EPILEPSY WARNING PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING YOUR CHILDREN TO PLAY. Certain individuals may experience epileptic seizures or loss of consciousness when subjected to strong, flashing lights for long periods of time. Such individuals may therefore experience a seizure while operating computer or video games. This can also affect individuals who have no prior medical record of epilepsy or have never previously experienced a seizure. If you or any family member has ever experienced epilepsy symptoms (seizures or loss of consciousness) after exposure to flashing lights, please consult your doctor before playing this game. Parental guidance is always suggested when children are using a computer and video games. Should you or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of consciousness, feelings of disorientation or any type of involuntary movements or cramps while playing this game, turn it off immediately and consult your doctor before playing again. PRECAUTIONS DURING USE: - Do not sit too close to the monitor. Sit as far as comfortably possible. - Use as small a monitor as possible. - Do not play when tired or short on sleep. - Take care that there is sufficient lighting in the room. - Be sure to take a break of 10-15 minutes every hour.
© 2009 Matrix Publishing, LLC. and BOKU Strategy Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of Matrix Publishing, LLC. and Horse and Musket Volume 1 - Frederick the Great™ is a trademark of Matrix Publishing, LLC. and BOKU Strategy Games. All other trademarks and trade names are the properties of their respective owners and Matrix Publishing, LLC. and BOKU Strategy Games make no claim thereto.
John Tiller’s Battlegrounds of the Napoleonic Wars puts the player in command of the mighty armies of the Napoleonic era combined with the time-tested interface and turn-based game mechanics that made John Tiller’s game design famous. With the choice of 2D or 3D battlefield views, a new look, smart AI, and more historical information than can be found in most public libraries, John Tiller’s Battlegrounds of the Napoleonic Wars brings gamers scenarios, campaigns, and battles throughout Napoleons famous career. Players can stomp across Eastern Europe with the original Napoleon in Russia scenarios, compete for position and advantage in Prelude to Waterloo, or fight Napoleon’s dramatic final battle in the original Waterloo scenarios. Fans of John Tiller’s Napoleonics game mechanics will find this compilation to be a convenient and riveting addition to their strategy library. With a simple yet effective difficulty slider, newcomers to the series can also enjoy John Tiller’s excellent game design without having to cope with a ruthless, intuitive AI which would give even the most researched Napoleonics buff a challenge.
Command the mighty armies of Napoleon and redraw the map of Europe in John Tiller’s Battlegrounds of the Napoleonic Wars!
Horse & Musket Volume 1
Table of Contents 1.0 Horse and Musket Volume 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1.1 Minimum System Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1.2 Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1.3 Uninstalling the game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1.4 Product updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1.5 Game forums. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 1.6 Need help?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 2.0 Welcome and Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 2.0 Starting the Game & General Game Concepts. . . . . . . . . . . . . . . . . . . . . . 12 2.1 Starting the Game (The Main Menu). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 2.1.1 Playing A PBEM (Play by E-Mail) Game . . . . . . . . . . . . . . . . . . . . . . . 14 2.1.2 Computer Control Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 2.1.3 A Special PBEM Note. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 2.1.4 Playing an Internet Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 2.1.5 Playing a Hotseat Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.2 Graphics and General Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 2.2.1 Turn and Phase Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 2.2.2 The General Information Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 2.2.3 The Action Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.3 General Game Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 2.3.1 ZOC (Zone of Control). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 2.3.2 LOS (Line of Sight) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 2.4 Using This Rulebook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 3.0 Sequence of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 3.1 Bombardment Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 3.2 Command Turn Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 3.3 Command Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 3.4 Activation Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 3.5 Action Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 4.0 Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 4.1 Infantry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 4.2 Heavy, Medium, and Light Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 4.3 Heavy, Medium, and Light Artillery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 4.4 Leaders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 5.0 Rules of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 5.1 Bombardment Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 5.1.1 Bombardment Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 5.2 Command Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 5.3 The Command Turn Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 5.3.1 The Subordinate Rating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 5.3.2 The Command Turn Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . 30 5.4 Command Phase and Leader Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 5.4.1 The Command Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
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5.4.2 The Activation Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 5.4.3 Activation Attempt Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 5.4.4 Corps and OA Leader Activation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 5.5 End Of Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 5.6 The Command/Activation Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 6.0 Action Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 6.1 First Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 6.1.1 First Fire Phase Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 6.2 Movement Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 6.2.1 Rally. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 6.2.2 Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 6.2.3 Formation Change . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 6.2.4 Facing Change . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 6.2.5 Stacking/Top Unit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 6.2.6 Charge (Cavalry Only). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 6.2.7 Recover Disruption. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 6.2.8 Fallback Movement / Disengagement. . . . . . . . . . . . . . . . . . . . . . . . . 45 6.2.9 Cold Steel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 6.2.10 About Face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 6.3 Defensive Fire Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 6.4 Second Fire Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 6.5 Assault Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 6.5.1 Assault Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 6.5.2 Assault Fire Phase Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 6.6 End of Action Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 6.7 Withdrawal Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 6.7.1 Retreat, Rout, and Advance After Combat . . . . . . . . . . . . . . . . . . . . . 52 6.8 Assault Phase Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 6.9 Retreat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 6.9.1 Retreat Restrictions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 6.10 Rout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 6.10.1 Rout Restrictions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 7.0 Artillery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 7.1 When Artillery Fire Takes Place . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 7.2 Combat Against Artillery Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 8.0 Leader Casualties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 8.1 Leader Elimination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 8.2 Replacement Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 9.0 Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 10.0 Hidden Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 11.0 Terrain Effects and Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 11.1 Fire Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 11.1.1 First and Second Fire Phase Sequence . . . . . . . . . . . . . . . . . . . . . . . . 57 11.1.2 Defensive Fire Phase Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 11.1.3 Fire Combat Strength Formula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 11.1.4 Fire Combat Strength Formula Variables. . . . . . . . . . . . . . . . . . . . . . . 58
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11.1.5 Target Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 11.1.6 Target Disruption Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 11.2 Infantry Assault Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 11.2.1 Infantry Assault vs. Infantry Sequence . . . . . . . . . . . . . . . . . . . . . . . . 60 11.2.2 Pre-Assault Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 11.2.3 Disruption Check (Both Sides). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 11.2.4 Post-Assault Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 11.3 Cavalry Charge Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 11.3.1 Cavalry Charge Strength Formula. . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 11.3.2 Cavalry Charge Combat Strength Formula Variables. . . . . . . . . . . . . . 63 11.3.3 Cavalry vs. Cavalry Charge Combat . . . . . . . . . . . . . . . . . . . . . . . . . . 64 11.3.4 Cavalry vs. Infantry Charge Combat. . . . . . . . . . . . . . . . . . . . . . . . . . 67 11.4 Artillery Fire Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 11.4.1 Sequence of Artillery Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 11.4.2 Strength Formula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 11.4.3 Artillery Strength Formula Variables. . . . . . . . . . . . . . . . . . . . . . . . . . 69 11.4.4 Modifiers to Artillery Strength. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 11.4.5 Target Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 11.4.6 Target Disruption Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 12.0 Scenario Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 12.1 Game Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 12.2 Info Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 12.3 Advanced Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 12.4 Creating a Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 12.5 Creating Armies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 12.5.1 Editing Unit Stats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 12.5.2 Editing Graphics Tab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 12.5.3 Copy Description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 12.5.4 Removing, Copying, and Moving Units. . . . . . . . . . . . . . . . . . . . . . . . 76 12.5.5 The OOB Display. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 12.6 Setting Game Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 12.7 Battle Description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 12.8 Scenario Creation Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 12.9 Custom Graphics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 12.9.1 Individual Unit Portraits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 12.9.2 Font . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 12.9.3 Map and Interface Graphics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 12.10. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Music and Sounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 13.0 Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 14.0 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
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1.0 Horse and Musket Volume 1 Thank you for purchasing Horse and Musket, Volume 1: Frederick the Great!
1.1
Minimum System Requirements
To play Horse and Musket, Volume 1: Frederick the Great, your computer system must meet these minimum system requirements: OS: Windows XP or later CPU: 1.2GHz Pentium or faster RAM: 1GB or more Video/Graphics: DirectX-compatible 3D video card Hard Disk Space: 750MB DirectX Version: 9.0 or later
1.2 Installation Please ensure your system meets the minimum requirements listed below. To install the game, either double click on the installation file you downloaded or insert the Horse and Musket, Volume 1: Frederick the Great CD into your CD-ROM drive. If you have disabled the autorun function on your CD-ROM or if you are installing from a digital download, doubleclick on the installation archive file, then double click on the file that is shown inside the archive. Follow all on-screen prompts to complete installation.
1.3 Uninstalling the game Please use the Add/Remove Programs option from the Windows Control Panel or the Uninstall shortcut in the games Windows START menu folder to uninstall the game. Uninstalling through any other method will not properly uninstall the game.
1.4 Product updates In order to maintain our product excellence, Matrix Games releases updates containing new features, enhancements, and corrections to any known issues. All our updates are available free on our website and can also be downloaded quickly and easily by clicking on the “Update” link in your Game Menu or by using the “Update Game” shortcut in your Windows START menu folder for the game. We also periodically make beta (preview) updates and other content available to registered owners. Keeping up with these special updates is made easy and is free by signing up for a
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Matrix Games Member account. When youíre signed up, you can then register your Matrix Games products in order to receive access to these game-related materials. Doing so is a simple two step process: Sign Up for a Matrix Games Member account - THIS IS A ONE TIME PROCEDURE; once you have signed up for a Matrix account, you are in the system and will not need to sign up again. Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window, select Register NOW and follow the on-screen instructions. When youíre finished, click the Please Create My New Account button, and a confirmation e-mail will be sent to your specified e-mail account. Register a New Game Purchase - Once you have signed up for a Matrix Games Member account, you can then register any Matrix Games title you own in your new account. To do so, log in to your account on the Matrix Games website www.matrixgames.com. Click Register Game near the top to register your new Matrix Games purchase. We strongly recommend registering your game as it will give you a backup location for your serial number should you lose it in the future.Once youíve registered your game, when you log in to the Members section you can view your list of registered titles by clicking My Games. Each game title is a hyperlink that will take you to an information page on the game (including all the latest news on that title). Also on this list is a Downloads hyperlink that takes you to a page that has all the latest public and registered downloads, including patches, for that particular title. You can also access patches and updates via our “Games Section” www.matrixgames. com/games, once there select the game you wish to check updates for, then check the “downloads” link. Certain value content and additional downloads will be restricted to “Members Area” members. so it is always worthwhile to sign up there. Remember, once you have signed up for a Matrix Games Member account, you do not have to sign up again at that point you are free to register for any Matrix Games product you purchase. Thank you and enjoy your game!
1.5 Game forums Our forums are one of the best things about Matrix Games. Every game has its own forum with our designers, developers and the gamers playing the game. If you are experiencing a problem, have a question or just an idea on how to make the game better, post a message there. Go to www.matrixgames.com and click on the Forums hyperlink.
1.6 Need help? The best way to contact us if you are having a problem with one of our games is through our Help Desk. Our Help Desk has FAQs as well as a dedicated support staff that answer
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questions within 24 hours, Monday through Friday. Support questions sent in on Saturday and Sunday may wait 48 hours for a reply. You can get to our Help Desk by going to www. matrixgames.com/helpdesk .
2.0 Welcome and Introduction Horse and Musket, Volume 1: Frederick the Great is a turn based game of tactical combat during the Seven Years War in Europe. This edition of the game combines all 10 scenarios from its predecessors, Prussian War Machine and Prussia’s Glory. These scenarios are (in alphabetical order): Chotusitz Hochkirch Hohenfriedeberg Kolin Leuthen Lobositz Mollwitz Prague Soor Torgau This combined package provides not only all of these scenarios, but also new game features, a powerful new editor, and a complete graphics overhaul.
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2.0 Starting the Game & General Game Concepts 2.1 Starting the Game (The Main Menu) When you first start the game you are presented with several options:
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New Battle: This allows you to start a new battle. When you select this option, you’ll go to the Scenario Manager screen.
In the panel to the left is the name of the battle or “Battle Group.” A Battle Group is a group of scenarios taken from the same battle. For example, our “Chotusitz” Battle Group is comprised of five scenarios depicting some part of the Battle of Kolin. Left click on the name of the Battle Group to drill down into a list of Battles within it.
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You’ll see a description of the Battle in the lower left-hand panel. This shows gives you various bits of information about the battle to help you decide which one you‘d like to play, including the sides, type of battle, and the complexity level of the scenario. Click “Play” to start the selected battle. To exit an open Battle Group, double-click “Leave Battle Group” to return to the Scenario Manager screen to select another Battle Group. Meanwhile, returning to the Main Menu: Load Battle: This allows you to load a previously saved game. Select it and then select a saved game to play. Take PBEM Turn: This is used when playing a PBEM (Play-By-E-Mail) game. Battle Online: To play against a live opponent via the Internet, select this option. Options: This allows you to set various game options. These can also be set during play. Return to Battle: If you entered the Main Menu screen from a battle you were just playing, this option takes you back to your game. Quit: This option allows you to exit the Main Menu and return to Windows.
2.1.1 Playing A PBEM (Play by E-Mail) Game A PBEM game consists of one player playing out his turn and sending a game file to his opponent via E-mail. His opponent then does the same. The game automatically creates the game file and notifies the player when it is time to send this file to his opponent. The patter of a PBEM game is as follows. Sending Player 1) Start the game with one side designated as “E-mail Opponent.” Set up the computer control options for this game at the same time. (See below.) 2) Play your first turn as normal. 3) You will be notified when it is time to send your opponent the PBEM game file. The game will have created the PBEM game file and saved it to a folder called “PBEMTurns” which is located under the Horse and Musket, Volume 1: Frederick the Great game folder. The name of the game file will include the scenario name, the turn number, and to which side it applies. 4) Using your favorite E-mail program, locate the correct file in the PBEMTurns folder and send it to your opponent as an E-mail attachment.
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Receiving Player 1) Download the PBEM game file from the sending player to our PBEMTurns folder. 2) Start the game and choose “Take PBEM Turn” from the Main Screen. 3) Choose the correct PBEM game file and select Open. You will watch a replay of the sending player’s turn. 4) Play your own turn as normal, and then follow steps 3 and 4 under “Sending Player,” above.
2.1.2 Computer Control Settings When initially starting a PBEM game, you are given the option of having the computer handle several phases of the game. The more of these duties you turn over to the computer, the fewer PBEM game file exchanges are required to play the game. By having the computer handle all available options, a PBEM game can be played with as few as one exchange per turn.
