Warhammer: Victorian Battles

 
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Warhammer: Victorian Battles
Warhammer:
Victorian Battles
            Written by Paul Delaney III, to cover battles fought in the age of Queen Victoria.

In Wargames Illustrated issue 277 we printed an article on a great game hosted by Paul
Delaney and members of his club. “The Charge of The Light Brigade” was recreated
using a set of home-brewed adaptations to one of their favorite rule sets, The Great War,
from Warhammer Historical. We present these adaptations for your use.

THE MOVEMENT PHASE                              movement phase. Note that irregulars            Regular Cavalry (8" of movement):
                                                have no control over what formation they        These cavalry units use the same
Formations
                                                use; small units spread out, while large        formations as Regular infantry,
Troops move and fight in formations, and        units “mob up”.                                 with the exception of Square.
the different formations have effects on a
                                                The units in a formation must be arranged       Irregular Cavalry (8" of movement):
unit’s ability to move, shoot, and fight in
                                                according to the following descriptions of      These cavalry units use the
close combat, as well as morale.                                                                Warband formation.
                                                the specific formations:
Units have been divided into two troop                                                          Formed Units
                                                Column (4" of movement):
types, “Regular” and “Irregular”. The
                                                Two to four figures wide, and more              Units in Line, Column, Attack Column,
rules changes for these troop types are
listed below:                                   figures deep than wide. All bases must be       or Square are called formed units. This
                                                touching.                                       has a number of effects on the way that
Regular troops are soldiers that have                                                           they work in the game. The following
been extensively drilled and trained            Attack Column (4" of movement):
                                                Four to six figures wide, and more              rules apply to formed units:
and can assume a variety of precision
formations. Regular troops may be in the        figures deep than wide. All bases must          1. Units in Column or Attack Column
following formations: Column, Attack            be touching, with up to six skirmishers         may add +4" to their movement rate in
Column, Line, Square, in Open order,            spread around the column’s front/sides.         the movement phase when they begin the
or Skirmish order. Any regular unit can         The figures used for skirmishing come           phase more than 12" from an enemy unit.
change its formation in the movement            from the back ranks.
                                                                                                2. Units in Square have a 2" movement
phase at the cost of half of its movement.      Line (4” of movement):                          and may not charge in the assault phase.
Units may not change formation in the           One to four ranks of figures deep and as
assault phase. The unit may make the                                                            3. Formed units that move must stay
                                                wide as desired. The unit must be wider
change either at the beginning or the                                                           in formation. They may only turn by
                                                than deep in the number of figures. All
end of its move. If it changes at the                                                           wheeling around a front corner of the unit
                                                bases must be touching.
beginning of its move, then its movement                                                        or by turning in place 90º, at the loss of ¼
rate is based on its new formation; if it       Square (2" of movement):                        of the unit’s movement.
changes at the end, then its movement           Four lines forming a hollow box and             4. Formed units must take a ¼
rate is based on its original formation.        facing outwards. All bases must be              movement penalty for moving through
Remember to subtract half of the                touching. Squares count as Column               difficult terrain.
movement rate when changing formation.          formation for purposes of being shot at
                                                and always receive a +4 rank bonuses.           5. Formed units may only shoot at enemy
Irregular troops are not professional                                                           units that are in their front 45º arc.
soldiers at all; they can be hastily            Open Order (6" of movement):
mustered civilians, outlaws or native           All models must be between 1-2" away            6. Formed units block the Line of Sight
                                                from another model in the formation.            (LOS) for friendly models.
tribesmen. These bands/mobs are not
trained to move in exact formations.                                                            7. The front two ranks of a formed unit
                                                Skirmish (6” of movement):
Irregulars with a unit strength of less                                                         may fire (i.e. the front rank doesn’t block
                                                All models must be between 1-3” away
than 10 models must be in Open or                                                               the LOS for models from the same unit).
                                                from another model in the formation.
Skirmish order. Irregulars with a unit                                                          The second rank fires with half
strength of 10 or more models must be in        Warband (6" of movement):                       the number of figures as the first,
the Warband formation. A unit reduced to        A rough oval, roughly as many figures           rounding down.
less than 10 models must adopt an Open          wide as deep. Figures may be touching
or Skirmish order formation in its next         or up to ½" apart.

