Warhammer: Victorian Battles
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
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.
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.
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.
You can also read