F&F: Base Unit Characteristics And Combat Tables


These are the two main tables in F&F.  There is also an artillery table.  All combat and rally information is included within these tables.

UNIT TYPES

Class
Movement
Rally#
To Hit
Elite Light Cavalry
6MP
3,4,5,6
2D6
Light Cavalry
6MP
4,5,6
1D6
Elite Heavy Cavalry
4MP
3,4,5,6
3D6
Heavy Cavalry
4MP
4,5,6
2D6
Elite Infantry
3MP
3,4,5,6
3D6
Regular (Light), Horse Artillery
2MP (3MP)
4,5,6
2D6
Militia, Artillery (Limbered)
1MP
5,6
1D6

Cuirassiers and Heavy Dragoons are considered Heavy cavalry.  Uhlans, lancers, chasseurs, hussars, chevauleger and light dragoons are considered light cavalry. 


The benefits of an Elite unit are easier attempts to rally (D6 roll) and more to hit dice.  Elite infantry units also move more effectively and have an additional MP.

Different formations influence the base movement number of a unit and the to hit number as well as combat results.

COMBAT TABLE
Formation
1
2
3
4
5
6
Offense
Line
1 Step
1 Step
Disorder
Fall Back
No Effect
No Effect
Offense
Column
1 Step
Disorder
No Effect
No Effect
No Effect
No Effect
Offense/Defense (Against Cavalry)
Square
1 Step
Disorder
Bounce
Bounce
Fall Back
No Effect
Offense/Defense
Loose
1 Step
Disorder
Fall Back
No Effect
No Effect
No Effect
Offense (Heavy Cavalry Only)
Compact
2 Step
1 Step
Disorder/Fall Back
Fall Back
No Effect
No Effect
Offense/Defense (Cavalry)
Loose
1 Step
1 Step
Disorder
Fall Back
No Effect
No Effect

Loose and Square formations influence attacking rolls.  Attackers in these formations roll accordingly.  Defenders in these formations, force attackers to make combat rolls against this formation on the Loose or Square line of the table.

Only Heavy Cavalry can assume a compact formation.  Compact formations are very powerful but can only be maintained over a short distance.  A Heavy cavalry unit in a compact formation, decreases it's movement by half.

Heavy and Light Cavalry can be in loose formation.  In addition to the defensive benefits of a loose formation, units in loose formation increase movement by 1MP per turn.

My overall goal for this game is simplicity and speed of play.  I've oversimplified combat to be sure and I have eliminated rules that many games have like facing and defensive fire.  I think this speeds up play.  Later today I will post about the Basic Turn mechanics.  So far the rules are less than five pages long.

Comments

Doug Miller said…
I wonder if you need to increase the MA for horse artillery? It should be able, when limbered, to keep up with heavy cavalry types.
Chris said…
Good suggestion! Will do. I am to the point where I am going to email you draft rules. I would love your feedback. You know more and game the period more than anyone I know!

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