  Disclaimer - Warhammer: Victorian Battles is an unofficial rules adaptation that utilizes the basic mechanics of Warhammer Historical
  game, The Great War. This rules adaptation is in no way endorsed by Warhammer Historical, or it’s parent company, Games Workshop
  Group PLC. The use of the word Warhammer (a Trademark of Games Workshop Group PLC) is not intended as a challenge to their
  ownership status. Please note, a copy of The Great War is required to use these rules.
Warhammer: Victorian Battles
THE SHOOTING PHASE
Artillery Fire
                                               • Modern Cannon Shell - Range and            • Chassepot Carbine (Modern)
• Round Shot - The Range and Strength          Strength are based on the size of the gun.   Strength: 3        Range: 16"
of artillery are based on the size of the      Use the Ballistic Skill (BS) of the crew     Equipped with a bayonet unless
gun. Round shot cannon fire is performed       to determine hits as with small arms fire.   otherwise stated.
by declaring the target point and marking      Mark the target spot and place the 3"
                                                                                            Ranged Weapon Modifiers
the spot. Next the firing player rolls the     template over the target spot. If the roll
Artillery Die and adds the distance to the     does not hit its target, roll the Scatter    Smoke Screens
target point keeping the same line from        die and a D6. Move the blast template
                                                                                            Artillery and small arms fire (except
the firing gun. This establishes the initial   the direction and distance indicated.
                                                                                            Modern) creates a black powder smoke
point of impact and the Artillery die is       All figures with bases fully under the
                                                                                            screen which is cumulative up to a
rolled again. The distance between the         template are wounded, while any figures
                                                                                            maximum of two screens. A smoke
target point and the distance rolled on the    with bases partially under the template      screen is removed every other turn if
artillery die is the killing ground. Any       are wounded on a D6 roll of 4+.              a unit continues to fire, or is removed
model in the line of the cannon ball, in
                                               Small Arms Fire                              every turn that a unit does not fire. Any
the killing ground, is wounded. If a “Hit”
                                                                                            fire through smoke gives the target unit a
is rolled on the Artillery Die, the cannon     • Flintlock Muskets                          cover save. See the Terrain Chart below
ball burrows into the ground, causing          Strength: 3         Range: 16"               for the effects.
no hits.                                       Equipped with a bayonet unless
                                               otherwise stated.                            Other Modifiers
• Shell - Range and Strength are based
on the size of the gun. Shell shot cannon      • Smooth Bore Muskets                        • Formed units armed with muskets that
fire is performed by declaring the             Strength: 3        Range: 18"                have not fired during the game may take
target point and marking the spot. Next        Equipped with a bayonet unless               an initial volley bonus that adds +1 to
place the center hole of the small blast       otherwise stated.                            their “to hit” die roll and Strength.
template over the target point. Roll the
                                               • Smooth Bore Carbines                       • Muskets and carbines may move and
Artillery and Scatter Dice and move the
                                               Strength: 3       Range: 16"                 shoot. This, however, causes a –1 to
center of the template the direction and
                                               Mounted troops may not move and shoot.       their “to hit” die roll. Modern rifles and
distance shown on the dice. Any models
                                                                                            carbines may ignore this modifier.
with bases fully under the template are        • Rifled Muskets (Minie)
wounded, and any figures with bases            Strength: 4        Range: 24"                • Ranged weapons have two range bands.
partially under the template are wounded       Equipped with a bayonet unless               They are short (no modifier) which is
on a D6 roll of 4+. If a “Hit” is rolled       otherwise stated.                            up to half the maximum range of the
on the Scatter die, the cannon ball lands                                                   weapon, and long (-1 to hit) which is
on target. If a “Misfire” is rolled on the     • Pistol (Modern)                            anything over half the maximum range.
Artillery die, the shell has no effect.        Strength: 3       Range: 8"
                                                                                            • If negative modifiers make the “to hit”
• Grape Shot - Strength is based on the        • Dreyse Needle Gun (Modern)                 number greater than 6, roll for 6s to hit
size of the gun. Grape shot cannon fire is     Strength: 3        Range: 18"                and subtract –1 from Strength of the
performed by placing the teardrop-shaped       Equipped with a bayonet unless               weapon for each number over 6 required.
fire template at the end of the gun barrel     otherwise stated.                            The unit’s Strength rating cannot be
and rolling the Artillery die. Move the                                                     reduced below 1.
