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Shako 2 Summary Rules - v4.1

This document provides rules summaries for the Shako 2 wargame system, covering key concepts like basing, scales, command, visibility and morale. Units are represented by standardized sizes of miniatures on bases. Movement distances and ranges use an abstracted scale of 1"=50 yards. Commanders have radius of control, and units must start and return to this radius. Line of sight is unlimited unless blocked by terrain. Each unit has morale ratings that impact reactions to combat. The summaries cover sequence of play, rules for artillery, movement, combat, and other phases in a quick reference format.
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100% found this document useful (2 votes)
3K views24 pages

Shako 2 Summary Rules - v4.1

This document provides rules summaries for the Shako 2 wargame system, covering key concepts like basing, scales, command, visibility and morale. Units are represented by standardized sizes of miniatures on bases. Movement distances and ranges use an abstracted scale of 1"=50 yards. Commanders have radius of control, and units must start and return to this radius. Line of sight is unlimited unless blocked by terrain. Each unit has morale ratings that impact reactions to combat. The summaries cover sequence of play, rules for artillery, movement, combat, and other phases in a quick reference format.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 24

Version 4.

1 Shako 2 summary rules

Table of content

1. Introduction 1
1.1 Basing 1
1.2 Ground scales 2
1.3 Command radius 2
1.4 Visibility 2
1.5 Morale Ratings 2
1.6 Frontal zone 3
2. Sequence of play 4
3. Artillery phase 5
3.1 General 5
3.2 Evades 5
3.3 Range 5
3.4 Target priority 5
3.5 Canister 5
3.6 Ballshot 5
3.7 Resolution 6
4. Initiative phase 7
4.1 Initiative (method 1) 7
4.2 Initiative (method 2) 7
5. Movement 8
5.1 General 8
5.1.1 Moving in order of initiative (method 1) 8
5.1.2 Moving in order of initiative (method 2) 8
5.1.3 Following orders 8
5.2 Movement distances 9
5.3 Obligatory charges 9
5.4 Charges 9
5.5 Half movement 10
5.6 Support charges 10
5.7 Formation changes and wheels 10
5.7.1 French movement 10
5.7.2 Hasty line 10
5.7.3 Hasty square 11
5.7.4 Formation and facing changes and wheels 11
5.7.5 Interpenetration 11
6. Musketry phase 12
6.1 Skirmisher fire 12
6.2 Volley fire 12
6.3 Effect of skirmishers 13
6.4 Firing into melee 13
6.5 Passthrough fire 13
7. Melee phase 14
7.1 Impact phase 14
7.2 Flank and rear support 14
7.2.1 Formed infantry 14
7.2.2 Limitations 14
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7.2.3 Cavalry and infantry 14


7.2.4 Impassable terrain 14
7.3 Multiple unit melees 14
7.4 Combat resolution 15
7.5 Breaks, fallbacks and morale tests 15
7.6 Blown cavalry 15
8. Cavalry breakthrough and recall phase 16
8.1 Cavalry breakthrough 16
8.2 Cavalry fall back and rout 16
8.3 Cavalry recall 16
8.4 Infantry counter-charge phase 16
9. Command phase 17
9.1 Change orders, send and dice for ADCs 17
9.1.1 Attack orders 17
9.1.2 Defend orders 17
9.1.3 Timed orders 17
9.1.4 Reserve orders 18
9.1.5 Break off orders 18
9.2 Rally units 18
9.3 Rally divisions 18
9.4 Check division morale 18
9.5 Check victory conditions 18
10. Optional rules, interpretations and clarifications 19
10.1 Interpretations and clarifications 19
10.2 Optional rules 19
10.2.1 Orders 19
10.2.2 Formation changes and movement 19
10.2.3 Combat 19
10.2.4 Casualties 19
Version 4.1 Shako 2 summary rules

1. Introduction
 Shako 2 is a quick-play ruleset in which each player commands a corps, manoeuvres elements
are divisions or brigades, and units battalions and skirmishers.
 To achieve quick play, the rules are at times quite abstracted — they retain many of the features
common to battalion games but deliberately avoid others.
 The rules share many features with Spearhead and Modern Spearhead, so when in doubt,
imagine you are playing SH and you’re probably close to the mark.

