Peninsular Wargame Rules Dos de Mayo

British Activation

MOVEMENT RULES

Class Paces Metres
Ordinary Step 75 60
Quick Step 110 80
Quickest Step 130 100
Walk / Trot 140 110
Canter 280 220
Gallop 700 540

Gallop can only be used for exploring or staff officers.
A cavalry charge move is at walk/trot and then canter rate for the last 280/220.
Quickest step is for battalion formation changes only but is also available for skirmisher movement.
Infantry charge is at Quick step.
Infantry form square within 280 of enemy cavalry unless IMPETUOUS, SHAKEN, or ROUTED.
Squares can move in Ordinary Step if VETERAN or EXPERIENCED
Rout moves are at the fastest rate available directly away from the nearest enemy unit.
Movement through soft cover is at half rate.
No movement through hard cover unless doors,gaps, bridges or gates then half rate
Cavalry/artillery/wagons cannot move through hard or soft cover.

ORDERS & LIMITATIONS



  • Standing Orders:

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British & Allied Army


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Activation What it Does

The Activation phase provides an opportunity to initialise each unit at the beginning of each turn of play. The process is automatic based on the Activation rules engine in the App. The only opportunity for input is to change the Standing Orders for any unit as applicable.

Activation involves taking the current Order of the Unit and then determining any status change against the unit numbers and its calibre. There is a virtual dice throw as well somewhere in the process. The result for each unit will be displayed with the status and any limtiations for the current sequence of play. The output is non negotiable.

The standing orders will dictate the moves available to the unit in the coming turn of play. There may be additional rules based on the Scenario selected. Changes to Standing Orders are made after Activation.