King George Commands and We Obey

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King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders 40 60mm dia base with a single figure. Infantry 50x50mm base with 6 figures if formed and 2 3 figures if skirmishing. 3 bases to a regiment or company of skirmishers. Cavalry 50x50mm base with 2 3 figures. 3 bases to a regiment. Artillery 60x80mm base with Horse 2 figures, Foot 3 figures and Heavy 4 figures. 2 bases to a battery. Dice D10 0 = 10 always a hit regardless of any modifiers 1 = always a failure regardless of modifiers In any tests, a success is achieved if roll plus/minus modifiers is 5 (unless a 1 or 10 is rolled). A roll of 10 with 6 modifiers is still a success due to the 10 and a roll of 1 with +4 is still a failure due to the 1. Quality Ratings Leaders These can have a quality rating of Poor, Good or Exceptional. These are reflective of the command radius (CR) they have. The better the leader the better control they have over their units. Generals must have line of site to the other commanders to activate them. Therefore on most tables if an exceptional general is on a hill in the middle of the table edge there will be very little they would not be able to activate. Rating Command Radius Poor 12 Good 24 Exceptional 48 Leaders can only activate units under their command even if other units are within their CR. Units Every unit is rated for their Fire, Melee and Morale. These ratings are added to any appropriate rolls. Quality Modifiers

Rating Modifier A +2 B +1 C 0 D 1 E 2 Unit Activation The basis of the activation is a deck of cards. Depending on the level of play this could be for each unit or brigade etc. The large the games the higher up the command chain the cards represent. Each unit Infantry, cavalry, artillery and skirmisher Each Commander (Brigade/Division/Corps/Army) Reload this card allows those who have fired to regain the first shot modifier without having to standstill to regain it. Fortune/Calamity Roll D10 1 5 re roll on Fortune table and 6 10 re roll on Calamity chart. s are applied to the next unit activated. End of turn Return all drawn cards to the deck shuffle and start next turn. Orders Move units may move a max of distances below including any wheels etc. Measurements are from centre of a unit. British/Portuguese and Spanish armies Formation changes March Column Line Skirmish. All other armies Formation changes March Column Attack column Line Skirmish. Quality rating Normal Morale Shaken Morale A 1/4 turn per formation change Must check morale to change formation B,C or D ½ turn per formation change Must check morale to change formation E Full move per change Must check morale to change formation E.g. A British quality C normal morale unit wishes to go from March column to Line =1/2 move. A British quality A normal unit wishes to go from March column to Line =1/4 move. A French light infantry unit quality A normal wishes to go from March column to Skirmish =3/4 move. If any unit was shaken then they would need to check morale to action each formation change. Only units capable of skirmish are allowed to move into that formation. Formations

March Column Formation used to get a unit where it needs to be in the quickest time but not one to EVER get caught in. Front base facing route of March other bases facing 90dec away. Formed infantry and Cavalry only. Direction of March Attack Column Used by the French infantry and their allies to get into melee. Bases are aligned one behind the other, facing a common direction. Formed Infantry only Direction of Attack Line Standard formation for British and allies. Better for shooting. Bases side by side facing common direction. Formed infantry and cavalry only. Direction Skirmish Light infantry units and skirmish companies. There are two formations that represent skirmishers. Where it is identified that regiments may detach their light company to act as skirmishers in front to screen, these reduce the parent body strength by one stand until they rejoin and are represented by 3 skirmish stand side by side. Direction Where a whole infantry regiment forms a regimental skirmish screen then all strength points count and they are represented by a gap between bases of 2 Direction Square used to defend against cavalry. May fire up to all strength points in any direct, but no more than 1 point and each target. No Move. Formed Infantry only.

Hold This order is given to troops wishing to hold their ground for activation later in the current turn (must be activated before end of turn card, or action lost). It may also be used if not in contact with enemy and not under ranged attack to remove a fired marker, therefore regaining 1 st shot bonus. Rally may be used to attempt to rally a shaken or routing unit. No other movement is allowed even if fail. If pass unit is rallied. Shaken becomes normal and routed becomes shaken but my form up on the spot in any formation and direction. Move Type/Formation Move Rough Charge Infantry Skirmish 8 6 8 Infantry Line 4 2 4 Infantry Attack Column 6 3 6 Infantry March Column* 8/12* NA NA Cavalry Line 8 4 12 Cavalry March Column 12/18* NA NA Limbered Foot Guns 4/6* NA NA Limbered Horse Guns 4/8* NA NA Unlimbered (Pivot Only) 1 NA NA Commanders 12 8 NA *off road/on road Manoeuvre May change facing or formation. If less than 45⁰ then may ½ move if in open terrain Melee To initiate a melee, a unit be issued with Charge orders. If unable to contact the target of the charge it makes a full move in the direction and stops. Any unit that charges and fails to contact target automatically becomes shaken. No charges if shaken Formed foot may only charge foot that is shaken, skirmish, march column or defending obstacle. May only charge non shaken foot if in Attack column. Skirmish foot may only charge other skirmish foot Horse may charge steady foot in square or horse but must pass morale to do so. Horse may charge shaken, foot in line, open order or column without test. Horse may not charge a defended obstacle. The target of a charge may attempt to respond in any of the following ways:

