2.5. Units Formations

2.5.1. Infantry Formations

2.5.1.1. Infantry Battle Line
2.5.1.1.1. Description:
2.5.1.1.1.1. Main and most efficient frontal fighting Formation for Drilled Troops.
2.5.1.1.1.2. Formation may be used by all Units with Drill>0.
2.5.1.1.2. Layout: All Bases are in one line.
2.5.1.1.3. Moving Speed (BD per Turn) = Drill - 2 + Drum.
2.5.1.1.4. Frontal fighting:
2.5.1.1.4.1. Fire, Defence Fire and Charge used one 1d10 per every Officer ("Life") alive.
2.5.1.1.4.2. Two better (smaller) results count.
2.5.1.1.5. Morale Bonuses:
2.5.1.1.5.1. Formation don't have Morale Bonuses by himself.
2.5.1.1.5.2. Friendly Infantry or Cavalry Units closer than 1 BD behind the Battle Line (Deep Formation) offer -1 Modifier to dice in Bravery Tests.



2.5.1.2. Infantry Battle Column
2.5.1.2.1. Description:
2.5.1.2.1.1. Main fighting Formation for Mass Armies, because lack of Drill don't affect to speed and Deep Formation gives Morale Bonus for Bravery Tests.
2.5.1.2.1.2. Formation may be used by all Units with Drill>0.
2.5.1.2.2. Layout: Bases are in two lines, 2+2. Presenting two Battalions in lines, one behind the other, or two Battalions in columns in one line.
2.5.1.2.3. Moving Speed (BD per Turn) = 1 + Drum.
2.5.1.2.4. Frontal fighting:
2.5.1.2.4.1. Fire, Defence Fire and Charge used one 1d10 less than Officers ("Lives") alive. If only one Officer alive, then +1 will be added to one 1d10 score.
2.5.1.2.4.2. One better (smaller) score count.
2.5.1.2.5. Morale Bonuses:
2.5.1.2.5.1. Deep Formation's Morale improving Modifier is (-1) to 1d10 dice in Bravery Tests.
2.5.1.2.6. Disclaimer: European Ancient Regime Armies in 18th Century, before Napoleonics reforms, mostly don't use this Formation.



2.5.1.3. Infantry Maneuvre/Road Column
2.5.1.3.1. Description:
2.5.1.3.1.1. Main Formation for quick maneuvres and daily marches.
2.5.1.3.1.2. Formation may be used by all Units.
2.5.1.3.2. Layout: Bases are one behind the other, in 4 BD long Column.
2.5.1.3.3. Moving Speed (BD per Turn) = Drum + 2(on Landscape) or 3(on Road).
2.5.1.3.3.1. Turns don't need ressources in BD.
2.5.1.3.3.2. Turns don't need orders on Roads.
2.5.1.3.3.2. Turns don't need orders on Landscape, if there is General without orders in Head of Column.
2.5.1.3.4. Frontal fighting:
2.5.1.3.4.1. Fire, Defence Fire and Charge used one 1d10 with (+3) added to score.
2.5.1.3.5. Morale Bonuses:
2.5.1.3.5.1. Formation's Morale worsening Modifier is (+1) to 1d10 dice score in Bravery Tests.



2.5.1.4. Infantry Square
2.5.1.4.1. Description:
2.5.1.4.1.1. Square is Formation against Cavalry.
2.5.1.1.1.2. Square don't have Flanks and Rear. All sides are Front.
2.5.1.1.1.3. Formation may be used by all Units with Drill>0.
2.5.1.1.1.4. Formation have one less Skirmisher Shot (Type-1). So Line Infantry can't use skirmishers at all.
2.5.1.4.2. Layout: Bases form square with faces outside.
2.5.1.4.3. Moving Speed (BD per Turn) = Drill - 2 + Drum.
2.5.1.4.3.1. Despite that Square have Battlefont on every directions, the moving Front is on only one direction, as in other Formations.
2.5.1.4.4. Fighting in every direction:
2.5.1.4.4.1. Fire, Defence Fire and Charge used one 1d10 with (+2) added to score.
2.5.1.4.5. Morale Bonuses:
2.5.1.4.5.1. Formation's Morale improving Modifier against Cavalry is (-3) to 1d10 dice in Bravery Tests.
2.5.1.4.5.2. Formation don't get Bonuses for protected Flanks, as there are no Flanks.
2.5.1.4.5.3. Formation don't get Penalties for shorten Front than enemies one, as its Front is endless.