2.1.3 A Special PBEM Note A turn should not be replayed during a PBEM game for any reason, barring a catastrophe. Start your turn when you have plenty of time and play it straight through to completion. Once you have completed your turn, you will not be allowed to reload it and play it again. If your turn is interrupted due to a power failure or hard drive crash (valid catastrophes), you will have to restart your turn. This will be noted by the game and a message will appear when you opponent loads your turn, saying that you restarted your turn. Because of this, you should accompany your turn with a note of explanation and not use any newfound intelligence to your advantage (i.e. when you restart your turn, play it the exact same way you did the first time). Your opponent will most likely understand (provided your turn wasn’t overly fantastic) and continue playing. During tournament or ladder play, a restart automatically disqualifies you if your opponent desires it. If your opponent plays his turn and sends it back, however, the restart is null and void. In other words, you can’t continue playing, see you’re going to lose, and then call for a disqualification. These are the standard rules. Each tournament or ladder may impose its own or change these.
2.1.4 Playing an Internet Game You can also play the game directly between two players over the Internet. To do so, follow these steps.
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The Host Player 1) Connect to your Internet Service Provider so that you are online. 2) To make a connection, the Remote Player needs an IP address. From Windows’ Start Menu, select “Run…” and enter “command” for Win98/ ME and “cmd” for other flavors of Windows. Type IPCONFIG at the command line and press enter to get your IP address. Use E-mail, ICQ, or Instant Messenger to send the IP address to the Remote Player. 3) Start the game normally and choose a scenario to play. 4) When selecting players, choose “Remote” for the side the “remote player” (your opponent) will play. Once the game starts, the message “Waiting for Remote Player” will appear. The Remote Player 1) Start your Internet Service to go online. 2) Receive the IP address from the Host Player. 3) Start Horse and Musket, Volume 1: Frederick the Great. 4) Choose “Battle Online” from the main menu. 5) Enter the IP address on the screen. 6) The game will begin and you can start playing. To chat with your opponent, press the Enter key to get a cursor in the upper left corner of the game screen. Type your message and press Enter to send it. Chat messages appear in the message center on the interface bar at the bottom.
2.1.5 Playing a Hotseat Game When playing Hotseat mode, only one player will be viewing the game at a time; this player will see everything pertaining to their side, including all of their units and everything in his units’ Line of Sight. When the player is done with their turn and clicks the End Phase button, the screen will display a “Time To Switch Sides” message. When the opposing player is ready, they may click Okay and proceed with their turn. Any movement or other actions conducted by the opposing side during their phase will be displayed for the opposing player (that is, any actions that they can see…remember, enemy units outside of the other side’s Line of Sight will not be viewable. More on this later.)
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2.2 Graphics and General Interface Navigating the Map: The game screen is divided into four parts. The majority of the screen is taken up by the game map itself.
You can scroll around the map simply by moving your mouse to a screen edge. The map will automatically scroll in that direction. To zoom in and out, use the Up and Down arrow keys on your keyboard. You can also use your mouse wheel if your mouse has one. Pressing the “T” key will change the zoom level to 1:1. Selecting Units: When units are eligible to be selected during play, they will be highlighted in blue. The currently selected unit is highlighted in purple. To make a unit perform an action, right click on the unit to bring up its Action Menu. When an action is eligible to a unit, it will be listed there. To perform an action, left click on the action in the Action Menu. (For more information about performing Actions, see the various “Interface” rules in section 5.0 for the Action in question.) To see information about a unit, right click on the unit to bring up its Information Box. If this is a selected unit, select Unit Info from its Action Menu.
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To obtain information about a unit, you can also allow your mouse cursor to hover over a unit and then click on the pop-up that appears over the hex. If this is a stacked hex (there is more than one unit in the hex), then a pop-up will appear for each unit with one designated as “top.” (See section 6.2.5, Stacking, for more information.) To deselect a unit, either click outside the unit’s Movement Radius, or left click and hold on any hex and select the Deselect
option. At any time during play, you can left click and hold on a hex to bring up a list of options. (For example, while you are parcelling out Sub Points from your Overall Leader during a Command Turn Phase, you left click and hold on a Corps Leader. Options appear that allow you to either 1) give a Sub Point to the Corps Leader, or 2) Select the Corps Leader.) Often, more than one Action can take place in a hex (e.g. a selected unit could either move into or merely turn to face an adjacent hex), so you should always remember to click and hold, especially when you are trying to perform an action on a stacked hex.
2.2.1 Turn and Phase Panel The Turn and Phase Panel occupies the lower lefthand corner of the screen. This shows you what turn it is, what Phase it is, and the name of the active Leader, if any.
2.2.2 The General Information Panel The General Information Panel occupies the lower center of the screen.
This is made up of a blank panel and three buttons to the right of it, one each for “Messages,” “Units,” and “Terrain.” The information that is displayed here varies according to the button you’ve selected. If you’ve selected “Messages” then game messages are displayed here. If you’ve selected “Units” then information for the unit currently under the cursor position will be displayed here.
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If you’ve selected “Terrain” then information about the terrain currently under the cursor position will be displayed here.
2.2.3 The Action Panel The Action Panel occupies the lower right-hand portion of the screen. This panel displays various buttons, some used for performing actions (such as End Phase) and other for displaying information (such as the Order of Battle button). Click on the “arrow” button to access an additional group of display buttons.
Combat Results: Combat results and the results of other actions made during play are shown on the map superimposed atop the unit to which they apply. These results are shown in the following format: Men -X This shows how many men this unit has lost due to combat. Mor -X This shows how many Morale Points this unit has lost due to combat. Dis +X This shows how many Disruption Points a unit has gained due to combat or movement. Dis +/-X (X) This shows how many Disruption Points a unit has gained or lost due to movement or a Disruption Recovery action. The number in the parenthesis shows the total Disruption for this unit, after taking into account the displayed loss or gain.
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2.3 General Game Concepts 2.3.1 ZOC (Zone of Control) Infantry, Cavalry and Artillery units exert a Zone of Control (ZOC). This ZOC extends into the units’ front hexes only. Leaders, routed units, limbered artillery and infantry in column and cavalry in Column have no ZOC. Units must cease movement immediately upon entering an enemy ZOC. Units may voluntarily leave an enemy ZOC only by “backing” out of it. This is called Disengagement. Artillery may never exit an enemy ZOC.
2.3.2 LOS (Line of Sight) This mainly applies to Artillery units and other units that can Fire at a greater than 1 hex range. Simply put, ranged Fire cannot occur against units that are behind blocking terrain (hills, woods, towns) or other units. These units are said to be out of the firing unit’s Line of Sight. Units at lower elevations can only Fire into the first hex of a higher elevation, and vice versa. Line of Sight is also used to determine whether or not enemy units are hidden or visible on the map. See “Hidden Units” for more information.
2.4 Using This Rulebook The rules are laid out according to the sequence of play, starting with Section 5.0 Rules of Play. Each Rules Section includes an “Interface” description that tells you how to perform the actions for that Phase. For you first few games, it might be a good idea to keep these rules handy while you play the game.
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3.0 Sequence of Play 3.1 Bombardment Phase Players of both sides conduct Artillery Fire. Any Artillery unit that Fires may not move this turn.
3.2 Command Turn Phase This occurs once per hour (every four turns after and including the first; i.e. Turns 1, 5, 9, 13, and so on). Both players parcel out their Overall and Corps Leader’s Subordinate Points to any friendly leaders within those leaders’ radii. The distribution of these Points remains in effect until the next Command Turn Phase.
3.3 Command Phase Deferred Leaders are activated and Leader Initiative is determined.
3.4 Activation Phase The Leader with the Initiative (determined in the Command Phase) takes an Activation Check. If successful, conduct an Action Phase (see the next Section) for this Leader. If unsuccessful, the Leader is finished for the turn and is taken out of the pool of Leaders still eligible to undertake Initiative/Activation Checks this turn. Go to the Command Phase to find the next Initiative Leader, if any are left. If no Leaders remain to be Activated, the Turn is over. A player may also Defer a Leader for future Activation during this Phase.
3.5 Action Phase Each Action Phase is subdivided into the following steps, which are followed in sequence. First Fire Phase Active Units may Fire at adjacent enemy units. Any units that Fire may not move this turn. 1) Plot Fire: Each Fired on hex is marked with a “Fire” symbol. 2) Fire Resolution: Click on a “Fire” symbol to see the results of Fire.
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3) Withdrawal Phase: Any units that must Retreat or Rout due to Fire do so. This is automatic and is handled by computer. There is no Advance during the First Fire Phase. Movement Phase Active units may move and perform Actions. Defensive Fire Phase Inactive enemy units may Fire at adjacent ACTIVE units that have moved or Fired this Turn. This follows the same procedure as “First Fire Phase.” Second Fire Phase Active units that moved may Fire. 1) Plot Fire. 2) Fire Resolution. 3) Withdrawal Phase. 4) Advance Phase: Any Active units that have enemy units retreat or rout from their ZOCs may advance into the vacated hex. Assault Phase Any Active units adjacent to an enemy unit may attack. Any Cavalry (Cav) unit that Charged in the Movement Phase must attack. 1) Plot Attacks. 2) Assault Resolution. 3) Withdrawal Phase. 4) Advance Phase: Any Active units that have enemy units retreat or rout from their ZOCs will advance into the vacated hex. End of Action Phase If any Leaders remain who have not checked for Initiative/Activation, go to the Command Phase and conduct an Action Phase for each Leader who passes his Activation Check. If there are no leaders left, go to the Withdrawal Phase. Withdrawal Phase Routed units move.
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4.0 Units There are four basic unit types in the game: Infantry, Cavalry, Artillery, and Leaders. The scenario designer (See “Scenario Editor” for more information) is allowed broad discretion in tailoring each individual unit to meet the needs of his battle. Right clicking on a unit in the field will pop up an information box regarding that unit. The following lists the unit types and their attributes.
4.1 Infantry Name: Input by the designer. Type: Input by the designer. Shows up on the unit info screen during play. (For example, an infantry unit can be given a type name of “Grenadier” or “Grenzer.”) Formation: Check the formations this unit can use. The possible formations are: 1) Line 2) March Column 3) Square 4) Skirmish Order 5) Defensive (this is a special formation that can be allowed by the scenario designer) Reinforcement Turn: The Turn number when this unit will appear on the map. Where it appears is determined by the hex in which the unit is created. If there is an entry in this field, the unit does not begin on the map, but appears in its hex on the Turn specified. Number of Men: The number of men in the unit. Quality of the Unit: There are ten levels of Quality. From highest to lowest, they are: Elite Guard Guard Elite Crack Veteran
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Regular Conscript Trained Militia Untrained Militia Rabble Disruption: 0-100 Morale: 0-100 Nationality: Input by the designer. Movement Points: Input by the designer. # of Figures in Graphic: Our standard full-strength infantry graphic consists of eight figures. Here, the player can determine the number (#) of figures to use to depict a fullstrength unit. He can also determine how many men each figure represents. Assault Modifier: 0 – 1000% Fire Modifier: 0 – 1000% Morale Check Modifier: -100 through +100. Used whenever this unit takes a Morale Check (MC). Movement Disruption Check Modifier: -100 thru +100. Used whenever this unit takes a Disruption Check (DC) due to movement. Fire Allowed: If checked, this unit can Fire in the First, Second, and Defensive Fire Phases. If not checked, this unit can only “Fire” in the Assault Phase. Effective Range: This is the Effective Range that the unit can Fire. Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum Range. # Of Battalion Guns: Input by designer. This is the number of Light Cannon in the unit. Initial AI Orders: These orders override the normal AI from the beginning of the game. Always Defend: This unit will defend for the entire battle. Defend until enemy within 1 hex: This unit will defend until an enemy is within one hex of this unit’s position. The unit then reverts to normal AI control. Defend until enemy within 3 hexes: This unit will defend until an enemy is within three hexes of this unit’s position. The unit then reverts to normal AI control Defend until enemy within 6 hexes: This unit will defend until an enemy is within six hexes of this unit’s position. The unit then reverts to normal AI control
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Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is reached, the unit reverts to normal AI control.
4.2 Heavy, Medium, and Light Cavalry Name: Input by designer. Type: Heavy, Medium or Light. Type name should be editable by designer. Shows up on the unit info screen during play. (The designer can select “Heavy Cavalry” and then change the name to “Cuirassiers” or whatever he chooses.) Formation: Check the formations this unit can use. Line March Column Skirmish Order Rout Reinforcement Turn: The Turn number when this unit will appear on the map. Where it appears is determined by the hex in which the unit is created. If there is an entry in this field, the unit does not begin on the map, but appears in its hex on the Turn specified. Number of Men: The number of men in the unit. Quality of the Unit: There are ten levels of Quality. Refer to the Quality item in the previous Infantry section for a full list. Disruption: 0-100 Morale: 0-100 Nationality: Input by the designer. Movement Points: Input by the designer. # of Figures in Graphic: Our standard full-strength Cavalry graphic consists of four figures. Here, the player can determine the number (#) of figures to use to depict a full-strength unit. He can also determine how many men each figure represents. Charge Modifier: 0 – 1000% Fire Modifier: 0 – 1000% Morale Check Modifier: -100 thru +100. Used whenever this unit takes a MC.
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Movement Disruption Check Modifier: -100 thru +100. Used whenever this unit takes a DC due to movement. This also applies to Charge movement. Fire Allowed: If checked, this cavalry unit can Fire. If not checked, this unit cannot Fire. Effective Range: Effective Range is from 1 hex to this number. Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum Range. Initial AI Orders: These orders override the normal AI from the beginning of the game. Always Defend: This unit will defend for the entire battle. Defend until enemy within 1 hex: This unit will defend until an enemy is within 1 hex of this unit’s position. The unit then reverts to normal AI control. Defend until enemy within 3 hexes: This unit will defend until an enemy is within 3 hexes of this unit’s position. The unit then reverts to normal AI control. Defend until enemy within 6 hexes: This unit will defend until an enemy is within 6 hexes of this unit’s position. The unit then reverts to normal AI control. Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is reached, the unit reverts to normal AI control.
4.3 Heavy, Medium, and Light Artillery Name: Input by designer. Type: Heavy, Medium, or Light. Type name should be editable by designer. Shows up on the unit info screen during play. (The designer can select “Heavy Artillery” and then change the name to “24 pdrs” or whatever.) Formation: Limbered Unlimbered Defensive (this is a special formation that can be allowed by the scenario designer) Reinforcement Turn: The Turn number when this unit will appear on the map. Where it appears is determined by the hex in which the unit is created. If there is an entry in this field, the unit does not begin on the map, but appears in its hex on the Turn specified. Number of Guns: The number of guns in the unit.