1.1 Basing
 Infantry battalions, cavalry regiments and artillery batteries are standardised to sizes (medium
and large).

 I have adopted the following basing conventions – which are also consistent with From Valmy to
Waterloo, later editions of Empire and can be used for rules such as Corps d’Armee, Elan and
General d’Armee:
- Infantry and cavalry figure scale is 60:1. Each artillery figure represents 2 actual guns.
- Infantry
i. An infantryman occupies 5mm (w) x 7.5mm (d).
ii. A medium battalion is 720 men and a large battalion is 1,080 men.
iii. Therefore, a medium infantry battalion has 12 figs in line is 60mm x 7.5mm and a large
battalion has 19 figures over 90mm x 7.5mm.
- Cavalry
i. A cavalryman occupies 10mm (wide) x 10mm (d).
ii. A medium-sized cavalry regiment is 480 mounts and a large regiment is 600 mounts.
iii. Therefore, a medium-sized cavalry regiment in line is 80mm (w) x 10mm (w) and a large
regiment is 100mm (w) x 10mm (d).
- An artillery model represents two actual guns and crew.
i. Each artillery model is based on 15mm (w) x 20mm (d).
ii. Thus a battery of 8 guns is represented by two models on 60mm (w) x 20mm (d).
- A skirmisher stand (representing half a battalion) is based on 60mm (w) x 10mm (d).
 Baccus infantry miniatures occupy a front of 5mm each, H&R 4mm each and Irregular 3mm
each. Given the basing size, it might be worthwhile placing more H&R and Irregular figures on a
base without changing the number of figures of a battalion. For example, you can place 5 H&R
figures and 6 Irregular miniatures on a 20mm stand – but still treat them as being 4 castings
strong.

 Similarly, each cavalry figure occupies 10mm (w) x 10mm (d), given the small size of H&R cavalry
figures, I prefer to place 3 figures on a 20mm (w) stand. Otherwise, the smaller H&R cavalry end
up looking like ancient LC. The stands still count as 2-figure stands.

 I base 12-figure French battalions in 3 stands of 4 figures which allows to deploys them as
columns of double companies. Prussian battalions are represented as 4 stands of 3 figures which

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allows for columns of single company wide. Austrian battalions as 6 (company) stands of 3
figures each (over-sized battalions).

1.2 Ground scales


 The movement distances and firing ranges are quite abstracted to give a balance between firing
and movement. They appear to be calibrated for 15mm figures of around 1”=33 yards.
 But the figure and basing scales I have adopted imply a ground scale of 1” = 50 yards (or 1mm =
2 yards).
 To accommodate Shako’s distances, two options are available:
- use measuring sticks in which 1” is re-scaled to about 17mm (that is, 2/3 of 1”), or
- reduce the measurements by 2/3 so that 3” converts to 2”, 12” converts to 8” and so on.
 All of the distances subsequently given in this document are in terms of the 15mm scaling.

1.3 Command radius


 A corps or army commander does not have a command radius.
 A Divisional Commander has a command radius of 18”.
 All units must remain within the command radius except:
- Cavalry who have charged or undertaken a breakthrough charge. They cannot charge or
breakthrough charge further than 36” from the DC, and must return to within 18” at the
earliest opportunity.
- A unit that has fallen back as a result of close combat loss.
- Artillery attached to a division — Artillery must be within 18” of the DC at the beginning
of the game may be ‘dropped off’ at any time.

1.4 Visibility
 Visibility is unlimited provided it is unobscured by terrain.

1.5 Morale rating


 Each unit has a morale rating (MR) and a corresponding disordered morale rating (DisMR).
 Guards infantry, Heavy cavalry, Guard cavalry (6/2); Elite infantry, Guard light infantry,
Dragoons, Guard light cavalry (5/2); Regular infantry, light infantry and light cavalry (4/1),
Second rate infantry and cavalry (3/0), Unreliable infantry and cavalry (2/0); foot and horse
artillery (3/0), and heavy artillery (4/0).
 The MR serves three functions, as the:
- combat factor to enemy’s to the unit’s front, DisMR the combat factor when the unit is
in disadvantage
- hits – each unit can take a number of hits equal to their MR before they are broken and
removed from the game
- hasty formation – roll equal to or less MR to perform a hasty line or square formation
- rally – roll equal to or less MR to rally from stagger, fall back or to avoid stagger from a
unit falling back.
- A unit receives one extra hit if it is a ‘large’ unit. All artillery batteries take three hits.
 DisMR applies to a unit fighting at a disadvantage. Count against all units it is fighting against.

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- If an enemy is attacking the flank or rear


- If cavalry fighting infantry in square
- If an infantry unit failed a hasty square change against cavalry
- If a staggered infantry unit failed a hasty line change against infantry
- If cavalry fighting in orchards/vineyards, Cossacks fighting in woods, orchards or
vineyards.

1.6 Frontal zone


 Every formed unit exerts a zone 6” outwards along its flank lines. Squares exert frontal zones
on all four sides.
 Frontal zones govern several functions in movement and combat such as determining when
divisions come into contact, how hasty formations can be undertaken.