2.5.1.4.6. Garrisoned Units in Village or Town Blocks are similar to Square, with next exceptions:
2.5.1.4.6.1. Garrison don't Move. But may Charge neighbour Building Blocks.
2.5.1.4.6.2. Garrison have (+3) Defending Morale Bonus against everybody, not just against Cavalry.
2.5.1.4.6.3. Garrison have additional Morale and Defending Bonuses from Building Protection (Pr).
2.5.1.4.6.4. Mob, natives etc. and Skirmish Groups in Villages are not counted as Garrison, but just as staying in protected area.


2.5.1.5. Infantry Mob
2.5.1.5.1. Description:
2.5.1.5.1.1. Mob is the only Battleformation for all natives, irregulars and mob, whos Drill=0.
2.5.1.5.1.2. Drilled Units may become to Mob after close fighting or thanks to moving on difficult terrain. Drilled Units can't Move in Mob Formation.
2.5.1.5.1.3. Mob may Charge on every direction, with changing its Front, if enemy is closer than 1 BD.
2.5.1.5.1.3. Drilled Units may "Restore" from Mob to any Formation and Front direction on one Turn.
2.5.1.5.2. Layout:
2.5.1.5.2.1. Bases are in three lines, 2+1+1.
2.5.1.5.3. Moving Speed (BD per Turn) = 1 + Drum.
2.5.1.5.3.1. Turns, pivots and changing the Front direction don't need ressources in BD.
2.5.1.5.4. Frontal fighting:
2.5.1.5.4.1. Fire, Defence Fire and Charge used one 1d10 with (+1 - if only two Officers alive) or (+2 - if only one Officer alive) added to score.
2.5.1.5.5. Morale Bonuses:
2.5.1.5.5.1. Formation don't have Morale Bonuses by himself.





2.5.2. Cavalry Formations

2.5.2.1. Cavalry Battle Line
2.5.2.1.1. Description:
2.5.2.1.1.1. Main and most efficient frontal fighting Formation for Drilled Troops.
2.5.2.1.1.2. Formation may be used by all Units with Drill>0.
2.5.2.1.2. Layout: All Bases are in one line.
2.5.2.1.3. Moving Speed (BD per Turn) = Drill + Trumpet.
2.5.2.1.4. Frontal fighting:
2.5.2.1.4.1. Defence Fire and Charge used one 1d10 per every Officer ("Life") alive.
2.5.2.1.4.2. Two better (smaller) results count.
2.5.2.1.5. Morale Bonuses:
2.5.2.1.5.1. Formation don't have Morale Bonuses by himself.


2.5.2.2. Cavalry Battle Column
2.5.2.2.1. Description:
2.5.2.2.1.1. Cavalry in echelons. May continue Charge, when first echelon fails.
2.5.2.2.1.2. Formation may be used by all Units with Drill>0.
2.5.2.2.2. Layout: Bases are in two lines, 2+2. Presenting two Regiments in lines, one behind the other.
2.5.2.2.3. Moving Speed (BD per Turn) = 3 + Trumpet.
2.5.2.2.4. Frontal fighting:
2.5.2.2.4.1. First Line's Defence Fire and Charge used 2d10, if 3-4 Officers ("Lives") alive, or 1d10, if less.
2.5.2.2.4.2. Second Line's Charge used 2d10, if 4 Officers ("Lives") alive, or 1d10, if less.
2.5.2.2.4.3. If only one Officer alive, then +1 will be added to 1d10 score.
2.5.2.2.4.4. One better (smaller) score count.
2.5.2.2.5. Morale Bonuses:
2.5.2.2.5.1. In Charge, after failing in Bravery Test, Unit may go through second Bravery Test for second Echelon.


