Tuesday, March 10, 2009

Horse Musket and Gun - update

Sometimes all it takes is walking away from something for a short period of time to figure out how to correct something.

The New Turn Sequence
-Initiative Phase

Cycle A
-Bombardment
-Compulsory Movement Side A
-Compulsory Movement Side B
-Charging Movement Side A
-Charging Movement Side B
-Basic Movement Side A
-Basic Movement Side B
-Command and Control Side A
-Command and Control Side B

Reactions
-Stationary Infantry Fire
-Stationary Artillery Fire
-Moving Infantry Fire
-Moving Artillery Fire
-Close to Combat
--Emergency Formations
--Morale Defender
--Morale Attacker
--Move Defender*
--Move Attacker*
--Melee Combat
--Combat Morale

Cycle B
-Bombardment
-Compulsory Movement Side B
-Compulsory Movement Side A
-Charging Movement Side B
-Charging Movement Side A
-Basic Movement Side B
-Basic Movement Side A
-Command and Control Side B
-Command and Control Side A
End Cycle B

Reactions

Cycle C
-Bombardment
-Compulsory Movement Side A
-Compulsory Movement Side B
-Charging Movement Side A
-Charging Movement Side B
-Basic Movement Side A
-Basic Movement Side B
-Command and Control Side A
-Command and Control Side B
End Cycle C

Reactions


Yes the system looks a lot like the Seventh Edition version, however there is a small change.
The way Morale works.
In the previous versions Morale occured only in a single phase (the end of reactions) now Morale can occur can occur anywhere.

Units are limited to one Morale check per phase and check morale for two reasons. If you have four Fatigue Markers on your unit at the end of a phase or you have four Fatigue Markers and you wish to do some sort of movement with the unit.

Units that do not move during any of the three movement phases (Compulsory, Charging and Basic) may remove 1 Fatigue marker from the unit.

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