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Nationality: Input by the designer. Fire Modifier: 0 – 1000% Movement Points: Input by the designer. Short Range: Short Range is from 1 hex to this number. Effective Range: Effective Range is from (Short Range +1) to this number. Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum Range. Initial AI Orders: These orders override the normal AI from the beginning of the game. Always Defend: This unit will defend for the entire battle. Defend until enemy within 1 hex: This unit will defend until an enemy is within 1 hex of this unit’s position. The unit then reverts to normal AI control. Defend until enemy within 3 hexes: This unit will defend until an enemy is within 3 hexes of this unit’s position. The unit then reverts to normal AI control. Defend until enemy within 6 hexes: This unit will defend until an enemy is within 6 hexes of this unit’s position. The unit then reverts to normal AI control. Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is reached, the unit reverts to normal AI control.
4.4 Leaders Name: Input by designer. Type: Overall, Corps or Command Leader. The type name should be editable by the designer. Shows up on the unit info screen during play. (The designer can select “Corps Leader” and then change the name to “Field Marshal” or whatever the wish.) Reinforcement Turn: The Turn number when this unit will appear on the map. Where it appears is determined by the hex in which the unit is created. If there is an entry in this field, the unit does not begin on the map, but appears in its hex on the Turn specified. Nationality: Input by the designer. Movement Points: Input by the designer. Rally Points (1-100): This is the number of Rally Points this Leader has per Turn. The final number of Rally Points a Leader has is affected by the % of casualties in his command. Corps Leader Rally Points are reduced by the % of casualties in all the Commands under him. Command Leader Rally Points are reduced by the % of casualties of all his attached
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units combined. Overall Leader Rally Points are reduced by the % of casualties of the entire Army. Command Rating (CR) (1-10): This number determines whether or not the Leader takes his Turn as usual. The Command Rating may be increased by the issuance of Sub Points by a Corps or OA Leader. Initiative (1-10): Use this number to determine this Leader’s order of Activation. The higher a Leader’s Initiative, the sooner in the Turn the Leader becomes Activated. Command Radius: This is a distance, in hexes, over which this leader has influence. Sub Points: Overall and Corps Leaders only. These Points can be issued to subordinate Leaders.
5.0 Rules of Play 5.1 Bombardment Phase During this Phase, Artillery units of both sides may Fire at enemy units. Any Artillery unit that Fires in this Phase may not move later in the Turn. A target of Artillery Fire takes a Morale Check and a Disruption Check in addition to taking casualties.
5.1.1 Bombardment Phase Interface Artillery units capable of firing at an enemy will be highlighted for one side. Click on a highlighted Artillery unit. All eligible targets will now be highlighted. Click on an eligible target to designate it as the target of the selected Artillery unit. A Fire symbol will be placed on the target. Click on a Fire symbol to remove the unit as a target. Repeat for each eligible Artillery unit. When you are finished plotting Artillery Fire, click the End Phase button. It is now the other player’s turn to plot Artillery Fire. Follow the steps above. When finished, click the End Phase button. Once both players have plotted Artillery Fire, you will see a Cannon Marker over the target(s). Click on a Fire symbol to see the results of the Artillery Fire on that target. Continue clicking on Fire symbols until all Artillery Fire has been conducted. You can also click “Auto-Resolve” to resolve all Artillery Fire automatically without having to click on them manually.
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5.2 Command Leaders Each unit in the game is attached to a Command Leader. Each Command Leader (and all of his attached units) is attached to a Corps Leader. Each Corps Leader (and all of his attached Command Leaders and their units) is attached to the Overall Leader. Each Leader in the game has a Command Rating (CR), a Command Radius (Radius), and an Initiative Rating (IR). During the Command Phase, the IR is used to determine the order of Leader Activation (i.e., which Leader goes first). The CR is used for Leader Activation. The Radius is used to determine which of a Leader’s Sub Units are in command. Overall (OA) Leaders and Corps Leader also have an additional Rating: the Subordinate Rating (SR), which they use to enhance the CR’s of their subordinate Leaders. There are three types of Leaders: Command Leaders, Corps Leaders, and Overall Leaders (referred to as OA). Each Command Leader commands a number of subordinate battalions called Sub (short for “subordinate”) Units. When any Leader is Activated, only the Sub Units he commands (and within his Radius at the time of Activation) may perform Actions. Corps Leaders may command any units attached to him, including Command Leaders. OA Leaders may command any units on his side, including Corps and Command Leaders.
5.3 The Command Turn Phase Every fourth turn (i.e. every one hour) is known as the Command Turn. Each Command Turn has a special Command Phase in which OA and Corps Leaders parcel out their Sub Points to their subordinate Leaders. The Command Turn occurs on Turns 1, 5, 9, 13, etc.
Each OA and Corps Leader in the game has a Sub Rating, which he uses to parcel out Command Points to subordinate Commanders during a Command Turn. An OA can give Sub Points to any friendly Leader within his radius. A Corps Leader can give Sub Points to any Command Leader that is both subordinated to him and within his radius.
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5.3.1 The Subordinate Rating When parceling out Sub Points, the player can split the Sub Rating however he likes. For example, a Sub Rating of 3 may be given to a single Leader taking all 3 Command Points, or to up to 3 Leaders each taking one additional Command Point. Sub Points may only be given to Leaders within the conferring Leader’s radius. Sub Points are used to increase the CR’s of the Leaders receiving them. For example, a Leader with a CR of 3 receiving 2 Sub Points now has a CR of 5 until the next Command Turn. Once Sub Points are allotted, the beneficiaries of the points use their new Command Ratings for all purposes until the next Command Turn. Some important exceptions to these rules: Any Leader who begins a Command Turn adjacent to an enemy unit may not issue Sub Points. If 75% or more of a Command Leader’s Sub Units are adjacent to enemy units, then that Command Leader is not eligible to receive Sub Points. Additionally, that Command Leader is automatically Activated, although he uses his IR normally for the purposes of Initiative Determination. When all of a Leader’s Sub Units are Column formation, the Leader has a 100% chance of Activation during the Activation Phase. He may still receive Sub Points for later Turns, but there will be no effect on his Activation while his entire command remains in Column formation since the command will always be Activated. The issued Sub Points will affect the Activation Chance if the command has units change formation out of Column in future Turns.
5.3.2 The Command Turn Phase Interface Leaders that are eligible to issue Sub Points are highlighted along with the number of Sub Points possessed by that Leader. Left click on a highlighted Leader; Leaders that are eligible to be given Sub Points by the selected Leader will now be highlighted along with their current Command Rating. This Command Rating will be printed in red if it has been modified by the issuance of Sub Points. To issue a Sub Point, left click on the receiving Leader. One Sub Point is subtracted from the issuing Leader and one Command Point is added to the receiving Leader. To give a Sub point back to the issuing Leader, left click and hold on the receiving Leader and choose “Subtract from Leader.”
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To issue a Sub Point to a Leader who is also eligible to issue Sub Points, left click and hold, then select “Add to Leader” to issue the Sub Point.
5.4 Command Phase and Leader Activation 5.4.1 The Command Phase Initiative Determination Initiative is determined during the Command Phase, once per Game Turn. To determine Initiative, for every Leader on the map a random number from 1 to 6 (inclusive) is generated. The Leader’s Initiative Rating is added to this number. The result is the Leader’s final Initiative Rating for the Turn. The Leader with the highest Initiative goes first. Final Initiative Ratings are kept secret from the players. When Leaders have the same Final Initiative Rating, the Leader with the highest Command Rating (as modified by Sub Points, if applicable) goes first. If still tied, one of the tied Leaders is chosen randomly. Deferment Any Leader who is determined to have the Initiative as per the procedure above may have his Activation Deferred until later in the Turn. To activate the Leader, click the “Activate” button. The player defers a Leader by clicking the “Defer” button instead.
Any time a side has a deferred Leader, the “Activate Deferred Leader” button appears as an option for that player during Leader Activation. By clicking this button, the player is selecting to Activate a Deferred Leader instead of the Leader with the current Initiative. All the player’s Deferred Leaders will be highlighted. Click on one to select him. This Leader then undergoes an immediate Activation Check.
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5.4.2 The Activation Phase
Once a Leader is determined to have the Initiative, it undergoes an Activation Check. Each point of a Leader’s CR is equal to a 10% chance of Activation. For example, a CR of 4 equals a 40% chance of Activation. A successful Leader Activation will be indicated immediately. If the unit being checked is a Corps or Command Leader who received Sub Points from OA during the last Command Turn Phase, then this bonus CR is applied to this Activation Check also. If 75% or more of a Command Leader’s Sub Units are adjacent to enemy units, then that Command Leader will be automatically Activated. When an entire command is in Column formation, then that command’s Leader will be automatically Activated. (A Corps or OA Leader will be automatically activated in this case only if every unit comprising his entire command is in Column formation. For the OA Leader, this would be the entire Army.)
5.4.3 Activation Attempt Failure If a leader fails an Activation Check, he is done for the Turn and can take no further Action in the Command Phase or for the rest of the Turn. This Leader forfeits his Action Phase for the Turn. Passage: If a Leader passes his Activation check, then each of that Leader’s Sub Units within the Leader’s Radius AT THE INSTANT OF THE ACTIVATION CHECK may engage in that Leader’s Action Phase. No other units may take part in this Leader’s Action Phase. (Exception: Any leader may command previously unactivated Artillery units within his radius.)
5.4.4 Corps and OA Leader Activation Corps and OA Leaders are activated normally using their CR’s for Activation. All units are considered Sub Units of OA. All units attached to the Command Leaders that comprise a
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Corps Leader’s command are considered Sub Units of the Corps Leader. Sub Units are not attached directly to an OA or a Corps Leader. Instead, they may automatically command any of their Sub Units (as defined above) within their Radius’s - IF the Sub Units in question have not already undertaken an Action Phase. Sub Units and Leaders may only be Activated once per Turn. (An OA or Corps Leader may Rally any of their Sub Units within their radius’s, whether they have been previously activated or not.)
5.5 End Of Turn When an Active Leader and all of his Sub Units have finished a complete Action Phase, then Initiative is once again determined and Activation Checks made for any Leaders who have not yet attempted an Activation.
5.6 The Command/Activation Phase Interface When one of your Leaders has the Initiative, the message “Activate?“ will be displayed atop the leader on the map. Click the “Activate” button (on the “Action Panel”) to attempt to Activate this Leader. If you don’t want to Activate this Leader at this time, click the “Defer Leader” button (on the “Action Panel”). Instead of Activating the Leader with the current Initiative, the player can choose to Activate a Deferred Leader. To do this, click the “Activate Deferred Leader” button (on the Action Panel). All of your side’s Deferred Leaders will be highlighted. Select the one you’d like to Activate by clicking on it. If your side has no Leaders to Activate other than Deferred Leaders, those Deferred Leaders will be highlighted on the map. Select one, and click “Activate Leader” to Activate the Leader.
6.0 Action Phase Every unit in the game is subordinated to a Leader (exception: Artillery). When a Leader is Activated, all of his Sub Units are also Activated provided they are within the Leader’s Command Radius. These units, and only these units, may perform Actions during the Action Phase. A unit may only participate in one Action Phase per Turn. Artillery units are never attached to Leaders. Any Leader may command an Artillery unit within his radius. An Artillery unit outside the radius of a Leader may not move. It may Fire normally, however. Artillery may only move once per Turn, just like any other unit. Each Action Phase for each Leader follows the sequence outlined below.
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6.1 First Fire Phase
Activated units may Fire at enemy units within range. Any unit that Fires in this Phase may not move in the ensuing Movement Phase.
6.1.1 First Fire Phase Sequence 1) All firing units and targets are selected. 2) All Fire is executed. Casualties are applied. 3) Targets of Fire take a Morale Check. 4) Retreats and Routs are carried out. Interface All units eligible to Fire will be highlighted by a blue ring. To conduct First Fire, left click on an eligible friendly unit. Then left click on an enemy unit within the firing unit’s range and line of Fire. The Firing unit will be highlighted by a pink ring, while eligible target units will be highlighted by a yellow ring. A Fire symbol will appear in the target’s hex, indicating that that unit is the target of Fire. The Fire symbol for infantry and cavalry is a crossed pair of rifles.
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When finished with all target selections, click End Phase. Click on the Fire symbols to Fire and view combat results.
You may also click the “Auto-Resolve” button to automatically resolve all Fire Combat.
6.2 Movement Phase
During the Movement Phase, each eligible unit can perform a number of Actions. Each of these Actions is described in detail below.
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6.2.1 Rally Once a Leader has been Activated, he is eligible to Rally his Sub Units. Corps and Command Leaders can Rally any of their Sub Units. OA can Rally any unit. Eligibility: Any Sub Unit within the active Leader’s radius may be rallied. Note that a Leader can move to put a unit within his radius and make him eligible for Rally. This is different from activating a unit when the unit has to be within the Leader’s radius at the moment of Activation. Units can be Rallied anytime during a Turn even if they had already been Activated earlier in the Turn. Rally Interface Once a Leader has been activated he is eligible to rally his Sub Units. Click on the Leader and select the Rally order. The Leader’s current number of Rally Points will be displayed above the Leader’s head on the map. The current Morale Levels of all his Sub Units will be displayed above each Sub Unit on the map. Left click on a Sub Unit to make a Rally attempt on the unit. Each Rally attempt will increase the unit’s Morale by 0, 10, or 20. The unit’s on-map Morale Level will increase according to the result and the Leader’s Rally Points will decrease by 1. (Exception: If the unit is adjacent to an enemy unit and the Leader is not stacked with the unit, the Rally attempt will cost the Leader 2 Rally Points.) A Leader may attempt to Rally as many units as possible only so long as he has Rally Points remaining. Rally Points Each leader has a number of Rally Points (RPs) he may use to Rally his Sub Units. The number of Rally Points a Leader has is modified by the number of casualties his command has suffered, as follows. Corps or Command Leader: RPs x (% of total Sub Unit strength remaining of all attached units) = Total Rally Points available. Overall Leader: (RPs x % of total army strength remaining) = Total Rally Points available. The result is the total number of Rally Attempts the active Leader may make during this Action Phase. Each Rally Point represents one Rally attempt. (Exception: Units in EZOCs require 2 Rally Points per Rally attempt, unless stacked with the Leader issuing the Points.) Battle Withdrawal Level: Once an Army has reached its Battle Withdrawal Level, every Leader of that Army has his Rally Points halved for the duration of the game. In addition, at the end of the game, if the winning side has reached its Battle Withdrawal Level, its Victory Level is lowered by one step from Decisive to Marginal or Marginal to Draw.
