Shako 2 Summary Rules - v4.1
Shako 2 Summary Rules - v4.1
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
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).
1.4 Visibility
Visibility is unlimited provided it is unobscured by terrain.
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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.
3.5 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
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5 Movement
5.1 General
A unit may only move once (unless it is obliged to move more than once).
- Support charges are resolved simultaneously after every DC has undertaken their
movement.
- Only the player who moved first can undertake Support charges.
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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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”
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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’.
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.
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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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.
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
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7. Melee phase
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.
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9. Command phase
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.
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.
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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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.
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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.
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.
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
Break-off
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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.
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.
10.2.4 Combat
10.2.5 Casualties
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