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2. Sequence of play
1. Artillery phase: fire or evade (8.5.1)
a. Fire (simultaneous)
b. Evade (simultaneous)
2. Initiative and movement phase (8.0)
a. Roll for initiative
b. Movement (each DC undertakes the following in order of initiative)
i. Obligatory charges
ii. Movement and charges
iii. Passthrough fire (as it occurs)
c. Support charges (simultaneous)
i. Passthrough fire (as it occurs)
3. Musketry phase (10.0)
a. Skirmisher fire (simultaneous)
b. Volley fire (simultaneous)
4. Melee (11.0)
a. Resolve melees and fall backs (simultaneous)
b. Breakthroughs, recalls and counter-charges
i. Passthrough fire (as it occurs)
5. Command phase (12.0)
a. Change orders, send and dice for ADCs
b. Rally and reform units
c. Rally divisions
d. Check division morale
e. Check scenario victory conditions

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3. Artillery phase

3.1 General
 Adjudicate artillery fire simultaneously
 Artillery may choose to fire or evade in this phase or wait to move with the division.
- Foot artillery may either fire this phase or move later in the game turn or evade in this
phase and move again in the game turn.
- Horse artillery may fire this phase and move later in the game turn or evade in this
phase and move again in the game turn.
- Pivots and wheels can only be accomplished during the normal movement phase –
evades are straight back.

3.2 Evades
 Artillery that do not fire may evade now.
- Evasions are undertaken simultaneously. Artillery may move to the rear one turn away
from the threat.

3.3 Range
 Artillery comprises Foot (6 to 9 pdrs, max range 36”), Heavy Foot (10 pdrs or more,
max range 36”), and Horse (max range 30”).
- Up to ¼ range (9” or 6.5” respectively), artillery must fire canister.
- Between ¼ and ½ range, artillery may fire either canister or ballshot ‘pullback’.
- Over half range, artillery can only fire ballshot.

3.4 Target priority


 Artillery attached to a division must target:
- that is threatening the division to which the battery is attached
- the nearest unobstructed enemy target in field of fire.
 Artillery attached to a division must attack the threat nearest to the division to which they are
attached. Independent artillery (eg Grand Batteries) may target their own nearest target.

3.5 Canister
 Target unit must be within 45 degrees either side of their centre: all targets in range and in the
frontal zone of the artillery are eligible targets.
- Canister’s beaten zone is the width of its flank lines — any unit that is at least partly in
the beaten zone is an eligible target, so more than one unit could be hit. There is no
bounce-through from canister.

3.6 Ballshot
 Artillery can target a single enemy unit within 45 degrees either side of their centre. Range is
measured from the centre of the battery to the centre of the target.

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- Ballshot beaten zone is a line that extends for the length of the battery’s range, so any
units behind the target and in line of the fire are also hit. [Note, skirmishers are immune
to ballshot].
- Ballshot pullback — If artillery chooses to fire ballshot in the ¼ to ½ range, the battery
‘pulls back’ its measuring stick so that the target is just on ½ range. Bounce-through is
measured from that point. This shorter bounce-through distance reflects the changed
trajectory of the cannon fire.

3.7 Resolution
 Combat is resolved as per musketry fire below.

Canister or
Mandatory ballshot Effective Counter-
canister pullback ballshot Long ballshot battery
0 to 9” >9” to 18” >18” to 27” >27” to 36”
Foot 3–6 (canister) 3–6 Canister 5-6 Ballshot 6 6
5-6 Ballshot
Heavy Foot 2–6 (canister) 2–6 Canister 4-6 Ballshot 5-6 6
4-6 Ballshot
6= 2 Kills 6= 2 Kills 1 Kill 1 Kill
Horse 0 to 7.5” >7.5” to 15” >15” to 22.5” >22.5” to 30”
4–6 (canister) 4–6 Canister 6 Ballshot 6 6
6 Ballshot
6= 2 Kills 6= 2 Kills 1 Kill

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4. Initiative phase

4.1 Initiative (method 1)


 Players announce if any divisions are to conduct coordinated divisional moves (s.3.2)
 Roll 1d6 for each divisional commander (DC); applying -1 for the coordinating divisions.
 DCs with highest initiative move first. DCs with tied scores move simultaneously except if they
are within 36” each other in which case, DCs with attack orders move first, or if still tied, the
scenario’s designated attacking side moves first.

4.2 Initiative (method 2)


 This method is given as one of several options for initiative and movement (16.0).
 Both sides roll 1d6, with a +1 modifier for the side with the greatest percentage of divisions
under Attack orders.
 The highest modified roll can choose to move first or second.

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5 Movement

5.1 General
 A unit may only move once (unless it is obliged to move more than once).

5.1.1 Moving in order of initiative (method 1)

 Movement is undertaken one DC at a time in order of their initiative die roll.


- The DC undertakes first all obligatory charges, and then movement and charges.
- Support charges are resolved simultaneously after every DC has undertaken their
movement.
- All units of a division must complete their movement before the units of a later
sequencing division can move.

5.1.2 Moving in order of initiative (method 2)

 Movement is undertaken by one side first, followed by the other side.


 Contact is resolved at the beginning of a division’s move.
 Obligatory charges are resolved first across all DCs of a side, and then movement and charges.