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Rally Point Distribution Each time a unit attempts to Rally, one Leader Rally Point is consumed. (Exception: A unit attempting to Rally while in an Enemy Zone Of Control (EZOC) requires two Rally Points per attempt.) For each Rally attempt, the unit takes a standard Quality Check. If the Check is less than or equal to one-half of the unit’s Quality (e.g. “5” for a Regular unit, out of 10), the unit’s Morale goes up by 20 points instead of just 10. If the check successful but greater than half of unit’s Quality, the unit’s Morale goes up by 10 points. If the check fails, there is no effect, other than the useless consumption of the Leader’s Rally Point. Repercussions and Restrictions Sub Units receiving Rally Points must be within the active Leader’s radius to whom they are subordinated or within the OA’s radius if the points are being issued by OA. No Sub Unit may ever exceed a Morale Level of 100. Normally, 1 Rally Point equals 1 chance to increase the Morale Level of the receiving unit. If the unit is adjacent to an enemy, however, it costs 2 Rally Points to give the unit 1 Rally attempt. If the Leader is stacked with the unit, the cost remains 1.
6.2.2 Move This is the default Action. There is no specific command for moving a unit. To move a unit, click on the unit. Every hex the unit can move to this turn will be highlighted. Left click on a highlighted hex and unit will move there. To enter a stacked hex, left click and hold, then select “Move Here” from the menu. Basic Movement Interface When a unit is selected during a Movement Phase, every hex the unit can enter will be highlighted and a number will be printed in each hex. The number tells you how many Movement Points (MPs) the unit will have REMAINING after moving to the hex. To move a selected unit to a hex, click on a highlighted hex and the unit will move there. You can also left click and hold to select other options (such as “Face Here,” as opposed to “Move Here”). To deselect a unit, either click on the unit or click on the map somewhere outside the group of highlighted movement hexes. Once a unit has expended all of its MPs, it may move no further. It may still Charge, Fire, Rally, and engage in Assault. An Active unit that enters an enemy ZOC must stop movement. It can move no further for the remainder of the Turn.
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Multiple Unit Movement To move groups of units at once, select as the primary unit and then as many units as are eligible to move by left clicking and holding on them and selecting “Join .” The first unit selected is the primary unit, and all other units will “follow” the primary unit. Once as many units as you wish have “joined” the primary unit for this move, you can move all units by left clicking on a movement-eligible hex. The primary unit will move to this hex and all other “joined” units will move so as to maintain their position relative to the primary unit. If in Line Formation, all units will undergo Disruption Checks as normal and the results will be shown on screen. You may also perform various actions while having multiple units selected, such as formation and facing changes. To deselect units, left click and hold on the unit and select “Deselect ” or “Deselect All.” You may also click on a hex outside the unit’s Movement Radius. Movement Disruption For each hex entered during Movement in Line formation, the unit takes a Disruption Check. If the unit fails the Check, it will gain Disruption by the amount that it failed. Some terrain types entail a modifier to this Check. For instance, Prussian Infantry entering Light Woods terrain take a Disruption Check at a +10 disadvantage. The Terrain Chart lists the die roll modifiers. Facing and Formation changes also entail a Disruption Check. Important: When a unit reaches 100 Disruption, it can no longer move.
Approach of Enemy Morale Checks Whenever a moving unit enters a hex adjacent to an enemy unit, both units take an immediate morale check. Failing this Morale Check causes a loss of Morale, as usual. Movement Restrictions A unit that Fires in the First Fire Phase may NOT move. Artillery units that Fire in the Bombardment Phase may NOT move. Routed units may not move during the Movement Phase. Routed units move only during the Withdrawal Phase, and when initially Routed. Units in an EZOC may not move normally. They must first Disengage. A unit with a Disruption of 100 cannot move. (Exception: A D100 unit can “Disengage.”)
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6.2.3 Formation Change Cavalry, Artillery, and Infantry may voluntarily change formation. Leaders have no formation. Each change of formation costs Movement Points (MP). Infantry may never enter square formation voluntarily. Formation may never be changed voluntarily in an enemy ZOC. Not all units are allowed to assume every possible formation. The formations a unit may assume during play is set in the Scenario Editor on a unit-by-unit basis. A unit with a Disruption of 50 or greater cannot change formation. Interface Any time a unit changes formation, it is also, in effect, changing its facing. Changing from Column to Line not only changes the unit’s formation, but also alters its facing by 90 degrees. The same is true when changing from Line to Column. To change a unit’s formation, select the unit on the map then select the “Change Formation” order. When changing from Column to Line formation, four hexes will be highlighted (two on either side of the unit). These hexes define the direction the unit will face following the formation change. Clicking on one set of hexes will cause the unit to change into a Line formation facing left. Clicking on the other set of hexes will cause the unit to change into a Line formation facing right. When changing from Line to Column formation, only two hexes are highlighted, one to the left and one to the right of the current unit. Clicking on one of these hexes determines the direction the unit will face after it assumes Column Formation. Changing an Artillery unit’s formation from Limbered to Unlimbered also entails a facing change. The hexes surrounding the unit will be highlighted. Choose one to select its new facing. Infantry Formations Changing from one formation to another costs MPs and entails a Disruption Check. Line Formation: Infantry in Line may move and/or Fire. Infantry in Line may initiate an Assault. Infantry in Line may enter an enemy ZOC. Infantry in Line always faces a hexpoint (as opposed to a hexside). Column Formation: Infantry in Column may only move; they may not Fire or Assault. Infantry in Column may never enter an enemy ZOC. Columns always face a hexside (as opposed to a hexpoint). Infantry in Column on Roads may change facing at no cost.
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Skirmish Order Formation: Infantry in Skirmish formation may move. They may not initiate an Assault. Units in Skirmish formation may enter an enemy ZOC. Units in Skirmish formation always face a hexpoint. Units in Skirmish formation may Fire. Units in Skirmish formation may change facing at no cost. Defensive Formation: This is a formation used by a unit when defending a fortified position, town, or rough terrain. It provides 360 degree coverage, but it is immobile. The unit is treated as in Square formation for movement, but as in Skirmish formation for combat. Square Formation: Infantry in Square Formation may not move. Only infantry units in Line or Column formation can form a square. Units in Skirmish formation cannot form a Square. Routed units cannot form a Square. Reacting to Cavalry: Whenever a Cavalry unit enters an enemy Infantry’s flank hex, that Infantry unit undergoes a Quality Check. If successful, the unit enters Square Formation. Modifiers to this Square Check are listed below. Modifier (added to the QC Random #): Enemy Cavalry are Hussars or Cossacks: +30 +1/2 the disruption level of infantry unit +10 if Infantry Morale is 40-50 +20 if Infantry Morale is 20-30 +30 if Infantry Morale is 10 If the final number is less than or equal to the unit’s Quality, the unit will form a Square. If the final number is greater than Quality, the unit gains Disruption equal to the amount by which it failed its Check and must accept the Charge in its current formation. A unit in Square Formation exerts a ZOC into every adjacent hex. A Square unit may fire into any adjacent hex. Cavalry Formations Changing from one formation to another costs MPs and entails a possible Disruption gain. Line Formation: Cavalry in Line may move and Charge. Cavalry in Line may enter an enemy ZOC. Cavalry in Line always faces a hexpoint. Some hexes are prohibited to Cavalry in Line formation. Cavalry in Open formation may Fire, if otherwise eligible. Skirmish Order Formation: Cavalry in Skirmish formation may move. They may not Charge. Cavalry in Skirmish formation may enter an enemy ZOC. Cavalry in Skirmish formation always faces a hexpoint. Cavalry in Skirmish formation may Fire, if otherwise eligible.
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Column Formation: When in Column formation, cavalry faces a hexside (just like infantry). Cavalry in Column may never enter an enemy ZOC. Cavalry in Column on Roads may change facing at no cost. Cavalry in Column formation may not Fire. Artillery Formations Limbered: Artillery may only move when it is Limbered; it may not Fire when Limbered. Unlimbered: Unlimbered Artillery may not move. It may Fire, however, and may change its facing. An Artillery unit that fires during the Bombardment Phase may not move or change facing in the same turn. An Artillery unit may never exit an enemy ZOC. It may never Retreat, Rout, or Advance. Limbered Artillery on Roads may change facing at no cost.
6.2.4 Facing Change Every unit in the game has a facing. Generally speaking, units can only move, Fire, and Charge toward the front of the unit.
Infantry in Line and Skirmish formations, Cavalry in Line and Skirmish, and unlimbered Artillery always face a hexpoint. The two hexes adjacent to the facing hexpoint forms the unit’s front. A unit in Line or Skirmish formation has two front hexes, two flank (side) hexes, and two rear hexes.
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Infantry and Cavalry in Column and limbered Artillery always face a hexside. Units in Column formation have one front hex, four flank hexes, and one rear hex.
Infantry in Square is considered to be facing in all directions (i.e., every adjacent hex is a front hex). Leaders and routed units have no facing. A unit may only move into one of the adjacent hexes that comprise its front. (Except for a few special cases. See Disengagement, Fall Back, Retreat and Rout.) Leaders can move into any adjacent hex at no penalty. It costs 1 MP for a unit to change its facing for each hexpoint/hexside changed. (Exception: Units in column and limbered formation on a Road may change facing freely. Units in Skirmish formation may change facing freely at any time.) Facing may not be changed while in an enemy ZOC. A change of Facing requires a Disruption Check. An unlimbered artillery unit may change facing while unlimbered. A unit in Limbered or Column formation on a Road and units in Skirmish formation may change facing at no cost. Interface To change a unit’s facing, choose “Turn Left” or “Turn Right” from the unit’s Action Menu. The selected unit will turn to face that direction. Directions are in relation to the unit. Thus, a right turn would be to the unit’s right, not necessarily the player’s right. Alternatively, you can left click and hold on an adjacent hex and choose the “Face Here” option.
6.2.5 Stacking/Top Unit Stacking is the occupation of the same hex by two units of the same side. Friendly units may never stack with enemy units. Whenever units are stacked, one of the units is always considered to be the top unit. This is the unit shown on the map. The other unit in the hex is not shown on the map except when selected. A stacked hex is represented on the map by a
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small flag. The color and style of the flag will be different depending on the nationality and the type of unit stacked in the hex. Cavalry may only stack with Cavalry. Infantry may only stack with Infantry and Artillery. Leaders may stack with any unit. Only TWO units may ever occupy the same hex at the same time. Any number of Leaders can stack in a hex; they do not count against the two-unit limit for any unit type. Whenever units are stacked, one non-Leader unit is considered the TOP UNIT. Only the TOP unit in a stack may Fire/Attack and be Fired at/Attacked. Only Top units defend against Cavalry Charges and Assault Fire. When an Artillery unit is stacked with an Infantry unit, both units may Fire during any phase in which they would otherwise be eligible to Fire. An Artillery unit stacked with an Infantry unit cannot be specifically targeted for combat and suffers no adverse effects of combat as long as it remains stacked with the Infantry unit. Changing the TOP unit causes a Disruption Check for every unit in the hex. When a non-TOP unit moves (and is not Disengaging), every unit in the hex takes a Disruption Check. All Disruption Checks are conducted at a +10 disadvantage when in a stacked hex. Routing units may move through any other unit, regardless of type and stacking limitations. The non-Routed stationary unit takes a Disruption Check. Routed units may not remain stacked with any other unit, however. They continue Rout movement until they find an empty hex. Interface To change the Top unit in a hex, select the “Make Top Unit” option from a stacked unit’s Action Menu.
6.2.6 Charge (Cavalry Only) Only Cavalry units may charge. Any Cavalry units that are Charged/Assaulted in a front hex will “Countercharge.” No actual movement takes place, but the Cavalry unit is assumed to be Charging within the limit of the hex it occupies. A Cavalry unit Charged/Assaulted in a hex other than a front hex does not Countercharge. Even though Charge movement takes place during the Movement Phase, Charge resolution does not occur until the Assault Phase. Cavalry can only Charge into or through Clear terrain hexes. Cavalry cannot Charge across hex side terrain (such as a stone wall) but can charge across elevation changes and streams. A unit with a Disruption of 100 cannot Charge. If a Charging cavalry unit gains Disruption to a level of 100 during a Charge, the Charge is canceled.
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Charge Range The maximum Charge range for a Cavalry unit is four hexes. When the Charge order is given, every hex in the front facing of the Cavalry unit is highlighted out to the unit’s Charge range. No facing changes are allowed. The Cavalry unit must end its Charge adjacent to an enemy unit. Cavalry units may initiate a Charge on adjacent enemy units as if they were Charging at a 1-hex range. No movement is required. Charge Movement A Charge move consists of only forward movement through highlighted Charge hexes. No facing changes are allowed, and no other action may be performed. A Charge move ends whenever the Cavalry unit enters a hex adjacent to an eligible target or the charging Cavalry unit gains Disruption to a level of 100 prior to reaching the target hex. For each hex of Charge movement, the Charging unit must undergo a Disruption Check. This is like a regular Disruption Check except the Check is further modified by the scenario’s “Charge Disruption Modifier.” This number is added to each Disruption Check in each hex. This number is per side, per scenario, and is set individually for each scenario during its creation. The Charge Order Issuing a Charge Order signals a Cavalry unit’s intention to launch a Charge. This costs 0 MPs, but once pressed a Cavalry unit must move into one of the highlighted hexes as described above. A unit must be within its Charge Range of an enemy unit in order to launch a Charge. When a Charging Cavalry unit enters the front hex of an enemy Cavalry unit, the enemy Cavalry unit takes a standard Disruption Check just as if it were moving one hex. This represents the defending Cavalry launching a short Countercharge. Fire Capable Cavalry Units A Cavalry unit that has a Fire Capability may Fire in the Second Fire Phase even if it had Charged during the previous Movement Phase. Otherwise, a Firing Cavalry unit is treated as any other Fire-Capable unit. A Cavalry unit that Fires during the First Fire Phase may not move or Charge. Interface To launch a Cavalry Charge, move a Cavalry unit to within 4 hexes of an enemy unit, then select Charge from the Action Menu. The crossed swords charge icons will appear on the map. Click on one of these and the Charging Cavalry unit will charge into the hex you selected. The Charge will take place during the Assault Phase.