STAND AND FIRE Foot regiments, artillery and carbine armed horse may choose to stand and fire. Work out the range at which they shoot. Roll 1D6 Horse, 2D6 Foot and 3D6 artillery and apply Fire modifier. If result is higher than the distance the charges are starting from, the target has too little time to fire. If the fire results in any hits, the charger is to take a morale check. If failed then charge is halted at the fire range but is not shaken. FORM SQUARE Foot regiments (Formed) may attempt to form square. Chargers must be more than half charge move away otherwise too close to attempt. Morale check is made to form square. If pass, may form if fail becomes shaken and stays in current formation. If already shaken then unit routs. EVADE Steady horse, Skirmishers and artillery crew may attempt to evade. Target rolls 3D6 if horse and 2 D6 if foot and moves that distance directly towards own base line and is automatically shaken. If already shaken then unit routs. If charger still has enough movement to catch evaders then unit is caught, destroyed and removed from play. A successfully evading unit continues to move3d6 or 2D6 towards its own edge until rallied or removed at table edge. COUNTER CHARGE Steady horse may elect to Counter Charge. Unit must test morale. If successful the charger is moved 2D6 towards the target and the remaining distance is halved between both units. If the chargers roll more than distance between units then the charged unit is caught at the halt or if the target fails morale check. STAND Unit decides to stand and receive the charge. Firing Weapon ranges in inches Weapon Standard range Long range Carbine* 2 4 Musket 4 8 Rifled musket 8 16 Artillery 36 (6 Canister) 72 Howitzer 16 32 Rockets 1 72 *Nap Only

Procedure Units attack with a number of dice per unit. Roll dice add/subtract modifiers. For each result 5 target unit must check morale. For each fail, target unit receives a casualty (See below for max no. of casualties before unit is removed). removal Unit No. of Dice Max no. of casualties before being removed Infantry* Cavalry Artillery Light Artillery Medium Artillery Heavy/ /Howitzer Rockets 3 3 2 3 4 NA 3 3 2 2 2 2 *detached skirmish company can only fire 1 die and receive 1 casualty before Rockets Accounts describe these as highly inaccurate but frightening. Firing player states how many D6 (1 to 12) they will roll for distance( No measuring allowed). This gives a potential range of 1 72. Roll 2 Dice for each D6 selected in stage 1, D4 12 depending upon rating of crew for direction and D6 for distance along direction. At each roll reposition template and roll again. Continue till rocket lands. Crew s fire rating Directional Dice A D4 B D6 C D8 D D10 E D12 Rocket damage All units under the flight of a rocket must immediately test morale with a 1 modifier. If rocket ends its travel within 2 of a unit, it must test morale immediately with a 2 modifier. This may seem a very slow process but I assure you it does add a bit of drama when firing rockets. Firing through units Units block line of site if formed. Shot can be fired throughh skirmish units but if canister then hit dice are split between both units. Overhead firing Artillery on a hill may fire over own troops only if distance from gun to own troops is less than own troops (Not gun) to enemy.

Fire Table Modifier Situation +/ Fire quality rating +1 1 st shot +1 Rested weapon +2 Canister +2 Enfilade 1 Unit is Shaken 1 Per casualty in firing unit 1 Long range 1 Smoothbore weapons 1 Target is skirmishers or Artillery 1 Target, soft cover* 2 Target, hard cover* 2 Howitzer indirect attack 2 Firing mounted +1 Medium gun firing at cover +2 Heavy gun firing at cover *Howitzers explode overhead so troops behind cover do not get the benefit unless in BUA. Melee Procedure Units attack with a number of dice per unit. Roll dice, add/subtract modifiers. For each result 5 target receives a hit. For each hit, unit must check morale. For each failure, target unit receives a casualty (See below for max no. of casualties before unit removed). If casualty received then another morale check will be required Unit No. of Dice Infantry* 3 Cavalry 3 Artillery Light 2 Artillery Medium 2 Artillery Heavy/Howitzer 2 *detached skirmish company can only fire 1 die and receive 1 casualty before removal. This should be recorded against the parent unit. Melee Table Modifier Situation +/ Melee quality rating 1 Unit is Shaken +1 Defender in soft cover +2 Defender in hard cover +2 Attacking formed unit in flank or rear +2 Attacker Is formed, defender is skirmisher or crew +1 Defender in rough ground +1 Cav Vs Inf, not in square 1 Attacker in March column

