Musket & Pike Some modifications to introduce more realism Facing 1. All units are assumed to have a "facing" as in other tactical level games of pre-l 600. The "front face" consists of the three hexes immediately surrounding the top of the unit counter, as you read it. The "rear and flank face" consists of the other three hexes immediately surrounding the bottom of the counter. 2. If melee attacked from the rear or flank, the defending units combat strengths are halved, but no unit is reduced to less than one. 3. A fire unit may only fire to its front. 4 A pike unit may only attack to its front. 5. A unit must expend one movement point to change its facing. (These rules are meant to reflect the disabilities of the large and cumbersome formations of the day.) Pikes 1. Pikes may not break square and reform square in the same movement. 2. Pikes in square may only move one hex in any direction. 3. Pikes may enter and move through woods hexes, but are automatically disrupted and must stop moving when they arrive in the first non-woods hex on their exit. N.B. The pikes are disrupted but may still move, however they cannot attack and must defend as disrupted units. 4. Pikes which are disrupted through combat cannot retreat through woods. (In the game rules, pikes enter and fight in woods. This does seem unrealistic, since pikemen could only traverse woods trailing their pikes and woods tended to break the basic formation which was the only defense of a stand of pikes.) Cavalry 1. Heavy cavalry and Swedish cavalry must charge four hexes to utilise their attack strength of five. If they do not charge, they are reduced to a strength of two. 2. Light cavalry must charge two hexes, otherwise they are reduced to a strength of one. 3. Dragoons may fire from horseback but can not fire again until they have been dismounted for one turn. Demoralisation 1. When an army has lost half its strength, it is considered demoralised. A demoralised force must try to exit the map and loses the game. 2. Calculate strength by adding total of fire combat strength of fire units and melee combat strength of other units. Scenario Edgehill 23.10.1642 Royalists: 9MP, 9MM, 3DR, 1 LC, 1 SC, 1 HC. Deploy on hill around hex 9. Parliament: 13MP, 13MM, 1LC, 1SC, lHC, 1 HA. Deploy south of hill, south of road. Victory conditions - rout the opposing army.