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6.2.7 Recover Disruption Instead of actually moving, a unit may expend MPs during a Movement Phase to recover from Disruption. In order to do this, a unit must be eligible to move (it cannot have fired in the First Fire Phase). The unit must NOT be in an EZOC. For each MP expended (for each click of the Recover Button), the unit takes a standard Quality Check. If the die roll is higher than the Quality of the unit, there is no effect. If the die roll is less than or equal to the unit’s Quality, the unit loses 10 levels of Disruption. If the die roll is less than or equal to 1/2 of the unit’s Quality, the unit loses 20 levels of Disruption. Units can use MPs for any combination of movement and Disruption recovery. Disruption recovery is considered movement for all purposes. Auto Recover When a player ends a Movement Phase and any of his active units have MPs remaining, those MPs are used automatically to recover from Disruption. “D” Hotkey When a unit is active and eligible, hit the “D” key to quickly make a recovery attempt, instead of using the normal Action Menu. Interface To recover from Disruption, select the Recover from Disruption order from the Action Menu. Each Order issued costs the selected unit 1 MP. A unit can attempt to recover from Disruption up to the limit of its Movement Allowance.
6.2.8 Fallback Movement / Disengagement Infantry and Cavalry can use Fallback Movement/Disengagement Movement. Disengagement is the act of a unit leaving an EZOC. This usually involves the unit moving backward into one of its rear hexes. Disengagement is the only way a unit can voluntarily leave an EZOC. Fallback Movement is the act of moving backwards when not in an EZOC. Disengagement costs ALL of the unit’s MPs. A unit in any formation can Disengage. The MP cost for Fallback Movement is listed on the Terrain Effects Chart. Barring prohibited terrain or other obstacle, a unit can always Fallback one hex, regardless of the movement cost. Both types of movement are subject to possible Disruption.
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A Leader stacked with a Disengaging unit moves with the unit, unless the stack includes another unit not Disengaging. In this case, the Leader has a choice of moving with the Disengaging unit, or remaining with the stationary unit. A unit in Line formation cannot Fire in the ensuing Second Fire Phase after Disengaging or Falling Back. A unit in Skirmish formation may Fire under these conditions. Interface To use Fallback Movement/Disengagement, select an eligible unit, and then select Fall Back or Disengage from the unit’s Action Menu. The unit will automatically Disengage/Fallback. If a choice of hexes is available, the player will be given the option of which hex to Disengage/ Fallback into.
6.2.9 Cold Steel Infantry in Line formation may initiate a Cold Steel move at the beginning of their Movement Phase. A Cold Steel move gives an Infantry unit four additional Movement Points. Any enemy unit adjacent to a unit making a Cold Steel move suffers a +20 modifier to its Approach of Enemy Morale Check. The Cold Steel unit has a -20 modifier to this Check. A unit performing a Cold Steel Move may not fire during the Second Fire Phase. It may Assault normally, however. Interface To conduct Cold Steel movement, select a unit and then select “Cold Steel” from the unit’s Action Menu.
6.2.10 About Face Any Infantry or Cavalry unit can perform an About Face. An About Face is a change of facing of 180 degrees (e.g., the unit turns around and faces in the opposite direction). Interface To conduct About Face movement, select a unit and then select “About Face” from the unit’s Action Menu.
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6.3 Defensive Fire Phase
The Defensive Fire Phase gives the Inactive player an opportunity to fire at ACTIVE enemy units. The following explains who can fire at whom during the Defensive Fire Phase. Inactive Infantry, Light Infantry, and Cavalry can fire at any enemy unit that just Moved or that Fired in the First Fire Phase. Inactive Artillery can Fire at any adjacent (only) enemy that just Moved or Fired in the First Fire Phase. These units can fire once during each Defensive Fire Phase. Defensive Fire Phase Sequence 1) All Firing units and targets are selected. 2) All Fire is executed. Hits are applied. 3) Targets of Fire take a Morale Check 4) Targets of Fire take a Disruption Check 5) Retreats and Routs are carried out. Interface Any units eligible to perform Defensive Fire will be highlighted. Left click on a highlighted unit. Every enemy unit eligible to be Fired at by this unit is then highlighted. Left click on a highlighted enemy unit to make it the target of the Defensive Fire of the friendly unit just selected. A Fire marker will appear in the target’s hex, indicating that that unit is the target of fire. When finished with all Defensive Fire, click on the End Phase button. Then click on the targeted hexes to view the results. You may also click the “Auto-Resolve” button to automatically resolve all Fire Combat.
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6.4 Second Fire Phase
The Second Fire Phase gives moving units an opportunity to fire. Only units that have Moved during this Action Phase may Fire. Units that used Cold Steel Movement cannot Fire. Cavalry that is allowed to Fire may Fire in this Phase even if Charging. Second Fire Phase Sequence 1) All Firing units and targets are selected. 2) All Fire is executed. Hits are applied. 3) Targets of Fire take a Morale Check 4) Retreats and Routs are carried out. Interface Any units eligible to perform Second Fire will be highlighted. Left click on a highlighted unit. Every enemy unit eligible to be Fired at by this unit is then highlighted. Left click on a highlighted enemy unit to make it the target of the Fire of the friendly unit just selected. A Fire Marker will appear in the target’s hex, indicating that that unit is the target of Fire. When finished with all Second Fire, click on the End Phase button. Then click on the targeted hexes to view the results, or click on the “Auto-Resolve“ button.
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6.5 Assault Phase
The Assault Phase gives Active units the opportunity to engage the enemy more closely than a standard Fire Phase. Cavalry Charges, designated during the Movement Phase, are also carried out here. The following explains who can attack whom during the Assault Phase. Active Infantry in Line Formation can assault every adjacent enemy units that occupy their front hex(es). An Assaulting unit will attack all enemyoccupied front hexes. Charging Cavalry will attack every enemy-occupied front hex. Units in Skirmish Order formation cannot initiate an Assault. They defend in an Assault normally.
6.5.1 Assault Special Rules Infantry may only Assault other Infantry or Artillery. Infantry may not Assault Cavalry. All Assaults are considered to occur simultaneously. The Assault formula uses both Defender’s and Attacker’s pre-Assault status to determine the results of Fire. Both Attackers and Defenders conduct Assault Fire. Defenders automatically Fire at any units that Fired at it. The Attacker gets NO Terrain modifiers when Fired at. Artillery plays no part in an Assault unless it begins the Phase alone in a hex or finds itself alone in a hex due to Retreat or Rout. In such cases the defending Artillery is eliminated. (See section 9.2, Fire Combat, and section 7.2, Combat Against Artillery Units, for more information regarding Artillery as a target of Fire/Assault.)
6.5.2 Assault Fire Phase Sequence Infantry Assault vs. Infantry Sequence 1) Pre-Assault Morale Check, each side. If either Infantry loses any Morale, take a Disruption Check. 2) Check for Retreat, Rout, and Advance.
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3) Conduct the Assault Combat. Each side Attacks the other. 4) Disruption Check for each side. 5) Post-Charge Morale Check for each side. 6) Check for Assaulting unit Retreat or Rout. If the Assaulting unit Retreats or Routs, the Assault is over. 7) Check for target Retreat or Rout. a. If the target unit Retreats or Routs, the Assaulting unit immediately Advances to occupy the Infantry’s former location. Cavalry Charge vs. Cavalry Sequence: 1) Charging Cavalry moves adjacent to its target. 2) If the target is an enemy mounted Cavalry unit in Line formation and facing the Charging Cavalry, the target unit automatically Counter-Charges the Charging unit. Both units are considered to be Charging one another. If the target unit is not in Line formation and/or is not facing the Charging unit, the target unit does not Counter-Charge and inflicts no damage on the Charging unit. 3) Pre-Charge Morale Check, each side. 4) Check for Retreat, Rout, and Advance. 5) Conduct the Cavalry Charge Combat. 6) Disruption Check for each side. 7) Post-Charge Morale Check for each side. 8) Check for Charging Cavalry Retreat or Rout. 9) If all Charging Cavalry Retreats or Routs, the Charge is over. 10) Check for target Retreat or Rout. 11) If the target unit(s) Retreats or Routs, the Charging unit(s) Advances. Cavalry Charge vs. Infantry Sequence 1) Charging Cavalry moves adjacent to its target. 2) If the target is an eligible unit, it takes a Square Check. 3) The target Assault Fires at the Charging Cavalry.
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4) Pre-Charge Morale Check, each side. If the Infantry loses any Morale, take a Disruption Check. 5) Check for Retreat, Rout, and Advance. 6) Conduct the Cavalry Charge combat. 7) Disruption Check for each side. 8) Post-Charge Morale Check for each side. 9) Check for Charging Cavalry Retreat or Rout. If the Cavalry Retreats or Routs, the Charge is over. 10) Check for target Retreat or Rout. If the Infantry unit Retreats or Routs, the Cavalry unit Advances. Interface Any unit capable of Assaulting will be highlighted. Select a highlighted unit. Every hex he is capable of Assaulting will be highlighted. Click on a hex and the hex(es) this unit will Assault will be marked with Assault Markers. When finished designating all Assault Attacks, click the End Phase button and then click on targeted hexes to view the results. You may also click the “Auto-Resolve” button to automatically resolve all Assaults.
6.6 End of Action Phase This is not really a Phase of the game, but merely a time when the end of a turn is checked. Once a Leader’s Action Phase is over, if any other Leaders remain to be activated, then the turn continues with the Command Phase. If all Leaders have taken a turn, or have failed Activation, then play goes to the Withdrawal Phase.
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6.7 Withdrawal Phase This Phase is handled entirely by the computer. Any Routed units will flee. Once this Phase ends, play moves to the Bombardment Phase of the next turn.
6.7.1 Retreat, Rout, and Advance After Combat Effects of Morale and Disruption Morale Level 0:
Unit will Rout automatically.
<10:
90% chance the unit will Retreat if in an EZOC
10-20:
80% chance the unit will Retreat if in an EZOC
21-30:
60% chance the unit will Retreat if in an EZOC
31-40:
40% chance the unit will Retreat if in an EZOC
41-50:
20% chance the unit will Retreat if in an EZOC
>50:
Unit will not Retreat/Rout
Disruption Level 100:
Unit cannot move (it may “Recover” and “Disengage”). The unit will not Charge or Countercharge.
50-100:
Unit cannot change formation.
6.8 Assault Phase Conclusion If ALL defenders Retreat or Rout, and at least one Attacker remains unretreated, then the Attacker immediately occupies the hex the Defender vacated. If more than one hex was vacated, the Attacker may choose which hex to advance into. If ALL Attackers Retreat or Rout, then no further action is taken. If ALL or BOTH SIDES would Retreat or Rout, then the unit(s) with the highest Morale (judged on a unit-by-unit basis) remains where it is, and the unit(s) with the lowest Morale Retreats or Routs normally. There is no Advance. If ALL units stacked with ARTILLERY Retreat or Rout, the Artillery is immediately eliminated. (See section 7.2, Combat Against Artillery Units, to learn more about Artillery alone in a hex during Assault.)
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6.9 Retreat Any unit forced to Retreat retreats one hex if in an EZOC. A unit can only Retreat if it occupies an EZOC. If it does not occupy an enemy ZOC, it does not Retreat. A unit generally Retreats into one of its Rear hexes, but if blocked by EZOCs, it will Retreat into a front hex if necessary. It retains its current facing. The unit takes the Disengagement Disruption check during its Retreat. Artillery units never Retreat or Rout.
6.9.1 Retreat Restrictions A unit may not retreat into an enemy ZOC. If a unit cannot retreat due to Stacking or Enemy ZOCs, the unit routs instead.
6.10 Rout A Routed unit is moved automatically by the computer away from enemy units. A Routed unit has no facing, no ZOC, and can move in any direction. It will continue to Rout until its Morale Level is greater than 0. A Routed unit automatically assumes a Disruption level of 100. When the unit is Rallied (its Morale is greater than 0), it assumes a Disruption Level of from 30-50.
6.10.1 Rout Restrictions If a unit cannot Rout due to EZOCs, it is eliminated (i.e., it surrenders). Routed units may not Fire or initiate Assaults. A routed unit loses 10%-25% of its total strength each turn it Routs. A Routed unit cannot move voluntarily. Routed units are completely outside the player’s control.
7.0 Artillery There are three types of artillery: Light (6 pdrs.), Medium (12 pdrs.), and Heavy (24 pdrs.). The # pdrs listed are for historical comparison only. Artillery may only fire when unlimbered and may only move when limbered. Artillery may change facing while unlimbered, but a facing change is considered movement.
7.1 When Artillery Fire Takes Place During the Bombardment Phase. It may fire at any eligible target.
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During the Defensive Fire Phase. It may only fire at active units in its ZOC. Each Artillery unit may Fire once per each of the above Phases. An Artillery unit does not have to be in Command to Fire.
7.2 Combat Against Artillery Units An Artillery unit will never take casualties when it is stacked. The unit it is Stacked with takes all the damage. When an artillery unit is alone in a hex, it is subject to damage due to Fire Combat and Artillery Fire. If an Assault of any type (Fire Assault, Cavalry Charge) is designated versus an Artillery unit alone in a hex, the Artillery unit is eliminated without return Fire. No actual combat takes place. (The Artillery unit would have had a chance to Fire during Defensive Fire and at a greater range during Bombardment.) An Artillery unit is eliminated whenever a unit designates an Assault against an Artillery unit alone in a hex, or when a stacked Artillery unit is left alone in a hex due to the Retreat or Rout of stacked units during Assault Combat and an attacking unit Advances into its hex. Artillery units never Retreat or Rout.
8.0 Leader Casualties Leaders may never be specifically targeted for any type of combat. Whenever a unit(s) stacked with a Leader is targeted for any type of combat, there is a chance the Leader will be eliminated. When a Leader is alone in a hex, he is immediately eliminated when an enemy unit moves into his hex.
8.1 Leader Elimination When a Corps Leader is eliminated, he is replaced by his subordinate Command Leader with the highest Command Rating. This Leader is “promoted” to become the new Corps Leader for this corps. The promoted Command Leader is replaced by a Replacement Leader. When the Overall Commander is eliminated, he is replaced by the Corps Leader with the highest Command Rating. This leader is “promoted” to become the new Overall Commander for the army. The promoted Corps Leader is replaced according to the rules stated above.
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This promoted Command Leader is replaced by a Replacement Leader. (If there is no Corps Leader on the map when the OA is eliminated, the best Command Leader is promoted, and this Command Leader is replaced by a Replacement Leader. When a Command Leader is eliminated, he is replaced by a Replacement Leader.
8.2 Replacement Leaders A Replacement Leader has the same attributes as the Leader he is replacing, except as follows. Rally Points: A replacement leader has the same number of Rally Points as the leader he is replacing. Command Rating: Determined randomly. May be higher than the leader he is replacing. Initiative: Determined randomly. Maybe higher than the leader he is replacing. When a Replacement Leader is called for, it is placed on the map in the hex of any subordinate unit – preferably, but not necessarily, outside of all EZOCs. A Replacement Leader has attached to him all of the subordinate units that were attached to the eliminated Leader at the time of his demise.