                                               • Dreyse Needle Gun Carbine (Modern)
template in at straight line the distance
                                               Strength: 3        Range: 18"                • Formed infantry firing into a Column or
indicated on the die. If a “Misfire” is
                                               Equipped with a bayonet unless               Square increases its Strength by +1.
rolled, the template remains in place and
                                               otherwise stated.
will affect any figures under the template                                                  • Units in Open and Skirmisher order
as normal. All figures with bases fully        • Chassepot (Modern)                         get a cover save of 5+ when targeted by
under the template are wounded, while          Strength: 3        Range: 30"                small arms fire. Canister at Skirmishers
any figures with bases partially under the     Equipped with a bayonet unless               causes ½ the normal auto hits and has a
template are wounded on a D6 roll of 4+.       otherwise stated.                            –1 Strength.
Warhammer: Victorian Battles
Notes:
  TERRAIN CHART                                                                                   • Blocks: Line of Sight (LOS) cannot be
  Terrain                 Type                    LOS Effects      Difficult? Cover Save          drawn across the terrain feature.
  Hill	Area Terrain                                  Blocks           No           N/A            • 4" Blocks: LOS cannot be drawn across
                                                                                                  the terrain feature, even if it is less than
  Rough Hill	Area Terrain                            Blocks           Yes          N/A            4" deep, but can extend up to 4" into it.
  Hill Crest	Linear Obstacle                         Blocks           Yes           5+            • Buildings and Pillboxes: these terrain
  Craters	Area Terrain                                None            Yes           5+            features block LOS, but any model in
                                                                                                  them and facing an opening (window,
  Barbed Wire	Linear Obstacle                         None            Yes            -            door or shooting platform) can be seen
  Smoke	Area Terrain                           Width of firing unit   No         6+ (5+)          from outside and can see freely out.

  Low Wall	Linear Obstacle                            None            Yes           5+            • Trenches: models in trenches don’t
                                                                                                  block LOS of those outside the trenches.
  Wall	Linear Obstacle                                None            Yes           4+            Trenches are considered as Difficult
  High Wall	Linear Obstacle                          Blocks       Impassable       N/A            Terrain if you want to move into them,
                                                                                                  but not if moving outside them (ladders
  Bushes	Area Terrain                                 None            Yes           6+            are helpful for troops manning trenches).
  Light Wood	Area Terrain                          4" Blocks          Yes           6+            • Roads and Bridges: if intact, they cancel
  Dense Wood	Area Terrain                          4" Blocks          Yes           5+            all effects of any terrain they cross, such
                                                                                                  as the Cover Save or Difficult Terrain
  Trenches	Area Terrain                               None            No            4+            effects. The same could also apply to
  Buildings	Area Terrain                             Blocks           Yes           4+            duck boards over a “No Man’s Land”,
                                                                                                  providing the players agree beforehand
  Ruins	Area Terrain                               4" Blocks          Yes           4+            and the mission warrants it.
  Crops	Area Terrain                               4" Blocks          Yes           6+            • Overcoats: While not a terrain feature,
                                                                                                  heavy overcoats provide a cover save of
  Fences	Linear Obstacle                              None            Yes           6+
                                                                                                  6+, or add +1 to a cover save provided by
  Pillbox	Area Terrain                               Blocks           No            3+            a terrain feature.
  Mud	Area Terrain                                    None            Yes            -
  Crates/Barrels etc.	Linear Obstacle                 None            Yes           5+
  Wreck	Area Terrain                                 Blocks           Yes          N/A
  Road/Bridge	Area Terrain                            None            No             -
  Shallow River	Area Terrain                          None            Yes           6+
  Deep River	Area Terrain                             None        Impassable         -

CLOSE QUARTERS                                    Leadership rolls if engaged in close            its test it will flee immediately, before
COMBAT PHASE                                      quarter combat.                                 close quarters combat.
