With quite a number of games with "For King and Parliament planned in the next 4 months, I figured it was time to develop my own Summary sheet for these rules. The ones provided are adequate, but I think they could cover a lot more of the play of the game. Here's what I came up with; I may see if I can squeeze a summary of the Pursuit rules in somehow as well!
For King and Parliament - © 2018 Simon Miller and Andrew Brentnall
No Activation penalty
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Any move or charge that is straight ahead through clear terrain for any troop type, regardless of quality or status (i.e., including raw, disordered, rabble, or highlanders)
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Any move or charge made by dismounted dragoons or Forlorn Hope, regardless of terrain, quality, or status*
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Shooting (except: Field/Siege Artillery attempting to shoot a 2nd or subsequent time in the same turn.
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Activation penalty -1
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The unit is Out of Command
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Any permitted move or charge other than straight ahead by other* units that began the battle with 1 or 2 hits
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The move or charge is through terrain or across a linear obstacle that impedes movement.
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The unit is disordered and/or raw, and/or is highlanders or rabble, and is not moving straight ahead through clear terrain. Note that this modifier is not cumulative!
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Activation Penalty -2
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Any permitted move or charge, other than straight ahead, by units that began the battle with 3 or 4 hits
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Field/Siege artillery moving, changing formation or unlimbering; or firing for a 2nd or subsequent time in same turn
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Attempting to Rally from Pursuit.
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Activation Bonus +1
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All Veteran units (They still always fail on an Ace, however)
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Foot may
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Move one box directly or diagonally ahead, sideways, or directly backwards, maintaining facing
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Charge into an enemy occupied box that is directly or diagonally ahead.
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Turn 90 or 180 degrees
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If pike-armed, form hedgehog, or form line (facing in any direction) from hedgehog.
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Exchange places within a box with another unit from the same Brigade.
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Interpenetrate a Forlorn Hope or Artillery unit.
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Horse and Mounted Dragoons may
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Move (or charge into an enemy unit) one box directly or diagonally ahead.
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Move one box directly ahead, and then move into (or charge an enemy occupied) box that is directly or diagonally ahead, so long as this move or charge is not across linear or rough terrain, or into rough terrain.
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Move one box diagonally ahead, and then move into (or charge an enemy occupied) box that is directly or diagonally ahead, so long as this move or charge is not across linear or rough terrain, or into rough terrain.
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Turn 90 or 180 degrees, then move one box directly ahead; OR Move one box sideways, maintaining facing
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Exchange places within a box with another unit from the same Brigade
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Interpenetrate a Forlorn Hope or Artillery unit.
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Horse may
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Move one box directly ahead and fire Pistols, OR fire Pistols, turn 180 degrees, and move one box directly ahead
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Artillery may
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If Limbered, move one box directly or diagonally ahead, maintaining facing
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Unlimber, facing in any direction
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Turn 90 or 180 degrees
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For King and Parliament - © 2018 Simon Miller and Andrew Brentnall
Shooting: Hit on 8+ (9+ if shooter is disordered)
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Pistol: Range 1 Box, each shot expends 1 ammo. Play 1 Hit card. “Swedish” Horse may prefer to use in melee.
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Musket: Short range 1 Box 1 hit card; or 2 hit cards, expend 1 ammo into box directly ahead (not Drag., FH, raw)
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Muskets: Long Range 2 Boxes, play 1 Hit card, expend 1 ammo
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Artillery (Short/Long): Light 2/4, Field 3/6, Siege 4/8. Play 1 Hit card, expend 1 ammo
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Defensive Fire: If charged through one of its three frontal boxes, may play 1 hit card (costs 1 ammo for Pistols, Artillery, and Highlanders)
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Return Fire: a unit shot at and surviving the fire may return fire if able, expending ammo or not as appropriate
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Salvee Charge (Veterans only): expend 1 ammo as part of a charge activation – play 2 hit cards
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Save Modifiers that apply when a unit is shot at (TWO saves versus Long Range Fire) all +1
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Cuirassiers, except when shot at by Artillery
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In cover. Units under cover within fortifications may make two saves, except when fired upon by Siege Artillery
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Forlorn Hopes, Dragoons, or Artillery
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Melee: Hit on 8+ (or 9+ if disordered)
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Base Hit Cards: All Foote battalia, most Horse, all Highlanders, Rabble – 2 Hit cards
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Base Hit Cards: Forlorn Hopes, Dragoons, Artillery, Scots Horse, Poorly Mounted Horse – 1 Hit Card
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Horse expend DASH during a charge or counter charge 1 Bonus hit card (enemy not in rough terrain/linear obst.)