+2 Attacker in attack column +1 Lancers who charged first only 1 Lancers 2 nd round + 1 Attacking an armoured opponent Morale Units can be forced to take a morale check for many reasons. Note: Hits are hits and not casualties unless they have not been saved. Process Wishing to charge enemy Received hits from fire or melee Received a wound/wounds Lost melee (more casualties than opponent) Receive a charge Activating a unit with hold orders Cavalry not wishing to follow up in melee Quality E troops wishing to change formation Rally Morale Roll 1D10 and add modifiers. Note Roll of 1 is always a fail and 10 is always a pass regardless of modifiers. Morale table Modifier Situation +/ Melee quality rating 1 Unit is Shaken 1 Per Casualty in unit 1 Under flight path of rocket 2 Unit is out of command (>8 of commander/4 of friend in command) 2 Lost Melee 2 Enemy unit with 6 of flank/rear with no friends (Not BUA) 2 Within 2 of impact of Rocket +1 Unit in soft cover +2 Unit in hard cover Results Received hits in melee/ received hits from fire Result 5 Pass hit is not converted to a wound <5 Fail hit is converted to a wound Received any wounds/lost melee/receive a charge or under Rocket Fire Result

5 Pass morale stays at current state <5 Fail Morale state goes one level worse Activate On Hold unit/ Quality E troops formation change Result 5 Pass Unit can be actioned <5 Fail Unit fails to get actioned (No further movement) Cavalry not wishing to follow up after victory in melee Result 5 Pass Unit may stand <5 Fail unit must follow unit Rally Morale Normal Shaken Routed Result 5 Pass morale improves one state <5 Fail morale stays at current state Fate Commander 11 Cloud lifts and commander sees the light may move up one rating for the rest of the battle 12 Rousing speech. All units in command gain 1 level morale until turn over 13 Great communication May issue order to unit outside of normal command radius 14 Horse stumbles Commander stumbles, lose turn while recovers appearance 15 Wounded Commander wounded 1 No effect 2 3 Light Wound Miss turn 4 5 Serious wound Miss 2 turns

16 Close thing. Cin C feels the wind of a near bullet. 6 Killed Roll D3 = no of turns missed before replacement arrives. Promoted from on table div or brigade commanders. Leaves the field of battle. All units within 12 must test morale Divisional/Brigade Commander 21 I do know what I am doing move up one rating for the rest of the battle 22 To me, To me All shaken or routing units with 12 auto rally regardless of enemy 23 Tally Ho Loses horse. Miss turn. 24 I think we can do better Ignore all future activations from the incompetent CinC or Div commander (Which ever is first drawn) 25 Wounded Commander wounded 1 No effect 2 3 Light Wound Miss turn 4 5 Serious wound Miss 2 turns 6 Killed Roll D3 = no of turns missed before replacement arrives. Promoted from on table div or brigade commanders. 26 Not sure we can win? Commander leaves the table taking all units that fail a morale test with him. Remaining units transfer to next higher level of command. Foot 31 For King George/Napoleon Random unit in command get serious. Increase any one attribute by one level for remainder of game. 32 Country regiment The poachers in the unit enable shooting rating to increase by 1 33 Boys have eaten their meat The unit has a higher number of farm workers in the unit enable melee rating to increase by 1 34 Poor powder Poor quality powder causes fire rating to drop 1 level 35 Can we win? Unsure anymore morale rating drops one level 36 Served too long and miss the girlfriends Unit quits the field and heads for girlfriends; some even decide to go home to wife afterwards. Horse 41 What a regimental leader Great leader, unit may be activated twice. 42 Tally Ho Fine bred animals. Increase move by 2 for game 43 The birds Flock of birds fly up and spook the horses. Miss turn. 44 Let them have their heads Unit immediately charges nearest enemy. 45 New swords Issued new swords before battle. Increase melee level by one 46 Don t we look smart. Confidence grows in the unit. Increase morale

rating by 1 for rest of game. Artillery 51 Master gunner joins the team Random unit in command get serious. Increase fire rating by one level for remainder of game. 52 Surplus ammo May fire twice but must be at the same target. One turn only. 53 Friendly fire Mistaken identity. Fire on nearest friendly unit in range. 54 Poor powder Poor quality powder causes fire rating to drop 1 level 55 Defend the guns No one takes our guns. Increase morale rating by 1 level. 56 What s a few lbs between friends! Wrong ammo delivered. Miss turn while corrected Battlefield 61 The rain in Spain Heavy shower. 1 off all shooting ratings until end of turn. 62 Walking on water Commander finds a ford with 6 contact with river. No deduction to cross river/stream. Keep if not near river yet. Once used all units may use Ford 63 Mud everywhere All movement for rest of turn reduced by 2 64 Locals join in Brigade of Spanish join 1 3 French 4 6 British. Base line. Brigadier and 1 3 inf units. E/D/D SB 65 Master spy D6 highest get to look at next 6 cards and arrange order to suit 66 Put that fire out BUA catches fire. All units must leave. Fire lasts 1 6 turns. Defence value removed afterwards.