• All melee combat is fought                      • Troops without bayonets or sabers get         • Immune to Psychology: a unit that is
simultaneously.                                   a –1 Weapon Skill (WS) modifier when            immune to psychology does not need to
                                                  they are in melee. Mounted troops that          take Morale checks for any reason,
• Cavalry charging a unit in Square               fire at chargers count as not using sabers.     with the exception of losing a close
formation must pass a Leadership test                                                             quarters combat.
to be able contact the Square. If the             MORALE
Leadership (Ld) test is failed, the cavalry       • Fear: when a unit that cause fear
unit ends its charge 4" short of the Square       charges an enemy unit, the target unit
and counts as failing a charge. Cavalry           must make a Leadership test. If the target
that does make contact with a square              unit passes the test it fights close quarters     Acknowledgements
will require a score of a 6 to hit in melee.      combat as normal. If the target unit fails        Paul Delaney would like to thank
After the first round of combat, if neither       its test and the target unit out numbers          the following people:
unit breaks, the Cavalry “swarm” around           the charging unit it they target unit will
the infantry unit, bringing all models            need 6s to hit in close quarters combat. If       • Mike Reardon, Alex Buchel, and
into contact, but losing and charging             the target unit fails its test and the target     Rob Broom, the original authors of
or rank bonuses. Cavalry that lose a                                                                The Great War.
                                                  unit is outnumbered by the charging unit,
round of melee with infantry in Square            it will flee immediately, before close            • Mike Fijalka, Raymond McClure,
automatically break. Units in Square              quarters combat.                                  and John Desch, for their intensive
formation may not pursue after close                                                                playtesting and discussion.
quarters combat.                                  • Terror: when a unit that cause terror
                                                  charges an enemy unit, that unit must             • All the gamers at Eagle and
• Any unit that has an unengaged,                 make a Leadership test. If the target unit        Empire who have played (and
friendly unit in good order within 6"             passes the test, it fights close quarters         playtested) this adaptation.
of their side or rear receives a +1 to            combat as normal. If the target unit fails
Wargaming the Crimean War
Paul and his gaming group use this unofficial rules adaptation primarily for battles fought
during the Crimean War, but occasionally they’ll use them for the Franco-Prussian conflicts
of the late 19th Century. What we present here are their “army lists” for the Crimean.

  The Russian Forces, 1850-56
  Line Infantry                   M       WS     BS       S       T      W       I       A      Ld         Save       Cost
  Raw      4 5+ 5+ 3 3 1 2                                                               1 6 -                           3
  Regular  4 4+ 5+ 3 3 1 3                                                               1 7 -                           6
  Veteran  4 3+ 4+ 3 3 1 4                                                               1 7 -                          10
  Leader								                                                                         2			                           10
  Equipment: Bayonet     Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
  Guard Infantry                  M       WS     BS       S       T      W       I       A      Ld         Save       Cost
  Veteran  4 3+ 4+ 3 4 1 4                                                               1 7 -                          10
  Elite    4 3+ 4+ 4 4 1 4                                                               1 8 -                          14
  Leader								                                                                         2			                           10
  Equipment: Bayonet     Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
  Jaegers                         M       WS     BS       S       T      W       I       A      Ld         Save       Cost
  Regular  4 4+ 4+ 3 3 1 3                                                               1 8 -                          10
  Veteran  4 4+ 3+ 3 3 1 4                                                               1 8 -                          14
  Leader								                                                                         2			                           10
  Equipment: Bayonet     Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
  Lancers                         M       WS     BS       S       T      W       I       A      Ld         Save       Cost
 Raw      8 5+ 5+ 3 3 1 2                                                                1 6 5+                          5
 Regular  8 4+ 5+ 3 3 1 3                                                                1 7 5+                          8
 Veteran  8 3+ 4+ 3 3 1 4                                                                1 8 5+                         12
 Leader								                                                                          2			                           10

                                                                                                                                Please note: This is an “unofficial” army list for use with Paul Delaney’s adaptation, Warhammer: Victoran Battles
 Equipment: Lance, Sword Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
 Special Rules: Cause Fear in Infantry
 Dragoons                         M       WS     BS       S       T      W       I       A      Ld         Save       Cost
 Raw      8 5+ 5+ 3 3 1 2                                                                1 6 5+                          5