- Support charges are resolved simultaneously after every DC has undertaken their
movement.
- Only the player who moved first can undertake Support charges.

5.1.3 Following orders

 All moves must comply with the division’s orders: Attack, Reserve, Defend and Timed. [Note: the
rules do not have a Break Off order].
 Divisions follow their command arrows, with DCs riding the arrow until they reach the end of the
arrow.
- When following their command arrow, units must change their facing so that it remains
perpendicular to the command arrow.
 A unit cannot turn its facing by more than 45 degrees unless it has come into contact with
enemy.
 Minimum move — Units on Attack orders must move a minimum of 6” until at least one of the
division’s formed units come into contact with formed enemy (section 7.4.3).
- The obligation to move at least 6” ceases once any of an Attacking division’s unit comes
into ‘contact’ with an enemy (formed) unit.
- The obligation to move does not apply to skirmishers.
 Contact — is established with the frontal 6” forward zone of a formed unit comes within 6” of
the frontal forward zone of enemy formed units (7.4.3a(4)).
 Switching from Attack to Defend orders — Infantry and mixed divisions may halt movement if
they come within 18” of any enemy cavalry. If they do so:
- The division switches to Defend orders.
- All infantry battalions must automatically form square; the division’s cavalry may
continue to advance (7.4.3a).

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5.2 Movement distances


 Movement is undertaken first by the phasing division (or side) in the following order:
- Obligatory charges
- Charges
- Normal movement (including half movement).
 The non-phasing player then repeats the steps above.
 After all players and/or divisions have moved, both sides undertake support charges starting
with the side that moved first.
 Movement rates and terrain are given below.
- Squares do not move.

Cavalry,
Infantry Artillery
Skir- command, ADCs
misher Light,
Line Col. Back Back Horse Med Heavy
Move 6” 9” 3” 9” 18” 3” 12” 9” 6”
Gentle rise - - - - - - - - -
Steep hill 2/3 2/3 2/3 - 2/3 2/3 2/3 2/3 2/3
Woods 1/2 1/2 1/2 - No* No* No No No
Orch/Vine 2/3 2/3 2/3 - 1/3 1/3 No No No
Rough No No No ½ No No No No No
Plowed field 2/3 2/3 2/3 - 1/2 1/2 1/2 1/2 1/2
Wheat field 2/3 2/3 2/3 - 1/2 1/2 1/2 1/2 1/2
Soft sand 1/2 1/2 1/2 - 1/2 1/2 1/2 1/2 1/2
Snow 1/2 1/2 1/2 1/2 1/2 1/2 1/3 1/3 1/3
Mud 1/2 1/2 1/2 1/2 1/2 1/2 1/3 1/3 1/3
Marsh No No No 1/2 No No No No No
Streams/obs -3” -3” -3” -3” -3” -3” -6” -6” -6”

5.3 Obligatory charges (7.4.3a(4))


 A cavalry unit must charge formed enemy (even squares) if they start their turn within 6” of
formed enemy.
- The 6” distance is absolute – it is irrespective of the effects of terrain.
- The unit may wheel to charge its target.

5.4 Charges (8.9)


 Charges (except Obligatory or Support charges) are undertaken with movement.
 All charges must be straight ahead. All wheels must be undertaken before a straight ahead
movement (8.9).
 Although the rules are not explicit about the minimum distance, assume that 1” will suffice.
 Units may charge (end up in contact with?) someone that was not visible to them before the
start of their movement.

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5.5 Half movement (8.9.1)

 A unit that moves up to one-half of its movement and did not change formation receives a ‘half-
move marker’. These units may be eligible to initiate a ‘support charge’.

5.6 Support charges (8.9.1)


 Support charges take place after obligatory charges, charges and normal movement.
 Support charges are made by both sides at the same time.
 Only units that moved earlier in the movement phase may support charge units that moved later
in the movement phase.
 Formed cavalry and infantry may support charge:
- any formed unit that has moved into charge reach even if it was originally out of reach at
the beginning of the move
- any formed infantry unit that did not form into line and was within 6” of the frontal zone
of the (charging) unit.
 A support charge cannot be undertaken:
- if the charging unit changed formation or moved more than ½ its move earlier in the
turn
- against any enemy that was within charge reach at the start of the unit’s movement
phase – except if the intended infantry target failed to form a line.

5.7 Formation changes and wheels

5.7.1 French movement (8.7)

 In most years, French infantry and cavalry units may change formation and move or vice versa in
the same turn.
- French units may not move and form square.
- French units may not change formation and charge or support charge, except where it is
a breakthrough charge following an enemy charge.
- Interpretation: ‘Most years’ is excludes second-rate troops in 1813 to 1815.
- Optional rule: Extend this rule to selected French-trained units (eg Poles).
 All other nationalities either move or change formation in the same turn.

