This document provides a reference sheet for the ADLG-R wargame system. It summarizes key rules for movement, combat, and special abilities. Movement allows sliding, wheeling, and multiple moves with limitations. Combat follows a sequence of movement, shooting, combat, rout, and pursuit. Special rules govern zones of control, difficult maneuvers, and the abilities of different troop types. Command points are used to perform orders and special actions.
This document provides a reference sheet for the ADLG-R wargame system. It summarizes key rules for movement, combat, and special abilities. Movement allows sliding, wheeling, and multiple moves with limitations. Combat follows a sequence of movement, shooting, combat, rout, and pursuit. Special rules govern zones of control, difficult maneuvers, and the abilities of different troop types. Command points are used to perform orders and special actions.
This document provides a reference sheet for the ADLG-R wargame system. It summarizes key rules for movement, combat, and special abilities. Movement allows sliding, wheeling, and multiple moves with limitations. Combat follows a sequence of movement, shooting, combat, rout, and pursuit. Special rules govern zones of control, difficult maneuvers, and the abilities of different troop types. Command points are used to perform orders and special actions.
This document provides a reference sheet for the ADLG-R wargame system. It summarizes key rules for movement, combat, and special abilities. Movement allows sliding, wheeling, and multiple moves with limitations. Combat follows a sequence of movement, shooting, combat, rout, and pursuit. Special rules govern zones of control, difficult maneuvers, and the abilities of different troop types. Command points are used to perform orders and special actions.
Movement: activate each corps one at a time General Value Range CP = (1d6 + Value of commander)/2 Shooting Ordinary 0 4 UD Results Rounded Up, +1 free CP for Commander Combat Competent +1 6 UD Rout and Pursuit Brilliant +2 8 UD ORDERS Victory Strategist +3 8 UD 0 CP if spontaneous or uncontrolled charge Range is doubled for LH, LI & Drag 1 CP to move unit/group in command range 1 CP to rally a unit within 4UD of enemy 2 CP to rally a unit in melee, enter or exit square MOVEMENT AND TERRAIN 2 CP ¼ or ½ turn for Tercio, Keil or Colunela Troop Type Distance Move (UD) 3 CP to stop Headstrong unit/group charging Open Rough Difficult (includes a free rally roll for 1 unit in group) Light Infantry 3 3 3 +1 CP to move unit/group outside command Medium Infantry; or Dragoons inside 4UD of enemy 3 3 2 range Heavy Infantry 2/3 # 2 1 +1 CP to rally unit outside command range Light Cavalry 5 4 2 +1 CP for difficult manoeuvre Gendarme 3 2 1 +1 CP if commander engaged in melee unless to Cavalry, or Dragoons outside 4UD of enemy 4 3 1 rally attached unit War Wagon and Mobile Artillery 2 1 - Along a road: movement allowance in open terrain +1 UD #3 UD in open terrain if starts its movement more than 4UD from enemy. ABILITIES Order: Quality – Combat factors and bonuses; Non MOVEMENT Skirmisher Arquebus, Keil Swordsmen, Regimental Manoeuvres Gun or 2HW - Armour One slide with an advance of 1 UD before or after. Non Skirmisher Arquebus: Arquebus inflict one Wheel 90° max (or 45° if WWg) (a 90° wheel counts as 1.5UD) hit if their shooting total is tied with their target. Only one half-turn or quarter-turn per move. Cost 1 UD or 2 UD if Unmanoeuvrable, WWg, The tie result is determined after applying quality Deep Order units. LI, Drag and LH have a free FIRST ¼ or ½ turn. modifier (elite or mediocre). Extension or a contraction Armour or Heavily Armour: +1 bonus to Multiple moves protection or +2 if Heavily Armoured. If the unit Units must never be less than 4 UD from enemy. loses the melee, add one point to the die result 3rd move forbidden if Artillery, WWg, Unmanoeuverable or if a commander is not present. before determining