 Regular  8 4+ 5+ 3 3 1 3                                                                1 7 5+                          8
 Veteran  8 3+ 4+ 3 3 1 4                                                                1 8 5+                         12
 Leader								                                                                          2			                           10
 Equipment: Lance, Sword      Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
 Hussars                          M       WS     BS       S       T      W       I       A      Ld         Save       Cost
 Raw      8 5+ 5+ 3 3 1 2                                                                1 6 4+                          5
 Regular  8 4+ 5+ 3 3 1 3                                                                1 7 4+                          8
 Veteran  8 3+ 4+ 3 3 1 4                                                                1 8 4+                         12
 Leader								                                                                          2			                           10
 Equipment: Lance, Sword      Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
 Don Cossacks                     M       WS     BS       S       T      W       I       A      Ld         Save       Cost
 Raw      8 5+ 5+ 3 3 1 2                                                                1 5 4+                          5
 Regular  8 4+ 5+ 3 3 1 3                                                                1 6 4+                          8
 Veteran  8 3+ 4+ 3 3 1 4                                                                1 7 4+                         12
 Leader								                                                                          2			                           10
 Equipment: Sword Options: Musician +10 points, Carbine +1pt, Lance +2pts
 Special Rules: Cause Fear in Infantry, Pathian Shot
 Line & Don Cossack Artillery M           WS     BS       S       T      W       I       A      Ld         Save       Cost
 Raw             4 5+                             5+ 3 3 1 3 1 6 5+                                                      6
 Regular         4 4+                             5+ 3 3 1 3 1 7 5+                                                      8
 Veteran         4 3+                             4+ 3 3 1 4 1 8 5+                                                     12
 Battery Leader			                                4+								                                                            10
 Options: Carbine +1pt, Rifled Carbine +2pts Special Rules: Leader can re-roll one Artillery die per turn, 2nd result stands.
The British Forces, 1850-56
Line Infantry                     M       WS      BS      S       T      W        I       A       Ld   Save      Cost
Raw      4 5+ 5+ 3 3 1 2                                                                  1 6 -                    3
Regular  4 4+ 5+ 3 3 1 3                                                                  1 7 -                    6
Veteran  4 3+ 4+ 3 3 1 4                                                                  1 8 -                   10
Leader								                                                                            2			                    10
Equipment: Bayonet      Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
Guard Infantry                    M       WS      BS      S       T      W        I       A       Ld   Save      Cost
Veteran  4 3+ 4+ 3 4 1 4                                                                  1 8 -                   10
Elite    4 3+ 3+ 4 4 1 4                                                                  1 9 -                   15
Leader								                                                                            2			                    10
Equipment: Bayonet      Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
Rifles                            M       WS     BS       S       T      W        I       A       Ld   Save      Cost
Regular  4 4+ 4+ 3 3 1 3                                                                  1 8 -                   10
Veteran  4 4+ 3+ 3 3 1 4                                                                  1 9 -                   14
Leader								                                                                            2			                    10
Equipment: Bayonet      Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
Lancers                           M       WS     BS       S       T      W        I       A       Ld   Save      Cost
Regular  8 4+ 5+ 3 3 1 3                                                                  1 7 5+                   8
Veteran  8 3+ 5+ 3 3 1 4                                                                  1 8 5+                  12
Leader								                                                                            2			                    10
Equipment: Lance, Sword Options: Standard Bearer +10pts, Musician +10 points, Pistols +1pt, Rifled Carbine +2pts
Special Rules: Cause Fear (Terror in Infantry), Immune to Psychology
Light Dragoons                    M       WS     BS       S       T      W        I       A       Ld   Save      Cost
Regular  8 4+ 5+ 3 3 1 3                                                                  1 7 5+                   8
Veteran  8 3+ 5+ 3 3 1 4                                                                  1 8 5+                  12
Leader								                                                                            2			                    10
Equipment: Sword Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
Special Rules: Cause Fear, Immune to Psychology

                                                                                                                        Please note: This is an “unofficial” army list for use with Paul Delaney’s adaptation, Warhammer: Victoran Battles
Hussars                           M       WS     BS       S       T      W        I       A       Ld   Save      Cost
Regular  8 4+ 5+ 3 3 1 3                                                                  1 7 4+                  8