2.5.2.3. Cavalry Maneuvre/Road Column
2.5.2.3.1. Description:
2.5.2.3.1.1. Main Formation for quick maneuvres and daily marches.
2.5.2.3.1.2. Formation may be used by all Units.
2.5.2.3.2. Layout: Bases are one behind the other, in 6 BD long Column.
2.5.2.3.3. Moving Speed (BD per Turn) = 5 + Trumpet.
2.5.2.3.3.1. Turns don't need ressources in BD.
2.5.2.3.3.2. Turns don't need orders on Roads.
2.5.2.3.3.2. Turns don't need orders on Landscape, if there is General without orders in Head of Column.
2.5.2.3.4. Frontal fighting:
2.5.2.3.4.1. Defence Fire and Charge used one 1d10 with (+3) added to score.
2.5.2.3.5. Morale Bonuses:
2.5.2.3.5.1. Formation's Morale worsening Modifier is (+1) to 1d10 dice score in Bravery Tests.


2.5.2.4. Cavalry Mob
2.5.2.4.1. Description:
2.5.2.4.1.1. Mob is the only Battleformation for all natives, irregulars and mob, whos Drill=0.
2.5.2.4.1.2. Drilled Units may become to Mob after close fighting or thanks to moving on difficult terrain. Drilled Units can't Move in Mob Formation.
2.5.2.4.1.3. Mob may Charge on every direction, with changing its Front, if enemy is closer than 2 BD.
2.5.2.4.1.3. Drilled Units may "Restore" from Mob to any Formation and Front direction on one Turn.
2.5.2.4.2. Layout:
2.5.2.4.2.1. Bases are in three lines, 2+1+1.
2.5.2.4.3. Moving Speed (BD per Turn) = 3 + Trumpet.
2.5.2.4.3.1. Turns, pivots and changing the Front direction don't need ressources in BD.
2.5.2.4.4. Frontal fighting:
2.5.2.4.4.1. Defence Fire and Charge used one 1d10 with (+1 - if only two Officers alive) or (+2 - if only one Officer alive) added to score.
2.5.2.4.5. Morale Bonuses:
2.5.2.4.5.1. Formation don't have Morale Bonuses by himself.




2.5.3. Artillery Formations

2.5.3.1. Unlimbered Artillery in Battle Line
2.5.3.1.1. Description:
2.5.3.1.1.1. The only frontal fighting Formation for Artillery.
2.5.3.1.2. Layout: All Gun figures are in one line.
2.5.3.1.2.1. 1 BD Front for normal Batteries.
2.5.3.1.2.2. 1/2 BD Front for Dense Batteries, Grand Batteries and Fortified Batteries.
2.5.3.1.3. Moving Speed (BD per Turn) = 0.
2.5.3.1.4. Frontal fighting:
2.5.3.1.4.1. Artillery Fire and Defence (Grapeshot) Fire used one or two 1d10 dices.
2.5.3.1.4.1.1. Elite Battery (Drill=3), with two Officers alive, throw 2d10. The better (lower) score count.
2.5.3.1.4.1.1.1. Elite Battery with only one Officer alive, throw 1d10.
2.5.3.1.4.1.2. Standard Battery (Drill=2) with two Offivers alive, throw 1d10.
2.5.3.1.4.1.2.1. Standard Battery with only one Officer alive, throw 2d10. The worser (higher) score count.
2.5.3.1.4.1.3. Conscript Battery (Drill=1) throw 2d10, the worser (higher) score count.
2.5.3.1.4.1.3.1. Conscript Battery with only one Officer alive, add (+1) to it score.
2.5.3.1.5. Morale Bonuses:
2.5.3.1.5.1. Formation don't have Morale Bonuses by himself.


2.5.3.2. Limbered Artillery in Maneuvre/Road Column
2.5.3.2.1. Description:
2.5.3.2.1.1. The only moving Formation for Artillery.
2.5.3.2.2. Layout: Guns and Ammo Wagons are one behind the other, in 3 BD long Column.
2.5.3.2.3. Moving Speed (BD per Turn) = Type + Drum.
2.5.3.2.4. Frontal fighting: None.
2.5.3.2.5. Morale Bonuses:
2.5.3.2.5.1. Formation don't have Morale Bonuses by himself.