5.7.2 Hasty line (8.11)

 A formed infantry unit that is within 6” of an enemy formed infantry unit must roll 1d6 to
attempt to form a line.
 A formed infantry unit cannot form a hasty line if it is within 6” of formed enemy cavalry.
 To form hasty line, roll equal to unit’s MR or less to succeed. ‘6’ is always a failure. Failure means
unit remains in its formation and:
- becomes staggered if not already staggered
- fights as disordered if already staggered
- does not give combat (support) modifiers
- may not attempt to form a hasty square later that turn.
 Optional rule: Apply DRM of +2 if infantry is in square.

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5.7.3 Hasty square (8.11)

 A formed infantry unit that is within 6” of an enemy formed enemy cavalry, or if being charged
(obligatory, normal charge or support charge) must roll 1d6 to attempt to form a square.
 Roll as per hasty line and: +2 DRM if cavalry <6”, +1 if 6 to <12:, +0 if >= 12”.
- Failure as per hasty line.
- Only one roll for all charges.
 Optional rule: Apply DRM of +2 if infantry is in line.

5.7.4 Formation and facing changes and wheels

 Wheeling is counted as part of movement rather than a formation change.


- Units cannot wheel more than 45 degrees in a single move. Movement cost is doubled
for wheeling — except for skirmishers.
 Formation changes include:
- expanding to or contract from line or column
- forming to or returning from square
- discharging or recombining skirmishers
- changing facing 90 degrees (right or left facing) or 180 degrees (about face).
 Only French and British may issue or combine skirmishers during the course of a game. All other
nationalities must start with skirmishers already deployed.

5.7.5 Interpenetration (8.10)

 Formed infantry and cavalry may interpenetrate friendly artillery that did not move, fire or is not
engaged in melee that turn.
- Charges and wheels are not included.
- May not form hasty square or fire.
- Unit operates under DisMR for the remainder of the turn.
 Artillery may not interpenetrate any.
 Formed infantry may interpenetrate a friendly skirmisher.
- If there is not enough movement to clear the skirmisher, the skirmisher is pushed back
enough to create space for the formed unit. The skirmisher may not then subsequently
move that turn.
- Charges and wheels are not included.
- May not form hasty square or fire.
- Unit operates under DisMR for the remainder of the turn.
 Formed cavalry may not interpenetrate friendly skirmishers.
- Cavalry charging through friendly skirmishers because of an obligatory charge, break the
skirmisher stand.
 Skirmishers may:
- move through other friendly skirmishers, formed infantry and artillery if the movement
distance is enough to clear the friendly unit.
- not interpenetrate friendly cavalry. Skirmishers that are pushed back against friendly
cavalry must halt their movement once they reached the friendly cavalry unit.
 Corps, Division commanders and ADCs may interpenetrate any friendly unit with movement
penalty.

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6 Musketry phase

6.1 Skirmisher fire


 Skirmisher fire is adjudicated simultaneously before volley fire.
- Each skirmisher stand can only shoot at one target, between 45 deg either side of its
front.
- Musket armed skirmishers fire 9”, rifle-armed skirmishers fire 12”.
- Skirmisher fire does not extend beyond the target unit, cf volley and artillery fire.
- Each skirmisher stand rolls 1d6: with a 5-6 scoring a stagger on formed infantry or
cavalry; 5-6 scoring a hit on artillery; and 6 scoring a hit (kill) on opposing skirmishers. A
target already staggered receives a hit.

6.2 Volley fire


 Volley fire is adjudicated simultaneously.
- Only troops in line may issue volley fire– troops in column or square do not fire.
 Optional rule – Austrians in column masse may volley fire at -1.
 Range — is 6” (even for rifle armed formed battalions). Fire is straight ahead on either side of
the unit’s flank lines. All enemy units within range and either partially or wholly within the firer’s
unobstructed flank lines are attacked.
 Penetration
- Volley fire is stopped by any intervening friendly formed or skirmisher unit, even if they
are behind the enemy target.
- Volley fire penetrates 3” into woods (or similar). Targets must be at the edge of woods
to be visible but secondary targets may be up to 3” into woods to suffer stagger effects.
 Hits — A 5 on D6 scores one hit (kill) and 6 scores two hits (kills) on the target.
- The first hit is scored on the nearest target. The second hit is scored on the second
nearest target: except where there is no second target or if second target has at least -1
cover, in which case, the second hit falls on the first target.
- Russian regulars and all second rate and unreliable units only ever score one hit.
 Optional rule — +1 DRM if firing onto target’s flank or into square.
 Staggers — If the firer’s modified die roll is higher than the defender’s frontal MR, the defender
is ‘staggered’.
- Any number of target units may be staggered. Units who are staggered receive a
‘stagger’ marker and suffer -1 to musketry and melee die rolls.
- A charging unit staggered by the target firing battalion stops ¼” short of melee (they do
not stop from skirmisher fire or fire from another battalion). The staggered charging
units may be counter-charged by the firer if the firer is a stationary British regular, or an
Elite or Guard battalion during the Cavalry Breakthrough, Recall and Infantry
Countercharge phase.
 Rout — Units that receive equal to or more hits than their MR, break. (Note, large units have an
extra Hit).
- Units that break from musketry (volley and skirmish) fire create a 6” rout path (10.10).
Routs from musketry are resolved the moment they occur during fire. See 11.4 for
direction and distance of rout.

