle Size 8 Always No No 1 3 Tally Ho! Moveable DP British Volunteer Cavalry Type Irregular Cavalry Points Value 4 Weapon Muskets Size 8 No No No 1 Tally Ho! Moveable DP British Artillery Type Artillery Points Value 6/7/9 Weapon Gun Size 5 No Yes Yes 2 N.B. Artillery points values are for Light, Medium and Heavy Guns Page 114

37 MUTINEER FORCES The Mutineer forces were based around the rebellious Sepoys but with increasingly significant numbers of irregular troops who joined the cause and fought in more traditional ways with weapons best suited to close combat. The three Army lists here cover that process of change. The first represents a Mutineer force at the very start of the Mutiny to June SEPOYS TO JUNE 1857 Three Groups of 8 Well Ordered Sepoys, Muskets Two Groups of 10 Sepoy Rabble, Muskets Leader Status I One Group of 6 Sepoy Skirmishers Rifles Point Value: 45 SEPOYS, SEPTEMBER 1857 ON Three Groups of 10 Sepoy Rabble, Muskets Three Groups of 10 Sepoy Rabble, Muskets One Groups of 12 Badmashes, Muskets Leader Status I One Group of 12 Badmashes, Muskets Leader Status I One Group of 12 Badmashes, Big Choppers Point Value: 46 Force Specific Characteristics This force has the following specific Characteristics. Big Choppers: These troops have no ranged fire capability but are very aggressive and well versed in close combat. In the first round of Fisticuffs they fight as Clan rather than Wallahs. The next list represents the Mutineers between July and August 1857 around Delhi. SEPOYS, JULY TO AUGUST 1857 Two Groups of 8 Well Ordered Sepoys, Muskets Two Groups of 10 Sepoy Rabble, Muskets Two Groups of 10 Sepoy Rabble, Muskets One Groups of 12 Badmashes, Muskets Leader Status I One Group of 12 Badmashes, Muskets Point Value: 44 Finally we have a force which covers from September 1857 onwards to the end of the Mutiny. This force has largely lost all semblance of the disciplined force it had been under British command. Page 115

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