the effect of combat if the unit Difficult Manoeuvres: +1 CP has a heavier armour than its opponent. Does not 3rd mv unless LI, LH, Drag and Cav apply vs Elephant or in first round of melee if the Exit enemy’s ZoC except if the unit can evade. enemy has Shock or Musket/Arquebus. Unmanoeuverable units (Headstrong, Elephants, Levy, WWg and Heavy Artillery) treat the Keil Swordsmen: In the event of a tie in a round following as difficult: of melee on its front edge, the unit with the Keil o Any manoeuvre that includes (even if it ends in contact with enemy): swordsmen wins against an enemy armed with Pike Quarter or half-turn (also if WWg, Tercio, Keil or Colunela). or Spear. The tie result is determined after Extension or contraction. applying quality modifier (elite or mediocre) but o Movement less than full movement allowance unless ending in contact with enemy. before applying the effect of Armour ability of the Interpenetration unit with Keil Swordsmen ability. LI through all units in all orientations and vice versa. Impact: The unit has a +1 bonus in the 1st phase of Mounted through LI in same/opposite direction and vice versa. a melee if the unit charges or receives the charge LMI though LMI in same/opposite direction and vice versa. to its front edge. Impact of foot troops never Heavy/Medium Swordsmen though Bowmen & Crossbowmen if same/opposite direction applies if foot charge mounted or if mounted have and vice versa. Impact or Shock (unless if Impact of the mounted is Foot through Artillery or WWg by the long side only cancelled by Pike or Spearmen). Burst through: 1 loss for the crossed unit. Prohibited though EL, Deep Order, Pike & Shot, Later Salvo: Impact and Furious Charge against foot Pike & Shot, WWg, camp or friendly unit in melee or support. opponents if the unit charges or receives a charge Disengage: A move straight backwards of full movement allowance minus 1 UD until meeting an on its front edge. obstacle: Regimental Artillery In the event of a tie in LI facing foot, EL or mounted penalised in a terrain shooting or the first round of melee, the unit with Mounted (except EL) facing foot or slower mounted. a Regimental Marker gun inflicts one hit. The tie All facing Artillery, WWg, fortifications or obstacles. result is determined after applying quality modifier (elite or mediocre) but before applying the effect of Armour ability of the unit Regimental Gun or Command Shot ability. ZONE OF CONTROL Pistol: The unit has a +1 bonus for the 1st phase of Area of 1 UD in front of the unit. Permitted movements are: a melee. Cancels Mounted Impact Stay in place or charge the most threatening enemy. Shock: The unit has a +1 bonus in the 1st phase of Advance, wheel/slide or make a ¼ or ½ turn to align and/or move closer to the most a melee if the unit charges or receives the charge threatening enemy. to its front edge vs mounted or vs foot. Shock Perform an extension or contraction without leaving the ZoC. never applies if charging Keil, Tercio or Pike & LI exerts a ZoC only on LI, LH, Elephant and Artillery. Shot. Counts as Impact with Furious Charge vs No ZoC for camp, Art, WWg and units in melee, into or from a penalising terrain or behind Foot. Cancels Mounted Impact and Pistol bonus. fortification/obstacle Commanded Shot: The mounted unit shoots as a Exiting a ZoC: normal Musket-armed unit ordinary. Units capable of evading make an evade Other units make variable move straight backward of 1 UD (2 UD if mounted) for 2 CP and are Disordered Mounted whose rear is in ZoC of a slower enemy can move straight ahead for 1 CP and without becoming Disordered. ADLG-R Reference Sheet – December 2021
SPECIAL MOVEMENTS MELEE