9.0 Victory Conditions Each side is awarded points for the possession of Victory Objectives. The Points awarded are per side, per Objective. The same Objective may be worth a different number of Points to each side; an Objective may be worth zero to one side but worth 10 to the other. Victory Objectives and points are set during Scenario creation.
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The battle ends when the last turn has been played. The Points are added up and a winner is declared. A side may win a “Decisive Victory,” a “Tactical Victory,” or a “Draw.” These levels of victory are based the point differential of each side. Battle Withdrawal Level: If the winning side has reached its Battle Withdrawal Level, its Victory Level is lowered by one step from Decisive to Marginal or from Marginal to Draw.
10.0 Hidden Units When no opposing units have a LOS to a unit, that unit is hidden to the other player. Use the Artillery LOS rules to determine line of sight, with the following modifications. Units can see through other units, friendly or enemy. A unit at a higher elevation can see over and past towns, bldgs, woods, and light woods at lower elevation. Units’ view has unlimited range.
11.0 Terrain Effects and Combat The following chart shows the Movement Cost for a unit in any particular formation to perform an Action or Move and the modifiers to combat for specific terrain: - Terrain Effects Chart in back of this document Facing changes are made by units in March Column/Limbered formation at no cost on Roads. A Road negates the movement effects of other terrain in the hex for units in March Column/ Limbered formation moving along the Road. Units in Skirmish formation do not take Disruption Checks for Movement, changing formation, or facing. River: Rivers can only be crossed at Fords and Bridges. No Assault can occur between hexes separated by an unbridged, unforded River. Fire and Artillery combat occurs normally. Sunken Road: The cost for entering a Sunken Road hex is for entering the hex through a non-Road hexside. When entering through a Road hexside, the cost is per the Road Movement Rate. Defense: When firing upon a unit in the designated terrain type the Firing unit applies the Defense Factor to his Fire Strength formula. The Defense Modifier applies to standard Fire Combat, Assault Fire Combat, and Artillery Fire Combat, unless noted otherwise.
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Cavalry can only Charge units in Clear terrain. Cavalry can only Charge through Clear Terrain and across Slope and Stream hexsides. Hexside terrain that confers a defensive bonus is considered “owned” by the side whose unit(s) first occupied the hex. Thus, when opposing units occupy either side of a stone all hexside, only the unit that occupied the hex first receives the defensive bonus.
11.1 Fire Combat The Fire Combat Results Table is consulted whenever a unit Fires during regular Fire Combat or during Infantry Assault Combat (which includes Firing at Charging Cavalry during an Assault Phase). The sequence by which fire combat is conducted varies according to the current Fire Phase.
11.1.1 First and Second Fire Phase Sequence 1) All firing units and targets are selected. 2) All fire is executed. Casualties are applied. 3) Target of fire takes a Morale Check. 4) Retreats and Routs are carried out.
11.1.2 Defensive Fire Phase Sequence 1) All firing units and targets are selected. 2) All fire is executed. Casualties are applied. 3) Target of fire takes a Disruption Check. 4) Target of fire takes a Morale Check. 5) Retreats and Routs are carried out.
11.1.3 Fire Combat Strength Formula #men x Disruption x Morale x Target Mod x Attacker Mod x Quality x Terrain x Range Modifier x Bn Guns = Fire Strength
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11.1.4 Fire Combat Strength Formula Variables #men: The number of men in the firing unit. Disruption: The current disruption of the firing unit, as follows. 0 = 1.0
60 = .4
10 = .9
70 = .3
20 = .8
80 = .2
30 = .7
90 = .1
40 = .6
100 = 0
50 = .5 Formation of Target: This is the formation of the target, as follows. Target is in Line Formation: 1 Target is in Column Formation: 3 (No Orientation Modifier) Target is in Skirmish Formation: .5 (No Orientation Modifier) Target is in Routed Formation: .5 (No Orientation Modifier) Target is in Square Formation: 3 (Use Front Orientation) Formation of Firing Unit: This is the formation of the Firing unit, as follows. A unit must be in one of the following formations in order to Fire. Firing Unit is in Line Formation: 1 Firing Unit is in Skirmish Formation: .5 Firing Unit is in Square Formation: .5 Orientation: This is the direction from which the target is attacked, as follows. Target is being Fired at in Front: 1 Target is being Fired at in Flank: 2 Target is being Fired at in Rear: 3 Morale of Firing Unit: Modify the Fire Strength per the Firing unit’s current Morale. Morale 70-100: 1.0 Morale 50-69: .66 Morale 1-40: .25 Quality of Firing Unit: Modify the Fire Strength per the firing unit’s Quality.
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Elite Guard: 1.25 Guard: 1.15 Elite: 1.05 Crack: 0.95 Veteran: 0.85 Regular: 0.75 Conscript: 0.65 Trained Militia: 0.55 Untrained Militia: 0.45 Rabble: 0.35 Range Modifier: Long Range: .5 Effective Range: 1.0 Fire Modifier: This is the Fire Modifier given the infantry unit during scenario creation. Bn Guns: Adds 0.05 per gun Other Modifier: Target is Cavalry: 1.5 Target is Artillery: .50
11.1.5 Target Morale Check 1) Generate a random number from 1 through 100. 2) Add the following modifiers to this number to get a final random number. 3) If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. 4) If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifiers to Morale Check Random Number +10 per hit taken this Phase. Fired at in Flank: -30 Fired at in Rear: -40
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11.1.6 Target Disruption Check 1) Generate a random number from 1-100. 2) Add the following modifiers to this number to get a final random number. 3) If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Disruption Check. 4) If the final random number is greater than the unit’s Quality rating, the unit gains Disruption Points. The number of Disruption Points the unit gains is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifiers to Disruption Check Random Number +10 per hit taken this phase. (+20 if Cavalry)
11.2 Infantry Assault Combat Infantry Assault Combat uses the same procedure as outlined above in Fire Combat. In addition to standard Fire Combat procedure, an Assault entails pre- and post-assault Morale Checks.
11.2.1 Infantry Assault vs. Infantry Sequence 1) Pre-Assault Morale Check, each side. If either Infantry loses any Morale, take a Disruption Check. 2) Check for Retreat, Rout, and Advance. 3) Conduct the Assault Combat. Each side attacks the other. 4) Post-Charge Morale Check for each side. 5) Disruption Check for each side. 6) Check for Assaulting unit Retreat or Rout. If the Assaulting unit Retreats or Routs, the Assault is over. 7) Check for target Retreat or Rout. If the target unit Retreats or Routs, the assaulting unit immediately advances to occupy the Infantry’s former location.
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11.2.2 Pre-Assault Morale Check Prior to combat, both Infantry units take Morale Checks. For each side: 1) Generate a random number from 1-100. 2) Add the following modifiers to this number to get a final random number. 3) If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. 4) If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifiers to the Target Pre-Assault Morale Check Random Number Relative size of units (att : def) a. 1:3 = +30 b. 1:2 = +20 c. 2:1 = -20 d. 3:1 = -30 Being assaulted in flank: -30 Being assaulted in rear: -20 In Skirmish Formation: -30 In Column Formation: -50 +1/2 current Disruption Modifiers to the Attacker Pre-Assault Morale Check Random Number Relative size of units (def : att) a. 1:3 = +30 b. 1:2 = +20 c. 2:1 = -20 d. 3:1 = -30 Assaulting target in Flank: -30 Assaulting target in Rear: -20 +1/2 current Disruption (round up; e.g. 31 Disruption Points = 16)
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11.2.3 Disruption Check (Both Sides) Each side takes a separate Disruption Check. 1) Generate a random number from 1-100. 2) Add the following modifiers to this number to get a final random number. 3) If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Disruption Check. 4) If the final random number is greater than the unit’s Quality rating, the unit gains Disruption Points. The number of Disruption Points the unit gains is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifier to Attacker Disruption Check Random Number + number of hits taken x10 Modifier to Target Disruption Check Random Number +½ number of hits taken x10
11.2.4 Post-Assault Morale Check Prior to combat, both the infantry units take Morale Checks. For each side: 1) Generate a random number from 1-100. 2) Add the following modifiers to this number to get a final random number. 3) If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. 4) If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifier to the Target Post-Assault Morale Check Random Number +10 per hit taken.
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11.3 Cavalry Charge Combat 11.3.1 Cavalry Charge Strength Formula #men x Assault Modifier x Formation of Target x Disruption x Orientation x Morale Penalty x Charge Range x Average Disruption of Target(s) = Total Charge Strength
11.3.2 Cavalry Charge Combat Strength Formula Variables #men: The number of men in the Cavalry unit. Disruption: The current Disruption of the cavalry unit, as follows. 0 = 1.0
60 = .4
10 = .9
70 = .3
20 = .8
80 = .2
30 = .7
90 = .1
40 = .6
100 = 0
50 = .5 Formation: This is the formation of the target, as follows. Target is in Line Formation: 1 Target is in Column Formation: 3 (No Orientation modifier) Target is in Skirmish Formation: 3 (No Orientation modifier) Target is in Routed Formation: 3 (No Orientation modifier) Target is in Square Formation: 1 (Use Front Orientation) Orientation: This is the direction from which the target is attacked, as follows. If target is Cavalry: Unit is charging in Target Front: 1 Unit is charging in Target Flank: 2 Unit is charging in Target Rear: 3 If target is Infantry: Unit is charging in Target Front: 1 Unit is charging in Target Flank: 2 Unit is charging in Target Rear: 3
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Morale Penalty: If the Charging Cavalry unit has low Morale, apply the following modifier. Morale 41-50: .50 Morale 31-40: .40 Morale 21-30: .30 Morale 11-20: .20 Morale 1-10: .10 Morale 0: 0.0 Assault Modifier: This is the Assault Modifier given the Cavalry unit during scenario creation. Charge Range: The distance over which the attacking Cavalry unit Charged. 1 hex: 1.0 2 hexes: 1.2 3 hexes: 1.3 4 or more hexes: 1.4 Disruption of Target: Find the average Disruption rating of the units being attacked by this charging cavalry unit and apply the following modifiers accordingly. Disruption 100: 3.0 Disruption 70 99: 2.0 Disruption 50 69: 1.5 Disruption <50: 1.0
11.3.3 Cavalry vs. Cavalry Charge Combat Cavalry Charge vs. Cavalry Sequence: 1) Charging Cavalry moves adjacent to its target. 2) If the target is an enemy mounted cavalry unit in line formation and facing the charging cavalry, the target unit automatically counter-charges the charging unit. Both units are considered to be charging one another. If the target unit is not in line formation and/or is not facing the charging unit, the target unit does not counter-charge and inflicts no damage on the charging unit. 3) Pre-Charge Morale Check, each side. 4) Check for retreat, rout and advance. 5) Conduct the Cavalry Charge combat.
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6) Disruption Check for each side. 7) Post-Charge Morale Check for each side. 8) Check for charging cavalry retreat or rout. If all charging cavalry retreats or routs, the charge is over. 9) Check for target retreat or rout. If the target unit(s) retreats or routs, the charging unit(s) advances. Pre-Charge Morale Check Prior to combat, both the Charging Cavalry unit and the target of the charge take Morale Checks. For each side: 1) Generate a random number from 1-100. 2) Add the following modifiers to this number to get a final random number. 3) If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. 4) If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifiers to the Target Pre-Charge Morale Check Random Number Relative size of units a. 1:3 = +30 b. 1:2 = +20 c. 2:1 = -20 d. 3:1 = -30 Being charged in Flank: +50 Being charged in Rear: +30 In Skirmish Formation: +50 In Column Formation: +50 + ½ current Disruption Modifiers to the Attacker Pre-Charge Morale Check Random Number Relative size of units a. 1:3 = +30
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b. 1:2 = +20 c. 2:1 = -20 d. 3:1 = -30 Charging target in flank: -20 Charging target in rear: -30 + ½ current Disruption Disruption Check (both sides) Each side takes a separate Disruption Check. Generate a random number from 1-100. Add the following modifiers to this number to get a final random number. If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Disruption Check. If the final random number is greater than the unit’s Quality rating, the unit gains Disruption Points. The number of Disruption Points the unit gains is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifier to Disruption Check Random Number + number of hits taken x10. Post-Charge Morale Check Prior to combat, both Infantry units take Morale Checks. For each side: Generate a random number from 1-100. Add the following modifiers to this number to get a final random number. If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifier to the Target Post-Charge Morale Check Random Number + number of hits taken x10.
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11.3.4 Cavalry vs. Infantry Charge Combat Cavalry Charge vs. Infantry Sequence 1) Charging Cavalry moves adjacent to its target. 2) If the target is an eligible unit, it takes a Square Check. 3) The target Assault Fires at the Charging Cavalry. 4) Pre-Charge Morale Check, each side. If the Infantry loses any Morale, take a Disruption Check. 5) Check for Retreat, Rout, and Advance. 6) Conduct the Cavalry Charge combat. 7) Disruption Check for each side. 8) Post-Charge Morale Check for each side. 9) Check for Charging Cavalry Retreat or Rout. If the Cavalry Retreats or Routs, the Charge is over. 10) Check for target Retreat or Rout. If the Infantry unit Retreats or Routs, the Cavalry unit Advances. Pre-Charge Morale Check Prior to combat, both the Charging Cavalry unit and the target of the charge take Morale Checks. For each side: Generate a random number from 1-100. Add the following modifiers to this number to get a final random number. If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifiers to the Target Pre-Charge Morale Check Random Number Being charged in front: -20 Being charged in flank: +50
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Being charged in rear: +30 In Skirmish Formation: +50 In Column Formation: +50 In Square Formation: -50 + ½ current Disruption Modifiers to the Attacker Pre-Charge Morale Check Random Number Charging a target in front: +30 Charging target in flank: -30 Charging target in rear: -20 Target in Skirmish Formation: -30 Target in Routed Formation: -30 + ½ current Disruption Disruption Check (Both Sides) Each side takes a separate Disruption Check. Generate a random number from 1-100. Add the following modifiers to this number to get a final random number. If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Disruption Check. If the final random number is greater than the unit’s Quality rating, the unit gains Disruption Points. The number of Disruption Points the unit gains is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifier to Disruption Check Random Number + number of hits taken x10. Post-Charge Morale Check Prior to combat, both the Infantry units take Morale Checks. For each side: Generate a random number from 1-100. Add the following modifiers to this number to get a final random number. If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating.
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Modifier to the Target Post-Charge Morale Check Random Number +10 per hit taken.