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Horse charging foot lacking Pikes, who are not in rough ground or beyond linear rough terrain – 1 Bonus hit card
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Scots Lancers expend a Lance marker – 1 Bonus hit card
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A unit with Pikes in melee with a unit with fewer or no pikes, and neither unit is in woods – 1 Bonus hit card
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“Swedish” Horse expend an ammo in melee – 2 Bonus hit cards
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Highlanders expend an ammo in Melee – 2 Bonus hit cards
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Save Modifiers that apply when a unit is involved in Melee Combat all +1
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Cuirassiers
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Foot or Artillery when charged Uphill, or within buildings or fortifications
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Foot or Artillery when charged frontally across linear rough terrain
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Save Modifiers that apply when Rallying (to the Save only, not the activation attempt) (No rally in ZOC*)
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An Officer has joined the testing unit (*Officers w/ “The Rock” may rally attached unit in enemy ZOC)
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+1
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Rout test: When a unit is lost, all friendly units within the same box, or orthogonally adjacent, must test
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Units in the same box play 1 save card; all others play 2 save cards. **No test required for loss of single hit units**
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Officer Saves Gallant officers +1 to injury draw, Cautious Officers -1 to injury draw
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Any officer who has joined a unit must test to see if he is injured each time that the unit is hit. The officer will fail to save on an Ace, and in this event must draw a further card to determine the extent of any injury:
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10 or 11
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The officer is killed (lost).
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8 or 9
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Officer retires from the field seriously wounded (lost). After the battle, draw a card to determine his fate.
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5 to 7
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Officer receives a light wound, carries on, but will be killed if he receives another light or serious wound
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3 or 4
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Officer takes a blow to the head and is stunned; for the remainder of this player turn, and the whole of the next friendly player turn he may not replay cards nor exert command; his units will likely be OOC
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0 to 2
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A manly scar is inflicted upon the officer; it has no impact on this battle
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For me, one of the best ways to reinforce a new set of rules is by creating a QRS. Like you, I often find rules that I must look up not included on the pre-made QRS. Players remember different rules differently. This way, you know exactly where the important stuff is.
ReplyDeleteI agree. I find that most QRS are lacking what I would consider important information. Except, of course, for my own, which are invariably perfect. :-)
DeleteOf course!
DeleteActually, doing this sheet made we aware of a misapprehension of how DASH! is expended, perhaps a residual of previous play test version.
DeleteA great resource, and one I'll come back to when I finally get around to a few ECW battles.
ReplyDeleteThanks, Lawrence. Wow, the formatting on that came out completely different from the draft view! I will have to see if I can fix that!
DeleteAh, much better formatting now. I wonder what happened the first time???
ReplyDeleteNice work, I might pinch copies of these if that's alright?
ReplyDeleteBest Iain
Certainly, Ian. I just updated it with a minor change suggested by Paul on the forum. I can send you a copy in MS Word or PDF format if you like.
DeleteHi Gonsalvo,
ReplyDeleteExcellent work. Would I be able to get a copy in MS Word please?
I’m looking for a similar one for TTS...you haven’t done one of those have you?
Kind regards
Happy Wanderer
Yes, I did one for TYTS!
Deletehttps://blundersonthedanube.blogspot.com/2016/02/to-strongest-expanded-summary-sheet.html
However, that version is out of date with "Even Stronger up to version 6 (or 7), so I have a more current version.
If you send me your email address to Gonsalvo AT aol DOT com, I'll send you both.
Peter