Charge 1D6 + modifier, highest result wins the melee Restrictions: Prohibited to WWg, Artillery and Expendable levies. In open Loser -1 cohesion point terrain, LI may charge LI, Art, El and a camp. In rough/difficult, LI can only Difference of 3 or 4 -1 cohesion point charge an enemy penalised in combat or from the flank/rear or in Disorder. Difference of 5 or 6 -2 cohesion point Designate the target, the charge direction and check range. Difference of 7 or 8 -4 cohesion point A slide OR a wheel is allowed at the beginning of the charge. Difference of 9 or 10 -5 cohesion point Straight movement without reorientation with adjustment if all targets 11 points or more Automatic rout evade. Roll D6: 1-2 = -1UD or 5-6 = +1 UD. Modifiers Advance min 1UD foot/2UD mounted or max if Headstrong. Combat factors and special abilities Modifier Units in contact confirm, other can continue charge up to maximum Unit Disordered -1 distance (mandatory if Impulsive). Uncontrolled Charge -1 Spontaneous charge: Against a target in the ZoC (no CP). HI in rough terrain -1 Uncontrolled charge: Headstrong charge enemy in range (not charging = 3 CP) charge by priority the most threatening enemy, the most in front, then the WWg, Heavy Spearmen, Pikemen in rough -2 closest. Combat at -1 (see exceptions). LMI or MI in difficult terrain -1 Evade: LI, LH, Drag, CV with no Impact, Shock, Impulsive or Pistol HI in difficult terrain -2 Orient unit by a ¼ or ½ turn if necessary. Mounted in rough (no penalty for El in Field or Brush) -2 Evade is blocked by enemy ZoC in front or by enemy or friendly units If mounted attack unit behind fortifications or stakes -2 or by impassable terrain at less than 1 UD. Mounted in difficult terrain -3 Can adjust the orientation to match the charge direction. If commander is engaged in melee +1 Move straight forward. Roll D6: 1-2 = -1 UD or 5-6 = +1 UD. Each unit in simple support +1 Slide or wheels allowed to avoid obstacles or interpenetrate. +1 & base Each unit in melee support factor SHOOTING RANGES If higher, on river bank, edge of gully or in fortification +1 Missile Weapon Range (UD) LMI with Bow, Crossbow or Firearms vs mounted in +1 LI or LH with Bow, Crossbow, Arquebus or Musket 2 first round if unit receives charge on the front edge CV with Caracole 1 If mounted attack fortifications or stakes -2 CV with Bow, Crossbows or Carbine/Arquebus 2 If commander is engaged in melee +1 Drag with Arquebus 2 No Impact, Pistol, Shock or Furious Charge for mounted that are in Drag with Musket 3 penalising terrain. Attacked on flank/rear and multiple opponents: Any other foot with Arquebus 2 Basic factor is reduced to zero. Loss of all abilities Any other foot with Musket 3 Armour & Heavy Armour & Panic remain valid Flintlock, Bow or Crossbow 4 Unit loses 1 cohesion in melee except if flank contact is by LI/LH War Wagon or Light Artillery 4 Flank or rear attack – unless vs Deep Order unit, WWg or Art Medium Artillery 8 Combat factor equals 0. The unit loses any special abilities Heavy Artillery 10 Better Armour & Panic remain valid Medium or Heavy Artillery short range 2 Furious Charge: +1 cohesion point loss on 1st phase if: Salvo against all foot Kn or any mounted with Impact or Shock against all foot except WWg SHOOTING (page 24-25) Other Cavalry against LMI and LH against LI Shooting priority: Better Armour Nearest target situated directly in front of the shooter Does not count in the initial phase against opponents using Nearest target situated in the arc of fire of the shooter Musket/Arquebus or Shock in initial round. Shooting resolution: Commander in melee Each player rolls 1D6 and the target adds its protection. If the shooter has the Commander killed on a roll of 1 if the unit loses the melee higher result, the target loses 1 cohesion point. Commander killed on a roll of 1, 2 or 3 if the unit is routed In the event of a tie, shooters armed with a Regimental Gun or Non Skirmisher Arquebus inflict one hit. If shot at by Medium or Heavy Artillery at short range and difference is 3+, 2 hits are inflicted RALLYING – Forbidden for elephants LI, LH or Dragoon shooting -1 3+ if unit is more than 4 UD of all enemy (0 CP) Target in cover or behind fortification -1 4+ if unit is at 4 UD or less of an enemy (1 CP *) Shooter is Disordered and or is Reduced Shooter -1 5+ if unit is in melee (2 CP *) +1 if commander is included in or attached in the unit Shooting from cover or in difficult terrain except if LI -1 +1 is unit has Rear Support Dragoon, LI, LMI or MI shooting from Enclosed Field 0 * +1 CP if unit is outside command range Tercio shooting from the side/rear -1 If has Rear Support with general attached and exceed the rally roll by 2 plus, LMI or MI with Crossbow or Bow shooting at mounted +1 remove 2 cohesion markers For each supporting unit (max +3, LI/LH counts as 1/2) +1 Artillery shooting at Artillery or Skirmishers -1 ROUT AND PURSUIT Artillery shooting at flank or Deep Order Battle Units +1 Rout: Loss of 1 cohesion point for friends (LI only affect LI) less than 1 UD Protection modifiers behind unit (except if routed is Art/WWg) Crossbow, Arquebus, Pursuit: Only phasing player’s units can advance one UD. Impulsive & Caracole, Musket or Protection = 1 Shock units must pursue 1 UD Flintlock Light or Medium Artillery No Protection except if target is Heavy Artillery skirmishers Situation Losses Per disordered unit/Battle Unit 1 pt Per unit that has fled the table 1 pt Quality Modifier – For Shooting and Melee Per routed unit 2 pts The die result is modified before applying any other modifiers: Per Battle Unit with four or more disorder markers/hits 2 pts Elite: +1 if D6 result is 1, 2 or 3 Per routed Battle Unit 4 pts Mediocre: -1 if D6 result is 4, 5 or 6 Per lost commander 1 pt + value * If the camp is lost 4 pts If a fortified camp is lost 6 pts * Command value (0, +1, +2, +3) ADLG-R Reference Sheet – December 2021
UNIT CHARACTERISTICS TABLE
Foot Category Protection Cohesion Basic melee factor and modifiers Light Infantry LI 1 2 0 vs all. Destroyed in open terrain by LMI, MI, HI, Cav and Kn Bowmen, Crossbowmen LMI 0 5 +1 vs LI, Drag and LH. +1 in first phase vs mounted if received charge or Shot on the front Medium Swordsmen MI 1 5 +1 vs all except Kn Medium Spearmen * @ MI 1 5 +1 vs all except Kn Bayonet* MI 1 5 +1 vs all except Kn Bayonet* @ HI 1 5 +1 vs all Heavy Swordsmen HI 1 6 +2 vs LMI in open terrain or vs LH Foot Knights 3 6 Otherwise, +1 vs all Heavy armour and 2HW if foot knight Heavy Spearmen * @ HI 1 6 +2 vs LMI in open terrain or vs LH Otherwise, +1 vs all Colunela * @ HI 1 6 Tercio * @ HI 1 8 Deep Order units Later Tercio * @ HI 1 7 +2 vs all Keil * @ HI 1 7 Pike & Shot * @ HI 1 6 +2 vs LMI in open terrain or vs LH, otherwise +1 vs all Later Pike & Shot* HI 1 6 +2 vs LMI in open terrain or vs LH, otherwise +1 vs all Levy HI 1 3 +1 vs LI, LMI, Dragoon and LH War wagons # WWg 2 4 +2 vs mounted except El and +1 vs LI and Drag Bonus of +1 vs all if Battle-ready unless Mediocre Artillery Art 1 2 +1 in melee for the enemy except if LI, Drag or LH * Cancels Mounted Impact, Pistol or Shock (except Elephant) if receiving the charge on its front edge. Furious Charge is still applicable. @ +1 in 1st round vs mounted (except Elephant) if receiving the charge on its front edge. #Cancels Mounted Impact, Pistol, Shock and Furious Charge, except if attacked by Elephants Mounted Category Protection Cohesion Basic factor and modifiers Light Cav LH 1 2 +1 vs LI if LI is in the open Dragoon Drag 1 3 +1 vs LI and LH if in open. Medium Cavalry 0 3 +1 against mounted, LI, Drag, LMI, MI and Levy, Heavy Cavalry (with Armour) [1] 3 +1 against HI only if attacking them on the flank or rear, Heavy Armoured Cavalry (with Cv [2] 3 Bonus of +1 in 1st round vs LMI and Medium Spearmen unless Heavy Armour) cavalry already has Impact, Pistol or Shock or is penalised by terrain Gendarme (with Heavy Armour) Kn 2 3 +2 vs LMI, LH, Drag and Cv, +1 vs others, 0 vs WWg Elephant (1) El 0 3 +2 vs mounted and +1 vs foot Impact except vs LI or LH [x] The protection value already takes into account the Armour or Heavy Armour abilities for these troops (1) Panic on mounted units