11.4 Artillery Fire Combat 11.4.1 Sequence of Artillery Fire 1) Artillery fires at Target. 2) Target takes losses, Morale Check, and a Disruption Check.
11.4.2 Strength Formula #guns x type factor x range factor x fire modifier x Terrain = Artillery Fire Strength
11.4.3 Artillery Strength Formula Variables #guns: The number of guns in the unit. Fire Modifier: This is the Fire Modifier given the Artillery unit during scenario creation. Type Factor: This is the type of gun in the unit. Light: 2.5 Medium: 4 Heavy: 5 Range Factor: The range to the target. Light guns: Short Range: 50 Effective Range: 10 Long Range: 7 Medium guns: Short Range: 50 Effective Range: 15 Long Range: 10 Heavy guns: Short Range: 50 Effective Range: 20
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Long Range: 10
11.4.4 Modifiers to Artillery Strength (++ Greatly benefits the attacker.) (+ Mildly benefits the attacker.) (-- Greatly benefits the target.) (- Mildly benefits the target.) Target in Square Formation: ++ Target in Skirmish Formation: - Target hex has > 700 men: + Target is Artillery: - Target is Cavalry: +
11.4.5 Target Morale Check Generate a random number from 1-100. Add the following modifiers to this number to get a final random number. If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Morale Check. If the final random number is greater than the unit’s Quality rating, the unit loses Morale Points. The number of Morale Points the unit loses is equal to the amount by which the final random number exceeds the unit’s Quality Rating. Modifiers to Morale Check Random Number +10 per hit taken this phase. Fired at in Flank: +30 Fired at in Rear: +40
11.4.6 Target Disruption Check Generate a random number from 1-100. Add the following modifiers to this number to get a final random number. If the final random number is equal to or lower than the unit’s Quality rating, there is no effect. The unit passes its Disruption Check. If the final random number is greater than the unit’s Quality rating, the unit gains Disruption Points. The number of Disruption Points the unit gains is equal to the amount by which the final random number exceeds the unit’s Quality Rating.
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Modifier to Disruption Check Random Number +10 per hit taken this phase (+20 if Cavalry)
12.0 Scenario Editor Creating your own scenarios is a 3-step process: 1) Create your map; 2) Create and deploy your troops; and 3) Define the Scenario Parameters. 4) The editor uses three menus and right clicking on the game map to create a scenario.
12.1 Game Menu New: Create a new scenario. Open: Open an existing scenario. Rescan Unit Graphics: See section 10.6, Custom Graphics. Save: Save the scenario with the present name. Save As: Save the scenario with a new name. Load/Save Component: Used to load/ save individual components of a scenario. Each army and the map can be saved separately to be used in multiple scenarios.
Army 1 Army 2 Field
Exit: Exit the editor to desktop.
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12.2 Info Menu Change Battlefield Size: See section 10.4, Creating a Map. Toggle Hex Outlines: This menu toggles on/off the hex overlay grid. Game Parameters: See section 10.6 Description: See section 10.7 Switch Sides: This menu item will switch all unit from side to side. It is included to assist a designer in updating older scenarios. Spread Formation: This feature updates the unit graphics by increasing the space between the men by 30%. It is included for updating older scenarios. Toggle Hex Names: Shows the hex names on the map that are assigned in section 10.4, Making a Map.
12.3 Advanced Menu Movement/DC Values: Used to set the movement cost and disruption check modifier for each type of unit moving through all terrain types. More information is included in the built in instruction panel in the chart. Combat Hit Tables: These tables determine the number of “hits” a unit received from fire, bombardment, and assault combat. The value is determined by comparing a 1-10 die roll with the final combat value. The combat value calculations are show in Section 9. Defensive Terrain Combat Modifiers: Used to set the modifiers for fire and assault combat based on the defenders terrain occupied. Combat Target Modifiers: Used to set the modifiers for fire and assault combat based on the defenders formation and situation. Miscellaneous Combat Modifiers: User to set select combat modifiers.
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Miscellaneous Non-Combat Modifiers: Used to set miscellaneous variables used in the game. Scale Unit Movement: Used to adjust all unit movement point assignments. This is valuable when changing the movement and time scale of a scenario. Reset All to Default Values: Resets all movement, combat, and non-combat variables to those saved in the Default files. Variables will use the default files unless something is changed and accepted with the advanced editor features. Variables that are changed are saved with the scenario.
12.4 Creating a Map When you first start the scenario editor program, you are presented with a small blank map. The first thing you should do is to define the size of your map in hexes. Go the INFO menu and select “Change Battlefield Size.” Here, you can define the size of your map by entering in the number of hexes the map is to be wide and the number of hexes the map is to be high. For example, entering 30x50 will make a map 30 hexes wide by 50 hexes high. Now, right click on a hex. This brings up a menu of choices, as follows: Change Elevation: This works similarly to Draw Terrain, only here you are changing the elevation of hexes and not the terrain. Once you select the desired elevation, click and hold and run your mouse pointer over the hexes whose elevation you would like to change. You can also change hexes individually by clicking on them. Add Hex Sides: Allows you to add terrain to a hexside. When your mouse cursor is over “Add Hex Sides,” a list of available terrain types will be displayed. Select the type of terrain you would like to place on the hexside. Now, whenever you left click on a hexside, that
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terrain type will appear there. To change hexside terrain, right click, select “Add Hex Sides,” select a terrain type, and click where you want it. Add Terrain: Allows you to place terrain in a hex. When your mouse cursor is on “Add Terrain” a list of available terrain types will be displayed. Select the type of terrain you would like to place on the map. Now, whenever you left click on a hex, that terrain type will appear there. To change terrain types, right click on a hex, go to “Add Terrain,” select a terrain type, and click where you want it. Add Buildings: Allows you to place buildings in a hex. When your mouse cursor is on “Add Buildings,” a list of available building types will be displayed. Select the type of building you would like to place on the map. Now, whenever you left click on a hex, that building type will appear there. To change the building type, right click on a hex, go to “Add Buildings,” select a building type, and click where you want it. Add Roads and Bridges: Allows you to place roads and bridges in a hex. When your mouse cursor is on “Add Roads and Bridges,” a list of available road and bridge types is displayed. Select the type of road or bridge you would like to place on the map. Now, whenever you left click on a hex, that road or bridge type will appear there. You can draw a road or bridge from any hexside by clicking on that hexside and dragging the mouse into the hex. You can also click and drag to draw your road(s). To change the road or bridge type, right click on a hex, go to “Add Roads and Bridges,” select a road or bridge type, and click where you want it. Add Forces: Select “Add Forces” to create and deploy units on the map. Simply left click on a hex to place a unit there. To edit the unit, right click on the unit and choose “Edit.” You can also, Move, Remove, and Copy units. Add Objectives: Add Victory Objectives to the map. Left click on a hex to add a Victory Objective to it. Right click on a Victory Objective to name it and to specify which side controls it and its Victory value to each side. Hex Names: To name a hex, select this option and left click on a hex. Then give the hex a name. This name will appear on the map during play. Hex Descriptions: This will place “battlefield monuments” on the map. These can be viewed during play. We use them to describe the action that took place on certain parts of our battlefields. Cancel: Closes the menu.
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12.5 Creating Armies To create a unit, right click on an empty hex and choose “Add Forces.” Now, left click on a hex and a unit will be placed there. Right click on the unit you’ve just created and choose “Edit.”
12.5.1 Editing Unit Stats Review the unit descriptions given in Section 4.0, Units, above. You can see that the unit stats editor allows for a wide variety of unit types.
12.5.2 Editing Graphics Tab You probably noticed that the first unit you created doesn’t look quite right. That’s because you need to select the graphics that will be displayed for this unit. Select the “Graphic Setup” tab. Here you can see a picture of your unit along with a number of text fields that correspond to the individual soldiers that make up your unit. Each unit consists of a number of soldiers (a number you set in the unit editor). For each of these soldiers, you have to select a graphic. For example, if your unit has 8 soldiers, there will be 8 slots to fill with a graphics file. Click on one of the slots and then scroll through the list of graphics files until you find the one you want. Do this for all 8 slots. Let’s say you are creating a Prussian infantry unit that is composed of 8 soldiers. For 7 of the soldiers you could choose the graphic called “PrussianInfantryLine”. For the final soldier, you might choose “PrussianInfantryFlagBearerRegimental”. This would create a unit of 7 identical soldiers and one soldier carrying the regimental banner. You can see how your unit will look in the hex to the left. At the bottom of the screen, you can change formations and facing to make sure it looks the way you want it to.
12.5.3 Copy Description Just so you don’t have to tediously repeat the unit creation process for each and every unit, we have included tools to make your life a little easier. Select the “Templates And Description” tab and you will find two primary functions. The first is where you change the stats and/or graphics of the current unit by copying them from any other unit on the field. To do this, choose the unit you want to copy from, and then choose whether you want to copy
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the stats of that unit, the graphics of that unit, or both. Your current unit will be altered by your selection. The second part of the screen is where you can copy from a unit you have saved as a template. You can always save a unit as a template and then use it anywhere on the field in the same manner as described above. You can also save and load templates to be used across different scenarios. Finally, you can use the “Fun Facts” area to write about this unit. What you write here will appear on the unit’s stats screen during play. This could be a Leader’s bio or a list of battles this unit had fought it, or any other interesting fact about the unit.
12.5.4 Removing, Copying, and Moving Units In addition to editing a unit, you can also remove, copy, and move units already on the field. To copy a unit, right click on the unit and select “Copy.” Then left click on a hex where you would like to place a copy of this unit. When you place a new unit, the editor will automatically create a unit identical to the one you most recently edited. To move a unit, right click on the unit and then left click on the hex where you want the unit to be placed.
12.5.5 The OOB Display The left hand side of the editor screen is occupied by the OOB (Order Of Battle) display. Here you’ll find each unit you have created for each side. (You can also edit units from here by right clicking on the unit names.) Before you finish your Army, you must set the subordination of each unit to a Leader and each subordinate Leader to a higher level Leader. To make a unit a Sub Unit of a Command Leader, drag and drop the unit name onto the name of the Command Leader. You will see in the graphical display that the unit is now subordinated to that leader. Do this for each unit. Then do the same thing for each Leader. Drag and drop your Command Leaders on a Corps Leader, and the Corps Leaders on the Overall Leader. Artillery units cannot be subordinated to any Leader.
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12.6 Setting Game Parameters The final major step in creating your own scenario is to set the Game Parameters. Go to the Info menu and select “Game Parameters.” Name The name of the battle. Overview used in Scenario Manager This is a description of the battle of some other information about the battle that will give players a quick assessment of what the battle is all about. What you enter here will show up in the Scenario Manager at the start of the game. Date The day the battle takes place, e.g., June 18, 1757. Number of Turns The number of turns the battle will last. For example, if your turn length is 15 minutes, then an entry here of 20 would equal 5 hours of time. Each Hit Kills Whenever a unit engages in combat it might suffer a number of “hits.” Set the range of losses for each hit. In many of our battles, each hit equals the loss of 12-20 men. You can set this to whatever you like. Army Names Every unit in the game is either on Side 1 or Side 2. This allows the scenario designer to edit the name of Side 1 and Side 2, e.g., “Prussia” and “Austria.” Withdrawal Level Set the Withdrawal Level for each side. When that side has this % of its force left, all of their Leaders’ Rally Points are halved. In this way, you can set the brittleness or overall Morale state of each Army. In addition, at the end of the game, if the winning side has reached its Battle Withdrawal Level, its Victory Level is lowered by one step from Decisive to Marginal or from Marginal to Draw.
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Charge Disruption Modifier This number is added or subtracted to a Cavalry unit’s Disruption Check for each hex of Charge Movement. A positive number makes it more likely that a unit will fail its Disruption Check, while a negative number makes is more like that a unit will pass its Check. You can set these numbers of the basis of such factors as the Charge doctrine of the Army (in order to discourage or encourage long charges) or historical performance of each side’s Cavalry. Victory Points Needed for Decisive and Marginal Victory per Side For each side, enter the number of VPs required for both Decisive and Marginal Victories. AI Aggressiveness You can set the aggressiveness of the computer player for each side. This will be used when that side is controlled by the computer. This setting determines whether or not the computer considers itself an Attack or a Defender. An AI Attacker is much more aggressive than an AI Defender. The settings are: Very Attack Prone: The AI is an Attacker if its side does not control all Victory Points. Attack Prone: The AI is an Attacker if the other side has 25% or more of the VPs. Neutral: The AI is an Attacker if the other side has 50% of more VPs. Defense Prone: The AI is an Attacker if the other side has 75% or more VPs. Very Defense Prone: The AI is an Attacker only if the other side has ALL the VPs.
12.7 Battle Description You might also want to include a description of your battle for viewing during play. Go to the Info menu and select “Description.” Write whatever description you like, a battle narrative, timeline, or whatever you wish. What you write here will be displayed during the game when the player selects “Description” from the Action Panel.
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12.8 Scenario Creation Notes These figures are not based on any specific unit or weapon type, but are useful as a guide when creating scenarios. The designer can examine several different scenarios included in the game to get a good feel for adjusting scale and unit/game attributes. Fire: (0% to 1000%) 100 (this makes a unit anywhere from totally ineffective (0%) to ten times as effective as another unit (1000%) Assault: (0% to 1000%) 100 Morale check: (-100 to +100) 0 (> 0 is an advantage) Movement Disruption: (-100 to +100) 0 (> 0 is a disadvantage) Movement Points: 12 (this is for a 150 yards/hex scale) in line, a unit can move 450 yards per 15 minute turn. Effective Range: 1 (this is for a 150 yards/hex scale) Long Range: 1 (this is for a 150 yards/hex scale) use 2 for 115 yards/hex and smaller scales. Charge: (0% to 1000%) 100 CAVALRY ONLY. Quality: 1 to 10...standard range is 3-8. Some scenarios have the Austrian units with Fire/Assault vales as 75, while the Prussians are 100. This makes the Prussians more effective man for man...with the ability to still set the Quality Level per unit. The values are not standard across all scenarios because they represent different scales and were used to model different effects. Terrain Types: Many terrain types have three levels of increasing “density.” For example, there are Light Woods, Medium Woods, and Heavy Woods. The Movement cost, Disruption Check modifier, and even the types of units and formations that can enter these terrain types are unique. This provides for a large amount of flexibility for the designer to develop the exact map features desired.
12.9 Custom Graphics In order to take advantage of any graphics added to the game after installation, the user must rescan the files after placing them in the Horse and Musket, Volume 1: Frederick the Great folder. This can be done one of three ways: 1) Delete the UnitDefinitions.bin file (easiest but least intuitive). The game or editor will then rescan the graphics folders and create a new Unitefinitions.bin file when it is next started.