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6.3 Effect of skirmishers


 Skirmishers — may either be the target of volley fire or shot through at the formed troops
behind them. In either case, a -1 applies to score a hit. A skirmish stand receives one hit before
being removed.

6.4 Firing into melee (10.8)


 A unit may fire into melee if:
- if there is no friendly unit is in the firer’s flank lines whether in front or behind the taget
- the unit did not charge, move (apart from wheeling) or changed formation.
 Firing is undertaken before melee.

6.5 Passthrough fire (10.9)


 Pass through fire applies in two ways:
- When a target moves through both flank lines during the movement phase (including
charges and support charges), the firer may fire immediately at the target as it moves
through or fire later in the musketry phase.
- When a cavalry undertake a breakthrough charge, formed infantry may issue
passthrough fire if they have not previously fired or attempted to form into square.

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7. Melee phase

7.1 Impact phase


 Artillery and skirmishers may not voluntarily enter into combat, formed infantry may not
voluntarily enter into combat with cavalry.
- Skirmish screens must be kept at least ¼” apart.
 Formed infantry push enemy skirmishers back. Cavalry break any skirmishers they contact: if the
cavalry moved more than 9”, the broken skirmishers retreat 9” otherwise they are removed
from the table.

7.2 Flank and rear support

7.2.1 Formed infantry

 French formed infantry gain +1 in melee combat against infantry and artillery if both flanks are
supported by formed French infantry within 3”.
 British, and pre-reform Prussian, Russian and Austrian formed infantry gain +1 in melee combat
against infantry and artillery if the unit is in line and both flanks are supported by formed
infantry in lines within 3”.
 Post-reform Prussian, Russian and Austrian formed infantry gain +1 in melee combat against
infantry and artillery if the unit is in line or column and both flanks are supported by formed
infantry in the same formation within 3”.
 Formed infantry receive +1 rear support in melee against infantry and artillery from formed
infantry 6” to their rear.
 Staggered units may give and receive support.

7.2.2 Limitations

 Units charged in the flank or rear may not give or receive support.
 Units that failed a hasty formation change may not give or receive support.
 Squares do not give or receive support.

7.2.3 Cavalry and artillery

 Cavalry may give flank and rear support to infantry.


 Artillery may give flank support to infantry.

7.2.4 Impassable terrain

 Impassable terrain (towns, fortresses, rivers) may give flank support.

7.3 Multiple unit melees


 Multiple unit melees — this is used when multiple units are fighting each other. Roll 1D6 per
group of multiple unit melees. 1-3 start resolving from left flank, 4-6 from right flank.

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Version 4.1 Shako 2 summary rules

7.4 Combat resolution


 Rolls 1D6, applies the DRMs (eg staggers, flank or rear support, more kills than opponent, failed
volley) then add the unit’s MR. The highest score wins the combat.
- A player with more than one unit rolls more than one die. The highest modified roll wins.
- The highest modified die roll applies to all units.
- The difference in the modified die rolls is the number of kills suffered by the losing unit.
In the case of tied rolls, both units receive 1 kill and then must re-roll the combat.
- A unit is broken and removed from play if the kills equal to or exceed its hits.

7.5 Breaks, fallbacks and morale tests


 Losing infantry fall back 9” and cavalry 18” – do not count terrain effects for distance.
- Roll 1D6 for each formed friendly unit that is contacted or interpenetrated by the unit
falling back or routing. If the roll is greater than its MR, the unit is staggered.
 The following units break instead of falling back. If the unit is:
- part of a demoralised division
- infantry and is defeated by cavalry
- artillery
- an infantry square.
 These units are removed from the game. Determine the fall-back path. Formed units within 6” of
the broken unit test against MR to avoid becoming staggered.
 Units that are staggered when they are hit by falling back units and fail their MR, lose a hit
instead.
 There is no need to check for the artillery crew’s fallback path and for testing for stagger of
affected units. Artillery units are removed from the game.

7.6 Blown cavalry


 After winning melee the cavalry acquires a ‘Blown’ marker unless they follow through on a
Breakthrough charge.

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Version 4.1 Shako 2 summary rules

8. Cavalry breakthrough and recall phase


 After melee, victorious cavalry may Breakthrough or recall.