Veteran  8 3+ 5+ 3 3 1 4                                                                  1 8 4+                 12
Leader								                                                                            2			                   10
Equipment: Sword Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
Special Rules: Cause Fear, Immune to Psychology
Scots Greys                       M       WS     BS       S       T      W        I       A       Ld   Save      Cost
Regular  8 4+ 5+ 3 3 1 3                                                                  1 7 5+                  8
Veteran  8 3+ 5+ 3 3 1 4                                                                  1 8 5+                 12
Elite    8 3+ 4+ 3 4 1 4                                                                  1 9 5+                 16
Leader								                                                                            2			                   10
Equipment: Sword Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
Special Rules: Cause Fear, Immune to Psychology
Line & RHA Artillery              M       WS     BS       S       T      W        I       A       Ld   Save      Cost
Raw             4 5+                              5+ 3 3 1 2 1 6 5+                                               6
Regular         4 4+                              5+ 3 3 1 3 1 7 5+                                               8
Veteran         4 3+                              4+ 3 3 1 4 1 8 5+                                              12
Battery Leader			                                 4+								                                                     10
Options: Carbine +1pt, Rifled Carbine +2pts
Special Rules: Battery Leader can re-roll one Artillery die per turn. The second result stands.
Commanders                        M       WS     BS       S       T      W        I       A       Ld   Save      Cost
Lord Cardigan                     8       4+      4+      3       3       2       3       1       8    5+        75
Equipment: Sword, Pistols     Special Rules: Cause Fear, Immune to Psychology, Ward Save 2+
Lord Lucan                        8       4+      4+      3       3       2       2       1       6    5+        75
Equipment: Sword, Pistols     Special Rules: Immune to Psychology, Ward Save 5+
The Turkish Forces, 1850-56
Line Infantry                    M      WS      BS       S       T      W        I       A      Ld         Save        Cost
Raw      4 5+ 5+ 3 3 1 2                                                                 1 6 -                           3
Regular  4 4+ 5+ 3 3 1 3                                                                 1 7 -                           6
Veteran  4 3+ 4+ 3 4 1 4                                                                 1 7 -                          10
Leader								                                                                           2			                           10
Equipment: Bayonet      Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt

                                                                                                                              Please note: This is an “unofficial” army list for use with Paul Delaney’s adaptation, Warhammer: Victoran Battles
Guard Infantry                   M      WS      BS       S       T      W        I       A      Ld         Save        Cost
Veteran  4 3+ 4+ 3 3 1 4                                                                 1 7 -                          10
Elite    4 3+ 3+ 4 4 1 4                                                                 1 8 -                          14
Leader								                                                                           2			                           10
Equipment: Bayonet      Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt
Jaegers                          M      WS      BS       S       T      W        I       A      Ld         Save        Cost
Regular  4 4+ 4+ 3 3 1 3                                                                 1 8 -                          10
Veteran  4 4+ 3+ 3 3 1 4                                                                 1 8 -                          14
Leader								                                                                           2			                           10
Equipment: Bayonet      Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +3pts
Bashi Bazooks                    M      WS      BS       S       T      W        I       A      Ld         Save        Cost
Regular  8 4+ 5+ 3 3 1 3                                                                 1 7 5+                          8
Veteran  8 3+ 4+ 3 3 1 4                                                                 1 8 5+                         12
Leader								                                                                           2			                           10
Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
Regular Cavalry                  M      WS      BS       S       T      W        I      A       Ld         Save        Cost
Regular  8 4+ 4+ 3 3 1 3                                                                 1 7 5+                          8
Veteran  8 3+ 4+ 3 3 1 4                                                                 1 8 5+                         12
Leader								                                                                           2			                           10
Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
Line Artillery                   M      WS      BS       S       T      W        I      A       Ld         Save        Cost
Raw             4 5+                            5+ 3 3 1 3 1 6 5+                                                        6
Regular         4 4+                            5+ 3 3 1 3 1 7 5+                                                        8
Veteran         4 3+                            4+ 3 3 1 4 1 8 5+                                                       12
Battery Leader			                               4+								                                                              10
Options: Carbine +1pt     Special Rules: Battery Leader can re-roll one Artillery die per turn. The second result stands.