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2) In the editor, select “Rescan Unit Graphics” in the File Menu (standard user) 3) Add the file (with no text) RebuildUnitDefinitions.txt to \SupportFiles\Armies.
12.9.1 Individual Unit Portraits In the editor under Unit Properties, Graphics tab can specify a TGA for the unit The TGA MUST be in or under the game directory Can put it under a UnitPortraits folder, under the specific army folder, etc. If the file doesn’t exist on the machine, simply doesn’t show it If the file DOES exist on the machine, it centers it on the left of the dialog, overdrawing (hiding) the default generic portrait
12.9.2 Font
Change these lines to the .ini file: FontName=Schwarzwald Regular FontFileName=SCHWRZW.TTF FontName is the name of the font, Arial, for example. FontFileName is if you want to load in a file that isn’t already loaded onto your system. It must reside in the \SupportFiles\MainScreen\ folder
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12.9.3 Map and Interface Graphics File Structure Under the \SupportFiles folder, you’ll see these new folders containing these files: \BattleFiles\Default\Audio - All the songs and sounds for a scenario \BattleFiles\Default\Dialog - The various dialog boxes that appear during a games \BattleFiles\Default\FieldImages - All the terrain and field graphics \BattleFiles\Default\Interface - All the interface elements while playing a scenario If you look in the GameParameters dialog of the scenario editor, you specify one or more folders (comma separated). When the games needs one of the above image/audio files, it checks each of the specified folders in turn for the file and eventually the Default folder, where it’s guaranteed to find the file it’s looking for. For example, in the editor let’s say you enter the folders “Prague,Winter” and the game needs to load Buildings.tga. The game will check these locations in order, loading the ones it first finds: \BattleFiles\Prague\FieldImages\Buildings.tga \BattleFiles\Winter\FieldImages\Buildings.tga \BattleFiles\Default\FieldImages\Buildings.tga This allows you to more easily add, pick and choose scenario specific graphics for a given scenario. It also means you don’t have to worry about mis-typing a file (per the old way) or what files the user has as it always finds the Default files (which are the summer files).
12.10 Music and Sounds The music and sound effects in the game can be customized and provide for up to five variations. The game allows five variations of each sound to be specified, with the specific variation randomly chosen each time the sound is played. This is how it works. We’ll use the file Marching.wav as an example: The game tries to load in each sound file, stopping when one is not found (so no skipping numbers): Marching1.wav Marching2.wav Marching3.wav
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Marching4.wav Marching5.wav If none is found, then the default Marching.wav is loaded. When the game goes to play a sound, one of the loaded sounds is randomly picked and played. Like graphics, the sounds are searched in order of the folders specific. So you can have Marching1-5.wav in the Default folder and Marching3.wav specified in the Spring folder and it will load all five variations -1, 2, 4, 5, from Default and 3 from Spring.
13.0 Index A About Face 46 Action Panel 19 Action Phase 33 Actions Move 37 Activation Attempt Failure 32 Artillery 26, 53 Artillery Fire Combat 69 Artillery Formations 41 Assault Phase 49 Conclusion 52
B Bombardment Phase 28
C Cavalry 25 Charge 43 Cavalry Charge 63
Cavalry Formations 40 Change Facing. See Facing Change; See Facing Change Charge 43 Cold Steel 46 Combat Against Artillery Units 54 Artillery Fire 69 Cavalry Charge 63 Fire 57 Infantry Assault 60 Terrain Effects 56 Command/Activation Phase Interface 33 Command Turn Phase 29
D Defensive Fire Phase 47 Deferment Defer Activation 31
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Disruption Morale 52 Recovering 45 Disruption Level 52
E End of Action Phase 51 End Of Turn 33
F Facing Change 41 Fallback Movement/Disengagement 45 Fire Combat 57 First Fire Phase 34 Formation Change 39 Formations Artillery 41 Cavalry 40 Infantry 39
G Game Phases Action Phase 21, 33 Activation Phase 21, 32 Assault Phase 22, 49 Bombardment Phase 21, 28 Command Phase 21 Command Turn Phase 21, 29 Defensive Fire Phase 22, 47 End of Action Phase 22, 51 First Fire Phase 21, 34 Movement Phase 22, 35 Second Fire Phase 22, 48 Withdrawal Phase 22, 52
Game Start 12 General Game Concepts 20 General Information Panel 18 Graphics and General Interface 17
H Hidden Units 56
I Infantry 23 Infantry Assault Combat 60 Infantry Formations 39 Initiative 31 Internet Game 15
L Leader Activation Command Phase 31 Leaders 27 Casualties 54 Command 29 Corps and OA Leader Activation 32 Elimination 54 Replacements 55 LOS Line of Sight 20
M Modifiers Disruption 58 Formation of Firing Unit 58 Formation of Target 58 Morale Check Random Number
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59 Orientation 58 Other Modifiers 59 Quality of Firing Unit 58 Range 59 Move 37 About Face 46 Cold Steel 46 Facing Change 41 Fallback Movement/Disengagement 45 Movement Disruption 38 Movement Restrictions 38 Retreat 53 Retreat, Rout, and Advance After Combat 52 Rout 53 Movement Phase 35 Movement Restrictions 38
P Panel Action 19 General Information 18 Turn and Phase 18 PBEM 14
R Rally 36 Rally Points 36 Retreat 53 Retreat, Rout, and Advance After Combat 52 Rout 53
S
Scenario Editor 71 Scenarios Available Scenarios 11 Second Fire Phase 48 Stacking 42 Starting the Game 12 Subordinate Rating 30 System Requirements 9
T Target Disruption Check 60 Terrain Effects and Combat 56 Turn and Phase Panel 18
U Units 23 Artillery 26 Cavalry 25 Hidden 56 Infantry 23 Leaders 27 Rally 36 Stacking 42
V Victory Conditions 55
W Withdrawal Phase 52
Z ZOC Zone of Control 20, 37, 39, 40, 41, 42, 53, 54
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14.0 Credits Double Shot Design
Matrix Games
Developer Tim Coakley Designer David Erickson Programmer Michael Cooney Unit & Terrain Art Magnus Pettersson Betatesters Carl Rugenstein “CarlRugenstein;” David Strebe “Strebe;” Rick Roberson “rick;” Martin Sabais “Sabreman 1966;” Rick Allen “MacDuff;” Scott Ludwig “1NWCG;” Lee Pavlica “anvl;” Robert M. Peterson “Sulla05;” David Arnold “Arnivald;” Michael Sinnott “MikeSinn;” Greg Colman “RedMike;” Ryan Murphy “Sertorius1;” Tomasz Karpinski “PrinzHeinrich.”
Executive Producer David Heath Associate Producer Erik Rutins Art Director Marc von Martial Box and Logo Design Marc von Martial Artists Marc von Martial, Nicolas Eskubi Manual Editing and Content Michael Eckenfels Manual Design and Layout Marc von Martial Sound and Music Scott Cairns of SCA Studios Public Relations & Marketing Sean Drummy Production Assistant Gregory Wilcox Customer Support Staff Daniel Heath, Alex Fiedler, Andrew Williams Forum Administration Andrew Williams, Marc von Martial, Erik Rutins, David Heath, Paul Vebber Quality Assurance Lead Erik Rutins Our Strength We thank God for giving us the ability and strength to complete this project and follow our dream. We would also like to thank our families and friends for giving us their non-stop love and support during this project.
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90%
50%
90%
80%
40%
40%
90%
80%
50%
75%
50%
90%
80%
40%
40%
90%
80%
50%
75%
soft ground
rough/rocks
brush
light woods s
heavy woods s
heavy woods h
orchard
swamp
town
village
90%
90%
vineyard
100%
100%
100%
water
90%
80%
80%
light woods h
100%
90%
90%
marsh
field
60%
60%
Column
medium woods s
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4/1
7/2
3
6/3
6/3
4/1
3
4/1
3
2
3
x
4/1
5/1
5/2
Line
5/2
Open
60%
Square
60%
5/1
6/2
9/2
5/1
8/3
8/3
6/1
5/1
6/1
5
4
5/1
x
6/1
7/1
7/2
7/2
3
3
8
4
7
7
5
4
5
4
3
4
x
5
6
6
6
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Routed
medium woods h
6
7
9
6
9
9
7
6
7
6
5
6
x
7
8
8
8
Column
4
4/1
x
3
7/3
7/3
5/1
3
6/1
5
2
3
x
5/1
7/1
6/2
6/2
2
5/1
6/2
x
5/1
x
x
7/1
5/1
8/1
7
4
5/1
x
7/1
9/1
9/2
9/2
4
3
3
x
4
x
x
6
4
7
6
3
4
x
6
8
9
9
3
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Cavalry Move
Line
5
Open
x
6
6
x
5
x
x
7
6
8
7
6
6
x
7
9
9
9
5
Routed
3
Square
Infantry Move
4
4
x
3
x
x
6
3
x
7
3
3
x
6
x
8
8
2
Column
4
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
12
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Artillery Move
Line
2
Open
100%
Fire
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Square
100%
Assault
L
3
3
6
3
8
8
4
3
3
3
3
3
x
4
4
6
6
2
Leader
clear
Combat Modifier
Horse & Musket Volume 1
50%
100%
100%
100%
100%
80%
100%
80%
100%
100%
100%
100%
50%
100%
50%
100%
80%
75%
50%
50%
75%
80%
50%
80%
50%
50%
20%
100%
river side
stream side (ford)
stream side
wooden bridge side
stone wall side
embankment side
hedge side
wooden bridge side
river side (ford)
pontoon bridge side
stone bridge side
high wall
cliff side
50%
50%
compound
city
90%
90%
Column
building
x
7/3
4
t
4/2
- 86 x
x
x
x
+2/1
+2/1
x
x
x
x
+2/1 +2/1
+2/1
+2/1 +2/1
+4/1 +4/1
+3/1 +3/1
+2/1
+6/2 +6/2
+2/1 +2/1
x
4/2
4
t
Line
4
Open
20%
Square
20%
x
x
x
x
+2
x
+2
+4
+3
x
+6
+2
x
3
3
t
3
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Routed
stone fort
x
x
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
x
7
5
t
5
Column
x
7/3
4
t
4/2
x
x
x
x
+2/1
+2/1
x
x
x
x
+2/1 +2/1
+2/1
+2/1 +2/1
+4/1 +4/1
+3/1 +3/1
+2/1
+6/2 +6/2
x
x
x
x
+2
x
+2
+4
+3
x
+6
+2
x
3
3
t
3
3
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Cavalry Move
4/2
+2/1 +2/1
x
4/2
4
t
4
4
Line
5
Open
x
x
x
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
x
7
6
t
6
6
Routed
3
Square
Infantry Move
x
x
+2
+2
+2
+2
x
x
x
+2
x
+2
x
4
4
t
4
4
Column
4/2
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Artillery Move
Line
4
Open
25%
Fire
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Square
25%
Assault
L
x
x
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
x
3
3
t
3
3
Leader
wooden fort
Combat Modifier
Horse & Musket Volume 1
80%
80%
30%
40%
100%
100%
100%
100%
100%
100%
100%
x
x
x
x
x
80%
30%
40%
100%
100%
100%
100%
50%
50%
50%
x
x
x
x
x
fallen tree side
trench
redoubt
road cross
sunken road cross
improved road cross
elevate road cross
wood bridge cross
stone bridge cross
pontoon cross
path cross
trail cross
track cross
road
sunken road
Column
80%
Line
treeline side
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1
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
+4/1 +4/1
+3/1 +3/1
+3/1 +3/1
+2/1 +2/1
+2/1 +2/1
t
Open
90%
Square
80%
t
t
t
t
t
t
t
t
t
t
t
t
+4
+3
+3
+2
+2
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Routed
t
t
t
t
t
t
t
t
t
t
t
t
+1
+1
+1
+1
+1
2
1
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
t
+4/1 +4/1
+3/1 +3/1
+3/1 +3/1
+2/1 +2/1
+2/1 +2/1
+2/1 +2/1
Column
fence side
Line
t
t
t
t
t
t
t
t
t
t
t
t
+4
+3
+3
+2
+2
+2
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Cavalry Move
Open
+1
t
t
t
t
t
t
t
t
t
t
t
t
+1
+1
+1
+1
+1
+1
Routed
x
2
1
t
t
t
t
t
t
x
t
x
t
+4
x
x
x
+2
x
Column
+2
Square
Infantry Move
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Artillery Move
Line
+2/1 +2/1
Open
100%
Fire
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Square
80%
Assault
L
1
1
t
t
t
t
t
t
t
t
t
t
+1
+1
+1
+1
+1
+1
Leader
ditch side
Combat Modifier
Horse & Musket Volume 1
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x
x
x
x
x
75%
x
x
x
x
x
x
x
x
x
x
x
x
75%
x
x
x
x
x
x
x
long stone bridge
long pontoon bridge
path
trail
track
Change Formation
Change Facing
Fall Back
About Face
stack
cold steel
Disengage
elevation side
x
x
Column
long wooden bridge
t
t
t
x
x
x
t
2
4/1
+10
x
0/1
6/3
+10
+4
0/1
6/3
+6/3 +6/3
2
4/1
+2/1 +2/1
2
1.5
2.5
4/1
4/1
4/1
Line
2
Open
x
Square
x
+4
x
0/1
4
+3
+0
4/1
+2
t
t
t
3
3
3
t
x
x
x
x
x
x
4/1
x
x
x
x
x
x
x
x
Routed
elevated road
x
x
0/1
x
x
x
x
+1
t
t
t
x
x
x
t
Column
t
t
t
x
x
x
t
2
4/1
+10
x
0/1
6/3
+10
x
0/1
6/3
+6/3 +6/3
2
4/1
+4
x
0/1
4
+3
2
4/1
+2
t
t
t
3
3
3
t
t
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Cavalry Move
t
+2/1 +2/1
2
1.5
2.5
4/1
4/1
4/1
2
.5
Line
t
Open
x
x
x
0/1
x
x
x
x
+1
t
t
t
x
x
x
t
t
Routed
t
Square
Infantry Move
x
x
0/1
x
x
2
4
+2
t
1.5
t
4
4
4
2
.5
Column
t
x
x
x
x
x
2
4
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Artillery Move
Line
.5
Open
x
Fire
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Square
x
Assault
L
x
x
x
x
x
x
x
+1
1
1
1
1
1
1
1
.5
Leader
improved road
Combat Modifier
Horse & Musket Volume 1
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