8.1 Cavalry breakthrough


 Cavalry need not have been the charger to Breakthrough: can occur if their opponent is broken
by musketry fire before impact of charge.
 Breakthrough does not occur if:
- Cavalry defeat artillery
- Cavalry win a melee in which they were attacked in flank or rear.
- Cavalry win a melee during which they were Blown.
 A unit can only undertake only one breakthrough per turn. Does not apply to melee wins
resulting from breakthroughs. Cavalry must hit the nearest target to its front wheeling if
necessary.
 Resolve as per normal melee.
 Place a Blown marker at the end of the Breakthrough melee.

8.2 Cavalry fall back and rout


a. Cavalry that are defeated in combat Fall back (or rout) instead.
- Cavalry that fall back must attempt to Rally during the Command phase.
- Cavalry that rout determine a path (as per fall back) and units in the first 6” of the path
must test MR or become staggered.

8.3 Cavalry recall


 Cavalry that did not Breakthrough and are Blown, may be Recalled this phase.
 Move the unit backwards 12” in its current formation, either still facing enemy or directly away.
Must move away from enemy 6” engagement zones. Recalled units may interpenetrate friendly
units but not through impassable terrain.
 Cavalry that are recalled may then Reform during the Command phase.

8.4 Infantry counter-charge phase


 British Regulars and any Guard or Elite formed battalions may counter-charge an enemy
battalion that they stagger from volley fire.
- Counter-chargers must not be staggered and cannot wheel.
- Counter-charging counts as movement for the following turn – that is, the unit is not
counted as stationary.
 Resolve melee combat and melee outcomes as per normal.
- Flank and Rear support is determined at the point of the melee.

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Version 4.1 Shako 2 summary rules

9. Command phase

9.1 Change orders, send and dice for ADCs


 Each Corps Commander has a number of ADCs available to issue new orders to their subordinate
(Corps or Divisional) commanders. ADCs must physically move towards their destination.
- Upon despatch, roll 1D6 for each ADC: 1 the ADC is killed, 2–3 the ADC is delayed and
moves at ½ speed, 4–6 ADC moves at normal speed.
 ADCs move during movement phase at 24”.
 National characteristics are:
- French — 4 ADCs (1792 to 1812), 3 ADCs (1813 to 1815).
- British — 3 ADCs (all years)
- Austrian —1 ADC (1792 to 1805), 2 ADCs (1805 to 1815)
- Russian — 1 ADC (1792 to 1807), 2 ADCs (1808 to 1815)
- Prussian — 1 ADC (1792 to 1807), 2 ADCs (1808 to 1815): optional (3 ADCs, 1815)
 Interpretation: the number of ADCs is the number of ADCs that the Corps commander has
available during the course of the battle. Once an ADC reaches their destination or is killed, the
figure is returned to the pool of ADCs next to the Corps commander.
- Thus if a Corps commander cannot issue new orders while all the ADCs have been
despatched.

9.1.1 Attack orders (7.4.1)

 Attack orders consist of a ‘Command Arrow’ that the DC must ride along the length of the arrow.
Upon reaching the end of the command arrow, the division switches to Defend orders.
 Units on Attack orders must move at least 6” per turn until any one of them come into contact
with enemy formed units – that is, within 6”.
 Infantry and mixed infantry-cavalry divisions can automatically switch to Defend orders if they
come within 18” of formed enemy cavalry.

9.1.2 Defend orders (7.5)

 Defend orders consist of a sketched deployment area (‘Command Zone’) that the DC and the
division’s units must occupy until contact is made with the enemy.
 DC movement — the DC remains stationary always.
 Prior to contact — defending units must remain stationary until an enemy formed unit is spotted
at 18” or an enemy skirmisher unit is spotted at 9”. Once spotted, defending units may move but
must remain within the 18” command radius of the DC and the command zone of their
deployment.
- Cavalry may temporarily exceed the command radius as a result of a charge.

9.1.3 Timed orders (7.6)

 Divisions that are on timed orders and which as part of their orders are required to switch from
Attack to Defend is permitted two consecutive turns of movement to re-arrange the positions
and formations of the units before meeting their obligations of the Attack orders.
- For example, a division ordered to attack a hill on turn 7 is permitted to spend turns 8
and 9 to move units to prepare its defensive position.

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Version 4.1 Shako 2 summary rules

 A unit that is on timed orders to switch from Defend to Attack must jump off at precisely the
turn dictated by their orders.
 A division that is on Defend on orders and was previously engaged with enemy troops (musketry
or melee) and is no longer in contact with enemy (18”) may now spend up to 2 turns moving
units back and changing formations into their command zone.

9.1.4 Reserve orders (7.8)

 Up to one-third of an army’s battalions and regiments may be committed to divisions under


Reserve orders.
 Divisions on reserve orders cannot deploy further than 12” in from the table edge.
 Divisions on reserve orders are automatically activated when they receive an ADC or when they
come under musketry fire or melee.
 Once committed, a division may not return to Reserve order status.

9.1.5 Break off orders

 Shako does not formally recognise Break Off orders.


 An optional rule is to allow divisions to break off from combat.