The French Forces, 1850-56
Line Infantry                    M       WS     BS       S       T      W       I       A      Ld         Save          Cost

                                                                                                                               Please note: This is an “unofficial” army list for use with Paul Delaney’s adaptation, Warhammer: Victoran Battles
Raw      4 5+ 5+ 3 3 1 2                                                                1 6 -                             3
Regular  4 4+ 5+ 3 3 1 3                                                                1 7 -                             6
Veteran  4 3+ 4+ 3 4 1 4                                                                1 7 -                            10
Leader								                                                                          2			                             10
Equipment: Bayonet     Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
Guard Infantry                   M       WS     BS       S       T      W       I       A      Ld         Save          Cost
Veteran  4 3+ 4+ 3 3 1 4                                                                1 7 -                           10
Elite    4 3+ 3+ 4 4 1 4                                                                1 8 -                           14
Leader								                                                                          2			                            10
Equipment: Bayonet     Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +2pts
Chasseurs a Pied                 M       WS     BS       S       T      W       I       A      Ld         Save          Cost
Regular  4 4+ 4+ 3 3 1 3                                                                1 8 -                           10
Veteran  4 4+ 3+ 3 3 1 4                                                                1 8 -                           14
Leader								                                                                          2			                            10
Equipment: Bayonet Options: Standard Bearer +10pts, Musician +10 points, Musket +1pt, Rifled Musket +3pts
Special Rules: Add +1 Strength to ranged attacks
Chasseurs D’Afrique              M       WS     BS       S       T      W       I       A      Ld         Save          Cost
Regular  8 4+ 5+ 3 3 1 3                                                                1 7 5+                           8
Veteran  8 3+ 4+ 3 3 1 4                                                                1 8 5+                          12
Leader								                                                                          2			                            10
Equipment: Sword     Options: Standard Bearer +10pts, Musician +10 points, Carbine +1pt, Rifled Carbine +2pts
Line Artillery                   M       WS     BS       S       T      W       I       A      Ld         Save          Cost
Raw             4 5+                            5+ 3 3 1 3 1 6 5+                                                        6
Regular         4 4+                            5+ 3 3 1 3 1 7 5+                                                        8
Veteran         4 3+                            4+ 3 3 1 4 1 8 5+                                                       12
Battery Leader			                               3+								                                                              10
Options: Carbine +1pt, Rifled Carbine +2pts

The Artillery pieces, 1850-56
                                 M       WS     BS       S       T      W       I       A      Ld         Save          Cost
3lb Smoothbore                   3/6      -   as crew 3/3        6      2       -       -       -           -            40
Shot/Shell Range: 36", use the small (3") template for shell. Cannister Range: Artillery die, use the flame template.
                                 M       WS     BS       S       T      W       I       A      Ld         Save          Cost
4lb Smoothbore                   3/6      -   as crew 4/3        6      2       -       -       -           -            40
Shot/Shell Range: 42”, use the small (3”) template for shell. Cannister Range: Artillery die, use the flame template.
                                 M       WS     BS       S       T      W       I       A      Ld         Save          Cost
6lb Smoothbore                   3/6      -   as crew 5/4        6      2       -       -       -           -            50
Shot/Shell Range: 75”, use the small (3”) template for shell. Cannister Range: Artillery die, use the flame template.
                                 M       WS     BS       S       T      W       I       A      Ld         Save          Cost
8lb Smoothbore                   2/4      -   as crew 5/4        7      3       -       -       -           -            60
Shot/Shell Range: 80”, use the small (3”) template for shell. Cannister Range: Artillery die, use the flame template.
                                 M       WS     BS       S       T      W       I       A      Ld         Save          Cost
9lb Smoothbore                   2/4      -   as crew 5/4        7      3       -       -       -           -           60
Shot/Shell Range: 90”, use the small (3”) template for shell. Cannister Range: Artillery die, use the flame template.
                                 M       WS     BS       S       T      W       I       A      Ld         Save          Cost
12lb Smoothbore                  1/4      -   as crew 6/5        7      4       -       -       -           -           70
Shot/Shell Range: 90”, use the small (3”) template for shell. Cannister Range: Artillery die, use the flame template.
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