9.2 Rally units


 Fall back — Rally units that have fallen back. Roll 1D6 equal to or less their MR. A 6 is always a
fail. Failure to rally results in the unit being removed from the game.
 Stagger — Rally units that are Staggered, roll against their MR as above. If successful, remove
staggered marker.
 Blown —
 Rallies may not be attempted if the unit is within 6” of the frontal zone of an enemy, unless the
rallying unit is in a town or is not visible to enemy (eg more than 3” inside a wood).

9.3 Rally divisions


 Roll 1D6 when attempting to rally demoralised divisions. Depending on their current strength:
- 33% — 1 to 3 = Remain demoralised; 4 to 6 Rally
- 50% — 1 to 4 = Remain demoralised; 5 to 6 Rally.
 +1 if more than half units are Guards or Elites, or if it is a Russian infantry or mixed division (with
at least 75% infantry) under defend orders.

9.4 Check division morale


 Roll 1D6 when division receives one-third and one-half casualties (broken or destroyed units):
- 33% — 1-3 = Demoralised; 4 to 6 Carry on
- 50% — 1 to 2 = Rout, 3 to 4 = Become demoralised; 5 to 6 Carry on.
- +1 if more than half units are Guards or Elites, or division is Russian under defend orders
or mixed division with at least 75% infantry under Defend orders.
 Units of divisions that become demoralised receive a Demoralise marker.

9.5 Check scenario victory conditions

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Version 4.1 Shako 2 summary rules

10. Optional rules, interpretations and clarifications

10.1 Interpretations and clarifications

 Infantry squares fight with their DisMR against formed infantry in line or column.
- This is because DisMR is applied when a unit is fighting at disadvantage and the rule is
applied when cavalry face infantry in squares.
 A unit fighting against more than one opponent one of which it is fighting with its DisMR, fights
with its DisMR against all opponents.
- This rule currently only applies to infantry fighting to their flanks – they must fight with
DisMR against all opponents. This interpretation extends the rule to other cases.
 French quick formation rule does apply to Second Rate line and light infantry from 1813
onwards.
- Currently the rule is that French have a mobility advantage in ‘most years’ but leaves
what constitutes ‘most years’ unanswered.

10.2 Optional rules


10.2.1 Small, medium and large units

 Currently the rules recognise only two sizes of formations — standard and large. The only
distinction between them is in terms of their hits: large units have an additional 1 hit.
 This rule distinguishes between three sizes of units — small, medium and large.

Type Small Medium Large


Infantry <= 480 men 481 to 1,080 men >= 1,080 men
Cavalry <= 240 troopers 241 to 540 troopers 540+ troopers
Artillery <=5 guns 6 to 8 guns >=10 guns
Width in line (approx) 45mm 60mm 90mm
Hits One less Normal One extra
Combat Re-roll first ‘6’ Normal Re-roll first ‘1-3’

 Thus an Austrian Trained Line battalion of 1,000 men would have an MR 4, 5 Hits and occupy a
front of 90mm.
 A Prussian Landwehr battalion of 450 men would have MR 3, 2 Hits and occupy a front of 45mm.

10.2.2 Orders

 3 ADCs for Prussians in 1815.

Break-off

 Introduce a Break Off order, similar to that used in SH.


- Although not commonly used, divisions were from time to time ordered to break off
from an engagement.

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Version 4.1 Shako 2 summary rules

Grand battery

 Grand batteries are formed through an order change to the commander of the artillery reserve.
Orders are undertaken as per normal. Once received, the commander of the artillery reserve
moves to the location of where the grand battery is to gather. At the same time, all artillery that
are to form the grand battery are to begin moving to that location. Once gathered, the grand
battery may begin to move under the command of the commander of the artillery reserve.

10.2.3 Formation changes and movement

French movement

 Extend the French movement rule to better quality French-trained allies, such as the Poles.

Squares

 +2 DRM for changing from line to hasty square. Currently, there is no penalty to forming a
square from a line — the probabilities are the same as changing from a column. This option
corrects for that oversight.
 +2 DRM for changing from square to hasty line. As above.

Regimental, brigade and divisional squares

10.2.4 Combat

 Austrian column masse can issue volley fire at -1.


 +1 DRM for musketry fire onto target flank or square.
 Anchored line – a formed infantry unit in line counts as anchored line if each flank is resting on
either impassable terrain or a square. Anchored lines count as squares versus cavalry.
 For artillery, volley and melee, small units ignore any ‘6s’ and must re-roll their combat die
again. Small units must re-roll. The re-roll is only undertaken once per combat.
 Similarly, large units must re-roll 1s, 2s and 3s: they do not re-roll any second 1s, 2s and 3s.

10.2.5 Casualties

 Melee combat losses of infantry defeating cavalry:


- Cavalry lose 1 Hit for every two difference in modified die rolls.
 To introduce a slower, more attrition-based game and to reduce the double-jeopardy associated
with fallback rules.

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